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![[Post New]](/s/i/i.gif) 2011/02/07 01:37:31
Subject: Runing mechvets supported by sentinels
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Tough-as-Nails Ork Boy
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Would it work to run an army consisting of a command squad in a chimera, at least four meltavet squads in chimera all supported by a collection of light autocannon/HK missile sentinels and heavy sentinels with armament TBD? I think that tho the army would consist of all low armor values the pure saturation of them would make it hard to kill all the threats involved. I would like to know builds/tactics and especially armaments for the heavy sentinels. I like the idea of chimeras providing cover for the heavy sentinels while the lights outflank with missiles to side armor. Any help would be appreciated. Thanks in advance.
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![[Post New]](/s/i/i.gif) 2011/02/07 01:53:24
Subject: Runing mechvets supported by sentinels
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Storm Lance
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Well, armoured senties are a bit overpriced for what they bring. I don't remember exactly off the top of my head, but I think 1 with a plasma cannon is 70 something points? And with a bs 3, it ain't exactly going to be reliable with anything else. Scout senties though are solid IMHO, especially with AC outflanking. Also, i would save the points for those HK and get something else. One shot on bs 3 stinks.
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"Only The Dead Have Seen The End Of War"
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![[Post New]](/s/i/i.gif) 2011/02/07 03:41:50
Subject: Runing mechvets supported by sentinels
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Calculating Commissar
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A Musketeer wrote:Well, armoured senties are a bit overpriced for what they bring. I don't remember exactly off the top of my head, but I think 1 with a plasma cannon is 70 something points? And with a bs 3, it ain't exactly going to be reliable with anything else. Scout senties though are solid IMHO, especially with AC outflanking. Also, i would save the points for those HK and get something else. One shot on bs 3 stinks.
Except, again, on scout sentinals, where it becomes alpha strike crazy shots into side armour. Where one HK could make all the difference.
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![[Post New]](/s/i/i.gif) 2011/02/07 06:57:24
Subject: Runing mechvets supported by sentinels
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Hurr! Ogryn Bone 'Ead!
CT
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Armored Sentinels are actually a very fun unit to use. They are a bit expensive but the AV 12 front combined with closed topped does give them a bit of survivability over the scout counterparts. When I ran mech for a while I used all of my heavies up so I ran a squad of 3 with plasma cannons and was very surprised at how often they were simply ignored in favor of other targets. I was also surprised at the damage I got out of them. There have been many games where they have ended up as a MVP unit. For saturation you have 3 slots of fast attack to work with. Squadrons will get you more walkers but at the cost of survivability, especially on the scout sentinels. You might be well served by adding some artillery in the heavy support or maybe even some hydras depending upon the points level. Hope this helps. Cheers, ~Volkan Also Armored Sentinels make for a great improvised tarpit unit.
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This message was edited 1 time. Last update was at 2011/02/07 06:58:32
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![[Post New]](/s/i/i.gif) 2011/02/07 08:21:33
Subject: Runing mechvets supported by sentinels
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Pyromaniac Hellhound Pilot
Australia
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Oh man is that true. I spent three painful turns trying to give a sentinel a smackdown with a whole squad of marines because I didn't splurge on anything other than Krak grenades!
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4th company
The Screaming Beagles of Helicia V
Hive Fleet Jumanji
I'll die before I surrender Tim! |
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![[Post New]](/s/i/i.gif) 2011/02/07 08:36:14
Subject: Runing mechvets supported by sentinels
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Cosmic Joe
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I used armored sentinels as charge blockers for a gunline once, they had AC and as soon as the enemy got close to my line they charged out AV12 front makes it as hard as a dreadnought to get rid of in CC and with a squadron of 2 you can be stuck there all day, just buy smokes and no special gun, i just needed them to smoke for 2 turns (squadron rules abuse  ), after which i tied up enemy squads turn 3 (the time by which most CC armies would be near your lines or even in combat.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/02/07 11:58:10
Subject: Re:Runing mechvets supported by sentinels
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Regular Dakkanaut
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The thing about sentinels is that they're subpar compared to other units in the codex. Scout sentinels 40 points for a BS3 autocannon on a AV10 open-topped vehicle plus an additional 10 points for a hunterkiller missile? no thanks that's 50 points for a one trick pony that may even be useless because of the BS3. And then you squadron them which makes them more inefficient as you get 150 points for 3 autocannons(120 if no upgrades) when you can get the Vendetta as a fast slot for cheaper and TL Lascannons.
Armored Sentinels are worse in terms of points-cost that's 60 points for a BS3 autocannon and about them being tarpit units, no good opponent would allow themselves to be assaulted by an armoured sentinel, heck they can easily shoot it from the side as the sentinel as a small hull.
To answer your question: would it work? I'd have to say yes it can work but, not really that competitive. Get a vendetta which is IMHO the best unit in the codex and the most cost efficient unit in 40k or even the Hellhound variants. Also, Hydras and HWS do better with autocannons for cheaper the cost.
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![[Post New]](/s/i/i.gif) 2011/02/07 12:28:21
Subject: Runing mechvets supported by sentinels
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Ultramarine Land Raider Pilot on Cruise Control
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Try this:
http://www.dakkadakka.com/dakkaforum/posts/list/284605.page
It was a concept I was working on when trying to decide whether to do IG, basically its just a wall of AV12 (8x vehicles and 4x walkers all with front armour 12 in 1500 points).
Its not completely optimal but its along the lines of what you were looking for and I always thought it would be fun to have a go at...
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While you sleep, they'll be waiting...
Have you thought about the Axis of Evil pension scheme? |
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![[Post New]](/s/i/i.gif) 2011/02/07 13:01:30
Subject: Runing mechvets supported by sentinels
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Kovnik
Bristol
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H0r0 scout sentinels are 35, and armoured are 55 points respectively.
and Im a huge fan of them, I once used a squad of scout AND armoured sentinels, the outflanking scouts with AC's and HKMs and the armoured had 1 plasma (I liked the look) and x2 missle launchers to help support the guardsmen running up the field.
It was quite funny watching 30 gaunts getting tarpitted by a 75 point model.
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Nerivant wrote:The Custodes are the reason Draigo is staying in the Warp.
ObliviousBlueCaboose wrote:I cant wait until i team up with a cron player an kill a land raider with a lasgun.
Black Templars- Nothing makes you manly like unalterable AV 14! |
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![[Post New]](/s/i/i.gif) 2011/02/07 13:10:36
Subject: Runing mechvets supported by sentinels
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Plastictrees
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This is a list built on that concept, but really maxed out:
http://yesthetruthhurts.com/2010/02/critical-mass-here-dead-lie/
Essentially 9 chimeras, 6 scout sentinels, and 6 hydras. The sentinels take cover behind the chimeras.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2011/02/07 21:05:07
Subject: Runing mechvets supported by sentinels
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Incorporating Wet-Blending
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Problem with massed AV12 is it crumbles to massed missiles (think TH cyclone BTs, Longfang heavy SWs, etc.). It also has trouble with fast fighty 3+ armies that can take the hits (think BAs).
Armored sentinels are essentially walking chimera chassis. Scout sentinels are more like the artillery chassis. Scouts let you try to grab side and rear armor shots while armored can bring plasma (BS 3 vs 4 doesn't matter as much on blast weapons).
In your setup, I don't think armored sentinels offer alot. I would grab hydras if you want ACs, Vendettas if you want lascannons, and Sentinels if you want some flank threats to Rhinos/Chimeras. But remember, vets in chimeras can do anything an armored sentinel can do better and score. Melta vets are better AV, plasma are better anti MEQ/TEQ, flamers are better anti horde.
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-James
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![[Post New]](/s/i/i.gif) 2011/02/08 00:18:57
Subject: Runing mechvets supported by sentinels
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Deranged Necron Destroyer
Somewhere Ironic
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jmurph wrote:Problem with massed AV12 is it crumbles to massed missiles (think TH cyclone BTs, Longfang heavy SWs, etc.). It also has trouble with fast fighty 3+ armies that can take the hits (think BAs).
Armored sentinels are essentially walking chimera chassis. Scout sentinels are more like the artillery chassis. Scouts let you try to grab side and rear armor shots while armored can bring plasma (BS 3 vs 4 doesn't matter as much on blast weapons).
In your setup, I don't think armored sentinels offer alot. I would grab hydras if you want ACs, Vendettas if you want lascannons, and Sentinels if you want some flank threats to Rhinos/Chimeras. But remember, vets in chimeras can do anything an armored sentinel can do better and score. Melta vets are better AV, plasma are better anti MEQ/TEQ, flamers are better anti horde.
If a sentinel takes a missile to the face, that's one missile to the face that isn't aimed at my other vehicles.
Despite that, as Volkan said, they usually get ignored (mine did), and other said they make great tarpits in an army without CC. Vendettas, Hydras, while both are awesome and overpowered, are expected to be fielded and often have something on the field to counter them. But a scout sentinel moving through trees? Not expected.
On paper, they're not great, but in practice, they're another target and another threat.
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DQ:90S++G++MB++I--Pw40k01+D+A++/hWD-R+++T(D)DM+
Organiser of 40k Montreal
There is only war in Montreal
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![[Post New]](/s/i/i.gif) 2011/02/08 01:30:29
Subject: Runing mechvets supported by sentinels
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Regular Dakkanaut
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Chaos Lord Gir wrote:H0r0 scout sentinels are 35, and armoured are 55 points respectively.
and Im a huge fan of them, I once used a squad of scout AND armoured sentinels, the outflanking scouts with AC's and HKMs and the armoured had 1 plasma (I liked the look) and x2 missle launchers to help support the guardsmen running up the field.
It was quite funny watching 30 gaunts getting tarpitted by a 75 point model.
you pay 5 for autocannon so that's 40 and 60 unless you want multi-lasers....
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