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![[Post New]](/s/i/i.gif) 2015/01/14 06:36:23
Subject: Tactical Marines in Rhinos
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Dark Angels Librarian with Book of Secrets
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I'm thinking about trying out 10 man tac squads in Rhinos again. What is the best way to run them? I am thinking Flamer, ML, and Combi-Flamer, or keep the ML and switch the Flamers for Plasma. What do you guys think is the best way to run them?
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![[Post New]](/s/i/i.gif) 2015/01/14 06:50:31
Subject: Tactical Marines in Rhinos
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Unrelenting Rubric Terminator of Tzeentch
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A better question is which Chapter Tactic to use them with (at least en masse). Raven Guard for scouting rhino rush, Iron hands for IWND rhinos and 6+ FNP, or Imperial Fists for Bolter Drill. Haven't tried it in a while, but my money is on Raven Guard to get them where they need to be sooner.
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"Backfield? I have no backfield." |
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![[Post New]](/s/i/i.gif) 2015/01/14 06:50:50
Subject: Re:Tactical Marines in Rhinos
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!!Goffik Rocker!!
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Depends. It's generally not worth it to mix special and heavy.
I'd go with a melta/plasma + combi on a sarge + meltabomb sometimes. Combatsquad them.
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![[Post New]](/s/i/i.gif) 2015/01/14 06:55:51
Subject: Tactical Marines in Rhinos
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Gore-Soaked Lunatic Witchhunter
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In Rhinos? Skip the heavy weapon entirely, I'd think. You're wasting three-quarters of its firepower (statistically) if you move at all. Special weapon, combi-weapon, and run around boltering down any infantry you can get close to.
Also do it in Dark Angels so you can have a Ravenwing Dakkapole squad and a power field following the Rhinos around for additional murder.
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![[Post New]](/s/i/i.gif) 2015/01/14 07:01:59
Subject: Tactical Marines in Rhinos
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Shas'la with Pulse Carbine
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I would recommend a counts as BA or SW army for rhinos.
BA can have a flamer, a heavy flamer and 2 hand flamers, if you wanted.
SW can have 2 specials (why no other tactical squads can is beyond me).
white scars can do it as well with scouting. It's hard to say which is the best.
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![[Post New]](/s/i/i.gif) 2015/01/14 07:04:09
Subject: Tactical Marines in Rhinos
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Gore-Soaked Lunatic Witchhunter
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Boniface wrote:SW can have 2 specials (why no other tactical squads can is beyond me).
'Cause Salamanders can't have nice things. Also because the 4e Space Marine Codex was too complicated.
(Honestly I'd let Marines take two specials or two heavies, it's not like it matters that much)
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![[Post New]](/s/i/i.gif) 2015/01/14 07:09:38
Subject: Tactical Marines in Rhinos
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Boom! Leman Russ Commander
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I would also consider what the rest of your army is composed of to ensure that the "sword" and the "shield" work together instead of against one another.
Whatever the case, I totally agree with losing the missile launcher if your planning on putting all 10 in the rhino.
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![[Post New]](/s/i/i.gif) 2015/01/14 13:16:11
Subject: Re:Tactical Marines in Rhinos
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Stubborn Dark Angels Veteran Sergeant
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Special and combi-weapon would get my vote (and melta weapons at that).
No one for WS chapter tactics?
Hit and run is one of the most powerful special rules around, and keeps the squads mobile.
With khan you can get scout, which makes the rhino squads much more nasty.
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This message was edited 1 time. Last update was at 2015/01/14 13:17:49
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![[Post New]](/s/i/i.gif) 2015/01/14 15:55:25
Subject: Re:Tactical Marines in Rhinos
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!!Goffik Rocker!!
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I find ravenguard CT one of the best for rhino marines. This 12' scout move is great.
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![[Post New]](/s/i/i.gif) 2015/01/14 16:25:29
Subject: Re:Tactical Marines in Rhinos
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Stalwart Veteran Guard Sergeant
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koooaei wrote:I find ravenguard CT one of the best for rhino marines. This 12' scout move is great.
12' or 12"?
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![[Post New]](/s/i/i.gif) 2015/01/14 21:08:39
Subject: Tactical Marines in Rhinos
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Prophetic Blood Angel Librarian
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Raptors for the 12" scout + rending bolters. Unless you plan on running jp ASMs..
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![[Post New]](/s/i/i.gif) 2015/01/14 21:11:02
Subject: Re:Tactical Marines in Rhinos
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Stealthy Space Wolves Scout
In ur base, killin ur d00dz
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12', it's great for huge apocalypse tournaments when there are two sides but like twenty players on each side. Just drop your Rhino on someone else's table and hit that opponent unexpectedly.
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This message was edited 1 time. Last update was at 2015/01/14 21:11:12
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![[Post New]](/s/i/i.gif) 2015/01/14 22:20:42
Subject: Re:Tactical Marines in Rhinos
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Stalwart Veteran Guard Sergeant
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Thorgrim Bloodcrow wrote:
12', it's great for huge apocalypse tournaments when there are two sides but like twenty players on each side. Just drop your Rhino on someone else's table and hit that opponent unexpectedly.
lol you jest but the range on the Basilisk is 20 feet. Deathstrike has infinite range.
I was pretty sure it was a typo but sometimes games workshop want to say unlimited range but not actually have unlimited range.
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![[Post New]](/s/i/i.gif) 2015/01/14 23:20:58
Subject: Tactical Marines in Rhinos
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Stealthy Space Wolves Scout
In ur base, killin ur d00dz
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I say that in jest but I'll never forget one tournament where someone launched a Deathstrike, or whatever the IG missile with infinite range, at a person on the other team and took out their Land Raider for no other reason than he felt like it.
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![[Post New]](/s/i/i.gif) 2015/01/15 01:16:25
Subject: Tactical Marines in Rhinos
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Storm Trooper with Maglight
In Warp Transit to next battlefield location, Destination Unknown
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Thorgrim Bloodcrow wrote:I say that in jest but I'll never forget one tournament where someone launched a Deathstrike, or whatever the IG missile with infinite range, at a person on the other team and took out their Land Raider for no other reason than he felt like it.
Yeah, it's on large/long Apocalypse gaming boards that the IG artillery really starts to shine. There is something very satisfying by shelling an opposing player a couple of boards away, just because you can!
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Cowards will be shot! Survivors will be shot again!
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![[Post New]](/s/i/i.gif) 2015/01/15 01:19:40
Subject: Tactical Marines in Rhinos
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Locked in the Tower of Amareo
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Yeah. 40K almost approaches WW II in terms of battlefield application of technology. Compare real life guidance systems to 40K. It's pathetic.
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![[Post New]](/s/i/i.gif) 2015/01/16 16:57:50
Subject: Tactical Marines in Rhinos
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Tough-as-Nails Ork Boy
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Martel732 wrote:Yeah. 40K almost approaches WW II in terms of battlefield application of technology. Compare real life guidance systems to 40K. It's pathetic.
Im convinced that the IG was conceived as a way to get players who already had an army for a WWII game (which were popular) to be able to play 40K.
Shame GW doesnt do stuff like that anymore.
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![[Post New]](/s/i/i.gif) 2015/01/16 17:18:40
Subject: Tactical Marines in Rhinos
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Slashing Veteran Sword Bretheren
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Well with range infinite, you could strike another planet. So if there was a campaign running and some people were playing on another table, you could strike somebodies models on a different table in a completely different game.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2015/01/16 18:11:59
Subject: Tactical Marines in Rhinos
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Longtime Dakkanaut
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The answer will partially depend on the chapter tactics (or if BA/DA)
With my Salamanders if I roll that way it's melta/combi-melta or flamer/combi-flamer. The melta version is typically combat squads so I can hope out and pop two tanks.
If I have extra points I'll toss in a MM for the melta squad since it'd have mastercrafting.
The big thing is to have enough other threats for them to get across the board without losing their ride and then getting shot to pieces while trying to hump it across the board.
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