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#1 (permalink) |
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Shas'Saal
![]() Join Date: Feb 2008
Posts: 124
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The idea came to me to see what a Rhino Rush Blood angels list could do and this is what i came up with.
HQ: Company Captain, Power Weapon-115 Honor Guard, Power Weapon, Rhino-180 Elites: Veteran Assualt Squad, Thunder Hammer, 2 Melta Bombs Rhino-190 Veteran Assualt Squad, Thunder Hammer, 2 Melta Bombs Rhino-190 Veteran Assualt Squad, Thunder Hammer, 2 Melta Bombs Rhino-190 Death Company, 7 man, Rhino-40 Troops: Assualt Squad, Power Weapon, Rhino-155 Assualt Squad, Power Weapon, Rhino-155 Assualt Squad, Power Waepon, Rhino-155 Heavy Support: Baal Preadator, Side Sponsen Heavy Bolter-125 Baal Preadator, Side Sponsen Heavy Bolter-125 Baal Preadator, Side Sponsen Heavy Bolter-125 Total:1747 MC:43 AV:11 So what do you think? Any good? Any places for improvment? |
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#2 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2008
Location: Cheshire, England
Posts: 2,823
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Looks good even if extremely repetitive :P. But unless Blood Angels have a rule allowing you to take 4[
] elites then your list isn't legal.- Shadow |
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#3 (permalink) | |
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Shas'Saal
![]() Join Date: Feb 2008
Posts: 124
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#4 (permalink) | ||
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2008
Location: Cheshire, England
Posts: 2,823
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Quote:
- Shadow |
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#5 (permalink) | |
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Shas'El
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Sponson heavy flamers on the Baal preds. They are just so much cooler that way and work just as well. I've used them both ways with my BA and still prefer the Flamer approach, if only for the fact it's more fluffy.
... That and it's cool. ;D
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#6 (permalink) |
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Shas'O
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Posts: 6,130
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Here's a suggestion for a rhino rush for BA.
Tycho & Lemartes -235 5man Honor Guard w Razorback, 2x plasma gun, 1x apoth, 1x power fist: 250 pts 5man Honor Guard w Razorback, 2x plasma gun, 1x apoth: 225 pts 5man Vet Squad w Rhino, 2x plasma gun, 3xCombi-plas: 210 pts (if feeling beardy, abuse the crap out of this squad config) 5man Vet Squad w Rhino, 2x melta gun, 1x PF, 1x meltabomb: 200 pts 5man Vet Squad w Rhino, 2x flamer, 1x PF, 1x meltabomb: 200 pts 7x DC w jetpacks 55pts 10xTac Squad w plas, rhino: 245pts 5x Tac Squad w plas, razorback: 180pts If my maths are right, that'll give you exactly 1750pts, and a lovely seven rhinos/razorbacks rushing across the field. After all...you cant assault immediately after hopping out of transports, but you can rapid fire the daylights outta someone with plasma, have your apothecaries soak the failed saves, then pop lemartes and DC over the top of your shielding vehicles to assault whatever looks like it needs to die. The odd melta bomb or embedded power fist is simply to put a little bit of hurting on countercharges.
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#7 (permalink) |
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Kroot Shaper
Join Date: Dec 2007
Posts: 43
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Looks good, though I'd think about popping some flamers in there when you can. I actually ran an extremely similar Salamanders list at the same points value.
I'd also think about smoke launchers to increase survivability, you'd be amazed to see about half your transports get popper on average before you disembark. One fantastic tactic is to remember to use your rhinos as "mobile terrain", tank shock is your friend. Often, what I did was to use several Rhinos to cut the enemy lines in half. I.e. Rhinos end-to-end, deploy on one side. Then, while you're dealing with a part of your opponents army with your entire force, they have to shoot through the Rhinos before they can touch you, and then even if they can manage a counter assault, they have to move through the cover of the wrecked transports, so you're striking first anyway!. --Basically the Rhino Rush lets you put down a solid wall of terrain where you need it. The second trick is as many flamers as possible, and sort of invert the fish of fury tactic. Flank an enemy squad (or 2 or 3) with Rhinos, tank shock, assume they'll pass, and basically force the infantry to squeeze together to get more than 1" away from both Rhinos. Pop your marines out, and any flamer should be able to toast 10+ models... 1 in each squad, maybe a combi-flamer, and you're doing quite well. Let us know how it works out for you. |
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#8 (permalink) | |
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Shas'La
![]() ![]() Join Date: Sep 2007
Location: York, England
Posts: 353
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#9 (permalink) | |
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Shas'O
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Posts: 6,130
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Quote:
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Latest Project: Game Design Forums. Register now to get a low user ID, or reserve a forum for your own project. My various opinions and tacticas, in article form: Ad clicks always appreciated. Latest article topic: Video game design Best free webhost Ive found yet: http://www.ultrawebsitehosting.com/2353.html |
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#10 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Jan 2006
Posts: 1,401
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Also your squad cannot assault the turn they dismount unless they changed this rule which usually means that a) you keep them buttoned up till next turn and hope your rhino doesn't get destroyed and thus entangle you and cause wounds on the squad or b) dismount after moving and hope you dont get shot to pieces before your next turn
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