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				<title>Sentinels of Terra vs Astra Militarum, 1850pts, ATC rules</title>
				<description><![CDATA[ This was a semi-competitive game as my buddy is practicing for the <span class="glossaryitem" onmouseover='gp(738);'>ATC</span> tournament coming up this summer.  This was my first time trying the Sentinels supplement and his second time playing the new <span class="glossaryitem" onmouseover='gp(682);'>AM</span> codex.<br /> <br /> My list:<br /> <br /> <font color='yellow'>HEADQUARTERS:</font><br /> Librarian, <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2, <span class="glossaryitem" onmouseover='gp(332);'>TDA</span>, force-axe, <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, teleporter homer, Bones of Ozrack<br /> <font color='yellow'>ELITES:</font><br /> Ironclad Dread, <span class="glossaryitem" onmouseover='gp(500);'>CF</span>, <span class="glossaryitem" onmouseover='gp(336);'>HF</span>, <span class="glossaryitem" onmouseover='gp(563);'>MG</span>, grenades, pod, beacon<br /> 5x Termies, <span class="glossaryitem" onmouseover='gp(417);'>CML</span>, 1x <span class="glossaryitem" onmouseover='gp(500);'>CF</span><br /> <font color='yellow'>TROOPS:</font><br /> 10x Tacticals, vet srgt, combi-melta, <span class="glossaryitem" onmouseover='gp(563);'>MG</span>, <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, pod<br /> 10x Tacticals, vet srgt, combi-melta, <span class="glossaryitem" onmouseover='gp(563);'>MG</span>, <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, pod<br /> 5x Tacticals, vet srgt, combi-melta, <span class="glossaryitem" onmouseover='gp(563);'>MG</span>, pod<br /> <font color='yellow'>HEAVIES:</font><br /> 3x Centurions, <span class="glossaryitem" onmouseover='gp(756);'>TLLCs</span>, <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>, omniscope<br /> 5x <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>, 2xLCs, 2x <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> with Flakks, pod<br /> <span class="glossaryitem" onmouseover='gp(420);'>TFC</span><br /> <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>/quad-gun<br /> <br /> I tried to keep the list fairly <span class="glossaryitem" onmouseover='gp(167);'>TAC</span>, the general idea behind the list is to use the pods to bring those bolters within 12" right away (which makes them <span class="glossaryitem" onmouseover='gp(126);'>TL</span>), I normally bring more <span class="glossaryitem" onmouseover='gp(329);'>PGs</span> to my tacticals but, a) I knew my friend was playing <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and was bound to have some high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> vehicles, b) from a <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> standpoint I think that the new <span class="glossaryitem" onmouseover='gp(682);'>AM</span> codex brings melta back to the forefront, c) I roll ones like nobody's business  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> .  A fair amount of points were invested in the Librarian, hoping to get Invisibilty or Puppet Master and still have an extra warp-charge to spare for the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> phase (Bones of Ozrack), not an overall beast but I thought he could be a nice buffer.  The termies, while not a super-competitive unit, get the special bolter-drill buff, and I like the models <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  The tried-and-tested units are my heavies, all of which rock, (tank-hunting <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and cents are sweet  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ).<br /> <br /> His list (to the best of my knowledge):<br /> <br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with commander with the relic that makes squads within 6" to choose to pass or fail Morale checks, astropath (Psychic Shriek), master of the fleet, master of ordnance, couple of meatshields in a chimera<br /> Pask in a triple-plasma <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and a battle-cannon <span class="glossaryitem" onmouseover='gp(87);'>LR</span><br /> <br /> Scions command squad with quad <span class="glossaryitem" onmouseover='gp(563);'>MG</span> (5 dudes)<br /> Scions (as an elite choice) with more <span class="glossaryitem" onmouseover='gp(563);'>MGs</span> (5 dudes)<br /> <br /> Platoon command squad manning a <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>-quad-gun, 1x <span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> a fifty-man platoon split in 2, 3 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> in one group (joined by a priest and a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 psyker), 2 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> in the other (joined by another <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 psyker)<br /> 2 big blobs of conscripts, both joined by a priest<br /> <br /> a squadron of 2 Wyverns<br /> <br /> <font color='red'>THE SCENARIO</font> (based on <span class="glossaryitem" onmouseover='gp(738);'>ATC</span> setup):<br /> <br /> DEPLOYMENT: Hammer & Anvil (short edges deployment), NO NIGHT FIGHT<br /> PRIMARIES:<br /> 1) Kill points, Big Guns Never Tire in effect, so heavies are scoring and give and extra point for unit killed<br /> 2) 2 Crusader objectives per player, placed 12" away from other objectives<br /> 3) Castle objectives, 1 per player, placed in deployment zone<br /> SECONDARIES:<br /> 1) Slay The Warlord<br /> 2) First Blood<br /> 3) Linebreaker<br /> <br /> We've set-up the terrain with some nice large ruin pieces; we created a "street" going from 1 corner to the opposite far corner in a diagonal with the ruins laid out on each side of the "street".<br /> We placed the objectives next (per <span class="glossaryitem" onmouseover='gp(738);'>ATC</span> rules), we essentially both have our Crusade objectives in a ruin in the deployment zones (pretty much in each board corners) with the Castle objective placed in between the two Crusade objectives pretty much in the middle of the deployment zones.<br /> We then roll for sides (I won) and picked the side with a 4-level ruin with a Crusade objective in it, I then placed my <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> in a box shape around the other Crusade objective which was in the open; the Castle objective in that deployment area is in the open slightly further back from the 4-level ruin.<br /> He places his <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> in a long line that extends from the center of his deployment zone where his Castle objective is all the way to the long edge of the board.<br /> We roll for Warlord traits and Psyker powers next, critical moment for me as I'm looking forward to some Puppet-Master action or some Invisible Termies, powers:<br /> ROLL #1:  1... womp-womp-womp... Dominate, meh, but fear not! I take Psychic Shriek, and figure better luck next roll.<br /> ROLL #2:  1 again!  Yay! Dominate it is... My bubble of hope for this list starts to deflate but I'm thinking I might luck out and get a decent Warlord Trait like the <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> one or Orbital Bombardment (since my libby is in <span class="glossaryitem" onmouseover='gp(332);'>TDA</span>):  5!  -1 to the damage chart for a building that my libby occupies, awesome! Oh, but wait, I don't have any buildings...  F**K.  At that point I'm staring at a serious uphill battle...<br /> His Psykers get both Prescience and Foreboding (I think, the one that gives full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for overwatch).  Great...  His Warlord gets the trait that extends his orders range to 18".<br /> At this point we roll for who deploys first (and starts first), and of course, he wins...  Uber no bueno...<br /> <br /> <font color='red'>DEPLOYMENT:</font><br /> <br /> Remember that we're deploying on short edges and there's no night-fight.  He deploys his <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> in the chimera pretty much centrally and behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>. The <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> mans the quad-gun. One half of the regular platoon with the 3 <span class="glossaryitem" onmouseover='gp(5);'>ACS</span>, priest and psyker setup in a big ruin and stretches out far enough to bubble-wrap Pask's squadron while the other half with the psyker deploys in another ruin.  Pask and the other <span class="glossaryitem" onmouseover='gp(87);'>LR</span> deploy behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> but closer to one of the long board edge and directly in front of my <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> box.  The Wyverns deploy behind one of his big ruins that have no windows on the bottom floor.  1 Conscript squad (with Priest) deploys in a very long stretched line as far forward as possible (and in the open) while the other one is spread out in his backfield to block my pods.<br /> <br /> My turn.  My 2 immediate worries: his Orbital bombardment (which I wrongly assumed was the same as the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> one) which I thought could insta-gibb my Centurions, and Pask's plasma-blaster-of-doom.  So consequently, I abandon the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> altogether, I normally would have the Centurions in there (tank-hunting quad-gun is great) but no point losing them all to the combined strength of 5 plasma-blast and an orbital bombardment so I deploy my Centurions in the bottom level of the 4-level ruin which has been bolstered (with their heads covered), the <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> and one of the devastators is on the floor above them and the last 4 devastators on the floor above (all of them have their heads covered and will avoid the OB).  I figure that the devastators' pod is technically scoring and I can drop it on top of the Crusade objective in the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> towards the end of the game.<br /> Done.  On a side note, I'm grateful to have <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> as it took me about 5 mins to deploy, as opposed to my buddy's 30 mins... (to his credit, he hadn't put the squads together yet).<br /> <br /> <font color='blue'>TIME <span class="glossaryitem" onmouseover='gp(421);'>TO</span> SEIZE!</font>   If there ever was a time to roll that six, it's now, I'm out of range of Pasks guns but there still is a crap-ton of shots lining up on my heavies.  I give a little prayer to Dorn for some help for his devoted sons and here goes ------------------     <img src="/s/i/a/952e23cd79da52378121f005b5465fb7.gif" border="0">     Bam!<br /> I breathe a small sigh of relief for this small mercy.<br /> <br /> <font color='orange'><span style="font-size: 18px; line-height: normal;">TURN 1</span></font><br /> <br /> I select my Ironclad first for poddage.  My friend left an opening big enough in front of his <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> and <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> who are behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> and behind the big line of conscripts.  Ironclad scatters minimally and is placed so as to face the chimera and uses the pod as cover from Pask.  Next comes the 5-man tactical, joined by my Libby.  The pod next to the Ironclad, again, minimal scatter, <span class="glossaryitem" onmouseover='gp(563);'>MGs</span> are lining up on the Chimera.  Next is a 10-man tactical squad.  I decided to combat-squad both tacticals, it will hurt for <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> but I decide that splitting the <span class="glossaryitem" onmouseover='gp(563);'>MGs</span> from the <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> is more important.  10-man squads pods in next to the half-platoon squad with the psyker (no priest).  He does intercept with the quad-gun and kills 2 marines out of the 5-man squad, the <span class="glossaryitem" onmouseover='gp(563);'>MGs</span> are intact though.<br /> <br /> In the shooting phase: the now 3-man tactical squad with libby blows up the chimera thanks to the <span class="glossaryitem" onmouseover='gp(563);'>MGs</span> (<font color='red'>FIRST BLOOD!</font>).  The Ironclad roasts a good chunk of the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, 5-man half-tactical with the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> decides to unload on the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> to try and get rid of the Master of the fleet and Master of Ordnance (by that point they've gone to ground but I know he can issue orders that will get them back up).  If I recall the <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> shoots at the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> too. At the end of the shooting phase all that's left is the commander with 1 wound.  The Centurions and devastators unleash in Pask's squadron and manage to blow him up!  But, he checks his rules and is able to <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> it.  The battle cannon eats it.  I'll take it.  Pasks is left with 2 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>.<br /> <br /> His turn: I forget the exact details but will say that he did fail a few Psychic tests for Prescience throughout the game.  Overall results: he kills the last 3 tacticals in the Libby's squad and reduces the 5-man squad with the sarge in it down to the 1 melta-gunner who breaks and runs a bit towards the long line of conscripts.  He's forced to move Pask to put him in a better position to shoot the Ironclad.  The triple-plasma fails!  But he rolls a 6 on the (Prescienced) front lascannon but thankfully only rolls a 1 for damage.  The Ironclad loses a <span class="glossaryitem" onmouseover='gp(661);'>HP</span>.<br /> <br /> <font color='orange'><span style="font-size: 18px; line-height: normal;">TURN 2</span></font><br /> <br /> Time for some reinforcements!  Those termies are gonna come and put the pressure on his backline!     Nope.  Only the tactical squad comes in.  Due to enemy movement I end up podding them by the 3 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> platoon squad with the 2 <span class="glossaryitem" onmouseover='gp(563);'>MG</span> half lining up on Pask's butt in case my <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and centurions fail me.<br /> Shooting phase sees Pasks getting wrecked.  My libby Dominated the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> but decided not to cast Shriek on his commander as I did not want to kill him in the shooting phase and leave him in the open.  He ends up burying his force axe in the commander's face anyway and regroups towards the remainder of the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> squad.  I'm a bit concerned about the Ironclad: he's down to 2 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> and while the enemy troops currently on the ground have very little weapons that will hurt it I know that he's got Scions full of <span class="glossaryitem" onmouseover='gp(563);'>MGs</span> DSing from reserve.  He has 2 options available, assault the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> and most likely finish them off to end up in the open and very vulnerable to the Scions or assault the long line of conscripts which will end up getting tied for the whole game since they're fearless but have no weapons that can hurt him.  I decide to go the safe way and tie up the conscripts.  It ties up one of his scoring units and denies him a <span class="glossaryitem" onmouseover='gp(316);'>KP</span>.  The remainder of my shooting sees a few more guards killed from the 2 platoon halves but not enough to force break-test (or fearless units thanks to priest)  I did not charge with the tacticals who arrived on turn 1 since the platoon had Foreboding.  My single <span class="glossaryitem" onmouseover='gp(563);'>MG</span> marine runs into a ruin.<br /> <br /> His turn: no reinforcements!  Makes me regret my Ironclad choice a bit but, oh well.  His shooting wipes out the 5-man squad that had the 2 <span class="glossaryitem" onmouseover='gp(563);'>MGs</span> left in it (those Wyverns are brutal!) The Priest from the 3 <span class="glossaryitem" onmouseover='gp(5);'>AC</span> squads joins the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> and they assault the Libby and put 1 W on him.  I kill a couple of guys in return (he refused the challenge so I kept his priest out of the fight to avoid smash attacks).  It is worth noting at this point that he essentially ignores all my heavies since they're mainly out of range and focuses on the stuff that's in his face.<br /> <br /> <font color='orange'><span style="font-size: 18px; line-height: normal;">TURN 3</span></font><br /> <br /> Allright!  Let's go termies!  We need you guys!   Nope...   <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0">   <span class="glossaryitem" onmouseover='gp(334);'>WTF</span>.  That's why I generally don't like <span class="glossaryitem" onmouseover='gp(471);'>DS</span> termies (unless I play <span class="glossaryitem" onmouseover='gp(25);'>DA</span>), too unpredictable.  The empty pod drops in to score on my crusade objective.  I'm really starting to sweat at this point as I know I'm starting to run out of scoring units.  The single <span class="glossaryitem" onmouseover='gp(563);'>MG</span> gunner has sorta gone forgotten so I decide to leave him alone as he's hiding behind a wall in contesting position of 1 of his crusade objectives.  The now 4-man squad that came along with him put some wounds in the platoon half that has the single psyker in it, which along with more wounds from all my pods trigger a break-test.  The other remaining <span class="glossaryitem" onmouseover='gp(51);'>HB</span> 5-man squad puts some wounds in the other platoon half but even with the long range fire from the <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and cents fail to trigger a break test (a nice perk of having large blobs).  The <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> tries to barrage-snipe the Priest out of the backfield conscript unit but scatters off-board...  The assault phase sees the dread slowly hacking the conscripts and the libby chopping the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> down to the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> commander and the priest.<br /> <br /> His turn: his Scions command squads comes in and deepstrikes in position to pop the scoring pod and take control of my quad-gun.  His shooting sees... but wait!  We forgot his break test on the one platoon half!  Which after some arguing and mild name-calling he rolls and fails to run off the board!  After some debate I allow him to reposition his Scions to where that platoon half was (I thought that was fair).  The Scions wipe out the single <span class="glossaryitem" onmouseover='gp(563);'>MG</span> gunner (was hoping he'd miss that  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ); the Wyverns shred the 5-man <span class="glossaryitem" onmouseover='gp(51);'>HB</span> squad that was left on that side, and his other platoon half bring the other 5-man <span class="glossaryitem" onmouseover='gp(51);'>HB</span> squad down to 2 bolter-dudes.  His backfield conscripts unit joins the assault on the Libby and he dies before swinging.<br /> <br /> <font color='orange'><span style="font-size: 18px; line-height: normal;">TURN 4</span></font><br /> <br /> We decide that we're gonna end the game at the end of this turn due to time constraints.  I have some tough calls to make: my cents and <span class="glossaryitem" onmouseover='gp(29);'>devs</span> have to move to reach my Castle and one of my Crusade objectives which is gonna limit their use.  I have 2 marines left in his deployment zone for potential scoring/contesting, some pods and an Ironclad stuck in combat.  I have to use my only remaining reserves to full effect to try and maximize points: my termies.  They auto-arrive at this point.  I decide that I'll try to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> behind the Wyverns and try to pop them for an extra <span class="glossaryitem" onmouseover='gp(316);'>KP</span> (+ bonus for killing heavies) with Kraks and glancing hits from storm-bolters.  They scatter off the board and go back in reserve which means it's a <span class="glossaryitem" onmouseover='gp(316);'>KP</span> for him instead  <img src="/s/i/a/a0063ed0e1a62441a38f6206bd3f5ad7.gif" border="0">   230pts of absolute worthlessness.  My 2 marines advance as close as possible to contest the 1 Crusade objective his platoon squad is controlling.  My limited shooting (centurions, pods, <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>, and 2 marines) manages to kill the 2 priests that were not in combat anymore and enough wounds to force a break test on the backfield conscripts and the last platoon half.  The conscripts break!  And run off the board!, the platoon holds sadly.<br /> <br /> His turn: his other Scions squad <span class="glossaryitem" onmouseover='gp(471);'>DS</span> near my <span class="glossaryitem" onmouseover='gp(29);'>devs</span> to try and kill the 1 guy needed to get me off my Crusade objective, they go to ground in a reinforced ruin for a 2+ cover and make all 7 saves!  His remaining 1 commander from the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> mans the quad-gun and sadly manages to blow up the scoring pod (while still controlling his Castle objective).  And his remaining platoon kills only 1 marine out of the 2, which is enough to prevent me from contesting.<br /> <br /> FINAL POINT COUNT:<br /> <br /> <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>:  8 to 8 for a tie (we initially thought I won <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> but I remembered my blown-up pod which gives him an extra pt for the tie)<br /> Castle: 1 to 1 for a tie (my cents control mine, his single <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> commander dude controls his)<br /> Crusade: 1 to 1 for a tie (my <span class="glossaryitem" onmouseover='gp(29);'>devs</span> hung in there to control my 1, his 1 platoon blob controls his)<br /> <br /> Slay The Warlord: Tied<br /> First Blood: Sentinels!<br /> Linebreaker: Sentinels!<br /> <br /> <font color='red'><span style="font-size: 18px; line-height: normal;">SENTINELS WIN!!!</span></font>     <img src="/s/i/a/a0063ed0e1a62441a38f6206bd3f5ad7.gif" border="0"><br /> <br /> By the skin of their teeth...  I'll take it  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Final thoughts:<br /> <br /> My buddy's list wasn't optimized yet as he's still experimenting with the codex.  That said he's a very experienced player and it's always a tough match.  His deployment was strong but he definitely should have tighten things to prevent podding in case of a seize.  His call was to include Coteaz next time (go figure).  <span class="glossaryitem" onmouseover='gp(682);'>AM</span> definitely has a lot going for them, Priests and Psykers are awesome and the Wyverns plain disgusting, they definitely need to be a top target-priority.<br /> <br /> I wanna like the Librarian, I have a nicely painted termie one, I like the "bargain <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>" idea, but unless you have access to Divination for some no-brainer powers or you can reroll your choices (Tigurius), I'm worried that there's to much randomness to make it a reliable <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.  I might give it another go to see if I can get my hands on the good Telepathy powers as I know that would have made a big difference.  The Sentinels dex does give a nice boost to the Libby thanks to the Bones.<br /> DSing termies...  <span class="glossaryitem" onmouseover='gp(334);'>WTF</span>.  I know they haven't been a competitive unit in a long time but I also know that they can pull their own weight too and they'll surprise you every now and then.  This was probably their worst performance ever though...<br /> Sentinels of Terra special rules: overall good, a slight improvement on the regular IF trait <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, specially if you're gonna use Lysander or a regular Libby.  The other characters aren't worth it.  The only time I'd stick with regular IF is if I'm trying to build a list around a <span class="glossaryitem" onmouseover='gp(746);'>CM</span> with the Shield Eternal.  The Warlord Traits aren't great, bit 50/50, but so are the regular <span class="glossaryitem" onmouseover='gp(119);'>SM</span> ones.  Still don't see them as a top competitive choice though, just a decent choice for semi-competitive and friendly games.<br /> <br /> Overall fun game, hope you guys enjoyed the read.]]></description>
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				<pubDate><![CDATA[Tue, 22 Apr 2014 05:54:19]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Sentinels of Terra vs Astra Militarum, 1850pts, ATC rules</title>
				<description><![CDATA[ Man, luck just wasn't with you; congrats on holding on tight and nabbing the win anyway though.<br /> <br /> Thanks for the report. Hopefully we can get some pics to compliment the next one. That would be dope.]]></description>
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				<pubDate><![CDATA[Tue, 22 Apr 2014 06:48:42]]> GMT</pubDate>
				<author><![CDATA[ BlaxicanX]]></author>
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				<title>Sentinels of Terra vs Astra Militarum, 1850pts, ATC rules</title>
				<description><![CDATA[ Looking at that Guard list it doesn't look like it's legal.  I only see one infantry platoon, so only one troops choice and two conscript squads, only one of which can be taken per infantry platoon.]]></description>
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				<pubDate><![CDATA[Tue, 22 Apr 2014 11:18:12]]> GMT</pubDate>
				<author><![CDATA[ tuebor]]></author>
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			<item>
				<title>Sentinels of Terra vs Astra Militarum, 1850pts, ATC rules</title>
				<description><![CDATA[ My friend just realised that.  Thanks for the heads up.  And yes, I should take pics.]]></description>
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				<pubDate><![CDATA[Tue, 22 Apr 2014 11:59:19]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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