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First Attempt at Sternhammer Strike Force


Yarbicus

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I haven't played 40K much since 4th ed and never under the current edition.  I am working on Imperial Fists and I think that the Sternhammer is the way to go.  I miss out on free Rhinos but re-rolling ALL misses with bolters is hard to pass up.

 

My list focuses on models I already have and don't really want to add much.  Here is the general outline:

 

Sternhammer Strike Fource

 

*Battle Demi Company

-Captain

-3 x Tac Squads

-Assault Squad

-Centurian Devastators

 

*10th Company Task Force

-2 x Scout Squad with Snipers

-Scout Squad

 

*First Company Task Force

-Sternguard

-Terminators

-Vanguard

 

*Devastator Squad

 

Specific kit  and number of Marines is up for discussion.  I also have a Stormravern, Stormtalon, and 3 Rhinos.

 

Questions:

 

1.  I can add a Librarius Conclave, Reclusiam Command Squad, or Strike Force Command.  Should I add one or more?

2.  Should I give the Captain a Command Squad?

3.  Suggestions on squad size and loadout?

 

 

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1. The Librarius Conclave is super, super strong. You should certainly at least consider using it, but it will depend on how powerful you want the list to be and what your local meta is like.

 

2. Command Squads typically operate on their own, rather than with the Captain tagging along. The most common versions are "all special weapons in a Drop Pod", which basically shows up and kills something then dies, and "on bikes with melee gear" which tries to cover for any close combat deficiencies in an army. The second version sometimes has a Captain tagging along, but just as often not.

 

3. Rerolling Bolter shots is good, but don't get over-hyped on it and forget that you need other guns as well. Loadout will depend a lot on how you intend to run the units- Drop Pods are very useful for units looking to focus on inflicting damage at short range with Bolters/etc, but they aren't mandatory for all your squads. Tactical Squads can easily be run in Rhinos with a Multimelta or Grav Cannon to do work against enemy tanks. Assault Squads should probably be kept at minimum size, probably with a pair of Flamers- a Drop Pod is again preferred here, but Jump Packs work as well. Devastators can either be in a Rhino for protection or a 10man on foot for maximum firepower- Lascannons are likely your best option for them.

 

Sternguard are easily the best of the three First Company options, but Drop Pods are pretty much mandatory for them- without, they just don't do much. You'll likely want 3-5 Combi-Weapons per squad, depending on size and preferences. Terminators can be usable, but will rarely impress and don't benefit a lot from the chapter tactic. Centurion Devs are really good if you can transport them, but you don't really have a way to do that as it stands- a Stormraven can sorta work, but it's far from ideal. Scout squads should be all Bolters realistically, but if you don't have the models for it it's not a big deal- a Missile Launcher or Heavy Bolter isn't a terrible plan for them, but I would avoid Camo Cloaks.

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Remeber that devestators have tank hunters as well. I've been surprisingly happy with heavy bolters in bulk in devestator squads. They can take on most transports stand in the way well and can even do some anti air work! An interesting choice that I don't see on your list is thunder fire cannons big benefit of stern hammer is having access to these.

 

From your models go heavy on the marine bodies task units by special weapon. Use sternguard to clear out stupid little things, I don't bother with specials any more just don't expect them to kill certain things. Command squads are good especially objective secured from the demi company, shooty is better than close combat.

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No Drop Pods is going to limit your options a lot- even just one for a Sternguard squad could do a lot of work.

 

Typically tacticals are only taken in 5mans, since two guys can shoot out the top of a Rhino. A 10man is less ideal but has some uses, since it pushes your scoring presence up; if you're doing that, running a longer-ranged heavy weapon (Lascannon being the best choice, I think) for Combat Squad purposes is probably the right call.

 

Devastators having Tank Hunter is actually one of the best things about Imperial Fists. Definitely make use of it with good anti-tank weapons, because you will be really sad if you find out that you can't hurt that Falcon with a S5 gun.

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It is true what abuse says if you have the points and weapons go better. I've found that 10 man Tactical squads are only good out of drop pods where being able to show up together then split is good. If taking rhinos or going mostly foot focus on squads and special weapons. If you have points at the end take bodies on squads that will be going forward or have a higher concentration of equipment (Special or heavy weapons).

 

Looks like you don't have allot rhinos either so consider a second demi company instead of ten man squads. Use the characters to add objective secured to your auxiliary units and cover that table with models they have to kill! Be stubborn and dug in.

 

Final thought don't feel like you have to go to ten models. Combat squading is only good in certain circumstances and both a special and a heavy weapon are a bit of a waste moving up the table. They also lock you into 5 man teams when you do split... Just taking more units allows an extra body here and there to protect that equipment investment.

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Centurions can ride in a Storm Raven, yes. The only SM Transports they're prohibited from are Rhinos and Razorbacks.

 

It's rarely a good idea to mix Weapons in Dev Squads. I'd keep all the Missiles together so that if you do need your Devs to hit Infantry, you can unload all the Frags on them without wasting your Lascannon.

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Heavy bolters mix well with missile launchers (especially with flakk missiles). Multi meltas mix well with lascannons. Grav should probably be pure grav. Plasma is also best just plasma, though I personally suggest against plasma dev squads. Remember that the devs have one bs5 signum shot, so I often mix 3 of one weapon with 1 intended for use with the signum.

 

I'll add that devs make solid single heavy weapon teams too. More meat shields with bolters and that one is bs5.

 

The other solid option for mix weapons is if you intend to take 10 and combat squad them. Then you can get good mileage from 2 unrelated weapon combinations

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If you buy more rhinos get razor backs comparable cash cost but way more flexible list wise.

Oh, yeah, if not already doing this, never buy the rhino kit. Always get a Razorback or one of the rhino base chasis tanks. Not only can use use them as both, but you can also sell the upgrade sprue for about half the cost of the kit. 

 

As an aside, I'm planning to buy a Stalker/hunter kit in the near future. I'd be happy to let the rhino sprues from that go for $30, especially if I don't have to ship.

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My favorite thing to do with the Captain in a SternHammer is to give him Cataphractii Armour, and have him hang out with a Dev Squad chosen as an Aux choice. Slow and Purposeful affects the whole Unit, letting them fire on the move. He can tank for them pretty well (especially if he grabs the Shield Eternal as well), and while he can't fend off a true Assault Unit, he can definitely turn away casual Assaults trying to just tie up the Squad for a while or something. Since he has ObSec, he also helps them hold Objectives.

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West can't actually do that... Terminator captain is a seperate option. You can buy a second captain from the command section to do that just thought it was worth calling out that it is a terminator captain not just the captain from the demi company...

 

But the Demi Company Captain can be taken with Terminator Armor, right?

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West can't actually do that... Terminator captain is a seperate option. You can buy a second captain from the command section to do that just thought it was worth calling out that it is a terminator captain not just the captain from the demi company...

Flip back a page. Pg. 53 in AoD says that a Terminator Captain can be taken in place of a Captain in any Detachment or Formation. Similarly, the Cataphractii Terminators can replace any regular Terminator Squad or Terminator Assault Squad, and a Contemptor can replace a regular, Veteran, or Ironclad Dread. Opens up some cool options.

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I kind of feel like, here, I'd focus on the Bolters with Special Ammo for the SternGuard. Take advantage of those tasty re-rolls. Probably have one dude with Meltabombs, and maybe a couple of Combi-Weapons mixed in, but that's about it.

 

For Vanguard, I try to keep about half of them or so bare-bones. These Units can get ludicrously expensive, fast. Again, at least one dude with Meltabombs, and then I generally split the remainder between Storm Shield/Lightning Claw and PowerFist/Lightning Claw. It gives you more flexibility than going dual Claw and Fist/Shield, and lets you gamble more with loading Wounds on the Storm Shields when you're up against hard targets.

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I kind of feel like, here, I'd focus on the Bolters with Special Ammo for the SternGuard. Take advantage of those tasty re-rolls. Probably have one dude with Meltabombs, and maybe a couple of Combi-Weapons mixed in, but that's about it.

 

For Vanguard, I try to keep about half of them or so bare-bones. These Units can get ludicrously expensive, fast. Again, at least one dude with Meltabombs, and then I generally split the remainder between Storm Shield/Lightning Claw and PowerFist/Lightning Claw. It gives you more flexibility than going dual Claw and Fist/Shield, and lets you gamble more with loading Wounds on the Storm Shields when you're up against hard targets.

Regarding sternguard, giving up the bolter for sergeant is spendy, since they lose their special ammo and still pay normal prices for weapons. I'm a fan of putting a single lighning claw or powerfist on my strenguard sergeant, paired with his existing bolter (or combi-bolter). I've found not having a melee weapon get's that unit assaulted more often, plus as a specialist weapon you aren't losing attacks by not pairing it with with a pistol. That said, I haven't fielded sternguard since 5th, mostly because DA don't get them. I miss the sternguard, for sure. 

 

My sternguard unit would deploy in a drop pod with a full 10-combi plasma. Granted, this was 5th ed, when ap2 would deny FNP. Entire units was 300-ish points, plus a drop pod, with the function of severly damaging paladin units and BA terminators in 5th ed. On average, I'd lose 2-3 marines on the drop, just due to get's hot. I haven't found this tactic to work well since the edition change, as them getting FNP makes this attack less practical. I rarely used the special ammo, but it does have its moments. 

 

I have heard about good results with combi-flamers on every guy, as you can wipe elite units (like terminators) just by pure volume of hits allocated to the unit. Plus, defensively, makes this unit a monster in overwatch. I have not tried this approach, but it is very tempting. The downer to this, with strenguard, is that you already have a volume fire special ammo option that denies cover, so the cost to upgrade for combi-flamers makes this less practical. 

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