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What's your favorite weapon? Tactics?
Standard scouts with autocannons are cool for long ranged anti transports/heavy inf but last game I discovered that they are also a powerhouse against heavy armour when they assault.
In CC you get an extra attack on the charge, you are strength 10 and your hits go against the rear armour. For most tanks that is a pen on a 2 or a 3, it's pretty awesome.
Another cool thing is that if they ram you, all your guys can attempt death or glory! with a free ST10 hit against their front armour. Because they are walkers they don't insta-die if they fail and the only "penalty" is to take the ram on the rear armour instead of the front. But it's AV10 all around for a scout so you are no worse off. So yeah, when their primary targets are dead and the enemy is sending in his tanks, charge in with your sentinels! They punch far above their weight
Autocannons, definately for Scout Sentinels. I never use the armored kind.
Stick them in difficult terrain near the center of your line. Kill transports for two turns and then move forward to block enemy assaulters or, if nobody comes after them, walk around sniping things.
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As SandWyrm said, but Multi-Lasers work nicely as well. Outflanking is an option too. Side armor shots are your friends.
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On my end I love autocannon scouts, the have done wonders for me. I have a special sentinel I call "'ol reliable". The thing has a battle wagon, a predator, and 5 rhino/razorbacks kills to its name. 'Ol Reliable has also never been killed. Imoblized, gun shot off, and turned into a paper weight, yes. But never killed.
i also find heavy flamer scouts usefull depending on who i'm fighting but if its an unknown foe its always the auto-cannon.
Also S10? arent sentinels one of the only walkers without dred cc weapons?
I like using the Heavy Flamer with the outflanking tactic.
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Sentinels do not have a Dreadnought CCW. They attack at their listed strength and do not ignore armor saves.
My favorite tactic is Armored Sentinels with missile launchers, possibly with HK missiles too, outflanking via Creed for some serious sniping. I prefer the ML to the autocannon for the armor penetration (fewer cover saves from that angle), the ability to stack frag blasts and because the weak transports are already dead by the time they show up.
Armored Sentinels also work well with lascannons, pulling double duty as tarpitters. The mobility helps get side shots, the strength helps when the mobility doesn't, and in my opinion two AS are more annoying in close combat than a venerable Dreadnought.
I just love the armored variant. It's cute...durable...disposable...AND heavily armed!
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
At higher points games I've fallen in love with a full squadron of bare-bones Armored Sentinels. Their 3 multi-lasers can put out a lot of fire that can force saves, and can target light av vehicles in a pinch. However, they really come into their own when used as a tarpit. They may not have made their points back directly, but their ability to keep an enemy unit out of the game for 2-4 game turns is great.
Space Marines: W15/L7/D3
Imperial Guard: W6/L4/D0
@Hockeyman haha yeah I misread the side armour as a strength value, well I guess that sucks, I was really excited about using them as an ace in the hole against deff rollas. Appart from the absurdly low points cost I would like to think a big pneumatic leg is at least as powerful as a tiny power fist but ST5 is still alright.
Last edited by Korona; April 3rd, 2010 at 15:30.