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![[Post New]](/s/i/i.gif) 2015/12/17 18:46:51
Subject: Sternguard load out question
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Regular Dakkanaut
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Putting together my sternguard was going to go 5 combi-meltas in a drop pod tank hunting but now debating 3 combi meltas 1 heavy flamer and combi-flamer on capt. Will 3 melta shots be enough to reliably blow up a tank? I like that its more of an all comers set up in case I play a horde. Thanks for your input.
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![[Post New]](/s/i/i.gif) 2015/12/17 18:48:19
Subject: Sternguard load out question
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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Don't go and mix combi-weapons in squads. In my experience it invariably goes poorly. For combis I go all or none, as in all of one, or none period.
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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![[Post New]](/s/i/i.gif) 2015/12/17 18:55:31
Subject: Sternguard load out question
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Stitch Counter
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I run 3 squads of x10 sternguard. Two squads have x2 meltagun and x4 combi-melta. One squad has x2 Grav gun and x4 combi-grav.
When they land, they combat squad.
One half fires at the primary threat tank - if it pops, excellent. If it doesn't, the other combat squad fire at it.
If the armour popped the first time, the second combat squad fire at a different target - It's far more efficient doing it this way IMO.
As for mixing weapons, I'd advise against it. You don't want a jack-of-all trades, master of none otherwise they're just another inefficient tactical squad that cost more.
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Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts
Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
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![[Post New]](/s/i/i.gif) 2015/12/17 19:03:58
Subject: Sternguard load out question
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Regular Dakkanaut
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Alright thanks from keeping me from making a mistake
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This message was edited 1 time. Last update was at 2015/12/17 19:04:21
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![[Post New]](/s/i/i.gif) 2015/12/17 19:07:00
Subject: Sternguard load out question
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The Marine Standing Behind Marneus Calgar
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If you are going with pods, specialize.
As for how many melta shots it takes to get a kill, what else is going on? Things like doctrines, or Vulcan’s buff will reduce the number of shoots you need. Targets in cover or with invulns will raise it. And that’s not including things like how moody your dice are. I think 3 is the bare minimum you need, with 4-5 being better. I would not mix weapon types unless you were going for a full 10 man squad and were going to combat squad out on the drop. That lets you do fun things like pop a transport and then roast the contents. Plus 2 combat squads plus the pod gives you 3 units, a magic number for the 1st company TF.
Generally I like my SG bare bones. The only thing I think is worth swapping out the special ammo for is a HF. Which admittedly, I’m quite fond of. I dislike the combi weapon alpha strike. It’s a lot of points invested in a single shot. That said, it can work well, just not my cup of tea.
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![[Post New]](/s/i/i.gif) 2015/12/17 19:10:00
Subject: Sternguard load out question
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Regular Dakkanaut
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How about 4 combi melta one heavy flamer? I'm guessing no? Thanks again everyone.
Running 5 mans for now as my army grows I will work towards the combat squading
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This message was edited 1 time. Last update was at 2015/12/17 19:11:44
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![[Post New]](/s/i/i.gif) 2015/12/17 19:12:05
Subject: Sternguard load out question
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Stitch Counter
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I could be wrong, but I see no issue with having a single Heavy Flamer. If combat squading I'd have it in the squad separate to all the combi-meltas just so that it's able to roast the contents should the first squad successfully pop the armour.
In fact, I rather like that idea and may add that as a potential tactic rather than relying purely on the special ammo (such as the poison shots)
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This message was edited 1 time. Last update was at 2015/12/17 19:13:25
Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts
Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
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![[Post New]](/s/i/i.gif) 2015/12/17 19:37:35
Subject: Sternguard load out question
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The Marine Standing Behind Marneus Calgar
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Grimlineman wrote:How about 4 combi melta one heavy flamer? I'm guessing no? Thanks again everyone.
Running 5 mans for now as my army grows I will work towards the combat squading
Something you generally want to avoid is having one guy work, while everyone else acts sits around. You want as many guys working together as you can, with minimal waste. In a mixed squad like this, if you are targeting troops, the 40 points of c-melta are wasted. If you are shooting tanks, the HF is sitting around. That said, he could toss a krack grenade, or if shooting at open topped targets, he can roast the cargo while his buddies shoot the tank.
After the combis shoot off, the squad can go about shooting softer targets, and the HF works well for that. It also discourages people charging you. I personally wouldn’t mix like that in a 5 man squad, but it’s not so bad to make you automatically loose. It’s a little flexibility for a few points. And 4 melta shots should be enough to pop a tank, so might as well get some HFs downrange to light things on fire.
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![[Post New]](/s/i/i.gif) 2015/12/17 19:42:27
Subject: Sternguard load out question
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Regular Dakkanaut
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Thanks Nevelon you been a great help to me lately. Glad we have guys like you on the forums for advice.
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![[Post New]](/s/i/i.gif) 2015/12/17 20:14:34
Subject: Sternguard load out question
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Locked in the Tower of Amareo
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4 melta shots is the break point where BS 4 melta with no special rules has a better than 50/50 shot of destroying the tank. Basically, you have a solid chance of of 3/4 shots hitting (as opposed to virtually none with only 3 shots) and you have rolling explodes as a fallback position.
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![[Post New]](/s/i/i.gif) 2015/12/17 20:37:42
Subject: Sternguard load out question
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Slashing Veteran Sword Bretheren
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4 meltaguns and a HF in a drop pod is the nightmare scenario for my battlewagon ork army.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2015/12/17 20:40:54
Subject: Sternguard load out question
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Locked in the Tower of Amareo
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Icculus wrote:4 meltaguns and a HF in a drop pod is the nightmare scenario for my battlewagon ork army.
Meh. Could be worse.
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![[Post New]](/s/i/i.gif) 2015/12/17 21:24:59
Subject: Sternguard load out question
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Slashing Veteran Sword Bretheren
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well the orks that survive will charge the sternguard and probably kill them, so i guess we look at point cost of unit to see who wins.
my battlewagon full of orks costs a total of 285 or 280. Whats that sternguard unit cost with the pod?
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2015/12/17 21:30:14
Subject: Re:Sternguard load out question
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Longtime Dakkanaut
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Command squads do the suicide melta thing better as there cheaper. I never liked using sternguard that way, as your paying for things your never going to get to use. I like them barebones.
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![[Post New]](/s/i/i.gif) 2015/12/17 21:59:27
Subject: Sternguard load out question
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Regular Dakkanaut
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Icculus wrote:well the orks that survive will charge the sternguard and probably kill them, so i guess we look at point cost of unit to see who wins.
my battlewagon full of orks costs a total of 285 or 280. Whats that sternguard unit cost with the pod?
195 FOR 4 combi-M and HF/pod
command squad comes in at 180 but they dont fit in my current list but I will keep them in mind
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This message was edited 1 time. Last update was at 2015/12/17 22:00:25
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![[Post New]](/s/i/i.gif) 2015/12/17 21:59:35
Subject: Sternguard load out question
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Locked in the Tower of Amareo
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Suicide Sternguard squads don't work out in the long run, because not all lists have good targets for them. The pod forces you to commit them early, and then they are on foot, ie dead meat.
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![[Post New]](/s/i/i.gif) 2015/12/18 00:03:16
Subject: Sternguard load out question
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Unrelenting Rubric Terminator of Tzeentch
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Martel732 wrote:Suicide Sternguard squads don't work out in the long run, because not all lists have good targets for them. The pod forces you to commit them early, and then they are on foot, ie dead meat.
It's a fairly rare day when there's no use for sternguard. Even if you've kitted them out for tank hunting and the bad guys have no tanks, they can still hunt MC's pretty well. If there are still no tanks and no MC's, time to go after multi wound T4 models like Crisis/broadsides/non-nurgle oblits/tyranid warriors etc. If still no targets, then you're probably playing green hoarde, so deploy them normally and let the pod come down empty and they can use their special ammo to try and hold the tide back. If you're in a meta that has a bunch of varied threats, then yeah, sternies are going to be best with their standard loadout, but I struggle to imagine a situation where suicide sternguard wouldn't have a significant impact on the game, even if it's only forcing certain things into reserve.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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