Switch Theme:

Advantages Of BA Assault Squads In Rhinos?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Been Around the Block




Toronto

I am still in the works of making a very well balanced BA army but have hit one major road block. Is it better for the Assault squad to be in a rhino or just use jump packs. The way I see it with rhinos they can get to objectives quickly but then cannot assault. With jump packs I still move bloody fast, can assault when ever I want but have a higher risk of being shot at and dying while moving to objectives. Is there a distinct advantage over one or the other?

In general bass players are smarter 
   
Made in us
Sword-Bearing Inquisitorial Crusader




Northern Virginia

I think the general consenus is use jump packs if you intend to deep strike your assault squads so you can benefit from descent of angels and use rhinos if you intend for them to be on the board.

Personally I'm a fan of 1 man squad combat squadded with jump packs DSing in with 1 melta in each squad, but thats me.

"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" 
   
Made in fi
Twisted Trueborn with Blaster






15 point Rhinos for Assault Squads are cool (if I counted right) but the Rhinos give a lot of kill points unless they have flat-outted. But then again, if you Deep Strike, you have a chance of misshapping (although they have Descents of Angels).
I would prefer with jump packs, but then again, it's your choice.
But the real question is if you want spend tons of money in Rhinos.

Win/Draw/Lost statics
Space Orks: 11/1/1
Space Marines: 10/2/5
Lizardmen: 8/2/3
High Elves: 13/2/2 and one tournament victory!
Dark Eldar: 1/0/0 
   
Made in ca
Been Around the Block




Toronto

Yeah, the more I think about it the more I want jump packs. It will save me 30 pts which I can then use to put sponsons on one of my Baal Preds etc. Also I think that if you take the rhino you have to essentially treat the assault squad like it's your tactical squad but instead of bolters have bolt pistol close combat weapon. That kinda sucks though cause you cannot sit back protect and rapid fire. Instead you have to charge which moves you away from your objective or be charged and waste some of the BA wonderful charging bonuses. The one upside to the rhinos were that I planned on leaving my sang priests in them and not worry so much about them getting shot at. Now that they are on jump packs I have to start better equiping them to survive better.

In general bass players are smarter 
   
Made in us
Regular Dakkanaut




If you're looking at full 10-man squads, I would probably use jump packs (depending, of course, on the composition of the rest of your army).

For 5-man squads, I would go razorback pretty much every time.
   
Made in us
Junior Officer with Laspistol






The eye of terror.

nyyman wrote:15 point Rhinos for Assault Squads are cool (if I counted right) but the Rhinos give a lot of kill points unless they have flat-outted. But then again, if you Deep Strike, you have a chance of misshapping (although they have Descents of Angels).
I would prefer with jump packs, but then again, it's your choice.
But the real question is if you want spend tons of money in Rhinos.


I think you're implying that flat-out fast rhinos will gain a cover save. This is not the case, as only flat-out skimmers gain the 4+ cover save.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in gb
Towering Hierophant Bio-Titan



UK

willydstyle wrote:
nyyman wrote:15 point Rhinos for Assault Squads are cool (if I counted right) but the Rhinos give a lot of kill points unless they have flat-outted. But then again, if you Deep Strike, you have a chance of misshapping (although they have Descents of Angels).
I would prefer with jump packs, but then again, it's your choice.
But the real question is if you want spend tons of money in Rhinos.


I think you're implying that flat-out fast rhinos will gain a cover save. This is not the case, as only flat-out skimmers gain the 4+ cover save.
This is very true.

But; using smoke launchers 1st turn.. they will have a cover save for 50%+ of their effective lifespan

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in ca
Member of the Malleus





Canada

Land Raiders for designated transports
muhahaha

 
   
Made in us
Hurr! Ogryn Bone 'Ead!



CT

The Assault Marines in a rhino do have the option of taking 2 special weapons if going 10 strong. It also allows them to keep very mobile and retain their shooting ability with said specials. The down side is that bolt pistol shooing doesn't really account for much if you can't follow up with the charge.
The bigger problem I see is that unlike C:SM rhinos the BA ones only carry 10 marines. Meaning that if you want that matched pair of specials you have to forgo adding any ICs to the squad. The same is true for the Phobos Land Raider and the Drop Pod in the BA codex.

Cheers,
~Volkan
   
Made in us
Junior Officer with Laspistol






The eye of terror.

I'm pretty sure that SM rhinos don't have a capacity upgrade. Only their land raiders got bumped up a bit.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Hurr! Ogryn Bone 'Ead!



CT

You are right, I'm just remembering things wrong.
   
Made in us
Fixture of Dakka






on board Terminus Est

I think either jump packs or the rhinos are both viable. It just depends upon your style of play. Rhinos offer protection while the jump packs are more aggressive. Personally I currently like the jump packs since this option seems to work better overall with the rest of the army the way I want to play.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

They are faster and harder to kill except slightly more expensive and not all can shoot whilst advancing.

 
   
Made in ca
Decrepit Dakkanaut





Fast vehicles are not faster than Jump Infantry; The Jump Infantry can bypass terrain that might immobilize a Rhino, and don't have to screw around with embarking/disembarking to get anywhere. If the Rhino is destroyed, the Assault Marines lose their mobility as well as their protection.
   
Made in us
Space Marine Scout with Sniper Rifle



Ohio

What about 5 man squads in TL asscannon razorbacks? Spam 6 of those things, and you have more than enough scoring units with one helluva bite. Who cares if your marines never leave their razorbacks? You have 6 (!) fast asscannons, not to mention any baals you might be fielding. At their ridiculously low points, seems too good to be true

In the grim darkness of the far future, there is only dirty water.
-SilverMK2 
   
Made in ca
Decrepit Dakkanaut





It is too good to be true: Your Assault Marines will leave the smoking wreckage (or crater) of their Razorbacks. AV11 sucks.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

an assortment is probably a good way to go.

half can be in rhinos, half with packs.

the rhinos move forward flat out and the Jpack marines follow behind benifiting from a 4+ cover.

the Jpack marines can intercept anything attempting to assault your rhinos and once you reach the enemy lines the Jpacks can take the fight to the enemy while the Rhino marines can sit on objectives.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

misterfiveseven wrote:What about 5 man squads in TL asscannon razorbacks? Spam 6 of those things, and you have more than enough scoring units with one helluva bite. Who cares if your marines never leave their razorbacks? You have 6 (!) fast asscannons, not to mention any baals you might be fielding. At their ridiculously low points, seems too good to be true


That's the thing, this kind of troops selection serves a different purpose entirely than the 10 man assault squad in a rhino or with jump packs, so it's not really part of the comparison.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in ca
Been Around the Block




Toronto

This was my problem. I hear lots of great ideas but I cannot find an equilibrium. I tried the razorbacks and the armour couldn't cut it. (all the players I know love meltas and lots of them) I really like the idea of both jump packs and rhinos but once I put enough squads in I didn't have enough points for other cool units (I play 1750 so not a lot of head room) At the moment I am just using the packs and deep striking. That way I can have 10 men units with sanguinary priests meltas powerfists and be able to move around the table quickly. I found that the rhinos almost never survive a game and having the jump packs makes it easier for mad dashes in the final turns for objectives.

In general bass players are smarter 
   
Made in ca
Member of the Malleus





Canada

For troop transports I take 1 drop pod, and thats only so the 2 drop pods with dreads arrive one turn 1 together.

 
   
Made in us
Tunneling Trygon





It seems like GW is getting better and better at making multiple options appealing.

Obviously taking them as simple Jump Infantry is a straightforward option, and it's the only way to go if you actually want them to assault things. My rule: If it can't move or assault more than 6", it's not really an assault troop.

Putting them in a Rhino (w/ 2x Meltas), or in a Razorback (w/ 1x Melta) is not a bad option to grab objectives and run up and kill tanks. You can even give the Sarge an Infernus pistol for an overcosted, but still somewhat intimidating Melta unit. Due to the point break on transports, this is actually fairly appealing as compared to Tacticals, and you can get a pair of (or even three) Meltas in a Rhino, which is a nice thing to have.



=====Begin Dakka Geek Code=====
DA:70+S++G+++M+++B++I++Pw40k00#+D++A++++/wWD250T(T)DM++
======End Dakka Geek Code======

http://jackhammer40k.blogspot.com/ 
   
Made in us
Daemonic Dreadnought






It depends on the rest of your list. If you're going to run a heavy dread or heavy tank list go with the Rhino, if you're going for a lot of infantry go with the jump packs.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

I'm just going to jump in here with a remind that jump troops can leap over obstacles. a pair of rhino's going down a street can be cockblocked by a vehicle, or 1 rhino can asplode blocking the path of the one behind it. Jump troops can leap over carparks like that, over building/hills/area terrain, Melee combats (That you don't want to join in)... that flexability has been a winner for me for jumptroops.

   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

willydstyle wrote:I'm pretty sure that SM rhinos don't have a capacity upgrade. Only their land raiders got bumped up a bit.


BA standard LR has 2 less slots than SM LR. That's the only difference.

I prefer JP. If I want to deep strike them, I can. If I find DSing a bad option against a given list, I can just put them on foot and not suffer too badly on mobility vs a rhino. Assault squads in rhinos lose their mobility as soon as that rhino is gone, JP will always be able to move fast. Also, while DSing, you have to sit for a turn and run or shoot.

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
Made in us
Tunneling Trygon





Also interestingly the BA Drop Pod only holds 10 models, just like the SWs, but not like Vanillas.

Apparently all the chalices of blood and wolf pelts take up a bit of space.



=====Begin Dakka Geek Code=====
DA:70+S++G+++M+++B++I++Pw40k00#+D++A++++/wWD250T(T)DM++
======End Dakka Geek Code======

http://jackhammer40k.blogspot.com/ 
   
Made in us
Longtime Dakkanaut





Try taking 5 man assault squads with a flamer in a las/tl-plas razorback for 160pts. Makes a nice scoring unit.

Take 2-3 of those, 3 baal preds, 2-3 vindicators. Makes a solid core of an army.

I'm going to try this someday:

Reclusiarch
15 DC w/2xpf/1xpw
LRC w/mm

2x 5man assault squad w/flamer/Razorback w/las/tl-plas

3x baal preds w/ac/hb sponsons
2x vindi's w/dozer blade

Furioso Librarian Dreadnough w/magna grapple

Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.


I play  
   
Made in us
Battlefield Professional





St.Joseph MO

If your going to deep strike use packs of course..


If your on the table.. take Rhino's..

1st turn able to move 18"..

2nd Turn move 12" get out and fire..

Or.. set in your transport and get out and assault the next turn, but usually after 18" flat outs your close enough in the first place.

They are still no grey hunters though that get to rapid fire, then counter attack with 2 weapons.

-Warmahordes-
Mercenaries


Menoth 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Surtur wrote:

I prefer JP. If I want to deep strike them, I can. If I find DSing a bad option against a given list, I can just put them on foot and not suffer too badly on mobility vs a rhino.


In a completely open plain, no they don't suffer much mobility. But If you need to go around the corner of that building, around your own units/enemy units, CC fights then you want that jump squad. Only BA rhino's outspeed them, as jump packs are normally faster than a standard rhino (12"+d6" vs 12" move)

   
Made in us
Tunneling Trygon





You can also mix the two... Rhinos can drive to screen Jump Packs. Of course this tends to ignore the benefits of spamming in 40K lists, but I used it to some success last time I played my BAs (before the WD nerf).



=====Begin Dakka Geek Code=====
DA:70+S++G+++M+++B++I++Pw40k00#+D++A++++/wWD250T(T)DM++
======End Dakka Geek Code======

http://jackhammer40k.blogspot.com/ 
   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

Jihallah wrote:
Surtur wrote:

I prefer JP. If I want to deep strike them, I can. If I find DSing a bad option against a given list, I can just put them on foot and not suffer too badly on mobility vs a rhino.


In a completely open plain, no they don't suffer much mobility. But If you need to go around the corner of that building, around your own units/enemy units, CC fights then you want that jump squad. Only BA rhino's outspeed them, as jump packs are normally faster than a standard rhino (12"+d6" vs 12" move)


I hear rhinos go through everything.

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
 
Forum Index » 40K General Discussion
Go to: