L30n1d4s Posted September 15, 2020 Share Posted September 15, 2020 (edited) Now that GW has confirmed that all flame weapons are getting 12" range and that Sternguard (along with all other Old Marines, except Scouts) are going up to 2W, I think the following is going to be a popular combo: -Vulkan -Librarian (Fire Shield and Drakeskin powers) with Obsidian Aquila relic -8 Sternguard (2 Heavy Flamer, 7 combi-flamers) -Drop Pod With the ability to come in turn 1, the entire group can disembark, cast -1 to Hit and +1T on the Sternguard, then use the Strat to get 48 auto hits with their flamers (36 at S4 AP0, 12 at S5 AP-1) on a selected target, all with full rerolls to wound, thanks to Vulkan's aura. If necessary, you can use the Crucible of Battle Strat to give them an additional +1 to wound as well. Alternatively, if you wait to come in until turn 2, then all those flamer/heavy flamers gain +1 to wound for free and an additional -1AP as well for being in Tactical Doctrine. Finally, if your opponent shoots the Sternguard, then they have 2W each at T5/3+ save, with -1 to hit and a 6+++ FNP, so surprisingly tough to deal with, plus you can overwatch with 8D6 auto hits if someone does decide to charge (again, with full rerolls to Wound). Edited September 15, 2020 by L30n1d4s Link to comment https://bolterandchainsword.com/topic/366516-vulkan-and-combi-flamer-sternguard/ Share on other sites More sharing options...
SirVulkan Posted September 15, 2020 Share Posted September 15, 2020 Yesssss......Yesss.......BUUURRNN. I'm getting 5th edition flashbacks now. Link to comment https://bolterandchainsword.com/topic/366516-vulkan-and-combi-flamer-sternguard/#findComment-5602393 Share on other sites More sharing options...
Uberlord Gendo Posted September 16, 2020 Share Posted September 16, 2020 If you want to troll even harder, take company vets instead of Sternguard. They can take Storm Shields. Seriously, though, I think the vets are going to be a decent option because, unlike Sternguard, they can take chain swords. Would mean that you lose out on the heavy flamers, though. Link to comment https://bolterandchainsword.com/topic/366516-vulkan-and-combi-flamer-sternguard/#findComment-5602508 Share on other sites More sharing options...
Medicinal Carrots Posted September 16, 2020 Share Posted September 16, 2020 I'll vote Company Vets over Sternguard as well. Combi-flamers are a bit overcosted now, and if that still holds with the new codex, you're better off with Company Vets who can take regular flamers (except for the Sgt). Add in the ability to take storm shields and melee weapons, and you've got a squad that's innately more durable, more flexible, and cheaper. I also think you'd be better served with the Librarian elsewhere, able to protect a more valuable target, or in a spot where he could protect various targets depending on the situation. Instead, if you want character buffs, I'd go for a Techmarine with harness, combi, and Lord of Fire trait. Cheaper, and adds another flamer to the mix. Link to comment https://bolterandchainsword.com/topic/366516-vulkan-and-combi-flamer-sternguard/#findComment-5602542 Share on other sites More sharing options...
SirVulkan Posted September 17, 2020 Share Posted September 17, 2020 Well if you take combi flamers you can always fire both weapons so it gives you a little bit more punch when you drop and heavy flamers are pretty nice. Those storm shields are tempting though... Link to comment https://bolterandchainsword.com/topic/366516-vulkan-and-combi-flamer-sternguard/#findComment-5603435 Share on other sites More sharing options...
SirVulkan Posted October 15, 2020 Share Posted October 15, 2020 (edited) So I got the chance to try this out. 1 pod. devs with multi meltas, and 4 veterans with SS and flamers. Vulkan cannot be targeted in the shooting phase because of the vets. It worked out pretty good. You can put the devs behind the vets if you have a 5 man squad and use self sacrifice. I am going to try 2 pods now, 1 dev squad, 5 vets and 4 vets with either vulkan or a chaplain. You are able to apply turn 1 pressure which gives your eradicators and aggressors some breathing room to get into the mid board. This also helps you with Engage on all fronts. Sure, you dont get vulkans ability till turn 2 but you still get rerolls of 1 on the dev squad. And Vulkan still has his 2+/3++ :) with a heavy flamer. Edited October 15, 2020 by SirVulkan Charlo 1 Back to top Link to comment https://bolterandchainsword.com/topic/366516-vulkan-and-combi-flamer-sternguard/#findComment-5618126 Share on other sites More sharing options...
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