CaptainDarius Posted February 13, 2013 Share Posted February 13, 2013 I am currently kit-bashing around 10 sternguards for my Blood Angels. Actually, mostly because they look cool. However, I thought I might actually use them. I have been browsing this forum and found quite a few good posts on this topic. Yet, I thought it can never hurt to actually ask the collective wisdom for guidance. I am currently playing around with either a one drop pod list for the sternguards or a three drop pod list, one for the sternguards, one for 10 DC with bolters and one for.... well mostly to insure the that the first two will arrive in turn one. I might stick some kind of dreadnought in there though. Anyway, my initial idea was to build "two-units", that is one 10 man unit that can combat squad for two different scenarios (anti-horde and anit-armour). My main question is about equipping for these two scenarions (and basically is my assumption correct, as the DCs might cover the horde issue). My initial suggested setup is: 1. combat-squad (dealing with hordes) Sergeant, (some sort of close combat weapon, chainsword, PW, claw (x2?, could look really cool), or fist)? Veteran, heavy flamer (I want one, rule of cool) Veteran, combi-flamer Veteran, combi-flamer Veteran, (should I add combi-plasma, or just stick to a bolter?) 2. combat-squad (dealing with armour) Veteran, Multi-melta Veteran, combi-melta Veteran, combi-melta Veteran, combi-melta Veteran, (should I add combi-plasma, or just stick to a bolter?) They currently clock in at 290 pts + drop pod. I could substitute one of the naked veterans for a priest pushing the squad into 315 pts. I guess my "tactics" should be obvious. Drop the pod near something dangerous in the first round, shoot the living daylight out of it, and... well hope for the best. Any help will be highly appriciated. Link to comment Share on other sites More sharing options...
Jolemai Posted February 13, 2013 Share Posted February 13, 2013 There is a lovely guide about Sternguard knocking around and your ideas above fit one of the current themes. However the latest idea doing the rounds on the BA board is to not over-bling the Sterguard. I.e. to take your two special weapon choices and then 1-3 combi weapons to augment them. Naturally if you plan on using them for Apocalypse go the whole hog with the bling :) I am also in the process of kitbashing some Sterguard and plan on having each combi-weapon option available aswell as a Heavy Flamer. My sergeant has a Bolter and Power Fist, but this was from fifth edition thinking. Link to comment Share on other sites More sharing options...
Ushtarador Posted February 13, 2013 Share Posted February 13, 2013 I generally think it's a good idea to have 10 guys, so you can combat-squad off your meltas and use the flamers or plasma on infantry. I am currently building a squad as well, mostly because it's awesome to build models using every bling-bits I have lying around. I'm gonna run them with 2xPG, 3x combiplasma and 5x combimelta to drop in and clean up 2 expensive vehicles/terminator units. Not sure if that's the most efficient loadout, but it sure will be scary. I feel that against hordes you can always use the poison ammunition, no need for flamers here edit./ If you pod them, I'm not a fan of heavy weapons, since they can only snap fire in that turn, thus lowering your alpha strike potential. I would always go regular melta or plasma, especially since it's that cheap on them. Link to comment Share on other sites More sharing options...
Jolemai Posted February 13, 2013 Share Posted February 13, 2013 True, but the Heavy Flamer is an assault weapon :) Link to comment Share on other sites More sharing options...
Ushtarador Posted February 13, 2013 Share Posted February 13, 2013 true, that's an exception ^^ I was thinking of the multi-melta in the original post. Actually, 2 heavy flamers as special weapons might be a good option now, especially thanks to overwatch, makes people think twice about charging you. The downside is that you have to get in really close, whereas with plasma you can stay at 12'' range and blast away. Link to comment Share on other sites More sharing options...
ASSASSINAWOKEN Posted February 13, 2013 Share Posted February 13, 2013 Considering your drop pod strategy, do the Sterguard drop in first turn or do they drop in from reserve? I normally run 10 or 9 with priests sometimes. I also run all bolters with to combi meltas or combi plasmas plus a PF for the sergeant. Taking your more weapon approach am I missing out by not having some bolters swapped for plasma rifles or even some Lascannons/HBs includeing combi weapons? in a LR, but the drop pod idea is a concept which has merit I had been the witness to many a times. Link to comment Share on other sites More sharing options...
SamaNagol Posted February 13, 2013 Share Posted February 13, 2013 Whats the rest of your list. Link to comment Share on other sites More sharing options...
CaptainDarius Posted February 14, 2013 Author Share Posted February 14, 2013 Whats the rest of your list. Yes, see that is also a problem. I thought that I would start with the DC and Sternguards and see where it took me :) I do have some kind of plan, which looks like this (for 1850 pts, the standard amount around here): HQ: Mephiston (250) Troops: 10 DC, bolters and drop pod (235) 10 Assault squad, 2xMeltagun, JP (215) 10 Assualt squad, 2xFlamer, JP (205) Elites: 10 Sternguards, 3xCombi-melta, 2xCombi-plasma, Heavy flamer, 2xCombi-flamer, drop pod (335) The issue... 2 Sanguinary priest, JP (150) 1 Sanguinary priest, (50) Heavy support: 10 Devastator, 2xLascannon, 2xMissile launcer (240) Drop pod (35) Fortification: Aegis, quad cannon (100) 1815 points, 35 left. This is kind of a shot i the dark..... Link to comment Share on other sites More sharing options...
Paulochromis Posted February 14, 2013 Share Posted February 14, 2013 I think you've overdone the priests. devs cower behind the ADL, so don't need the footslogging one. you should run you ASM together, so 1 jp priest should suffice. means you have 160 left. Link to comment Share on other sites More sharing options...
Ushtarador Posted February 14, 2013 Share Posted February 14, 2013 One priest with JP and power weapon is definitively enough for that list. Then add some assault bikes, baal predator or another librarian to support the ASM/DC. Or cut the devastators down and get a stormraven ;) Link to comment Share on other sites More sharing options...
John Rainbow Posted February 14, 2013 Share Posted February 14, 2013 I agree with the other posters that the multimelta is probably not the best option due to snap fire. You also lose out on all the expensive ammunition types that you pay so much for. I'd even be tempted to lose the heavy flamer if it wasn't for the 'rule of cool'... Link to comment Share on other sites More sharing options...
SamaNagol Posted February 15, 2013 Share Posted February 15, 2013 I would run 1 priest with JP and a Fist. Give both your ASM sergeants lightning claws. Drop the pod from the Devs. Waste of points. Drop the priest. That gives you 85pts. Now instead take a Librarian to give them Prescience, because you are going to be shooting at Flyers, you need the re-rolls on the non SkyFire shots. With regards to the role you want the Sternguard to do, I would personally take a small squad of 6 with mostly plasma weapons in a Pod. 2 Plasmaguns, 2 combi-plas and 2 combi-melta. That unit is more versatile in what it can affect. Heavy infantry, Walkers/Monstrous Creatures and light vehicles. Then also take a Furioso with Frag Cannon and Heavy Flamer to do the job of your Sternguard flamer combat squad far better AND provide a challenge in combat. You should have enough points for that by dropping down to the 1 Priest Link to comment Share on other sites More sharing options...
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