Sternguard Veteran Squad in Warhammer 40K - How Strong are They? Space Marine Unit Review
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- čas přidán 6. 08. 2024
- Let's talk about Sternguard Veterans in Warhammer 40K and what they can bring to the table...
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0:00 Intro
0:41 The Models
1:56 Basic Rules
3:39 Weapon Rules
7:04 Bolter Drill
8:40 Buffs and Synergies
12:24 Chapter Specific Boosts
14:42 Competitors and In-Game Options
17:45 Outro - Hry
Devastating wounds makes them a real terror right now.
anything lol. DW is only on 6+ on wounds roll ==> maths says "if no reroll wounds, it's not op"
@@dantejrl I think Anti-infantry+4 means DW happens on 4+ for combi weapons
@dantejrl the spice is to get the Enhancement where you can oath of moment 2 targets every turn 🤌
The heavy bolter wielding Sternguard also has a studded leg armor piece.
Was the perfect opportunity to go through my horus heresy box and give him one of the many beakie helmets I have lying around.
@@DarrinSK the absolute worst, they look so cringey
I understand the beak helmet love but I can't lie, the Primaris is actually my favorite. The beak looked kinda weird, and the firstborn style looks like a Darth Vader ripoff. Primaris helmets have a sleek unique look to them.
@@OGXenos i also really like the primaris helm. Its reminicent of the Mark 4 helm but more refined.
But sternguard are Kind of relic collectors so for me its good with more random "old stuff" on them ^^
I don’t really love primaris helmets, love me some mark 7-8 tho
they dont though.. the look like mk4 maximus armuur@@OGXenos
I'm definitely going to be using my old squad of them, but definitely going to nab the new ones once there's a box of them on the store. Who knows might even mix the Primaris and Firstborn in units just because that'll actually look kinda cool.
I was saying this about the terminators aswell. How many novels have we read where there's a huge space marine heads taller than others (Uriel Ventris has Posanius I probably butchered his name like lol. But he wears half terminator half power armour plate coz he's so big lol)
@@richarddixon1450kinda scared if he becomes primaris
@@riven5677him? What about Tyberos?
@@TheAHuman I’m terrified if tyberos becomes primaris
Yep!
9 Stern + Tigurius + drop pod = brutality
It's not as nasty as it was when I ran this combo back in 7th, but it's still very lethal.
My first roll with them gave me 7 mortal wounds against Rubrics. Love the combi-weapon profile.
As an Imperial Guard and Tyranid player, I already found bolters very scary.
Are bolters scary to nids?
@@KneeCapHill If it weren't for the move-shoot-move trick I would never field Termagants against Space Marines. The carnage from bolter fire is just appalling.
I've been using a 10 man bolter squad with Pedro Kantor and it's such a fun unit. It also makes me so happy that they finally hit on 2s with their bolters (heavy). Always bugged me that the chapter's finest marksman didn't have the best BS and now they do (sort of)
I kitbashed mine with some intercessor bits to make them all bolt rifles. The bolt rifle profile just seems better anyway but I like it lore wise more anyway, bolters are the space marine weapon so it makes sense grizzled vets would use their trusty old bolters that they have perfected over many years.
They might not make the *most* sense as a bodyguard for Ventris, but since I'm already bringing him to deepstrike a Calgar-bomb of Aggressors that's how I plan on using them.
I really think Ventris is such a cool character to have in an army. Deep striking an infantry unit of your choosing feels so strong to dump on somebody's backline. I'm curious to hear what the idea is for your "Calgar-bomb".
Right after 10th edition data cards were revealed, I knew where I'd spend my 5 intercessors still in their sprues (I used some to make primaris scale devastators already). I "borrowed" heavy bolt rifles from heavy intercessors, helmets from blade guard veterans and 1 heavy bolter from devastators and made 5 sternguard veterans to ride in impulsor with Tigurius. They don't have tabards or cloaks, but for bolt rifle users with veteran colors (like white helmet) they are distinct from normal interceptors. Nice little bodyguard for Tigurius 👌 Afterwards I was glad I built them, since they aren't performing that bad either once games started rolling in.
If they hadnt compacted combi-weapons into a single profile I would think there would be more competition as for what kind of weapon you should take but as of right now theres really no decision to be made.
I actually don't understand why they did that
I hope they split them back up when they release the codex and hopefully a standalone multi part kit of them.
@@Brother_Nihiluswant to understand something even less? They did the same with ppwer weapons on vanguard veterans. Hammers, claws, shields and fists are, by all intents and propose, the same.
But dont worry, they still have 6 separate pistol profiles.
@@KneeCapHillMy guess is that pistols, they'll keep the same because we mostly see them only on Sgts and HQ choices.
Otherwise, it doesn't surprise me about power weapons. They're trying to smooth everything out. I think if their plan is to make all power weapons the same, the least they could do is split them up into 3 general types, like Power Weapon Standard, Fast and Heavy.
brought 10 with azrael in one of my first games, with that increase to firepower and defensive capabilities they were truly terrifying
Thank you for a break through guide into the Sternguard Veteran Squad!
I won't put "Combi-weapon" on anything I have the chance to take something else on. Very different from the old days, that's for sure. It's not like SM need more light infantry killers.
5 with Tigurius out of an impulsor to firing deck some stuff is sweet. Tigurius can overcharge his psychic attack from the top and let the impulsor take the wounds.
Tigurius doesn't have the Tacticus keyword, but I've chosen to ignore this, presuming it's just an oversight.
Love seeing the classic AT green and white breakdown table!
I have used them in one game so far and sadly haven’t been able to use their ability yet but I love them
Def beef them up with something that grants sustained hits. I KO'd a bloodthirster and Ka'bandha with them in one turn of shooting, after a deamons player alpha striked my back lines.
Good unit. Funny that GW not only removed all those weapon options, they made the decision between the two left a no brainer. Honestly I’m pro simplified weapon options across most infantry squads, but stern guards should of been one of the exceptions. Should of been one of those units where you pay a premium for flexibility.
These guys and the infernus marines became my defaults for boarding actions, filled out by the rest
I was thinking using them with a captain and lieutenant with bolter discipline. Captain can put them in devastator doctrine for free each turn. So every turn they have sustained and lethal hits on a 5+ and also devastating wounds
still miss the weapon options for the sargeant and heavy weapon guy. The sergeant use to take melee weapon options as well as different pistols, heavy weapon guy had the ability to take an heavy weapon or one special weapon
Wait hold on. Didnt GW make likea whole article about how primaris and firstborn marines are no longer locked out of riding in each others transports?
I hadnt actually read the rhino and impulsor datasheets until now
That article specifically said that there were exceptions
The article listed the exceptions. Here they are: The Rhino, Razorback, and Impulsor are still specialised for certain squad types, and many larger models like Terminators and Gravis-armoured Space Marines still have their own restrictions.
@@Tycedi Funny that its the all-purpose APCs that are specialized
I'm looking forward to seeing what the multi part Sternguard kit looks like as not a fan of these monopose figures and wants to use some for my Deathwatch kill team.
man, imperial fists were crying into their stores of bolter ammunition through 9th, and now here we are
some of the nicest general purpose fire is just a bunch of dudes with bolters
Emperor bless
Never fear, we're only a month into 10th; GW just hasn't had time to screw over IF yet ;P
Combi-gun Lieutenant giving wound rerolls is quite nice for clearing objectives
I hope we get a Primaris Lieutenant for the sternguard. We’ve been missing out
It's true. What we are lacking more than anything else in the game right now is enough Primaris Lieutenants.
Missing out and Space Marines appearing in the same sentence. Wild.
@@Harleqyin the only thing we're missing out on is that damm lion, man is impossible to obtain
@@Harleqyin 31 flavors, and you choose salt.
Malum Caedo. People would buy that.
I would love a quick 1 min video of each unit for space marines . Quick summaries
I run them with Azrael for sustained hits and extra cp. his dev gun pairs well with them w combi’s
Would love a deep dive on Hellblasters vs Sternguard. Hellblasters are more fun but something tells me if you’re shooting a target with a 4+ invul (ie: terminator squad) the stern guards are more efficient especially given the point cost thanks to mortal wounds.
Im running 10 Hellblasters and 10 Sternguards in a Dark Angel army, and i´m loving them
The battle brother the chapter serf tells you not to worry about, as a unit. Very cool design
From the games I've played so far it feels like the mileage you're going to get from Sternguard will depend quite a bit on the size of games you're playing. At the 500 or 1000 point mark they're terrifyingly efficient at dropping light and medium infantry; able to follow up with a brutal charge if they can't get the kill just from shooting. And in those games their statline is usually enough to let them survive and hold an objective for several turns if needed. Once you get into the 1500 or 2000 point games though they feel like more of a utility unit that has some decent punch, able to push ahead and secure a midfield objective for a turn or two but likely to get shot off the board or outfought in melee. And as stated in the video; it's kind of hard to justify 10 Sternguard + characters VS 10 Hellblasters + characters - Hellblasters with an Apothecary and Lieutenant bring insane damage output to the table even at the higher buy-in cost. That being said, I'm personally looking forward to trying two squads of 5 in my Ultramarines list with Uriel and Tigurius. Tigurius adds that extra durability and Uriel could potentially deep strike them straight into the mid or back field for an easy secondary. Overall I think their biggest strength is their flexibility and we're likely going to see 1-2 units of 5 in a lot of lists unless the codex or upcoming new units change something!
I think I’m bigger games you just use them more of a mortal wound nuke on a big monster/tank with oath of moment
It says something about the 40K universe that it requires special effort to make a bolt rifle scary. Here it would be a tripod mounted anti-tank gun.
I am all the way with 5 of these guys and Tiggy. Outstanding elite force!
When we get the multibox kit I really want to try them out in a 10 man squad and just YOLO for that double shot.
I got an extra 5 from a friend who picked up Leviathan for the Nids, and am planning to stick them in a drop pod to ensure that rapid fire goodness!
@@MrDMSir in the meantime a pair of black Templar crusaders work great. 6 bodies to make sterngaurd with spare intercessor arms, 4 upscaled scouts which are pretty decent now, and a pair of extra pyreblasters to arm more infernus marines.
@@andykopach4718 nice I will tk a look
I've been running a squad of ten combi weapons with a captain+bolter drill. This is an utter menace and just removes squads of infantry. (captain puts them into dev doc each turn)
The Army is lead by Robo for the double Oath or extra free strat depending on my needs.
Yes other units might be more effective, but for the points are an bargain. Mortal wounds spam is just too good.
You should do Wolf guard next, they are the space wolves annalog to sternguard, they can all have combi weapons, better melee and moral, they have +1 to hit if they have a character attach to them instead of the bolter drill, and they are cheaper, if find them more flexible, put them in a rhino with a psyker for that 4++ and you have a nice mobile threat
So sad they lost jump packs too
*analogue
This math was done without cover, right? Because with the new cover rules it feels like we have a bit of an Armor of Contempt situation where AP0 and AP-1 are practically the same a lot of the time.
Storm of fire strat
@@thomasroberts1933 You can't have Storm of Fire on every unit in your army every turn and if a 5 man Sternguard is what you're running that's practically never gonna be the target. Even with a 10 man they're rarely gonna be the target outside of your Bolter Drill wombo-combo turn.
100% agree. And the ability to ignore invuls is why the AoW pros really favor the combis
@@CalAndAly idk, aow also said that admech was a sleeper hit army when they were at a 36% win rate.
Math out 10 of them in Devastator doctrine, using Storm of Fire strat, led by a character with Bolter discipline enhancement, and Pedro Kantor using his Oath of Rynn, vs a target you've tagged with OOM, in rapid fire range.
Just using the bolters, that's 40 shots with full re-rolls, and sustained hits (1) on a 5+. You average 13.3 critical hits on the first roll, and re-roll the remaining 26.7 dice for 9 more critical hits (and 5.6 normal hits) for a total of roughly 22 critical hits (44 hits) and 5 normal hits or 49 hits.
49 rolls to wound (full re-rolls) is 8.2 dev wounds, re-rolling the other 41 dice generates a further 7 dev wounds. Assuming T 4, you also deal a further 13 wounds at AP -1.
Slightly over 15 devastating wounds, plus 13 saves at AP -1.
If the target is dead, you can then immediately repeat the whole thing (without OOM, but with the other buffs still active).
I haven’t tried them yet. I took them out of my Oghram game to even out the points difference between the marines and tyranids. In my game for this week I am swapping them out for aggressors since the apothecary biologis can attach to them.
My plan is a 10 man vanguard Vets with Azrael and an apothecary l,and a 5 man hellblasters in an impulsor with a Primaris librarian. You get fast moving forward plasmas, and the 4++ from azzy makes the vanguards harder to shift. The apothecary compounds that making the other player have to really dedicate resources to make sure they're dead.
Then I'm also planning heavy intercessors with a gravis captain. I find myself really liking the H. intercessors. They're very tough.
I am going to run a 10-man squad with two heavy bolters and the rest bolt rifles led by a Primaris Lieutenant with Bolter Discipline. They pump out a lot of wounds every turn.
I havew been planning on Intercessors with the grenade launcher and fist, but if I have points left over upgrading to Sternguard for the same purposes. Usually just one or two 5-man units.
Stern guard aré always the better choice in my opinion
@@arturoeduardoescartinrojas5762 I tend to agree, but list building with all fixed points costs has been a struggle. The extra 10 points has mattered in a couple lists from being spot on 200, or like 15 points under. I do like the one unit of Intercessors for Sticky Objectives too.
Wooo new use for Pedro kantor!!!
First thing I did after I'd built most of my double-whammy of Leviathan (traded my Tyranids for a second set of the Marines) was to break out spares from an Intercessor kit and convert all the Sternguard to Bolt Rifles. The combi-weapon profiles just don't excite me at all. Especially when they're modelled as melta or flamers.
My other takeaway is I'm not sure a Lieutenant is the best option as a Bolter Discipline carrier. Lethal Hits and Devastating Wounds is a bit of a nonbo and I feel like Devastating Wounds punches up a bit better. Maybe either go cheap with an Apothecary or get the free stratagems with a captain. If you don't need a captain elsewhere anywhere.
They're the current bodyguards for my Captain in my 1K list for now.
With his free Stratagem per turn they're always in Devastator Doctrine. Which, as he has Bolter Discipline, means they get the benefit of [Sustained Hits 1] and the Crits for [Dev. Wounds] on a 5+ not a 6+. They're maybe not the 'most optimal' or anything, but it's nice to be able to chuck out that much potentially brutal shooting, especially at 12".
The crit hit on 5 is.only.for the hit rolls not the wound rolls. It states an unmodified HIT roll of 5+ scores a critical hut roll and wound roll are separate.
Why am I getting your videos in my feed as a mix? It's like I watch so much CZcams thinks you're my favorite song artist.
I've played two games with them thus far. My best result was running a naked squad of 5 along side a bladeguard vetran squad +Judiciar. Pile all 9 of those models into a Drop Pod and push it into the Enemy's back lines to threaten their homebase objective. The Sternguard come out shooting, and the bladeguard run a screening role with their Fight's First ability from the Judiciar. had a real good time. Def use the Stern-bolt rifles.
Curious point on WYSIWYG regarding Combi Weapons' consolidated stats, what exactly does a "Combi Weapon" actually look like now and does GW actually sell them? Surely common sense says "don't worry about it for now" but, Rules As Written, am I right in thinking that this unit isn't strictly tournament legal? I'm sure there is precedent for this but I'm asking as a noob 😊
3:53 Combi weapons as Indexed are really weird/a bit of a let down.
But I'm still not 100% convinced they won't get distinct entries in the Codex(s). Reason being, in the bare-bones datasheets that came with the assembly instructions, there WERE distinct profiles for the Combi-Plasma AND the Combi-Melta the monopose models come with, distinct from the Combi-Flamer the Phobos LT (and the default Index one) have. So... there's hope yet, maybe?
If you don't mind paying an arm and a leg, you can convert your own Primaris Sternguard minis until GW releases a multi-part kit.
Using the Initiates/Sword Brother bodies from the Black Templars Primaris Crusader squad with the arms, helmets, backpacks, mag pouches, and pauldrons (shoulder pads) from the Primaris Intercessors, and whichever trinkets like reliquaries, prayer books, purity seals, etc. you want.
It's what I've done.
Ok, mine were originally built as use for 9th ed's Veteran Intercessors.
This man bashes kits. I think the only BT iconography on the Primaris Crusaders are their shoulder pads and relevant helmets.
They also make for much cooler Dark Angel Intercessors.
Black Templars bits in the Crusader squad are: pauldrons, helmets, weapons, and backpacks (they've got some rivets in them). And the trinket accessories on the sprues.
My main opponent is a Tyranid player, so I'm going with the combi weapons and see how that goes. Despite numbers wise the bolters being better, I feel the combi weapons arn't too bad.
Nothing quite like having Sternguard shooting down 12 out of 20 Hormagaunts in one round, then charging in with the rest and losing them all in melee combat without causing a single casualty.
Honestly I think they will be good. Normal bolters can deal with the chaff, combis can deal with annoying stuff like Tyrant Guard and Zoanthropes.
I would of liked the combi plasma to be a option in the profiles and the auto bolter
What´s weird, in the building instructions of the Leviathan box, we see that the various combi weapons have different rules. The kombi melta has anti vehicle 4+, flamer anti infantery 4+ and plasma anti monster 4+. Why not in the actual rules?
Lieutenant, apothicary and bolter discipline in a 10 hellblaster squad. You get auto-wound +1 hit on 5+ in dev doctrine, you shoot when you die and revive 25pts models, you get an extra CP if they all die and can always fall back shoot and charge. Anyone tried?
The number of times I am gonna fuck something up because I want to save a "weak" target for them is gonna be greater than one, I can tell you. Greed is good!
Kitbashed my Levi guys to all have bolters, will probably run them as a 10 with a Librarian with Bolter Discipline. As for the comparison with Hellblasters, I will also run 10 Hellblasters with Apothecary. Because why not?
Probably on-trend, I like a unit of 5. Good little toolkit unit
Auspex regarding the Combi-weapon profile (@ 4:21) I'd recommend taking a look at the weapon profiles at the back of the Leviathan assembly instructions. In the assembly instructions it looks like the the combi-weapon profile changes key words from "anti-infantry" to "anti-vehicle" or "anti-monster" as well as othe key words depending on if you choose the combi-melta or the combi-plasma. I don't know how much the profiles on the back of the instructions are "legal" but you are probably right that the other combi profiles might be added in when the Space Marines main codex comes out
They probably wont be. That was likely WIP rules GW decided again
@@tinker1945 one can only hope because whats the point in taking a combi-melta or plasma if it is going to just act like the combi-flamer profile
@@tinker1945 Not gonna lie, the different combi weapon build option would make sense to have different anti x ability. Combi plasme would be anti infantry, combi melta would be anti monster/vehicle.
Which weapon attachments corresponded to which anti-ability in the manual?
@@mali5698 combi-melta is anti-vehicle. Combi-plasma is anti-monster
Pedro Kantor is a nice fluffy add-on imo. I'm used to play a homebrew chapter, but could I play it as a count-as crimson fists ? Would it be "legal" ?
how should i build the new stern guard kit? 3 guys with boltors, then a heavy boltor, but what should the sergeant be equipped with? Unsure between the boltgun/chainsword, bolt pistol/power sword, or bolt pistol/power fist
would of been nice if someone answered this as i am in the middle of building too!
Nice to see some good shooting and melee in a squad of infantry that isn't breaking the points bank. Death to the false emperor!!
Got my biologis painted. Now I’m doing the captain. Next is the Sternguard.
Librarian is being left until last.
A little cheeky combo that doesn't use a cp
10 sternguard with 2 heavy bolters, apothecary with bolter discipline enhancement lead by Sicarius in a repulsor.
Scout move your repulsor up the board if you get turn 1, then move your boat 10. Pop out, smoke whatever your oath target is. Then if your opponent moves within 9", free movement from sicarius back into the boat. Wash rinse repeat and if they want to be a lil cheeky and charge them, you just repulsor ability to pop them back in.
Another cheeky meme is running chaplain cassius, for devastating memes. Except run a landraider and launch up the board. Pop out and smoke a unit then charge them for devastating wounds in combat from Cassius. 40 attacks from the sternguard and the attacks from cassius translate quite well into a big wound bomb
I’m not sure you can use the DW special issue ammo with Sternguard. Pretty sure it’s Kill Team only… I stand corrected. Two KT or one SM unit
I have converted mine to have all bolt rifles. if you have the intercessor parts it basically painless.
The "Armor Indomitus" is a specific piece of kit right? Doesn't "Tacticus" denote that they're in Tacticus armor versus Gravis or Phobos?
Correct.
@@batteredwarrior (those were rhetorical questions since Auspex has been calling Tacticus armor "Indomitus" despite it being a relic in 9th. Rhetorical questions are a polite way for people making a mistake to realize they made one without being directly criticized for their mistake)
My old first born Sternguard Squad is pissed they dont fit in their car anymore. Now they have to drop pod in or just walk on
random question but is an assault squad worth taking in ba w a sang priest and something else and are bladeguard good
Yes
Perfect timing
It hurts me that that changed combi weapons, and they completely changed their wargear choices, hopefully the codex will rectify this, but doubtful.
very bizarre init
doesnt the devistating wounds and anti-x synergise so that its auto-mortal wounds?
yes
If they had auspex tactics at gw, in charge of the codexes, we would've already had all of the codexes😅
What does the Levian box come with in terms of standard weapons for these guys? Are the lighter guns 4 bolt rifles, or 2 combi plus 2 bolt rifles?
1 Sergeant, 1 with heavy bolter, 2 with bolt rifle, 1 with a combi plasma. i think the sergeant has a combi melta also
The latter
*Leviathan
Need a update video. They got pyro cannons and oath has changed and deverstating rules
By my math anyway, a squad of nine bolt rifles with one heavy bolter, and a Lt. with bolter disc, with oath of moment and storm of fire, should mathematically kill anything up to and including a Land Raider out of a drop pod.
I think combining all the combi-weapons into one was a bad choice and according to the Leviathan assembling guide, it was a choice they made later. Originally combi-flamers were going to be Anti-Infantry 4+, Devastating Wounds, and Ignore Cover. Combi-Plasma was Anti-Monster +4, Devastating Wounds, and Hazardous. Combi-Melta was Anti-Vehicle 4+, Devastating Wounds, and Melta 2. These were all be better than what we got, and you can even have made it simple that the unit all takes the same combi-weapon or stick with their bolter. Unfortunately, GW was too worried about matching the Datasheets to the boxes instead of creating good Datasheets and redoing the boxes to match them.
That actually sounds VERY plausible. Perhaps when the proper codex comes out they may implement something like that.
10 Sternguard plus character in Stormraven Hover will get them exactly where you need them and it has enough guns to weaken the first target to double shoot.
What's the best transport in the game?
If we're treating Sternguard as random troop guys comparable to Intercessors, we have to also compare them to Scout Snipers, and the Sternguard don't come out great in that comparison. 75pts for 5 W2 models with Infiltrators, Stealth and (technically not) Lone Operative is already mad value in the "standing on objectives" category, and their damage/points is actually surprisingly close to the Sternguard. Hell, it's actually better much of the time, since they deal it at their full 36'' range. And they have Precision, to boot!
You could argue that they're fundamentally different types of unit and shouldn't be compared like that, but firstly the snipers' shooting is so efficient that that's not actually true, and secondly that still puts the Sternguard (and Heavy Intercessors, and even regular Intercessors) in an awkward position where they're kind of cheap and kind of efficient and kind of durable and kind of shoot pretty good and overall not a terrible choice, but they're competing in both directions with units that are extremely efficient or extremely durable or shoot extremely hard. I just think I'd prefer one squad of scout snipers and one squad of hellblasters to two squads of Sternguard, you know?
Can i use them in a chapter like Blood Angels or Black Templars?
Malum Caedo is pleased.
Thought they could go into rhinos and ravorbacks with the change
Are the rules from the 9th edition codexes not valid anymore? Someone told me the only rules armies get to use are the few you find in the indexes. If this is true doesn't that mean that a ton of rules and abilities from the 9th codexes are no more?
Miss my Heavy Flamer and combi-flamer Boys☹️
I don’t understand where the idea is coming from that the sternguard bolt rifles do better at 24”? Is he referring to rapid fire? Because that’s not how that works any more. Or heavy? That’s about being stationary, not range
Man, I sure wish I could still tote my Sternguard in my Razorback. Thanks for giving them the stupid Primaris tag, GW! 10E is pretty dogshit for those of us wanting to only use Firstborn.
from Leviathan, when playing WYSWYG, sucks two combi-weapons must be taken…
My nemesis is my best friend who play tyranid’s. My crimson fists are gonna show him who’s boss
i think this is how GW will move to a sole primaris range with the next 2 editions slowly phasing out first born sculpts
it was quite obvious the sternguard is a direct replacement for first born 1 for 1, the terminators are kind of maybe, maybe not
up until now the Primaris have received equivalents, with bikes, attack bike, landspeeder, land raiders, dreadnoughts, snipers, scouting units rhino/razorback. devastators, characters etc (its kind of surprising how much of the range has changed since 8th
i think Vanguard will be next for a 1 to 1 swop
then it's a question of what's next whirlwind? vindicator? flyers?
we`ll probably see the last of the first born around 12th ed, especially since GW is taking the view of Horus Heresy is for HH and 40k is separate
I think they changed bolter drill to something less spicy ...
Is it better to use with Azrael strenguard or veteran bladeguards?
Do Azrael with hellblasters. Bladeguard are kinda not worth it when they pay for an invuln Azrael gives anyways, so you might as well maximise the value from Az
Hellblasters are best followed by Sternguard
Ty for the answers
Make Malum Caedo Proud!
I run a 10 man squad lead by a captain. Captain has bolter drill.
And 10 helblasters lead by a LT and apothecary 😎
Pew pew pew
Played against my friend with sternguard and found out they do quite a lot of damage
I run 20 sternguard and with the oath of moment reroll I was able to reroll 13 devastating wounds with combie weapons from the stern guard squad Into a 5 man terminator squad. Terminators are practically useless against them
Am I missing something? For combi-weapon, don't anti weapons automatically score critical wounds? So every 4+ to wound is a mortal wound? So a squad of 5 should do 10*4/6*3/6 = 3.3 mortal wounds to all infantry at 12" range? Thanks!
Yeah, I think people are over looking a major advantage of the combo-weapons over the bolters. You should really look closer at their anti-infantry abilities when well buffed. Like look at what a 10 man squad with a Captain and Apothecary w/ Bolter Drill, and Storm of Fire. Heck, even a 5 min squad is going to likely get way more than just 3 dead termagants.
Edit - just playing around with RollHammer for a bit, and I think we can see why they consolidated all the combi-weapons into one profile and why it was anti-infantry. The sheer number of mortal wound output from a squad with 10 with 5+ exploding hits and 4+ mortal wounds would be deleting most vehicles or monsters every turn if they were equipped to fight just that specific type. Just in a few runs, I was seeing between 16-22 mortal wounds (and this was discarding an non-mortals), so I’d love to see someone that can figure out the math and run the numbers to see what the actual average is.
I think what you're missing is that the combi weapons hit on 4's. So it's 10*3/6*3/6=2.5
Combi weapons hit on 4s so for MW its (10)*(3/6)*(3/6)=2.5 mw
@@gavinross1565 lol whoops that's embarrassing, thanks for pointing out!
@@jamesdowning-green4514 question, as it is hard to tell from the equation, but are you applying mortals on 6s or 4+ which is what they actually do.
Edit - and is that factoring in exploding 5&6s to hit from bolter discipline under Devastator doctrine with oath of moment.
Are they better than heavy intercessors?
They are a mob-up unit. bets synergy is with intercessor's. a 2:0.5 ratio. for each twenty intercessors you take 5 stern guard. attach a LT and take the boltrifels. let the intercessors shoot up a unit with support of a rear guard heavy hitting unit and use the shoot again gimmick to clean up what is left. with the LT and his adaptive gear and there many attacks you can even punch what is left if the shooting did not the trick. a unit on there own is not good its all about synergy with whole army and what you want to acive and against who.
Hummm, Sword Brethren ! ! !
I love how potent combi weapons and boltors can be, but doing 40 mortal wounds and insta deleting a 400 point unit of terminators in a single shooting phase just feels a bit dirty to me 😅
Vanguard veteran better be around the corner
Lets talk Greyhunters instead, being able to run and shoot or withdraw and shoot is very helpfull, gets even better when you add a Lieutenant or Wolfpack leader in the mix as this allows you to charge after falling back as well.
No real reason to take Interseccors over Greyhunters in a SW army imo.