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Made in us
Calculating Commissar





I have fallen in love with the sterngaurd. They bring awsome to the table everytime they come. I usaly through my commander (SM captian) with a power fist and storm bolter, which gives me an extra special ammo attack because of the bolter. And they work well in game and in fluff as a bodygaurd. But how do you guys play your sturngaurd? What roll do you have them run in?
   
Made in gb
Member of the Malleus





Grimsby

I used to bring them in via drop-pod and try and wipe out dangerous units in the opponents deployment zone, they were very effective ; now I have just finished a small 5 man squad with two combi flamers and two heavy flamers for flushing people out of craters and ruins but I've yet to test them.

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Unhealthy Competition With Other Legions





because the primary strength of sternguard is not special issue ammo, it is combi and special weapons. they are like devistators for assault weapons, lol

Oh, and you simply can't spell guard for the life of you, can you? =)

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This message was edited 1 time. Last update was at 2009/08/17 07:53:36


"All of the whining pisses me off... Somewhere some whiny girlyman reinterpreted sportsmanship to reflect the build and not the player. The build has nothing to do with sportsmanship and getting docked as such is ludicrous." -Inigo Montoya
That being said, I'll still give you a 0 if you bring more than 5 eldar skimmers. Don't be that guy.
Also, strippers. 
   
Made in us
Executing Exarch






Dallas, TX

I usually try to move them with my AT so they can provide fire support, and in combination these two units just rip lines apart...

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Made in us
Sneaky Lictor





UK

I run 2 units of 5 (all with combi weapons 3 plasma 2 melta) in razorbacks one with my counts as pedro and one with my librarian (with null zone and gate). I pick a unit I want gone and go for it not a lot stands up to 6 plasma shots two melta shots and rerolling inv saves.



 
   
Made in us
Water-Caste Negotiator





Kansas

Like Kungfuhustler said, a good tactic (I've heard, anyway) is to join them with a Librarian. Then, on your second turn, use his psychic power Gate of Infinity to deep strike them within rapid fire range and let loose. Using locator beacons to get rid of the scatter dice is a must, IMO, so you should take at least one Drop Pod or Scout Bike Squad with a Locator Beacon to get near the drop zone. The great thing about GoI, you can "teleport" out of close combat, only to shoot them in the very next shooting phase. Classy!

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Lafayette, IN

sniperjolly wrote:because the primary strength of sternguard is not special issue ammo, it is combi and special weapons. they are like devistators for assault weapons, lol

Oh, and you simply can't spell guard for the life of you, can you? =)

Whaaaaat?
The strength of sternguard is in the special ammo. Combi is a bonus. Shooting plague marines? Now you wound on 2+. Too far to shoot? No you aren't, shoot 30". C'mon, you have to know that. The combis are nice ( I have 10 combi meltas, 10 combi plasma, and 5 combi flamers, 10 normal bolters, and 3 sgts with one of each combi. The combis are nice one-shot wonders, but the power of sternguard is in the special issue ammo.

Librarian with gate and beacons is the way to go.
   
Made in ca
Sneaky Sniper Drone






once upon a time, i ran them with shrike to infiltrate, then I'd DP a nice fat tac. squad with plasma cannon and flamer into the opponents deployment zone and then locator beacon in some assault terminators. I've cleared the board by turn 3 on more than one occassion.

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Made in kr
Leutnant







I love 10 man units, 2 Heavy Flamers, 8 combi Meltas, and toss in Vulkan andgive them a DP once they touch down, combat squad them. if you get decent rolls, you tend to wipe out everything your shooting at, 3 heavy flamer templates with rerolls to wound, and 16 ignore cover save bolt shots at , they tend to do the job well enough. and with Vulkan they get a decent chance at fighting off a charge, unless its a melee built unit(IE Terms with TH/SS, Banshees, Genestealers, etc,etc).and if you can find a way to bring Pedro in you will have a decent list.

This message was edited 1 time. Last update was at 2009/08/18 14:24:32




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~Brought by the Dakka Casual Gaming Mafia~



 
   
Made in us
Calculating Commissar





I would like to point out you could also put them In a drop pod (this only works with one) and launch them where ver you need them first turn. By definition, you can drop that drop pod first turn with drop pod assault, as you round up (half of 1 is .5, rounded up is 1). So could get some anti-tank fire first turn shooting at the deployment, along with alot of special ammo fire. Some one correct me if I am wrong, but I think that would work.

This message was edited 1 time. Last update was at 2009/08/18 21:10:05


 
   
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Stalwart Space Marine




Garuss Acine wrote:I love 10 man units, 2 Heavy Flamers, 8 combi Meltas, and toss in Vulkan andgive them a DP once they touch down, combat squad them. if you get decent rolls, you tend to wipe out everything your shooting at, 3 heavy flamer templates with rerolls to wound, and 16 ignore cover save bolt shots at , they tend to do the job well enough. and with Vulkan they get a decent chance at fighting off a charge, unless its a melee built unit(IE Terms with TH/SS, Banshees, Genestealers, etc,etc).and if you can find a way to bring Pedro in you will have a decent list.


Pretty sure you can't choose to combat squad them AFTER they've deployed.
   
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Kansas

oddjustice wrote:
Garuss Acine wrote:I love 10 man units, 2 Heavy Flamers, 8 combi Meltas, and toss in Vulkan andgive them a DP once they touch down, combat squad them. if you get decent rolls, you tend to wipe out everything your shooting at, 3 heavy flamer templates with rerolls to wound, and 16 ignore cover save bolt shots at , they tend to do the job well enough. and with Vulkan they get a decent chance at fighting off a charge, unless its a melee built unit(IE Terms with TH/SS, Banshees, Genestealers, etc,etc).and if you can find a way to bring Pedro in you will have a decent list.


Pretty sure you can't choose to combat squad them AFTER they've deployed.
Actually, Drop Pod rules say you can Combat Squad them when the exit said Drop Pod.

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synchronicity wrote:
oddjustice wrote:
Garuss Acine wrote:I love 10 man units, 2 Heavy Flamers, 8 combi Meltas, and toss in Vulkan andgive them a DP once they touch down, combat squad them. if you get decent rolls, you tend to wipe out everything your shooting at, 3 heavy flamer templates with rerolls to wound, and 16 ignore cover save bolt shots at , they tend to do the job well enough. and with Vulkan they get a decent chance at fighting off a charge, unless its a melee built unit(IE Terms with TH/SS, Banshees, Genestealers, etc,etc).and if you can find a way to bring Pedro in you will have a decent list.


Pretty sure you can't choose to combat squad them AFTER they've deployed.
Actually, Drop Pod rules say you can Combat Squad them when the exit said Drop Pod.


Sexy.
   
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Hamburg

Well, really sexy.

I saw some odd configurations of Sternguard units with two lascannons. This foils their special bolter ammunition.

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Personally, I love to face DP Sternguard.

All I do is start in reserve with my Mechdar, then own them

   
Made in ca
Angry Blood Angel Assault marine




ottawa, ontario, canada

i use my 2 squads with 3 bolter plasma and a power fist in each, stick em in a rhino and use em to put out fires, many times have they foiled the plans of others (expecialy my nid playing friends) wit their 2+ to wound at 24" and their 30" ap4 reach. I laugh at any chaos player with a greater deamon that only has a 3+ save (ive faced a few). I have fun with em every time i drop em and love to see the dread and disgust of my opponents when they take out their monsrous creatures with relative ease, or pop the lictor that is stuck out of combat for a turn.

not only are they a formidable ranged unit, they can hold their own in the assault phase with 2 attacks each and a hird on the charge tho i dont get why anyone would charge with them ( tho i have seen some do some devistating charges, mostly after they have unloaded 10 meltas into an enemy and not killed it).

In my opinion they are the most well rounded unit and one of the best in the game, and also seriuosly under pointed, tho i would still feild a 10 man unit at a cost of 30 points per model.

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Alerian wrote:Personally, I love to face DP Sternguard.

All I do is start in reserve with my Mechdar, then own them

thats ok, I'll just bring down two dreads on first turn instead, have the Las Cannons waiting for you on turn two. or if I am really in need of keeping them off the board just bring the pods down empty and have them steal a tactical's rhino or razorback.



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What is better for Sternguard, Drop Pods or Rhinos?? Which do you guys prefer??
   
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Alexandria

"power fist and storm bolter, which gives me an extra special ammo attack because of the bolter."

I thought the special issue ammo only worked in "boltguns" storm bolters wouldnt be able to use the ammo i dont think? same way hotshot lasguns dont get frfsrf, because theyre not lasguns.

This message was edited 1 time. Last update was at 2009/08/19 17:12:27


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Made in us
Rotting Sorcerer of Nurgle





Yep, only bolters and combi-bolters.
No cigar for storm bolters and bolt pistols.

I've run a squad the same as the one listed previously:
10, 2 hvy flamers, 8 combi, fist, pod.

Shock and awe really.

Pedro works nice for them.
Lysander works nice for them.
Vulkan works nice for them.

The one thing you need to look out for is that they are still just MEQ's and that with little/no support they are gone fast.

My 7 Cents.

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There was an important job to be done and Everybody was sure that Somebody would do it.
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ottawa, ontario, canada

Chaplain Pallantide wrote:What is better for Sternguard, Drop Pods or Rhinos?? Which do you guys prefer??


For me its situational, i usually use drop pods for things like hitting em on hte sides and rear, but drop pod assault can help and hinder depending on how many your using, generaly i stick em in a rhino and have em run around to where the enemy lines are thickest.

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3000 pts W:41 L:16 T:3
1250 pts W:0 L:0 T:0
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3000 pts W:142 L: 62 T: 9
5th ed record
287 w / 68 l / 37 T 
   
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Thanks for the reply! I am currently thinking about doing an Ultramarine Sternguard spam list and I am having trouble deciding whether to go with Pods or Rhinos. I have more than enough Rhino's, but not nearly enough Pods.
   
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Sanctjud wrote:Yep, only bolters and combi-bolters.
No cigar for storm bolters and bolt pistols.

I've run a squad the same as the one listed previously:
10, 2 hvy flamers, 8 combi, fist, pod.

Shock and awe really.

Pedro works nice for them.
Lysander works nice for them.
Vulkan works nice for them.

The one thing you need to look out for is that they are still just MEQ's and that with little/no support they are gone fast.

My 7 Cents.


kill dem stunties wrote:"power fist and storm bolter, which gives me an extra special ammo attack because of the bolter."

I thought the special issue ammo only worked in "boltguns" storm bolters wouldnt be able to use the ammo i dont think? same way hotshot lasguns dont get frfsrf, because theyre not lasguns.


"each boltgun armed model in the sterngaurd squad comes with several special ammunition types"-special ammo rules

"a storm bolter resembles two BOLTGUNS attached side by side."- stormbolter wargear description.

I do belive then, that because a storm bolter is said two bolters straped side by side, that it would benefit from the special ammunition rule. HOWEVER I will be moveing this discussion to the you make da call section. Look for it there. New thread.
   
 
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