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Made in gb
Lone Wolf Sentinel Pilot





UK

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.

Spoiler:
I couldn't really come up with great names for these. Those who played DOW2 may recognize the LQG as functioning similar to an ability Sentinels had in that game.


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?

This message was edited 3 times. Last update was at 2013/10/06 00:58:30


 
   
Made in us
Douglas Bader






The problem with Sentinels isn't their rules, it's the Vendetta. To make Sentinels a viable choice you have to make them as overpowered as the Vendetta, and nobody is going to let you use your special rules that make a unit blatantly overpowered.

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Thinking of Joining a Davinite Loge





Fort Hood (Tx)

I like the intercept Idea.


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Made in ca
Stalwart Tribune




Canada,eh

I agree with the point cost reductions for weapon choices.

I think Sentinels could do with an Eviscerator attatched to the hull or the choice of a special Assault waepon, so MG, Flamer or GL.
I'm not so sure about the special rules tho, although Perimeter Guard sounds good.





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Somewhere over the rainbow, way up high

It'd be cool to see armored sentinels with punshier cannons....just sayin'
or maybe assault cannons (who cares if they are usually an astartes weapon...just sayin'

Otherwise, fix up the points costs, and I think they'd be good, ditch the extra made up rules, and give them something to make them less awful in assault.

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Made in us
Ship's Officer





Reading, UK

 Peregrine wrote:
The problem with Sentinels isn't their rules, it's the Vendetta. To make Sentinels a viable choice you have to make them as overpowered as the Vendetta
Very true. I don't think they're 'overpowered' per say, but they are excellent for the price.

Extra rules and new abilities are nice, but if a unit can be fixed using current special abilities I think that's much more reasonable direction to go.

I would gladly pay +40 ppm for a scout sentinel with Camo-netting or Stealth (whichever seems more reasonable) and a twin-linked autocannon (or +50 for a twin-linked lascannon).

Now you're essentially equaling the firepower of a Vendetta (albeit spread amongst 3 models and for +20 points) while retaining the whole "scouting through the woods" motif.

DoW

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Made in gb
Wrathful Warlord Titan Commander





Ramsden Heath, Essex

I'm not convinced the Sentinel needs more firepower or special rules. If you really wanted to make them more of an obvious choice then a slight reduction in points would be better.

I would like a few options that would add to useful modelling options, chin (or anywhere) mounted heavy stubbers/bolters would be nice, a 5point hunter killer missile would be a good choice that adds to the model and the idea of a eviscerator option has me excited and let's face it there's one in the bloomin' box!

A left field option would be to have sentinels as a heavy weapons option in infantry squads and/or as an alternative to heavy weapons squads as they used to be.

Now I say all this as someone who will happily field 6 Sentinels a 1250-1500points under the existing rules. I would suggest that they are not quite as underwhelming as is indicated. The ability to scout 4 to a flank back foots many opponents. 2 ACs and a pair of Lascannons appearing on your flanks can put a real dent in your day. True some will tell you that you can buy a pair of Vendettas for that but why would you want to be that person?

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