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Rhino Options
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Old 02 Jul 2008, 13:35   #1 (permalink)
Shas'O
 
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Default Rhino Options

Ok, this may seem like an obvious question :shifty:, but can a rhino take two pintle options?

I have looked at the codex and it says
"One of the followingPintle mounted Weapons:"
but a picture on the back of the codex and the army shot on pg78 show a rhino with a havoc luancher and a pintle storm bolter.

Is this legal or has GW made a blunder with their modeling? :sadnshocked:
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Old 02 Jul 2008, 13:43   #2 (permalink)
Shas'O
 
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Default Re: Rhino Options

Yes. The Pintle mounts are a Combi-Bolter + another weapon.
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Old 02 Jul 2008, 14:14   #3 (permalink)
Shas'Vre
 
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Default Re: Rhino Options

The Rhino comes with a Combibolter. If you were to then add a Havoc Launcher, you'd be set.
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Old 02 Jul 2008, 14:18   #4 (permalink)
Shas'O
 
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Default Re: Rhino Options

Why only a havoc? I usually give mine another combi-bolter to spend up points. Makes a half decent fire support for a squad, having another 4 shots within 12" can really make a difference. A combi-weapon is sometimes a good option as well. A flamer to smack down an approaching squad of guants or boyz. A plasma to hit a Terminator or similar. A melta to kill a bigger tank (its fun having a 40 point rhino take out a 300 point land raider). Havocs are good if you face alot of horde. And the new scatter rules make it even better!
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Old 02 Jul 2008, 15:16   #5 (permalink)
Shas'Vre
 
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Default Re: Rhino Options

Quote:
Originally Posted by JD
Why only a havoc? I usually give mine another combi-bolter to spend up points.
Usually because I'm having the opposite problem. I'm usually looking to pare down points where I can. I like the Havoc Launchers, because they are capable of delivering a good amount of firepower without making the rhino a fire magnet. But I agree, rhinos make pretty decent fire support if you load them out well.

As a side note, I've found that combi-meltas are great for the first time your opponent faces them. After that, the combi-melta rhinos rarely make it into melta range.
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Old 02 Jul 2008, 22:56   #6 (permalink)
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Default Re: Rhino Options

Naked Rhino, Tis the only way to go. Adding more points to something that's likely to die from Anti-tank fire is wasteful. Also long as you get a few turns of movement your golden
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Old 02 Jul 2008, 23:04   #7 (permalink)
Shas'O
 
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Default Re: Rhino Options

Extra armour, you'll always be moving, when those marine "punch you with their fists" in cc they're only onna get glancing, which'll probably be a shaken or stunned result, if you're stunned you'll be stuck their during your turn too,

Extra armour is best upgrade ^^ anything else isn't worht the points, your rhino should always be moving as fast as possible, ramming, tank shocking, or just blocking LoS.
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Old 03 Jul 2008, 06:12   #8 (permalink)
Shas'El
 
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Default Re: Rhino Options

Quote:
Originally Posted by Brass Claw
Naked Rhino, Tis the only way to go. Adding more points to something that's likely to die from Anti-tank fire is wasteful. Also long as you get a few turns of movement your golden
Nah, you should only have 2, if any at all:

Pintle-mounted TLB, as it is only points and gives you double-dakka, and extra armour, as stated above, even though these two are rare since rhinos die so easily :-X

Extra Armour is better given to a Dreadnought, IMO.
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Old 03 Jul 2008, 14:14   #9 (permalink)
Shas'Ui
 
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Default Re: Rhino Options

Quote:
Originally Posted by Timjim
Extra armour, you'll always be moving, when those marine "punch you with their fists" in cc they're only onna get glancing, which'll probably be a shaken or stunned result, if you're stunned you'll be stuck their during your turn too,

Extra armour is best upgrade ^^ anything else isn't worht the points, your rhino should always be moving as fast as possible, ramming, tank shocking, or just blocking LoS.
Actually, TimJim makes a very good point. In 4th edition the extra armour was less worthwhile for the points. In 5th it may come back into its own. I think this remains to be seen but watch this space.
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Old 03 Jul 2008, 20:22   #10 (permalink)
Shas'Ui
 
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Default Re: Rhino Options

Extra Armour, Smokes, and a squad inside. That's all you need on a rhino. It's just a rolling deathtrap for whatever's inside, so I figure run forward for a turn or 2, then pile out and use the Rhino as a mobile wall - block LoS and make it harder for your squad to get charged. That's what I always did with my Rhinos anyway - if nothing else you'll piss your opponent off because you block shots and charges and generally be a nuisance, and I heard something about 5th ed tank shock being scarier?

Who needs guns when you can run things over?
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