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whats better as an anti assault unit


wise_crak

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hey guys

 

i was just looking at my list thinking i could drop my 5 man storm bolter power fist termmies for 5 man stern with 2 special weapons and ride them in a razor with a heavy flamer sitting on top

the termmies were originally put into act as an assault blocker - if anyone comes in for the charge termmies step in first! but then i realised they would be to slow on foot so the razor-sternguard be better!

 

i already have a sternguard squad packing 2 flamers in a las-plas razor but now im thinking...

5 man sterguard with 2 melta in a las-plas razor

5 man sterguard with 2 flamers in a flamer razor with kantor (who was already with the original sterguard)

 

im thinking with these 2 they would be the perfect anti assault guys who can dash around the board!

few heavy armoured guys coming get the melta squad in

mass hoard of guys coming get the flamer squad in (along with kantor)

 

does this sound better than using foot slogging termmies?

 

 

thanks!

Wisey :P

The thing to remember about Sternguard is that they are decent at best in assault. Tactical Terminators have power fists, that helps them a lot in assault. And they can move 6" and fire at full effect, Sternguard can only do this at close range. IMO, if you want Sternguard to break up assaulting units you want a few more than 5 guys, as otherwise they just can't pack enough shooting.

 

As for weapons, unless you're going to also run them as a dedicated tank killer, swap the meltaguns for combi-meltaguns on the first squad. And for the second squad, I don't understand why you've got two flamers but not a heavy flamer. Every Sternguard Veteran pretty much has a flamer thanks for dragonfire. And for the extra point of S and AP, plus the coolness factor you might as well go for the heavy flamer if you want a flamer. You'll see better results from one heavy flamer than two flamers, and you get more flexibility as less guys give up their boltguns.

 

As for whether they'll be better as an assault blocker? I suppose so if you keep them in the transport and use that to block them. But any dedicated combat specialist will have no trouble munching through 5 Sternguard, especially as you don't have much firepower coming from those squads to knock them down a bit. In the end, it'll depend. Genestealers? Yeah, easy thanks to hellfire. Purifiers? That squad is toast, literally.

Don't discount the termie's 5++ invuln for counter-assault! Plus, they can move and shoot 24"; throw a Cyclone Missile Launcher on at least one of them to help them whittle down approaching assault units. They are versatile, but under-estimated as their more pigeon-holed cousins - the hammernators - are better for the task of pure melee.

 

If you are not restricted to these two units...

 

Personally, I focus-fire meaty assault units whether I plan to counter-charge them (with my own assault team(s)) or not. Two or three unit-loads of bolter-fire are a good way to cut down almost any unit that's about to charge me.

 

The exceptions are notable ones, such as anything with a 2+ save (Sanguinary Guard, Terminators, etc), high toughness (Meph, large Nids), or multiple wounds (Nob units). For these I recommend a Vindicator or two. Or hook up that Sternguard with some plasma.

I second thade on getting your termis a cyclone missile launcher, also keep in mind that termies can deepstrike and can unlock a landraider oustide of heavy support. With a cyclone they got start on your side of the board and still be an effective part of a gunline or they can be kept in reserve and teleport in where needed when they become available.

With a 2+/5+ save and a cyclone they are also fairly durable, as this gives them 3 wound groups also, so you can try to isolate termie killer wounds on a model or two(4 if you model up one of the fists as a chainfist).

I have a 5 pack like this and they've done pretty good at helping thin the enemy numbers before they even reach me, my regular opponents are ork hordes and footslogging spacewolves.

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