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Made in us
Dark Angels Librarian with Book of Secrets






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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Made in us
Unrelenting Rubric Terminator of Tzeentch





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.

"Backfield? I have no backfield." 
   
Made in ru
!!Goffik Rocker!!






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.
   
Made in us
Gore-Soaked Lunatic Witchhunter







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.

Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in gb
Shas'la with Pulse Carbine





Watford, England

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.
   
Made in us
Gore-Soaked Lunatic Witchhunter







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)

Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in us
Boom! Leman Russ Commander






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.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

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Made in gb
Stubborn Dark Angels Veteran Sergeant






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.

This message was edited 1 time. Last update was at 2015/01/14 13:17:49


 
   
Made in ru
!!Goffik Rocker!!






I find ravenguard CT one of the best for rhino marines. This 12' scout move is great.
   
Made in us
Stalwart Veteran Guard Sergeant




 koooaei wrote:
I find ravenguard CT one of the best for rhino marines. This 12' scout move is great.


12' or 12"?

 
   
Made in gb
Prophetic Blood Angel Librarian




Raptors for the 12" scout + rending bolters. Unless you plan on running jp ASMs..
   
Made in nz
Stealthy Space Wolves Scout




In ur base, killin ur d00dz

Majsharan wrote:
 koooaei wrote:
I find ravenguard CT one of the best for rhino marines. This 12' scout move is great.


12' or 12"?


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.

This message was edited 1 time. Last update was at 2015/01/14 21:11:12


 
   
Made in us
Stalwart Veteran Guard Sergeant




 Thorgrim Bloodcrow wrote:
Majsharan wrote:
 koooaei wrote:
I find ravenguard CT one of the best for rhino marines. This 12' scout move is great.


12' or 12"?


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.

 
   
Made in nz
Stealthy Space Wolves Scout




In ur base, killin ur d00dz

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.
   
Made in us
Storm Trooper with Maglight



In Warp Transit to next battlefield location, Destination Unknown

 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!

Cowards will be shot! Survivors will be shot again!

 
   
Made in us
Locked in the Tower of Amareo




Yeah. 40K almost approaches WW II in terms of battlefield application of technology. Compare real life guidance systems to 40K. It's pathetic.
   
Made in us
Tough-as-Nails Ork Boy





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.
   
Made in us
Slashing Veteran Sword Bretheren






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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-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Longtime Dakkanaut




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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