ArmouredWing Posted July 15, 2010 Share Posted July 15, 2010 So here's a bit of an unusual question from my quarter. What's the best loadout for a Sisters Rhino, just the rhino mind, not the squad. I'm looking at mixing my list up a bit, perhaps taking it in a new direction and to do this I need to consider what works and what is value for points on a rhino. With that being the case I'm looking for some advice from my Mechanised siblings as to how much gear I need to put on a unit transport for the best results. I know #6 is a keen advocate of the mechanised strategy so any and all comments would be appreciated as my expertise is solidly in the field of footsloggers. Have at it folks. Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/ Share on other sites More sharing options...
Chengar Qordath Posted July 15, 2010 Share Posted July 15, 2010 I tend to prefer keeping Rhinos relatively cheap; they're not particularly durable, and burning points on extra weapons is usually a waste IMO. If I'm using Codex Rhinos, I'll usually run them with smoke launchers and extra armor (smoke launchers are a big boost to survivability, and for five points EA is worth it). However, since most of my regular gaming group lets me use IA2 rules for my Rhinos, when using those rules I tend to run them naked; most of the upgrades do not add enough utility to justify the added price. Also, if your gaming group tends to play very terrain-heavy a dozer blade might be a good investment. An immobilized Rhino is only marginally better than a dead one. Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/#findComment-2463253 Share on other sites More sharing options...
Obliterator Posted July 15, 2010 Share Posted July 15, 2010 I usually run them with smoke launchers and extra armour. No extra weaponry or stuff really. The extra armour makes sure that you can keep moving it, so those big monstrous creatures have to at least make an effort to hit it in CC, and the smoke launchers give you that nice cover save when you need to cross that open kill zone you can find on about any board. The points for the other gear are almost always spent better somewhere else. Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/#findComment-2463263 Share on other sites More sharing options...
WarriorFish Posted July 15, 2010 Share Posted July 15, 2010 I agree, keeping them cheap is important. They're better that way anyway but even more so when you consider that SoB Rhinos are more expensive than most. With cheaper smoke and EA though they're well worth the points to help "protect" the initial investment. Like Chengar, if I'm using the more modestly priced Rhino I run them naked as the cost of EA starts to sting once you've taken it on all your metal boxes. The number of tanks I have on the board and intelligent movement coupled with smoke works fine for me. I've never used dozer blades though, as my Rhinos tend to move 12" but I should reconsider as there's quite a bit of terrain blocking movement (what you get if you let a nid player set the table up B)). An extra Storm Bolter is nice for adding a bit of extra dakka (makes the Rhino quite respectable) but not really worth it unless you've got some points you can't spend elsewhere (which is rare!). Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/#findComment-2463334 Share on other sites More sharing options...
ArmouredWing Posted July 15, 2010 Author Share Posted July 15, 2010 I've never used dozer blades though, as my Rhinos tend to move 12" but I should reconsider as there's quite a bit of terrain blocking movement (what you get if you let a nid player set the table up <_<).Heh heh heh, QFT!!! That's some good stuff, thanks all for the quick feedback. I'm playing some games at the weekend and I'm mulling some options over at the moment however, can't say too much, loose lips sink ships and all that!!!. I'll post my list after Saturday with a run down of how things went but it's been a while since I looked at my list with an open view and now that i am i reckon i've found some areas that can give me some extra value... Watch this space! :) Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/#findComment-2463384 Share on other sites More sharing options...
Captain Idaho Posted July 15, 2010 Share Posted July 15, 2010 I'll post my list after Saturday with a run down of how things went but it's been a while since I looked at my list with an open view and now that i am i reckon i've found some areas that can give me some extra value... Watch this space! :cuss Excellent! Know thy enemy! :blink: Personally, I think with the mere 8pts you are paying for smoke and extra armour, it is rude not to! Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/#findComment-2463459 Share on other sites More sharing options...
andrewm9 Posted July 15, 2010 Share Posted July 15, 2010 Personally, I think with the mere 8pts you are paying for smoke and extra armour, it is rude not to! I tend to look at it as paying 23 points since a Sisters Rhino is 15 points more than a Space Marine one. Blood Angels get Fast for that price. Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/#findComment-2463530 Share on other sites More sharing options...
Eltnot Posted July 16, 2010 Share Posted July 16, 2010 Smoke, Extra Armour, Searchlight. If you have the points left over, give rhinos search lights. Plenty of tournaments use night fighting as a feature for a game or two where it will last more then just one turn. In these cases, having the option to light people up for your exorcists is priceless. Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/#findComment-2463963 Share on other sites More sharing options...
Aidoneus Posted July 16, 2010 Share Posted July 16, 2010 I tend to prefer keeping Rhinos relatively cheap; they're not particularly durable, and burning points on extra weapons is usually a waste IMO. If I'm using Codex Rhinos, I'll usually run them with smoke launchers and extra armor (smoke launchers are a big boost to survivability, and for five points EA is worth it). However, since most of my regular gaming group lets me use IA2 rules for my Rhinos, when using those rules I tend to run them naked; most of the upgrades do not add enough utility to justify the added price. Quoted for truth, every word of it. I'd also like to point out that in the IA2 update, a Rhino is 35pts with 15pt Extra Armour, while a Repressor is 50pts with 5pt Extra Armour (all costs publicly available for free). That means that, even though the Repressor starts out 15pts more expensive, if you compare them with EA on it's only 5pts more. If you have the resources, 5pts for some more Fire Points and a Heavy Flamer is a good deal. Otherwise, yeah, just with with the naked 35pt Rhino. Keep in mind, with the updated 5th ed Vehicle Damage Chart, we see far fewer Stunned results, and far more Shaken, than back in 4th ed. Something to keep in mind. Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/#findComment-2464024 Share on other sites More sharing options...
chaplain belisarius Posted July 16, 2010 Share Posted July 16, 2010 hi mate...im new o this sisters of battle malarky but my girls all ride rhinos...way i see it, my girls need to get into rapidfire/heavy flamer template range and hit the enemy hard (with divine guidance!) and hopefully do enough damage to the enemy that they cannot recover. Hope this helped... Link to comment https://bolterandchainsword.com/topic/206473-rhino-loadout/#findComment-2464366 Share on other sites More sharing options...
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