Switch Theme:

To upgun or not to upgun chaos rhino  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dakka Veteran





I'm really torn on rhinos for my death guard army. I almost don't want them at all because generally I see rhinos get used the same way every game, they exist to basically give your troops about 7 extra inches of movement more than they normally would in t 1 before they bail out, that's it. Seems like a waste of 144 points to carry my two plague marine squads.
Anyway to my actual question, I figure if I should take them I might as well spend the 13 extra points per rhino for another combo bolter and a havoc launcher so they're doing something at least. Normally I find some upgrades are point sinks, but the points are pretty minuscule compared to the rhinos themselves. What have you guys experienced with upgunning rhinos?
   
Made in us
Charing Cold One Knight





Sticksville, Texas

I love running twin Storm Bolters on my Rhinos. I use 3 of them in my army and they rarely let me down. 8 shots within 12" that isn't effected by moving is nothing to sneeze at, and my Rhinos get off more charges than anything else in my army.

If you are just using them to cart dudes around you will be dissapointed. After they dump their dudes out, they become my first wave of charges to soak up Overwatch so everybody else can make it in safely, or to lock down units that can't fly and make them either stay in melee or fall back. My little Rhinos find themselves charging unsupported tanks to make them useless for a turn as well. In my last game against a Sisters player, one of my Rhinos was able to get a charge off against two or their silly organ gun missile tanks (can't remember the name right now), and it allowed me to ignore those tanks that turn and focus my fire and melee power on another part of the army.

Underestimating Rhinos has been the downfall of a lot of my opponents.
   
Made in us
Dakka Veteran





 NH Gunsmith wrote:
I love running twin Storm Bolters on my Rhinos. I use 3 of them in my army and they rarely let me down. 8 shots within 12" that isn't effected by moving is nothing to sneeze at, and my Rhinos get off more charges than anything else in my army.

If you are just using them to cart dudes around you will be dissapointed. After they dump their dudes out, they become my first wave of charges to soak up Overwatch so everybody else can make it in safely, or to lock down units that can't fly and make them either stay in melee or fall back. My little Rhinos find themselves charging unsupported tanks to make them useless for a turn as well. In my last game against a Sisters player, one of my Rhinos was able to get a charge off against two or their silly organ gun missile tanks (can't remember the name right now), and it allowed me to ignore those tanks that turn and focus my fire and melee power on another part of the army.

Underestimating Rhinos has been the downfall of a lot of my opponents.


Thanks for the insight. Makes me feel a little better about getting some for my army.
   
Made in us
Charing Cold One Knight





Sticksville, Texas

Not a problem, they are a bit spendy when it comes to points, but I will happily pay it. They saved my army from being overwhelmed by a series of turn 1 charges from Genestealers and Gaunts. I lost one of the Rhinos to Genestealers, but it allowed me to counter punch them to oblivion.
   
Made in ca
Fresh-Faced New User




Texas

Chaos does get more interesting options for rhinos than loyalists - and we don't get razorbacks - so why not use them?

In my Iron Warriors army my rhinos are mostly hauling troops with guns so I put havocs and combi-bolters on them and they are effectively mini-razorbacks. The range and wounding most infantry on 3's is pretty nice despite the lack of AP.

In my World Eaters force I originally put combi-bolters & combi-flamers on them as I figured they were going to be up close anyway delivering berzerkers. For 11 points I am not super impressed with them. They're nice when someone pulls off an early charge against the rhinos, but if they're within 8" on my turn I am usually going for the overwatch-absorbing charge after the zerks disembark and don't expect them to live anyway. They take a lot of fire the first couple of turns so I'm leaning more towards cheaper = better for this use.

I have not tried the plasma or melta options yet but they are somewhat tempting. I would think in smaller games they would be more of a difference-maker but I haven't tested that theory.

More 40k armies than 40k time ... 
   
Made in us
Longtime Dakkanaut




At the very least put a second combi bolter on them. Like others have said they make great blockers for your main force when charging and soaking up overwatch.
   
Made in us
Charing Cold One Knight





Sticksville, Texas

 Blacksteel wrote:
They take a lot of fire the first couple of turns so I'm leaning more towards cheaper = better for this use.

I have not tried the plasma or melta options yet but they are somewhat tempting. I would think in smaller games they would be more of a difference-maker but I haven't tested that theory.


Honestly, I prefer the reliability of the 8 Storm/Combi Bolter shots within 12". Once you strap on more powerful weapons thoigh, it just becomes an even bigger target, especially if you have an expensive unit inside. Plus, if I go first, they always pop their Smoke Launchers the first turn making them unable to shoot. They aren't battle tanks, and using like that will just get them killed faster. Their job is to keep the guys inside them alive by soaking up shots in the shooting phase and charge phase, and to lock down non-flying units. Anything after they deliver their payload is a bonus, so why pay more than 2 points extra for a weapon you might not get a chance to use. The Combi/Storm Bolter is a steal at 2 points.

I would rather save those points to put heavy weapons in Devastators or Havocs.

This message was edited 1 time. Last update was at 2018/01/26 14:28:00


 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

imo another combi-bolter is a no-brainer but the first thing to shave off a list for pts.

i'v tried combi-plasma that can be fun but your basic 2 combis tends to be my goto. 8 shots at 12" isnt bad at all

 
   
 
Forum Index » 40K General Discussion
Go to: