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What type of rhino squad do you think is the best in the new codex? I have been playing around a bit with different squads but there are just so many different things you can do I am not certain which would be optimal. To me, rhinos are used as fast moving rapid fire space marines. They are expendable and when they exit the rhino I fully expect them to take quite a lot of casualties the following round. In essence, they soften up the lines before my slower troops get there or they serve as the backup unit to finish off encroaching enemies. Either way, it seems like they will almost always end up getting charged and shot up by the opponent.
Lately, I have been playing with 10 CSM with an Icon of Slaanesh in a rhino equipped with 2 flamers and a combi flamer. I like this setup because it is effective against space marines as well as smaller creatures and it is something opponents just don't expect. Flamers cause quite a bit of damage especially since they always count as hitting. Thus, if you can get 3 SM under 1 flamer template you will be killing just about as many SM as a rapid fire plasma gunner. Since you can potentially get much more than 3 SM under a single template this can turn into a devastating combination.
My next idea is using havocs in a rhino equipped with 4 plasma guns. The question I have here is whether or not to bother with ablative wounds. There is no way any unit that comes out of a rhino with 4 plasma gunners right in the midst of the enemy lines will survive for more than a turn or manage to be not locked in combat. Is this a situation where perhaps 5 is the best and just use them as a suicide unit?
Finally, I have thought about taking a melta squad in a rhino and driving it around the board and dropping it off just behind a forest or other los-blocking area. This unit can also rush up and rapid fire as well if needed, but I'd prefer to use it as a fast moving threat that can also summon daemons (once the new codex comes out and they are worth taking). I also like to use this type of squad to block line of sight for my big daemon prince.
So, my dilemma is thus - what Icon should the squad take if expected to endure heavy opposition - nurgle for resilience, or slaanesh for first strike in CC? And what weapons / role is best for the rhino? Are they merely movable terrain or a rapid fire strike team? How do you use them and what is the most effective against a wide range of opponents?
Heh, daemons aren't usable...With the exception of daemonettes the generic daemons are stronger than before. You just have to look past the statline.
Plasma in rhino's seems to be the best as far as I can see. Although the lack of heavy weapons means meltaguns might be forced in. The 3 flamers does sound interesting although you would have to cover 4 or 5 marines. Admittedly theres no overheat, no cover saves and not everything is MEQ.
3 marines-1.5 wound-0.5 die
2 plasma shots-1.3 hit-just over 1 dead
I'm wondering just how feasible mixed squads will be, maybe a flamer, meltagun and combi-melta. Or 2 plasma and a combi-melta. After all, meltaguns are now anti-tank of choice for chaos (after obliterators).
Maybe even one of each.
10 Marines /w plasma gun, meltagun, icon of slaanesh
-Aspiring Champion /w power fist, combi-flamer
Rhino /w extra twin-bolter
maybe that would be a feasible squad?
Last edited by LordLink; September 16th, 2007 at 10:06.
Is the fact that you have to be so up close a huge disadvantage for flamers? Or does it just require me to build the unit more towards being killed than being useful past one turn?
Last edited by EcchuBlessu; September 17th, 2007 at 06:28. Reason: math
if you're talking about flamers and rhinos, definitely consider a cheap squad of noise marines and a doom siren.
the AP and S of the doom siren seems to have slipped under radar.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
You have 2/3 for a MEQ save. That's the chance they will pass not fail. You are working out 1 marines saved not 1 dies.
The chance of a MEQ failing a save is 1/3.
Aye, I agree with the doom siren.
6 Noise Marines /w personal icon, bolters
-Noise Champion /w power fist, doom siren
Rhino /w extra twin-bolter
will be a regular setup for me.
So what exactly does a doom siren look like?
Also why do you take 6 marines and a power fist? It seems that the rhino has to get very close to the opponent to use the doom siren effectively, and that 6 marines won't be enough to stop the return fire you receive unless you are under very favorable circumstances. Also, why a power fist on a slaanesh character? A power weapon is cheaper and allows use of the +1 I.
My setup would cost 130 points and have 5 marines with 1 AC and a doom siren all loaded in a rhino. My second option would have 10 marines with the champion also using a power weapon and cost 245 points. I am sure the best bet is using something in between like the old 8 man squad.
You might also consider a unit of Plague Marines. They're virtually immune to small arms fire, and with Blight Grenades, can make an opponent think thrice about charging them. It might cost you a pretty penny, but one unit of them in a Rhino could hold half your opponent's army in rapture while you go about your business.
Just some food for thought, I don't know what your theme is.
Rhinos are nice, but you have to understand their use.
1th : They hide the squad inside. This has a big psychologic effect on many players. Some players will try to get rid of rhinos as fast as they can, and doing so will ignore your hard hitting units. Some other players don't understand the whole idea of mechanised infantry and will ignore the rhinos untill it's too late. Understand what kind of opponent you're fighting and use these vehicles in order to get the best results.
2nd : As what to put in rhinos, well it all depends on what you will be using the content for. Assault weapons (flamers and meltas) are the best as you can move up to 12" and fire them. Yet, you might only want to move your anti-infantry squads to the best possible position, and then the plama will do just fine.
As for you main concern, what is the best Rhino Squad, this all depend on you, but there are no best rhino squad, there is only squads put to their best uses.
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Plague marines function best in two way:
1- as the exclusive marine unit for your army, thus making all your infantry extremely difficult to kill.
2- as a fire support squad for advancing zerkers or other c.c. units.
Second, rhinos are more than just a transport. Once empty they can be used to block L.O.S. from enemy heavy squads, such as devastators. This tactic may seem simple and easily defended against. However, it nearly always nets the chaos player at least one additional round of blocking heavy weapons, and often as many as three, depending on the experience of your opponent. In essence, a devastator squad must chose either to move or destroy the rhino nesting in front of them. If they move, then you counter by repositioning the rhino in front of the devastators. You have just removed the heavy unit for 2 turns. If they choose, instead, to shoot the rhino, assuming it's destroyed, the enemy unit must now move to restore their sight of the battlefield; in which case, you have also removed their shooting for two rounds. The best option for an opponent against this tactics is to move the heavy unit, while shooting at the rhino with another squad. Yet, there again, this removes both the heavy squad and the unit firing at the rhino for one round.
Additionally, rhinos can be used while in transit to their destination, blocking L.O.S. for your dreads and princes.
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