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Mechanized all the way: Go Rhino!
Those packs are too rare and cool: Go Jump!
Just wondering, does anyone take the rhino option for Assault Marines instead of jump packs? Why/why not?
What's the point of taking rhinos? With assault marines, you basically have 18" assault range, but not with rhinos. Also, you can jump over other units whereas rhinos may be blocked. If you want rhinos, put your regular tact squad in it.
yeah I think that jumpacks are the best.
I actually take a rhino for my vanguard as they tend to draw a lot of fire. I usually run five of them, four with pw's and one with lc's. They have reached their target more often this way. It only takes a little more planning to get the assault off.
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You can't beat the range and maneuverability of the Jump pack on regular assault marines.
They do tend to be too expensive for the Vanguard Veterans.
Mixed bag for me. I play BA so I have lots of assault troops. My more expensive units go in transports. Pack marines stay behind vehicles. A lash + vindi / defiler blast means that expensive squad is likely vaporized in one shot.
So it would come down to who I'm fighting. In tourneys I'd probably use more transports. One huge advantage to using transports is you can shield the unit from enemy fire when close combat ends.
Codex Creep has reached the point where power armor no longer protects as well as it should. The latest Codex release has anti-MEQ lasguns in it, for pity's sake! If you bring jump troops then they'll be shot up by artillery, or a Sternguard squad will droppod 2" away and rapidfire them to death, or they won't be able to stop transport vehicles before they close in and the passengers jump out with half a dozen flamers.
If a jump squad gets shot up badly then they'll lose 6-10 models. If a Rhino squad gets shot up badly then they lose maybe 3 models when their ride explodes...and they can't be charged by the unit that attacked them because they shot up the transport, not its contents.
If a jump squad moves through terrain then they take dangerous terrain tests on both takeoff and landing (unless they move like normal troops, which defeats the purpose of jump packs). If a Rhino squad moves through cover, there's a small chance that their ride will be immobilized, not destroyed, and dozer blades are cheap.
Rhino squads can't be affected by psychic powers like Lash of Submission until they climb out. Jump squads can be affected by everything.
As a Night Lord player, I want to like jump troops. I really want to like jump troops! But I just can't justify what amounts to sending normal marines through open terrain in a headlong rush into the enemy's rapidfire range. A Rhino will, at a minimum, blunt the threat of all those bolters, special weapons, psychic powers, outflanking CC specialists and terrain features for a critical turn or two.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
As blood angel player i prefer the rhino. Can overcharge ( 18 " move ) is excellent against incomming fire, block line of sigt etc. I know i have a no assault range of 18" but 10 jumppack marines with not so much cover will be shot too pieces. And i have the expierence from my eldar and chaos opponents friends.
Shas'O dent'O r'myr cadre ( 1850pts ) ( O'shovah breakaway rules )
Space wolves " dentonir " the red wolves company ( Canis wolf cavalry list, 1000pts )
read the last paragraph on p67 of the rulebook in the "effects of damage results to passengers" section
just thought i'd point it out to you so in a tournament or something you're not caught off guard when a player like me points to the rule