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Made in us
Savage Khorne Berserker Biker





Tampa, FL

This is for a C:SM army.

Here's my 1500 list that is tailored toward my local meta (I am the only one with a full mech army):

HQ:
Librarian; Null Zone and The Avenger - 100 Points

Troops:

Tac Squad, ML and Flamer; Rhino - 205 Points
Tac Squad, ML and Flamer; Rhino - 205 Points
Tac Squad, ML and Flamer; Rhino - 205 Points

Elites:
5 Terminators, 1 with Cyclone Missile Launcher - 230 points
5 Sternguard with Rhino, all with Combi Flamers - 185 points


Fast Attack:
Land Speeder with Typhoon Missile Launcher and Heavy Bolter - 90 points
Land Speeder with Typhoon Missile Launcher and Heavy Bolter - 90 points



Heavy Support:
Predator with AC, HB sponsons - 85 points
Predator with AC, HB sponsons - 85 points

1480 points

Would Sternguard be more effective in a Drop Pod in this list or would they serve better adding to the Rhino saturation? I could rework the list a little to take 10 Sternguard as well.

If I put them in a Drop Pod, I would change the Librarian to have his psychic powers to be Null Zone and Gate of Infinity; I would do this because it would allow me to go to where the unit is needed most and get myself out of combat.

Suggestions?

This message was edited 1 time. Last update was at 2011/05/09 03:45:45


 
   
Made in us
Drone without a Controller




Baltimore, MD

I like the idea of switching to a drop pod + deathwind (for the same cost as a rhino) - this will allow you to reinforce threatened objectives or add firepower to an effort to contest one. So then you've got a pod that can drop in on a moments notice and disgorge a decent amount of 12" fire (sternguard counts as moving) + the deathwind missile. That's a nice punch in the face for your enemy. Also, the deathwind will draw fire to your pod, hopefully sparing your Sternguard some fire for a turn or two.

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Made in us
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Tampa, FL

Nimbosa wrote:I like the idea of switching to a drop pod + deathwind (for the same cost as a rhino) - this will allow you to reinforce threatened objectives or add firepower to an effort to contest one. So then you've got a pod that can drop in on a moments notice and disgorge a decent amount of 12" fire (sternguard counts as moving) + the deathwind missile. That's a nice punch in the face for your enemy. Also, the deathwind will draw fire to your pod, hopefully sparing your Sternguard some fire for a turn or two.


Deathwind Drop Pod isn't the same points as a Rhino in C:SM (Forgot to mention that, I edited the post).

 
   
Made in us
Drone without a Controller




Baltimore, MD

Sorry, have my head stuck in BT where it is. Thanks for the correction Ares.

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The Alhambra Crusade 1750 pts
 
   
Made in us
Apprehensive Inquisitorial Apprentice





In that list, I would say no. Since it's your only drop pod, it will come down on your first turn, regardless of if you want it then or not. If your opponent reserves everything, you're playing DoW, they deploy only mech, or surround their foot units with mech, your drop pod will be wasted.

The rhino dosn't have that disadvantage. And with the other 3 rhinos running with it, it's not the only target for your opponent's Anti-tank guns.

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Krazed Killa Kan




Claremont, ON

You also don't run the risk of your drop pod landing somewhere you don't want to or even worse, off the table.

This message was edited 1 time. Last update was at 2011/05/09 15:31:31


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Made in gb
Fixture of Dakka






Lincolnshire, UK

I'd usually like Sternguard in pods, not least for the image of them splitting into combat squads upon arrival then splitting up and taking out their seperate targets...

Nonetheless, they'd really need to be supported by other units in drop pods, which you're lacking. So I'd say for your list they're probably better off in a rhino.

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Tampa, FL

So let's say that I did want to have Sternguard in a Drop Pod. How would I support them? Would I have an odd number of Drop Pods with units say, a Dreadnought coming down with them as well?

This message was edited 1 time. Last update was at 2011/05/09 17:09:45


 
   
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killeen TX

drop pod all the way.

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Made in fr
Wicked Warp Spider




A cave, deep in the Misty Mountains

A dreadnought would certainly give your opponent more than just the sternguard to think about. Especially a rifelman dread which can pump out all his shots as soon as he arrives. In general I would say drop pod, but rhino seems best with your current list.

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Lincolnshire, UK

AresX8 wrote:So let's say that I did want to have Sternguard in a Drop Pod. How would I support them? Would I have an odd number of Drop Pods with units say, a Dreadnought coming down with them as well?


Simply, yes. You'd need an odd number of pods so you can get atleast 2 down on turn one. A dreadnought would do, as would another squad of Sternguard or even a tactical squad at a push. However, it would be difficult to fit these into your list, so I'd personally recommend a rhino as I feel it fits better with your list and is still effective.

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"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in us
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Ephrata, PA

skycapt44 wrote:You also don't run the risk of your drop pod landing somewhere you don't want to or even worse, off the table.



Drop pods don't scatter into impassible terrain, and putting it in risk of going off the table is just silly.

But yeah, unless your taking 10 and combat squading them, or using more then one pod, I'd keep the Sternguard in a Rhino. They're no use to you in turn one.

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Lord Rogukiel wrote:A dreadnought would certainly give your opponent more than just the sternguard to think about. Especially a rifelman dread which can pump out all his shots as soon as he arrives. In general I would say drop pod, but rhino seems best with your current list.


I'd be more a fan of the dread too, I think It would make the list a bit sharper. But sternguard in a rhino or pod... I'd lean more towards the pod myself, but points against the pod for the rhino have been made that I agree with. But a drop pod full of flamers can make an opponent worry and do all kinds of silly things when deploying, so I lean more towards the pod.

   
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Devestating Grey Knight Dreadknight





Drop Pods are BAMF, I would take them over a rhino any day.
   
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Tough-as-Nails Ork Boy




You could just have a sternguard unit on foot 10 men strong with a gate libby. Just start the guard behind the tac rhinos and teleport from behind them turn one. Saves the points of a transport and gives you the flexability of the gating guard to put pressure where you need it each turn.
   
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Tampa, FL

Jihallah wrote:
Lord Rogukiel wrote:A dreadnought would certainly give your opponent more than just the sternguard to think about. Especially a rifelman dread which can pump out all his shots as soon as he arrives. In general I would say drop pod, but rhino seems best with your current list.


I'd be more a fan of the dread too, I think It would make the list a bit sharper. But sternguard in a rhino or pod... I'd lean more towards the pod myself, but points against the pod for the rhino have been made that I agree with. But a drop pod full of flamers can make an opponent worry and do all kinds of silly things when deploying, so I lean more towards the pod.


I originally ran 2 Dreads but found them out of range most of the time before they died (One had a MM and the other had an Assault Cannon, haven't tested using TL AC with DCCW arm yet), but my bad decisions for deployment and not running with them were probably the key issue.

I added Termies since I really like the models first off, and the Cyclone Missile Launcher is just made of win in my local meta.

Warboss Niblet wrote:You could just have a sternguard unit on foot 10 men strong with a gate libby. Just start the guard behind the tac rhinos and teleport from behind them turn one. Saves the points of a transport and gives you the flexability of the gating guard to put pressure where you need it each turn.


True, but I can also use GoI out of the Rhino since it doesn't require LOS

This message was edited 1 time. Last update was at 2011/05/10 03:59:02


 
   
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Apprehensive Inquisitorial Apprentice





AresX8 wrote:So let's say that I did want to have Sternguard in a Drop Pod. How would I support them? Would I have an odd number of Drop Pods with units say, a Dreadnought coming down with them as well?


Agreed. That way, if the Stern would be a poor choice for the first turn, you can drop the dread instead. The dread can mess anything up, and lets the stern come in when there's something more valuable to Flame/Rapid fire.

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Longtime Dakkanaut





DP is the only intelligent way to play them. You can deliver them where they are needed in rapid fire range with no casualties. They can be split into combat squads to attack two targets if they have massed combi's. You can bring them in first if you need to or after the battle has developed.
   
 
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