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Sternguard Loadout, 6th, 5 man Squad


Sadistic Imp

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So I am looking at about 1000 points here. I have 5 man squad of Sternguard. For all around-purpose under 6th edition, what's a good loadout?

 

I was thinking Serg with powersword + bolter, 2 combi-melta, 2-combi plasma.

 

Should this be quite effective?

 

I can only afford 1000 points at the moment, but as time goes on I'll bolster this.

 

:)

For a 5 man squad, I'd probably take 3 of the same combi weapon and call it good.

As for what combi, currently I like the idea of plasma as it works alongside hellfire rounds and can double as anti-tank if you can shoot at rear armor.

I'd agree with 3 x of the same combi weapon, but suggest melta instead. Giving them melta makes them a true jack of all trades unit, effective against infantry, MEQ, MC's, tanks and TEQ in a pinch. I'd forego any CCW's on the sergeant, as he's still does just as easy as a normal marine in a challenge. Are you going to give these guys a transport at all? Drop pod tends to be the favourite for sternguard with combi meltas.

If you do give the Sarge a power weapon, make it a LC or PF.

 

The sword, mace + axe all lose an attack in close combat when they replace the Sarge's pistol (You aren't going to replace the bolter, and lose the special ammo) whereas the Claw/Fist won't lose any attacks by being paired with a bolter compared to a pistol, since they're specialist weapons.

 

Some people prefer not to give their Sternguard a power weapon, but i find it useful. They're always in the thick of it, and it can be really handy sometimes.

If you do give the Sarge a power weapon, make it a LC or PF.

 

The sword, mace + axe all lose an attack in close combat when they replace the Sarge's pistol (You aren't going to replace the bolter, and lose the special ammo) whereas the Claw/Fist won't lose any attacks by being paired with a bolter compared to a pistol, since they're specialist weapons.

 

Some people prefer not to give their Sternguard a power weapon, but i find it useful. They're always in the thick of it, and it can be really handy sometimes.

It's this reason I'm seriously considering adding a wound tank HQ to Sternguard.

I recommend arming your sternguard for a specific purpose, for example: I have two sternguard squads in Las-plas razorbacks, they follow along behind my vindicators until the tanks blow up (typically by turn 2) and work as clearance against enemy hoards, tanks, or MC's. One squad is loaded with combi-flamers, the other with Combi-meltas. 

 

The sternguard's best bullet is a hellfire round. Hands down, that thing will pull through, it will out-shoot and out-wound heavy weapons and wound when other bolt rounds do not. That's your friend and it has no place killing cheap units with a toughness below 4, let alone 5. Sternguard are expensive, yet reliable, a squad of 5 can conceivably slay an unwounded Tyrant with a single round of rapid fire, a full squad almost definitely.

 

So, what to do? Well they're terrible against tanks without some combi-meltas, so equip em with those. You're not fighting hoards unless you need to and combi plasma really isn't worth it. 10pts for 1 or 2 shots that are liable to wound your own model is not useful. 

I prefer the Combi-Melta too.

 

Sternguard already have up to AP3, and wound anything on a 2+. So Grav/Plasma doesn't appeal in the same way as a Melta shot, because Sternguard can't deal with tanks. Except in CC.

I like to put Plasma/Grav elsewhere in my army, Tacs/Bikes respectively, which also makes a difference to my reasoning.

 

 

And a beatstick HQ can come in pretty handy to a Sternguard squad. Even just a Captain with a stormshield/relic blade will give them some protection from AP weaponry/assaults, and he can always run off and hit things if need be.

Another vote for Combi Meltas here. I run 5 Sternguard in a pod, typically with 3-5 Combi Meltas.

 

I see Sternguard as a tool, you use them to perform a specific task that your list otherwise struggles with. Given I usually run 2 Thunderfire Cannons at 1500 points I'm not hurting for anti infantry, Sternguard let me focus on a specific threat and neutralise it.

 

The pod gets them where it needs to be safely, is relatively risk free and adds to my armies pod count.

Between 500 and 1000 points, do you think it would be wise to purchase a drop pod or a rhino?

What else does the army compose of? If you don't have much else in the way of armour, a single rhino is going to be an easy KP/first blood. Now granted a drop pod is just as easy to kill, but after the sternguard jump out, if they want to waste their anti tank on a 35 point immobilised transport then they're welcome! Drop pod almost guarantees melta range as well, while rhino's still require maneuvering. They're both viable choices in their own way, but selecting one over the other shouldn't be done in a vacuum.

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