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Vulkan and Combi-Flamer Sternguard


L30n1d4s

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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 by L30n1d4s
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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.

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  • 4 weeks later...

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 by SirVulkan
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