Sternguard are a unit capable of extreme versatility and when used properly, very powerful firepower. They are an Elites unit, so we'll be comparing them to other Elites as far as their capabilities...
WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 3+
I think the part that surprises me the most is the 2 base attacks. They're clearly a shooty unit, yet they're as effective in close combat as a standard Assault Squad (1 base attack + cc weapon). This means that while you have them playing the midfield tearing up the opponent with your Special Issue Ammunition, don't worry about potential assaults. They're veterans, and can handle themselves.
To better assist possible assaults, you can trade your Sergeant's pistol for a power weapon or power fist ... allowing him to continue firing a Bolter when you're not assaulting.
Sternguard Veterans cost 25 points a model. While expensive when compared to normal Space Marines, they're still very cost effective compared to another Elites mainstay: Terminators (40 points/model). Sternguard Veterans is the Elites option for when you need decent firepower and can't afford Terminators. I would also argue that their Special Issue Ammunition gives them a versatility that even the Terminators don't have.
Special Issue Ammunition
Perhaps the cheesiest ability offered in the new SM codex, which is awesome for you SM players... but something you non-marines really need to be aware of.
The Sternguard come with several types of ammunition. EACH TIME the unit fires, it CAN CHOOSE WHICH TYPE it's using!
First up, they have available normal Bolter rounds: 24" S4, AP5, Rapid Fire
Dragonfire Bolts: 24" S4, AP5, Rapid Fire, Ignores Cover
IGNORES Cover! Who needs flamers, yeah? Rapid Fire and ignores cover!
Hellfire Rounds: 24" SX, AP5, Rapid Fire
SX means they wound automatically on a 2+.
Kraken Bolts: 30" S4, AP4, Rapid Fire
The answer to Eldar and Tau. 30" range to match Pulse Rifles, and AP4 now denies most of your base units their armour save.
Vengeance Rounds: 18" S4, AP3, Rapid Fire, Gets Hot!
Anti-Power Armour.
With all the options available to them, there is virtually no unit type that they do NOT have an ammunition for! MEQs? Vengeance Rounds. 4+ armour save? Kraken Bolts. High Toughness(Tyranids/Wraithlord)? Hellfire Rounds. Enemy in cover? Dragonfire Bolts.
Yeesh. Given all the above come free with the unit, I almost laughed when I saw that you can have squad members replace their bolters for other special weapons. You have nearly everything here! Why give up that versatility for a flamer? I might understand a meltagun or the heavy options (Heavy Bolter, Lascannon) but by giving some squad members heavy weapons, you deny the unit the ability to fully maximize on those ammo types by not allowing them to move about the field as much. A squad of Sternguard needs to be constantly on the move, applying their specificly deadly firepower where it's needed most each round.
That said, the option to take combi-weapons adds some interesting capabilites while not simultaneously removing their option to use Special Issue Ammunition.
In a squad of 10 Sternguard, you can add in 4 combi-meltas for just a mere 20 points. This gives them the advantage of being able to deal with units they otherwise couldn't (vehicles, and 2+ armor saves.) (Thank you, Pcrackenhead)
Let's compare them to some other Elites.
Terminators
Point for point, a unit of Sternguard are not only able to put out more firepower, but put out a specific type of firepower that denies an opponent's strength (whether that's cover, 4+ save, 3+ save, Toughness 8, etc.). Yet this does not in any way make the Terminators obsolete or a bad choice. What makes the Terminators worthwhile is the blend of firepower, close-combat ability and the 2+ save. They have a different role to play.
Dreadnoughts
Dreadnoughts also occupy a different role than Sternguard: mainly as anti-tank/vehicle. If you're taking an anti-personnel variant, the Sternguard can probably do that job better, but again: neither option completely dominates the other in terms of viability. An Elites slot would be well spent either way.
Legion of The Damned
This is perhaps the Elites unit whose role overlaps the most with Sternguard. Their cost is comparable; they have the ability to Deep Strike, yet cost about the same as a Sternguard unit if you bought them a Drop Pod. Where they differ is that they trade the Sternguard's deadly ammo options for a 3+invulnerable save and Slow and Purposeful. Slow and Purposeful allows them to shoot as if stationary despite moving. Equipping them with some heavy weaponry would make a lot out of this, giving them strong firepower ... yet still not as efficient as the Sternguard's versatile options.
Neither option is "better" than the other in my opinion. It's a question of what do you want out of the unit. Strong and versatile firepower? Strong firepower and survivability?
Using Your Sternguard
First up, I would suggest maximizing the squad. If you're going to take a unit (goes for any of them) in your army, don't half-ass it. Maximize the squad size and/or take multiple copies of that unit. Make that selection viable and strong. 5 Sternguard might be a nuisance, but 10? Imagine the possibilities...
20 shots into a group of Pathfinders, denying them their cover save...
20 shots into a squad of CSM, denying them their armour save...
10 shots at 30" range into a Firewarrior squad, wounding on 3+ AND denying them armour save...
20 shots into a Wraithlord, all wounding on a 2+...
It's a scary thought. The key here is not only making it a viable option with numbers, but make sure that if you field them, that YOU KNOW THEIR CAPABILITIES. Memorize those ammo options! The last thing you want is a missed opportunity to seriously bring the hurt.
If your opponent fields one of these, I would suggest you take steps to either get rid of it fast, or get out of its LOS.
One last thing...
As if all this wasn't enough... if you take the special character Pedro Kantor as one of your HQ choices, he has a rule "Hold the Line!" which makes any Sternguard Veteran Squads you have count as SCORING UNITS.
I actually do use special weapons with my Sternguard...though only in combi form.
ReplyDeleteIn a squad of 10 Sternguard, you can add in 4 combi-meltas for just a mere 20 points. This gives them the advantage of being able to deal with units they otherwise couldn't (vehicles, and 2+ armor saves.)
I normally run mine in a drop pod, then they can jump in where I need them, and be able to take out whatever I deem necessary.
The advantage of a combi over the standard weapons, is that they'll still be able to use their special ammo after they're done with their single shot.
Just another thought about usage, good overall review of the unit.
Mate, those sternguard are hard.
ReplyDeleteAnd they butchered my snipers despite their cover saves!
Gits.
- Drax.
Nice artivle though I feel that some things were not thought through to the end. Especially the capability to kill units wit ha 2+ Save. Here I think pcrackenhead pointed out a good addition. Also the comparison to other elite slots does not really wotk like this in my experience. They simply have another mission than terminators and dreads.
ReplyDeleteI agree with Cannonfodder with the unit comparison portion, Assault Terminators and Dreads (especially Ironclad ones) are great for long term survivability in CC, something the Sternguard can't quite do.
ReplyDeleteWhile they do have 2 attacks each, a dedicated close combat unit like Khorne Berzerkers or Bloodcrushers will just wipe them up easily.
They're really masters of the close to mid range firefight, so using them as a compliment to other parts of your army that don't have that benefit is where they fit in the best, in my experience.
While Sternguard are good, I would not suggest over loading on them. Even with Scoring from Pedro 1 unit is about all you need. You want that unit loaded up with a fist, some combiplasma and combimeltas.
ReplyDeleteHail, some useful information there and I'll be sure to keep it by my side. I've just started playing 40k myself, and at present making an IF chapter. I'm planning on taking Lysander eventually and was wondering if putting him with the squad would be a good idea? Especially with his bolter drill and the added advantage of his melee capabilities?
ReplyDelete-Draz.
@ pcrackenhead: re: combi-weapons that's a very good point. I shall add that to the post, if you don't mind. :)
ReplyDelete@Cannonfodder: I'll admit to being a bit rushed halfway through. The wife needed a ride to the store. The purpose of the comparison was to show exactly what you mentioned; The Sternguard option is neither made obsolete by a "better choice" nor does it make obsolete another Elites option. different roles. Perhaps it calls for a bit of re-wording.
@Eriochrome: I've seen a Pedro list with 3 sternguard units, 4 tactical squads and some devs. They destroyed all in their path. That game ended with them holding 3 objectives, and contesting the 4th.
@Drazhammer: You would be paying 200pts just to add re-rolls to a squad. Lysander should be attached to a termie squad to better make use of his potential. While the Sternguard have 2 base attacks, as others have pointed out above: their main use is mid-range shooting.
Nice painting on these guys. Fortunately I haven't faced off against these guys yet in any of my games.
ReplyDeleteI've made some adjustments to the post:
ReplyDelete1) added pcrackenhead's point regarding combi-weapons.
2) reworded the Elites comparisons for Termies and Dreads to better emphasise that the point was not that Sternguard were better, and made the other options obsolete.
3) added a section comparing to Legion of the Damned, as they are another Elites option that I had originally overlooked
You would be paying 200pts just to add re-rolls to a squad. Lysander should be attached to a termie squad to better make use of his potential.
ReplyDelete@Darksol Actually, you add a lot more than just re-rolls to the Sternguard squad. Lysander is a beast in close combat, he's really hard to kill, and dishes really well to boot.
Anyone who might use an elite close combat unit to wipe out your Sternguard (probably the easiest way to get rid of them) has to seriously pause before assaulting them. Do they really want to take big losses to get rid of that unit? They still probably will, but you'll take your pound of flesh in doing it.
Also, with a storm shield and eternal warrior, you're able to offload the odd lascannon or other AP shot to him, rather than losing a model.
I've found that IF my chaos marines or daemons survive the incoming barrage of rapid fair from these guys, then they can usually handle them in close combat. But it is a big "if"!
ReplyDeleteThanks for the post - it has really reminded me of what I'm often up against with local space marine armies and the new codex.
@pcrackenhead: he would act as a deterrent, it's a valid strategy I guess... But compare this to putting Lysander in a termie squad, where his cc abilities could not only be better put to use, but the rest of the squad is also equipped for cc. By adding him to a Sternguard unit, either Lysander isn't being as efficient as he should, or the Sternguard aren't (because you've got them in cc to utilize Lysander's potential). Lysander needs to be in the thick of things to pull his worth in points. IMO, He won't do that attached to a Sternguard unit.
ReplyDeleteAs far as deterrents go, I think that Lysander in a Termie squad will take focus away from your Sternguard, allowing them more shooting. Putting him in with the Sternguard are only going to make them more a priority target, leading to an assault, and detracting from the potential rounds of shooting they could have otherwise had.
That's a great unit review. I'm going to have to come back and read it a second time to really soak it all up. That's the sign of a well detailed blog!
ReplyDeleteAlso remember that Lysander limits the transport options to land raiders only if attached. I like my sternguard in a Rhino since the cost of the landraider is essential another whole unit of sternguard.
ReplyDelete@eriochrome
ReplyDeleteActually, that's not true, it just eliminates Rhinos. You can still take them in a drop pod, since the transport capacity is listed as 12.
I don't think it's obvious that Sternguard can use their special ammo with combi-weapons. Note line on pg 100 of the Codex that "Hellfire rounds can only be used in a boltgun." That's clearly excluding bolt pistols, and I interpret it as excluding combi-weapons as well, which would be listed on a unit manifest as combi-(melta|framer|etc) rather than as a boltgun. Being able to add additional special combi shots on top of the special ammo seems like too much; having to choose between getting that 1 critical melta shot per game or having special ammo all game seemed to me like a reasonable decision to have to make.
ReplyDelete@Joe Kopena - If you read the special ammo entry on page 63 it specifically allows boltguns that are part of a combi weapon.
ReplyDeleteOtherwise you'd be paying more to have a worse weapon, which I don't quite see the logic of.
Wow---you are correct, I have no idea how I missed that line. My logic was that you were paying more for the chance to take down a vehicle, etc., which the Sternguard otherwise still can't do even with their fancy ammo.
ReplyDeleteThx!
It's true, though it's the same cost to get a melta gun versus a combi-melta for 2 veterans, so paying the same for a 1 shot version wouldn't make a ton of sense. :)
ReplyDeleteThe thing that also can be good about taking several combis, is that they're technically separate models. That means you can potentially overload saves that you have to make, if you get a pile of wounds on the squad.
I run 2 ten man sternguard in drop pods, with one combi-melya, and one melta each. I figure that way, if you really need to take out a vehicle, you have 2 shots. Plus, the melta doesn't have a limit to melta shots, so even though you lose the ammo, if you hit and wound, you pretty much kill the model. It works pretty well.
ReplyDeleteSitting here with my codex and rulebook and made a nice little find. Sterngaurd, like most of the other units in the new Codex: Space Marines, all carry bolt pistols in their basic armaments. If a unit gets too close, fire off all of your bolt pistols with one shot and assault. You run the chance of dealing some damage with the pistols alone and when you add in the base of 2A and the +1 for assaulting that could be 10 marines with 3 attacks a piece. 30 attacks at WS4 S4, crazy!
ReplyDeleteI use Lysander and a ten strong unit in a Land Raider Redeemer, I jump Lysnader out and beat somethings head in while the Sternguard shoot the nearest enemy to pieces, theres alwaysa decent target with their ammo and the Redeemer enjoys burning things, then if they survive return fire, back into the Land Raider. Havent lost a game yet using this tactic.
ReplyDeletethe days i used to stack plasma weapons are over sternguad are the new unit in my sights
ReplyDeleteexactly wat i do i combat squad them on back armor on transport vehicles with five combi meltas then kill them with combi plasmas because even though they are combi weapons the plasmas are still rapid fire so i get 10 shots with five combi plasmas on my brothers five lootas bor 10 boyz
ReplyDelete