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Sternguard - usage


Scarrie

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Hi folks,

 

I'm looking for some views on how you all utilise your Sternguard squads.

I find that I'm either too bold with them, and they die early, or I'm too conservative and they never really get in the game. Either way it seems something of a waste.

 

I only own two drop pods which sort of limits my options for a first turn 'alpha strike, so I often stick them in the second one with the idea of bolstering my lines where needed.

They also sometimes ride a Land Raider Redeemer but I find this is when they spend most of the time out of the game.

 

 

 

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I use a squad of 5 armed with combi meltas and drop them in the enemy deployment first turn.

They usually blow up a tank and my opponent panics - often focusing on them.

 

Even though they die, it takes fire away from other units I can move up...

 

If you don't want them to die commit multiple units to drop pods and split the enemy fire.

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With my Sternguard, I use them as a midfield unit. So either they footslog as a big unit, or are in a Rhino as a mostly big unit. If in a Rhino they act as a counter-attacking force or a spearhead unit. If used in midfield they're the fulcrum of a lot of firepower.

 

Either way, I tend to be quite conservative with them, only committing them when I know they can get the job done with few casualties, or unless I desperately need them to do something quick.

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Well my recommendations for sternguard from start to finish goes as follows 

 

1. Pick a role and target. Sternguard are well equipped to deal with anything as is with their special ammunition either by causing alot of wounds (hellfire) or removing the targets save (Vengence, Dragonfire, Kraken). However, you can specialize sternguard to be even better at its specific role: Tank hunters=Melta. Elite/MC hunters=Plasma/Grav. Infantry/troop killers=Flamers. Just be sure to specialize for greatest effect, and to rely on your bolters otherwise.

 

2. Pick a transport. The first thing I'm going to say is to avoid the suicide pod. I know it is popular however I have a few reasons (though these may change with your meta ). My two main reasons are as follows

 

1) Interceptor: This means your expensive unit of combi carrying sternguard could be wiped out before they have any chance of doing anything.

2) Alternatives: With the increase in points to combis and changes in equipping tac squads, you have cheaper options for suicide squads. Two 5-man tacs with Combi-melta+special weapon in drop pods is cheaper than just a 10 man sternguard unit with 2x combis.

 

This doesn't mean you should't use drop pod sternguard, as the drop pod mobility is a huge bonus, however let the front line guys take that role so your sternguard can stay alive to kill more stuff that your tacs would struggle with. As far drop pod vs Rhino i think it mostly depends on preference and force composition. If you have lots of pods and are going to be able to have multiple threats on the board with your sternguard then Pods are great, ditto rhinos. I personally prefer Drop Pods as I use my sternguard as midfield denial units and upfield attackers  to put pressure on my opponent. Therefore the one turn super mobility is often superior for my purposes than the whole game mobility of the Rhino. Regardless of what transport you choose make sure that you fit it with the rest of your list a single rhino in an infantry heavy list (like mine) is a fire magnet and vice versa.

 

I haven't covered Stormravens and Land Raiders as transports mostly because I don't really know where to begin. There are alot of pros and cons to each, however that deserves (and I believe has) its own thread.

 

3. Support your Sternguard. I have found it critical that Sternguard are supported by other significant threats where possible or else they will be focused quickly and done away with. Sternguard need other significant threats that your opponent has to deal with. This can be a deathstar unit in a Raider, other sternguard squads, Stormravens whatever so long as your sternguard are not the only significant threat on the board at any point in time. Make your opponent choose their poison (I know easier said than done).

 

4. Look at a Librarian. While we can't get Divination (outside of Tiggy) other powers can be very useful for Sternguard. Telekin Dome, Invisibility, Fire Shield, Endurance, Enfeeble all are great buffs for use with Sterguard, and other powers can be used if you simply want to have some melee protection/meat shield for your little plastic men.

 

 

As a fair disclaimer I run a Pedro list that uses 3 Sternguard squads so I have a bit of a different perspective as my Sternguard generally are scoring and more numerous than in other lists. 

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I generally tend to run 9 or 10 in a Drop Pod with a couple of Combi Meltas but not too much by way of bling. I don't suicide drop them, instead preferring to use the pod to get me to good positions on the field that I wouldn't normally get to.

 

Rhino's aren't an option for me, I tend to run infantry lists so they stick out too much.

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Suicide Sternguard are not a bad idea in some cases.

Imagine a Landraider carrying Abaddon and Terminators lumbering towards you.

You could fire Meltas up close 1st turn and ruin your opponent's big plan...

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I was a big advocate of the suicide pod, but in 6th with the change in economy on combi weapons, I have take to running mine in rhinos as escorts for librarians. I sometimes put in some combis, but never more than 4. They behave much like I would imagine darkguards do, floating around just behind the front line, delivering the hammer blow/holding up the battle line. They can hit so hard and really catch people out with the kraken and hellfire rounds. My meta is very MEQ heavy so the dragonfire don't get to see much use, and vengeance are really falling out of favour after losing a kill team game to an overheat. I use the combis to provide an extra dimension, although they have seen several games without being used now.

 

They really help an infantry list of any form, and can give you a lot of power for their points. Still one of the must have units for sure.

 

ZP

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Power fist on the Sergeant. Yay or Nay these days?

 

Nay, for most combat weapons. Challenge mechanics means your Sergeant will likely get squashed anyway, stick to ranged weapons, and if you have an attached IC like a Captain (I sometimes run one with them), he can soak the challenges up.

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At 10 points a pop, how many combi weapons do we take?

 

I'm thinking 2 per five guys, gives us a fair chance of hurting armor without too much of an investment.

 

That's what I'd say as well.

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Thanks for the replies guys.

 

I should mention perhaps that I play Crimson Fists so I've been trying to shoehorn Pedro into my lists to make them scoring.

I've built the Sarge from the new plastic set with a power sword, thought it could be useful if they get bogged down in a combat.

 

Out of curisoity, do people think it's worth putting Pedro in with a unit of Sternguard or is this just too many points sunk into one squad?

He adds a power fist and +1 attack to the unit but then should Sternguard ever really be in combat?

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If they're in combat they're not shooting and that's a bad thing sweat.gif

Saying that, the extra attack actually makes them pretty decent in combat, at least against units that aren't specialised CC units. I think the extra attack is therefore more useful as a combat deterrent rather than turning the Sternguard into a CC force.

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Thinking about the CC weapons again, obviously you don't want Sternguard in combat. In the past we could just fall back with Combat Tactics, this isn't available to us anymore, unless you're playing White Scars and just Hit and Run. Therefore, we may want to include something like a lightning claw to attempt to swing combat in our favour, break the enemy and get back to shooting. Combat isn't what Sternguard are supposed to do, but with Marines stats and an additional attack each they're no slouches either.

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Thinking about the CC weapons again, obviously you don't want Sternguard in combat. In the past we could just fall back with Combat Tactics, this isn't available to us anymore, unless you're playing White Scars and just Hit and Run. Therefore, we may want to include something like a lightning claw to attempt to swing combat in our favour, break the enemy and get back to shooting. Combat isn't what Sternguard are supposed to do, but with Marines stats and an additional attack each they're no slouches either.

 

My thinking exactly.

Plus a Combi-Bolter and L. Claw would look awesome.

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I prefer to pod Sternguard in. However, they are supported by either an Ironclad or x8-10 Grey Hunters in another 'pod (depending on opponent).

 

I find that 2 drop pods can not be ignored and (upon combat squadding the SG), you could present 2-3 targets to deal with. This allows the rest of your army to do its thing.

 

Drop podding does not mean a death sentence - use cover if you can or drop "defensively" if you must. No other transport option is as good as landing virtually where you want to in T1 and allowing you to actually do something with infantry from the get go.

 

Rhinos and RBs are quite slow and can be vulnerable to shooting, SRGships are a huge points' investment for an non assaulting unit and I'd not bother with Land Raiders for the same reason.

 

Under NO circumstance give your sgt any type of CC weapon - this is a WASTE of points. The job of a SG unit is to shoot. If you're caught in an assault against a dedicated CC unit, a single PW/PF will not save you, anyway. Furthermore the 2 attacks as standard should be sufficient against weaker units. Either way, I'd rather get a combi weapon OR specialist weapon for roughly (or the same) cost.

 

How to equip them?

 

I used to run x10 in a pod with x5 combi meltas, x2 combi plas and a heavy flamer. I'd combat squad on the drop and target armour/infantry as required. I added a naked Librarian with null zone and Avenger for giggles.

 

Now I run x9 in a pod with x3 combi meltas, x2 combi plasmas and a heavy flamer. Tigurius drops with them. Yes, it is quite the target but they're not alone - either a Grey Hunter squad (8-10, sometimes with Runepriest) or an Ironclad comes down with them in T1. 

 

The rest of the army provides long range cover and a Stormraven provides T2 (probably) support.

 

I've never been unhappy with this arrangement. I've run the same list (barring Stormraven and allies) for several years and it has always been competitive (not always game winning but capable of giving everyone a run for their money).

 

Anyway, experience is the best way to really learn how to use any unit or army and the school of hard knocks is sometimes the only thing that'll improve understanding/game play.

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