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![[Post New]](/s/i/i.gif) 2012/03/06 22:17:51
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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Khorne Veteran Marine with Chain-Axe
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I have a few Rhinos that transport my Plague Marine Squad w/ 2 Plasma Guns and my CSM Squads w/ 2 Plasma Guns. I have the points to buy either Extra Armour or Havoc Launcher on each Rhino, but not both upgrades, I have to choose one or the other, but which one? The Extra Armour makes sure my transports keep moving but the Havoc Launchers add 2 templates that can soften up infantry units I am getting ready to assault. Any thoughts?
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![[Post New]](/s/i/i.gif) 2012/03/06 22:38:04
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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Charing Cold One Knight
Lafayette, IN
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Havoc launchers.
Extra armor downgrades a single result on the chart. Havoc launchers kill things, and give you extra firing platforms.
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![[Post New]](/s/i/i.gif) 2012/03/06 22:51:19
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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Longtime Dakkanaut
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I agree, havoc launcher. Decent at mopping up stuff that your heavy supports couldn't finish off. When facing stuff like necrons that extra weapon could be the difference of him getting reanimation rolls or not.
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![[Post New]](/s/i/i.gif) 2012/03/06 23:06:02
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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Khorne Veteran Marine with Chain-Axe
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Ok cool, thats what I thought but I wanted to make sure first. Thanks
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![[Post New]](/s/i/i.gif) 2012/03/08 03:26:39
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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Decrepit Dakkanaut
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Extra armor. It makes a transport a better transport.
With the havoc launcher, you're spending points so that 200+ points of choppy and short ranged awesomeness are sitting still in a flimsy metal wrapper. If the guys inside were cheaper, or the vehicle had more staying power or did more damage in its own right (all of which are true for other transports like chimeras or wave serpents), then it would possibly be worth a parking lot gunline. As it's not, don't bother.
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This message was edited 1 time. Last update was at 2012/03/08 03:27:01
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![[Post New]](/s/i/i.gif) 2012/03/08 03:55:37
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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[DCM]
Tilter at Windmills
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Combi-melta, or possibly plasma.
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![[Post New]](/s/i/i.gif) 2012/03/08 04:16:02
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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Longtime Dakkanaut
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Ailaros wrote:Extra armor. It makes a transport a better transport.
With the havoc launcher, you're spending points so that 200+ points of choppy and short ranged awesomeness are sitting still in a flimsy metal wrapper. If the guys inside were cheaper, or the vehicle had more staying power or did more damage in its own right (all of which are true for other transports like chimeras or wave serpents), then it would possibly be worth a parking lot gunline. As it's not, don't bother.
He is transporting 5 naked plague marines, with mid-ranged plasma guns. Not much choppy death there. Its a firing platform that makes them a little more survivable, mostly an objective sitter. 15 extra points for a decent twin linked heavy weapon that is sitting on a relentless firing platform is a bargain. Extra armor is worthless on that unit, so what they can move, they still can't shoot. Which is their only purpose.
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![[Post New]](/s/i/i.gif) 2012/03/08 05:10:47
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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Rotting Sorcerer of Nurgle
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Mannahnin wrote:Combi-melta, or possibly plasma.
QFT. Combi-weps on your rhinos is hawtness.
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![[Post New]](/s/i/i.gif) 2012/03/08 14:24:35
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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Death-Dealing Devastator
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Havoc launchers would cover more options. You could either move up, unload troops, then back up and use them as mini whirlwinds. Or if against horde, keep them back and use the 48" to start shooting turn 1
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"Give us prey, and we shall hunt" -Battle cry of the Purgation Hounds. |
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![[Post New]](/s/i/i.gif) 2012/03/08 14:36:36
Subject: Extra Armour or Havoc Launcher on CSM Rhinos?
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Servoarm Flailing Magos
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Kevlar wrote:Ailaros wrote:Extra armor. It makes a transport a better transport.
With the havoc launcher, you're spending points so that 200+ points of choppy and short ranged awesomeness are sitting still in a flimsy metal wrapper. If the guys inside were cheaper, or the vehicle had more staying power or did more damage in its own right (all of which are true for other transports like chimeras or wave serpents), then it would possibly be worth a parking lot gunline. As it's not, don't bother.
He is transporting 5 naked plague marines, with mid-ranged plasma guns. Not much choppy death there. Its a firing platform that makes them a little more survivable, mostly an objective sitter. 15 extra points for a decent twin linked heavy weapon that is sitting on a relentless firing platform is a bargain. Extra armor is worthless on that unit, so what they can move, they still can't shoot. Which is their only purpose.
Extra armour means 5/6 of glancing results aren't going to stop it doing what it does best-transporting troops. And plague marines are not supposed to be "choppy death", but they can tie down most troop choices for a damn long time with T5, 3+ armour and FNP.
But I suppose it really depends on what else is in your list. If you only had one or two rhinos it might be worth taking both.
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![[Post New]](/s/i/i.gif) 2012/03/09 06:08:36
Subject: Re:Extra Armour or Havoc Launcher on CSM Rhinos?
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Longtime Dakkanaut
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Havoc launcher only on an objective-babysitting rhino, it gives some long range shots and an extra hit point for weapon destroyed results, and extra armor only on one that is holding a precious cargo of khorne bezerkers. Other than that it's not worth it and the combi-meltas are a better option for something mid-range or advancing. Assaulting rhinos always get exploded anyway so why bother upgrading them at all, I say. Your better off spending those points on an extra powerfist or something that is going to see combat.
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