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==Why It Worked== Vehicle rules in the edition this tactic surfaced with were not very kind to infantry in assaults. They could only hit walkers with Grenades on a 6, which ironically made a single Sentinel with its terrible 10 all-around armor (Armored Sentinels were not around in this edition) potentially able to tie up a big squad of Guardsmen, Guardians, or Termagaunts for quite a while, but its WS 4 meant they were relatively hard to hit, and with 2 attacks each at S5, Sentinels were actually halfway decent in close-combat. If you didn't stop the Sentinels before they got in close, however, they could cause some serious trouble for anything with less than Power Armor. In this edition (and 5th), Vehicles that were assaulted were not considered tied up in an assault - and could continue to open fire ''on the unit they were assaulting''. A single Heavy Flamer is always an unpleasant thing for a squad of light infantry to get hit by, but a Heavy Flamer that you can't get away from once and keeps shooting you while you're locked in combat with the source of it is what made this so hilariously good at terrorizing cover campers. One major reason this tactic worked as well as it did was that Sentinels in 4th Edition had that edition's variant of the Scouts rule. This meant that you could basically always deploy them with the rest of your army, even on missions when you were only allowed to bring in vehicles later. As a result the things were always allowed to be on the board, making pests of themselves. The optional [[Missile Launcher#Hunter-Killer Missile|HK Missile upgrade]] did a good job of making them more annoying, since a missile on something as mobile as a Sentinel was going to be able to fire at the vulnerable side or rear armor of ''something'', and even if it missed half the time and had only one shot that was often enough to nudge them over towards being something your enemy would shoot at.
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