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razorbacks, the popular choice for:
combat squads in a razorback:
The benefit of having combat squads in a razorback transport is that they can be transported across the battle field at high speed in relative safety.When they disembark they can get some devastating hits on the enemy,for example,2 razorbacks both with combat squads in them:
1.They both trawl along together towards an imortant objective and lay waste to any infantry holding that objective then the combat squads safely disembark and capture the objective.
2.They flank an important enemy unit and the squads pile out and let rip.
3.They get immobilised and you use them as cover or a turret because of the weapons on the top.
sterngaurd in a razorback:
same principal really except they will be more suited to number two
command squads in razorbacks:
now this a completly different kettle of fish,uses:
1.They hunt down the enemy command unit,disembark and duke it out in hand-to-hand combat.
2.They find a weakened elite of heavy unit and slaughter them.
Veterans in a razorback:
1.Desembark and hack an infantry unit dead,simple.
I hope this was a help to you,feel free to ask if you have any queries....
You can't assault from a razorback, so your 'leap out and hack them to pieces' either involves standing in the open getting shot, or the RB parking within 12" of where the enemy can get to for a turn. For assaulting a unit from transport you need to have a Land Raider, or for scouts you can get away with a Land Speeder Storm.
well, AFAIK that deploy and assault fro a transport is only from open topped vehicles. so unless there is still the rule that the rhino/razorback counts as open topped if fired out from the fire points then there is a chance that this could work. I don't have the new marine codex as I play dark angels, but if that clause is still in the rules then it'll mean a hell of a lot of fun
however the problem as stated is the part where your ass is left out in the open to conter assaulting.
Side Note: Using combat squads to advantage with a razorback is points thrifty with devastators, only by a small margin bug it is still a *free* power weapon. what is done is you get your 5 man dev squad, put your heavy weapons in it and add 5 more men with a razorback transport for the squad. then you put the vet. sergeant in the razorback and a generic marine in the dev squad to set up anywhere with a marine that will not be expensive to lose. leaving the vet sergeant that is a mandatory upgrade to be more useful in close quaters.
Ok fellows we have a difficult task, so we have to be more deadly than everyday.
Make mistakes and confuse the enemy - The Doctor
Tactics are nice but it is violence that wins the day.
As a Black Templar player, my best use for the Razorback is with the infiltrating command squad. A marshal with combi-melta, a marine with a meltagun, and a twin-linked lascannon arriving from either side is a huge threat to enemy armor. The key is versatility, as I can also fit a flamer & the holy orb in there and torch a bunch of troops if need be. And next turn, the command squad is an assault force to be reckoned with, utilizing the old-school apothecary to ignore various wounds.
--•-My 40K projects-•--
why not use a rhino ?
Rhino has storm bolter, not a heavy bolter.
also, a kitted razorback is cheaper than fielding a squad of devastators, or tactical squads if you only want one heavy weapon. In addition they are on a fairly mobile platform, and carry the versatility of transporting a small squad with them.
If you need to lose 40-100 points a razorback is a great choice.
Gareth is the person I try to impress when I convert and paint.
i use sternguard with my razorback with twin lascannons. i use the razorback to take out any near by tanks then i use the sternguard to mop up the infantry.
I am an Indestructible master of War.
I use the razorback for my devastator squads - using the razorback to provide cover to the rest of the squad by blocking LOS to parts of the battlefield that hold things that can threaten them that they aren't taking care of - additionally they provide quick repositioning if necessary AND if the enemy starts to really hurt the squad I can throw the devs in there to deny them a chance to shoot at them without taking out the razorback first (kill points). I arm the razorback with long range weaponry so that i'm not left with it not being able to fire it.
I use razorbacks as a firing line transport. As far as I know they are only place in the SM universe (including Dark Angels, Blood Angels, Daemonhunters, etc) where you can get twin-linked Assault Cannons. After I've taken all my core units, and made sure I have some heavier anti-armor (TL-Las Dread and 3 typhoon ML landspeeders in my current list, along w/ Lascs in my tactical squads) I use the rest to provide transports/ TL-assault cannons. The great thing about these, is that three of them can destroy most 10 man squads in the game. I usually field 4, as I need them to transport my smaller squads as well as act as mobile cover firing platforms.
The great thing is, in a pinch, they can even manage against some bigger stuff. On a 6 to wound (which each one will usually get 3-4 chances) its automatically penetrating against A12, and potentially penetrating against A14. Not my first choice, I'd rather make Howling Banshees/ Nob squads go poof, but it can work, and I've seen it work too. They're also great for popping lower Armor transports.
All told, unless you really need Anti-Armor, I'd suggest using TL-Assault cannons. You can get TL-Lascs on Dreads, Preds, and LRs, TL-Heavy Flamer are okay, but considering you have to get close you are just asking to be hit by melta bombs (or melta in general), and the Lasc TL-Plasma gun combo isn't bad, but it doesn't have the vehicle punch of the TL-Las or the AI punch of the TL Ass. Cannon.