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ok...so i have been reading post and trying to learn a little more about space wolves. so far i have made list with bikes and foot slog but reading ppl are saying that rhino transport is a good idea. there's just one problem with me and rhinos....I DON'T KNOW HOW TO USE THEM IN THE CORRECT WAY! so basicly my question is this should i keep on footslogging or put me blood claws in the rhinos and rush forward with my bikes.
thanks in advance.:C
get them stuck in that rhino!!!! if you can get the claws into CC against a nice juicey target then the rhino can be expendable, as long as it gets them close it doesnt matter, it can even provide cover from the enemy if you place it in the right place once you disembark!
PROUD TO BE IN THE BRITISH ARMY.
~~ Surrender and serve me in life, or die and slave for me in death~~
ok then rhino good...which leads me to another question what to do with my grey hunters. a friend of mine said there more the defeneisve type and that i should spend the points on buying bolters and ccw and have them rapid fire into the enemy and let them charge then counter-charge...i like this idea but i still have the feeling of moving them and letting them get into cc evening though if i do give them bolters they don't get the +1 for duel weild. so what would you say on that aspect of space wolves.
There are tricks to using Rhinos correctly, that's for sure. The first few times I used them, they were little more than overcharged coffins. (Blood Angels, same difference.)
In my experience, the following things are effective:
Rhinos should always have Smoke and be deployed in cover whenever possible.
The fastest units should go first, followed by the Rhinos. On the one turn the Rhino is in the opening after charging across the field, blow Smoke. By the time your dedicated melée units are in combat, your opponent should have more important things to worry about. Then charge the Rhino forward the rest of the way and allow the squad to disembark. After that, the Rhino can function as a nice little, albeit fragile, pillbox.
As BrotherAzriel wrote, though, one must never forget that the Rhino is cheap and expendable. Every turn spent protecting the Rhino is another turn where its cargo is not in combat and not earning its points back.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
Put your Claws into the Rhino and get them up there so that they can get in cc faster. Smoke Launchers are often used to vastly increase the Rhino's survivability the first turn. Not putting the Blood Claws into the Rhino will decrease their effectiveness.
I am one who goes against the flow on this one...Rhinos are great, but they are great for grey hunters; bloodclaws should get land raiders or nothing. Mount your Greyhunters in rhinos and give them bolters and close combat weapons, 2 powerfists, and a wolfguard with lightning claws and wolf pelt. They can drive up, jump out and shoot, and then on the nect turn you have a hard unit in the middle of their lines...if they charge it you get 4 lightning claw attacks, followed by 4 power fist attacks, if they don't charge you you charge them with 6 power fist attacks (bolt pistols for powerfisters, bolters for everyone else) and the lightning claws to boot...it just isn't fair. The problem I have with blood claws in a rhino is that if they dont charge they are not very effective; and if you drive up and jump out a smart opponent with move away or charge you so that you don't get to use your charge and your bloodclaws become similar to expensive scouts.