Frontline989 Posted March 16, 2010 Share Posted March 16, 2010 Ive been having a heck of a time with my Wolves recently. I take Rhinos for my Hunters because I dont want them to get shot crossing the table. However I cannot get my Hunters into Assault. What happens either my transports are blown up and then my Hunters die to mass shooting or I make it to my objective and disembark but since I cannot assault that turn I have to wait and once again my Hunters are shot to pieces. I've lost my last 5 games and I think this is one of the key issues Im having. Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/ Share on other sites More sharing options...
Evilbob Posted March 16, 2010 Share Posted March 16, 2010 I've never had a big problem with this, as I don't try to assault with my hunters all that much, but it sounds like either a Rune Priest for a cover save would help. Or perhaps, when you drive your Rhino into an objective and disembark, you could park the Rhino in such a way as to shield the hunters from the brunt of the shooting. Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2320664 Share on other sites More sharing options...
wolf363839 Posted March 16, 2010 Share Posted March 16, 2010 Try leaving them mounted inside the Rhino until the bad guys get in range. If you don't move your Rhino, you are free to dismount and assault from there, giving you about a 14" threat range (2" disembark, 6" move, 6" assault). Works like a charm for me. Also, distract enemy shooting with other targets like Vindicators or Land Raiders. Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2320696 Share on other sites More sharing options...
Wispy Posted March 16, 2010 Share Posted March 16, 2010 What are doing leaving that rhino before you have to? move into assault range, wait, and disembark and assault the following turn. The only times you want to voluntarily get out of the rhino that has moved is when you know you rapid fire is going to kill what it's shooting out. If it's moved, and is in assault range, stay instead until next turn. as for the rhino getting blown up, try keeping them alive this way: 1 - Using much cover as possible to advance. Driving them behind bigger vehicles can help here. 2 - Presenting enemy AV with scarier targets so they target that instead (targets like vindicators, which are scary and more likely to surive sustained AV fire) 3 - Popping smoke at the right time. Don't waste it right away. Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2320773 Share on other sites More sharing options...
Stormshrug Posted March 16, 2010 Share Posted March 16, 2010 I could offer more help if I knew what you were fighting (if it's consistent). If I'm fighting a shooty army, I like to keep my Rhinos as covered as possible (smoke launchers help) on the charge, and keeping out of LoS is even better. Another trick I enjoy, such as when fighting armies with lots of tankbusting at long range (like Tau), is to keep my rhinos out of LoS entirely until my Wolf Scouts arrive, at which point I engage more problematic elements of the army and rush up with the rhinos while the army can't fire at full capacity (taking all of the above mentioned precautions too, of course). -Stormshrug Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2320795 Share on other sites More sharing options...
clanfield Posted March 16, 2010 Share Posted March 16, 2010 i think you need a distraction or two to make him spread his fire power out for example i mostly use rhinos to assult as you do, but i use a speeder to hunt tanks and long fangs for long range dakka and a nice heafty unit of blood claws these i put a wolf priest with and they draw fire well,i also drop a squad of hunters (squad einar) in a drop pod with 2 flamers and a power axe right into the enemy position to have some fun if you pop enough units at them they get confused i find perhaps your problem is tomany goodies in too few places and not enough boots on the ground just a thought hope it helps Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2320797 Share on other sites More sharing options...
NovaScotius Posted March 16, 2010 Share Posted March 16, 2010 Though I'm yet to play a game with my Wolves, I've got some experience with playing other armies, and this problem comes down to two fairly simple principles... Target Saturation - Give you opponent more 'juicy' targets to shoot at than Grey Hunters, and he'll ignore them. I find Vindicators work wonders in this department, they have the "Oh (insert expletive of choice here)" factor, and most people feel compelled to shoot them. Redundancy - Why try to take an objective or assault an enemy squad with one squad of Grey Hunters when you could send two? Even if the job only needs one squad, send a pair of them, and have the second squad peel off to engage something else at the last minute, once the first squad has arrived safely. Also, remember the old Ork adage... 'Boyz before toyz' - You can apply the same thing to the Wolves too! The other advice that everyone has given about clever use of Smoke Launchers and other kit is spot on. Thanks NovaScotius Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2320842 Share on other sites More sharing options...
hendrik Posted March 16, 2010 Share Posted March 16, 2010 put a runepriest withstormcaller in one of them;) Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2320862 Share on other sites More sharing options...
Mar Bloodaxe Posted March 16, 2010 Share Posted March 16, 2010 Are you playing standard mission? What is the army composition like? Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2321051 Share on other sites More sharing options...
Frontline989 Posted March 16, 2010 Author Share Posted March 16, 2010 Space wolves once, tyranids twice, blood angels, and Tau. Now that I rethink it one of those games I was up on kill points but the GW had to close. They've been standard missions. Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2321071 Share on other sites More sharing options...
ralkass Posted March 16, 2010 Share Posted March 16, 2010 As said previously in this thread try to give support to rhinos while they advance, possibly keeping them in cover, and don't forget smoke launchers. Land speeders are versatile either for tank hunting (w/ multi melta) or infantry (tornado w/ 2 heavy bolters... 3-speeders squadron = 18 heavy bolter shots) and they can deepstrike :) I like bikes too, to handle annoying infantry units. Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2321122 Share on other sites More sharing options...
Raulmichile Posted March 17, 2010 Share Posted March 17, 2010 Apart from target saturation and mutual support, try not to advance in the middle of the board. Any transport will be destroyed if it runs in the middle of the battle. Rhinos are good at grabing cover for their size, use it to your advantage whenever possible and avoid advancing to the middle of the enemy line, use flanks. Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2322926 Share on other sites More sharing options...
Logan230 Posted March 18, 2010 Share Posted March 18, 2010 All the advice so far has been great, use it. I use 2 GH units in rhinos in my 1750 list, and use my Wolf Scouts, Skyclaws, 2 MM Landspeeders and terminator-filled Landraider to keep the attention off my rhinos, they also stay in my deployment zone for the first two turns or so playing backstop. This also lets them advance better later in the game when things have died and objectives/juicy understrength units are around. I use to run 3 full GH and 1 half strength GH squads in rhinos and a RB along with a landraider to get a armor saturation effect. 4 rhinos chasis, 1 Landraider, trilas Pred, and a LS or 2 allowed me to flood armor on to the field. the rhinos also used the LR for cover when ever possible or i did the 'hide the rhino' game. i found that alot of getting through this problem was learning the tricks of the trade, and it didnt take me long to learn since my regular opponent plays Tau and LOVES railheads :( its all trial and error and imo 5 games isnt alot of games to learn this theory, so just keep at it is my .02 isk Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2323415 Share on other sites More sharing options...
ORKILL Posted March 18, 2010 Share Posted March 18, 2010 Try "stacking" your Rhinos one behind the other giving the one in the rear a cover save, advance, pop smoke on the front Rhino. Turn 2, advance the rear rhino 12", pop smoke, and move the front Rhino behind the rear Rhino that is now up front. Turn 3 get out and wreck shop. Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2323538 Share on other sites More sharing options...
clanfield Posted March 18, 2010 Share Posted March 18, 2010 i find razor backs draw too much attention and die real quick then the smaller squad size is reduced to fast i also prefure a ac/ las pred as its much cheaper and can even fit into a 500 pt list Link to comment https://bolterandchainsword.com/topic/195011-transport-problems/#findComment-2323664 Share on other sites More sharing options...
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