Apogee Posted January 19, 2009 Share Posted January 19, 2009 So, Rhinos. Most people take extra armour/dozer blade these days, and for good reason. However, I'd like to get the opinions on how most people take em. I usually do the above. Extra armour is a must, since if the transport is completely stunned, my 10 sisters inside are screwed. An absolute must have. Dozer blade is great since my drivers are terrible. Again, a must have, since the whole point is to get over to the other side of the board. Now, the lesser used stuff. Pindle Bolter - I use this occasionally. After the sisters get out, I can lay down some light fire. Handy enough, and force the bad guys to at least waste some anti tank on them. However, at ten points, on a fire magnet no less, it seems wasteful. Laud Hailers - Useful sounding. Never tried them, but -1 LD could be very handy, since it allows the Rhino to go and charge something 12'' away and possibly break them. On the other hand, there are a *lot* of fearless/LD 10 units out there, which makes it pretty much useless. However, even if they are fearless, if it is killed, an exploding rhino can make a handy S3 blast template :). Hunter Killer Missile - Maybe useful? I've also never used this one. It sounds like a great "going second" weapon. You let your opponent have first turn, then (try) to pop a tank with every rhino on turn one. Only lets you move 6'', though, and its a nasty 15 points. Holy Icon - Useless, since we all have unmodifable LD9 anyway. While we're on the topic of vehicle upgrade, how about the other two? Holy Promethium - Does anyone use this? Immos pop enough already, and if they do get into flame range, they often cause at *least* 25% casualties anyway. Blessed Ammo - Can anything but the Heavy Bolter Immo take this and be useful? Expensive. Wish my Chimeras could take it... Maybe useful on a dual-bolter Rhino to get guys out of cover? Obviously pointless vs MEQs. So, thoughts? I'm curious what others do. EDIT - I forgot Smoke. I'm so used to using it I don't even consider it an option :). Does anyone *not* use smoke? Also, do you use the 'glance' rule or the 'cover' rule? My Battle Bunker uses the cover rule for everyone - it seems unfair otherwise with the new rules. Link to comment https://bolterandchainsword.com/topic/158028-rhino-configuration/ Share on other sites More sharing options...
Bucky Posted January 19, 2009 Share Posted January 19, 2009 I have 5 Rhinos in my mech SOB list. They all only have EA/SL. I also take my chances with the difficult terrain tests, so no dozer blades. I tired using a hunter killer missile, but always found it redundant to the exorcists. All the other stuff I do not find worth it. Link to comment https://bolterandchainsword.com/topic/158028-rhino-configuration/#findComment-1849350 Share on other sites More sharing options...
Grand Master Iapetus Posted January 20, 2009 Share Posted January 20, 2009 Interjecting on behalf of the other side of the inquisition (DH): The Nays For now, I have completely stopped using EA, it was great in 4th, but it's effectiveness has been greatly lessened with the damage table changes. It is a pretty good deal at 5 points, but with the amount of GK I take, DH are a bit more points challenged than SOB. Also stopped using Dozer Blades - with cover saves for vehicles, I am now more focused on maximizing those while getting across the board (combine that with the rule that 75% of the board should have no terrain). Finally, they eliminated the "snake eyes=vehicle destroyed" rule for vehicles moving at cruising speed. If I determine I need to go through the terrain, I too take my chances. Again, not expensive, but with DH I am pressed for points. Another good one that was a staple for me in 4th: Search Lights. I don't take them either in 5th. I usually deploy to maximize cover saves anyway, and I use it to maneuver units into a better firing position during the night fignting turn while still keeping them outside average spotting range. This one is so cheap I am tempted to add back in on a couple of units, but using them makes them a fire magnet. I'd be interested to hear everyone else's experience with them. I take 4-6 vehicles in a standard game. Dropping those upgrades alone saves 44-66 points. The yeas I had originally also stopped using smoke (relying on the abundance of 5e cover saves) until the FAQ came out, now it is back in given the fact that everything goes back to glancing now, greatly reducing the chance of something serious happening to the vehicle even if it becomes a fire magnet and eliminating all but the AP1 weapons opportunity to destroy. /begin rant/ And just what the hell happened to moving 12" and being able to shoot out of the hatch? Grrrr....one of my 3 gripes with 5e -_- /end rant/ Link to comment https://bolterandchainsword.com/topic/158028-rhino-configuration/#findComment-1850185 Share on other sites More sharing options...
Mosk Posted January 20, 2009 Share Posted January 20, 2009 I am an SoB player, I use smoke launchers, and dont use extra armor. Sometimes I use pintel mounted storm bolters, but its probably more or less a waist of 10 points. Link to comment https://bolterandchainsword.com/topic/158028-rhino-configuration/#findComment-1850204 Share on other sites More sharing options...
Grand Master Iapetus Posted January 20, 2009 Share Posted January 20, 2009 Mosk you got me thinking about a couple things. My 2nd post is only applicable to Apoc. 2 items: HKM en masse can be very useful against superheavies - the unlimited range really comes into its own. Imagine 10 S8 hits before you even open up with your superheavy weaponry. If you know you are going to face multiple flyers (read upcoming plastic valkyries), all pintle mounted weapons get the "AA" special rule (hits using vehicles BS vs a flat roll of 6) Since most flyers have Armor 10 somewhere, this can be effective against them. Heavy stubbers (guard) are even more effective that PMSBs. Link to comment https://bolterandchainsword.com/topic/158028-rhino-configuration/#findComment-1850261 Share on other sites More sharing options...
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