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I personally use them with nothing at all. You're already paying a lot of extra points over a Tactical Marine for something that dies just as easily. Treat them like "Super Tacticals" that actually have boltguns that can deal good damage to a lot of targets, and you can't go far wrong. I like to put them in a Drop Pod, Rhino or Razorback and use them to fortify my midfield - close enough to get in Rapid Fire range if they want, or otherwise finding a nice shooting alley 24" away and out of sight of guns that can hurt them. They can also function as slightly worse Assault Marines in a pinch.
 

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I second Sethis, treat them like super tactical since there special ammo can allow them to deal with pretty much any none vehicle model. BUT and this is important, Sterngaurd do not have a boolet to take on 2+ armor save targets, so I would run them with 8 bolters, and either two plasma or two grav guns to deal with termys.

I favor grav personally since I don't like the chance of cooking my own guy, plus if you stand still your pumping out a an extra shot, but compared to plasma you lose range if you move for the same number of shots as a rapid fire plasma gun and your lose something in anti armor, though personally if your in a situation where a plasma gun is your best bet to take out a vehicle that needs to die badly enough to waste the anti infantry power of the guard then you may be unsalvageable.
 

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I run mine as 3 x combi-melta and a heavy flamer in a drop pod, then aim to annihilate something beefy when they drop in. Otherwise i'd just go standard loadout with the special issue ammo.

With regards to the 2+ armour save, the poison rounds work out pretty well if you have rapid fire range.

I sometimes run a powerfist on the sgt as well - with their extra attacks and special ammo overwatch they can be quite intimidating to charge.
 

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I run mine as 3 x combi-melta and a heavy flamer in a drop pod, then aim to annihilate something beefy when they drop in. Otherwise i'd just go standard loadout with the special issue ammo.

With regards to the 2+ armour save, the poison rounds work out pretty well if you have rapid fire range.

I sometimes run a powerfist on the sgt as well - with their extra attacks and special ammo overwatch they can be quite intimidating to charge.
i do basically the same thing here...this does 2 things..
1: can mess with the opponent deployment..as theyll need to protect their valuable target..
2: can drop in kill something expensive and then if still around can cause harassment(tho expensive to throw away)
 

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Eh, I just stuck mine with 2x combi-plasma 2x combi-melta and a heavy bolter. Rather than drop podding them though I stick em in a Razorback. The aim for them is heavy fire support from an objective to help a scoring unit hold things down.

If its not an objective game, I dunno. I'll probably rush em towards a tank or something using their Razorback and pop it with the combis then hole them up in a building to harass the enemy troops if they're still alive.
 

· Ancient Relic
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As everyone else is saying, I think the best bet is with just their Special ammo boltguns, and two combi-plasmas thrown in for when the situation arises. They're a nice solid shooting unit, or super tac squads as everyone is saying
 
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