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Made in us
Possessed Khorne Marine Covered in Spikes






My Kill! Maim! Burn! lacks burning...

I had the thought, partially because my rhinos keep surviving and being ignored after the 'zerkers disembark, to put flamers on my rhinos. I can still advance with the rhinos and shoot the flamer without any penalties. It's a fluffy addition to my World Eaters, and 11 points seems cheap enough to pay for itself in a single round.

Anyone tried this? Can anyone talk me out of it? 3 Rhinos makes for 33 points. How point starved do I have to be to not want to add these flamers? Turn 1 advance and pop smoke. Turn 2 maybe disembark, maybe get to a better position, either way I'll be using flamers. Every following turn the rhinos, if still alive, are ignored because they are empty and not as threatening.

I usually use a Demon Prince, Bloodthirster, and a Blood Slaughterer so the rhinos are often ignored for juicier targets. I'm trying to squeeze a Predator, too, for more saturation but haven't found a way yet... unless I play the Bloodthirster as a second prince.

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in us
Longtime Dakkanaut




Northridge, CA

Flamers aren't great, and in a melee army that doesn't boost ranged weaponry at all your flamers are even worse. If you want something just take the extra combi-bolter and powerslide into enemy tanks and shooting units to tie them up. You want the Rhinos as cheap as possible.
   
Made in us
Possessed Khorne Marine Covered in Spikes






 andysonic1 wrote:
Flamers aren't great, and in a melee army that doesn't boost ranged weaponry at all your flamers are even worse. If you want something just take the extra combi-bolter and powerslide into enemy tanks and shooting units to tie them up. You want the Rhinos as cheap as possible.


I can't use the extra combi-bolter (or the mandatory one for that matter) while I'm advancing.

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in us
Oozing Plague Marine Terminator





I personally don't like adding upgrades to disposable Rhinos, and if I did have extra points, I'd bring Havoc Launchers instead. But for an up close and personal list like Khorne Berzerkers, flamers might work. After all, they are the kill, maim, burn army.
   
Made in us
Longtime Dakkanaut




Northridge, CA

 Kharneth wrote:
 andysonic1 wrote:
Flamers aren't great, and in a melee army that doesn't boost ranged weaponry at all your flamers are even worse. If you want something just take the extra combi-bolter and powerslide into enemy tanks and shooting units to tie them up. You want the Rhinos as cheap as possible.
I can't use the extra combi-bolter (or the mandatory one for that matter) while I'm advancing.
Why are you advancing at all?
   
Made in us
Tough Tyrant Guard





Only time I advance my rhinos is t1 when I advance + smoke. I normally do a second combi-bolter, but I generally use rhinos to cut little holes into chaff.
   
Made in au
Fresh-Faced New User




Go for it! It won't make a huge difference in the competitiveness of your army, but it'll be a huge amount of fun! Kill, main, BURN!

My Night Lords rhinos have a great old time doing drive bys with 2 combi-bolters and a havoc launcher. It's not gonna win me the game, but it's fun and unexpected, and they don't get shot up once the cargo is out as there are higher-priority targets. 2 of them can do a decent amount of damage to lower-save units like orks, IG, cultists etc.
   
Made in us
Possessed Khorne Marine Covered in Spikes






the.cobb wrote:
Go for it! It won't make a huge difference in the competitiveness of your army, but it'll be a huge amount of fun! Kill, main, BURN!

My Night Lords rhinos have a great old time doing drive bys with 2 combi-bolters and a havoc launcher. It's not gonna win me the game, but it's fun and unexpected, and they don't get shot up once the cargo is out as there are higher-priority targets. 2 of them can do a decent amount of damage to lower-save units like orks, IG, cultists etc.


Thanks for the encouragement! Perhaps I'll look into magnetizing them so I don't get stuck with or without flamers.

Don't mean to burst your bubble, but I believe that Rhino can take an additional combi-bolter or havoc launcher, not both.

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in fi
Locked in the Tower of Amareo





Sick alternative is combi plasma and hope you blow up giving speed boost to berserkers who find themselves 3" forward and able to charge

2024 painted/bought: 109/109 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Mad as it sounds i stick combi meltas on mine for WE

100% always double combi bolter it though, always worth it for extra 4 shots.

 
   
Made in us
Possessed Khorne Marine Covered in Spikes






tneva82 wrote:
Sick alternative is combi plasma and hope you blow up giving speed boost to berserkers who find themselves 3" forward and able to charge


Yeah I know... but I just don't like the idea. I'm against the idea of it and don't want to represent it in my army. It's just dumb lol, though I imagine it's useful. 3 rhinos, -1 to hit during advance, statistically, 1 of them will pop on turn 1 each game. But no.

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in us
Fixture of Dakka





If they're ignoring your Rhinos, you're not playing angry enough!

So you pile out of the rhino. Then Charge? Maybe. Perhaps you ram your Rhino into their faces first! I'd rather eat overwatch from standard weapons on a Rhino than a MEQ unit!

Or perhaps there's this unit you want to tie up, but your Zerkers are busy with the killing and the maiming over there. Sure, you'll hack this unit to death, but it needs to wait its turn. A Rhino is a nice place for that unit to sit down and have a picnic to wait it's turn. Sure, they'll scratch your Rhino's paint, but it helps to make sure they're there and ready to have their skin flayed and their skulls harvested.

I'd keep them cheap. You probably get a lot more out of the chasis than the guns.
   
Made in us
Possessed Khorne Marine Covered in Spikes






Bharring wrote:
If they're ignoring your Rhinos, you're not playing angry enough!

So you pile out of the rhino. Then Charge? Maybe. Perhaps you ram your Rhino into their faces first! I'd rather eat overwatch from standard weapons on a Rhino than a MEQ unit!

Or perhaps there's this unit you want to tie up, but your Zerkers are busy with the killing and the maiming over there. Sure, you'll hack this unit to death, but it needs to wait its turn. A Rhino is a nice place for that unit to sit down and have a picnic to wait it's turn. Sure, they'll scratch your Rhino's paint, but it helps to make sure they're there and ready to have their skin flayed and their skulls harvested.

I'd keep them cheap. You probably get a lot more out of the chasis than the guns.


Haha you guys are so clever!

I wish we had our melee addons for the rhinos still. I hope when/if World Eaters get their own book there will be an upgrade to give our Rhinos some blades. I need a Rhino with a 3+ weapon skill, 3 attacks, s6 and -1 ap. I'm tired of failing to roll 6s. But the idea of charging with my rhino first in order to protect my zerkers from overwatch is amazing. I'm stealing that.

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in us
Khorne Chosen Marine Riding a Juggernaut





Ohio

StarHunter25 wrote:
Only time I advance my rhinos is t1 when I advance + smoke. I normally do a second combi-bolter, but I generally use rhinos to cut little holes into chaff.

Wait...I didn't think you could do that. I'm under the impression that if you advance the rhino, you forfeit all your shooting stuff.
   
Made in us
Possessed Khorne Marine Covered in Spikes






 chimeara wrote:
StarHunter25 wrote:
Only time I advance my rhinos is t1 when I advance + smoke. I normally do a second combi-bolter, but I generally use rhinos to cut little holes into chaff.

Wait...I didn't think you could do that. I'm under the impression that if you advance the rhino, you forfeit all your shooting stuff.


Smoke isn't shooting.

In order to use smoke launchers, you need to forgo your shooting. When you advance, you forgo your shooting (unless you have assault weapons), so they're very useful to do together. If you had a rhino with a combi-flamer and you advanced you could still shoot your flamer, but if you wanted to pop smoke you would not be able to.

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in gb
Norn Queen






You want Combi-Plasmas. That way you can move, shoot the Plasma with -1 to hit (and maybe more considering how often enemy units have -1 to hit), have the Rhino kill itself, then bail out the berserkers, then move them, then charge.

This message was edited 1 time. Last update was at 2018/05/21 13:07:01


 
   
Made in us
Possessed Khorne Marine Covered in Spikes






 BaconCatBug wrote:
You want Combi-Plasmas. That way you can move, shoot the Plasma with -1 to hit (and maybe more considering how often enemy units have -1 to hit), have the Rhino kill itself, then bail out the berserkers, then move them, then charge.


I absolutely do not.

I know you're all super proud of your cheesy tactic, but I find it stupid (not in terms of tactics, just the concept). I'm not going to do it. I know that if I advance with 3 rhinos, statistically 1 will pop, but I'm not interested in that.

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 BaconCatBug wrote:
That way you can move, shoot the Plasma with -1 to hit (and maybe more considering how often enemy units have -1 to hit), have the Rhino kill itself, then bail out the berserkers, then move them, then charge.

You can't move the Berserkers in this scenario as you are already in the shooting Phase. If the Rhino blows itself up from Plasma, the Zerkers get to bail out and that's it.
Still impressive movement considering 12" Rhino move, 3" bailout + base width, than charge

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