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====Command (0-5)==== *'''The Golden Host:''' The Sanguinor or Commander Dante and 2-5 Sanguinary Guard squads go out to pimpslap some bitches. The whole formation may assault on any turn they arrive from Deep Strike Reserves. The catch? They count as disordered if they do so. But at least they aren't standing around looking into the barrels of enemy gunfire for a turn. The disordered charge makes me sad. It removes your +1 to Initiative on the charge. Meaning they are effectively assault marines with AP3 weapons. Great to know an Ultramarine can assault more orderly than a Blood Angel. But its not like Blood Angels specialize in drop assaults or anything. **Alternate opinion: butthurt opinions aside (or including them as the previous comment brings us to this key comparison) one has to say that the golden host is superior to the skyhammer, from an assault standpoint: the skyhammer consists of assault marines, who have 1 attack base, whereas the sanguinary guards come with 2 attacks base. Furthermore, ALL sanguinary guard come already with power weapons (the skyhammer has to pay for SOME of them wielding said powerweapons) AND rock a 2+ save. This means that, one on one, this formation is better as the units on it (specially dante!) are of a better quality than the skyhammer's assault complement!. If you run Dante as warlord, you can do even more by not scattering at all! If you have some points to spare, deep strike a sanguinary priest with a jump pack and add him to the squad and watch as you shred everything with your +1 WS and FNP sanguinary AND if you have more points, put a librarian near by and try and do some invulnerable save spells. *'''Leaders of the Angelic Host:''' 1 Terminator Captain or Captain Tycho, Librarian or Mephiston, Sanguinary Priest or Brother Corbulo with an optional Command Squad and Stormraven. You can take a lot of Sanguinary Priests like in ye olden days of yore. *'''Chapter Ancients:''' 3-5 Dreadnoughts (Furioso, normal, or Librarian) in any combination. They get an awesome rule where once per game in the movement phase, the Dreadnoughts ''may instead'' stand and shoot, or they may pile in and fight if already engaged. Furthermore, you are not required to have all dreadnoughts do the same thing. So some can move, some can shoot, while some can fight. Remember this is the movement phase, so is essentially a free phase of attacks and it doesn't stop them from shooting or fighting again later in the same turn. Blend some hordes with the DC dread or shoot the crap out of something with a dakka dread. It's important to note that you decide to use this special rule for the whole formation at the same time. So if you decide to use it but only one of the formations Dreadnought can actually use it because the others already moved then those won't be able to use it anymore for the rest of the game. Oh, and with the possibility of FIVE librarian dreadnoughts, you can throw some pretty significant psychic powers down the table, plus giving each of them a drop pod can be awesome.
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