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Let’s talk Sentinels!
No not those AT-ST looking things that the Astra Militarium get to use. Im talking Sentinels of Terra.
Who are they?
Simply put Sentinels of Terra are the 3rd company of the Imperial Fists chapter.
Why do I care?
You don’t have to but it’s worth considering that some of their rules actually increase the effectiveness of you tactical squads (significantly at close range), as well as bringing a very unique set of warlord traits to the table (no# 6 is my favorite)
This tactica will be divided up into several parts as this supplement warrants an in depth look and I don’t want to clutter everything all at once.
Let’s start with the bad.
According to the official rules Sentinels of Terra are NOT allowed to select chapter relics from C:SM. This is my biggest problem with this supplement hands down. I can understand that without a special supplement the only companies that can take relics provided in those supplements are the ones named in that specific supplement (did I use the word supplement enough times?). However if company A-Z can take the relics that belong to an entire chapter I see no reason why C company should be any different. (My game group generally agrees with this assessment and thus we have homebrewed that this particular rule can be ignored if we wish).
Moving on the said relics that can be taken are…….. lackluster (for me anyways).
The Eye of Hypnoth: Useful for reducing enemy cover saves by 1 (or reducing AV of building by 1) Used in lieu of a shooting attack and with only an 18” range this can certainly be useful in smaller games with lots of cover but loses effectiveness the moment cover is gone and the boards are opened up.
The Angel of Sacrifice: A Crozius Arcanum with a twist. While it’s a fairly inexpensive option (cost of a combi weapon) it does add a really cool rule to the weapon profile called Only in Death. This rule states that even if the bearer is slain he is not removed until after ALL close combat has been resolved (including overwatch). Fluff wise and usage wise this is probably the coolest of the relics available to you as a player
The Bones of Osrak: Really expensive way to add ONE (1!) warp charge. The only redeeming quality of this is that it also allows you to re roll failed psychic tests.
The Banner of Staganda: Replaces the Company standard and gives the bearer (and subsequently his unit) the counter attack and Crusader Special rules. I’m sure most people can see where this is effective as having a squad of irate Marine veterans running at you and hitting you just as hard as you hit them (if not harder in many cases) will be of some cause for concern. In addition to those it also gives models from the same detachment and chapter tactics within 12” the ability to re roll fails morale and pinning tests.
The Spartean: For the Price of a melta bomb you get a bolt pistol that ignores cover and is master crafted. If value for money is what you are looking for this may be your best bet. While this is part of the standard load out for SGT (Captain) Garadon, it can be given to any character that can get a relic (unless Garadon is also included in the list, More on Garadon later)
SO what can we do with all of these different relics?
Always depends on your playstyle. As Units are chosen and kitted using C:SM there are a few options.
Chaplains given the Angel of sacrifice or captains given either the Spartean or Eye of Hypnoth attached to a Command Squad with the Banner of Staganda make a formidable unit in its own right. Add the apothecary to that same combat squad and the FNP will make this a squad that simply cannot be ignored. The most effective CC build would obviously involve the Chaplain being attached to the command squad (sometimes a highly underrated unit IMO).
If you are used to running psykers then I Still would not recommend the Bones as I still think it’s a waste of points. (keep in mind this is my opinion and can be completely ignored if you wish)
Another option is to give a Captain the Eye of Hypnoth and place him in either an assault unit (chappy load would work well here too) or Bike squad. The firepower that these units can provide can be significantly reduced by cover saves. If you negate the cover saves you have a much greater chance of bringing a unit you plan to assault and possibly wiping them in one turn. Useful for contesting or clearing objectives.
This about brings this part of the article to a close. Any ideas or thoughts how to better utilize these items are more than welcome. Part 2 of this article will be coming either tomorrow morning or tomorrow evening depending on when I have the time to sit down and write it.
No not those AT-ST looking things that the Astra Militarium get to use. Im talking Sentinels of Terra.
Who are they?
Simply put Sentinels of Terra are the 3rd company of the Imperial Fists chapter.
Why do I care?
You don’t have to but it’s worth considering that some of their rules actually increase the effectiveness of you tactical squads (significantly at close range), as well as bringing a very unique set of warlord traits to the table (no# 6 is my favorite)
This tactica will be divided up into several parts as this supplement warrants an in depth look and I don’t want to clutter everything all at once.
Let’s start with the bad.
According to the official rules Sentinels of Terra are NOT allowed to select chapter relics from C:SM. This is my biggest problem with this supplement hands down. I can understand that without a special supplement the only companies that can take relics provided in those supplements are the ones named in that specific supplement (did I use the word supplement enough times?). However if company A-Z can take the relics that belong to an entire chapter I see no reason why C company should be any different. (My game group generally agrees with this assessment and thus we have homebrewed that this particular rule can be ignored if we wish).
Moving on the said relics that can be taken are…….. lackluster (for me anyways).
The Eye of Hypnoth: Useful for reducing enemy cover saves by 1 (or reducing AV of building by 1) Used in lieu of a shooting attack and with only an 18” range this can certainly be useful in smaller games with lots of cover but loses effectiveness the moment cover is gone and the boards are opened up.
The Angel of Sacrifice: A Crozius Arcanum with a twist. While it’s a fairly inexpensive option (cost of a combi weapon) it does add a really cool rule to the weapon profile called Only in Death. This rule states that even if the bearer is slain he is not removed until after ALL close combat has been resolved (including overwatch). Fluff wise and usage wise this is probably the coolest of the relics available to you as a player
The Bones of Osrak: Really expensive way to add ONE (1!) warp charge. The only redeeming quality of this is that it also allows you to re roll failed psychic tests.
The Banner of Staganda: Replaces the Company standard and gives the bearer (and subsequently his unit) the counter attack and Crusader Special rules. I’m sure most people can see where this is effective as having a squad of irate Marine veterans running at you and hitting you just as hard as you hit them (if not harder in many cases) will be of some cause for concern. In addition to those it also gives models from the same detachment and chapter tactics within 12” the ability to re roll fails morale and pinning tests.
The Spartean: For the Price of a melta bomb you get a bolt pistol that ignores cover and is master crafted. If value for money is what you are looking for this may be your best bet. While this is part of the standard load out for SGT (Captain) Garadon, it can be given to any character that can get a relic (unless Garadon is also included in the list, More on Garadon later)
SO what can we do with all of these different relics?
Always depends on your playstyle. As Units are chosen and kitted using C:SM there are a few options.
Chaplains given the Angel of sacrifice or captains given either the Spartean or Eye of Hypnoth attached to a Command Squad with the Banner of Staganda make a formidable unit in its own right. Add the apothecary to that same combat squad and the FNP will make this a squad that simply cannot be ignored. The most effective CC build would obviously involve the Chaplain being attached to the command squad (sometimes a highly underrated unit IMO).
If you are used to running psykers then I Still would not recommend the Bones as I still think it’s a waste of points. (keep in mind this is my opinion and can be completely ignored if you wish)
Another option is to give a Captain the Eye of Hypnoth and place him in either an assault unit (chappy load would work well here too) or Bike squad. The firepower that these units can provide can be significantly reduced by cover saves. If you negate the cover saves you have a much greater chance of bringing a unit you plan to assault and possibly wiping them in one turn. Useful for contesting or clearing objectives.
This about brings this part of the article to a close. Any ideas or thoughts how to better utilize these items are more than welcome. Part 2 of this article will be coming either tomorrow morning or tomorrow evening depending on when I have the time to sit down and write it.