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Hey guys, long time deamonhunter player but I've never gotten around to actually playing with ISTs and their famous "rolling coffins of death" (Sidetracked by my necron air force)
So I've grabbed 2 squads of 5, 2 meltas apiece and running them in rhinos with EA and smokes per the norm, but what confuses me is the whole "firing port" and shooting rules with them.
My first thought was to run em 12 toward what armor I need to kill, pop smokes, then second turn move em 12 and pop it, but after reading the rulebook I learned you can't fire out of a firing port after moving cruising speed so that's out.
Then I figured ok... I only have 1 firing port to begin with.... Is it that stupid top door that makes me open topped? Or is that a secondary option I have to allow me to use 2 firing ports while endangering the vehicle.
At this point I'm playing games so swamped by mech armies, I feel that running 12, pop smokes, then running 12, unloading the guys and shooting 2 shots, praying that it kills the thing it needs to before they get destroyed by return fire is my only hope.
So any advice or clearing up any of these rules for me would be very much appreciated, thank you!
Yea I understand the bit about it being open topped if theres a guy with a save worse than 3+ but i wasent sure if the door counted as a second firing port.
And secondly Ive been re-reading these forums after my librarium online hiatus and have been seeing such posts as "I prefer to keep my ISTs in the rhino till I see something like a landraider that I HAVE to pop" And while I understand those sentiments, Im just not sure if im seeing something wrong with our firing port rules that would allow me to preform that task better. I just hate the idea of throwing my whole anti tank units aside on the off chance they blow up the vehicle.
You don't count as open topped if you fire out, ever. The fire point is measured from the edge of the vehicle, no matter where it is I'm pretty sure. That's how I play it and all the guys I know as well.
Usually I either go 6" and fire out or go 12", hop out and fire. You get a free spin in place so they can jump out where you need and bust a tank.
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PS - It also sucks that DH rhinos don't have the repair rule.
That's what ISTs are for. It's also why running Inducted Guard instead of Grey Knights is a good idea; MOAR scoring units, so when you have to throw one away it doesn't matter so much.At this point I'm playing games so swamped by mech armies, I feel that running 12, pop smokes, then running 12, unloading the guys and shooting 2 shots, praying that it kills the thing it needs to before they get destroyed by return fire is my only hope.With BS4 Meltaguns it's not so much a case of "if", in my experience. You don't miss much when you only need a 3+, and because of AP1 you're not relying so heavily on Penetrating hits to cripple stuff. If you wanted to be REALLY sure you could always upgrade one IST to a Vet and give him a Combi-Melta; only adds 25pts onto the cost of your (already cheap-ass) unit, and three BS4 shots are better than 2.I just hate the idea of throwing my whole anti tank units aside on the off chance they blow up the vehicle.
"only" adds 25pts is good, that's 2 and a half ISTs :p
Chimeras ftw. Imo they are worth their points. Multi-Laser instead of Storm Bolter and one more armour.
If you're taking Inducted Guard, yeah; otherwise they're a waste of points. If all you need is a METAL BAWKS to move 12" per turn and dump your Meltaguns onto armour then the Rhino does fine.Chimeras ftw. Imo they are worth their points. Multi-Laser instead of Storm Bolter and one more armour.
I was planning on getting a chimera to transport my plasma toting storm troopers or shooty inquisitor (once I work out how to model them for a non-insane price)
are they really not a good idea? I thought having the S6 shots to pop rhinos before unloading with scary plasma on the troops inside would be a decent tactic
less hate more kittens