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Made in us
Rampaging Furioso Blood Angel Dreadnought





Boston, MA

So I want to use the GSC Neophyte Cavalcade formation but I have no experience with sentinels. I plan to use the Scout version.

First question, is it better to run a single unit of 1 Sentinel, or ...more than that?

Second question (buying) - I was at the GW store and they only had the "Imperial Guard Sentinel" box, is this the same thing as the "Scout" version, can it also make the "Armoured" version?

Thanks!

Please check out my photo blog: http://atticwars40k.blogspot.com/ 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

1) You're better off using more than one Sentinel in a slot

2) The kit can make both, with any weapon you want

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Rampaging Furioso Blood Angel Dreadnought





Boston, MA

Ok, great. Thank you!

Please check out my photo blog: http://atticwars40k.blogspot.com/ 
   
Made in us
Longtime Dakkanaut




Autocannons are a solid choice, though the stock multi laser isn't bad. Keeps them cheap and far away and the volume makes up for IGs unimpressive bs
   
Made in us
Heroic Senior Officer





Western Kentucky

Only advantage scout sentinels get is mobility. They tend to die to a stiff breeze and are only 5 pts cheaper than the armored ones. The main reason to use them is a cheap outflanker or because a formation requires them. I've used them in the past and they're alright, but they don't really fit my playstyle. If you're wanting them to consistently do damage you'll need more than one that's for sure.

Armored sentinels are a lot tougher (comparitively) with AV 12. You usually take them if you have lots of other AV 12 in your force, like chimeras or artillery tanks. On an unrelated note, they're very handy in kill team as well.

As for weapons, I prefer multi shot weapons like multilasers or autocannons. BS 3 hurts with single shot weapons, so if you do want to run missile launchers or lascannons you'll want multiple walkers to ensure hits.


The kit itself can build all the options for it, both armored and scout.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Regular Dakkanaut




Can't you stick plasma cannons on them as well? Seems worth a try. I mean gets hot on a 2 hours walker is a glaring issue, but a 7/2 blast that doesn't have to roll to hit seems like an okay compromise. Add 45 points for the new terrain that gives 4+ cover and makes PCs a 5" blast and... puch.
   
Made in gr
Rough Rider with Boomstick




Only on armoured Sentinels.

You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
 
   
Made in gb
Storm Trooper with Maglight





Nottingham UK

The famous saying about scout sentinels.
"They are going to die. They are open topped. They are going to die. They have 10 armor. They are going to die. They have two Hull Points. They are going to die". But they have scout... so meh. In a IG army Salamanders also have scout but much moar oomph for your money on a Chimera Chassis (3HP 12/10/10).

With Armoured sentinels they're basically mobile and armoured heavy weapon teams. Generally two armoured sentinels for the price of three HWT's.... but a ton more survivable, mobile and can actually hold their own in CC.

Edit: Also, leaving one Sentinel alone... especially scouts, is just begging to give your opponent first blood!

This message was edited 1 time. Last update was at 2016/11/13 13:07:42


2000
1500

Astral Miliwhat? You're in the Guard son!  
   
Made in ro
Longtime Dakkanaut



Moscow, Russia

 MrMoustaffa wrote:
Only advantage scout sentinels get is mobility. They tend to die to a stiff breeze and are only 5 pts cheaper than the armored ones. The main reason to use them is a cheap outflanker or because a formation requires them. I've used them in the past and they're alright, but they don't really fit my playstyle. If you're wanting them to consistently do damage you'll need more than one that's for sure.

Armored sentinels are a lot tougher (comparitively) with AV 12. You usually take them if you have lots of other AV 12 in your force, like chimeras or artillery tanks. On an unrelated note, they're very handy in kill team as well.

As for weapons, I prefer multi shot weapons like multilasers or autocannons. BS 3 hurts with single shot weapons, so if you do want to run missile launchers or lascannons you'll want multiple walkers to ensure hits.


The kit itself can build all the options for it, both armored and scout.


Scout Sentinels in the Neophyte Cavalcade get Cult Ambush!
   
Made in gb
Storm Trooper with Maglight





Nottingham UK

Alcibiades wrote:
 MrMoustaffa wrote:
Only advantage scout sentinels get is mobility. They tend to die to a stiff breeze and are only 5 pts cheaper than the armored ones. The main reason to use them is a cheap outflanker or because a formation requires them. I've used them in the past and they're alright, but they don't really fit my playstyle. If you're wanting them to consistently do damage you'll need more than one that's for sure.

Armored sentinels are a lot tougher (comparitively) with AV 12. You usually take them if you have lots of other AV 12 in your force, like chimeras or artillery tanks. On an unrelated note, they're very handy in kill team as well.

As for weapons, I prefer multi shot weapons like multilasers or autocannons. BS 3 hurts with single shot weapons, so if you do want to run missile launchers or lascannons you'll want multiple walkers to ensure hits.


The kit itself can build all the options for it, both armored and scout.


Scout Sentinels in the Neophyte Cavalcade get Cult Ambush!


The real only bonus for the scout sentinel is if it rolls a 5.... otherwise out-flank is generally a better choice.

This message was edited 2 times. Last update was at 2016/11/14 08:03:48


2000
1500

Astral Miliwhat? You're in the Guard son!  
   
Made in ro
Longtime Dakkanaut



Moscow, Russia

 Baldeagle91 wrote:




The real only bonus for the scout sentinel is if it rolls a 5.... otherwise out-flank is generally a better choice.




It means a squadron gets lost models back each time it redeploys in the Insurrection Detachment.


Automatically Appended Next Post:
Oh wait, I'm sorry -- they would need Return to the Shadows to do that.

This message was edited 4 times. Last update was at 2016/11/14 12:51:22


 
   
Made in us
Rampaging Furioso Blood Angel Dreadnought





Boston, MA

Ok awesome discussion guys... SO - given that I must take at least a Sentinel... what do you recommend?

At first I thought that Scout and/or Cult Ambush was a big deal for Sentinels but it seems like maybe not. Am I better off just taking the Armoured Sentinel?

If yes, how many and what weapons?

Please check out my photo blog: http://atticwars40k.blogspot.com/ 
   
Made in gb
Longtime Dakkanaut





Outer Space, Apparently

I'd take the Armoured Sentinel for sure. Either take a Lascannon, Missile Launcher or a Plasma Cannon, which the Armoured Version can mount, since I assume you need some anti armour. 1 would be fine, 2 would be better

G.A

This message was edited 1 time. Last update was at 2016/11/14 14:54:00


G.A - Should've called myself Ghost Ark

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Made in gb
Devastating Dark Reaper



England

I'm taking two separate Scout Sentinels. They won't be coming in until 2nd turn at the earliest so by then First Blood with have been decided. They're gonna have Heavy Flamers and hopefully come in and toast some infantry without fear of repercussions. And if they don't come in where I want, who cares? They were cheap.
   
Made in gb
Storm Trooper with Maglight





Nottingham UK

Again only really a benefit on a roll of 5 or 6.... Which is a 1/3 chance. By comparison you have a 2/3 chance of getting them where you want with a bog standard scout.

In the Neophyte Cavalcade I'd say either go with any of the Armoured Sentinel variants you like (used the web or 1d4chan for advice) if you simply have to choose the scout, the heavy flamer one is the only way to go.

This message was edited 1 time. Last update was at 2016/11/14 17:02:31


2000
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Astral Miliwhat? You're in the Guard son!  
   
Made in us
Auspicious Aspiring Champion of Chaos






You are aware the option 2 on the table is Outflank and 3-4 are variations on Infiltrate, right? The only possibly roll on Cult Ambush that would be worse than Scout is a "1".

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Made in gb
Devastating Dark Reaper



England

Not to mention that the rolls of 5 and 6 are far superior to generic outflank.

My opponent will know that I have lots of outflanking Heavy Flamers, so can keep from the edges (in theory). When the Sentinel appears 3" away and roasts a unit, there's nothing much they can do about it.
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

Heavy flamer sentinels have a 50% chance of appearing in range to toast something from cult ambush.
A little higher if you also consider rolling a 2 and maybe outflanking next to something.

Not bad, but not great either.

Usually if an ambushing unit rolls poorly, and there are no objectives I need to take, I just set it up in a safe spot at the back of the table and hop back into reserves next turn for another go.
Can't do that with these sentinels, as they lack Return to the Shadows.

If your whole army is ambushing, then you can hope the sentinels might get lost in the massive pile of units appearing 6" from the enemy lines (although being the only vehicles able to do this, they will stand out from the crowd of infantry around them).

For reliability, probably best to stick with armoured sentinels with long ranged guns at the back. Although personally I would rather dodge the issue by taking Brood Cycle over Neophyte Cavalcade.

This message was edited 1 time. Last update was at 2016/11/14 19:32:38


 
   
Made in gb
Storm Trooper with Maglight





Nottingham UK

 EnTyme wrote:
You are aware the option 2 on the table is Outflank and 3-4 are variations on Infiltrate, right? The only possibly roll on Cult Ambush that would be worse than Scout is a "1".


Ohhh done goofed big time. Even then unless you have a heavy flamer being within 9"-6" away from anything that is S4 or has access to S4 weaponry.... when you're only AV10/10/10 with 2 HP.... is pretty pointless. The benefit of a Scout Sentinel with Cult Ambush over a normal Scout Sentinel is fairly minimum when compared to the difference between a normal and outflanking Armoured Sentinel.

2000
1500

Astral Miliwhat? You're in the Guard son!  
   
Made in nl
Boosting Black Templar Biker






About weapons, a great tip I once got. Get some magnets. There are many out there, and they can be bought in bulk. Magnetize the weapons, and you can have a new choice every single battle if you like.
Also, The topof the sentinel is a choice between an open railing, or a compartment. With a bit of converting and/or magnetizing, you can switch between Scouts and Armoured variants just as well.
   
Made in gb
Devastating Dark Reaper



England

 Baldeagle91 wrote:
 EnTyme wrote:
You are aware the option 2 on the table is Outflank and 3-4 are variations on Infiltrate, right? The only possibly roll on Cult Ambush that would be worse than Scout is a "1".


Ohhh done goofed big time. Even then unless you have a heavy flamer being within 9"-6" away from anything that is S4 or has access to S4 weaponry.... when you're only AV10/10/10 with 2 HP.... is pretty pointless. The benefit of a Scout Sentinel with Cult Ambush over a normal Scout Sentinel is fairly minimum when compared to the difference between a normal and outflanking Armoured Sentinel.


I guess I'm just very okay with the fact that it's a 35 point heavy flamer that is likely gonna pop up somewhere useful and torch something. Who cares what happens next? If it dies, oh well. If it survives, then great it can torch something else until it dies! I'm always starting them in reserve to ensure they get to fire before they die, and so they don't give up first blood. Also, anything shooting/charging my 35 point Scout Sentinel is ignoring my far more potent threats nearby. Let them!
   
Made in us
Longtime Dakkanaut







I honestly would just keep the stock Multilaser on a Cult Ambush Sentinel. One can guard against Outflank by lining table edges, but the "better infiltrate" will let you get better firing angles/harass your opponent.
   
Made in us
Heroic Senior Officer





Western Kentucky

I've not had good luck with heavy flamers, any player with half a brain will see that coming from a mile away. Multilasers or Autocannons would make your sentinels way more flexible.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in ca
Sneaky Lictor



oromocto

I like armored sentenels for the extra 5 pts and go with heavy flamers all day. I use 2 units of 1.

With Cult ambush they can "start" the game ambushing then move to get optimal flameage. Also with an AV of 12 many units just can't hurt them in CC.
Also they work great as overwatch sponges for your killier units.

This message was edited 1 time. Last update was at 2016/11/17 16:01:23


 
   
Made in us
Longtime Dakkanaut







A) Armored Sentinels do NOT get Cult Ambush.
B) You cannot start the game with Cult Ambush if you do not have Infiltrate.
   
Made in ro
Longtime Dakkanaut



Moscow, Russia

Timeshadow wrote:
I like armored sentenels for the extra 5 pts and go with heavy flamers all day. I use 2 units of 1.

With Cult ambush they can "start" the game ambushing .


I don't think they can. They get Cult Ambush and Ouflank, but not Infiltrate. So they can only Cult Ambush starting on Turn 2.


Automatically Appended Next Post:
also, only Scouts

This message was edited 1 time. Last update was at 2016/11/18 13:05:14


 
   
 
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