MrEconomics wrote:If you want large squads that intend to mix it up in CC, keep the JPs. Rhinos aren't assault vehicles, so you can't disembark and charge if it moved before disembarking.
The rhino being fast makes up for it to some degree.
Turn 2 threat ranges:
JP: 12" move +
D6 run; + 12" move + 6" assault = 31-36"
Rhino: 18" move; +6" move + 6" assault = 30". This can be improved with rotation shenanigans and/or exposing rear hatch.
What you gain with the rhino is resiliance, bunker option, the storm bolter and tank shock. You also give your sang priests somehwere to hang out and possibly a librarain also (great if intending to use fear of the dark). What you give up is 15 points, add a
KP to your army and deepstrike/
doa.
Compared to razorbacks? Main dif is the hatch and squad size. Getting out of your razor to melta is not always a great option compared to bunker
Just something to consider. I wouldn't say the above means the rhino squad is better, but I wouldn't dismiss it out of hand either. My
BA army that is on my work bench has 3 rhinos in it. Partly for modeling and available models but I wouldn't bother if it weren't viable.