sfshilo wrote:I ALWAYS have a squaded pair of armored sentinals with plasma.
1. Plasma doesn't miss, it may not hit on target, but it's hitting something and that's always better in my book. (The BS 3 las cannons will just make you pissed off after a while)
2. They are a squad, if one of them pops smoke, Poof you can shoot the other sentinal and still get a cover save. (Fun trick)
3. They are simply the greatest anti-close combat unit in the IG. Oh so that gene stealers squad thinks it's going to rip apart your troops? WHOOPS! Sentinals lock them into combat for 3 turns. Those witches getting a liiiiiiiiittle too close? BAM sentinals 4tw.
They are my MVP in all of my games as they are CONSTANTLY under rated by my opponents. (Whats that wimpy walker going to do to my 500 point death close combat squad.....AV 12 whaaaaaaaa?)
I agree, Plasmas are the best choice.
However, if one sentinel pops smoke you only gain the cover save on the glance/pen dice allocated to the one that popped smoke (page 64 of
RB).
Also, i feel running Armored sentinels as squadrons is rather silly for a few reasons.
- They come with Extra Armour default essentially making the squadron bonus pointless.
- A single Armored Sentinel is normally ignored unless nothing else can be fired at, 2 or more makes them a bigger threat.
- The roll of an Armored sentinel (Mobile tank cover, unit tie up, support fire) can easily be achieved with just 1 Sentinel, the point cost for the additional ones can pretty much always be invested in something better.
- Statistics (sorry for bringing in Mathhammer) show an Armored sentinel squadron of 2 is only roughly 10-20% more durable than a single Sentinal against standard Missile Launcher spam (ranging from 2-5 missiles fired) due to them getting wrecked on immobilized result, not worth double the point cost
imo. would much rather spend those 75 points on Marbo, a Hydra or another Chimera.
Anyway, just my opinion.
If you gonna run squadrons, Scouts with Missile Launchers are the best.