5th Edition Rhino Tactics - Warhammer 40K Fantasy
 

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    5th Edition Rhino Tactics

    I know there is a Vehicle Use Tactica, but it looks like it pretty dated, so since I've never really used transports before (my other armies are Necrons and Chaos Daemons), I wanted to see if anyone had any updated advice for 5th edition.

    1. Upgrades: it looks like most people run them bare. I was initially tempted by dozer blades, but I guess CSM have some unfortunate wording in the codex that makes them useless if you move more than 6", and my impression is that you generally want to move them ~12" in the first turn or two. Otherwise, am I underestimating any of the other upgrades?

    2. Deployment: In 5th, I can imagine that you might deploy very differently depending on whether or not you are first or second. If you are first, it seems reasonable to deploy your marines already loaded up, but if you are second, should you deploy your marines near (and in cover), but not actually in your rhino yet?

    3. Usage: In turn 1, embark, if necessary, and then go 12" towards your objective (a good location for either rapid-firing or charging, depending). In turn 2, move again, if necessary, disembark, and shoot. In turn 3, shoot and/or charge as necessary. If the rhino is still around, drive around tank-shocking and shooting as long as possible. Do you play the rhino differently depending on whether you are playing annihilation or not?

    Please correct me, inform me, or just give me your general thoughts on rhino's in the current meta-game. Thanks!


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  3. #2
    Senior Member Serbi's Avatar
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    Rhino: Barebones, cheap 35 pt model. If you expect to play against someone who has a lot of guys on foot (swarm or not) a havoc launcher isn't a bad choice.

    How you use your rhinos should depend heavily on what your enemy is and what their particular list can do.

    For instance, if your enemy doesn't have a lot of weapons to pop tanks, move 12', pop smoke, then move 6 and fire the two shots from inside (for me that's normally two melta's) and then the bolter on top.

    But if your enemy is better at popping tanks, rush them all forward and attempt to make your non-rhino tanks seem more dangerous (IE: Vindicators and defilers are great for this roll) and then on turn two, deploy your guys, moev them 6 and then charge 6. (So move the rhino 12, next turn, deploy at the max distance from the door [2''] and then move 6'', and charge 6''. This should get you 26'' range for that charge so you gotta be careful when you try this tactic.)

    Also, if your enemy is something like orks, ALWAYS make sure that YOU get the charge.
    Nurgle, the freshmaker.



  4. #3
    Senior Member Mad Cat's Avatar
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    Chaos marine squads often carry 2 special weapons to increase their effectiveness. 2 meltas for example give the squad a tank hunting role and help out softening up heavy infantry before the charge. Berserkers and Thousand Sons are specialised chaos marines but cannot take the special weapons to give them a secondary antitank role. Adding comnbimeltas or combiplasmas to rhinos can give you this capability. It can also encourage the enemy to shoot an empty rhino as it is still a threat to one of his tanks. This will take some of the heat off other full rhinos and your supporting preds and vindicators.
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    Thrillseeker arachnid's Avatar
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    Generally ive found, that while vehicles are in general more survivable ruleswise, the meta has bumped up antiarmor to such a degree that the effectiveness is much the same as it was before:

    Horrible burning rhino death, must spam all armor or none.


    Currently i have one (1) rhino.. i use it as mobile terrain or rapid relocation in emergencies.
    it usually gets wrecked in a place that gives me cover.
    (Los-blocking terrain for 35 points that i can place wherever? now that's a steal in 5th)


    I won't get into the nitty-gritty of deployment and movement, as it's better explained by users of mechanised armies.

    weapons:
    Havoc launcher is useful sometimes, better in 5th with the twinlinked blasts.
    excellent for clearing ripperswarms and the likes.

    Extra tl- bolter is a bit meh, better to spend a few points more and kill higher threat targets. (looks great though)

    Combi-weapons:
    may be a nasty surprise, not something you wanna spam on every tank though.

    "guess what, my Rhino just killed your landraider! neeneer neeneer"
    a successful combimelta shot from a rhino may swing the game in your favour.. or fail costing you 10 points *gasp*.

    Tankrushing a unit and then unleashing a combiflamer in the heaped crowd makes its points back pretty nicely sometimes.



    Equipment:

    Dozerblades.. never had a use for them, my local crowd doesnt play with enough terrain for it to matter much.

    Extra armor: if youre up against nids, then yes, otherwise pretty much a waste.

    Dp: 5 points more than ea, guaranteed protection against venom cannons, might be useful. (one tl-ed bolter won't matter enough to use bs-reduction as a negative)

    Now when considering costs, keep in mind that a rhino with dp or a havoc launcher is the same points as a Dark eldar raider, but much more survivable.
    Still pretty cheap for what you get.


    Sidenote:tankshocking a rhino with combi-flamer with doomsiren champ + lucius' own siren into an ork horde makes a real mess.



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    You can cast spells out of rhinos with thousand sons. After moving 12" those who enter close combat can only hit the rhino on 6's. Against nids its awesome to send them among genies, get the genies to try to pop it and then cast gift of chaos out of it after words.

    My rhino wreck also killed a carnifex that was desperately walking over it - the mobile dangerous terrain feature is very good for bottlenecks.

    I generally take one rhino with a combi plasma and another with an extra t/l bolter.

    Try to hide them on turn one though if you are not going first. If the enemy shoots before you can pop smoke launchers you risk having your guys run on foot.
    Be nice to your enemies, it will make them madder!

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    Formerly Prince of Excess EmoJosh's Avatar
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    I think an under-used tactic is knowing when to pop Smoke. A lot of the time you can save it for turn 2, especially with city terrain. That basically allows you to get wherever you want instead of just taking on the closest unit so you aren't taking explosion wounds.

    Combi-Meltas are good in more elite CSM armies. They can also wreck a transport with a bit of luck and have the Marines inside Bolter the passengers. Frees up your Heavies to shoot at other things.

    I agree with the above points to run them naked most of the time and go all or nothing. Sadly you usually have to go all, Marines aren't that competitive on foot no matter how hard people try to recreate the gunline.
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