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A simple enquiry really. Is it a good idea to take a sentinel or two with heavy flamers? I wanted to take two as part of my command group and wanted your opinions before I purchased the models. I like the idea of some cheap anti infantry sentinels wandering arounf behind cover before pouncing on some annoying CC units just before they reach myu lines...
They're worth it, especially if you magnetize the weapons so that they're interchangeable the day you start thinking that you'd like some autocannon, multilaser or lascannon sentinels instead.
I love Sentinels. :>
ok the main problem with sentinels is they are fragile, bolter fire can wreck them
That in its self is not a show stopper because they are cheap, trick then becomes getting points back
las cannon sentinel is essentially a big tank killer, if it can take out something like a land raider it has easily earned its points, even if he proptly gets blown appart
Auto cannon and multi laser are light armour and infantry killers, armour is a better target, if they take out a rhino or a land speeder then you are bakc to point 1, infantry they are not brilliant VS MEQ becuase of the save
but all of the above needs range, which brings us to your Q
heavy flamer, the heavy flamer sentinel lacks range, (obviously), that coupled with its fragility means it is a bit of a liability on the battlefield, your opponents can easily take it out before it achieves anything. It is therefore pretty dire yes?
well no, there are 2 occasions when they are worth at least considering:
1. Cover heavy games - there is a reason Catachans use them, if there is a lot of cover (city fight for example) you can generally get close without being seen, at than point a heavy flamer is nice, particularly since whilst they are fragile, some units can not deal with them (notably a fair amount of ELdar, Dark eldar, Tau and the like)
2. drop sentinel - deep striking means you get to land close and flame right? sound good? - realm of the paper gamer to a degree, in practice you scatter half the time, scatter within 1 inch of the opoponent and the sentinel is dead, scatter slightly backwards or sideways and you are out of flamer range, not saying dont do it, but be aware that it isnt as sucessfull as it first seems
Everything you have been told is a lie!
I've wondered if Catachan-pattern Sentinels would be good counterchargers. If/when a CC squad hits your lines, your men will likely run, clearing the path for a flame blast. As a cool plus, you can charge the Sentinel in. Tyranid gaunts and Eldar will have trouble hurting it and a powerfist will probably get a penetrating-explodes result, dealing our extra wounds as it blows! Not bad for ## points.
I also thought that a flamer Sentinel would help block LOS to your HSO command squad--cheap protection from deepstrikers.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Your plan can work though. Take the scout rule into mind ALWAYS. There have ben plenty of dead sentails on my hands that would have been safe if I had remebered to take the scout 6inch move before the first turn. In essence take the 6inch move before turn one towards the nearest cover. Then one your turn bolt into cover or use a quick moving transport as cover. Take the hunterkiller missle upgrade and let loose on any armor infront of you and if infantry are in range let the flames rage. Assuming at least one lives to the next turn you will be able to burn and charge any unit of infantry in range.
But beware of the powerfist toting guy who hides in the basic infantry. He can take out walker legs very easily. Hope this helps,
I'm liking this, I think a few Heavy Flamer toting sentinels will do me good. Even against MEQs they can force an opponent to make a fair number of armour saves. If I am lucky eneough to waste two or three marines I am on my way to getting my points back, against lighter foes I should have a better time taking stuff out.
I particularly like the point that even troops who take out a sentinel in close combat are expsoing themselves to the risk of being blown up by their own success. Power fists are not cheap so if I took out the model that beats me down I will probably be doing all right.
Thanks for the tactical suggestions too.
Sentinels are a great counter charge unit. Not because they are effective but because they will stick it out till they get killed.
The low price of the Flamer sentinel does make it attractive but I find it hard to get my monies worth. The multi-laser variant gives you much more flexibility for very little extra cost.
Don't leave out the hunter killer missile / heavy flamer combo.
Cost the same as the autocannon, and for it you get close range flaming and a long range hunter killer missile shot. Very useful combo for deep striking sentinels.