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I've been reading my codex a lot recently, looking to add some more variety to my army. I'd really like to add some veterans because both Vanguard and Sternguard appeal to me. Before I committed to one or the other (or both), I wanted to get some more expert advice on both squads.
So how would you guys use either squad? How would you use Sternguard's ammo? Are Vanguard worth the points? What's your opinion?
While my previously uplaid strategy went down the pit (damn that one line in the rulebook...) I realise that it's actually pretty easy to rearrange it to make it hurt even -more-, even though it will be more costly.
Putting a 10-man Vanguard squad without jump packs in a Land Raider Crusader, accompanied by a Terminator-armoured Chaplain is bound to deliver the pain, and deliver it good. As for Sternguard Veterans, sending a Rhino (if a 10-man squad) or a Razorback (if you want heavier guns but a smaller squad) with Sternguards right behind your Land Raider (since it's more vulnerable than your Raider you may want to try make them move so that the Razorback is out of line of sight because of the Raider itself.) and deploy them simultaneously.
If you deploy your Sternguard Veterans within 12" of the enemy, they can dish out a world of hurt with any of their funky little ammo types depending on the target, and then having the Chaplain lead the charge on that same unit with the Vanguard Squad at his back, and you've got a big hole in the heart of your enemy. Bonus points for slagging something with your Land Raider's Machine Spirit shooting as well. The issue is to get them to do enough damage to make up for their own enormous points cost, which does sort of limit this strategy to points-heavy enemies like Eldar, Marines (And Chaos, too), and Necrons.
Last edited by HellbirdIV; January 1st, 2009 at 04:44.
Sternguard you just choose which ever ammo support your marines fighting style. And in my opinion the vangaurd are not worth considering they are 25 points without jump packs or power weapons, but the models are so cool.
it really depends on what style you play and what you need them to do.
forinstance of you use alot (or any) locator beacons, vanguard vets can be fantastically destructive as they wont scatter within 6" of a locator beacon, and can assault to turn they arrive where you most need them. They also make a fine bodyguard for shrike and can be infiltrated forwards for an irritating first turn charge.
sternguard are of course effective against anything firepowerwise, even big montrous creatures (wounding on a 2+ ammo is rather tasty) and arent exactly weak in close combat. They are also incredibly unpredicatable for your enemy if you put them with a librarian and teleport them around the show.
im a big fan of vanguards at the moment as i have no fear of chucking them into anything that needs a good slapping, however i tend to treat sternguard with kid gloves and dont use them right for fear of them dying but thats my lack of skill, rather than their lack of effectiveness. So if i could give any advice for both its dont be afraid...they are hard
Never judge someone until you've walked a mile in their shoes...by that time they'll be a mile away, and have no shoes
Uh, I used a 10 man vanguard with jump packs and 3 sets of lightning claws and combined with a captain with JP and LC's they tore through everything they laid their eyes on while I lost overall 4 throughout the whole game. Well Worth every 500 points or so on that squad. I haven't used sternguard yet, but overall they seem more versatile vs everything and slap a powerfist on the sargeant and you're combat ready.
Both have very high potential to make damage and lack durability for they price.
In theory how to repay them. Sternguard could be drop poded and rapid fire in turn they arrive on huge creature or elite/command unit. They need not repay their value back but could take something really dangerous dawn.
Vanguard with jumpack are incredible overpriced. In my opinion price for jumpacks could be 5 ponits cheaper, also close combat weapons could be cheaper. Without jumpacks - assault marines are better against hordes, terminators are better against elites. Maybe 5 members squad with jumpacks which make heroic intervention against some elite shooty unit or meltabomb something dangerous. Whole squad with jumpacks is close combat madness but for that price you could use 2 assault squads or terminators.
Last edited by czechImenhotep; January 1st, 2009 at 18:19.
I found that the squad is overpriced and will be left stranded after they kill whatever they charge. I do it for the LC option on them though.
At first I was of the same opinion of many here, Vanguards are overpriced. After I started using the unit, however, my opinion has changed alot. You aren't buying Vanguard as a melee unit, you are buying it as a unit that can do something nothing else in your list can. Delivering a PF where you need it can turn games easily and your opponent gets no response to it. Enduring a turn of shooting after wiping a target is rarely devastating as you can usually keep a PF or two alive still making the unit lethal. Larger 10xman gives you alot of flexibility as you can drop a single beefy unit, or a pair of PF toting mini-squads. It's the only way I've been able to reliably clear my opponent off of their objective in the games where each player has one.
As for the Sternguards, they kill stuff at range and if you throw a PF in the unit and keep Mr. Pedro nearby, they're pretty fierce melee units as well, two thumbs up, but highly reccomend Pedro used with them.
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