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Made in us
Been Around the Block





"Raven Guard Chapter Tactic - Strike from the Shadows: Models in this detachment have the Scout special rule..."

I just want to make sure I have a complete understand of the best way to use this tactic.

I plan on fielding 2 Rhinos with a full 10-man Tactical Squad (Plasma Gun & Combi-plasma). Now this is how I see the deploying/scouting move going.

------------X------------X------X
Deploy 12''......Scout 12''....Move 6''

Now that get's me 30'' down-field on my first turn. Now when it comes to the shooting phase, each Rhino can fire it's Storm Bolter, as it's allow to fire 1 weapon when moving at combat speed, and I can choose to fire 2 weapons from the Rhino's fire points, be it the plasma gun, combi-plasma or bolters. The units shooting out the fire points are treated as if they move as normal that turn. I plan on sitting in the Rhinos until it's best to disembark the whole squad, no need having them out in the open.

Am I missing something here or is this the best way to use this tactic?
   
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I personally think the best use of this tactic is outflanking.
   
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Oregon

I wonder if it would be better to advance further and pop smoke.
Probably depends on their target.
   
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Hamburg

Well, its a viable tactics. However, it will also depend on terrain. While moving through terrain, your Rhinos could get immobilzed.

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 minigun762 wrote:
I wonder if it would be better to advance further and pop smoke.
Probably depends on their target.


So move at cruising speed, 12'' instead of 6'' and pop smoke, cover myself the cover save. Then on the next turn unload on the enemy.

I gotta say be able to get move 36'' in the first turn does sound pretty good but you're right, it does depend on the game/enemy.
   
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Hanford, CA, AKA The Eye of Terror

Noxnoctis22 wrote:
 minigun762 wrote:
I wonder if it would be better to advance further and pop smoke.
Probably depends on their target.


So move at cruising speed, 12'' instead of 6'' and pop smoke, cover myself the cover save. Then on the next turn unload on the enemy.

I gotta say be able to get move 36'' in the first turn does sound pretty good but you're right, it does depend on the game/enemy.


If you run a ton of rhinos this might be pretty awesome! get 4-5 going to give your opponent target saturation then deploy your tacts and stern up front and fire away! And unlike drop pods you have full control over where you go and when you drop your crews off you can still tank shock your opponents. Combine this with assault squads following behind the rhinos and you can move your whole force up to your opponent

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 generalchaos34 wrote:
Noxnoctis22 wrote:
 minigun762 wrote:
I wonder if it would be better to advance further and pop smoke.
Probably depends on their target.


So move at cruising speed, 12'' instead of 6'' and pop smoke, cover myself the cover save. Then on the next turn unload on the enemy.

I gotta say be able to get move 36'' in the first turn does sound pretty good but you're right, it does depend on the game/enemy.


If you run a ton of rhinos this might be pretty awesome! get 4-5 going to give your opponent target saturation then deploy your tacts and stern up front and fire away! And unlike drop pods you have full control over where you go and when you drop your crews off you can still tank shock your opponents. Combine this with assault squads following behind the rhinos and you can move your whole force up to your opponent


Well I'm slowly building up my army, have it at a playable 1000 points, working on getting it up to 1500. But you hit the nail on the head with how I like to play my army (Homebrew Raven Guard successor). I use the Tactical Squads in the Rhino to advance and shield my ASM and VV as they move up the field. Then I have the ASM and VV leapfrog the Rhinos for an assault.
   
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McKenzie, TN

Here are some good batreps to check out that will show case some of the strategies and tactics involved. The general idea is that the rhinos are mobile pill boxes and LoS blocking cover for your mass number of TAC marines to use. Unfortunately 2 rhinos is not really a "rhino rush" there just isn't enough to be rushed by them.

http://www.dakkadakka.com/dakkaforum/posts/list/562151.page

http://www.frontlinegaming.org/2014/03/16/guest-tournament-report-from-the-dark-star-best-general-cyle-thompson/
   
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West Chester, PA

I'm curious how well White Scars+Khan rhino rush is compared to Ravenguard rhino rush. Yeah, you lose out on first turn stealth, but all those tacs do gain hit and run.

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McKenzie, TN

Just fine. The biggest negative is that you have to bring khan then which is a 150 pts tax you could have spent +100 pts to get a fully tooled chapter master.

So essentially you loose out on stealth, scout on TFC, and have a 150 pts tax but you gain HnR...could be a good trade actually.
   
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West Chester, PA

Well...why not both?
I was thinking something along the lines of..

Khan on Bike
CM w/ Bike, TH, Shield Eternal, AA

5x Bikes w/ 2x Grav, Combi-grav
5x Bikes w/ 2x Grav, Combi-grav
8x Tac Marines w/ Melta, Combi-melta, Rhino
8x Tac Marines w/ Melta, Combi-melta, Rhino
8x Tac Marines w/ Melta, Combi-melta, Rhino
8x Tac Marines w/ Melta, Combi-melta, Rhino

Stormtalon w/ Typhoon
Stormtalon w/ Typhoon

TFC
TFC

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McKenzie, TN

Why the 8 marines? This makes it so you cannot combat squad, probably the best rule the TAC squad has after ATSKNF.
   
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8 is a strange number for sure.

I think filling out 10s would be a good idea.

I think they could benefit from plasmas as well as with all that scout you could be reliably be in rapid shot range.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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West Chester, PA

 ansacs wrote:
Why the 8 marines? This makes it so you cannot combat squad, probably the best rule the TAC squad has after ATSKNF.


I don't see much benefit in combat squadding marines scouting in a rhino, but the real answer was to free up points (and I didn't need the 10 for a heavy). I suppose you're suggesting plasma/combi-plas for the 5 in the Rhino with a 5 man heavy somewhere else? CC and the talons would then be my only AT. I'm just not convinced combat squadding works great with rhino rush.

The list was a mere suggestion, but it does sound like fun.

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McKenzie, TN

UnadoptedPuppy wrote:
I don't see much benefit in combat squadding marines scouting in a rhino, but the real answer was to free up points (and I didn't need the 10 for a heavy). I suppose you're suggesting plasma/combi-plas for the 5 in the Rhino with a 5 man heavy somewhere else? CC and the talons would then be my only AT. I'm just not convinced combat squadding works great with rhino rush.
Not at all. What I suggest is combat squading in anything but KP games and keep both units in the rhino (check the rule they can). That way there are two targets to kill vs one. MSU is great as it lets you be very efficient in how you allocate offensive damage and will waste opponent's firepower on 5 man squads. It also causes absolute migraines for deathstar builds which cannot kill that many units in a single game.

UnadoptedPuppy wrote:
The list was a mere suggestion, but it does sound like fun.

It could work nicely. Though to be honest running a rhino rush or biker lists with greater redundancy is probably "stronger" but I wouldn't worry about it.


Also the melta is fine. Snap firing MM are great against flyers and with the addition of some many new powerful vehicles melta is becoming increasingly important.

   
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Fixture of Dakka



Chicago, Illinois

Rhino Rush is really fun and cool especially because it just gets in your face immediately.

It's downside is that if you don't go first then you possibly could lose some rhinos. Why not throw in some Sgts with teleport homers for some deepstriking goodness.

This message was edited 1 time. Last update was at 2014/03/22 02:24:30


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Indiana

I think scout 12, move 12 and then pop smoke/ get behind an aegis for that 3 or 4+ cover save for that first turn of shooting could be clutch. Then move and get into range.

I think going for 10 with a heavy weapon might not be bad. Combat squad and after that first movement phase you now have a scoring heavy weapon in a rhino.

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McKenzie, TN

 Leth wrote:
I think scout 12, move 12 and then pop smoke/ get behind an aegis for that 3 or 4+ cover save for that first turn of shooting could be clutch. Then move and get into range.

I think going for 10 with a heavy weapon might not be bad. Combat squad and after that first movement phase you now have a scoring heavy weapon in a rhino.

I usually scout 12, move 6, jump out 6, shoot squads, flat-out rhino, and hope the rhino doesn't explode so they leave me with invulnerable LoS blockers right in their deployment zone. Depends how far they are from you though.
   
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Good Ol' Texas

There is a player in our area that has done well at tournaments with a Raven Guard/DA list at 1850 with 14 Rhinos. It's scary as hell.

Lucarikx

This message was edited 1 time. Last update was at 2014/03/22 05:59:03



 
   
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Chicago, Illinois

Sternguard seem a natural addition to this. This seems like a really fun army to play but I don't see why you don't go with a mix of Razorback and Rhino rush along w/ Drop Podding ?

Something like instead of the 8 Marines you have..


Troops
6x Tac Marines w/ Melta, Combi-melta, Razorback
6x Tac Marines w/ Melta, Combi-melta, Razorback
6x Tac Marines w/ Melta, Combi-melta, Razorback
6x Tac Marines w/ Melta, Combi-melta, Razorback



You just take the basic heavy bolter on the Razorback I mean you don't need the other at all ,although replacing them with Heavy Flamers seems like it'd be pretty keen. Also, why not go with a mix of melta and plasma?

This message was edited 4 times. Last update was at 2014/03/22 06:58:38


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