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Hi guys I got a question. I am probably going to do a Angles Vermillion or Encarmine army which as far as I know use the same list as the Blood Angels. Now I got given as a present a group of Sternguard for my new army but have been told by others that they are not that used in a BA army. I was wondering if you guys could tell me if I it would be a good idea to use them as SG or to paint them up as Captains giving them the slightly different look.

 

CA

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Ah ok glad to hear that my source was wrong lol. I am not sure how I am going to run my army yet as I am still not yet sure what BA chapter I am doing though I am very heavily leaning towards the Angels Vermillion as I love the darker color

 

Thanks for the help though

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The only reason people say sternguard aren't good in a Blood Angels army is that we have the stigma of being an 'assaulty' army. While we can do it, it is important to remember that we are fundamentally space marines!

 

I love sternguard myself.

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We cannot make them scoring, which makes them worse than C:SM Sternguard straight away. They do get the possibility of Fearless and Furious Charge which isn't bad with the 2 base attacks, but they will most likely get shot rather than assaulted, unless its by something that will cut them down before they get to hit back or laugh at their weak attacks.

 

You can pump out plenty of nasty Anti Tank or Anti-EliteInfantry fire by other means.

 

They are still useful, and can be very effective. They just aren't an optimal choice. Which isn't a problem unless you want it to be.

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Ancient God, I run them with one combi-melta, one melta and a power sword, though I may change that for a fist.. maybe.

 

Your source was indeed wrong, Sternguard are just as awsome for us as they are for regular Marines :lol: A priest makes them last so much longer and if you're lucky and a unit of vanguard come down on turn two, drop em next to the pod, they get the benefit of the priest and also don't scatter, it's a tactic that has served me well!

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Ancient God, I run them with one combi-melta, one melta and a power sword, though I may change that for a fist.. maybe.

 

Your source was indeed wrong, Sternguard are just as awsome for us as they are for regular Marines :) A priest makes them last so much longer and if you're lucky and a unit of vanguard come down on turn two, drop em next to the pod, they get the benefit of the priest and also don't scatter, it's a tactic that has served me well!

 

 

Works with Termies too. lolz

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i myself was thinking of a way to use corbulo and i could think of no better squad to attach him to than sternguard in a razorback, i was wondering does the storm bolter have special ammunition also, it makes sence to me but i see it only says (including boltguns that are a part of combi weapons). what do you guys think?
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Sternguard are great. I've dropped them into battle and also tried running them around in a normal Land Raider. Both have worked quite well. I run mine with 9 or 10 men, a combi-melta, a power weapon, and two plasma guns. If I had the model, I'd try out the heavy flamer.
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I,ve been pondering running eight of them to keep Tycho and a Sanguinary priest company in a Land Raider. The plan is to give two heavy flamers and the sarge a Power fist perhaps a few combis still working out how to fiddle the points though.
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While I play my Flesh Tearers as basically Loyalist berserkers more or less, I cannot bad talk how seriously and outrageously dangerous the new Dex can be if you make a Dakka Blood Angels army. No, our Sternguard don't score. But there's don't have Fast Rhino's and Razorbacks. I think it is very feasibly possible to run an extremely dangerous pure fast moving Dakka list. A friend said he takes serious problem to losing models on your turn. And regardless of how good you are, it still happens when you assault now and then.

But the base mobility and firepower allowed us, I'm suprised I haven't seen anyone build a force like this yet. After I knock out my Jump pack zerg, I may build the next company of Flesh Tearers based on this principle. Shoot and scoot.

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Sternguard are great. I've dropped them into battle and also tried running them around in a normal Land Raider. Both have worked quite well. I run mine with 9 or 10 men, a combi-melta, a power weapon, and two plasma guns. If I had the model, I'd try out the heavy flamer.

 

 

I made mine out of two IG flamer glued together (side by side, trimmed down of course) and glued the flamer pack to the side of SM backpack. And my combi-flamers came out of all my death company boxes...I trimmed the handguards off the bolters, chopped the hand flamers from the death co. boxes into nice little "M203" (If you don't know, google it.) style bits that fit like a glove onto the trimmed bolter. I'll post a few of my combiweapon conversions sometime today.

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While I play my Flesh Tearers as basically Loyalist berserkers more or less, I cannot bad talk how seriously and outrageously dangerous the new Dex can be if you make a Dakka Blood Angels army. No, our Sternguard don't score. But there's don't have Fast Rhino's and Razorbacks. I think it is very feasibly possible to run an extremely dangerous pure fast moving Dakka list. A friend said he takes serious problem to losing models on your turn. And regardless of how good you are, it still happens when you assault now and then.

But the base mobility and firepower allowed us, I'm suprised I haven't seen anyone build a force like this yet. After I knock out my Jump pack zerg, I may build the next company of Flesh Tearers based on this principle. Shoot and scoot.

 

 

I play Tearers myself and I run a flamer-strike , drop pod list that basically gives me a turn or so of shooting/getting shot so my assault bubbas can get into it without getting hosed.

 

We're not loyalist berzerkers...lol, we're better. Feel No Pain, Jump Packs and we get better guns...

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