Units in transports? Why? - Warhammer 40K Fantasy
 

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  1. #1
    Ogre Tyrant waddywoos's Avatar
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    Units in transports? Why?

    I think I must have missed a trick or two, but why would anyone put Khorne bezerkers into a Rhino?

    It moves 12 inches, but the bezerkers could move almost that far having moved 6 and then run. When they get to their target they have to get out and sit there for a turn while getting shot at anyway, just like they get shot on the way in except now they're in rapid fire/shuriken catapult range etc.

    Why would you not just run them across the board and save yourself the points wasted on a rhino?

    To some degree I can't see why you'd take a transport for a chaos marine squad at all either. unless you had a 5 man squad for sittting on objectives that you wanted to protect I can't see the use of it, because if they marines aren't out in the open they aren't shooting, and if you disembark you have to be within 12 to fire, so you're getting out and are guaranteed to be assaulted if you dont wipe out the enemy.

    I'd like to think that I've made a big error somewhere and I'm wrong about something and that actually rhinos are brilliant, but right now they seem awful.

    'War does not determine who is right, only who is left'
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  3. #2
    Member kzqq's Avatar
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    35 points gets you a sturdy little vehicle that will draw your opponent's heavy weapons away from your more important stuff. Secondly, you mentioned that there is no extra protection from a rhino as they will move into rapidfire range anyways. If you ran the whole way you would be putting yourself in rapidfire range most likely anyways as terrain may obscure an assault distance. So it comes down to having your squad shot at for 2-3 turns or only 1 turn after they emerge from the rhino. Keep in mind you can also disembark behind the rhino and charge units directly on the other side. Use it as moving cover.
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  4. #3
    LO Zealot andrewbeater's Avatar
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    I always put my Zerkers in a Rhino. It keeps them safe from small arms fire. It runs out 12" and pops smoke to stay safe until next round when my opponent has moved up. Then get out move 6" and assault 6". It just makes sense and works. If you move on foot a) you are exposed to small arms fire and template weapons, b) you move only 6" and then only 1-6 more inches, so it it slower than a Rhino. I don't take a Rhino on my regular marines, but I like to give them the mark of Nurgle which helps keep them safe from small arms fire as they move up. To me, this game boils down to your personal preferences, so if you find you can win without the Rhino, then do it. I'll keep using mine though, as it is my personal preference.

  5. #4
    Senior Member Arjuna's Avatar
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    The enemy can only run away 6", you follow them at 12" speed. Usually when my zerkers get close enough to their targets the opponent gives their rhino #1 priority with all his heavy weapons, but usually by then smoke is popped or it's in cover and still survives well...I mean, there is a 4/6 chance that the rhino will survive in the first place if penetrated, and that's without the 50% chance of the coversave! And in your next round you just get out, assault the shit out of your opponents troops and if the rhino didn't get immobilized it goes away to contest objectives...
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  6. #5
    EWOP adamwelton's Avatar
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    Not only but also, you can arm the Rhino with quite a bit of firepower and have the Nutjobs in red blazing away at a potential opponent from the firing points as well. You rush forward, open up with everything you have at a potential threat, then next round the boys jump out and smash the bollocks off anyone daft enough to be in assault range. Well worth it in my book even if you don't get any shots off. If anyone gets a sniff of dismounted Berzerkers on the table they'll be the first to get slotted because they''re the biggest infantry threat in a CSM list.
    Give a man a gun and he can rob a bank. Give a man a bank and he can rob the world.

  7. #6
    Martial of the Riddermark
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    Don't disembark on the turn that you've moved, wait in the rhino for a turn, then next turn, get out before moving the rhino so that you can move and assault in that same turn. You don't have to disembark immediately. There's more information and tactics on 'The finer points of using transports'. I personally always use one for my bezerkers.
    adamwelton "Bliss-giver is right as always."
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  8. #7
    EWOP adamwelton's Avatar
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    Bliss-giver is right as always when putting his CSM case forward. You COULD march them forward behind Plague Marines, but don't expect to get the use out of them that you want. Rhinos at thirty-five points? I'd buy that for a dollar!
    Give a man a gun and he can rob a bank. Give a man a bank and he can rob the world.

  9. #8
    Senior Member uber's Avatar
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    Rhinos are great for another reason besides the ones given....fire points. I love to run csm with dual plasma. Put them in a rhino, and now you have a tank with two plasma guns and a tlbolter. That's some serious anti-meq firepower, and your boys are protected.
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  10. #9
    The other Kind of Fluff Rabbit's Avatar
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    The Rhino is probably our most valuable support unit. Let's not forget that it's also an incredibly effective defense barrier against incoming enemy hordes (control tactics).
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  11. #10
    Senior Member Arjuna's Avatar
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    I love it when my opponent sets up for the charge of my rhino-mounted CSM and fails to shoot out the rhino, hahaha, then they have two choices...either charge the car and get my boys out in the open(and ready to charge or rapid fire next turn), or do nothing...

    Park a rhino with defensive troops in it by an objective in the middle of difficult terrain(preferably in cover) and see him squirm as he tries to take it out...not only does he need to bring people to take care of your guys, he needs to bring something to take care of the car as well...and many armies don't have such nice little versatile troops as we do!
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