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View Full Version : How are the IG Sentinel?



Xaric
08-07-2014, 04:25 AM
Well i have 3 Knights and i am thinking to do a full mech army with Sentinels how are they on rules i hear they are very weak on some other forums but there all six edition.

Wolfshade
08-07-2014, 05:13 AM
I like sentinels, however, they are abit flimsy.

Out flanking scout sentinels can provide an irritating distraction, but at AV10 a tactical squad will probably pop one. So keep 'em cheap and cheerful. Multi-lasers are good anti-infantry and lascannon are good for shooting up any motorpools.

If I were to outflank them I would probably go down the multi-laser route with maybe one or two HK missiles to take out any rear armour nearby.

With them being flimsy the cammo netting can be useful if you have enough cover about and helps with durability.

The armoured ones are much the same but trade scout for AV12 front making them slightly more durable. Armoured sentinels are quite good at tarring units in CC, but if you are doing that then they will be stuck in combat (something they aren't particullarly effective at) and not shooting.

Xaric
08-07-2014, 05:19 AM
hmmm sounds intresting the games i play in my local shop mostly play on tiles of 24" with 6 we play with about 4 ruins and 1 tree area with 1 river so cover should be ok i have never really used outflanked because i never really use models with scout.

As for cover saves sounds like a solid as the 3 knights will most likly divert the fire on them over the scouts as for CC thats the errants job but my key point also do the scouts or armoured ones have the abilty to shoot down say a stormraven gunship because the knights stubbers will most of the time miss :(

YorkNecromancer
08-07-2014, 06:46 AM
I think the best way to treat them is to imagine they are a Heavy Weapon Team with Relentless, because that's basically what they are.

What would you do with that?

I'd be moving it every turn, keeping it in cover, and using that mobility to ensure that I was shooting at things which had slightly shorter ranged weapons than me. I mean, sure, you could plink me to death with your bolters, but my Multilasers have longer range, so I'll use that to keep me safe. Autocannon have even longer range, so I can basically keep out of your threat bubble and plink you to death.

I'd either equip them with multilasers for anti-infantry, or autocannon for light anti-vehicle, but I wouldn't go any further than that. For me, the great strength of the Sentinel is the fact it that points-wise, it costs pennies, and so you can effectively spam it. Plus, it's a great looking kit.

Wolfshade
08-07-2014, 06:54 AM
I'd either equip them with multilasers for anti-infantry, or autocannon for light anti-vehicle, but I wouldn't go any further than that. For me, the great strength of the Sentinel is the fact it that points-wise, it costs pennies, and so you can effectively spam it. Plus, it's a great looking kit.

Especially the Elysian Drop Sentinels

phoar!

http://www.forgeworld.co.uk/Images/Product/AlternativeFW/xlarge/ElSent6.jpg

Mr Mystery
08-07-2014, 07:08 AM
I like sentinels, however, they are abit flimsy.

Out flanking scout sentinels can provide an irritating distraction, but at AV10 a tactical squad will probably pop one. So keep 'em cheap and cheerful. Multi-lasers are good anti-infantry and lascannon are good for shooting up any motorpools.

If I were to outflank them I would probably go down the multi-laser route with maybe one or two HK missiles to take out any rear armour nearby.

With them being flimsy the cammo netting can be useful if you have enough cover about and helps with durability.

The armoured ones are much the same but trade scout for AV12 front making them slightly more durable. Armoured sentinels are quite good at tarring units in CC, but if you are doing that then they will be stuck in combat (something they aren't particullarly effective at) and not shooting.

Ah, but they can hold up weedy units literally indefinitely. Say, Hormogaunts, or indeed anything S3. Just can't hurt the Sentinels. And if you pick on a big enough group of little guys, you can shut harder stuff out the combat, thanks to Pile In! compelling the enemy to surround you, preventing anything else achieving BTB!

Wolfshade
08-07-2014, 07:17 AM
No, that isn't quite right. Isn't there a rule that means that you can disengage a unit if you cannot injury it?

Mr Mystery
08-07-2014, 07:21 AM
Uh.....oh yeah. Now you mention it, there certainly is.

Bah! Still worth it for a turn or two. Spesh as it stops your Kniggits being similarly bogged down by bobbins!

40kGamer
08-07-2014, 07:35 AM
No, that isn't quite right. Isn't there a rule that means that you can disengage a unit if you cannot injury it?

Yessir... "our weapons are useless" lets you flee from combat. Doesn't work for Fearless troops though so they are still good in those situations. Probably one of the few times you would see a Tyranid player try to break their own synapse!

Personally I love sentinels and while they are quite fragile they are really cheap if purchased naked.

CoffeeGrunt
08-07-2014, 07:52 AM
You also get to attempt a Sweep if they try that, which could mop up a swathe of Infantry on a lucky roll.

This Dave
08-07-2014, 08:43 AM
They're fragile but I've found them to be a great firepower boost/distraction. Outflanking Scout Sentinels can cause yahoo in the opponent's lines and with cover can be suprisingly hard to kill. Equip them with Multilasers or Autocannons and HK Missiles and they can wreck some things. Then even if they're rage killed the next turn at least that's one less thing shooting at your main army. I'm not quite as big a fan of Armored Sentinels because they're still fragile but they are nice to run with a mobile army and/or flank your tanks to keep Deep Striking goons away.

For laughs I made an Unbound army list that was ALL Sentinels. I only have 16 currently but I really want to see an army that can potentially fire 37 HK Missiles plus Lascannons, Autocannons, and Multilasers on the first turn. :)

Mr Mystery
08-07-2014, 08:51 AM
Whether Outflanking, Scouting, or waltzing up the board, the Flank is always going to be their natural home.

Limits the amount of incoming fire to a theoretical minimum, and helps to maximise their side/rear armour shots of opportunity.

Ooh, here's a thought. 3 with Heavy Flamers, being used to roastytoasty 'Objective Secure' units. I mean, against Guard, you need every super-scoring unit you can get. And with most Troop choices being MEQ or worse, three Heavy Flamers can do horrible things to a unit. This might force your opponent to focus more on the Sentinels, taking the pressure off your big dudes and infantry?

This Dave
08-07-2014, 11:01 AM
Whether Outflanking, Scouting, or waltzing up the board, the Flank is always going to be their natural home.

Limits the amount of incoming fire to a theoretical minimum, and helps to maximise their side/rear armour shots of opportunity.

Ooh, here's a thought. 3 with Heavy Flamers, being used to roastytoasty 'Objective Secure' units. I mean, against Guard, you need every super-scoring unit you can get. And with most Troop choices being MEQ or worse, three Heavy Flamers can do horrible things to a unit. This might force your opponent to focus more on the Sentinels, taking the pressure off your big dudes and infantry?

Also Walkers can fire Overwatch. Three Heavy Flamers mean up to 9 S5 AP4 hits on anything charging them.

Reldane
08-07-2014, 05:52 PM
It is worth noting that in the new AM book the cost difference between the scout sentinel and the armoured sentinet is greatly reduced, in addition the missile launcher is costed the same as the autocannon.

Xaric
08-08-2014, 02:46 AM
oooo 10 sentinels formation in the apoc rule book page 85 looks tasty i did ask in my local GW shops can i use them and they said yes someone did question it but the staff said unless it clarifys a rule as stating you cant use it from another GW publication it is legal unless FAQ or Errata

Mr Mystery
08-08-2014, 05:56 AM
Yuparoo. I see little difference between Apocalypse Formations and non-Apocalypse formations, especially in these lovely days of Unbound and Super Heavies on the board.

Oh, and clarified the Horde Holding - if you can't damage it, you can opt to fail your break test, complete with the chance of being run down. That's pretty saucy against Orks if you can manage to take out the Nob (who will typically have at least a Big Choppa!)..... Ork player is left with the largely unpleasant decision of having his Boyz slowly stomped, or taking the risk of losing the lot on delibrate break, and having the Sentinels free to shoot stuff again.

Definitely worth a bash I'd say. It might work, it might not. All depends on your opponents reaction. And remember, the key is to engage a unit big enough to swamp you in combat, preventing heavier hitters engaging :)

SON OF ROMULOUS
08-08-2014, 07:24 AM
I have always found the points to run a few of them in my IG mech list. Their just so cheap and with an auto cannon they become a threat to most units in the game. they have many options from sitting in my backfield to scouting to outflanking. the tactical flexibility they posses is my favorite part.

Xaric
08-08-2014, 03:44 PM
Well taking that formation everyone has outflanking and if there within 12" of the leader scout one they get stealth if given with camo netting thats a +5 cover save out in the open and BS 4 what makes them even more deadly everyone in the formation gets preferred enemy so if your enemy is running flyers stick autocannons on them and you have a sort of weak twin linked great if shooting a enemy you choose as the preferred enemy.