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![[Post New]](/s/i/i.gif) 2014/10/28 15:03:41
Subject: Armored Sentinel Tactics?
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Member of the Malleus
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With 7th edition I have moved towards loving MSU play and after a decade of MEQ I am moving more heavily into AM/Inquisition etc.
I am looking at getting 2 solo Armored Sentinels as a means of close combat speedbumps, things I can throw at the choppy stuff to slow them down just enough so my vets and henchmen can get to work.
Curious to peoples favorite load-outs and tricks to making the most of a 45-55 point unit. Right now I am split between Autocannon and Plasma Cannon, both are Str 7 and give it a half decent chance of landing a hit (2 shots vs template).
Does anyone have success in running them in units of 2?
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Task Force Rath : 5000
Deathwatch: 4000
6000+ |
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![[Post New]](/s/i/i.gif) 2014/10/28 15:46:42
Subject: Armored Sentinel Tactics?
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Lord of the Fleet
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I doubt Sentinels would make much of an effective speed-bump against choppy units. If you're insistent on taking them for this role I'd keep it cheap and just give them Autocannons.
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![[Post New]](/s/i/i.gif) 2014/10/28 18:10:24
Subject: Armored Sentinel Tactics?
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Longtime Dakkanaut
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For speed bumps or bullet magnets, heavy flamers or multilasers alone will do some damage and save some points. Even marines with krak grenades will need 18 attacks to strip 2 hp. Autocannons are good, not great in a speed bump role though.
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"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun
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![[Post New]](/s/i/i.gif) 2014/10/28 18:23:17
Subject: Armored Sentinel Tactics?
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Slashing Veteran Sword Bretheren
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I use a single armored Sentinel with a plasma cannon because my army lacks AP2 and this is a very cheap way of getting it.
The good thing about lone sentinels is that they put the enemy in a dilemma about ignoring it or wasting an entire squad's shooting. If you take 2 or 3, they will gladly engage them, in which case 2HP walkers will only get you so far.
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![[Post New]](/s/i/i.gif) 2014/10/28 19:20:29
Subject: Armored Sentinel Tactics?
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Member of the Malleus
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Yea I think running them solo is the goal just to force them to overkill it or ignore it.
My list has a nice number of heavy flamers, so I guess it comes down to.
Multilaser - str 6 - 3 shots. Can threaten light transports and infantry.
Autocannon - str 7 - 2 shots - 5 points more expensive.
Plasma Cannon - str 7 template - 10 points more expensive but highest damage potential.
I'll try the Multi-laser one having it run behind my Chimera/Taurox's or in front if it needs to provide a cover save.
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Task Force Rath : 5000
Deathwatch: 4000
6000+ |
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