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With the TAR and TVR coming out soon, how are Space Wolf tactics gonna change? Rhinos seem to be pointless now, and the TAR rules seem to all be gimping Blood Claws. So, I'm just wondering what people are thinking of doing. My friends are all telling me to put jet packs on my Blood Claws, but I'm not sure that's what I want to do yet. Would bikes be better? Should I mount my Grey Hunters in some sort of transport? Just looking for thoughts and stuff.
Edit: Looking at it now, bikes seem like the better deal, as I get more weapons to shoot with on my way into CC, though I lose a CC attack per turn, since bikes only have 1 weapon for CC. But they gain toughness. Any thoughts on this? I'm just trying to figure this stuff out before I go out and buy any more stuff.
The TVR do not kill the Rhino rush, they merely slow it down a turn.
Turn 1: move up, smoke launchers
Turn 2: move up, unload BCS behind Rhino, turn it ont its side to block LoS
Turn 3: move rhino away or clibm over wreckage, charge!
Also, the TAR only help Blood Claws. Now, they can pick out Independent Characters, and with 2+ powerfists per squad, bye-bye Daemon Prince. Also, why bother shooting with BS3 when you get 4 attacks charging
Grey hunters could always use a transport, never underestimate the drive-by, throw 2 assault weapons in the squad, and drive around shooting things, or use the rhinos to block LoS to the Blood Claws, or to secure objectives.
BC bikes are a teeny bit more attractive now, especially with the improved bike rules, try 'em out with a Rune Priest and tell ==Us== how they do
Also, no jump packs. If Russ had intended for us to fly, we'd have wings
Wow, thanks a lot man! Lots of good advice there! ==You== really gave me a lot to think about and help me with there. Hehehehe. Anyone else with ideas would be very cool. Plus, can anyone point me to exactly where I can find the TVR and TAR rules? Is it only in White Dwarf? Just wondering, personally. I haven't read them through completely, I just know about the disembarking stuff and losing your charge attack if you shoot.
You can't do that. Once they disembark, the Rhino can no longer move. They have to disembark behind the Rhino as it sits in the current position.Turn 2: move up, unload BCS behind Rhino, turn it ont its side to block LoS
Another option I use a lot is on turn 1 or 2 (depending on range) is to move, disembark and shoot (since you can't assaault that turn it doesn't cost you any CC atacks), then assault. With GH packs tooled up with two plasma pistols and a melta, you can really pack some serious close shooting power. You might take a couple of hits if the enemy does shoot at you, but they are usually survivable, especially if you assault with 2+ squads.
I still '"rush" with four squads in Rhinos. With attack bike packs as fast attack choices already harrassing the enemy, they often don't even shoot at the disembarked packs. One pack invariably has a Priest to cover them with Storm Caller, and a Ven Dread in the back pelting ranged heavy weapon fire. It tends to be quite distracting.
I expect when they publish final vehicle rules there will be provisions for the Land Raider to disembark and assault on the same turn. If so, you'll probably see a few more Crusaders with large BC packs in them.
Cool, cool. I've just been getting a lot of people telling me that Rhinos are worthless when I don't think they really are, so this stuff is helping me out a lot. Is there a possibility of moving the Rhino and turning it all in one turn, then disembarking on the far-side of it? i.e. turning it before disembarking?
I assume you guys are talking about the upcoming 4th edition, because the TAR have been out for a long time and are now the official rules (at least at any sanctioned tournaments). The TVR also will appear in the 4th edition but supposedly in a highly modified format: From what I've read the TVR that everyone has seen are a rather outdated version.
I would agree that the new assault rules help SWs a lot.
Once you disembark, you can't turn the rhino (at least until your next movement phase). However, in many cases the rhino still will shield your troops from enemy that lie directly ahead and even if it doesn't, a 3+ armor save gives you pretty good odds of surviving (except against something like plama).
Don't forget about taking extra armor on your rhinos; used in conjunction with smoke launchers it helps reduce the chances that your men will get trapped inside the rhino for a turn. Against an experience enemy, having your troops trapped inside the stranded rhino is a largely a death sentence: You just move in troops (assault troops work great for this) to block the rhino's access points and pop it with a melta or meltabombs. Two units for the price of one. :blink:
The TAR and TVR can be found in their latest incarnation in Chapter Approved 2004.
WolfRaider, ==My== bad, I meant to say you turn before getting out, a Rhino still has 3 access points
For many, Rhinos are essential, for others, they suck, a Rhinos utility is what you make of it.
Personally, I luv 'em :w
Do they do an update every year? And why do they do it?
I've always thought a "mounted" army was a good idea. Is it generally only a sound tactic for a CC based SM army though? Or would a vanilla SM army work well with the rush tactic?
"Can you put that in a memo and title it '***** I already know!'"
Church: "Ok, so we're agreed? You first!"
Sarge: "Get on with it, Griff."
Griff: "I'd just like everyone to know: that I suck."
Griff: "And that I'm a girl..."
Church: "What else?"
Griff: "And I like ribbons in my hair, and I want to kiss all the boys."
Sarge: "This has to be the best surrender of all time."
usally there is because people find loop holes in the codex and use them to there advantage and some armys usally the new ones are found to be too powerful so they need to change it to make the game based on the players skill not there cheese rating