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Black Templar Rhino Rush


Eenami5

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I've seen Rhino Rush mentioned as a tactic in a few posts, but I'm not sure that I understand the technique fully. I get that turn 1 you go forward 12" and pop smoke launchers, but then what about subsequent turns? If I move the rhino again on turn 2 and deploy, how do I get around my troops being sitting ducks since they can't assault on the same turn they dismount? I imagine I could leave them inside the Rhino until my opponent destroys it, so that I can charge him the following turn, but then my marines could end not doing anything for most of the game. As a side note, if my opponent would destroy my Rhino in close combat, do my troops get entangled in CC when they come out, or does the opponent only get to consolidate and I am free to shoot and assault the following turn?
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You don't get out after you move. You Move up again on the second turn and don't disembark. If they blow you out of your rhino, you can move and assault, if they don't, you can get out and (because the rhino hasn't moved), assault anyway. If they blow up your rhino in hand to hand, you simply deploy in the wreckage. This is not in close combat (since your opponent could not have been on top of the rhino) so provided you pass your pinning test, you can shoot and assault. Do keep in mind that if you opponent blows the transport in their shooting phase, they can assault the contents.

 

As per the original, Blood angels are the best at this due to their rhinos being fast.

From what I know Rhino Rush was more prevalent in 3rd edition, where I believe you could assault out of a moving vehicle. As Thade has said, you can see the attraction that would bring to Black Templars and Khorne Bezerkers, who can drive up to the enemy in a couple of turns, jump out and get into combat. Blood Angels would also have benefited from this especially because of their fast vehicles.

 

However, since 4th edition and the restriction on assaulting out of moving vehicles (unless they're assault vehicles or open topped), this tactic took a hit in effectiveness. More forward planning and patience is now required, and it's unlikely that those Bezerkers and Templars will be able to assault until turn 3, making it less of a Rush and more forced drive forward.

 

However, IMO the Rhino Rush has prevailed through Tactical Squads and Sternguard Squads, as well as the fast Rhinos of the Blood Angels. Now instead of getting out and assaulting the squad inside the Rhino will get out and rapid fire at the enemy, hoping to drastically decrease their numbers before the inevitable counter attack. Due to the mobility given by the Rhino and the liklihood of two turns movement people can pick where they want their horrible shooty units, and so the Rhino Rush evolved. It is still a good tactic for CC specialists, however it now requires a bit more forethought and planning than originally.

To make the Rhino Rush work nowadays, you'll want other things on the table for your opponent to worry about and shoot at. For BT, that would probably Dreads and Vindicators laying down ranged fire power. Deploy your Rhinos as far forward as you can. Move 12", pop smoke. Move 12", sit still. Disembark and have at them, turn 3.

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