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No Blood Angels Unit Out-Damages Vanguard Veterans! (11th Edition) — Transcript

by BA Commander · 6,632 words · 1,044 segments · language en · Watch on YouTube

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  1. 0:00Hello my friends. I'm sure like me you
  2. 0:01started making some of these new
  3. 0:03Vanguard veterans from the Armageddon
  4. 0:04box. You were super excited about them.
  5. 0:07You thought Vanguard veterans were going
  6. 0:08to be really good. Then of course after
  7. 0:11we'd already bought these, they
  8. 0:12announced that there's a version with
  9. 0:13shields. So now we're working out how we
  10. 0:16can convert them. I'm actually still not
  11. 0:19fully sure of their loadout because
  12. 0:21there's a loadout in the app that says
  13. 0:23it's valid, but people are telling me in
  14. 0:25Discord it's not valid. But so anyway,
  15. 0:27there's a lot to talk about. We're going
  16. 0:29to talk about Vanguard veterans. Can
  17. 0:31strength five
  18. 0:33at cuz that's what they are now,
  19. 0:34strength five swords. Can we actually
  20. 0:37make those usable and good and and
  21. 0:39compare them to Death Company and
  22. 0:41Sanguinary Guard?
  23. 0:43Are these guys worth actually doing
  24. 0:44anything with or do these gray models
  25. 0:46need to go back into the pile of shame
  26. 0:48for another 6-12 months? I don't know.
  27. 0:54So hello friends and welcome back to the
  28. 0:56channel. Do the Vanguard veterans still
  29. 0:58have fangs? That is the question. I mean
  30. 1:01they used to have claws. They now have
  31. 1:03swords. So in this video we're going to
  32. 1:04discuss the Vanguard veterans. We're
  33. 1:06going to see if they're any good for
  34. 1:07Blood Angels. We're going to look at how
  35. 1:09we should run them. Someone actually put
  36. 1:11in a really interesting list this week
  37. 1:13and the list included the Chaplin with a
  38. 1:14jump pack using the Carnage spear tip
  39. 1:17detachment that is usually typically
  40. 1:19reserved for Sanguinary Guard, but does
  41. 1:21give the Chaplin the ability to get
  42. 1:23lethal hits or sustained hits on his
  43. 1:25unit for 20 points. So that's going to
  44. 1:27be the most interesting combo. But we
  45. 1:29are going to look at just a Chaplin with
  46. 1:31Vanguard veterans as a cheaper option
  47. 1:34most typically than the Death Company
  48. 1:35and Sanguinary Guard. And obviously I've
  49. 1:37just done videos on Death Company and
  50. 1:39Sanguinary Guard, so we're going to be
  51. 1:40able to compare the damage really easily
  52. 1:42and we're going to be able to see point
  53. 1:44for point who's doing the most damage.
  54. 1:46And the results have surprised me. So if
  55. 1:48they've surprised me, they're probably
  56. 1:50going to surprise you. Uh let's start
  57. 1:52with the Chaplin with a jump pack. Now
  58. 1:53this is a new model sort of. He has a
  59. 1:56Crozius and a bolt pistol.
  60. 1:59Um
  61. 2:00he gives you a line so on the charge and
  62. 2:03if your unit is below half strength, you
  63. 2:05get to reroll wound rolls. Now, we're
  64. 2:07going to come back to this um because
  65. 2:09this basically makes their weapons
  66. 2:11twin-linked when you're below half
  67. 2:12strength.
  68. 2:13Uh for 75 points, I mean the cost isn't
  69. 2:15the most exciting, but you will get an
  70. 2:18extra attack from being attached to the
  71. 2:20Vanguard Veterans on the charge, so
  72. 2:21you'll go to six attacks and he does
  73. 2:23have cleave one, so it'll be very easy
  74. 2:25against a five-man unit. He's on seven
  75. 2:27attacks with lance. Now, his AP isn't
  76. 2:29great, but seven attacks with lance
  77. 2:31potentially all the way up to 10 attacks
  78. 2:32with lance into a 20-man unit. Um he
  79. 2:35hits on twos as well, nice.
  80. 2:37Um strength six, a little bit better
  81. 2:39than the strength five. Um
  82. 2:41sure. If he's leading Vanguard Veterans,
  83. 2:43then I would recommend that you're
  84. 2:44probably going to run them in an uh
  85. 2:4610-man squad, so there would be uh 11
  86. 2:48guys in the squad including the Chaplin.
  87. 2:50Then, when you get to five models
  88. 2:52remaining, wound rolls become
  89. 2:53rerollable.
  90. 2:55Uh if you're leading a five-man squad,
  91. 2:56when you get to three models left, again
  92. 2:59wound rolls become rerollable. I think
  93. 3:00the interesting thing here and we're
  94. 3:02going to come back to it at the very end
  95. 3:04of the video, we're going to look at how
  96. 3:05much damage that five-man with
  97. 3:07rerollable wounds does against the base
  98. 3:1011-man.
  99. 3:11Keep that in mind.
  100. 3:13And then the idea as well here is you
  101. 3:15could give the Chaplin a 20-point
  102. 3:17enhancement in the Sanguinary Guard uh
  103. 3:19detachment to give them sustained hits
  104. 3:21or lethal. So, they're already going to
  105. 3:23have lance. They're going to be strength
  106. 3:24five lance. They're going to be four
  107. 3:26attacks per guy. But, we are going to be
  108. 3:28able to get sustained. We are going to
  109. 3:30be able to get lethals. And we are going
  110. 3:32to compare this to both Sanguinary Guard
  111. 3:34and Death Company. I mean, the
  112. 3:36interesting thing about them is four
  113. 3:37attacks per guy on the charge
  114. 3:40uh with a master-crafted power weapon is
  115. 3:42going to be 40 attacks. You know, you
  116. 3:44compare that to Death Company, they
  117. 3:46aren't getting anywhere close to 40
  118. 3:47attacks. You compare that to Sanguinary
  119. 3:49Guard, uh six-man Sanguinary Guard are
  120. 3:51getting 24 attacks. So, that's 16 more.
  121. 3:54Um so, that's what's going to be
  122. 3:55interesting, right?
  123. 3:57Uh the downside is obviously they hit on
  124. 3:59threes.
  125. 4:00Uh
  126. 4:01ironically, they finally took away the
  127. 4:03plus one to hit from Dante and that
  128. 4:04would actually be amazing for this unit.
  129. 4:06But,
  130. 4:08that's it. They hit on threes. There's
  131. 4:09no real way to buff that. Maybe you can
  132. 4:12buff it if you've got a dreadnought with
  133. 4:13the aura.
  134. 4:14So, you could get rerolls of one. But,
  135. 4:16for this video we're not going to be
  136. 4:17counting that. We're just going to
  137. 4:18assume they hit on threes.
  138. 4:20They're 220 points.
  139. 4:23Um,
  140. 4:24you know, but an average a Sanguinary
  141. 4:26Guard unit that's like 275
  142. 4:28points
  143. 4:30is only going to end up with 20 hits,
  144. 4:32right? Because they only get 24 attacks.
  145. 4:34So, the Vanguard Veterans are 55 points
  146. 4:36cheaper and they will end up
  147. 4:38statistically with 20 6.6 hits. So, it's
  148. 4:416.6 more hits for 55 points less.
  149. 4:45They'll both still have lances. So, the
  150. 4:46only real and they'll both still have AP
  151. 4:48two. So, the only real difference is the
  152. 4:50Vanguard Veterans on strength five,
  153. 4:52Sanguinary Guard are on strength six.
  154. 4:54Now, into a meta at the moment where
  155. 4:56like there's a lot of like toughness
  156. 4:58seven, toughness eight, toughness nine.
  157. 5:00There's no difference between those two
  158. 5:02units. So, I guess if you're we're
  159. 5:04fighting against toughness six, seven,
  160. 5:06or
  161. 5:07sorry, seven, eight, or nine,
  162. 5:10the Vanguard Veterans going to
  163. 5:11outperform the Sanguinary Guard in every
  164. 5:12situation.
  165. 5:14Uh,
  166. 5:15and I think that's going to be you're
  167. 5:16going to see how they perform throughout
  168. 5:18the video as we get to the math section.
  169. 5:20It's probably always worth taking the
  170. 5:22thunder hammer. The thunder hammer
  171. 5:23actually gets four attacks. There's not
  172. 5:25many character
  173. 5:27not There's not many non-character
  174. 5:29models. I don't think there's any
  175. 5:30actually they can get four attacks with
  176. 5:31a three damage thunder hammer. So, give
  177. 5:33the thunder hammer to your sergeant is
  178. 5:36probably the right call. But, I mean if
  179. 5:37you want to keep the relic blade, that's
  180. 5:39actually kind of okay as well.
  181. 5:41He will have four attacks with a
  182. 5:42potential cleave and he'll also have
  183. 5:44lethal hits baked in.
  184. 5:47Uh, the combat shields
  185. 5:49are a confusing one cuz it says all
  186. 5:51models in this unit can have their heavy
  187. 5:53bolt pistol replaced with combat shield.
  188. 5:55But, the app will let you replace the
  189. 5:58sergeant's
  190. 6:00heavy bolt pistol with a plasma pistol
  191. 6:02and then the app will let you replace
  192. 6:04four more models
  193. 6:06bolt pistol with plasma pistols. So you
  194. 6:08have five plasma pistols in the unit and
  195. 6:10then you can replace all the remaining
  196. 6:11heavy bolt pistols with combat shields.
  197. 6:14Now, I am not aware of any specific
  198. 6:16order you have to do in this. Somebody
  199. 6:18said you
  200. 6:20If you want to take combat shields, you
  201. 6:21need to take them in the whole unit. But
  202. 6:23like right now, a valid loadout in the
  203. 6:25app is five plasma pistols, five combat
  204. 6:27shields. Arguments have been made.
  205. 6:30Uh the app has been pretty buggy since
  206. 6:32the new Space Marine codex released. Who
  207. 6:34knows what's valid? But if the app says
  208. 6:36it's valid, I think for at least for
  209. 6:38now, that's valid. So if I was fielding
  210. 6:40them, I'd probably take five plasma
  211. 6:42pistols
  212. 6:43and five um
  213. 6:45combat shields.
  214. 6:46But I mean
  215. 6:48I guess five plasma pistols and five
  216. 6:49bolt pistols isn't the worst thing. 10
  217. 6:52combat shields also isn't the worst.
  218. 6:54Combat shield gives you that five up
  219. 6:55invulnerable could be useful.
  220. 6:57Keep some of them alive in some
  221. 6:59situations, right?
  222. 7:00Especially if you're playing Death
  223. 7:01Guard. Oh my goodness, I'm getting
  224. 7:03flamed by a million anti-infantry two up
  225. 7:06flamers with like AP3. Well, combat
  226. 7:08shield will help with that, you know?
  227. 7:10So anyway, that's what Vanguard Veterans
  228. 7:12are bringing. We're basically getting 40
  229. 7:14attacks, 36 of them with the power
  230. 7:16weapons, and then four of them with the
  231. 7:19relic blade or thunder hammer. I mean
  232. 7:21I feel like the thunder hammer you
  233. 7:22probably take, but the relic blade isn't
  234. 7:24a horrible option. Okay, uh their tactic
  235. 7:27is they have grenades, they fly, all
  236. 7:30that good stuff. So we're leading with
  237. 7:32the chaplain. We know that, right? So
  238. 7:34what does that give us? Um like I said,
  239. 7:3636 weapon skill three, five up two two
  240. 7:38lance, plus
  241. 7:41the four attacks weapon skill four up
  242. 7:42strength nine
  243. 7:45AP2 damage three lance devastating
  244. 7:47wounds. I think that's a typo uh by me
  245. 7:49because thunder hammers aren't strength
  246. 7:51nine anymore. My mistake.
  247. 7:54Uh okay, uh or you could take the relic
  248. 7:56blade.
  249. 7:57622. You got the cleave in there and
  250. 8:00lethal against non-monsters or vehicles.
  251. 8:02And then your chaplain, five attacks.
  252. 8:05Uh I mean I guess I forgot to add the
  253. 8:07plus one for charging. Excuse me. Um,
  254. 8:09six attacks
  255. 8:11uh with strength six, AP one, damage
  256. 8:14two, lance, and lethal. Right. We have
  257. 8:16the potential, obviously, to add lethals
  258. 8:18or sustained, and depending on your
  259. 8:20detachments, there's other ways to get
  260. 8:22that as well.
  261. 8:24Um,
  262. 8:25so if we do add the angelic
  263. 8:29executioner attachment, this unit's 315
  264. 8:31points. So, 11 Marines, 350 points,
  265. 8:34three up, five up on
  266. 8:37half or all of them, uh toughness five,
  267. 8:39and then reroll wounds once half
  268. 8:41strength or less. Unfortunately, half
  269. 8:43strength is going to be five guys
  270. 8:44remaining from the 11. And like I know
  271. 8:47there's more ways to buff these guys.
  272. 8:48Like I said, um
  273. 8:50there's ways to get lethals and
  274. 8:51sustained based on what strategems you
  275. 8:53play and stuff, but like we're just kind
  276. 8:55of wanting to see what they can do base
  277. 8:57versus the Sanguinary Guard and Death
  278. 8:58Company because we can buff those units
  279. 9:00as well. So, if we know what the base
  280. 9:01is, we can compare it all together.
  281. 9:03Uh and also, I want to see what the base
  282. 9:05is without going crazy and spending all
  283. 9:06our CP, right?
  284. 9:08So, uh if you think you're going to get
  285. 9:10some value or you do get some value
  286. 9:12later on in this video, please do
  287. 9:13subscribe. I would appreciate it or like
  288. 9:15the video. Um and like the video if you
  289. 9:17do enjoy my content in general. So, like
  290. 9:20the last two videos, we've tested all
  291. 9:22these enemies for the Death Company and
  292. 9:24Sanguinary Guard. So, that's super
  293. 9:25useful. So, that gives us like
  294. 9:28the two, I guess, poster boys or the two
  295. 9:30big Blood Angels units. Do they do Can
  296. 9:33the Vanguard Veterans compete with them?
  297. 9:36Uh so, let's get into it. So, the very
  298. 9:37first slide, we'll take the against the
  299. 9:4010 Ork Nobz, the toughness five, three
  300. 9:43wounds per model, four up save, Chaplain
  301. 9:45plus lethal hits, Chaplain plus
  302. 9:47sustained. We're always going to be
  303. 9:48doing the Chaplain. We're always going
  304. 9:49to be procking the extra thing.
  305. 9:51Uh and then, we're going to work out
  306. 9:54damage per 100 points, and I've got last
  307. 9:56week's numbers as well. So, for this
  308. 9:58unit, damage per 100 points is 8.9. It
  309. 10:02would be best, however, if you focus on
  310. 10:04sustained hits against these lower
  311. 10:06toughness enemies.
  312. 10:07Um so, you just get more hits. So, your
  313. 10:09damage per 100 points with um
  314. 10:12executioner
  315. 10:14is 9.2.
  316. 10:16So, if you compare that to Death
  317. 10:17Company, that's a whole one extra damage
  318. 10:19per 100 points. Compare that to
  319. 10:20Sanguinary Guard, that's like two and a
  320. 10:21half extra damage per 100 points. So,
  321. 10:24just because you've got those extra
  322. 10:26guys, you're making extra hits, you've
  323. 10:27got more attacks. We're going into
  324. 10:30toughness five, which is kind of fine.
  325. 10:32Um you can see straight away Vanguard
  326. 10:34Veterans are outperforming both Blood
  327. 10:36Angels units into Nods. Uh let's move on
  328. 10:39to Custodian Wardens. They're now
  329. 10:40toughness seven with uh six wounds, two
  330. 10:43up, five up, sorry, two up, four up.
  331. 10:46And they also have a baked-in minus one
  332. 10:48AP. Now, this is a very durable unit. Uh
  333. 10:51and we saw last week that the Sanguinary
  334. 10:53Guard and Death Company really struggled
  335. 10:55to kill them. Damage per point for the
  336. 10:58Vanguard Veterans again is a good bit
  337. 10:59higher, 1.2 damage per 100 higher.
  338. 11:03Uh and one whole damage per 100 points
  339. 11:06higher on than the Sanguinary Guard. If
  340. 11:08we have lethals and sustained again,
  341. 11:10we will indeed make more damage. We go
  342. 11:13up to all the way to four points of
  343. 11:16damage per 100. Again, 1.5
  344. 11:19more damage per 100 points than the
  345. 11:22Sanguinary Guard. So, I mean, the way to
  346. 11:23look at that is when you charge in this
  347. 11:26unit,
  348. 11:30you know, you could just times this by
  349. 11:313.6, right? So, you're expecting like
  350. 11:34seven damage.
  351. 11:36Fine. Times the Vanguard Veterans with
  352. 11:39sustained hits by like three, you're
  353. 11:41getting 12 damage. So, that's seven
  354. 11:44damage from the Sanguinary Guard, that's
  355. 11:4512 damage from the cheaper unit, the
  356. 11:4850-point cheaper unit
  357. 11:51of Vanguard Veterans. I It was at about
  358. 11:54this precise point when I'm making these
  359. 11:56slides that I twigged in my head that
  360. 12:01obviously, Codex Space Marines has come
  361. 12:03out.
  362. 12:04And what we should probably be doing as
  363. 12:06Blood Angels player is taking most of
  364. 12:08our units from Codex Space Marines. Cuz
  365. 12:10I do not really think
  366. 12:12within the lore of Warhammer anyway that
  367. 12:15a unit of Vanguard Veterans
  368. 12:18should be
  369. 12:20doing, you know, five
  370. 12:22It's almost double at that point, right?
  371. 12:24We said seven damage from the Sanguinary
  372. 12:25Guard, 12 damage from the cheaper
  373. 12:28Vanguard Veterans. So, like
  374. 12:31I don't think we should be in a
  375. 12:32situation where Vanguard Veterans are
  376. 12:33out damaging the Sanguinary Guard. I
  377. 12:36mean, it's not quite two to one, but
  378. 12:37it's like 1.8 to one or something. Like,
  379. 12:39it's 80% more damage. 12 versus seven.
  380. 12:42Um I mean
  381. 12:45I was going to say my uh
  382. 12:47my math skills are decent, but maybe not
  383. 12:49that good. 12 / 7? Okay, 71% more
  384. 12:52damage.
  385. 12:53So, uh and remember this unit is 50
  386. 12:56points cheaper as well. So, I mean, it's
  387. 12:58um
  388. 12:59it's interesting, right? Like, I kind of
  389. 13:01write written Vanguard Veterans off
  390. 13:02because of their strength five. But, I
  391. 13:04guess if Sanguinary Guard are really
  392. 13:05only strength six
  393. 13:07and Sanguinary Guard are super
  394. 13:09expensive, which I think we know they
  395. 13:11are, super expensive, then um
  396. 13:13let's keep going. Into a Rhino.
  397. 13:15Toughness nine, 10 wounds, three up
  398. 13:18save. Uh point for point again
  399. 13:22Vanguard Veterans are 3.4, Death Company
  400. 13:25coming in at 2.9, Sanguinary Guard
  401. 13:26coming in at 2.6. If we've got lethals
  402. 13:28are sustained
  403. 13:30doesn't help all that much into a
  404. 13:32toughness nine uh attack
  405. 13:34it's 3.2. So, um
  406. 13:38I mean, I think one of the reasons that
  407. 13:40these guys do more damage as well is we
  408. 13:41got to remember that a thunder hammer is
  409. 13:43there and that you get four attacks on
  410. 13:45the thunder hammer. So, you know, like
  411. 13:47every single situation the guy with the
  412. 13:49thunder hammer is doing some decent
  413. 13:50damage because he's got four attacks.
  414. 13:52And you that can spike a little bit.
  415. 13:54It's It's enough attacks that could
  416. 13:55spike up and on average it's going to
  417. 13:58bring out some good damage. Um let's
  418. 14:00keep going. The Silent King, toughness
  419. 14:0210. Now, toughness 10 is the absolute
  420. 14:04worst number for Vanguard Veterans,
  421. 14:07right? Because Vanguard Veterans only
  422. 14:08wound toughness 10 on sixes, where
  423. 14:11Sanguinary Guard will still wound on
  424. 14:12fives and they've both got lance. So,
  425. 14:14Sanguinary Guard will wound toughness 10
  426. 14:16on fours. Vanguard Veterans will wound
  427. 14:18toughness 10 on five. So, this is the
  428. 14:20worst match up. So, uh we can do the
  429. 14:22lethals and we can do the sustained
  430. 14:24hits. And what we can see again is that
  431. 14:27Vanguard Veterans will once again, with
  432. 14:29no buffs, still outperform both Death
  433. 14:31Company and Sanguinary Guard. And if we
  434. 14:33do lethal hits, which is really going to
  435. 14:35be useful when our wound rolls are bad,
  436. 14:37like our wound rolls are fives,
  437. 14:39um
  438. 14:40we're actually going to do 4.5. Again,
  439. 14:43that's all not quite 50% more than the
  440. 14:46than the Sanguinary Guard, but very
  441. 14:47close to 50% and into the Death Company
  442. 14:514.5 / 2.6, you're probably talking like
  443. 14:5570%.
  444. 14:56So, I think um last week when we looked
  445. 14:58at like the Sanguinary Guard, they
  446. 15:00really struggled to kill two men here's,
  447. 15:02while the Vanguard Veterans in both
  448. 15:03situations will kill the two men here's.
  449. 15:06Um
  450. 15:06and then into the Custodian and Wardens,
  451. 15:09again, they really struggled to kill two
  452. 15:12Custodian Wardens, again, the Vanguard
  453. 15:14Veterans will be killing two Custodian
  454. 15:15Wardens. So,
  455. 15:17in every of the first four with first
  456. 15:19four we've looked at, in every
  457. 15:20situation, the Vanguard Veterans are
  458. 15:22doing a lot more damage than both the
  459. 15:24Death Company and the Sanguinary Guard,
  460. 15:25and they are cheaper.
  461. 15:27So, I get my brain at this point, I'm
  462. 15:28like, should I just be getting the old I
  463. 15:31think I've got 20 Vanguard Veterans. Do
  464. 15:33we just need to break them out? Like, is
  465. 15:35that what we should be running? Like,
  466. 15:37um
  467. 15:40it's interesting because you have to
  468. 15:41take the Sanguinary Guard detachment to
  469. 15:43get this. You could You know, like if
  470. 15:44you if you're ever in a situation where
  471. 15:46you're paying that tax on that third you
  472. 15:48know, like a quite a few people have
  473. 15:49been running three units of Sanguinary
  474. 15:50Guard, they're paying that extra 15
  475. 15:52points for the third unit of Sanguinary
  476. 15:53Guard. Why are you doing that? Why
  477. 15:55aren't you taking a unit of Vanguard
  478. 15:57Veterans that's like cheaper anyway and
  479. 16:00is going to do more damage? The negative
  480. 16:02side of Vanguard Veterans, obviously,
  481. 16:03they're not minus one to hitting uh in
  482. 16:05shooting or they're not minus one to be
  483. 16:07wounded, but here's the thing, they
  484. 16:09still do have advance and charge and
  485. 16:10they still do have a 12-in move. So, you
  486. 16:12can still hide them very effectively and
  487. 16:14you can still make the offer strike,
  488. 16:16right? Like, most of the time your
  489. 16:18sanguinary guard get killed after
  490. 16:20they've made a charge.
  491. 16:22So, if we're talking about making a
  492. 16:23charge and and wiping out an enemy unit,
  493. 16:26the vanguard veterans are the unit
  494. 16:27that's more likely to do that. So, you
  495. 16:29still hide them. You still advance and
  496. 16:31charge when you need it.
  497. 16:33But, when you advance and charge when
  498. 16:34you need it, you're not going to get hit
  499. 16:35back nearly as hard because you're
  500. 16:37killing twice as much stuff.
  501. 16:40Okay, let's go into Mortarion. Again, a
  502. 16:42really bad match up for vanguard
  503. 16:44veterans. I mean, you could argue it's a
  504. 16:45bad match up for sanguinary guard and
  505. 16:47death company as well. And the numbers
  506. 16:48say that pretty much is. Vanguard
  507. 16:50veterans 2.5
  508. 16:52against 1.7. So, you are getting like
  509. 16:5540% more damage per 100 points into
  510. 16:58Mortarion
  511. 17:00with the vanguard veterans. The lethal
  512. 17:03hits, obviously, are the best against
  513. 17:04like a big nasty toughness thing
  514. 17:07where your wound rolls are low, but
  515. 17:08sustained hits still gives you
  516. 17:11you know, a good amount of more damage
  517. 17:13than what the sanguinary guard or death
  518. 17:14company. And like I said, there is ways
  519. 17:16to combo these up. There is a strategem
  520. 17:17you could use to get both lethals and
  521. 17:19sustained. So, you could argue the
  522. 17:21vanguard veterans can hit even harder if
  523. 17:23they need to.
  524. 17:25Into stompa,
  525. 17:26the vanguard veterans are actually able
  526. 17:28to do 15 damage to stompa with the
  527. 17:30lethal hits. They go all the way to five
  528. 17:33damage per 100 points. Sanguinary guard
  529. 17:37are doing two and a half. So, in this
  530. 17:38situation, the vanguard veterans are
  531. 17:41literally two to one-ing them.
  532. 17:43So, if you charge a stompa with six
  533. 17:45sanguinary guard
  534. 17:46uh
  535. 17:48plus a character, 365 points. And you
  536. 17:51charge them with a chaplain with lethal
  537. 17:53hits plus 10 vanguard veterans, 315
  538. 17:56points.
  539. 17:58Um you know, you are doing not quite
  540. 18:00double, but like it's up there, right?
  541. 18:03Like it is crazy. These guys will do 15
  542. 18:05damage to a stompa.
  543. 18:07Um
  544. 18:07sustained hits helps, but
  545. 18:09lethal hits will talk about it. I've
  546. 18:11worked out the break point for when to
  547. 18:13use lethal hits and when to use
  548. 18:14sustained hits. We've got a slide about
  549. 18:15that just coming up. Uh and into the
  550. 18:18stompa, but company only do 2.3 damage,
  551. 18:20right? Like, I mean, here's the thing,
  552. 18:22these units are much more durable than
  553. 18:24they were before, right? Like, I don't
  554. 18:26want to count off durability, and maybe
  555. 18:28we'll do another video where we take all
  556. 18:30three of these units together, and we'll
  557. 18:32include durability, and you know, Death
  558. 18:34Company have a feel no pain, and
  559. 18:36Sanguinary Guard have minus one to
  560. 18:37wound, and they can get
  561. 18:40minus one to hit, as well. But, like, if
  562. 18:42we're just talking about damage, and we
  563. 18:44just want to be fast, and we want to be
  564. 18:46sort of glass cannon, and we want to
  565. 18:48kill things on the charge, then
  566. 18:51it's it's a really hard argument, like
  567. 18:54I've I've played three games since the
  568. 18:56new Codex, and every game I've really
  569. 18:57felt like my Sanguinary Guard or Death
  570. 18:59Company just haven't been good enough.
  571. 19:01And I think potentially the
  572. 19:04the numbers have been staring me
  573. 19:05straight in the face. I should have just
  574. 19:06looked at
  575. 19:08the Vanguard Veterans with the extra
  576. 19:09attacks,
  577. 19:11and the sustained or lethal, or both.
  578. 19:13So, if we're going to do this, sustained
  579. 19:16and lethal is also on a stratagem in
  580. 19:18tactics as attack force. Tactics lets
  581. 19:20you reroll all your advances, right? So,
  582. 19:22you've got two of these units, two
  583. 19:24Chaplains, 20 Vanguard Veterans. That
  584. 19:26means both of them have advanced and
  585. 19:27charged. Potentially, both of them
  586. 19:29reroll their advances, you know? And
  587. 19:32then,
  588. 19:33both of them can have sustained hits or
  589. 19:36lethal hits, or maybe you can put both
  590. 19:37onto one unit.
  591. 19:39Um
  592. 19:41They also still have potentially big
  593. 19:42consolidation movements, as well, and
  594. 19:45also the ability to fight first for one
  595. 19:47CP. So, if we talk about all that,
  596. 19:53there's a real interest here for me on
  597. 19:55these Vanguard Veterans, like, have we
  598. 19:56been sleeping on them?
  599. 19:58Um
  600. 20:01So, Vanguard the vets plus the Chaplain,
  601. 20:03right? So, if we include like no
  602. 20:04enhancements, how much damage do they do
  603. 20:06to these things, right? Like, so, we're
  604. 20:08not we're not going to use angelic
  605. 20:09inheritors, we're still going to just
  606. 20:11look at like the base, what they can do.
  607. 20:15Uh and it and it comes back down to
  608. 20:18these guys still outperform Death
  609. 20:19Company and Sanguinary Guard point for
  610. 20:20point into every target. Now, they're
  611. 20:24not going to outperform typically maybe
  612. 20:26on survivability, but in raw damage,
  613. 20:29they are better into every target.
  614. 20:31Um
  615. 20:32>> [snorts]
  616. 20:34>> We're killing eight almost nine knobs.
  617. 20:36We're killing almost two Custodes. We're
  618. 20:38killing that Rhino.
  619. 20:40Uh we're
  620. 20:41destroying both men here's. We're doing
  621. 20:44seven damage to Mortarion, and we're
  622. 20:46doing 11 damage potentially to the
  623. 20:50Stompa.
  624. 20:51When do we use lethal and sustained,
  625. 20:53right? Uh if we wound on threes, we
  626. 20:56should always take sustained hits.
  627. 20:58Uh if we wound on fours,
  628. 21:01um we should take sustained hits. If
  629. 21:04we're
  630. 21:07Sometimes on fours, it can actually make
  631. 21:09no difference. Lethals and sustained
  632. 21:10math out the same. The second that our
  633. 21:12wound rolls become fives to wound, then
  634. 21:15we should move on to lethals. Uh and
  635. 21:17into the Silent King, we should do
  636. 21:18lethals. Into Mortarion, we should do
  637. 21:20lethals. Into Stompa, we should do
  638. 21:22lethals. So, lethals when you're
  639. 21:24wounding on fives,
  640. 21:25sustained against anything before before
  641. 21:28that.
  642. 21:29Um
  643. 21:30cuz at fours, it's kind of 50/50, right?
  644. 21:33Like the sustained is a little bit
  645. 21:34better into this one, but for the most
  646. 21:36part, it's the same.
  647. 21:37So,
  648. 21:38uh
  649. 21:39the sixes from the lethals obviously
  650. 21:40skip a wound roll that you would mostly
  651. 21:42fails on fours. It's that coin flip,
  652. 21:45right? So, use sustained every time you
  653. 21:47go into infantry, use lethals into any
  654. 21:49everything toughness 10 and above. And
  655. 21:52if we bring back the
  656. 21:55stratagem, you'll see here that the
  657. 21:57stratagem is sustained hits into
  658. 21:59non-monsters and vehicles, or lethals
  659. 22:02into monsters and vehicles. So, you
  660. 22:04could have two units using this, two
  661. 22:06Chaplains, 20 uh Vanguard Veterans, 10
  662. 22:09with each, and both units can basically
  663. 22:12optimize to do maximum damage at all
  664. 22:15situations. And if we go back to the
  665. 22:18maximum damage in all situations, you
  666. 22:20see like into a Stompa, it's literally
  667. 22:22double the Sanguinary Guard, more than
  668. 22:24double on the Death Company. into
  669. 22:26Mortarion, what do we say? It was like
  670. 22:2740% better into the Silent King. It's
  671. 22:30[snorts] like
  672. 22:31Mhm.
  673. 22:3210% No, with the lethal hits, yeah, it's
  674. 22:34like 40% better. Uh into these guys,
  675. 22:38maybe it's into Rhino, it's maybe 10%
  676. 22:41better. Into the Wardens, again, if
  677. 22:43we're optimized, which both units could
  678. 22:45be, uh
  679. 22:47>> [snorts]
  680. 22:48>> we're like 70% better and into the Nobz.
  681. 22:51And then we're not massively better, but
  682. 22:52we're we're still a good bit better. So,
  683. 22:54it's like
  684. 22:58Shoot, Blood Angels players just be
  685. 22:59running two squads of Vanguard Veterans,
  686. 23:0110 mans plus Chaplains, because
  687. 23:05that is the optimized damage output. I
  688. 23:07mean, the math doesn't lie. So, the tool
  689. 23:09that I used for this video is literally
  690. 23:11uh
  691. 23:11a tool that I made. I made a video about
  692. 23:13it. It's free. You can just come over
  693. 23:15here. You can load in your different
  694. 23:16units. You can save them. It's all
  695. 23:18stored locally, and you can calculate
  696. 23:20out all this damage. So, I use it every
  697. 23:22week for the math video. And so, please,
  698. 23:23if if you think it would be interesting
  699. 23:25to you, check out. But, I use the tool
  700. 23:27one last time to do Vanguard Veterans um
  701. 23:31vs. the Death Company vs. the Sanguinary
  702. 23:33Guard for the pure damage per points.
  703. 23:36So, basically, what this means is for
  704. 23:37every 100 points, uh we show you the
  705. 23:40amount of damage you've done, and
  706. 23:42whether it's better to be using
  707. 23:43sustained and lethal. So, it pretty much
  708. 23:46uh aligns with what I said, but you can
  709. 23:48see here like the Death Company and the
  710. 23:50Sanguinary Guard,
  711. 23:51they don't win in any situations. Um
  712. 23:55they're not even really close in most of
  713. 23:57the situations. Uh so, the Vanguard
  714. 23:59Veterans outdamage both Blood Angels
  715. 24:01units into every target. Uh and into the
  716. 24:03big targets, it's like 30% overall
  717. 24:06damage better
  718. 24:07uh by having the lethal hits at the
  719. 24:09right time. So, that's your two
  720. 24:11stratagems that you probably want to be
  721. 24:12using, right? Like, stack lethal and
  722. 24:15stack lethal and lance or sustained and
  723. 24:17lance on both units, do maximum damage,
  724. 24:21and then hope, I guess, that those storm
  725. 24:23shields uh no, combat can protect you,
  726. 24:26or hope that you killed so much more
  727. 24:28than the Sanguinary Guard that you you
  728. 24:30know
  729. 24:31and because you've got a big unit,
  730. 24:32losses aren't quite as expensive. Now,
  731. 24:35here's the interesting thing. What about
  732. 24:37when half strength, right? What when
  733. 24:38there's only five of 11 left. So, you've
  734. 24:41got your chaplain, you've got your
  735. 24:42hammer hammer sergeant, so it's your
  736. 24:43thunder hammer sergeant. You've got
  737. 24:45three veterans left. You're still
  738. 24:46charging and you're re-rolling all
  739. 24:48wounds, right? So, your full squad
  740. 24:50versus half squad of damage kept. So,
  741. 24:53into the orc knobs, your full squad did
  742. 24:55like 26 damage. You do 71% of the damage
  743. 24:59when you only have five of 11 left. So,
  744. 25:01that re-rolling wounds is bringing back
  745. 25:04like 21% of the damage. Into the
  746. 25:06wardens, it's bringing back 20% of the
  747. 25:08damage. Into the rhino, it's bringing
  748. 25:11back like 46% of the damage. Into the
  749. 25:13silent king, it's bringing back 84. Into
  750. 25:16mortarian, it's bringing back 82. Into
  751. 25:19the stompa, it's bringing back 83. And
  752. 25:21that's with no buffs. That's no lethal
  753. 25:23and no sustained.
  754. 25:24So, basically what you're telling me is
  755. 25:26that like this unit on half strength,
  756. 25:29if you averaged all those numbers there,
  757. 25:31it's about 80%, right? 96, 80 80 80 70
  758. 25:3570. That is about 80 So, they are
  759. 25:38keeping 80% of their damage when they
  760. 25:41have taken six casualties.
  761. 25:44If that's not really meaningful,
  762. 25:47especially in a detached like you are
  763. 25:49playing an army that gives you advance
  764. 25:51and charge and fall back and charge. So,
  765. 25:54for the most part you should be able to
  766. 25:55make those charges. You should be able
  767. 25:56to fall back and charge. We don't care
  768. 25:58about their pistols. I mean, shoot their
  769. 25:59pistols if you want, throw a grenade if
  770. 26:02you want. We care about doing damage
  771. 26:04with these units in melee. And they're
  772. 26:06keeping 80% of their damage. If we go
  773. 26:08for lethal hits, it's a little bit less,
  774. 26:10of course, right?
  775. 26:12If we go for sustained hits, it's
  776. 26:14actually surprisingly similar because
  777. 26:16you just get more hits and your wound
  778. 26:17rolls are super reliable. So, uh with
  779. 26:20less than half of the models left into
  780. 26:22basically every situation apart from
  781. 26:25some of these lethal hit situations.
  782. 26:26Remember, these were situations you
  783. 26:27should not be using lethals on. You
  784. 26:29should be using the sustained. Uh so,
  785. 26:31it's just some of these ones down here.
  786. 26:33So, lethals become slightly less
  787. 26:35valuable when you get to re-roll wounds.
  788. 26:38So, basically, once you get to re-roll
  789. 26:40wounds, you should just sustained hits
  790. 26:42all the time. So, you want to be
  791. 26:43sustained hitting on all the time. And
  792. 26:45if you do that, then the lowest number
  793. 26:47you get is 72%.
  794. 26:50So, basically, what that tells you is
  795. 26:52you've lost six casualties.
  796. 26:55I feel that's significant with a five-up
  797. 26:57invulnerable save, right? So, with a
  798. 26:58five-up invulnerable save, you should
  799. 27:00pass about a third. So, you've had to
  800. 27:02take 10 saves at AP2 two damage, right?
  801. 27:06And you failed statistically like six of
  802. 27:08them. That's about average, right?
  803. 27:10Because you've got the five-up invun.
  804. 27:12So, if you've taken 10 saves on that
  805. 27:14unit at AP2 two damage or AP3 or AP4,
  806. 27:17whatever, it doesn't matter. You've got
  807. 27:18the combat shields.
  808. 27:19That unit can still do
  809. 27:22a minimum of 72% of its damage, but in
  810. 27:24some cases it can do like 80 85% of its
  811. 27:29initial damage. Uh the reason being that
  812. 27:32the chaplain is getting lots of attacks.
  813. 27:34He's getting to re-roll everything. And
  814. 27:35that thunder hammer is getting lots of
  815. 27:37attacks. And he's getting to re-roll
  816. 27:39everything. And if he's re-rolling his
  817. 27:41wounds, he's getting an extra six or two
  818. 27:43devastating wounds. So, you keep those
  819. 27:45those models safe.
  820. 27:47So, like re-rolling wounds takes the
  821. 27:49value out of the lethals. So, what you
  822. 27:51just want to do is at half strength, go
  823. 27:53sustained everywhere if you can.
  824. 27:55Obviously, you can definitely do it on
  825. 27:56the one unit. On the other unit, which
  826. 27:58the stratagem only lets you use
  827. 27:59sustained in certain situations. But,
  828. 28:03you are keeping that wound re-rolls is
  829. 28:05keeping so much of your initial damage.
  830. 28:08So, you know, like you're losing uh
  831. 28:11I feel like losing six vanguard veterans
  832. 28:13is pretty meaningful. You know, like if
  833. 28:14you were in a combat and they attack you
  834. 28:16back and it's like plague marines or
  835. 28:18something, you take 10 saves at AP2 two
  836. 28:21damage. So, basically, 21 damage fails.
  837. 28:25Yeah, 20 damage 20 individual one
  838. 28:27damages. Or could be six three damage,
  839. 28:29right? You're going to get attacked by
  840. 28:30something big like a demon prince that
  841. 28:32does 10 attacks. He does 10 attacks at
  842. 28:34damage three. You pass three or four of
  843. 28:36them. You're still keeping 80% of your
  844. 28:39damage.
  845. 28:40Um obviously you need to get lance, so
  846. 28:42you need to fall back and charge back in
  847. 28:43to to to to achieve that. But that's
  848. 28:46totally doable I feel like, right? Like
  849. 28:48if you if you have a turn one advance
  850. 28:50and chart, well you're not going to turn
  851. 28:52one you're going to stage, turn two
  852. 28:53you're going to advance and charge, turn
  853. 28:54three you're going to fall back and
  854. 28:56charge, and then turn four maybe you
  855. 28:59you advance charge again. You might not
  856. 29:00need it, but you get my point, right? Um
  857. 29:03and if if if these guys are going to go
  858. 29:05in for an alpha strike in turn two and
  859. 29:07survive with like half strength or you
  860. 29:10know, they're going to take casualties
  861. 29:11after that alpha strike and be able to
  862. 29:13fight back with 80%
  863. 29:16I think this is what we should be doing.
  864. 29:17Um maybe this will solve my problems of
  865. 29:19like feeling my units don't do enough
  866. 29:21damage. But uh this is eye-opening and I
  867. 29:23I didn't expect to be able to keep eight
  868. 29:25like if in my brain if I've lost six
  869. 29:27Fang or Veterans, I'm not expecting to
  870. 29:29keep 85% my damage against the Silent
  871. 29:31King or 84% of my damage into Mortarion.
  872. 29:36That's crazy.
  873. 29:37Um cuz I think if you've lost half your
  874. 29:40unit of Sanguinary Guard, you've just
  875. 29:41lost half your damage output. Simple as
  876. 29:43that, right? Like you every model that
  877. 29:45you lose in the Sanguinary Guard hurts
  878. 29:47so much.
  879. 29:48In this unit
  880. 29:50you lose over half
  881. 29:52and you lose 20% damage. So arguably
  882. 29:55when these units are down to like three
  883. 29:57guys left they will still do some
  884. 29:59damage. Um I mean they won't do much,
  885. 30:02but the re-roll wounds is doing so much
  886. 30:04heavy lifting it's crazy. I mean twin
  887. 30:06hits good, right?
  888. 30:07That's what it essentially becomes.
  889. 30:09Uh so what the math says for this unit
  890. 30:11is like they are the best of the three
  891. 30:13even unbuffed. Like big monsters are
  892. 30:15still a problem. Like you know, you
  893. 30:17still only do 10 damage into Mortarion,
  894. 30:19you still only do 16 damage into stompa,
  895. 30:21but they're just so much better than
  896. 30:23than what damage output you'd get from
  897. 30:25the Sanguinary Guard or the Death
  898. 30:26Company.
  899. 30:27Uh the executioner adds about 30% per
  900. 30:29point into toughness seven seven
  901. 30:32uh and also use lethals if the full
  902. 30:34squad is hitting high like the second
  903. 30:36you wound rolls move to fives, start
  904. 30:38using lethals.
  905. 30:40Um
  906. 30:42That also takes the normal white chance
  907. 30:44from 44% to 80% with a sustain. So like
  908. 30:48you just you just
  909. 30:50you get lots of options here. At half
  910. 30:52strength we get to keep 70 to 85% of
  911. 30:54their damage.
  912. 30:56Um
  913. 30:57Also always go sustained when your model
  914. 30:59count is below half because
  915. 31:02plus one to wound with reroll wounds is
  916. 31:04just really powerful. You just want more
  917. 31:05hits at that point.
  918. 31:07Uh you keep the chaplain and hammer
  919. 31:08alive. I mean that's like a no-brainer.
  920. 31:10And like make sure you charge so you get
  921. 31:12lance and that extra attack. That's
  922. 31:14what's possibly making them good. Um So
  923. 31:17the question is the question was do they
  924. 31:19still have fangs? Are they still a good
  925. 31:21unit? Why are we not playing them?
  926. 31:23Uh I think they're the best of the three
  927. 31:25and I feel like I'm short-sighted. Like
  928. 31:27I should have seen this. I should have
  929. 31:28math'd it earlier. Of course the unit in
  930. 31:31Space Marine Codex was going to be
  931. 31:32better than the unit in the Blood Angels
  932. 31:34Codex cuz we didn't Well, we didn't get
  933. 31:36a Codex, did we? We just got like a data
  934. 31:38slate update that let's be fair was like
  935. 31:42phoned in. You know, like nobody looked
  936. 31:44at it too seriously. There was a lot of
  937. 31:46problems with it. The points are all
  938. 31:47over the place.
  939. 31:49So of course we should be looking at
  940. 31:51units in the Space Marine Codex. I mean
  941. 31:54I already I needed to do a video on
  942. 31:55Outriders next because I found out that
  943. 31:57basically Outriders with a chaplain
  944. 31:59every time they they go to shoot,
  945. 32:01they're going to do like seven
  946. 32:02devastating wounds before they even get
  947. 32:04into combat, which is
  948. 32:06quote unquote a little bit silly. But
  949. 32:08again, it comes down to the they now hit
  950. 32:10on twos. They now have twin linked. Um
  951. 32:13They now have devastating wounds on
  952. 32:15their shooting. So um
  953. 32:18of course we should be looking harder at
  954. 32:19Space Marine units for now.
  955. 32:22Play them
  956. 32:23in a Blood Angels army if you want.
  957. 32:27Um
  958. 32:28I don't necessarily think you need any
  959. 32:30Blood Angels characters.
  960. 32:33Um I mean I mean maybe you'd still want
  961. 32:35a couple of small units of Sanguinary
  962. 32:37Guard in there. Maybe you want the
  963. 32:38Sanguinary Priest to make the the
  964. 32:40company heroes toughness six. But, yeah,
  965. 32:42Vanguard Veterans, I think if you
  966. 32:44haven't fielded them,
  967. 32:45you probably should.
  968. 32:47And I think I'm going to field 20 of
  969. 32:48them with two Chaplains in my next
  970. 32:50battle report. I think I haven't played
  971. 32:52the tactical tactic assault force, I
  972. 32:55think is the name of the
  973. 32:57the detachment. Um
  974. 32:59I haven't I've done assault brethren,
  975. 33:01I've done Encarmine spearhead. I haven't
  976. 33:03done Encarmine spearhead with tactics as
  977. 33:04tact force. I think I'm doing these two
  978. 33:06together.
  979. 33:07And jury's out yet on if we're doing the
  980. 33:10Imperium sword one. We might cuz I like
  981. 33:12Imperium sword. Um
  982. 33:14But, yeah, I think this is interesting.
  983. 33:17This is something that
  984. 33:18is worth considering and worth trying.
  985. 33:22If you didn't watch last week's video on
  986. 33:24the Sanguinary Guard, you can check it
  987. 33:25out and see if you think they are elite
  988. 33:27or overrated. I think last week I was
  989. 33:31very much on the fence.
  990. 33:33In the middle.
  991. 33:34I guess you can go watch that video, but
  992. 33:36now based on what we've just seen from
  993. 33:38Vanguard Veterans, I think the
  994. 33:39Sanguinary Guard might be overrated. Uh
  995. 33:41like I said, if you want to check out
  996. 33:43any of the links in the video
  997. 33:44description or support the channel, I
  998. 33:46would appreciate that. There's Patreon,
  999. 33:48there's affiliate links if you're buying
  1000. 33:50some new models. Um
  1001. 33:53Thank you so much for watching to the
  1002. 33:54end of the video. Leave me a comment.
  1003. 33:55Have you tried Vanguard Veterans? Are
  1004. 33:57you going to?
  1005. 33:58Uh I think I've got some that I need to
  1006. 34:00get painted. I think I'm going shields.
  1007. 34:03Because I think most of the time I end
  1008. 34:04up shooting my jump infantry. I usually
  1009. 34:06regret it because then they not able to
  1010. 34:08get hidden and they get killed from long
  1011. 34:10range by guns.
  1012. 34:12So, I think maybe if I go all shields,
  1013. 34:14it will stop me shooting.
  1014. 34:16Because I won't have anything to shoot
  1015. 34:17with. So,
  1016. 34:19so I can't I can't be tempted to make
  1017. 34:21the wrong play to try and kill something
  1018. 34:22when shooting, which normally doesn't
  1019. 34:24happen. Um I mean, I do like the new
  1020. 34:26Sanguinary Guard inferno pistols. The
  1021. 34:289-in The 9-in lets you shoot them a lot
  1022. 34:30more. The assault lets you shoot the
  1023. 34:32Sanguinary Guard a lot more. But, my
  1024. 34:33god, are they costly. And these guys are
  1025. 34:35pretty cost you know.
  1026. 34:37If I'm going to field 20 Vanguard
  1027. 34:38Veterans and two Chaplains,
  1028. 34:41and that that's only going to be 600
  1029. 34:42points. So, that's that's going to be
  1030. 34:44cheaper than 12 sanguinary guard. I feel
  1031. 34:46like that's a lot
  1032. 34:49Yeah, that's a lot more potential damage
  1033. 34:51output.
  1034. 34:53I think that's I think that's what I'm
  1035. 34:54missing in my in my Blood Angels melee
  1036. 34:57is just not being good enough this
  1037. 34:58edition.
  1038. 34:59So, maybe that's what we're trying next.
  1039. 35:01Guys, thanks for watching. Have a great
  1040. 35:03week. I hope you enjoyed the video. I
  1041. 35:04will talk to you all soon. By the blood
  1042. 35:07are made strong.
  1043. 35:08Peace.
  1044. 35:10>> [music]

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