Jump to content

Sternguard builds 8th edition


Captain Idaho

Recommended Posts

In this topic I'd like us to discuss our preferred methods for using Sternguard veteran squads in Ultramarines armies.

 

Things to consider:

 

- Unit size

- Transportation/delivery methods

- role

- equipment

- army synergy

 

My current build is a fairly simple option - 8 strong, all special issue Bolters and a lightning claw on the Sergeant. This squad goes in a Rhino with a Captain.

 

The unit isn't an isolated attack force, working alongside Cataphractii Terminators and Vanguard.

 

With the Masterful Marksmanship Stratagem they are fairly good at killing stuff, but not to the extent of overkill really.

 

One thing I'm considering is adding special weapons or 2 Heavy flamers.

 

My thoughts on this was to give the unit sharper teeth when jumping out of a Rhino. 2 Heavy flamers are definitely powerful but I toyed with the idea of a pair of melta guns. What do people think about this? The squad is a hit squad so a pair of melta guns could ensure the unit is more decisive against hard targets and characters. However, heavy flamers are still powerful and hard to pass up as it makes the squad dangerous.

 

***

 

What are you preferences?

 

Someone mentioned once upon a time that Storm Bolters are better and cheaper for Sternguard jumping out of a Rhino. I don't do the maths but I felt AP-2 along with Masterful Marksmanship was quite effective?

 

What else is there regarding this?

Link to comment
Share on other sites

i love heavy flamers on sternies, but not sure how well they fare in this edition, only D6 hits means a sub par roll could be a worse result, than the double tap special issue boitgun. In a pair you'd be less susceptible to a random freak result though, averaging 7 auto hits across the pair. 

Id take that every time.

A good roll would make quite the mess

 

edit: on the special issue vs storm bolters, sbs would be marginally better against horde armies in t-shirts

a unit of ten sbs doing around 13 wounds pre save, special issue almost 9.

the AP is the key here, so i guess it depends on local meta. My 0.02 with anything able to hurt vehicles now, AP is king.

jumping out a rhino is my take too

 

Edited by greatcrusade08
Link to comment
Share on other sites

I LUUUUVV heavy flamers! They are great for cleansing a wide area. But, if you are using your Sternguard as more of a "tip of the spear" kind of unit, Meltas are the way to go... generally more concentrated damage and better AP.

Link to comment
Share on other sites

What about using company veterans? They can use combi-weapons, pistols, SS and melee weapons in any combination, you loose the special issue boltgun, jump pack option and max unit size is 5 man, but adding a PF to a sergeant along with our tactics, fall back and shoot, could be a useful unit.

 

They are not vanguard or stern, but flexibility is a characteristic we could always exploit. Their traits could be useful if you want to save your captain from a missed bolter round but not too useful if hit by a lass cannon.

Link to comment
Share on other sites

I've used them once, against Death Guard. Six in an assault cannon razorback, with two carrying grav cannons. With the rest of the force being two squads of terminators and a venerable dread, they were intended as objective grabbers and a mobile reserve, but as we ended up playing lengthways, they spend a couple of turns driving up the board before jumping out to add suppressing fire against the survivors of his plague marine and terminator squads. Not massively effective (outside double-tap range), but a useful threat.
Link to comment
Share on other sites

If you're dropping Meltas into a Sternguard squad, I'd opt for a Combi Melta - it's just as effective against vehicles, lets you contribute to anti-horde work, and you can fire both when you want to (such as Overwatch, since you're hitting on 6s anyway.)

 

Personally, I'm running 9 man squads in a Rhino with a Lieutenant (Scions of Guilliman untethers them from the need for a Captain); or a 10 man squad in a Stormraven with a Captain/Librarian/Ancient and a Lieutenant, as they're pretty great at messing up any one unit in particular, which makes them excellent for actually taking objectives from the enemy (and the Stormraven helps if that happens to be a reasonably large group.)

 

Sternguard are excellent, just don't run Combi-heavy squads: Company Veterans do that waaay better for no opportunity cost (plus they're actually smaller units, which forces the enemy to split fire more, introducing possible overkill into the equation.)

Link to comment
Share on other sites

I like the Special Issue Bolters along with the Masterful Marksmanship Stratagem so I won't use any combi weapons except the pair of specials models.

 

I have had good results using the standard squad members (8) with their Stratagem of course, but enhancing their killing potential is a desire.

 

I'm still torn between heavy flamers and melta guns though. The benefits of both are immense.

Link to comment
Share on other sites

I like the idea of 8 special issue boltguns, 2 heavy bolters, and storm bolter on the Sergeant. If I'm not mistaken, currently you can swap Sergeant's pistol for a storm bolter while still keeping his SI boltgun. Being able to shoot both is cool, while the rules allow for it at least. I like the heavy bolters for theme and looks. Plus they allow for hellfire stratagem too.
Link to comment
Share on other sites

Hmm. I don't know how Warhammer World will react. I doubt they'll care especially as they won't know. All they'll see is a Primaris unit on the table.

 

If it's an event of some sort then they might not be happy since it isn't WYSIWYG.

Link to comment
Share on other sites

I’m forced into what’s probably a sub-optimal niche by playing 1st Company, but I play 2 x 5 man squads with 2 lascannons in both units. This is to balance out a lack of ranged anti tank in the rest of my list.

 

Although this probably isn’t optimal I think it makes clear the real value of sternguard - they can be used to sure up a wide range of weaknesses in many lists for a reasonable points cost. They’re not really the best at any of those roles, but if you’re taking a combined arms approach then they’re very easy to fit in.

Link to comment
Share on other sites

I am currently building/painting up a squad of 10 Sternguard for my force. I usually run them as separate 5-man squads though. Everybody is using SI boltguns, except one marine using a heavy flamer and one with a combi flamer. The sergeant is using a SI boltgun and a chainsword, nothing fancy. I plan to build two more marines with combi melta, so I can switch some weapons around.

I like to keep the squad relatively cheap, as they tend to draw a lot of fire from my enemies. Some games they were not able to do much, except play the distraction carnifex to the opponent, hence cheaper equals better, to me at least.

 

 

On the topic of company veterans, running a 5 man squad tonight with all combi plasma and a sergeant with a thunder hammer and storm bolter, accompanied by a captain in a razorback. Will let you know how they do.

Link to comment
Share on other sites

I totally hear ya on that but fortunately you get plenty of weapons options from Betrayal at Calth.

 

I'm toying with the idea of 3 plasma guns (1 combi plasma). Sure it's nothing different from my Tactical squads but it is undeniably cool alongside 7 special issue Bolters. Lots of death there.

 

Still, double melta provides such utility especially as Sternguard can split fire.

Link to comment
Share on other sites

I totally hear ya on that but fortunately you get plenty of weapons options from Betrayal at Calth.

 

I'm toying with the idea of 3 plasma guns (1 combi plasma). Sure it's nothing different from my Tactical squads but it is undeniably cool alongside 7 special issue Bolters. Lots of death there.

 

Still, double melta provides such utility especially as Sternguard can split fire.

 

I run with two plasma guns in a 9-man squad accompanied by a Captain for the re-rolls to prevent plasma-suicide all in a rhino. I normally rush them up-field and they make for a good objective capture and hold unit.

Link to comment
Share on other sites

Large squad is preferable for the SG strategem.

Heavy Flamer not advised because of the range. Can't be used coming out of a Pod or arriving via RG strategems.

Edited by Ishagu
Link to comment
Share on other sites

This is the first edition of 40k where I feel like having a heavy bolter isn't detrimental. Cheap, similar range, only - 1 to hit if you move, more shots down range, and sweet hellfire strategem. Previous editions it was heavy flamer or bust as far as I was concerned.
Link to comment
Share on other sites

I have one squad of metal sternguard, and another of plastic ones made up from tactical marines covered with loads of bits from my bits box. The main difference between the two squads are the poses. Otherwise, I usually mix and match some of each type when putting them on the table.
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.