My Sentinels are probably some of the most characterful models in my
IG collection, and I'm most disappointed with how mediocre they are. Essentially they're just heavy weapon teams that cost 2-3 times as much and have armour values, which is worse in more cases than it is better.
Sentinels are the sort of unit that should be used to lock down areas, patrol and support the regiment's own infantry as they advance or defend a position. Their rules, or rather the complete lack of them do not support these ideas.
In order to explain a few of the new rules I'm thinking of I will have to commit a bit of tech-heresy by introducing new concepts, please don't get too high and mighty about that.
Anyway, here's the changes:
Scout Sentinel - 35 points starting price. Lascannon reduced from 15 points to 10, Multi-laser can be replaced with autocannon for free.
+ Special Rule: Surprise Fusillade
Surprise Fusillade: A squad of Scout Sentinels that appear suddenly and without warning is an intimidating prospect for many - such is the surprise of the enemy that their reactions are slowed momentarily.
The first time the squadron fires, all models count as having 1+
BS, providing they are not within 6'' of the target. The only exception to this is models armed with heavy flamers - the shock created by the presence of these weapons creates confusion and panic amongst the enemy. In addition, alll 'to wound' rolls of a 1 with these heavy flamers may be re-rolled this turn.
Armoured Sentinel - 50 points starting price. Lascannon reduced from 15 points to 10, multi-laser may be replaced with autocannon for free, plasma cannon reduced to 15 points.
+Comes default with Hades Auspex.
+May replace Hades Auspex with Landquake Generators for 5 points.
+Special rule: Perimeter Guard
Hades Auspex:
Armoured Sentinels are often fitted with a Hades Auspex, allowing them to detect enemy movements and anticipate attacks before they occur.
Any models in a Squadron of Sentinels equipped with a Hades Auspex may make an out of sequence shooting attack at any enemy unit that ends its movement phase as the result of a move within 6'' of one or more of the models in this unit. This includes Sentinels which are not within 6'' of the unit in question, and thus can also fire as part of this shooting attack.
If a friendly unit within 6'' is charged by an enemy unit in the assault phase, the unit may elect to declare and fire overwatch on that charging unit in addition to the overwatch that the friendly unit fires.
Landquake Generators:
This piece of equipment is fitted when it is determined that the enemy have assault or close combat elements among their ranks. Upon being attacked at close range, Sentinels armed with Landquake Generators unleash an earth-shattering stomp which disorientates the enemy.
Models armed with Landquake Generators may activate them in the assault phase. If the Squadron is being charged, D3 S5
AP- automatic hits are inflicted on any model within base to base contact of a model with Landquake Generators. In addition, the attackers count as having -1WS for the remainder of this assault phase.
Perimeter Guard: Sentinels are often employed to protect critical positions or formations, defending them from ambushers with concentrated bursts of fire.
Models with this special rule count as having the Interceptor
USR. In addition, in the shooting phase, if the squadron did not move in the movement phase, all models in the unit may fire twice, as long as the targeted enemy unit(s) are within 12'' of at least one model in the squadron. They may target a different enemy unit with the second shooting attack, but if they elect to do so this second shooting attack is treated as BS1.
There you have it. My main concerns with Sentinels beforehand were:
1) Total lack of firepower, in an army that thrives on it.
2) Their rules did not stand up to their names, or fluff.
3) They don't really do anything that C:
IG can't already do, and better with other units. With 'Perimeter Guard' and 'Surprise Fusillade' they serve as effective area denial and counter attack units that require actual strategy to use.
4) They compete with the firepower afforded by
HWS, but with range limitations on the added rules in order to accomplish the feat.
Just a few ideas I had while lazily sitting down and drinking tea. C&C?