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Made in ca
Frenzied Berserker Terminator





Canada

I'm looking at buying more toys and want to do something a bit different from what my friends are doing, and no one seems to be using Rhinos very much. What are some good ways to use Rhinos and how can I make the best use out of them in 6th. Or rather how do I play my Tac Squads and Rhinos?

Are they worth it? I have one already and I know the basics of it and I'm just wondering if it's worth getting 2 or 3 more. How does this work out on the field? I also like the idea of being able to build/buy RB turrets and WW turrets and swapping them out.



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Canada

Rhinos are still awesome. At 35pts, an empty Rhino is almost not worth shooting. They can be great mobile bunkers, you can tank shock units off objectives (or the board!) with them, they can put out a few extra shots per turn, they can protect units from AP2 pie plates (or hell, D-weapons), etc. The conventional knowledge seems to be that Drop Pods are the transport of choice, but they have some pretty significant deployment counters that neuter their effectiveness (eg, castle your army, bubblewrap good units, etc). Rhinos, on the other hand, can't really be countered by deployment, so you should always have a straightforward battle plan going in.

   
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Aren't they a massively easy killpoint/firstblood victim though?

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 The Grumpy Eldar wrote:
Aren't they a massively easy killpoint/firstblood victim though?
yes.

The first Rhino is worth shooting, but the second one isn't
   
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Hallowed Canoness





Between

There are plenty of alpha-strike options available to the Marines to avoid their rhinos giving away First Blood.

Of course, the best was to avoid First Blood issues is to make sure you park the rest of the battle firmly on the enemy side of the table. Either they try and get Linebreaker to cancel out your Linebreaker, or they put their deep strikers / outflankers somewhere they can actually hurt you.



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USA - New York

If you're going to buy them definitely get razorbacks instead of the rhino kit. Just don't glue down the top doors and you get both for like 5 bucks more.

Multiple rhinos can be pretty strong, especially against big monstrous creatures or strong shooting. If one gets charged I lose a 35 pt transport instead of half my squad, then I get out shoot and charge.

You definitely need redundancy with them though, one or two is okay, but 3 or 4 is where they start to shine.

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Between

I'd go so far as to say buy the Immolator kit rather than the Razorback kit, since it comes with so many pretty decorations and things and is just generally a nicer model.

Just don't glue the fleur de lys Sigil Sororitas icons on!



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as far as tactics go

You can use empty rhinos to create walls on the table top,blocking off areas example

(hill) rhino,rhino,rhino(hill)
m m m m m m m m m m

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I was wondering this myself after recently buying both a Razorback and Rhino for cheap. I guess I'll look into getting a few more...

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For 35 points, you can guarantee that your opponent gets first blood, which throws the game before you even start if your opponent knows how to play for a draw. You even get the chance to lose a marine or two in a vehicle explosion to boot. All so that you can get a squad that in no way belongs in close combat closer to your opponent faster than if they were on foot.

I wouldn't take them even if they were free, much less spending points on them.


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Use them as decorative pieces or terrain. Drop Pods are a lot better for not too many more points (Or at they the same amount of points?). I can't tell you how many times I've gotten FB off of a Rhino.

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Hamburg

 The Grumpy Eldar wrote:
Aren't they a massively easy killpoint/firstblood victim though?

Well, in our bimonthly tournaments we don't play first blood to encourage the use of transports like Rhinos.

Anyway, Rhinos are still worth it to bring your units safely from point A to point B. Use cover to your advantage.

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R you marines? Then use razor backk with a nice gun.

R you chaos? Suks to be you cuz the only other taxi is a lr.

Just remember to disembark, move rhino. Shoot squad, then use shooting phase for rhino to move back n block los.
   
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Been Around the Block




My take on this is: Just say no.

I'm a CSM player, meaning that anything worth taking has exactly zero transport options. To "us" the rhino costs at least 110 points and we get useless stuff with it if we buy one.

Honestly, I have hard time to even start imagining there would be any feasible use for those. It's weak even for it's points and more than likely the stuff you get with it is just not worth it.
   
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 Filch wrote:
R you marines? Then use razor backk with a nice gun.

R you chaos? Suks to be you cuz the only other taxi is a lr.

Just remember to disembark, move rhino. Shoot squad, then use shooting phase for rhino to move back n block los.


This is one of the only tactics that makes rhinos worth taking... it works very well if the rhino is still alive.
   
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So rhinos are easy to kill but razorbacks are worth it. And tac marines dont want rhinos to take them closer to combat, so you should drop pod them in close to the enemy. This thread is contradictory with every post.

This message was edited 1 time. Last update was at 2014/03/02 14:51:04


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St. George, Utah

This thread being "contradictory" means YMMV with Rhinos.

Personally I like them with my Chaos Marines because the two hatches provide my two plasma gunners with ways to shoot at things as they creep toward forward objectives after the initial turn where I ram it flat out for 18" move. It also dies pretty much without fail every game, and so I don't expect it to do much more than get my guys that initial forward boost.
   
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Lone Wolf Sentinel Pilot





UK

If you're playing Space Marines and you're trying to be competitive, don't bother. Tacticals are pretty much garbage and so are Rhinos/Razorbacks. Bikes are so much better armed with relentless Grav Guns (plural being another key reason) and cost barely more.

Space Marine mechanised assault/rhino rush just doesn't work in 6th as a competitive play style. It falls apart too easily and isn't inherently deadly at all to anyone with a decent list.
   
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Southern California, USA

 thecapn226 wrote:
So rhinos are easy to kill but razorbacks are worth it. And tac marines dont want rhinos to take them closer to combat, so you should drop pod them in close to the enemy. This thread is contradictory with every post.


There is a difference between dropping in with drop pods and using Rhinos to chug up to the enemy. With Rhinos your rhinos can be blown up a long time before they get to where they need to be leaving your marines out in the open with their thumbs up their asses. In addition, your opponent can anticipate easily where the Rhinos will be coming from if they know their terrain.

However, drop pods mitigate both issues. With a Drop Pod you can deep strike your marines right where they need to be whether to set up choke points, cap objectives or to dakka guys to death. It also causes your opponent to change their strategy to anticipate marines being dropped in anywhere.

Razorbacks are nice because you have a nice metal coffin for your marines to hide in and you get a weapon, meaning you don't have to run up to the enemy to get some killin' in.

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While bikes may be the peak of Marine competitiveness, rhinos have a spot for those who don't play bikes. I like them better than pods for their general flexibility compared to the pods. They're great to get your squads in position while giving them cover or preventing the enemy from shooting at them altogether. A pod is tougher but once it drops your squad is in the open and you don't have much further mobility.

Frontline Gaming has put out a bunch of videos on how to use rhinos tactically (LOS blocking, model-sniping, tank-shocking, etc...)
   
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Between

Aren't drop pods even more fragile than Rhinos?



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If you use a rhino rush use raven guard of white scars tactics and scout plus go first. That counters the first blood problem. A drop pod is easier to kill so you can first blood it as easy as a rhino. I personal own 7 rhinos (4 razorback convertible, and 1 hunter convertible). At the end of turn one your dudes are in the face. If there wasting shots when your in there face so be it. Plus with first turn night fight if your far away you get shrouded and close you get stealth and first turn just pop smoke. Rhinos you got to play smarter then drop pods.

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 Furyou Miko wrote:
Aren't drop pods even more fragile than Rhinos?

Drop pods are 12/12/12 instead of 11/11/10, and have the same number of Hull Points. However, they're open-topped and are pre-immobile.
   
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Is 'Eavy Metal Calling?





UK

Rhinos are great, especially when you're bringing more than 3. Here's the advantages of them:

- up of 18" movement on the first turn, or 18+12 if you've got Scout from RG or Khan. This can get you into effective range far faster than footslogging even if you get popped on the first opposing turn.

- if your Rhinos do stick around, they're amazing annoyance units. Between tank shocking, blocking LOS and potentially redeploying troops they can be useful in several ways.

- they are dirt cheap. If, in any way over the course of the game, they save more than 2 marines they've pretty much paid for themselves.

 
   
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 Paradigm wrote:
Rhinos are great, especially when you're bringing more than 3. Here's the advantages of them:

- up of 18" movement on the first turn, or 18+12 if you've got Scout from RG or Khan. This can get you into effective range far faster than footslogging even if you get popped on the first opposing turn.

- if your Rhinos do stick around, they're amazing annoyance units. Between tank shocking, blocking LOS and potentially redeploying troops they can be useful in several ways.

- they are dirt cheap. If, in any way over the course of the game, they save more than 2 marines they've pretty much paid for themselves.


I would say 3 marines. With just 2 marines, you could have just taken the marines to start with. 3 Marines know the rhino is pulling it's weight being a fire magnet.
   
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Southern California, USA

 Paradigm wrote:
Rhinos are great, especially when you're bringing more than 3. Here's the advantages of them:

- up of 18" movement on the first turn, or 18+12 if you've got Scout from RG or Khan. This can get you into effective range far faster than footslogging even if you get popped on the first opposing turn.

- if your Rhinos do stick around, they're amazing annoyance units. Between tank shocking, blocking LOS and potentially redeploying troops they can be useful in several ways.

- they are dirt cheap. If, in any way over the course of the game, they save more than 2 marines they've pretty much paid for themselves.


The problem is that despite saving 2-3 marines they will often cost you the win by giving first blood and/or kill points. If 40k was purely objective based then the Rhino would be a lot better.

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I don't really use rhinos for my spacemarines, but my SOB army they're essential. The amount of firepower they draw away from my sisters is vital and pay for themselves that way. But also, I use them for LOS blocking and I love to tank shock with them. That's not even counting the mobility they offer of getting my sisters into flammer range. I once used them to go in front of my repentia and it worked pretty well. (I stopped using repantia so I haven't followed that tactic up.)

But for me Rhinos are more than worth their points. First blood is over-blown.



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South South South Texas

 MWHistorian wrote:
First blood is over-blown.


I agree with this. Whoever goes first is getting first blood if playing any competent list.

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Toronto

What do people think about chaos rhinos? They don't get drop-pods, (at least until the new rules for the dreadclaw come out soon), and they can be great with dirge casters or havok launchers, filling a roll similar to HB razorbacks, letting them be very useful even after theyve disembarked their cargo.

   
 
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