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==On the Tabletop== [[File:Vanguard Veterans.jpg|300px|thumb|right|Ultramarines Vanguard Veterans]] Both Sternguards and Vanguards were significantly retooled for 8th Edition. For starters, the Sternguard no longer have their four flavors of Bolter rounds (those are now a [[Deathwatch]] exclusive): instead they get a [[Special Issue Boltgun]] with 30" Rapid Fire 1 S4 AP-2 D1. While a significant downgrade from what they used to have, it is still a superior Bolter. This, and the LD of 8 instead of 7, makes for the main difference between the bare Sternguard and Tactical Marines, which comes with a price tag of 18 points instead of 13. It's when you look at the upgrades when they start to shine. For starters, a five-man Sternguard squad can pick two Special or Heavy weapons, including the Heavy Flamer while a ten-man Tactical squad can pick one Special and one Heavy weapon. But the real fun begins when you realize that everyone can replace their Special Issue Boltguns with a weapon from the [[combi-weapon]]s list. This includes the [[Storm Bolter]], which doubles the fire rate of a [[Astartes Boltgun|regular Bolter]] (but loses the improved range and AP of the [[Special Issue Boltgun]], so it's not worth it), but more importantly the [[Combi-Flamer]], [[Combi-Plasma]], [[Combi-Melta]] and [[Combi-Grav]]. These are not by any means cheap (starting at 11 for the [[Combi-Flamer]]), but when you realize that these guns can be fired ''in addition'' to their Bolters, and that ''flamers hit automatically'' means that with Combi-Flamers the Sternguard is now capable of devouring entire infantry blobs at a time. Furthermore, ALL Sternguard in a unit can take combi-weapons, not just the four initial ones running with the sergeant (who can take one too). Can you say 10d6 hits from flamers alone? If you're feeling lucky and are willing to stand close to your opponents, you can give them all combi-plasmas to act like a cheap [[Hellblaster]] squad, but don't use them against [[TEQ]]s. Oh yeah, and all of them wear [[Artificer Armour]] in one form of another, making them a tough unit to crack. Vanguard Veterans do more or less the same. Meant for assault, the Vanguard cost only 18 points bare with [[Jump Pack]]s. At that point you start slapping on the special weapons. A combo of Power Sword/Storm Shield only sets you back a modest 27 points a model for something with a 3++ save that chops up power armored enemies with ease. An alternative is using a pair of [[Lightning Claws]]: while a bit more expensive it nets you a re-roll to failed to wound rolls and +1 Attack. This is especially useful against [[Nurgle]] worshipers, and if you're feeling lucky they might be able to finish a damaged vehicle under T8. Very expensive, but also very lethal, is to give everyone [[Thunder Hammer]]s. Almost doubling your points, it allows your Vanguard to reliably kick holes in tanks with S8 AP-3 D3. Sure, you'll only hit on a 4+, but it's hilarious when you manage to beat a [[Monolith]] into dust. ===Power Ratings=== When using Power Ratings the Sternguard become even crazier: you now no longer have to pay out the nose for those expensive combi-weapons. Slap on a series of Combi-Gravs and watch them devour entire squads of Terminators. 7 Power is a bit expensive for a small and relatively fragile frame, so do keep them protected. The same goes for the Vanguard: 39 points is a lot for a one-wound model with a Jump Pack, Thunder Hammer and Storm Shield, but for five Vanguards armed like that when using Power Rating it's the same base 7 power. This makes them hilariously scary when used properly, beating up enemies left and right while being annoyingly durable thanks to their 3++. They're not invincible though, so use them with care.
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