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Are Rhinos a must have?


minigun762

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out of interest, what equipment do people take on their rhinos currently

 

Rhinos, just need Extra armour to be honsty. Since it already come with Smoke & searchlight.

 

For squads, for me I have set up of Heavy Bolter (use Hatchies more so when fighting Orks), a Specil Weapon some type, Power Weapon Champ (rather have no armour save hit same time as my normal troopers) & Icon for those all important Ld re-roll when I get into combat.

 

That how I set up mine & done pretty good so far.

 

IP

When I do use them, I run them naked. Sometimes with the Dozer Blades because I'm a fan of sharp spikey things, even then I'm not sure how useful those 5 points are. I want to use the Havoc Launcher, but its the same thing as putting a Heavy Weapon in my squads, I want to sit and shoot it, not advance like I should.

 

I think we've pretty much confirmed my fears, that in 5th Edition Chaos, to be competetive is to be mechanized, atleast as far as your Troop choices go. The only exceptions are possible Thousand Sons and Noise Marines with Sonic Blasters due to the extended threat range of their shooting.

Question; If the Alpha Legion rules from 4th were legal (i.e. 1p Infiltrate, no daemons etc...), would it be a viable build? I'm thinking deploying 18" away moving 6, running d6 and be ready for bolter death on turn 2...

 

@minigun: I like your threads, keep it up :HQ:

on rhinos ? well it depends on the build [damn i was sure i posted here ;/] . a normal csm army list with csm \zerkers/pms etc needs the rhinos bad . short range or hth/counter armies need to be within those 12" or less from the opponent . run doesnt help here , because sure you get a bit quicker there , but 1 you lose control over your army . what if your pms roll 6 for run but zerkers 1 ? you slow down the the pms [and if you rolled for run this means also no shoting ] ? second thing it aint fleet . so no chargin after it [what makes baby zerker cry ] . there are some builds that dont need to be all rhino mounted .

the 4 squads /2 rhinos /2 lr /3oblits , one for example or the noism marine that play with only 2 rhinos and use it to block los/charges etc [and sometimes transport].

but in general i would say the rhinos are a must have . 2 minimum for any chaos player .

it depends on the build . for example in my NM army i dont use them , because rhinos for me is mobing terrain (+its a wee bit harder to blow then up , not much but it helps] . in a short range/counter army list you want them to ride 12" drop the pms/csm/zerkers or pop smokes [what generally means that some of them will survive]. the important thing is how many pts you play and have many "troops" you run . if its 4 then giving rhinos extras aint worth it , but when you play 1-1.5k pts[i know really small] the rhinos really have to move on turn 2 . extra armor could help here , but its a part of the meta game . how many nids armies are there /how many other csm armies etc .

all in I dont think they are needed [not a must have like the rhinos ] but sometimes specially when you dont play the DT army list you find yourself with 20/40 pts and nothing to do with them . extras are one of those points filler options , that we have to live with .

I'm willing to bet a lot of people are taking rhinos bare right now. In my army list, I am taking 2 rhinos with extra armor. I don't care too much about being able to shoot that TL bolter, but stopping would not be a good thing. They are 50 points, still not TOO expensive. I thought about taking havoc launchers, but I think they will end up spending a lot of time on the move, so I'm not sure how much use the havoc launchers would get.

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