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==Counters and Weaknesses== The tactic wasn't really all that strong in the first place, just really good at playing off player mindsets, which is why it never really saw a need for nerfing; it had a tendency to either work really well or not at all, with no middle ground. The tactic flat-out would not work against [[MEQ]]s unless the dice decided to bless you especially well, and the tactic had some difficulty against the [[Tau]] and [[Necron]]s. If everything went [[Just As Planned|according to plan]], the Angry Sentinel would either draw inordinate fire for a turn or two (in which case it did its job) or get stuck in for the Heavy Flamer shuffle against a vulnerable unit (same). The reason the tactic didn't work on Marines was that Sentinels' melee has no armor piercing ability and the Heavy Flamer was only AP4, though it could still do some nasty stuff to Scouts or Cultists. The biggest weakness the tactic had was Sentinels themselves. Sentinels had only 10 armor and were open-topped, so they could (and did) have the ability to be punched to death by any unit that was S4 or higher. [[Ork]] units were especially prone to this, especially if the unit survived the initial Flamer+Assault. Their small squad size (often a solo Sentinel or pair) meant that they were easily outnumbered in assaults, and 10 all-around armor plus open-topped made it really easy to bring down Sentinels that overextended or simply got very unlucky. As for counters, they were AV10 vehicles with open-topped. Start chucking [[Bolter]] or [[Shootas'an Dakkas|Shoota]] fire and one was likely to go down if they were exposed to enough [[Dakka]], let alone anything with actual punch, like [[Autocannon]]s or [[Zzap Weapons|Zzap Gunz]]. This was why it was so important to march them using cover. The upside is that every single heavy weapon shot taken at your cheap-as-dirt Sentinel(s) was a shot ''not'' taken at your other units.
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