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Thread: Walkers in 6th edition

  1. #1

    Walkers in 6th edition

    I find the sentinels to be the best looking in the Games Workshop range of imperial guard vehicles. But are they useful? Yesterday I made a comparison to my ork deffkopta. Not really a vehicle but also a fast choice. Think it's absurd that you get them at the same cost. Deffkoptas hit roughly as well and as hard at the same points (twinlinked rokkit against sentinel with ML), they are real T5 now with 2W which makes them unstoppable with a las cannon hit. And they are fast as lightning compared to sentinels, not to mention jinx save,hit and run, hammer of wrath and the possibility to upgrade for first turn power klaw assault.

    Yeah, I know jet bikes seem to be the big winner in 6th, but what's the deal with walkers then? As IG can't field any kind of bikes. What are your impressions? I can't se that they have really gained anything from the rules update. It would be that they are more resilient to assault than other vehicles. But as sentinels have lower ws than most assault troops they will be hit a lot anyway. In fith their thing was that they could move and fire a lot of weapons if I remember correctly. Today all vehicles can move and fire more weapons. My sentinels only carry one weapon anyway. So why should you field walkers these days?

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  2. #2

    Re: Walkers in 6th edition

    S3 wounds a T5 model with a 6 but can't hurt AV10, let alone the AV12 of the armoured sentinel. The best use I've seen for them is tarpitting units which can't hurt them, or at least will struggle to do so.
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  3. #3
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    Re: Walkers in 6th edition

    Quote Originally Posted by TheBearminator View Post
    Today all vehicles can move and fire more weapons. My sentinels only carry one weapon anyway. So why should you field walkers these days?
    Because Eldar War Walkers can mount 2 ranged weapons, and a unit of 3 War Walkers, each with two scatter lasers (giving each model 8 shots as S6), especially backed by a Farseer casting Guide on them, is going to worry most units out there - with Guide, I'd be willing to take 24 snapshots at a flyer, getting to reroll misses. If it gets to shoot at an AV12 or less vehicle, the unit should sandpaper it down to a wreck.

    Dreadnoughts still have useful functions for ranged and close combat.

    Don't assume that all walkers are sentinels.

  4. #4
    Quote Originally Posted by DoctorTom View Post
    Because Eldar War Walkers can mount 2 ranged weapons, and a unit of 3 War Walkers, each with two scatter lasers (giving each model 8 shots as S6), especially backed by a Farseer casting Guide on them, is going to worry most units out there - with Guide, I'd be willing to take 24 snapshots at a flyer, getting to reroll misses. If it gets to shoot at an AV12 or less vehicle, the unit should sandpaper it down to a wreck.

    Dreadnoughts still have useful functions for ranged and close combat.

    Don't assume that all walkers are sentinels.
    Maybe I could be more clear on this.

    First, what's your take on walkers in 6th?

    And then, what justifies the sentinels existence in the ig codex? How do you think they do compared to

    A) other units in the ig codex?
    B) other "fast" units in the game?
    C) other walkers by all means

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    Last edited by TheBearminator; 04-08-2012 at 20:11.

  5. #5
    Chapter Master Dangersaurus's Avatar
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    Re: Walkers in 6th edition

    Quote Originally Posted by Mr Zoat View Post
    The best use I've seen for them is tarpitting units which can't hurt them, or at least will struggle to do so.
    Really? My best use is hitting back armor with autocannons and multilasers after outflanking. Also good for luring an enemy into breaking apart an advance to cover their rear. Tarpitting, though useful, is always a last resort.

  6. #6
    That was a few thoughts on the scout sentinel. The ones I've built though are heavy (because when I assembled them there was just one kind). My problem with the (heavy) sentinel is, if I want cheap mobile fire power, why shouldn't I invest in a chimera or hydra flak tank instead of a A12 sentinel? At only slightly more points I get a lot more shots and a nice bonus (transportation or sky fire). So my question remains. Why use (heavy) sentinels?

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  7. #7
    Chapter Master Dangersaurus's Avatar
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    Re: Walkers in 6th edition

    I don't see much use for them in that case. Three armored sentinels or two hydras is no choice at all, if you have the models.

    Scouts are a different story altogether. Outflank is a great way to put real and psychological pressure on your opponent.

    BTW, what kit did you get that you were limited to making armored sentinels? The oldest kits are open-topped, and even the Cadian & Steel Legion metal hybrid kits came with all the parts to make open-topped sentinels.

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    Re: Walkers in 6th edition

    If you like cool things that are way overcosted, Plasma Cannons on a squadron of A. Sentinels are always fun.

    Otherwise the only Sentinels I use are outflanking Lascannons or (very rarely) a singular A. Sentinel w/H. Flamer for counter-assault (which is much less effective now that it's 3+ to hit with grenades in assault now, not 6's...).
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  9. #9
    Quote Originally Posted by Dangersaurus View Post
    I don't see much use for them in that case. Three armored sentinels or two hydras is no choice at all, if you have the models.

    Scouts are a different story altogether. Outflank is a great way to put real and psychological pressure on your opponent.

    BTW, what kit did you get that you were limited to making armored sentinels? The oldest kits are open-topped, and even the Cadian & Steel Legion metal hybrid kits came with all the parts to make open-topped sentinels.
    Your memory serves you well. I got two of the metal hybrid sentinels. The cadia version with extra armour. Made my own roof top for it. What I meant was that when I bought and assembled these models there was no A12 sentinel in the codex. But I liked the looks of them with extra armour, not to mention that the driver doesn't look like the death korps army I planned (and actually started painting five years later ;-)) so that's why I didn't build them open topped.

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  10. #10
    Chapter Master Dangersaurus's Avatar
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    Re: Walkers in 6th edition

    Ah, okay. Personally I'd rebuild them or ask my opponent if they can "count-as" scout sentinels. I understand not wanting to modify painted models though. You might want to ask in the IG tactica thread for some possible uses in that case, there must be someone who uses them.

  11. #11
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    Re: Walkers in 6th edition

    Armored sentinels, I believe, are probably best used to try and tarpit enemy units. Though most assaulty ones will take them down in quick time, and all marines will also do that thanks to their kraks and the sentinel only having 2 HP.

    So as of now... The armored just ain't that good at anything anymore. The scoutsentinel with a hunter-killer and other AT weapon of choice is a decent alpha strike option to outflank though. Hunter killer is good value for the points since it will probably be a miracle to see these guys survive more then two turns.
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