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Made in gb
Agile Revenant Titan






Ok, so I'm thinking about beginning to play kill team. And it gives me an opportunity to try out some marines. I'm thinking stern guard. Their ability to fire many a different round, and take multiple special weapons means I think they're very suited to kill team!

So, a squad of 5 stern guard + a sergeant making a squad of 6.

Sgt has a combi melta, a power sword and the flesh bane speciality.
1 vet has a heavy flamer and the rending speciality
1 vet has a multi melta and the relentless speciality
1 vet has a combi melta
2 vets are standard.

It's 197 points, I think it covers most bases, and works well with the specialities. Plus I think it's a little fluffy. I'm going to take them as ultra marines, I know I gain no benefits from chapter tactics, but there's isn't all that much that helps me anyway!


Automatically Appended Next Post:
So what do people think?

This message was edited 1 time. Last update was at 2013/11/25 11:08:12


You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




I do not know much of Killteam, but wouldn't it be better if you had more bodies than weapons?
Since you are playing the ranged game, perhaps you can drop the power weapon and the HF (do players clump their models in KT? I think they should not..)
MM is the perfect choice with relentless
   
Made in gb
Roarin' Runtherd




Stockport UK

I'd been having a similar thought of using a sternguard squad for a kill team,

in fact I'd thought about marines for kill teams as being either:

9 - man sternguard squad, no upgrades = 198 points

Chapter Tactics = Iron hands for the 6+ feel no pain or Raven Guard for the 1st Turn Stealth

specialist rules being: Shrouded, Prefered Enemy (Everything), and Rending - with the number of different ammo types, and lack of armour at 2+ or above AV12, I thought 9 men might be a better bet than just 5?

if not sternguard my thought would be to 14 standard marines, again just with bolters, but using the Imperial Fists CT for near twinlinked bolter fire, and taking Rending, Armourbane (2 dice on a bolter should be able to punch through AV11, maybe 12?), Fleshbane for any super tough elites

not sure which would be better, more firepower and more men on the ground, or more elite and specialist ammunition to deal with cover saves, etc

what do you think?

Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in gb
Agile Revenant Titan






The heavy flamer is to ignore cover, not to hit grouped models. ( however, if they do exist then I'm covered! ) it's also a decent strength. As for the power sword, I'm trying to stick to a small amount of fluff, and sgts should stand out, it makes him decent in combat especially with flesh bane and an AP3 weapon. (Since 2+ armour is now banned!) I did contemplate dropping it and a combi melta for another body, but I wanted to model the sword on, and as I intend to take it to warhammer world, it needs to be wysiwyg.


Automatically Appended Next Post:
 Binks wrote:
I'd been having a similar thought of using a sternguard squad for a kill team,

in fact I'd thought about marines for kill teams as being either:

9 - man sternguard squad, no upgrades = 198 points

Chapter Tactics = Iron hands for the 6+ feel no pain or Raven Guard for the 1st Turn Stealth

specialist rules being: Shrouded, Prefered Enemy (Everything), and Rending - with the number of different ammo types, and lack of armour at 2+ or above AV12, I thought 9 men might be a better bet than just 5?

if not sternguard my thought would be to 14 standard marines, again just with bolters, but using the Imperial Fists CT for near twinlinked bolter fire, and taking Rending, Armourbane (2 dice on a bolter should be able to punch through AV11, maybe 12?), Fleshbane for any super tough elites

not sure which would be better, more firepower and more men on the ground, or more elite and specialist ammunition to deal with cover saves, etc

what do you think?


Love the idea of 9 sternguard, my squad is 6 (5 + sgt) but I'm trying to keep it themed as well, hence the addition of special weapons.

This message was edited 1 time. Last update was at 2013/11/25 11:39:54


You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gb
Roarin' Runtherd




Stockport UK

with sternguard you already have an ignores cover ammo available, do you need the heavy flamer for that with the ammo already paid for?

Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in gb
Agile Revenant Titan






I didn't even think of that! Thanks dude!


Automatically Appended Next Post:
If I drop the heavy flamer and the combi melta on the normal dude, I can gain another body, so it will look like this;

Sgt with power sword, combi melta and flesh bane speciality
Vet with multi melta and relentless specialty
5 x vets with no upgrades

I need to work out my third upgrade!

This message was edited 1 time. Last update was at 2013/11/25 11:47:03


You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gb
Roarin' Runtherd




Stockport UK

 Khaine's Wrath wrote:

Love the idea of 9 sternguard, my squad is 6 (5 + sgt) but I'm trying to keep it themed as well, hence the addition of special weapons.


i see what you're getting at with them needing that "extreme" side needing to be shown (the whole commando feel) if you think you need weaponry to be a bit less stock, maybe loose the HF and the MM that's 20 points you could put into two combi-weapons, probably meltas, keep the sword on your serg for combat, and have all your guys able to use the ammo, and two shots of anti AV/ anti MC should you need it?

Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in gb
Agile Revenant Titan






I like the idea of preferred enemy!


Automatically Appended Next Post:
 Binks wrote:
 Khaine's Wrath wrote:

Love the idea of 9 sternguard, my squad is 6 (5 + sgt) but I'm trying to keep it themed as well, hence the addition of special weapons.


i see what you're getting at with them needing that "extreme" side needing to be shown (the whole commando feel) if you think you need weaponry to be a bit less stock, maybe loose the HF and the MM that's 20 points you could put into two combi-weapons, probably meltas, keep the sword on your serg for combat, and have all your guys able to use the ammo, and two shots of anti AV/ anti MC should you need it?


See my updated team!


Automatically Appended Next Post:
I'm also thinking about taking the combi melta off of the shy, and giving it to a normal dude!

This message was edited 2 times. Last update was at 2013/11/25 11:50:35


You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gb
Roarin' Runtherd




Stockport UK

 Khaine's Wrath wrote:
I didn't even think of that! Thanks dude!


Automatically Appended Next Post:
If I drop the heavy flamer and the combi melta on the normal dude, I can gain another body, so it will look like this;

Sgt with power sword, combi melta and flesh bane speciality
Vet with multi melta and relentless specialty
5 x vets with no upgrades

I need to work out my third upgrade!


looks good, but MM in kill team with relentless will die quickly, rather than all eggs in one basket, I'd go with 2 guys with combi meltas, maybe one with stealth, the other with shrouded

my thought being, if someone has a high strength weapon of there own, your MM or Combis are going to be first priority, shrouded means you'll get a nice cover save against Ap3+ weapons, and stealth gives you a bit of extra anti low AP cover? or no stealth and go pref enemy on one of your chaps, maybe give that to your serg, as re-roll to hit and wound is rather tasty? as sternguard already have a fleshbane round?


Automatically Appended Next Post:
sorry just had a check on your pricings, and it'd just be one more combi-melta instead of a multimelta

This message was edited 1 time. Last update was at 2013/11/25 11:58:11


Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in gb
Agile Revenant Titan






Flesh bane is more for the power sword. Relentless on the multi melta (he'll be using cover anyways thanks to his superior range, and the. Preferred enemy on a vet with a combi melta....

Might work!

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gb
Roarin' Runtherd




Stockport UK

might work, have you got a friend you can try it out against?

hope it works well for you, best of luck

Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in gb
Agile Revenant Titan






Yeah, I'll give it a play test!

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gb
Shas'la with Pulse Carbine





Heavy bolter with rending/flesh bane/armour bane is much better.
   
Made in gb
Agile Revenant Titan






SpankingApe wrote:
Heavy bolter with rending/flesh bane/armour bane is much better.


How is it? You can't move and shoot effectively without relentless!

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in us
Screaming Shining Spear





Central Pennsylvania

I know the Killteam I designed is 5 Dire Avengers with Shimmer/Powersword on the Exarch with Fleshbane and 5 Warp Spiders with exarch having Armorbane and one other model having Ignore Cover. Not sure so few Sternguard would survive long against this style of list.

This message was edited 1 time. Last update was at 2013/11/25 12:52:41


Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)

Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) 
   
Made in gb
Agile Revenant Titan






The spiders would perhaps be an issue - though only 6's ignore the armour. Plus each spider would roll separately for their WJG meaning you could lose more than 1 a turn to the warp. The avengers wouldn't worry me in the slightest. With kill team rules only the exarch would benefit from the shield, so the other 4 would die very quickly to superior firepower and range. I considered a similar eldar list, and decided it was far too flimsy as they all act solo!

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gb
Roarin' Runtherd




Stockport UK

it's difficult isn't it, my eldar killteam would be:

5 x Howling Banshees with Exarch with Executioner and Fear

5 x Warp Spiders with Exarch with Twin-linked death spinner and Fast Shot

then specialists would be one Howling Banshee with Fleshbane, one Warp Spider with Preferred Enemy and the Warp Spider Exarch with Armourbane

again against Marines this list would (i think) be very potent, but 9 sternguard should be able to punish it, with Rapid Fire Ignores cover shots, or 30" kraken shots

saying that I'm not sure 14 Stock Space Marines would do well against eldar kill teams either, there is something about numbers helping at 200 points, but all the same, Eldar are powerful

This message was edited 1 time. Last update was at 2013/11/25 13:05:45


Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in gb
Agile Revenant Titan






They are powerful, but they're also incredibly weak and flimsy. That's why you need the numbers, and I don't think you can get enough in 200 points for eldar to have staying power! Yes they have very powerful guns, but a single round of half decent shooting from marines and you can whittle their numbers right down!

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gb
Roarin' Runtherd




Stockport UK

agree that eldar are low toughness, and you're right to say that at 200 points, you have very few, considering their low armour saves, but, Jump-Shoot-Jump Spiders, or Jump-Jump-Shoot Spiders...they could be either in an out of LOS or into assault with you from the other side of the board, and overwatch shots are just not enough to help, then with (in my list) a bunch of crazy ladies with power swords being able to run at d6+3 each turn, with fleet, that's upto 15" in a single turns movement, followed by firing, and assault...in tandem assaulting with the Spider first in case of an overwatch shot (therefore having a 3+ save instead of a 4+) then assaulting with the banshee, if the assault continues past 1 turn, spider jumps out via H&R and attacks another target, a 6 man kill team could be dead turn 1-2 certainly 2-3?

this is typing and thinking at the same time mind...so if I'm wrong, let me know

Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in gb
Agile Revenant Titan






Yeah agreed, if things go well, it could be nasty!

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




To the OP,
keep in mind that you cannot have 9 sterns in Killteam unfortunately.
Contrary to popular belief, the new codex f.. up our sternguard. Note that for the first 5 men you are paying 24 pts per model (like they needed a vet. sgt upgrade.. ).
Not to mention that we have to pay 10 pts per combi..
   
Made in gb
Roarin' Runtherd




Stockport UK

So that'd be fine for the OP's 6 man team, my team would have to be 8 sternguard with 1 combi weapon...

Thanks for the codex costing recalculation!

Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in gb
Agile Revenant Titan






I've pushed it to a 7 man team, wit 1 combi, 1 multi melta and 1 power weapon.

It's 199 points!

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gb
Tunneling Trygon






I know someone who plays 5 Necron Wraiths for killteam. Struggling to find an answer to that, especially here where you don't have many more models than he does.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Fresh-Faced New User





What matters in kill teams is numbers and shooting. At the moment you don't have numbers and don't really have shooting. Assault is even worse than in normal 40k due to almost only ever being able to charge one model at a time with a dedicated combat unit/model and rarely getting locked with it. If you are set on going sternume I would either maximise numbers of bodies (9 sternguard) or have a minimal squad of sternguard (5) and fill the rest with plain tactical and scouts.
Heavy boltersbwith armourbane are your antitank.

Bare in mind that you need the tools to deal with the best kill teams out there - often not the best 40k units. In my experience these are imperial guard teams:

Platoon command squad
Infantry squad
Infantry squad
Heavy weapons, special weapons, ratlings,vets to your liking

Or my personal favourite tau empire:
5 piranhas (5 fast vehicles, 10 gun drones and 40 str5 shots per turn).

Or plain ork shoots boys
   
Made in us
Ambitious Space Wolves Initiate




New Jersey...The other end of the warp.

You may also want to consider adding some range to your list as well. Instead of a MM, you could use a LC, or Missile launcher. Since (as far as I know...still kinda new) Kill Team is generally played on a 4*4 board, you could deploy a LC 20 inches from the corner, and he could hit anywhere on the board, barring cover.
   
 
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