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Ok, so ive just bought my first rhino
and now i need to decide what to do with the 'options'
the codex reads as follows:
"One of the following pintle mounted weapons:
-twin linked bolter ( i asume this is the 2 halfs of bolter lookin weapons)
-twin combi weapon (is this the flamer looking weapon? + half of the bolter looking weapon?)
-havoc launcher (the big missile launcher?)"
after looking arround these forums a fair bit i cant find many if any army lists that use any of the above on thier rhinos.
so, my question is, i guess, why?
could/would anyone spare the time to give a brief rundown on when/if any of these options would be worth having and/or when they are not?
any help is appreciated!
first of you are correct on all the weapons and the appropriate models for them.
The reason that I don't take anything on my rhinos is that I like cheap rhino's that just transport my troops. I want them faster to reach the enemy or to capture objectives.
I'm just not willing to take the extra stuff, because honestly special weapons are built for the squads.
But if you want to take an upgrade it would be best to take a cheap combi bolter or a combi plasma. The plasma can excentuate your squads and would be the better choice in my opinion. But thats just my opinion, and you should make your rhinos however you want them.
Rhinos imo are there for cheap transport, they're too explodey to start sticking massive upgrades on...kind of like sticking big upgrades on a Whirlwind for SM's.
--Be sure to not post points values! Have a quick read of the Librarium Rules.--
First you guessed right about what is on the sprue. Don't forget about the search light, and smoke launchers. These now come standard, and it doesn't hurt to model them on your Rhino.
Your Rhino comes standard with a twin-linked bolter. The difference of the pintle mounted one is a 360 LOS, for the points cost. Most people don't take Rhino weapons upgrades due to the lack of firing they will do. Its about getting troops to combat, and not as a fire base.
Say you have a combi weapon. You move twelve in the first turn, and then you fire smoke. So you won't use your weapon. In the next turn you move the last 0-12 inches and disembark, and if you moved greater than 6" you can't fire again.
Now its turn three, and only then does your weapon really start to become of use. You can move the Rhino around (if its not destroyed, or immobilized at this point), and fire your gun at a unit if its not engaged in combat. Doing a a couple points of damage, if you can hit.
But if you are feeling experimentive, consider using combi-meltas. Should the tank survive long enough to fire, its a fun surprise to pop an enemy vehicle in that way.
Air Calv Guard: 3 - 2 - 1
Word Bearers: 23 - 9 - 4
well, i'm sure you get the gist of it by now.
rhino's are there for transporting models, and if you move it like a transport it won't be able to use its weapons. so adding additional weapons to the rhino isn't really smart, unless you have some special purpose for doing so.
"I have seen you humans, trying to forge an Empire in the name of a corpse"
Well I think I differ from most players in the way I equip my rhinos because I always give them an Havoc Launcher...
Pintle-mounted weapons are a waste of points... it's just a bolter... and even if you give it a combi-weapon you will have the chance to use it only once... but the Havoc Launcher have a template that don't scatter and it usually get it's points back.
3 reasons why I use those...
- First they are cheap and when my rhino unloaded it's cargo it gives them a second usage other than blocking lines of sight.
- Secondly, if they are annoying enough (and they sometime are) my opponent will spend some shooting to blow them up and while doing so they will spare some more expensive/important units.
- Thirdly it have a blast template so it's really usefull against horde armies or packed troops and it's twin-linked so it usually hit everytime it shoot.
I like to park them in front of heavy weapon squads, block their line of sight and shoot at them with my lil template . It force them to move and they lose a turn of shooting (in which case I follow them and do it all over again) or they shoot at it and blow it on the spot (or they try) and it still block their line of sight. I just love it when I can block the line of sight of a Leman Russ with a cheap rhino and blast a squad of lascannon with a really cheap weapon while doing so...
One of the best shot I got so far was when I shot at an IG lascannon squad, killed the base I was targeting making them take a moral test (who failed) and see them running off the board because they were too close to it... not bad for a really cheap weapon on a cheap vehicule, and yes I was protecting my Plague Marines from an ordinance weapon while doing so.
Havoc Launchers for the Win!!!
Last edited by Thyr; September 30th, 2007 at 03:42.
Firstly apologies if points listing is breaking the rules i did have a look arround the stickys but couldnt find mention of it, could you pm me a link so i can be sure not to do any of the other 'dont's'.
secondly, thanks for all your feed back! it certainly seems most of you are of the same opinion, with all your comments it makes me wonder if the options wouldnt be best used in lower points games where the enemy army maybe doesnt have the fireposer to pop your rhino?
i think i may experiment with the havoc launcher it looks fun, ive just got to find a way to model it so i can remove it again at another point
You could magnetize a point on the Rhino! Or you could use... velcro!
A common way on Rhinos is to use the hatch on the left (when looking from the front of the model), and not gluing it into place. Just pop it in and out, and place a hatch cover when not using the Havoc Launcher.
Oh, and here is a link to the: --RULES--
The rules about posting points is in the first section, the third paragraph.
Air Calv Guard: 3 - 2 - 1
Word Bearers: 23 - 9 - 4
Cheers for the link double.bind.
I am interested in the whole magnetising idea, i was looking at it for a predator too. maybe ill give it a go!
as for using the left hatch i did consider this too but the havoc launcher is loose in the 'holder' so would need gluing (and i can do that because the other side of the 'holder' is the blank plate for whennot using the havoc) *rolls eyes*
its time to get creative i guess
Along the same lines, how are people modeling the one Twin-Linked Bolter that comes free with the Rhino?
If the one on the roof with the guy on it is supposed to be the Pintle mounted Bolter, then where is the Twin-Linked Bolter listed under wargear.
Also, is that Twin-Linked Bolter on a turret, pintle-mounted, sponson mounted, fixed to the hull?
It just seems very unclear to me.