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post #11 of 16 (permalink) Old 09-12-14, 04:27 PM
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To me, Sternguard are a Swiss Army Knife of a unit and the Combi just improves on that. I've taken units without Combi weapons and somewhat regretted it during certain games. Are 10 points for a one shot special weapon worth it? Indeterminable due to dependence on the situation at hand. Sounds ganky but its true.
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post #12 of 16 (permalink) Old 09-16-14, 06:58 PM Thread Starter
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Well, it's 10 points for 1, and no one takes 1 combi-melta since that would effectively waste the squad's shooting for one turn. So people take closer to 5 so you can combat squad and shoot one group into a tank. So it's practically a 50 point one shot gun that has the 'rape vehicle' special rule. (Results can be great if you stay alive, but like someone else mentioned, I also run tank hunting devastators)

The last game I played I flamed a battlewagon from the rear armour and made it kaboomed. The unit failed a leadership and was pinned. Then I proceeded to assault the 10 Flash Gitz with their Warboss and Mekboy and made them flee which I followed with my sweeping advance. Real lucky, I know, but still awesome... I won that game

At the end of the game the king and the pawn go into the same box .
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post #13 of 16 (permalink) Old 09-16-14, 08:55 PM
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Quote:
Originally Posted by Jace of Ultramar View Post
To me, Sternguard are a Swiss Army Knife of a unit and the Combi just improves on that. I've taken units without Combi weapons and somewhat regretted it during certain games. Are 10 points for a one shot special weapon worth it? Indeterminable due to dependence on the situation at hand. Sounds ganky but its true.
I see what you're saying and agree that they are indeed a Swiss army knife unit and to combi or not to combi depends on the rest of your list. For me its all about the dragonfire, hellfire and vengeance rounds. Not had many games so far where I wished I had combi meltas in the unit
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post #14 of 16 (permalink) Old 09-17-14, 10:41 AM
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Originally Posted by TheV0791 View Post
The last game I played I flamed a battlewagon from the rear armour and made it kaboomed. The unit failed a leadership and was pinned. Then I proceeded to assault the 10 Flash Gitz with their Warboss and Mekboy and made them flee which I followed with my sweeping advance. Real lucky, I know, but still awesome... I won that game
Sounds like a great moment!
One thing though, isn't the battle-wagon open topped? If so, templates can now hurt models embarked in an opentopped vehicle. Cannot remember the page number off the top of my head but that rule hurts. Had to retire my scouts and storm when facing my salamander buddy, nothing survives the flames :D

As has been said, everyone has their own way to field the unit. There isn't a wrong way as such, so long as you're happy with the results that's good enough!
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post #15 of 16 (permalink) Old 09-17-14, 12:00 PM Thread Starter
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I believe with 2 Heavy Flamers it was 2d6 hits, which I totally wiffed on. In the end it didn't matter though :p

At the end of the game the king and the pawn go into the same box .
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post #16 of 16 (permalink) Old 03-14-16, 08:55 PM
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Hi,

I was looking for some advice for equipping a 10 man sternguard squad for my ultramarines - I have just bought the new sternquard set and also have the older finecast sternquard weapons set.

One option I saw was for 10 men, 2 heavy flamers, (3 combi-flamers) and 5 combi-meltas to be used in a drop pod and use as 2 x 5 man combat squads?

Thanks in advance.
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