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Made in us
Ultramarine Land Raider Pilot on Cruise Control





North Carolina

alienvalentine wrote:I'm working on putting together a Salamanders list, and I'm debating how I want to transport my Sternguard Veterans. I've got a full squad of ten veterans, w/ two multi-meltas, and had originally planned on deploying them in a Rhino, but have recently seen some battle reports and other articles about folks drop podding their Sternguard. Now I can't make up my mind just how I want them to hit the field. I'm hoping my fellow dakkanauts could help me out of this quandry by sharing the pros and cons, and hopefully their own experiences, to help me make up my mind. Any feed back you guys could provide would be great


If you are using Vulkan the metlas AND combi-weapons are really useful, honestly, I'd probably drop the metlas for 2 combi-weapons, otherwise 2 of the marines are pretty much paying for their specialized ammunition and not using it.

Furthermore, to address your question, I think drop pods are amazing for Sternguard Veterans, not only does it get you into the battle fast it can get you in rapid fire range with those nasty specialized ammunition filled weapons (I'd nearly always use the 2+ wounding one) but it also gives you a unit that is really well rounded. There was an article on here that I read over recently which presented a tactic for the Sternguard and I've used it to great effect. Try running a Librarian with the Sternguards, take the ability that allows you to move the unit via deep strike in the movement phase and the one that gives you a 5+ invulnerability save, this lets you deep strike via a pod, fire, and next turn move the unit to the other end of the board if need be. If you need to say, pop the 5+ bubble and hunker down. It is a bit pricey, but effective, for me as an Ultramarines player I simply tossed Tigurius (super expensive) with them and had access to all powers and 3 a turn. Yay deep strike, bubble, and shooty shooty.

All in all, if done correctly that unit can really rip some stuff apart. Hope my ramblings have helped

   
Made in se
Dakka Veteran




st.germaine wrote:Hopefully this doesn't qualify as hijacking but I've got a question that's in the same vein.

I'm considering using a 9-man Sternguard unit (2 meltaguns and several combi-meltas) plus Pedro in s DP as my only DP in the force. Therefore, they're guaranteed to show up on Turn 1. Drop them in the opponent's backfield and deploy them in position to pop something juicy. Hopefully be able to use their DP and the wreckage of the dead first victim (if a vehicle) to shield them somewhat from the wrath of the opponent's army.

As I'm running a bike army (4 squads) plus three Dev squads and a couple of Landspeeders, I'm hoping that there is enough to keep him occupied sufficiently that he can't turn a lot of firepower on the Sternguard. If they survive the return fire, Pedro and company can either unload on something else or close with a juicy squad that they can handle (hardcore assault unit - no; LongFangs, HiveGuard, Eldar Reapers, etc.. - yes) as with Pedro they'll be 3 attacks base. I understand that they'll still be basically a sacrificial unit and a pricey one at that. What I'm looking for is general thoughts about the concept or possibly replacing Pedro with a Libby that could provide an 5++ save to the unit. If I go with the libby, what suggestions do you have for his other power - 1) Smite, Avenger, or Vortex to make him shooty like the Sternguard, 2)Null Zone to make the tougher troops being shot more vulnerable to Sternguard fire, or 3)GateOfInfinity to get the remnants of the squad out of Dodge if they survive the first turn. I think Vortex is potentially too dangerous to the squad and GoI is probably not the best choice. Also, with the libby the assault aspect is less emphasized.

Drop pods have a maximum capacity of 12, so I think you should still take 10 men. It's worth it to be able to combat squad.

If you have 4 bike squads I must assume you're running a captain on bike. So you've no shortage of scoring units and you're taking pedro mostly for the extra attack and his fancy storm bolter, which is sooooo not worth it. Are you kidding. Take the librarian or run them on their own since you've already got your captain in HQ (right?). As for his powers, it's a hard pick between NZ and gate since you're taking force dome.
   
Made in gb
Guard Heavy Weapon Crewman




UK

Saw this post and thought I should say something about it as a guard player....I really don't like sternguard veterans in drop pods with and a drop pod ironclad! I do struggle to deal with them but mind you I just shoot up the sternguard squad but the ironclad is a problem, even with melta bombs, oh well sigh.. Anyway, based on my experience playing against such marine armies-drop pods and sternguard veterans are awesome, gotta respect that.

 
   
Made in us
Slippery Scout Biker





I've been using Pedro along with a bike captain for several games lately in order to have Sternguard as scoring units. Kind of a default choice to start the discussion once the idea of a single squad of Sternguard in a DP came up. Been leaning towards the libby as being more effective although not that much cheaper, particularly if I go the more effective route of taking him as an Epistolary so I can use two powers per turn.

Forgot that DPs are 12 not 10 capacity but I'm not sure about battle squads in this situation. If I'm planning on using GoI to bail them out, I'd only be able save one battle squad. Gotta weigh that against taking on two targets.

Yes, there are female marines and my Sunhawks will explain it to you.

Not all of the Emperor's Children turned coat. We WILL redeem our honor.
 
   
 
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