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Post by Deleted on Mar 12, 2008 17:22:55 GMT -5
Sentinels are only effective if you have more than 3 and tanks to back them up. Any smart player will take out anti-armor first so sentinels are always targeted. My sentinels always do well my only complaint is the movement, Its a slow fast attack lol
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Post by acolyte on Mar 12, 2008 17:34:06 GMT -5
i think sents are really cool, good weapons but like has been said placement is key. use cover, you can walk though it without risk of death. deep striking is my fav trick, Deep Strike 3 Multi-lasers on rear armor tanks? hell yeah! but sending them into combat is good too. any Str 3 models (orks nids eldar etc) do naff all needing 7's for AP, can plug lines well. IMO sents are underrated.
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Colonel Scipio
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Post by Colonel Scipio on Mar 12, 2008 18:32:27 GMT -5
Sentinels look great, and their best function is as mobile HW platforms. HWs in squads slow them down, luring the squad to choose between either moving or shooting. Sentinels also look great. Removing HWs and replacing them with sentinels, moving at the same pace as the infantry and providing anti-tank support is a great tactic that never seems to fail me. Don't forget that they also look great.
Did I mention Sentinels look great?
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Post by Deleted on Mar 12, 2008 19:08:45 GMT -5
I field 5 in my current mech list, just for the reasons of mobile firepower. Heck, they hide in cover, putting more heavy shots on whatever is on that sie of the table. Perfect firebase.
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Post by skizoman333 on Mar 13, 2008 11:19:21 GMT -5
definetly worth it.most of my opponents do overlook the sentinals util the last minuit, when they realise how much trouble thay cause Atm im playing tau regualrly, so my army is pretty much all infantry, xcept for two sentinals w/ HK missile. My opponent had a hammerhead with railgun, but spent must of the time pie plating my infantry squads. He didnt notice one of my sents slowly flanking him until i managed to multilaser him in the rear armour, destroying it nicly.
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Post by Turtleboy(AWOL) on Mar 15, 2008 9:49:31 GMT -5
that's the key phrase with sentinels. I've found that the only way to enjoy playing with your sentinels is to equip them with the lighter anti-infantry weapons and then ram 3 hellhounds and a pair of leman russ demolishers down your opponent's throat. the sentinel is a scout hunter, use its special move and terrain to keep it out of fire lines. totally agree with this. I use the scout move to hide better, not move offensively. I had to post a pic of my custom sentinel - I'm really proud of it, it's a total original work, 100% brainchild of ME!
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Post by Deleted on Mar 17, 2008 7:13:35 GMT -5
That looks brilliant! I particularly like the way you got a bit of a gallop in. Ar you considering modifying the rules for it - extra fast (1 1/2 engines), I would have suggested a twin linked multilaser, as this is more a gun platform.
On another note, someone, somewhere, suggested a tau combined conversion for a sentinel speeder - I would love to see that, it would look awesome. I think that my ultimate goal, a Imperial Guard/Tau army with the CC ability of a school of lemmings on a sky diving course. Just watch me get mullered.
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Post by Turtleboy(AWOL) on Mar 18, 2008 4:12:31 GMT -5
hehe thanks and no - it's a straight up sentinel, I'd like to use it at tournaments if that ends up being the armies future so I'm sticking with codex rules, just tweaking the models to suit my purposes. that walker I actually made for the Dark Heresy (warhammer 40k paper and pencil RPG) game I'm working on setting up. it's set on a lawless jungle world ruled by tribal warlords where the local version of an 'offroad' vehicle is a walker which won't repeatedly get bogged down and immobilized travelling thru difficult terrain. the army I'm making is basically the Inquisitorial assets that are on planet that the players will be able to call on/utilize when they run into big trouble, but this walker is something they'll be able to cruise out of town into the jungles in (I'm gonna have a squadron of 3 cuz 1 driver + 1 gunner = transports 2, and there's 6 players so yeah..). one of them is gonna be the 'big gun and improved comms' lead walker and the other one yet to be made is gonna have some extra transport capacity bolted on to the sides of the cargo bed so that they can take a few 'red shirt' expendable backup type guys with them into the jungles I've got the parts for the second "Jungle Strider" all gathered up, so I'm about to sit down and crank out "#2" as far as the twin linked multilaser and whatnot, I probably won't do that because I'm trying to keep it tabletop legal and not require any fabrication of the rules which would require opponent permission, but in my Dark Heresy game, when the walkers are cruising across my 40k table and hit some difficult terrain, I'm gonna give them something akin to the 'move thru cover' rule so they get a bit of an edge moving thru cover. as I see a hybrid of tabletop 40k and Dark Heresy making an appearance with some of these 'you're in the jungle and there's enemies all around' type scenarios. it's just screaming for my big 6'x4' 40k table to get some good use. just gotta stock up on green felt to cut into 'heavy underbrush and trees' type difficult terrain patches and grab more mini trees to toss on the difficult terrain felt templates so it looks pretty as far as the hybrid tau/imperial sentinel speeder....HERESY! we all KNOW that imperial technology is superior to that FOUL xenos tech which has corrupted machine spirits which are capable of sucking your soul into the abyssal void of eternal oblivion, RIGHT? *glare* now hand over the pretty xenos artifact to the tech priest like a good imperial citizen. *chambers a shotgun slug and smiles charmingly*
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Colonel Scipio
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Post by Colonel Scipio on Mar 18, 2008 18:30:00 GMT -5
That sentinel is AWESOME! I have to say that if a similar model appears in my army then it is absolutely coincidental.
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Post by Deleted on Mar 22, 2008 6:27:13 GMT -5
I only use one sentinel in my army whit a heavy flamer because there's only one most people dont wanna spend a round firing on it I just keep em out LOS and try to acquire an objective I also use it to thin out an assaulting unit before they charge or i place em in combat just to annoy my opponent
once i got lucky and got to charge a havoc squad preventing it from shooting my guys for two rounds before the end game
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Post by Deleted on Apr 4, 2008 0:41:51 GMT -5
Sentinels are worth it, 1. Multilasers are a great weapon sentinel are one of the limited unit that can have it. 2. Sentinels are flexible they can stay back and shoot or move foward to tie units in combat or go for objecitives 3. My suggestion is to take one in a small game and see if you like them ** remember sentinel get a scout move use it taticly**
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Post by Woz on Apr 4, 2008 14:16:38 GMT -5
Love the sentinel TB
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Colonel Scipio
Captain
Where am I? What year is it? Who's the president? Arghh!
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Post by Colonel Scipio on Apr 9, 2008 17:47:28 GMT -5
My sentinels are VDR'ed with assault cannons, meaning my squadron of three can make mincemeat of Space Marines (there are some pics somewhere on the Paladian Guard thread on Picture Post, I can't find the link at the moment lol) but the essense is still the same. The assault cannon stats are similar to the multi-laser's and in my army they perform a similar role.
Sentinels are often overlooked, but remember that a cheap stat line isn't always bad; heck a Guardsman is only six points and most people take more than the obligatory minimum.
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Post by acolyte on Apr 16, 2008 2:31:53 GMT -5
got bored at work and started counting stuff up, sentinals are rock hard in actual fact. lets look at the odds. if you give the sentinal hardened fighters and armour crew compartment it costs between 65-80 pts depending on weapon choice. in CC vrs marines they will hit on 4+, glance on a 6 and blow up on a 6. working backwards, to get 6 glancings (to garente -spelling- a destoryed result) you need 36 hits (6 glancings by 1/6 chance is 6*6) to get thoughs hits on a 4+ you need 36*2=72 attacks! 72 attacks to garante a kill!
shooting is same only it 36+50% (36/2=18. 18*3=54) which is 54 attacks shootingstandard guard units take 34 hits in CC before all 10 die and 22.5 hits shooting! sents are rock hard. add to the fact you get 3 str5 hits in CC on charge and you got a nice line plug
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Post by mccaptain on May 4, 2008 1:15:05 GMT -5
Except my luck, the Marine would pass his last man standing check, charge the Sent. hit and destroy it all by his lonesome.
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Post by Rolling Thunder on May 4, 2008 13:33:12 GMT -5
Of course, that scaling overlooks the possbility of your opponent getting bored and simply blasting your sentinal into the bedrock. Or that the marine player takes two plasmaguns and shreds your paper-thin armour, or a powerfist, or.....
Anyways, I would never reccomend sents as a close combat troop except in times of dire need.
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Post by mardaddy on May 4, 2008 19:32:46 GMT -5
TB, you kinda stole my idea, there... My version I was imagining was an Orky-looted Sentinel cobbled together with four legs (cuz they can't get it to work wif two.) But - - - unlike me, you actually DID it!
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Post by acolyte on May 5, 2008 2:25:57 GMT -5
well the idea is that do you want to throw a 90 point sent to combat for 2-3 turns? or your 100 point, extra squishy squads?.
played against SMurfs yesterday, 2 sents got a ven dreadie on turn one, got ignored, got 2 terms 2nd turn, got ignored, got 2 marines from command squad 3rd turn, got shot but 12 bolters, 2 plasma guns and rockit launcher, lost 1 the got assualted by powersowrd and fist and lasted 2turns in combat!
go expendable overlooked walker thingys!
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