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What has been people's experience with delivering the Sternguard punishing ranged support?
I didn't not include the Razorback as I'm concerned with the a full 10-man unit.
Choices are pretty self explanatory. Drop Pod, difference being the first turn drop pod assault, or holding them in reserve to roll in later.
I do realize Drop Pod has been the dominant choice through out the forums, but hopefully this will clear up whether or not they are part of the initial wave, or coming in after as more of a support role.
Included are the less popular options for completness.
And by all means, let me know if I've missed an obvious option that I didn't include.
Last edited by Xpyre35; April 30th, 2009 at 15:24.
First wave drop-pod for me - their specialist ammo (especially if you buy them combimeltas) tends to mean that whatever they're facing they can take it down so dodgy scatter isn't a problem. And they're not troops, so I put them in the expendable first wave - preferably with a some kind of HQ accompanying them for a bit more kick.
2nd turn they can keep shooting while the Chaplain or Captain they were protecting dives into combat and makes those filthy xenos regret the day they went against the might of the Blood Angels!
If I were to take 10 men and didn't want to drop pod, I'd get 2 Razorbacks before buying a rhino. More expensive but WAY more firepower.
Incidentally, no land raiders? I know they can't take them as dedicated transports but it's still an option as long as you don't moving them in first turn.
Depends on :
2 examples that most can relate to...
- What army you're fighting against
- What target you want them to focus on first
- What other units in your army
- And how those other units in your army are being transported
Green Tide (massed orks)
Drop pod assault against massed orks is a bad idea. You'll get one round of shooting before being torn to shreds.
Drop pod later in the game is also a bad move, as the Horde will have pillaged most of your army by the time they arrive.
Gate is epic, able to break you out of CC when you get charged while placing the squad right where its needed each round.
Rhino isn't so bad, giving much needed cover and able to shield the squad from massed dakka fire until you're ready to disembark and destroy, while providing a mobile-shield against other enemy units.
IG Firing Line
Drop podding in the initial round is wonderful - providing the unit has lots of support. Infiltrating Shrike + unit, or other turn 1 pods with Tac's and Dreads. Working with other units is key to keeping them alive while dishing out the pain, but this works really well.
Drop pod later in game isnt so bad either, able to arrive right where the enemy really doesnt need pushing, or supporting other units on objectives. They might be missed earlier in the game though.
Gate doesnt work so well here, because the unit will be shot at regardless of where it Gates to, and will still require a method of getting to the enemy...
Rhino works well here too, though the IG gun line needs other targets like Vindi's or Preds, keeping those rhinos alive long enough to get their payload to the target.
There is always one other thing that makes a real big different to how you want your sternguard to travel - what you like! Its pointless using a rhino if you hate them, or using a libby when you think they are shat. If all else fails, do what you want to do, they are marines, they'll still kick ass =)
Its eerie that you mentioned the two armies my opponent plays.
The *depends on* is what I'm hoping to get examples of, or explainations on, in what situation which option is best to bring.
Orks Speed Freaks?
IG Armor Spam?
I definitely understand the absence of "greatest choice ever" but with the poll and some examples, it will help determine what they are being used against/intended targets. And gain a broader knowledge of overall strategies.
Rep to those who contribute such examples.
This mind sound a little nuts but I tried this in a 5 round tournament this past weekend.
Sternguard loaded in a Land Raider Redeemer.
I'm pleased to say it managed to survive and deliver the goods 4 out of 5 rounds. (I admit I felt lucky here since there were plenty of melta weapons around) The raider got quite a few kills by itself but the point being I was able to safely deliver the sterns almost all the time. The rapid fire + flamestorm cannon combo resulted in a wiped out squad every time they got out.
The thing I don't like about drop podding the Sternguard is that most of the time you wipe a unit off the board but get wiped yourself next turn. I can see that being useful if there's something nasty like Reapers on the table but I try to keep them alive as long as possible. People were very hesitant to get to close to the Redeemer and with good reason. If their assault fails that's a lot of hot death coming next turn.
Drop pod against the guard, as for the orcs I wouldn't bother - they'll be coming to you, why waste time getting in and out of the tank?
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Yeah but even then you are arriving piecemeal. If you fail in taking out the big nasty things you were worried about you get pasted the following turn. I understand the more = better approach but the risk is very high vs somebody that knows how to counter it.
They really need to have a force built around them, just taking a couple of pods as if they were standard transports is asking to lose.
2x Sternguard (in pod)
2x Dreadnaught (both in pods)
3x Tactical Squads (both in pods)
Combine this with Scout Bikers, Landspeeder Storms (with Scouts preped for CC) and/or Assault Squad (led by Shrike to get Infiltrate) and this way in turn 1 you have your entire force bar the tactical squads in their deployment zone. Over the next 4 turns your Tactical Squads will turn up on any objectives or where you need the extra firepower, but against an shooty or thinly spread CC army I'd expect them to be all dead by turn 3. The trick is to never place a drop pod somewhere without adequate support, even if it's just from another drop pod of dudes.
Drop pod initial assault. There's no other way. I suppose the the brarian would work but I just feel the DP is the safest way, not to mention most effective, as they automattically come in on first turn. You don't have to pray to the dice gods for a 4 on turn two. We've all had that game when your reserves wont come in until turn 5.
I've done the Librarian tactic with Gate of Infinity. When it works it is awesome. I had to games in a row in which it failed utterly and was a disaster. Both were 1000 point games and that unit was too big a part of my army to take such risks with it. At higher point games I think it is more viable. I see my sternguard as expendable because they do not score, but I really need them to justify their points, whether it is by killing or by absorbing fire.
I now use drop pods in the initial assault, but I also drop a dread and move forward with a vindicator and a land raider, so my opponent has more things on their mind besides my crunchy-tasty sternies.
Once a Marine, always a Marine.