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Sternguard


Brother Santios

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Hiya,

 

I'm making up an 'alternate' Sternguard (ie got some left over mini's and bits so throwing it together)

 

I was wondering how people typically load them out - I'm thinking of putting 2 plasma cannons in with them to maximize damage to power armoured opposition and add some template action so lookin to run.

 

Sgt - Pwr Wpn + Bolter

Plasma Cannon

Plasma Cannon

Combi Melta

Bolters x 6

 

Has anyone got any experience of this kind of load out and if so would they please share

 

Thanks in advance

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The only heavy weapon I usually load my Stern Guard unit with is the heavy flamer. Sure it is limited on range, but when I roll the SG forward in the rhino/razorback and disembark near an opposing objective camping unit it pays dividends. And the HF is an assault weapon! My primary SGT for the SG is the stock one from the box with the power fist 1) because I love the model and 2) because the squad can shoot and handle most infantry from close range, but against armor I like to have a back up in case I run out of combi melta shots. That and if the objective campers decide to get frisky and want to go hand to hand, that SGT lets them know it is going to be painful. Guess that is just because some of my power weapons have failed to actually wound frequently. Of course I'm a Crimson Fist player so the PF makes sense fluffwise and I run Pedro so the SG are scoring.

Hope however you kit them out it works well for you.

 

EDIT: Removed multi post from crazy ass computer.

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The only heavy weapon I usually load my Stern Guard unit with is the heavy flamer. Sure it is limited on range, but when I roll the SG forward in the rhino/razorback and disembark near an opposing objective camping unit it pays dividends. And the HF is an assault weapon! My primary SGT for the SG is the stock one from the box with the power fist 1) because I love the model and 2) because the squad can shoot and handle most infantry from close range, but against armor I like to have a back up in case I run out of combi melta shots. That and if the objective campers decide to get frisky and want to go hand to hand, that SGT lets them know it is going to be painful. Guess that is just because some of my power weapons have failed to actually wound frequently. Of course I'm a Crimson Fist player so the PF makes sense fluffwise and I run Pedro so the SG are scoring.

Hope however you kit them out it works well for you.

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Brother Santios, if you're going to use the load-out you have described (10 men, 1 combi-melta, 2 plasma cannons power weapon and meltabombs) I'd tweek it a little. First I'd swap the power weapon and meltabombs out for a power fist, so much more effective against a wide range of infantry, and can take tanks out too. I'd then consider adding a couple more combi-meltas to the squad, as one won't cut it. You can miss, fail to penetrate, have a bad damage roll, so much can go wrong, and I believe that meltas are best run in pairs at the least, preferably in 3. Then get a Razorback, allowing you to combat squad and leave the plasma cannons behind while the Sergeant and combis go forward. You therefore have some mobility, while also having a cheap Devastator squad with plasma cannon nastiness ;)

 

However, I do support Grey Mage here in that the Sternguard are better used more offensively, rather than sitting back. For this then I'd load them up with two heavy flamers, and put them in a Rhino or Razorback (if they can fit). Power fist is a most, combis if you like using them (I don't). My preferred set up for them in my Vulkan list at the present time is 2 heavy flamers, a power fist and a Razorback (5 men). They ride with Vulkan and flame a lot of people.

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Thanks for all the advice on this. I'll look at what i can cobble together and see if i can add some 'punch' to my S.guard

;)

 

What are your thoughts on adding Meltabombs to the Sgt but keeping the pwr weapon ? then I would get to go in initiative order in CC and against vehicles still have some anti tank capability ?

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They are a pretty badass bolter, stand and fire deal for me. I bring two squads of 10 usually every game. Each with a power weapon for the sergeant and combis in each squad. Just walk around and cut down what you can.

 

Generally. Two bring three drop pods so your two sternguard can drop in pods where ever you want first turn, automatically. They just drop, flank, fire, and are already on the other side of the board. Usually helps me against any army because my decent stuff is already inflicting large amounts of wounds. I mean, before I can get the main force up, i've already weakened you a hell of a lot. Especially with the way I roll, i'm taking a squad and a half out easy first turn.

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