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I recently posted a thread about Sentinels in units or being used solo, and it got me thinking about what other IG players put on their Tin Foil Dreadnaughts. I personally don't use Sentinels a whole lot, and usually do so only when I can expect some infiltrators. I will then use the heavy flamer option as it is the cheapest and the only one that does not rely on the low ballistic skill of the Sentilnel pilot to hit. I then put them on the board in a place that I know will be within a scout move and a move away from where some infiltrators may be. The range on the flamer template is 8" so that gives me the ability to move and flame a target about 18" or so away from where I started (if I get first turn) and that is the closest infiltrators can get if they are in line of sight and they are even easier to get to if they are not in line of sight and thus are closer. This is really the only use I have for the Sentinel - an anti infiltrator unit.
What do you guys arm them with and how do you use them?
"No dumb bastard ever won a war by dying for his country. You win a war by making the other dumb bastard die for his country." General George S. Patton, Jr.
Sentinels are a great way of adding mobile anti-tank weaponary to a mechanised grenadier army like my own, since I don't run any infantry at all, I've got nowhere else to put an effective lascannon.
Sentinels rock in tank heavy armies.
I drop in heavy flamer and multilaser sentinels. They are great to disrupt an enemies plans. The heavy flamers try to get near infantry (i only really use these against 4+ save types at most) the multilasers are great drop them anywhere in a nice even spread preferably with line of sight to tanks rear or side armour. the high enough strength is fantastic as they are three shots! Your opponent then either has to ignore them. very hard to do. or destroy them pulling all of his units out of line.
i then mop up with my chimeras!
well thats the theory anyway!
I use them the same way I use dropping Vet/Stormtrooper Squads... As hidden tank killers and harassment. I usually run in twos or threes, all with Lascannons so that I have maximum chance to pop side and rear armor. With two or three Sentinels, it's easier to land a hit with their average BS, and the Lascannon will do significant damage to most side and rear armors almost all of the time. xD
My most common player is a Necrons and Iâ€™m usually up ageist a Monoth and/or one of the Gods so I tend to use the lascannon sentinels with hunter killer missiles to walk in front of my Demolisher. I figure its extra armor that can defend it's self, and some times it works great I once got three penetrating hits and the floating city made a big boom. But then again with the low BS I have missed several times and one game I even took a hopeful shot with a missile launcher touting Guards men and dropped it to the ground.
If you do things right people wont be sure if you have done anything at all.
I'd like to note too that a Sentinel is the cheapest way to get a Lascannon on the field. Every other way to get a Lascannon on the field costs more points. A Sentinel with a Lascannon and hunterkiller missile is a mere 70 pts, which has a decent shot of killing a vehicle on the outset. Two shots, at 50% one will hit, against armor 12 (side or rear on Line Tanks, front armor on light tanks) and both weapons will penetrate half the time or better. Even against armor 14, a squadron of three of these puppies has a decent chance of dealing damage. 6 shots, 3 hits, better than 50% chance of glancing. Hard to do accurate statistics when there's a 50% chance that hit is a Missile and 50% chance it's a Lascannon. xD Against tank-heavy guard, these guys are awesome. All our vehicles have side or rear armor under 12 ('cept for the Demolisher. Only rear armor is under 12.) Sentinels can ignore mass Lasgun fire. If they shoot heavy weapons at us, then they're not shooting heavy weapons at our bigger guns (Russes, Demolishers, etc.) and two sentinels are very likely to silence that Hidden Basilisk.
The only problem with that is a lascannon only has one shot not two. You might be thinking about the autocannon but that isn't nearly as strong. So your really only looking at 3 shots that means 1.5 hits which is ok but not super great either for the point cost either. Not to mention massed bolter fire can be really mean to them (lets not even talk about what fire warriors would do to these guys ).Originally Posted by GunTAG
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
In my case, I prefer using the Sentinel as a melee unit. I enjoy the heavy flamer and smoke launcher options with the Hardened Fighters Doctrine. This way there is a squad of three walkers that get into the opponents ranks quickly and are able to slow down a fast melee unit for a turn or two. If I'm using the Drop Troops Doctrine then they don't even need the smoke launchers and this saves me 9 points.
The benefits of this tactic are as follows: I am able to inflict some damage to an opposing offensive squad, I have slowed down the advance of an opposing offensive squad which allows me the ability to continue firing longer, I have drawn fire off of my Leman Russ support tanks, and I've caused some disturbance in the battle plan of my opponent for a measily 159 points.
Not bad when this squad doesn't even take up a slot on my force orginization chart. Next to Rough Riders, Ogryns, and tooled up Command Squads this configuration on the Sentinel makes a wonderfully affordable and relatively effective melee unit.
What do you call a lasgun with a laser sight?
Similar to Fenix1776, I also use mine as melee units. I dont take hardened fighters, but I do give them armoured crew compartments, so they tend to survive long enough to get their flamers into the fray.
(I wonder if it might be better to take that upgrade away though, I mean, they just explode so readily without it. I could be using them as suicide bombers!)
If i were to equip them with ranged weapons, it would probably be autocannons. I'd use them primarily as light armour killers, and with 6 shots in a squadron they would probably do fairly well, especially with such a massive range. The lascannons can go with my guardsmen, they'll survive longer that way.
I love sentinels due to their flexibility, I can field them as anti-infiltrators as Guaardvark said, they can be very scary deterrents to a 'nid army (especially one that includes an infiltrating brood lord, they and their retinue get munched by scout moving heavy flaming sentinels), as speed bumps in the enemies battle plan, or even as spearheads in my own mass-guard assault. Or they can sit back and blast away in relative safety, with the heavy shots aimed at my more scary tanks.
You should try using them in small cities of death battles, take the fuel dump doctrine and place it in the center building. Scary to even MEQ's! This works well with my chimera's also, two heavy flamers, it managed to kill 7 chaos space marines in one hit last time.
Hmm...Maybe i have too much of an obsession with flamers.
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
I was talkin' about a Sentinel with a Hunter Killer missile attached. ^^;;Originally Posted by Lictor1989