Librarium Online Forums banner
1 - 13 of 13 Posts

·
Registered
Joined
·
171 Posts
Discussion Starter · #1 ·
hey,

just curious (cause i really really like sentinels) what you guys think of 3 squads of 3 sentinels (1 autocannon, 1 multi laser, 1 lascaanon) + a squad of 3 with multi lasers in the command platoon.

this (with no extra armor or anything else) would come out to 585pts

worth it?
 

·
A bit of alright.
Joined
·
675 Posts
It depends who you are up against, somtimes that would be great, other times dire.
 

·
Librarian from Hell
Joined
·
4,133 Posts
I'd say it depends on quite a few things.
First of all you really, really like them. Now, that's like the most important thing about building an army. You like it -you field it.
Now whenever you field a very specialised army you will face a somewhat steep learningcurve and it'll take some time before you learn to handle it.
And even though 585 points might sound a bit much you'll still be able to field quite a few other things, guards are cheap. And you do pay those points to get quite a number of mobile heavy weapons -not a bad thing.

The only thing I'd like you to reconsider is to field the lascannon squad as a part of your HQ-platoon, they deserve the honour way more than just another multilasersquad do.

If you want an army that is of "the most effective and hardhitting, crushing all foes no matter what even if you're blindfolded with only half a brain"-kind, then I'd say no. This is not the way to go.
 

·
Member
Joined
·
517 Posts
Don't get discouraged by their lack of armor. The best thing you can do is use their range to your advantage. Sure a HBolter may take you out, but you have range on him if you use lascannons, So keep that in mind when positioning your "birds".
I personnaly have 8 sentinels. I put lascannons on four of them, autocannons on two, a missile launcher on one and a rocket pod on another. Those last two options are from Forge World.
Just keep in mind your enemy range, your own fire arc, and your speed and you should be fine.
 

·
Registered
Joined
·
668 Posts
It's probably not very viable game-wise, especially since with the open-topped rule, you could take a lot of possible penetrating/glancing hits off of one good blast, but still. I've never played against that many sentinels and I'd be surprised to see that many on the table short of an apocalypse game, and that in itself is a little bit of an advantage. Plus if you combined those sentinels with a mech list you'd have a really mobile army with a lot of on the move firepower.

If you decided to do this, I'd suggest you take 2 lascannon squads and the rest multi-lasers. Autocannons are good and all, but multi-lasers are probably pretty equivalent to autocannons when it comes to popping transports due to the extra shot, and against any infantry, MEQ or GEQ, I'd take a multi-laser anyway. Since you'd be sacrificing some of your infantry to take these sentinels, the extra anti-infantry weapons would count good, and two lascannon squads should be enough to deal with just about anything.

Jeez. The more I think about it, the more I want to take a bunch of sentinels.
 

·
Member
Joined
·
517 Posts
Yea, the multilaser is a better bet. I don't use them because I haven't ever killed anything with a multilaser. I now consider them "bad luck".

Also remember, If you attach them to your HQ, they set up last along with any heavy weapons you've attached to the HQ. This could really turn the tide of the battle in your favor if you're really paying attention to set up.
 

·
Watcher In The Sky
Joined
·
1,083 Posts
It's probably not very viable game-wise, especially since with the open-topped rule, you could take a lot of possible penetrating/glancing hits off of one good blast,
Good point, possibly armoured crew compartment when there are this many sentinels on the field?
 

·
Set Sail and Conquer!
Joined
·
1,633 Posts
And you do pay those points to get quite a number of mobile heavy weapons -not a bad thing.

The only thing I'd like you to reconsider is to field the lascannon squad as a part of your HQ-platoon, they deserve the honour way more than just another multilasersquad do.
As for the first part I quoted - so true! Mobile heavy weapons are your friend. Dont forget you can deep strike some of the sentinels if you take the drop troops doctine, either. :)

As for the second part, maybe fluff wise they should, but not game wise - Its a brilliant thing to be able to put down a bunch of tank busting mini's at the end of the whole deployment phase, and fast attack generally goes after HQ. For that reason alone, i'd tend to leave the lascannons as fast attack choices.


Good point, possibly armoured crew compartment when there are this many sentinels on the field?
Yeah, but it would be expensive. I guess it depends on how he wants to go.

I personally dont mind their open topped status, I like charging a sentinel into combat with, say, a bunch of genestealers, and have it kill 3 or so when it explodes (which will be the result of 1 in 3 penetrating hits, make sure your opponent rolls for ALL such things when he smashes the thing apart :) )

Maybe not so good in a squadron, however, as those blast double hits will be spread around the unit, as SimulatedSnowman meantioned. Still, not to be sneazed at!

I say, if you like the look of it, go for it! I think it would be fun, and maybe even surprisingly effective. Maybe. :)
 

·
Monkey Pirate
Joined
·
452 Posts
Man if you want to do it do it. Thats really all that needs to be said about that. One of the nice things about this game is that pretty much any list you take you can make work (granted it can be really hard for some of them) 12 sentinels is just plain mean. It gives you speed, it gives you fire power. Speed is something most guard armies lack. For that reason alone you will be able to get an edge on some opponents. Another great thing is, while they are so busy picking you sentinels apart (or trying to) The rest of out army is safe! You can't shoot through unit of vehicles. So this allows you to move everything you want into position with out the normally ever present fear that hey all my guardsmen are going to die if i move. Go for it.
 

·
Registered
Joined
·
358 Posts
Just wondereing as to what kind of fluff you have planned for your sentinel sqaudron? If you read the book Desert Raiders, ti has quite a nice scene of sentinels having a running firefight with tyranids. Really great reading.

I would like to mention that with this many walkers, all spewing heavy weapons death,you can have the human equivalent to an Ork Dreadbash. To many targets on the field, all dangerous, and there is no way msot opponets can effectivly fire on them all. Also, what units do you feel like fielding for troops? f you want to fit the fast attack theme, some chimeras using the mechanised doctrine would work. Chimeras are vulnerable to AT fire, but with 12 sentinels spewing death yiour opponet would have a toguh chocie to make. Your number of infantry would be low however.
 

·
Registered
Joined
·
610 Posts
Fluff is easy enough to accommodate the Apocalypse book has rules for a sentinel reconn regiment. Perhaps take hardened vets as scouts and genadiers as troops.
 

·
Member
Joined
·
517 Posts
Also, with Apoc you can field them all separate, instead of squadrons. This prevents them from falling to shooting from one squad.

Also, they're really good at tying up units in HtH. If they get to fighting a unit with S3, they will tie it up for the entire game.
 

·
Registered
Joined
·
219 Posts
Unless their are like 20 of them then your kinda screwed go for it though maybe use the mechanised doctrine aswell to throw in even more vehicles.
or conscripts
 
1 - 13 of 13 Posts
Top