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Made in us
Member of the Ethereal Council






Are Sentinels worth anything in competitive play?
Im trying to think of a list, but what they can do, forgeworld can do better.

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Made in ru
!!Goffik Rocker!!






All you can do, forgeworld can do better. That's the point of forgeworld.

Anywayz, they're not bad as outflankers, for example. Many IG lists lack ability to get to the opponent's deployment zone. Even if there are just a bunch of grots or cultists sitting in the ruins - they'll sit there and cap points.

Or just a bunch of s6 shots at back armor.
   
Made in gb
Hellacious Havoc





I use Sentinel's in several of my lists. They have been effective in several ways, just depends on what you want them to do. Your question is pretty open ended though. In this case I am referring to Scout Sentinel's below.

As already noted, it is a pretty cheap way for AM armies to get Linebreaker. Outflank them and find a spot to hide in your opponents deployment zone or close to it; out of LOS or at least get obscured for a cover save. You can help yourself with adding Smoke Launchers and Camo Netting if you want too. If you're opponent doesn't want you to get that VP then he has to divert some forces to eliminate your Sentinel, which could net you gains in other areas.

If you play night fighting, then they can be a cheap way to put a Searchlight on the field. I know lots of AM vehicles come with Search Lights. However, it maybe be more to your benefit to use a cheap Sentinel to illuminate a target, instead of one of your fancy Leman Russ' or that transport full of geared up Vets.

Another use I have found for them is having a squadron of three Sentinel's grouped with a Chimera (with loaded Vets) and a Leman Russ. It comes in between 400-500 pts. I use it to advance up a flank, preferably my opponents weak flank.The Sentinels can provide mobile cover if needed, tar-pit any dangerous close combat units that intercept, bring some good mid-high str shooting. And with a couple dozer blades the whole unit can maintain a good level of coherency.

There you go, three different ideas on how to use Sentinel's. Hope this helps.
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

They make pretty decent tar-pits. Anything strength 5 or less and without a USR like rending will be stuck in combat with them.
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

I have s squad of three scout sentinels with autocannons that always make my list. At only 120 points, I have an outflanking squad, that gets six S7 shots at usually rear armor.

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Imperial Knight detachment: 375

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Made in us
Pyromaniac Hellhound Pilot





I'm considering trying a group of three with two multilasers and one heavy flamer. It seems like it could provide a decent threat against vehicle rear armor while being able to clear troops out of cover in the enemy back field, which is where they're going to be.


They make pretty decent tar-pits. Anything strength 5 or less and without a USR like rending will be stuck in combat with them.


This is my favorite thing about them. I'm sorry, you were about to run those Gaunts where?
   
Made in nz
Hardened Veteran Guardsman





Auckland, New Zealand

I personally run scout sentinels as 1 man kill teams armed with a heavy flamer. They are a threat to enemy backfield campers, and with them now being scoring, they can grab objectives up to 15" out from the table edges (6" move + D6" run + 3" to claim), and are one of the few IG units that has a chance of getting linebreaker

My best moment using a sentinel was to outflank behind an immobilised land raider spartan, outside of its fire arcs, thus grabbing linebreaker. It was glorious

This message was edited 1 time. Last update was at 2014/11/28 02:45:22


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I didn't choose the WAAGH! life, the WAAGH! life chose me.  
   
Made in us
Land Raider Pilot on Cruise Control






Well the only FW sentinel I know is the cargo loading one.

So yeah.

Also FW isn't necessarily "stronger" per say as in just well written.

A 13 year old with eldar eradicated 36 HH world eaters with naught but a wave serpent and some wraithguard.

   
Made in us
Member of the Ethereal Council






I mean, If I want Tank hunters, The Flyers are better, IF I was fast moving scout or outflankers, that the buggies.

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Made in hu
Dakka Veteran




 koooaei wrote:
All you can do, forgeworld can do better. That's the point of forgeworld.

Anywayz, they're not bad as outflankers, for example. Many IG lists lack ability to get to the opponent's deployment zone. Even if there are just a bunch of grots or cultists sitting in the ruins - they'll sit there and cap points.

Or just a bunch of s6 shots at back armor.


What can a single/few scout sentinel (so they have outflank) do with cultists/grots? A few autocannon shots won't really bother them, they don't have obsec, so?
   
Made in ru
!!Goffik Rocker!!






Shoot the tank - kill cultists/grots in mellee next turn.

There's ALWAYS some good use for cheap outflankers. Especially for walkers.

This message was edited 1 time. Last update was at 2014/11/28 11:34:59


 
   
Made in hu
Dakka Veteran




 koooaei wrote:
Shoot the tank - kill cultists/grots in mellee next turn.

There's ALWAYS some good use for cheap outflankers. Especially for walkers.


How many cultists/grots can a sentinel kill? Aren't they just tartpit the sentinel? They sit on an objective with objsec, you throw at them a sentinel, stuck both of them in cc for some time. They have objsec, you don't, it seems like a win for them, not you.
   
Made in ru
!!Goffik Rocker!!






Zsolt wrote:
 koooaei wrote:
Shoot the tank - kill cultists/grots in mellee next turn.

There's ALWAYS some good use for cheap outflankers. Especially for walkers.


How many cultists/grots can a sentinel kill? Aren't they just tartpit the sentinel? They sit on an objective with objsec, you throw at them a sentinel, stuck both of them in cc for some time. They have objsec, you don't, it seems like a win for them, not you.


Ususally, it needs to kill 1 to force them take ld.
If you charge them, you have 1 HOW that's an almost guaranteed kill and than 3 attacks which are an almost guaranteed 2-d kill. Now grots test on ld5 if runtherd's alive and cultists on ld6 if leader's alive.
   
 
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