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Transport tactics


Ghent

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Being that I'm a bit new to the game, and don't quite remember the tactic before or if it even existed: What's the typical tactics with transports? In the few games I played over the weekend, I realized how fragile Rhinos/Razorbacks could be and had them blow up a couple of times before I even disembarked.

 

My question is, what's the general "rush" tactic? Is it moving the 12", then disembarking? Or is it simply just taking your chances in getting popped? Not many I know play marines, so I figured this is the best place to ask.

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The Space Wolves Codex indicates all of our vehicles come with certain features already included. Among them are Smoke Launchers and Searchlights. The Smoke Launchers have rules on them this edition. At the least, pop smoke and you should see transports live a great deal more. I think this edition SL's prevent Penetrating hits; if they don't they grant a 4+ Cover save. I'm likely wrong on that first part, however check your main book and C:SW (Codex: Space Wolves) to verify what they do.

many things can help your rhinos get your GH's across the board. a lot of it is of course situational and as such will need to be practiced to know when and where to use it. but a few key points are:

 

1. moving 12 and popping smoke. this can most times get you roughly half way across the board and give you a reasonable chance of not being popped. and if you are popped your already as close as you can get in a turn. (popping smoke grants a 4+ cover save btw)

 

2. taking a rune priest with the ability tempests wrath ( think that's right, no codex on hand ATM) which is used in the shooting phase as a phycic attack and grants all units in 6" a 5+ cover save. this is cool cause you can still shoot with your other units and get a cover save which you cant do if using smoke.

 

3. using 1 rhino to "shield" the others, basically moving your rhinos in a way that 1 blocks 50% of the others from los and only popping smoke on that 1 or taking chances and leaving it without smoke and hoping your enemy's take the ez shot on the exposed one.

 

4. just using buildings and terrain to creep up behind to tryin get cover saves.

 

 

i am personally a fan of 1 and 2, as i strongly prefer to get as close as possible as fast as possible. and get my GH's where they need to be. that being said be aware of which way your rhinos are facing and or angled so If they get popped you have a good chance to get your guys out in the best position possible. i.e. move along side area terrain so if you are forced to disembark you can do so into cover. Or my fav is to deploy my rhinos in a sideways wall as far up as possible so if you can deploy 12" put them so the side of the rhino is on the dot at 12" and make a wall then your following turn rotate them to face forward (this nets you about a 1" gain) then go 12 and rotate them into a sidewall again. then if you are popped you can choose to disembark on either side of the rhino either behind it out of los OR on the enemy side at max 2" from hull distance to get as close as possible, for the following turn since you can then move 6 shoot and assault 6, meaning if you started 12 from your edge moved 12 got popped disembarked 2 moved 6 and assaulted 6 your 39" across the board :lol: this is assuming we're talking about non exploded damage results on your rhinos. and that your troops don't get killed slowed etc etc. but as with all strategies risks are inherent and all you can do is try to force your opponent into bad choices and maximize your chances of getting where you need to be ;)

 

 

Hope this helps !

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