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Rhino tactics
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Old 27 Jan 2007, 13:59   #1 (permalink)
Shas'La
 
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Default Rhino tactics

Hi guys, I've got a forthcoming tourney and in my list I've added a rhino to transport a 10 man marine squad. I don't usually do this as i generally have an assault based army with scouts and jump pack assault marines that can hold up the enemy whilst the rest of my guys foot slog towards the enemy, but after compiling a list i had 58 points left so i decided to take a rhino with extra armour and smoke. I've read a few articles about the use of rhino's and how they are usefull to give your squads that initial 12" move towards the enemy but what if you don't get the first turn?

Any advice or tactics for using the rhino would be greatfully accepted!

I basically want to get the ten man squad (10 marines, melta, serg power fist) ahead of the main force of my army in my first turn and into cover if possible so that they can provide covering fire for the assault troops behind. And also draw fire away from them.

Again any tactics and/or advice would be very helpfull! Thanks in advance!

Mark
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Old 27 Jan 2007, 15:02   #2 (permalink)
Shas'Saal
 
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Default Re: Rhino tactics

Well the most important thing I can think of is to ensure your Rhino is somewhat safe is to place it behind cover but have a good path to where you are going, that way if you don't get first turn they will be less likely to pop it early. Other than that, just remember the transport rules so you don't get your force stuck in the middle of nowhere before they can assault.
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Old 27 Jan 2007, 16:29   #3 (permalink)
Ethereal
 
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Default Re: Rhino tactics

the one time that I used a rhino i got it to get my forces to the enemy line, then I drove it strait into a squad with a melta-gun, it exploded, and killed some of that squad and parts of 2 others. So, if you like they ways they can be used, do it.
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Old 27 Jan 2007, 17:21   #4 (permalink)
Shas'O
 
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Default Re: Rhino tactics

It sounds like you field an all-infantry army. In which case a single vehicle is a big mistake, especially one with such poor armour. A solitary vehicle will have to endure the full firepower of nearly every enemy anti-tank weapon on the table. If you're going to field any vehicles, you need to field enough to split the enemy AT fire (or concentrate it on a single vehicle, thus ignoring the others). A single Rhino chock full of expensive Marines won't last five seconds.

Unless I've misunderstood you (ie. you do field other vehicles after all), then you need to rethink this. I suggest you spend these points on some generic upgrades like powerfist armed veteran sergeants, or special skills for those units that can take them. Even if the Rhino was free, you'd still be putting yourself at a disadvantage by taking it.
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Old 27 Jan 2007, 18:22   #5 (permalink)
Shas'La
 
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Default Re: Rhino tactics

My army also has a dreadnought and 2 L/speeder tornado's. Although these are also fairly lightly armoured i understand your concern about the rhino getting popped pretty early on. That's my concern as well! I thought about taking it and just driving it infront of the squad providing cover, even if it does get popped it still provides cover for advancing troops. Any other ideas? I gotta take it now cos i've already submitted my army list

Here's my list to help understand my question, please don't criticise it too much as it's too late to change it now!

HQ1; Master commander, P Weap, Plas Pist, Term hons
Command squad, 4 marines ccw and bp, comp champion

HQ2; Master of sanct, term hon, pow fist, jump pack
will lead 7 ass marines, serg term hons, pow fist and comb sheild

Troops1; 10 scouts ccw and bp inc serg with term hons and pow fist

Troops2; 10 marines bolters, inc melta, serg term hon and pow fist. Rhino, extra armour

Troops3; 6 man plas las squad

Fast1 and 2; Tornado (2x seperate)

Elite; 6 man plas las squad with infiltrate

Elite; Dread with ven
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Old 27 Jan 2007, 19:26   #6 (permalink)
Shas'O
 
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Default Re: Rhino tactics

Quote:
Originally Posted by bluenose
My army also has a dreadnought and 2 L/speeder tornado's. Although these are also fairly lightly armoured i understand your concern about the rhino getting popped pretty early on. That's my concern as well! I thought about taking it and just driving it infront of the squad providing cover, even if it does get popped it still provides cover for advancing troops. Any other ideas?
Well, with AT firepower getting split four ways (kinda), the Rhino might survive a little longer. As nice as it might be to get those marines up to the front to support the assault troops ASAP, it's still a gamble with no heavy armour to lead the way.

If you really want to use it as transport, I guess the best thing to do is to deploy in cover if possible, speed forwards and pop smoke in the first turn (or did you forget to add smoke launchers?) and if it's still mobile in turn two, charge forward another 12 inches and debus. I still think you're better off using it as rolling cover though.
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When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
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Old 27 Jan 2007, 20:47   #7 (permalink)
Shas'La
 
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Default Re: Rhino tactics

I took smoke initially but then had to drop it cos i totalled the list up wrong :-[. I'll try using it as rolling cover and see how it goes, thanks for your advice. I'll let you all know how it goes!
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Old 27 Jan 2007, 21:01   #8 (permalink)
Shas'El
 
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Default Re: Rhino tactics

The good thing with rhinos and Space Marines, is that you don't have to worry about the "open topped" rule, if you use the fire-points. A plasmagun or a meltagun, firing while you're on the go, is a nice streak many forget.

Also, do not play too defensive. The armour on the transports is weak, and cover is quite nice to hide behind. But I you take too long to get your troops into the heat of combat, your opponent will have enough time to move something heavy into place, and crumble your Rhinos like a paper cup.

I have been attempted "rhino-rushed" several times, in both friendly games and tournaments. And every single time my opponent has been way too defensive to move forward on the field, and I simply moved my Russ '6' and dropped a Battlecannon-shell on them.

I know, that if a single squad, like 5-6 marines and a Champion/HQ of some sort hits my line of Guardsmen...well. Then the game might be over for me, and what remians is simple damage control. (Which means, move everything possible out of reach and shoot the little blaggards to kingdom come when the last Guardsman of the squad has fallen).
This, I have managed once...

So, be offensive when you rush. Don't stay back in defense.
With the tactic of "Rhino-Rush" it is onle Death or Glory that matters.
You have to take the risk.
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Old 27 Jan 2007, 21:31   #9 (permalink)
Shas'La
 
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Default Re: Rhino tactics

yeah is suppose it may be worth the risk. If the rhino does get popped there's still a good chance the majority of the troops will survive. And if i do get the first turn then i'll be laughing!
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Old 28 Jan 2007, 00:18   #10 (permalink)
Shas'O
 
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Default Re: Rhino tactics

Holy crap! A transport with Smoke AND Extra armor for 56 points? *faints* you marines are cheesy! (Joking)

Tactics wise just be sure to be offensive. The best defesne is a good offense.
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