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I'm sure some of you have heard or thought of the Rhino wall tactic for Khrone Berserker armies.
Basically the army consists of a lord and 6 squads of 8 khrone berserkers with khrone axes and a champion with a powerfist, all of them have a rhino with extra armour and smoke launchers.
From turn one the rhinos advance forward 12 and turn back to back in pairs to form a solid wall of 11 armour deploying smoke launchers on the first turn. Behind this wall lurk 48 berserkers and a lord. If the rhinos are destroyed they still provide cover and the berserkers can still go through them as difficult terrain.
I originally thought of doing an infiltrating nurgle army but this idea has more originality to it.
Any feedback on this tactic would be welcome?
in theory its not a bad idea, i do think however that in pratctice it won't be too good;
terrain might be in the way forcing you to deploy too close to the enemy or too far away
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As HeZu, it is fine in principle but there are a number of tactical flaws:
2. mobility within your opponents army
3. points spent on rhinos are wasted
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Also keep in mind that Deep Striking units could cause major problems, as well as infiltrating squads that can get better vantage points on your infantry and vehicles.
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While I'll agree that it is a unique idea. It does leave problems which the others pointed out, also not to sound mean. But you kinda mispelled Khorne, just wanted to point that one out.
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By doing so, you stacking all you eggs in the same basket. You seems to forget about artillery, infiltration, deep striking, and the fact that you opponent might use this strategy against you, especialy if he gets the first turn. I would suggest to use some daemon squads in order to have fresh troops availlables in case you would nearly loose all your models before they reach destination.
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I've used this tactic before, and it works very well against certain armies. Also, you don't need a rhino in each squad, but only 1 for every 2-3 squads. This porportion usually does the job. You then put talimans of the B.B. in the non-rhino squads. Really, with 6 zerker units, you can usually get away with only 2 rhinos. Remember, you're objective isn't to block L.O.S. from every imaginable enemy ranged unit, but only those most damaging to your squads.
Spambot kill tally. . .337
I've done similar things with my space wolves.
Take 3 or 4 squads in rhinos.
Deploy up as far as possible, depending on Los and first turn destruction potential, deploy either outside behind the rhinos(rhinos turned lengthwise to cover the line as much as possible)
OR just as normal, hugging cover waiting for turn 1.
TURN1: drive up full 12, with all 4 rhinos abreast. Pivot rhinos to form a rhino wall, deploy troops behind it(or if they raged, they'll be coming up the rear anyhow). all pop smoke.
Turn 2: drive up EMPTY RHINOS full 12(or less depending on range) if they have a lot of LRBTs then full 12 to stuff the Los short and pivot.
Congrats! you just built a barracade cover for your troops to pound up behind and hop on the enemy!
True, you potentially wast the rhinos, but 170 pts to deliver the rest of your army isn't too bad in my book(loyalists do it all the time with the drop pods) AND it works rather well, but can be very frustrating for your oponent, or YOU if he out maneuvers you.
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Against static armies, the rhino screen works exceptionally well, particularly against space marines. They have less units than, let's say, Tau or I.G., which means there are less models in which to screen. Against Marines, it's best to send an empy rhino en route for one of the devastator squads. You can improve the chances of getting the rhino in place by having 2-3 predators in the rear of your army, firing away. Most players will elect to take down predators, rather than firing at empty rhinos. By the second to third turn, you should have the rhino directly in front of an enemy havoc squad. Also, while you're advancing the rhinos, your zerkers should be fairly safe from enemy incoming fire, as the rhinos should still be functioning as L.O.S. blockers. AND, if push comes to shove, and you lose a rhino before it can reach a devastator squad, then that rhinos has protected your predators. Also, keep in mind that a destroyerd rhino en route to an enemy unit will likely have blocked L.O.S. to your zerkers. Plus, you stand a chance of the rhino repairing itself each round.
Spambot kill tally. . .337
I've been using this tactic for a few months now and it can be very effective but at the same time, it can be very hard to pull off. You have 2 choices, start with the squads in the rhino, in which case you are guarenteed a decent movement distance, or leave them out and risk not blood frenzying. If you leave the squad in there and dont get first turn, your opponant is going to give you a severe battering because it doesnt take much to blow up a rhino. As a result, you become entangled and take really heavy casualties. I've won the majority of games through the moving Khorne wall, however, expect to lose if you dont successfully get first turn.