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Made in nl
Fleshound of Khorne




groningen, the netherlands

I had this thought quite a while ago and posted it a few 40k fora, but I would like to have some more opinions on the idea of giving mutated hull to all rhino’s in a completely mechanized deathguard or thousand sons force.
 
I know it sounds silly, pouring more points in an already expensive coffin on wheels, but there is a little reasoning behind this idea.
 
First I’ll try to explain why I think AV 12 is considerably better than AV 11:
 
Armour 12 negates all strength 5 guns and halves the effectiveness of strength 6 weaponry.
 
To me it seems that there are quite a few players using strength 5 and 6 guns to counter light armour.
Some examples of strength 5 guns:
1. Heavy bolter ( chaos, marines and imperial guard).
2. Hive tyrant with two twin-linked devourers.
3. Pulse rifle, pulse carbine, burst cannon and smart missile system (Tau)
 
Examples of strength 6 guns:
1. Assault cannon (terminators, landspeeder tornado)
2. Scatter laser and shuriken cannon (falcon and warwalker)
3. Carnifex with two twin-linked devourers.
 
As far as I know, the most used platform for the assault cannon is the landspeeder tornado, which also sports a heavy bolter. With mutated hull you reduce the average number of glancing hits per tornado, per turn of fire from 0,78 to 0,00. The number of penetrating hits per tornado, per turn of fire remains at 0,44 (due to the rending nature of the assault cannon).
When you use smoke launchers, which you should, the number of glancing hits drops from 1,22 to 0,44. With which you reduce the effectiveness of the tornado by 64 %.
 
The question is, is this reduction in enemy effectiveness, worth a 52 % increase in cost?
Of course this depends heavily on your gaming environment, if your main opponents are min-max marines with 6 or 9 tornados, mutated hull seems worth the cost.
I know marines are the dominant army in the warhammer 40k gamer universe and most tournament lists are assault cannon heavy.
 
Next is my reasoning for upgrading all rhino’s instead of one:
 
When you give mutated hull to one rhino, that rhino will not attract much fire from mid-strength weaponry (heavy bolter and/or assault cannon be), but your opponent will probably focus some of his dedicated anti-tank weaponry (lascannon and/or missile launcher) on this target. A smart opponent will then direct his mid-strength weaponry at your other, non-mutated, rhino's, which effectively means more of this firepower is used per rhino.
 
My idea would be to deny your opponent any effective targets for his mid-strength weapons and present him with too much targets for his anti-tank weaponry.
For me this would mean you would have to go for a totally mechanized force and you would have to equip all your rhino's with mutated hull.
 
The big downside of this idea is that giving mutated hull to all of your rhino's costs a lot of points, this will cost you some of your numbers, the biggest consequence is that your opponent can spread his firepower amongst fewer targets.
 
Just a random thought:
In a mechanized force with AV 12 rhino's, I don't think you will need to give your predators and/or defilers mutated hull. In my opinion you would present enough (read: too much) targets for all of your opponent’s anti-tank weaponry. The points saved on your predators and/or defilers could then be spent to upgrade your rhino’s.
 
The next part is a short argument about why I think the deathguard and thousand sons would especially benefit from this:
 
Even with their enhanced toughness, plague marines die just as easy to strength 7, or higher, weapons as normal marines. By forcing your opponent to dedicate his anti-tank weaponry against your vehicles, I think you deny him the chance to use those weapons against your plague marines. This leaves your opponent with his mid-strength weaponry to deal with your plague marines and against those weapons your troops do benefit from their T 4(5).
 
The same reasoning is even more true for the thousand sons, but for strength 8 and higher.
Thousand sons squads are extremely expensive, so you don’t field that much and therefore won’t need that many rhino’s, which will help to keep the upgrade costs at bay.
 
The biggest drawback of this idea is that you are putting a lot of points in non-scoring units without any offensive potential.
 
In my opinion the points value where this could work would be 1500 points, smaller games there seems to be no room for such an expensive upgrade and in larger games the sheer number of rhino’s would be so big that upgrading them all could easily buy you another squad. At 1500 points you will also meet Godzilla lists, which come with a horrendous amount of mid-strength weaponry.
 
Just to give you an idea, I put together a rough list incorporating this idea:
 
 
Headquarters:
Rex morbus
Chaos lieutenant
Mark of Nurgle
Manreaper
Frag grenades
Total points cost 81
 
Elites (chosen retinue):
Primi inter pares
Chosen Chaos marine (6)
Mark of Nurgle
Boltpistol (4)
Close combat weapon (5)
Unit icon
Flamer (2)
Aspiring champion upgrade
Powerfist
Deamonic visage
 
Rhino APC
Mutated Hull
Extra armour
Smoke Launchers
Total points cost 249
 
Troops:
Contubernium primus
Chaos marine (7)
Mark of Nurgle (7)
Bolter (5)
Close combat weapon (6)
Unit icon
Plasma gun (2)
Aspiring champion upgrade
Powerfist
 
Rhino APC
Mutated Hull
Extra armour
Smoke Launchers
Total points cost 256
 
Contubernium secundus
Chaos marine (7)
Mark of Nurgle
Bolter (5)
Close combat weapon (6)
Unit icon
Plasma gun (2)
Aspiring champion upgrade
Powerfist
 
Rhino APC
Mutated Hull
Extra armour
Smoke Launchers
Total points cost 256
 
Leves infernalis
Plaguebearer (7)
Total points cost 112
 
Fast attack:
Contubernium tertius
Chaos marine (7)
Mark of Nurgle
Bolter (5)
Close combat weapon (6)
Unit icon
Plasma gun (2)
Aspiring champion upgrade
Powerfist
 
Rhino APC
Mutated Hull
Extra armour
Smoke Launchers
Total points cost 256
 
Heavy support:
Ballista primus
Predator
Autocannon turret
Lascannon sidesponsons
Deamonic possession
Total points cost 145
 
Ballista secundus
Predator
Autocannon turret
Lascannon sidesponsons
Deamonic possession
Total points cost 145
 
 
Total army cost 1500
 
 
Do you people think that the benefits outweigh the cost of upgrading all your rhino's?

wannabe member of jfrazell's LCCAAP (League of Confusing Counts As Army Players).
"Counts as, its not a term, its a way of life!"  
   
Made in us
Incorporating Wet-Blending





Houston, TX

No. Because anything that shoots them down before, does it just fine now. And reaps more points. Most of the stuff that is anti-vehicle isn't S5-6. It's 7+. Which still pops them like grapes. Worse, now casualties hurt you more, because you are down points! And 3 rhinos isn't exactly target saturation, either. Now 5 or so with your preds in the backfield....

If you are going the Nurgle route, some infiltrators can help tie things up. This helps more than MH because those weapons risk either moving or getting assaulted. Consider meltaguns on them if you want some nasty tank hunting ability.

And daemonic visage sucks, unless it is free. If you are taking a chosen retinue, abuse it with DSpeed, DArmor, or something. Or go termies. Otherwise, you just get overpriced CSM. The ACs run the same cost as unit ACs, so even if all you do is put 2 PFists in the squad, at least you are getting something.

All the plasma is kinda risky, too, since overheat doesn't care about your Toughness....

-James
 
   
Made in us
Dakka Veteran




the spire of angels

a frind of mine runs a khorne berserker army mechanized with the mutated hull rhinos among some other stuff and it is very effective at getting him close as well as spready enemy heavy weapons fire across a wide area.

"victory needs no explanation, defeat allows none" 
   
Made in us
Regular Dakkanaut




California ( again)

I run with rhinos in my nurgle army but i use them as wall with the mark of nurgle and also i put havoc launchers on them ( I know ur saying that insane but it works) you run the rhinos up you can get that nurgle rot going and if they get popped guess what you have a nice area terrian you can march up on but the best part of it is when you line up the rhinos in box formation and you unload ur troops all that over lapping nurgle rots know downs alot of guard and marines( yes i have taking out 4 termies in one turn of rot) and following rot time did some damage too chapalins and too wraithlords) But you also have too have unit of inflitrators too to have them scare off units


my thoughs and experinces

The Red shirts are dying !!!!! It's Nuthing but a Death shroud!!!(Warp11) 
   
 
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