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I'm nearly certain this has already been discussed, but for the life of me I can't find a thread or conversation on it anywhere. If you know the location of that which I seek could you link it? Cheers!
But to get to the crunch, I'm looking at introducing a focused anti-infantry element to my force. My current force consists of:
- Commander (rides with first Tactical Squad)
- Tactical Squad I (Razorback w/ LC and TLPGs, Plasma Gun and Missile Launcher)
- Tactical Squad II (Rhino, Plasma Gun and Plasma Cannon)
- 3x Attack Bikes with Multi-Meltas
And I'm wondering which I should go with and how to transport them (if you think I should):
- Sternguard with 2x Heavy Bolters with combi-flamers/plasmas
- Sternguard with 2x Heavy Flamers and various combi-flamers and combi-plasmas
I'm also interested in any other suggestions and your own anti-horde/infantry sternguard set-ups.
i wouldn't take heavy weapons on sternguard. it seems a waste of their special ammo.
You want your Stenguard free to move about, so I would take Heavy Flamers over Heavy Bolters.
As for transport, a drop pod or rhino both fit the bill nicely. Rhino allows them to get to the thick of it quickly, and move on should they run out of targets.
The Drop Pod means they can be in your enemies lines from the start (bad move to leave them unsupported) or can drop where they are needed most at a later stage.
My personal setup (when I get around to buying them) will be
Sgt with Powerfist and bolter
2 Combi-meltas (should a tank trundle nearby)
In a Rhino
I think the special ammo is too good to waste giving them a gun that can't use it. And the fact they want to be 12" from the enemy to truely shine, a powerfist can give them some punch in combat and some combi-meltas will help deal with any tank shocks or nearby walkers
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
I haven't tried this yet but is seems a nice idea to take 5 sternguard with 2 plasma cannons. That only 145 pts if i have added up correctly. And it has some very good anti infentry with the plasma cannons and the special ammo.
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Based on your army and its mobile, mech feel, Sternies would be best in a transport. If you go whole hog, I'd put 10 in a Rhino with 2 heavy flamers, smattering of combi-weapons (whatever you feel they need, meltas for tanks, plasma for termies/MCs, flamers for hordes), and a powerfist(if you're within rapid fire range, you're in charge range so come prepared). A Drop Pod would work with this set up too.
Alternatively, if you want cheap, 6 in a Razorback work well. 2 Heavy Flamers and 4 combi-meltas is what I'd run, HFs and bolters for infantry and meltas in case they run across armor.
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wait... do they lose their special ammunition if they take heavy weapons? or is it they can't fire both heavy weapons and special rounds on the same turn?
anyway, my force is Red Scorpions, so in keeping with the RS theme, I'm thinking now maybe:
- 10x Sternguards with 4x Combi-Plasma Guns and a Power Fist (more PFs or CPs?)
- Rhino with Extra Armour
would it be stupid to add in Plasma Cannons or Missile Launchers?
on the other hand i could take a Razorback instead of a Rhino, and was wondering if TL Plasma Guns and a Lascannon on a RB is effective?
If you take a heavy or special weapon you are replacing your bolter with said weapon, so you lose the special shots because you no longer have a bolter.
thanks, so if i take 2x heavy weapons then i lose 2x spec. ammo?
well with that in mind i've become more interested in including heavy weapons for my RS SG.
do any of you have any pros or cons bout these options?:
- 2x Plasma Cannons
- 2x Missile Launchers (i'm leaning towards this choice)
- 2x Heavy Bolters
I will most likely be adding a spattering of Combi-Plasmas to keep in line with RS fluff.
Cheers for all the help guys!
[quote]do any of you have any pros or cons bout these options?:Always the most versatile, however not as accurate and with the gets hot you don't fire at all.- 2x Plasma Cannonsthe most reliable versatility you can buy, excellent choice for the price.- 2x Missile Launchers (i'm leaning towards this choice)unless you are taking a devestator squad of 4 heavy bolters this is just a bad Idea, sure they are heavy bolters but you need alot more punch- 2x Heavy Bolters
Dear Game Designer,
Rock is Cheese. Paper is fine.
I break them into Combat Squads, and mount the power fist and the combi-flamer into the Razorback and keep the two plasma cannons back to cover them. I realize that it seems like a waste of their nifty ammo, but giving two Sternguard plasma cannons is only five points more than having a 5 man Devastator Squad with the same armament. And, the plasma cannon Sternguard can still apply the added firepower from their three other Marines, using Kraken bolts.
It's worked out very well for me in several games and I'm not going to be changing it anytime soon.