lunchb0x Posted January 17, 2009 Share Posted January 17, 2009 Ive found a tactic,I am sure is used/discussed before...but if anyone has any ideas to make it stronger let me know! Tactic : rhino rush, the entire 12inches, and dump out a squad. Let enemy charge, hope you pass your LD and then butcher enemy in CC. So far this has failed me once, the rest of the time opponents fell for it. Instead of going for a juicer target, they rushed the lone squad(s)...and paid for it. I am sure others have used this, but is there anything I could do to help make it a bit more full proof? Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/ Share on other sites More sharing options...
WolfLordLars Posted January 17, 2009 Share Posted January 17, 2009 I prefer to use a Drop Pod. Anyone who has played against Space Wolves generally knows better and will force you to move up and charge or shoot. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846518 Share on other sites More sharing options...
lunchb0x Posted January 17, 2009 Author Share Posted January 17, 2009 I prefer to use a Drop Pod. Anyone who has played against Space Wolves generally knows better and will force you to move up and charge or shoot. Not where I play, I am the only pound puppy!!! I do not like drop pods...dont ask me why...I just dont. An advantage of the rhinos is you can aim them where you really need them to be...or to help fill a gap...where as a drop pod its very much so hit or miss. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846536 Share on other sites More sharing options...
WolfLordLars Posted January 17, 2009 Share Posted January 17, 2009 Fair enough, I dont like Land Raiders or Razorbacks. Its all good. A DP will do the same job, faster and cheaper. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846538 Share on other sites More sharing options...
lunchb0x Posted January 17, 2009 Author Share Posted January 17, 2009 Fair enough, I dont like Land Raiders or Razorbacks. Its all good. A DP will do the same job, faster and cheaper. I love RBs, specially with jsut heavy bolters!! Can a DP Move? Block charge lanes? Slow opponents down? Shield troops? :lol: Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846543 Share on other sites More sharing options...
WolfLordLars Posted January 17, 2009 Share Posted January 17, 2009 Can your Rhino drop your troops BEHIND your enemy on the first turn? Can your Rhino completely avoid getting popped before it drops its troops where they belong? My DP will drop the troops where they need to be right away, and if they do their job, I wont need anything for what you mentioned. My Rhinos have a funny habit of either getting blown up first turn (usually its rare to have cover to hide behind while getting them as far up as I can on the first turn) or doing absolutely nothing. Tank shock is useless now. Take what you like, but the tactic has been done, most wont fall for it, and works better (cheaper) with a Drop Pod. :lol: Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846546 Share on other sites More sharing options...
lunchb0x Posted January 17, 2009 Author Share Posted January 17, 2009 Can your Rhino drop your troops BEHIND your enemy on the first turn? Can your Rhino completely avoid getting popped before it drops its troops where they belong? My DP will drop the troops where they need to be right away, and if they do their job, I wont need anything for what you mentioned. My Rhinos have a funny habit of either getting blown up first turn (usually its rare to have cover to hide behind while getting them as far up as I can on the first turn) or doing absolutely nothing. Tank shock is useless now. Take what you like, but the tactic has been done, most wont fall for it, and works better (cheaper) with a Drop Pod. :) Yes it can. I have magical flying rhinos! I still think rhino is better method then DP...Plus I have weird love for rhinos...blame it on 2nd edition. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846569 Share on other sites More sharing options...
WolfLordLars Posted January 17, 2009 Share Posted January 17, 2009 Hey, thats all you man. :) I loved them in 3rd. 4th, not so much. Ever since the DP became viable, I prefer them to Rhino's. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846570 Share on other sites More sharing options...
lunchb0x Posted January 17, 2009 Author Share Posted January 17, 2009 Hey, thats all you man. :) I loved them in 3rd. 4th, not so much. Ever since the DP became viable, I prefer them to Rhino's. Word. :) now, tank shock...I dunno. I think its still awesome!!! I love taking a vehicle and having it ram a character or squad...always someone that decides to do a death or glory! ;) Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846573 Share on other sites More sharing options...
WolfLordLars Posted January 17, 2009 Share Posted January 17, 2009 Meh... never saw it as being terribly effective with the rules in 4th and now 5th. It always felt like a "well, I dont have anything else to do.. hey, lets tank shock something!" Generally, if I have enough free time to remember to do it, half my opponents army is dead, and so thats kinda like rubbing salt in a wound. :) Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846575 Share on other sites More sharing options...
lunchb0x Posted January 17, 2009 Author Share Posted January 17, 2009 . It always felt like a "well, I dont have anything else to do.. hey, lets tank shock something!" Generally, if I have enough free time to remember to do it, half my opponents army is dead, and so thats kinda like rubbing salt in a wound. ;) Thats exactly how/why/when I tank shock!! Or my fav, a whirlwind that had its main armnament blown off in HTH with a NOB, tank shocked him to death!! and kept doing a tank shock every round...till it annoyed the apponent enough he focused all his firepower at the rhino for an entire turn, allowing my boys to get up to the objective and win!! :) Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846587 Share on other sites More sharing options...
WolfLordLars Posted January 17, 2009 Share Posted January 17, 2009 Fair enough, a pod cant do that. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846594 Share on other sites More sharing options...
lunchb0x Posted January 17, 2009 Author Share Posted January 17, 2009 Fair enough, a pod cant do that. But wouldnt it be cool if a DP could!!! Like it sprouted little legs LOLOLOLOLOL :) ;) :) :lol: :lol: Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846612 Share on other sites More sharing options...
saphius Posted January 17, 2009 Share Posted January 17, 2009 I've always thought Drop Pods should be able to tank shock the turn they landed... Would be very cool but would require some additional rule. (Give you enough room to allow you to get out, and it CAN'T be stopped by death or glory.). But hey, I would do it every game - My group has thought about house ruling this before but we never ended up doing it. And I hate rhinos btw. - I'm a fan of the RBs and LR's if I'm running transports. But one can't argue that it doesn't work... Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846629 Share on other sites More sharing options...
Wolf89 Posted January 17, 2009 Share Posted January 17, 2009 Wow this thread was basically a chat between you guys about what's better... although both of you are correct... they support your troops, how you play, how your army plays. Omar is forceful, he drops in, gets the job done, takes names and likes the blow flowing early. Lunchbox enjoys the tactics of playing around with your food before eating it, and takes pride in the previously mentioned tankshock/ram that's always a crowd pleaser. I'll have to tell you though, it's always nice to have MOVEABLE cover that can always sit on an objective, but it's also just as fun to drop in on your opponent with giant walls of terrain and say hello. :) As for the topic start about getting out of the rhino and shooting... how do you think I killed half a tyranid army in the 2nd turn... BEFORE the combat phase... (pst, bolter rounds en masse) Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846641 Share on other sites More sharing options...
lunchb0x Posted January 17, 2009 Author Share Posted January 17, 2009 As for the topic start about getting out of the rhino and shooting... how do you think I killed half a tyranid army in the 2nd turn... BEFORE the combat phase... (pst, bolter rounds en masse) DAAAAMN!!!! Let me buy you some ALE!!!!! Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846657 Share on other sites More sharing options...
Spacefrisian Posted January 17, 2009 Share Posted January 17, 2009 Never had problems with pods not getting where i want them. I just target them on an enemy squad some way on the board and it prettty much never misses. As for adding more baddass to counter attack. Add a Wolfguard leader with Wolfpelt to the mix. Make Ld test easier and even more attacks. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846754 Share on other sites More sharing options...
Beef Posted January 17, 2009 Share Posted January 17, 2009 I prefer to charge than be charged, what happens when said GH squad gets charged by higher I? Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846840 Share on other sites More sharing options...
Wolf89 Posted January 17, 2009 Share Posted January 17, 2009 I prefer to charge than be charged, what happens when said GH squad gets charged by higher I? That was the time of stormcaller, but even now, you have to play the board smart, and when it comes to either staying in the rhino or getting out, lots of factors play... against the nid player I enjoyed his genestealers not being where they needed to be until it was too late. Also, I don't mind if the higher I is eldar, especially when it's just dire avengers... Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846935 Share on other sites More sharing options...
Ullr Direfang Posted January 17, 2009 Share Posted January 17, 2009 I prefer to charge than be charged, what happens when said GH squad gets charged by higher I? i'm kinda with beef on this one. i prefer the charge. i play around with other types but i usually use a LR(stock or crusader) for a transport. most of the time i do foot sloggers witha unit or two in trasport. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1846947 Share on other sites More sharing options...
Denkal Posted January 17, 2009 Share Posted January 17, 2009 Counter-Attack isn't something you want to fall back on, especially if you've apparently displeased the Dice Gods. For example, last night my friend and I were throwing down 1250-point lists. (Wolves vs. Orks) I let him do all the assaulting, considering we've ruled between us that Blood Claws get +2 attacks on the CA, and that Grey Hunters get to use their True Grit in the CA, meaning more attacks. I failed every last one of those rolls. <_< My Wolves were a little unenthusiastic that battle. But I did take out three Zzap Guns by tank shocking the Grot crews with an empty Rhino. A Drop Pod can't do that. ;) Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1847061 Share on other sites More sharing options...
Wolf89 Posted January 17, 2009 Share Posted January 17, 2009 Counter-Attack isn't something you want to fall back on, especially if you've apparently displeased the Dice Gods. For example, last night my friend and I were throwing down 1250-point lists. (Wolves vs. Orks) I let him do all the assaulting, considering we've ruled between us that Blood Claws get +2 attacks on the CA, and that Grey Hunters get to use their True Grit in the CA, meaning more attacks. I failed every last one of those rolls. <_< My Wolves were a little unenthusiastic that battle. But I did take out three Zzap Guns by tank shocking the Grot crews with an empty Rhino. A Drop Pod can't do that. ;) Well see there are two things wrong with this picture. First the point values, Orks will dominate almost any other player out there at 1250, Space Wolves being beaten easily at this point level as well. Second, you ALWAYS (only circumstances are rare where shooting already brought down the squad size under 12 which is when shooting instead of assaulting is ok and even then it's a difficult decision for a general) want to get the charge on orks so you negate their furious charge. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1847091 Share on other sites More sharing options...
Vassakov Posted January 17, 2009 Share Posted January 17, 2009 Personally I've always found Razorbacks good - at the points cost they are now, a well geared 6 man GH squad can lay down some major pain. And in my 1500pts list, I run three of them, plus 12 Blood Claws in an LRC with a Priest and Pack Leader. The ability to redeploy and block fire lanes is extremely handy, and if all else fails my LRC once rammed a Vindicator out of existance, which was fun. (12" + AV14 + Tank on side, if you're wondering.) Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1847487 Share on other sites More sharing options...
Wolf89 Posted January 18, 2009 Share Posted January 18, 2009 Personally I've always found Razorbacks good - at the points cost they are now, a well geared 6 man GH squad can lay down some major pain. And in my 1500pts list, I run three of them, plus 12 Blood Claws in an LRC with a Priest and Pack Leader. The ability to redeploy and block fire lanes is extremely handy, and if all else fails my LRC once rammed a Vindicator out of existance, which was fun. (12" + AV14 + Tank on side, if you're wondering.) S8 is always nice. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1847506 Share on other sites More sharing options...
Grey Mage Posted January 18, 2009 Share Posted January 18, 2009 Heres the real question, whats your mood? Seriously both pods and treads, as well as your own feet Ill add, have tactical value. There will be times where one works better than the other. Heck I played a game against nids a while back in a tournament, and had brought a list with three drop pods an a couple of support tanks. Im not dropp podding into nids. I dont care what you say or who you are, its silly. Especially at 1750pts on a 4x4 board. I will however disembark my men, have them for up into a reasonable battle line with cover, and drop the darn pods on their heads.Ill certainly try to use on of my pods to block a spot between two buildings to slow down the assault on one of my flanks. But I do kinda wish Id had taken three razorbacks during that game. It ended up alright, but still. Link to comment https://bolterandchainsword.com/topic/157778-rhinosand-counter-charge/#findComment-1847609 Share on other sites More sharing options...
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