completeHook
05-10-2014, 05:06 PM
I'm putting together a scout sentinel squadron and I've been thinking what are they for.
Conventional wisdom says you should give units with the same armament, but the whole point of the sentinel squadron is to outflank and distract my opponent from my castle (I'm that type of guard player, a million grunts with lots of heavy weapons hiding behind an ADL protecting the armour) and get behind their lines and be a nuisance.
What I'm thinking is if I were to arm one with a missile launcher, one with an autocannon and one with a lascannon. They all have a 48" range, all dangerous to light vehicles, between them easily being able to take a chunk out of a MEQ unit in open, conceivably enough to force a leadership check if the dice gods are smiling on me.
This set up would allow the sentinels to be a threat to both heavy infantry and heavy armour, not an enormous threat, but enough of one to take the heat off the stuff I'm actually relying on to thin out their force enough to win the game.
Assuming they survive walking onto the board, that combination seems to offer more of a tool kit. For instance I always run a vet squad with three meltas and a lascannon in support of my company Command Squad; their job is to protect my warlord but having an accurate lascannon with a rerolls on the orders gives them something to do while waiting two turns for It (It being a Flyrant or Farsight Enclave asshats [by far and away my favourite American pejorative, arsehats just doesn't have the same ring to it] or some ridiculous Eldar trickery). This is my point, in any given game this squadron will come on from reserve and have to do something, but what they have to do will not be fixed.
For the price of this squad with upgrades I could field an extra Leman Russ, but it brings flexibility. I'm not limited by available parts or any of that (I have tried magnetising the weapons but it's not going to work, I'll just have some sentinels with no weapons in six months, besides which my club is generally cool about proxying things) it more about how this squad should work.
That in mind:
Would two missile launchers and a Lacannon be better?
Autocannons all round, or ML, if so - why?
Walk them on naked and find room for my Avenger Strike Fighter, the 150pt marine buster made of broken dreams and held together with fairy spit?
I throw this open to the community, bearing in mind I already own 3 very sexy half built Elysian Drop sentinels and have no interest in allying with any other force. The AM is a proper army people.
Rock.
Conventional wisdom says you should give units with the same armament, but the whole point of the sentinel squadron is to outflank and distract my opponent from my castle (I'm that type of guard player, a million grunts with lots of heavy weapons hiding behind an ADL protecting the armour) and get behind their lines and be a nuisance.
What I'm thinking is if I were to arm one with a missile launcher, one with an autocannon and one with a lascannon. They all have a 48" range, all dangerous to light vehicles, between them easily being able to take a chunk out of a MEQ unit in open, conceivably enough to force a leadership check if the dice gods are smiling on me.
This set up would allow the sentinels to be a threat to both heavy infantry and heavy armour, not an enormous threat, but enough of one to take the heat off the stuff I'm actually relying on to thin out their force enough to win the game.
Assuming they survive walking onto the board, that combination seems to offer more of a tool kit. For instance I always run a vet squad with three meltas and a lascannon in support of my company Command Squad; their job is to protect my warlord but having an accurate lascannon with a rerolls on the orders gives them something to do while waiting two turns for It (It being a Flyrant or Farsight Enclave asshats [by far and away my favourite American pejorative, arsehats just doesn't have the same ring to it] or some ridiculous Eldar trickery). This is my point, in any given game this squadron will come on from reserve and have to do something, but what they have to do will not be fixed.
For the price of this squad with upgrades I could field an extra Leman Russ, but it brings flexibility. I'm not limited by available parts or any of that (I have tried magnetising the weapons but it's not going to work, I'll just have some sentinels with no weapons in six months, besides which my club is generally cool about proxying things) it more about how this squad should work.
That in mind:
Would two missile launchers and a Lacannon be better?
Autocannons all round, or ML, if so - why?
Walk them on naked and find room for my Avenger Strike Fighter, the 150pt marine buster made of broken dreams and held together with fairy spit?
I throw this open to the community, bearing in mind I already own 3 very sexy half built Elysian Drop sentinels and have no interest in allying with any other force. The AM is a proper army people.
Rock.