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Made in ca
Regular Dakkanaut





Yeah I played Cadian. Was kind of crappy for an entire army to be it. I miss the mobility of elysians.

Going to run a Tallaran spear head. Super heavy aux. Deep striking in 2 demo tanks with heavy bolters with a tank commander and the shadowsword!

And then a Cadian firebase. (Manticore, 2 wevyrns), conscripts.

Hopefully fixes the mobility issue. I wish I could incorporate the tauros. But on the up side Sentinel powerlifters and Cyclops have the <regiment> keyword so they are good to go!
   
Made in us
Regular Dakkanaut




I'm looking at running an outrider detachment so I can Ambush 2 x 2 Hellhound varients. This leaves space for one more unit.

I want to bring a deathstrike....

I've only heard negatives about how it wont get to fire the deathstrike missiles until turn 4 and will be destroyed long before that but this is negated by bringing it from reserve in turn 4 using ambush.

My worries are

1) By turn 4 its unlikely the enemy will be densely packed enough for the missile to have an effect

2) If the enemy is cc focused then all enemy may right on top of my troops putting them at risk of friendly fire.

Honestly the second one seems hilarious to me (I used play orks) and I like the fluff but I haven't heard of anybody managing to get a deathstrike off.

This message was edited 1 time. Last update was at 2017/10/16 17:48:02


 
   
Made in us
Dakka Veteran




 rhinoceraids wrote:
Yeah I played Cadian. Was kind of crappy for an entire army to be it. I miss the mobility of elysians.

Going to run a Tallaran spear head. Super heavy aux. Deep striking in 2 demo tanks with heavy bolters with a tank commander and the shadowsword!

And then a Cadian firebase. (Manticore, 2 wevyrns), conscripts.

Hopefully fixes the mobility issue. I wish I could incorporate the tauros. But on the up side Sentinel powerlifters and Cyclops have the <regiment> keyword so they are good to go!


How wide is a shadowsword? It may be too large to outflank with.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

RogueApiary wrote:
How wide is a shadowsword? It may be too large to outflank with.


Almost exactly 7" with sponsons. It is really close but I measure it as just under 7", so possible.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Can hot-shot volley guns benefit from the Scion regiment detachment bonus?

If not, why not? Just checking out options...

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Razerous wrote:
Can hot-shot volley guns benefit from the Scion regiment detachment bonus?

If not, why not? Just checking out options...


All guns can, even things like grenades I think.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in gb
Towering Hierophant Bio-Titan



UK

 Trickstick wrote:
Razerous wrote:
Can hot-shot volley guns benefit from the Scion regiment detachment bonus?

If not, why not? Just checking out options...


All guns can, even things like grenades I think.
Fair. Specifically, heavy weapons like volley guns on Scions that deep-strike. I assume this is a no-go, due to the -1 to-hit.. Or is this any natural roll of a 6?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Anyone have any idea when Forgeworld will FAQ the Elysians, Death Korps, and Renegades&Heretics lists to account for Doctrines and Plasma Gun Cost?

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
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Made in gb
Killer Klaivex




The dark behind the eyes.

With the new rules, does anyone use Chimeras?

If so, how do you outfit them and what do you use them to transport?

Also, when you use them, do you have most of your infantry in transports, or do you just use them for a few key squads?


I ask because I have 5 of the things, but I don't really know what to do with them in 8th.

 blood reaper wrote:
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 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


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"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


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 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Lord of the Fleet






Halifornia, Nova Scotia

I want to like the chimera because it looks so much better than the god awful Taurox, but the weapon loadout and cost of the Taurox is much more attractive.

Waiting on the right Taurox alternative model from somewhere.

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Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Razerous wrote:Fair. Specifically, heavy weapons like volley guns on Scions that deep-strike. I assume this is a no-go, due to the -1 to-hit.. Or is this any natural roll of a 6?


I think it is modified rolls. I never really like volleyguns specifically because of the heavy type.

ph34r wrote:Anyone have any idea when Forgeworld will FAQ the Elysians, Death Korps, and Renegades&Heretics lists to account for Doctrines and Plasma Gun Cost?


Judging by FWs previous form, it could be ages. The ABG list was never updated with all of the 6th Edition Guard changes, which annoyed me somewhat, Still, I often took those beast-hunter tanks even at the higher points cost.

vipoid wrote:With the new rules, does anyone use Chimeras?

If so, how do you outfit them and what do you use them to transport?

Also, when you use them, do you have most of your infantry in transports, or do you just use them for a few key squads?


I ask because I have 5 of the things, but I don't really know what to do with them in 8th.


Chimeras are expensive, so I would only take them if you are really going to use them to the fullest. You want to move up and dismount some short range firepower. As for weapons, dual flamers are a great combo if you want to get close, as all other guns get -1 to hit whilst moving. If you are Tallarn I can see some merit to taking cheaper ML/HB combos though.


Automatically Appended Next Post:
 Blacksails wrote:
Waiting on the right Taurox alternative model from somewhere.


Spoiler:

This message was edited 1 time. Last update was at 2017/10/16 20:00:23


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Lord of the Fleet






Halifornia, Nova Scotia

 Trickstick wrote:

 Blacksails wrote:
Waiting on the right Taurox alternative model from somewhere.


Spoiler:


I'm about as a big a fan of Vic's stuff as anyone, but I still don't think it solves the fundamentally ungainly nature of the model. Its so top heavy and doesn't have the length to match its width. If it was longer and lower with two wheels at the back, it'd be okay. There's a conversion someone has done just like that which looks decent.

I'm just banking on Vic or Mad Robot doing a WWII inspired halftrack in the scale of 40k, to go with my future Matilda tanks

Mordian Iron Guard - Major Overhaul in Progress

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Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Kid_Kyoto






Probably work

I dunno, maybe if the wheels were smaller it might work better. Might just look equally as silly.

I have two, but I don't like them.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Lord of the Fleet






Halifornia, Nova Scotia

See this



Looks halfway decent. The front fender could use some help conforming to the smaller wheels than the derpy tracks, but I think that conversion fixes a lot of what's wrong with the base model.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

I quite like the riding height tbh, as I imagine it more like an MRAP, where the large ground clearance helps against mines. I just haven't liked any of the half track or six-wheeled conversions I have seen, as they all make the Taurox look too heavy. The things are tiny and are hard to pull off the increased wheel/track size on the model.


Automatically Appended Next Post:
I mean, that is pretty good. Definitely one of the best I have seen. It helps that it looks like it could hold ten people.

This message was edited 1 time. Last update was at 2017/10/16 20:27:51


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Storm Trooper with Maglight





CO

 Blacksails wrote:
I want to like the chimera because it looks so much better than the god awful Taurox, but the weapon loadout and cost of the Taurox is much more attractive.

Waiting on the right Taurox alternative model from somewhere.


I've used 2 Chimeras in my 2k lists recently. I gotta admit, they were useful! Playing maelstrom increases their usefulness. I definitely think tallarn is the best unless you kit it with double flamers then Catachan is best. I converted mine like 10 years ago to have predator turrets with autocannons, so I'm kind of stuck with that, but I at least magnetized the hull weapons. Heavy flamers are money.

They come in handy to deny easy kill points. In my most recent game I fell back a missile launcher team and plasma gunner who survived melee, jumped them into my Chimera, then the Chimera peaced out 12" towards an OBJ, totally outpacing my opponent. And a unit that otherwise would not have been able to fire suddenly added a dozen lasgun shots, haha. Now, move move move could have helped cover the same ground but then those 3Ws would have been easy targets out in the open.

I have 2 Taurox with off road tires which I like because they remind me of MRAPS, specifically the Maxxpro. But I have a lot of nostalgia for my Chimeras. The turret swap just makes them look like an IFV.

Bottom line, our army is potent enough that you can spare points on a transport or 2 and find them to be useful. And tauroxes vs Chimeras come out to personal preference. I like the lasgun arrays, heavy flamers, and the ability to carry 12 models. But the Taurox is definitely a steal.

5k Imperial Guard
2k Ad Mech 
   
Made in ch
Legendary Dogfighter





RNAS Rockall

CaptainO wrote:
I'm looking at running an outrider detachment so I can Ambush 2 x 2 Hellhound varients. This leaves space for one more unit.

I want to bring a deathstrike....

I've only heard negatives about how it wont get to fire the deathstrike missiles until turn 4 and will be destroyed long before that but this is negated by bringing it from reserve in turn 4 using ambush.

My worries are

1) By turn 4 its unlikely the enemy will be densely packed enough for the missile to have an effect

2) If the enemy is cc focused then all enemy may right on top of my troops putting them at risk of friendly fire.

Honestly the second one seems hilarious to me (I used play orks) and I like the fluff but I haven't heard of anybody managing to get a deathstrike off.



1. You have to bring it in turn 3 or lose it; it's still 'in reserve' unless you're playing a 'counts as destroyed isn't actually destroyed' game.
2. If the enemy is CC focused and they're in combat, in most cases you'll be happier firing the death strike anyway. There's actually value in forcing the issue by sacrificing a unit to maximise your AOE benefits.

Personally I stick mine behind a pair of bastions in the corner, and let the Big Red Tank (Shadow sword) provide the distraction grief until the missile is good and ready.


Automatically Appended Next Post:
 vipoid wrote:
With the new rules, does anyone use Chimeras?

If so, how do you outfit them and what do you use them to transport?

Also, when you use them, do you have most of your infantry in transports, or do you just use them for a few key squads?


I ask because I have 5 of the things, but I don't really know what to do with them in 8th.


Double HBolters here; but then i'm a static gunline player, and double hbolters are deliciously efficient against the majority of problems I face. Sadly most of them were multi-laser chimeras before 8th and I haven't gotten round to ripping them apart yet :|

The Multi-Laser really got the bad bit of the stick in the codex; to my knowledge there is absolutely no situation when it's a better choice than a HBolter for the price bump :|

This message was edited 4 times. Last update was at 2017/10/16 21:20:15


Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in gb
Willing Inquisitorial Excruciator






Question about the missing Rough Riders from the codex. With the rules about doctrines etc only effecting specific <Regiment> units and such, would bringing RR forward from the index work (like how they said to with the dropped Chaos stuff) ? Would they just not be able to benefit from any stratagems etc or would it remove your other bonus's and clash?

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Made in gb
Junior Officer with Laspistol




Manchester, UK

Rough riders have the <regiment> keyword, so you can bring them along fine and have Tallarn or whatever. The problem is that they are cavalry, not infantry or vehicles, so they don't get any benefit from the doctrines. Still, you can use unique stratagems like Ambush at least.

This message was edited 2 times. Last update was at 2017/10/16 21:34:02


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

Thoughts on Sentinels
One of the hotter topics surrounding the IG today is the use of the humble Sentinel, in both forms and with its wide array of weapon options. This essay is meant to discuss some of the basics and a few finer points of using this complicated little unit. Too many players fall into the trap of either seeing them as little more than a brigade tax, or on the other extreme, as raw damage dealers. As we’ll discuss, these offer a lot of options and abilities, but also have some drawbacks and limitations. Essentially, the various sentinels can do the following, in rough order of usefulness:
1) Fill out a brigade cheaply
2) Block deepstrikers with scout move (Scout only)
3) Act as a fairly quickly, fairly durable objective grabber
4) Serve as a heavy flamer vector
5) Assault shooty units
6) Serve as a heavy weapon platform

First off, as a brigade filler the sentinel is unmatched. Three multilaser scout sentinels run less than 150pts, and while they will accomplish little with their shooting, they can perform admirably grabbing objectives, blocking deep strikers, or tying up static shooters. If you want a brigade, do not need any firepower from the fast attack slot, look hard here. It is tempting to try to “kit out” sentinels, spending what seems like a little more to get more fire power, but only do so when appropriate for your army build and regiment. On the other hand, the most a sentinel can possibly cost is under 70pts, so if you have a weakness for a specific build, it is not a major investment. Still, unless you play to the sentinels strengths, extra points might not have the returns you wanted.

Second, scout sentinels can move pre-game, which can block deepstrikers, or provide a head start to objectives. This is a powerful ability, and IG do not have any other units which can do this. It is the main reason to take Scouts (the cost difference is piddling), and one I highly recommend. Make sure to maximize the use of each sentinels radius, as you can move them the full 9” out, and not leave a gap where the enemy can land. Ideally, sentinels should be nine inches out from your flanks, and nine inches up from the board edge, with the third one 18” from either other sentinel to provide a massive “no go” zone. Obviously, if your opponent does not have deepstrikers, consider using otherwise. Finally, don’t forget that if you are playing a mobile army, you may want to have the sentinels stay behind to prevent deployment behind you!

Third, sentinels can grab and hold objectives. This is where one of their advantages comes into play: their relatively high durability for the price. Six wounds, with T5 and a 4+ for Scouts, and T6 and 3+ for armored, give the sentinel a lot more durability than you expect from a 45-65 point unit. With either a scout head start, or by advancing, sentinels can often contest maelstrom objectives starting turn one. However… if they are the only armor in your army, you can’t expect them to last too long. Selecting whether to upgrade to armor, to me, depends on how much you like the pregame move (I like it a lot), but also on how much other heavy armor you have. In a list with three LRBTs, basilisks, and a hellhound, two armored sentinels are yet more higher toughness, 3+ units that require heavy weapons to deal with. Skew can be your friend, and every time your opponent shoots a lascannon or hellblaster at a sentinel, it is not shooting your Leman Russ. Presenting your enemy with hard choices is a good thing, so taking some armored sentinels, even if not superficially that strong, can really help, as there are too many hard targets for anti-tank shooting. I should note here that if you are running Steel Legion, Armored Sentinels become even tougher, ignoring the AP from a lot of common weapons, such krak grenades, bolt rifles, and autocannons. One note: don’t expect a single sentinel to really hold an objective against enemy pressure. Support it when needed, but sometimes being able to send a single sentinel against an objective forces your opponent to deal with it, instead of your main body.

Fourth, the sentinel has a decent movement, and can take a heavy flamer. This is pretty self evident, but heavy flamers are actually pretty good. Autohits ignore the movement penalty, 8” range gives these good threat radii, and AP1 is useful. If you are running catachans, there is really no reason not to run some heavy flamer sentinels, as the reroll is amazing. Just be careful of going overboard. For essentially the price of two heavy flamer scouts, you can get a hellhound with inferno cannon, which is far punchier, and substantially more durable. Catachans get the most use out of the heavy flamer, but even for other regiments it’s a solid compromise between cost and damage dealing. One exotic build is the armored sentinel with heavy flamer, which has a lot of the same benefits, but the lack of pregame movement to set up a killer turn one shot really hurts it. Still, if you like the additional durability and don’t see a lot of deepstrikers, it’s not a bad buy. As always, be aware of the point for point efficiency of the hellhound.

Fifth, the sentinel can sneak around and assault static shooters. This requires some finesse, but nothing bums out devestators more than getting assaulted turn one or two. Yes, your sentinel will die, but if you can stop a unit of dark reapers from shooting for a turn or two, that’s enough. It doesn’t come up a lot, but keep this trick in mind.

Finally, the sentinel, if nothing else, is a source of heavy weapons, for the same cost as a basic infantry squad. Assuming you have enough armor that the enemy isn’t keen on wasting lascannons on your sentinels, you can shoot with plasma or your own lascannons for the same price as an infantry squad. I’m not wild about this use, both because you also have troop taxes to pay, and also becausre there are some really good ways to include most heavy weapons aside from the sentinel. For example, the autocannon, while not a great weapon, has a clear niche (high invulnerable save multi-wound models and models with exactly two wounds… Storm Shield terminators are their best possible matchup). In the end, a weapon that loves shooting at bikes, primaris, and terminators can find a place. However, you have to look at the Taurox, which is only five points more than an armored sentinel, but has more wounds, is faster, and can take two autocannons. The missile launcher is a generalist weapon, and I don’t think much of that in the IG, who can easily field dozens of heavy weapons. However, you can take the plasma cannon or lascannon, the former of which is not available in infantry squads. However, you should be very careful about overcharging plasma on a sentinel, as it will be slain on a one. Harker or the Cadian help a lot here, obviously. My concern is generally that a plasma cannon sentinel costs more than half of a basilisk, for fewer shots, lower strength, and less range. You can also bolt plasma cannons in pairs unto Leman Russes. Still, a trio of Plasma sentinels under the cadian doctrine are only 165 points, fill the fast attack slot, and will do some work. Finally, if playing Tallarn, feel free to run lascannon sentinels. Move and shoot lascannons is always great! If you do this, look hard at the hunter killer missile, because that adds some punch for not that much.

I would be remiss if I didn’t point out Go Recon!, a stratagem that allows a sentinel to move an additional 2d6” instead of shooting. This will come up seldom, but when it does, you will score linebreaker or an objective, and feel really clever.

However, there are some issues. Sentinels are bad at combat. Like, really bad. On average, they’ll do as much damage as a taurox or chimera, which is woeful. The weapon doesn’t help much. They also can explode, even if they don’t degrade. Since they will die, be mindful of their blast radius. Also, as noted above, for nearly any offensive role, another unit can perform that role more efficiently, if not always more cheaply. I’m not 100% certain I would take sentinels if I were not running a brigade detachment, as there are just better units up and down the codex. Even in fast attack, three hellhounds are not exactly expensive, and provide some interesting options (but that’s another, albeit shorter, essay).
Overall, I think sentinels went from necessary evil in the Index to solid support units in the codex, thanks only to the addition of the doctrines. I think that there are some solid options, with Catachan heavy flamer scouts my favorite, but Tallarn or cadian Lascannon Armored sentinels are pretty decent. You still get a lot of utility out of three stock scouts, with all the movement and assault shenanigans available. Between these, astropaths, mortar squads, scions, and primaris psykers, building a cheap brigade is both possible and solid for the humble IG.

This message was edited 1 time. Last update was at 2017/10/16 21:50:44


 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Interesting read Polonius. One thing I have been thinking about is using scout sentinels in squadrons to reduce the chances of giving away first blood. They are one of the only vehicles which doesn't separate when you deploy them, so you can get a 12 or 18 wound unit that would be much harder to kill. I was mainly thinking about this because I was taking 2 hellhounds and thought 4 sentinels worked pretty well.

This message was edited 1 time. Last update was at 2017/10/16 22:11:17


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

I've got another question for you guys. I tend to play infantry-heavy armies, with a few sentinels (to make up a Brigade) and, at most, 2 Leman Russ.

My question is, aside from Cadian, what doctrine do you think would be best for this sort of army?

 Polonius wrote:
Thoughts on Sentinels
Spoiler:
One of the hotter topics surrounding the IG today is the use of the humble Sentinel, in both forms and with its wide array of weapon options. This essay is meant to discuss some of the basics and a few finer points of using this complicated little unit. Too many players fall into the trap of either seeing them as little more than a brigade tax, or on the other extreme, as raw damage dealers. As we’ll discuss, these offer a lot of options and abilities, but also have some drawbacks and limitations. Essentially, the various sentinels can do the following, in rough order of usefulness:
1) Fill out a brigade cheaply
2) Block deepstrikers with scout move (Scout only)
3) Act as a fairly quickly, fairly durable objective grabber
4) Serve as a heavy flamer vector
5) Assault shooty units
6) Serve as a heavy weapon platform

First off, as a brigade filler the sentinel is unmatched. Three multilaser scout sentinels run less than 150pts, and while they will accomplish little with their shooting, they can perform admirably grabbing objectives, blocking deep strikers, or tying up static shooters. If you want a brigade, do not need any firepower from the fast attack slot, look hard here. It is tempting to try to “kit out” sentinels, spending what seems like a little more to get more fire power, but only do so when appropriate for your army build and regiment. On the other hand, the most a sentinel can possibly cost is under 70pts, so if you have a weakness for a specific build, it is not a major investment. Still, unless you play to the sentinels strengths, extra points might not have the returns you wanted.

Second, scout sentinels can move pre-game, which can block deepstrikers, or provide a head start to objectives. This is a powerful ability, and IG do not have any other units which can do this. It is the main reason to take Scouts (the cost difference is piddling), and one I highly recommend. Make sure to maximize the use of each sentinels radius, as you can move them the full 9” out, and not leave a gap where the enemy can land. Ideally, sentinels should be nine inches out from your flanks, and nine inches up from the board edge, with the third one 18” from either other sentinel to provide a massive “no go” zone. Obviously, if your opponent does not have deepstrikers, consider using otherwise. Finally, don’t forget that if you are playing a mobile army, you may want to have the sentinels stay behind to prevent deployment behind you!

Third, sentinels can grab and hold objectives. This is where one of their advantages comes into play: their relatively high durability for the price. Six wounds, with T5 and a 4+ for Scouts, and T6 and 3+ for armored, give the sentinel a lot more durability than you expect from a 45-65 point unit. With either a scout head start, or by advancing, sentinels can often contest maelstrom objectives starting turn one. However… if they are the only armor in your army, you can’t expect them to last too long. Selecting whether to upgrade to armor, to me, depends on how much you like the pregame move (I like it a lot), but also on how much other heavy armor you have. In a list with three LRBTs, basilisks, and a hellhound, two armored sentinels are yet more higher toughness, 3+ units that require heavy weapons to deal with. Skew can be your friend, and every time your opponent shoots a lascannon or hellblaster at a sentinel, it is not shooting your Leman Russ. Presenting your enemy with hard choices is a good thing, so taking some armored sentinels, even if not superficially that strong, can really help, as there are too many hard targets for anti-tank shooting. I should note here that if you are running Steel Legion, Armored Sentinels become even tougher, ignoring the AP from a lot of common weapons, such krak grenades, bolt rifles, and autocannons. One note: don’t expect a single sentinel to really hold an objective against enemy pressure. Support it when needed, but sometimes being able to send a single sentinel against an objective forces your opponent to deal with it, instead of your main body.

Fourth, the sentinel has a decent movement, and can take a heavy flamer. This is pretty self evident, but heavy flamers are actually pretty good. Autohits ignore the movement penalty, 8” range gives these good threat radii, and AP1 is useful. If you are running catachans, there is really no reason not to run some heavy flamer sentinels, as the reroll is amazing. Just be careful of going overboard. For essentially the price of two heavy flamer scouts, you can get a hellhound with inferno cannon, which is far punchier, and substantially more durable. Catachans get the most use out of the heavy flamer, but even for other regiments it’s a solid compromise between cost and damage dealing. One exotic build is the armored sentinel with heavy flamer, which has a lot of the same benefits, but the lack of pregame movement to set up a killer turn one shot really hurts it. Still, if you like the additional durability and don’t see a lot of deepstrikers, it’s not a bad buy. As always, be aware of the point for point efficiency of the hellhound.

Fifth, the sentinel can sneak around and assault static shooters. This requires some finesse, but nothing bums out devestators more than getting assaulted turn one or two. Yes, your sentinel will die, but if you can stop a unit of dark reapers from shooting for a turn or two, that’s enough. It doesn’t come up a lot, but keep this trick in mind.

Finally, the sentinel, if nothing else, is a source of heavy weapons, for the same cost as a basic infantry squad. Assuming you have enough armor that the enemy isn’t keen on wasting lascannons on your sentinels, you can shoot with plasma or your own lascannons for the same price as an infantry squad. I’m not wild about this use, both because you also have troop taxes to pay, and also becausre there are some really good ways to include most heavy weapons aside from the sentinel. For example, the autocannon, while not a great weapon, has a clear niche (high invulnerable save multi-wound models and models with exactly two wounds… Storm Shield terminators are their best possible matchup). In the end, a weapon that loves shooting at bikes, primaris, and terminators can find a place. However, you have to look at the Taurox, which is only five points more than an armored sentinel, but has more wounds, is faster, and can take two autocannons. The missile launcher is a generalist weapon, and I don’t think much of that in the IG, who can easily field dozens of heavy weapons. However, you can take the plasma cannon or lascannon, the former of which is not available in infantry squads. However, you should be very careful about overcharging plasma on a sentinel, as it will be slain on a one. Harker or the Cadian help a lot here, obviously. My concern is generally that a plasma cannon sentinel costs more than half of a basilisk, for fewer shots, lower strength, and less range. You can also bolt plasma cannons in pairs unto Leman Russes. Still, a trio of Plasma sentinels under the cadian doctrine are only 165 points, fill the fast attack slot, and will do some work. Finally, if playing Tallarn, feel free to run lascannon sentinels. Move and shoot lascannons is always great! If you do this, look hard at the hunter killer missile, because that adds some punch for not that much.

I would be remiss if I didn’t point out Go Recon!, a stratagem that allows a sentinel to move an additional 2d6” instead of shooting. This will come up seldom, but when it does, you will score linebreaker or an objective, and feel really clever.

However, there are some issues. Sentinels are bad at combat. Like, really bad. On average, they’ll do as much damage as a taurox or chimera, which is woeful. The weapon doesn’t help much. They also can explode, even if they don’t degrade. Since they will die, be mindful of their blast radius. Also, as noted above, for nearly any offensive role, another unit can perform that role more efficiently, if not always more cheaply. I’m not 100% certain I would take sentinels if I were not running a brigade detachment, as there are just better units up and down the codex. Even in fast attack, three hellhounds are not exactly expensive, and provide some interesting options (but that’s another, albeit shorter, essay).
Overall, I think sentinels went from necessary evil in the Index to solid support units in the codex, thanks only to the addition of the doctrines. I think that there are some solid options, with Catachan heavy flamer scouts my favorite, but Tallarn or cadian Lascannon Armored sentinels are pretty decent. You still get a lot of utility out of three stock scouts, with all the movement and assault shenanigans available. Between these, astropaths, mortar squads, scions, and primaris psykers, building a cheap brigade is both possible and solid for the humble IG.



That was a fantastic read and very insightful. Great work.

Are you planning to do writeups like this for any other units?

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 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

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 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
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 vipoid wrote:
That was a fantastic read and very insightful. Great work.

Are you planning to do writeups like this for any other units?


Well Polonius wrote this great article, so we may get the whole thing again this time.

As for which regiment to use, it really depends on playstyle. Vostroyan looks really nice, the increased range and +1 to hit stratagem are both good. Mordian could be fun if you want to gunline, Tallarn if you want mobile infantry. In fact, they all seem pretty good except Armageddon, as they are suited to mechanised forces. What sort of weapons were you thinking of fielding? Lots of flamers would suit catachan, for instance.

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If I want to take 2-3 Assassins, do I need to take an inquisitor and a Vanguard detachment or can I take them as a part of my regular IG/AM detachment (i.e. AM Catachans)?

 H.B.M.C. wrote:
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"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
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Razerous wrote:
If I want to take 2-3 Assassins, do I need to take an inquisitor and a Vanguard detachment or can I take them as a part of my regular IG/AM detachment (i.e. AM Catachans)?


Assassins would make you lose your regimental doctrine. So whilst you can include them, it is not recommended.

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Razerous wrote:
If I want to take 2-3 Assassins, do I need to take an inquisitor and a Vanguard detachment or can I take them as a part of my regular IG/AM detachment (i.e. AM Catachans)?


The Assassins will break doctrines of theyre tossed into an AM detachment.

I currently run an Imperium Vanguard detachment with Celestine, 1-2 assassins, and a ministorum priest to buff the bullgryn in my main detachment. It's been pretty nasty so far.
   
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Anyone else really annoyed that Tempestus cant fill out a Brigade Detachment? I had really been hoping that GW would flesh out MT with a couple new units (was really hoping for a sniper team personally) or at least allow them to take a couple other IG units with the MT keyword.

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chaos0xomega wrote:
Anyone else really annoyed that Tempestus cant fill out a Brigade Detachment? I had really been hoping that GW would flesh out MT with a couple new units (was really hoping for a sniper team personally) or at least allow them to take a couple other IG units with the MT keyword.
Why can't you field a Tempestus Punisher, isn't that allowed?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
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Razerous wrote:
chaos0xomega wrote:
Anyone else really annoyed that Tempestus cant fill out a Brigade Detachment? I had really been hoping that GW would flesh out MT with a couple new units (was really hoping for a sniper team personally) or at least allow them to take a couple other IG units with the MT keyword.
Why can't you field a Tempestus Punisher, isn't that allowed?
I believe you cannot replace <REGIMENT> with <MILITARUM TEMPESTUS> ever.

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Well Militarum Tempestus never really deploys at brigade strength I guess. Fielding 3 battalions is easy enough though. 9 troops is a lot but you probably want to be taking loads of troops anyway, as they are the strength of the army.

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