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Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

If I have a squad of Devs in a Rhino, is it worth leaving them in the transport to fire 2 of their 4 heavy weapons out of the fire points?
It'd mean the Rhino can't move, but can it then also use its storm bolters as well? How about smoke?

Is it better to keep a combat squad of bolter marines in there, and leave the heavies in cover?
Or even a Razorback (with no firepoints?) for the bolter combat squad?

Basically, what's the best way to get a transport for a Dev squad?

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Made in nz
Fresh-Faced New User




I guess this is a matter of opinion, but I don't think you should be paying points for extra bodies in a devastator squad then combat squadding and leaving the heavy weapons without their ablative wounds. If you want 5 bolter marines riding around in a razorback, buy them as troops so they can score.

If you're deploying in a rhino to shoot out of it you're best not wasting points by having four heavy weapons sitting in there either, various ways to avoid that, but a simple one with a 10-man squad is to deploy 5 marines with two heavy weapons inside the rhino, and the other 5 with two heavy weapons on the field somewhere.

Shooting out of a rhino has no effect on the rhino shooting its own weapons, and the rhino is a separate unit for choosing targets. Smoke stops anything shooting out though.

Given that I take my devastator squads for firepower, my favoured squad is 5 marines, 4 heavy weapons, and take a razorback for more firepower and as as deployment option in DoW missions. The points saved on not buying 10 marines are used towards another unit that can draw fire away from those devastators while doing more than standing around waiting to die.
   
Made in gb
Regular Dakkanaut



England

Rhinos are too easily stunned or destroyed. better off staying in cover.

you could leave the rhino near them so you could get in if you wanted but not really great as moving would lose 2 turns of shooting (1 in 1 out) or waste 2 weapons.
or you could move them in 1st turn and re-deploy on the flank, but still waste IMO


i think if you want mobile firepower you need to look elsewhere
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

In a Kill Point Mission it might be worth putting them in a Rhino. I will Take a Rhino that is Stunned the whole game rather than a Dead Devistaor squad.

I play Space Wolves though so I usally don't Have Rhinos with my Long Fangs.

Space Wolf Player Since 1989
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Made in us
Death-Dealing Devastator






IMO I would take a 5 man dev squad with 2 Heavy weapons and save the points on the other 2. Deploy the rhino where your 2 heavy weapons (that can both shoot) has as many lanes of fire as possible. The rhino will draw fire, and protect your devs from small arms fire, and CC. Not in ideal use of points or a heavy slot, but should be effective. Oh and go with ML on the devs.

Knights of Atlantis  
   
 
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