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Taeblewalker
October 3rd, 2007, 06:41 PM
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Unit Strategy Review
Unit: Sentinels of Jandar
Author: Taeblewalker (with thanks to my review circle)

With a collection title like Jandars’ Oath, you knew you could expect a squad to stand against the might of the Minions of Utgar from Utgar’s Rage. Their special powers could not have been more appropriate for that role, with Shields of Valor being a fine counter to Deadly Strike. They even received Concan with them to help boost them to newer heights! Nonetheless, so many useful units have come out for the same points or cheaper that many players may have forgotten about these Valiant Kyrie. In this strategy guide, we will explore reasons why the Sentinels are just as fresh and relevant in today’s gaming environment as they were 5 whole collections ago.

We will begin with their stats.

Vital Statistics
Cost – 110 – Bishop Class
Size – Medium 6 – Vulnerable
Life – Squad – 3 figures - Average
Move – 4 – Slow
Range – 1 – Melee
Attack – 3 – Average
Defense – 4 – Average*
*Shields of Valor – double all shields rolled – Tactical advantage high
Flying – Tactical advantage high

In-Depth Analysis
We shall now look carefully The Sentinels of Jandars’ statistics, and draw strategies from our conclusions. Let us start with cost. Below is an explanation of Agatagary's cost classification:

Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in and of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)

Class
The Sentinel of Jandar are a Bishop class unit. They are not the core of your army, but rather the hammer and shield that will keep the important units in your army alive. Alternately, you may use them as a primary strike force to weaken the enemy before bringing in your more powerful units.

To examine the Sentinels of Jandars’ core stats, we will break them up into two categories—offensive ability and survivability.

Offense:
The Sentinels of Jandar have an Attack of 3. Their offense is therefore average, though as we will see their Attack can be boosted by several reasonably priced units. Their threat range is short at 5 spaces (Movement of 4 + Range of 1); however, their flying ability mitigates the effects of elevation on threat range, making them offensively competitive with other squads that have an Attack of 3.

Survivability:
The Sentinels of Jandars’ survivability is the best in the game for a squad. Their Defense is only average at 4, but their Shields on Valor ability let them double their shields rolled, for a maximum of 8. On average, a Sentinel will roll 2 and 2/3 shields once the doubling takes place. By contrast, a unit needs a Defense of 3 to roll one shield on average, and a Defense of 6 to roll 2. Only Deathwalker 8000's Defense is comparable and only Deathwalker 9000's is higher. Even Brunak lags behind with a Defense of 7, and his Life of 3 is equivalent to the Sentinels' combined Life.

Strategy:
The Sentinels of Jandar, offensively, are no slouches. However, they will probably not be your hardest hitters. In many army builds they will best be used as their name suggests, providing protection to your heroes and ranged units. The word “castle” has probably been ringing in your head since you started reading this guide. We will explore this more obvious idea secondly. First, though, these redoubtable Kyrie, with the right army build, can be a frightening force on the warpath! Even on normal terrain, they can be part of a nigh unstoppable combination. We will explore this wonderful concept out of the gate, and maybe you will be taking your Kyrie war party on the road the next time you play.

The Sentinels, not known for their Hermetic speed, are nonetheless impossible to hide from, as they have the fairly common, but still coveted, ability to fly. You may require a few order markers to get them where they are going, but with their high Survivability, get there they will. Ranged units, even on higher ground, will have difficulty penetrating their shields of Valor. The beautiful thing about their base Defense is that it is 4, which means that on average they will roll at least one shield and thereby have at least two against any attack. Some ranged units, such as the Arrow Gruts, Aubrien Archers, and Roman Archers (when not using their Special Attack) roll only two on skulls on average even from a castle wall! Many of the more expensive ranged squads can do only a little better. If you are not storming a castle or higher ground, then even the Airborne Elite and Microcorp Agents will have a hard time hitting the Sentinels.

Despite their high Survivability, you may wish to get the Sentinels to their goal faster. Individual Sentinels can be moved far ahead with Theracus or Saylind, and Brunak. You should make sure that any of these units that you draft have a solid place in your army other than to serve as chauffeurs for the Sentinels. Jandar’s Dispatch won’t actually let the Sentinels move faster, since you need to take turns with Sir Gilbert in order to use it, but it will let the Sentinels keep up with him. A group of Sir Gilbert, Sentinels of Jandar and the Knights of Weston can all move up on a single order marker. We will consider the addition of Sir Gilbert more fully below.

Their three attacks of 3 over multiple rounds will cause the attrition of almost any squad. Their Survivability will give them the edge in most such fights, allowing them to last long enough to get the moderate luck they need to take out units with a Defense of 4 or 5. Against their nemeses, the Minions of Utgar, they are evenly matched: The Sentinels have 1.5 skulls on average vs. the Minions’ 2 shields, while the Minions have two skulls on average vs. the Sentinels’ 2 2/3 shields. On average, each will roll 33% more shields than the other will roll skulls. The Zettian Guards will last longer with a Defense of 7, but their Attack is less useful against the Minions. Heroes without a very high Attack will suffer a similar fate, as all three Sentinels can gang up on them and bring them down. On average, unless the hero has an Attack of at least 6, the Sentinels will roll higher on shields. If the hero’s Defense is not at least 5, the Sentinels will, on average, roll higher on skulls.

But what if you want more of an advantage? Several multi-Life heroes, such as Brunak and Dünd, have an intimidating Defense of 5 or higher. Is there any way for the Sentinels of Jandar to take out these units? Fortunately, yes! The expenditure of an extra order marker each round will bring Concan the Kyrie Warrior into play, making the Sentinels immensely powerful with an Attack of 4 and a Defense of 5. Concan himself has an Attack of 4, and his Defense of 4 and Life of 5 give him Survivability to match the Survivability of the Sentinels. His Move of 5 allows him to keep up with them despite taking fewer turns. This combination can prove threatening to most armies, as the Sentinels will prove very difficult to kill.

You may also wish to bring in Sir Gilbert. As stated above, Jandar’s Dispatch keeps the Sentinels from lagging behind while you take turns with him. He gives the same attack boost as Concan, and is just as fast, although he lacks the benefit of Flying. While you are at it, feel free to add the Knights of Weston or the MadDirk Warriors to help out. If you add the Knights, they gain the benefit of Concan’s Knight and Sentinel Enhancement.

Whether using Concan or Sir Gilbert with the Sentinels, remember that you only need to move the whole group far enough ahead to meet the enemy. On most maps, sooner, rather than later, you will have closed the gap and brought both the Sentinels and either Concan or Sir Gilbert up to the front line together. You will have greater flexibility in how you place your order markers then.

What if you draft both Concan and Sir Gilbert? Sir Gilbert boosts Concan to an Attack of 5. This puts him on the level of Alastair MacDirk and two of the gladiators. Both heroes can be simultaneously adjacent up to two Kyrie to giving them an Attack of 5 as well. The Attack 5 / Defense 5 Sentinels backed by the flagbearer and the Kyrie hero are more powerful and tougher than most units in the game. The various other Human Champions can round out the Sentinels’ allies giving you even more options, especially if you leave a champion behind or move one ahead elsewhere to help out your other forces.

With an army like this you can have the 4th Massachusetts Line gain the Valiant Army Defense bonus. Give them higher ground and they are a lucrative investment for 70 points, thanks to their Valiant friends. While the Sentinels are holding the front line, the 4th Mass are using their extra staying power to take out any figures that dare to flank you or sneak past you to your start zone in the case of a flag capture scenario.

The Sentinels needn’t travel with humans and Kyrie only. Charos, that bane of melee figures everywhere, does an impressive job of flying “wingman” with the Sentinels of Jandar. He is an imposing presence with high Life that soaks most attacks that would be directed at the Sentinels. When your opponent gets tired of suffering at his Counterstrike power or failing to take him out at range due to his Defense of 5 and Life of 9, he may switch tactics and try to take out your Sentinels who have by now caused at least a modicum of mayhem. The frustration at not knowing which unit to attack next can give you the opportunity to make the rolls that count and hit him hard before his luck at the dice finally pay off. The icing on the cake is that Charos is Valiant, again boosting the 4th Massachusetts Line.

Edit: Since the addition of Atlaga to the game, the Sentinels and Concan (plus all Kyrie) can move and additional space. It eats 90 points and messes up Valiant Army Defense for the 4th Mass, but it's an excellent way to move the Sentinels up fast. As an addendum to this, it's worth noting that in the past, Revdyer has said that moving up multiple squads together as meat shields (move squad A first, then B; with the third order marker on the 4th Mass) and keeping them going as a "moving wall of Valor" (perhaps not a direct quote) is the best way to move them across the battlefield. Atlaga makes this proposition even more promising. The extra Move allows you to spend the third order marker on Concan, keeping him moving along, should you want to make two squads of Sentinels and Concan your main offense and take fewer turns with anybody else. (Thanks, Rev!). Here is a link to some discussion on them: 4th x 4 Mass and Sentinels x 2. (http://heroscapers.com/community/showthread.php?t=23028&highlight=Sentinels)

So far we have talked about how to use the Sentinels offensively. Where they really shine is on defense. A sentinel on a castle has an effective Defense of 12 against shooters! Plan on having Concan up there as well. He can boost them with his Enhancement, giving them the power to easily withstand ranged attacks coming from below and to go toe to toe with foes that climb or land on the castle wall. Three Sentinels attacking with an Attack of 4 are a serious deterrent to anyone wanting to storm a castle. If you can have Finn or Thorgrim up there as well, so much the better! The Knights of Weston plus Concan and the Sentinels of Jandar, backed by a Human Champion or two, make for a very synergistic team defending a castle.

Raelin the Kyrie Warrior is a great cheerleader unit for the castle wall as you need not place order markers on her to use her benefit. Since the Sentinels have Shields of Valor, you can use the Swarm of the Marro version of her and still get two defense dice worth. Her Whirlwind Attack makes her more useful than the original Realin as an offensive unit, should the Sentinels fall or should you feel the need to place your order markers more evenly (such as if Dünd is attacking). The only disadvantage to using Raelin is that she disrupts the Valiant Army Defense of the 4th Mass. However, even if your army does not start out with Valiant Army Defense, the 4th Mass remain great complements to the Sentinels of Jandar.

The wings of the Sentinels can help block line of sight to other figures until you want those figures revealed. This works very well in synergy with battlements, which tend to hide the lower portions of figures only. Wings are also a great way to limit which figures can land on the castle wall, or indeed anywhere the Sentinels gather.

While castle walls are nice, the Sentinels are hard to kill even on level ground. They will still come out hitting hard, especially if you have helpers like Concan, Raelin, the Knights and the various Human Champions. A defensive scenario is also a good one in which to draft more than one squad of them, as their slow Move will not matter nearly as much as when you are on the offensive, trying to reach the enemy.

Optional Strategy
Blue and Red
The Sentinels of Jander and the Minions of Utgar were made to oppose each other, but why not draft them together? Each has a high Defense and a decent attack. One squad of each plus Concan and Taelord costs 480 points. This army gives you the flexibility of Utgar’s Orders. It also makes the Sentinels Attack 5 /Defense 5, while the Minions are Attack 3x2 /Defense 6, and Concan is Attack 5 / Defense 4, plus higher ground Defense bonuses for everyone. Pick a few shooters such as the Omnicron Snipers (if you have the points). You can send Minions out to engage the enemy that approaches, keep the Sentinels and Concan back to defend the home turf, use the Snipers at range and 1 extra doubled attack die to snipe at advancing foes and take optional turns with Taelord is you want to dance through an invading army with Disengage.

Hold’em Down!
Bring the Sentinels up front with Concan as described above. When you have established a fairly static line of scrimmage, have the Templar Cavalry come charging in. They will gain the benefit of charging plus Concan’s Knight and Sentinel Enhancement. If you have the points and want to really break the enemy’s line, follow up with Sir Dupuis.

Target My Position!
This works if you have the Airborne Elite in your army. When powerful and expensive units like the Einar Imperium surround your Sentinel, consider targeting that Sentinel with Grenade Lob 12. You can do this with up to four Sentinels. Their higher Defense means that they are likelier to survive than the invaders, and this tactic saves the Sentinel from having to defend against six Attacks of 3. This can be a good way to clear off invaders, especially if your opponent has spaced his figures apart in anticipation of your grenade token. Just put a Sentinel in between the enemy figures and target his position!

Units to Avoid:
Braxas, Grimnak, and Sudema
What a shame it is to lose a figure with Defense effectively 12 to a single, automatic Chomp! Braxas and Sudema are little better with such high chances of success at their instant destroy powers against squads. On the other hand, if you can catch these units “sleeping,” you will want to take advantage and finish them off.

Deathstalkers and other Defense Negators
This squad has a Defense of 5 and can completely overcome the Sentinels' own legendary Defense with Maul. The Rechest of Bogden aren't even worth many points and they can kill the same way. Be careful too of Dead-eye Dan who has a 50% chance to instantly kill a Sentinel as opposed to the Deathstalkers' or Rechets' 12.5% chance. Me-Burq-Sa and James Murphy fir this category. Retiarius may allow them that one shield, and a doubled shield at that, but that still leaves only a 33.3% chance of getting two shields against an Attack of 5.

Gladiatrons, Blastatrons, and Major X17
Cyberclaw was made to stop fliers in their tracks. Melee Defense gives these fearless soulborgs a similar defensive advantage to the Sentinels’ and buys them time for the Blastatrons to use the attack boost the Gladiatrons provide to wear away the defenses of the Sentinels of Jandar. You will find it best to just fly over them.

Samurai and Charos For a squad whose greatest strength is superior Defense, Counterstrike is an Achille’s heel. Stay away from these units.

For additional information see the Book of Sentinels of Jandar (http://www.heroscapers.com/community/showthread.php?t=8598)

Sherman Davies
October 3rd, 2007, 06:43 PM
Great article! I just got my second squad of these guys, so bonus points for great timing.

Taeblewalker
October 3rd, 2007, 06:48 PM
Great article! I just got my second squad of these guys, so bonus points for great timing.

Good luck! And thanks for reading.

Bloody the Marro Stinger
October 3rd, 2007, 06:49 PM
Also, I'd like to mention that Revdyer got in the Top 8 with two squads of these guys in his army. He used them as meatshields (Meatshields of Valor?).

jcb231
October 3rd, 2007, 06:59 PM
I'd like to add that any figure that bypasses defense is something to avoid....Deadeye Dan, Me-Burq-Sa, James Murphy, etc.

Taeblewalker
October 3rd, 2007, 07:02 PM
Also, I'd like to mention that Revdyer got in the Top 8 with two squads of these guys in his army. He used them as meatshields (Meatshields of Valor?).

Too funny!

I'd like to add that any figure that bypasses defense is something to avoid....Deadeye Dan, Me-Burq-Sa, James Murphy, etc.

I got so involved with the Strategy section I forgot to mention these. Thanks!

EDIT: Updated!

Bloody the Marro Stinger
October 3rd, 2007, 07:09 PM
Also, I'd like to mention that Revdyer got in the Top 8 with two squads of these guys in his army. He used them as meatshields (Meatshields of Valor?).

Too funny!

I'd like to add that any figure that bypasses defense is something to avoid....Deadeye Dan, Me-Burq-Sa, James Murphy, etc.

I got so involved with the Strategy section I forgot to mention these. Thanks! Updated (in five minutes).
Rev had a 4th Mass army. His army was...
4x 4th Mass
2x Sentinels of Jandar
He never really attacked with the Sentinels, as far as I'm aware. They were just Valiant Meatshields (of Valor) for the 4th Mass, never letting anyone by. He, however, got knocked off in the first round of the Top 8 by Lonewolf, as even though the game wasn't finished, Lonewolf won by about +40.

arp12
October 3rd, 2007, 07:30 PM
Another great strategy article! I think the Sentinels are underused.

Bloody the Marro Stinger
October 3rd, 2007, 07:36 PM
Whether they're underused is debatable. The real problem is that they share their Meatshield(s of Valor) role with the Roborats... not a lot of reason to pick them when those babies are already around.

Taeblewalker
October 3rd, 2007, 07:46 PM
Whether they're underused is debatable. The real problem is that they share their Meatshield(s of Valor) role with the Roborats... not a lot of reason to pick them when those babies are already around.

What I tried to get across in the guide is how you can synergize with Concan, Gilbert and the Knights on either attack or defense. Plus, they have real offensive capability, especially with Concan. If you want units that can actually attack, the Sentinels are superior. Their Meat Shield-ness is twice as good as the rats' (individually anyway, as their cost per figure is just over three times as much).

Revdyer
October 7th, 2007, 05:12 PM
At GenCon, the Sentiels were actually the "speed units" in my army. Against Lonewolf's Blasts and Glads, they were very close and even he said if we'd had more time we were close enough (one figure tipping the scales) that the game could have gone either way. It was against Rychaen's massive roborat attacks that the poor Sentinels really failed.

C.R.U.D
October 8th, 2007, 09:32 PM
Another nice article table walker :up:

Taeblewalker
October 8th, 2007, 10:18 PM
It was against Rychaen's massive roborat attacks that the poor Sentinels really failed.

I'm guessing they had the Sentinels bogged down with the threat of leaving engagement strikes.

Another nice article table walker :up:

Thank you!

STAROCEAN980
October 8th, 2007, 10:21 PM
Great article Table Walker! And great timeing, I just ordered wave 3 from Sandra!

Revdyer
October 8th, 2007, 10:23 PM
It was against Rychaen's massive roborat attacks that the poor Sentinels really failed.

I'm guessing they had the Sentinels bogged down with the threat of leaving engagement strikes.

Another nice article table walker :up:

Thank you!No guessing needed, Taeblewalker; you've got it exactly right.

RichardD
October 10th, 2007, 08:50 AM
I have two problems with these guys. Speedwise, they suffer the same as the Minions - with a range of 1, their threat circle is just 5. If I'm taking kyrie, I'll usually reach for the Einar Imperium first, simply because of their longer move and vicious take-town power.

Secondly, those average 2.66 shields per roll hides an important flaw - the chance of whiffing completely, rolling no shields at all, is about 20% according to my calculations (probably wrong; I never really understoof probabilities; but it mirrors what I find in RL). So if you hit them with 5 separate attacks, they'll whiff on one of their defence rolls, on average. The Sentinels are therefore very vulnerable to Q9 rolling single dice, or anything else that can muster a lot of small attacks.

killercactus
October 10th, 2007, 11:56 AM
You are correct - the percentage of whiffing is right around 20% ([2/3]^4). That also means the probability of rolling at least 2 shields is 80%. These guys are a lot better at sucking up big attacks and not dying than say, the Rats. However, the rats are just as efficient (probably better once you factor in Scatter) at sucking up small attacks and not dying, plus they cost 70 points less AND you get another unit. This makes them the desirable meat shield when going up against ranged figures who normally have a low attack.

However, they are tough for the big attackers to take down and their Valiant personality does make them a nice addition to the 4th Mass. Plus, even though their threat range is only 5, remember that they Fly, so on hilly terrain that threat range increases.

Taeblewalker
June 16th, 2009, 08:58 PM
I updated the guide with Atlaga.

Edit: I added a link to a strategy Revdyer sometimes uses with the Sentinels.