As I was perusing blogs today, I came across an article from Sandwyrm about how to make Sanguinary Guard a more viable list, namely against MSU armies. That immediately pricked my attention. Sandwyrm's batle reports and tactical analyses have served as a source of inspiration in building my own Sanguinary Guard list. You can see his article here: Making Sanguinary Guard more Competitive.
But I hate speeders! They have never worked for me and I think that they are way too fragile. Recently, I have been intrigued by typhoons, but I tend to like units with at least a little resilience. Speeders just don't tend to have that. They tend to serve as easy kill points or just as distractions that get swept aside easily.
I contend that if you want ranged attack that can serve a dual purpose, you can't go wrong with missile launchers. Thus, I advocate devestators. For 130pt., you can have 4 missile launchers. That gives you range, high strength shots (S8) and duality (krak- S8, frag- S4 template). Plus, the missile launchers come on a platform that isn't stun/shakeable and they take better advantage of cover saves. Throw in the ability to babysit multiple units with a sanguinary priest and you have a very durable unit.
That said, Sandwyrm places a lot of value on blocking using his speeders. I totally agree that this is a huge ability. Tanks wishing to ram a speeder risk it passing it's dodge save and being stuck in front of it, wasting their ability to shoot. Tanks can tank shock infantry out of the way. This can be a wonderful way to prevent tanks/transports from moving forward to advance on your army. However, I wonder if this is needed with the unprecedented mobility available via a DoA jumper list. With a 12" move and deepstrike capabilities it seems that jumper lists should be able to mitigate enemy units crossing the table on a wide frontage using these abilities to refuse a flank or rapidly redeploy to keep units at arms length.