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Warhammer 40,000/Tactics/Vehicles 101
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===Metal Boxes and You: The Humble Rhino=== Though 8 Loyalist armies (Space Marines and variations including Deathwatch, Space Wolves, Dark Angels, Blood Angels, Grey Knights, Inquisition, Sisters of Battle) and Chaos Space Marines have access to the Rhino and its variants (Razorback, Immolator, or otherwise) in some form or fashion, a lot of their basic use will remain the same throughout each army. By itself, a single Rhino is fairly fragile; even attempting to rush with numerous Rhinos has its issues; against an army with sufficient ranged anti-tank, you end up basically paying to give your opponent the luxury of fighting your army piecemeal. So how do Rhinos work in 40k nowadays? What advantages does it have? * '''A Rhino is durable-for-its-cost:''' A Rhino is fragile by itself, but not fragile enough for its cost. By itself, it does minimal damage, and generally isn't worth shooting at from an economy-of-force perspective (sure, you *could* say "Free Killpoint." Did you really need to use your Broadside battery to kill it?) **Put another way, a Rhino costs 35 points, while 2 Marines cost 28 points. Statistically, it takes twice as many krak missiles to kill the Rhino. * '''A Rhino has a good profile:''' Unlike Raiders, Wartrukks, Serpents, or other exotic vehicles, the Rhino is basically a glorified M113 APC. Just a solid lump of plastic with a profile that is high enough to block line-of-sight to friendly infantry behind it, but low enough that it can take advantage of cover (either terrain, or your dudes). Even when wrecked, a Rhino is good at blocking LOS. * '''A Rhino is Versatile:''' This is the big one. A Rhino can serve as mobile terrain, as a bunker, a transport, or simply a cheap objective-holder. General things to note when running Rhinos include: * '''NEVER face-down an enemy gunline:''' The Rhino is generous in that three of its four sides are available as access points. If an enemy wishes to shoot you, chances are the Rhino will leave a wreck. Note "wreck", and not "crater": If you directly exposed your front armor to the opponent, the access points on the side will probably be exposed to enemy fire, while the rear access point will leave your guys super-crowded for blasts/a hungering Heldrake. Rather, face the enemy gunline at a 30-60-degree angle depending on whether your opponent can or cannot reach your rear arc. This way, you have more freedom to disembark, and have a nice piece of terrain to block line of sight. * '''Maintain Formation If Viable:''' (This one matters more for those folks wanting an old-fashioned Razorback list. Godspeed, you crazy bastards) Some armies have high-strength blasts that can put a major hurt on your vehicles; should someone be bringing Manticores or a Doomsday Ark, you won't want to try this. However, you can run Rhinos/Razors in a "train"/convoy, with them advancing in a progressive line, the head of the convoy popping Smoke, while the rest take advantage of cover. *Remember* that vehicles measure weapon LOS from their weapons, and Razors have a high turret mounting. Just because you have cover doesn't mean the enemy does. * '''Space them Out:''' Blasts are not the only thing you have to worry about when running Rhinos. Although there is a Tokyo Drift in the 41st millenium, vehicles still only turn "on their center", and Rhinos cannot move through friendly models (meaning other Rhinos) Let us suppose you have a line of Razorbacks advancing on an enemy, and some Eldar player has proceeded to turbo-boost Jetbikers to the sides and rear of the convoy, and sacrificed a Serpent to block off the head of the convoy...if your Rhinos were exactly 1" apart, you're in trouble. Always maintain a minimum of 2" between each Rhino you wish to run, and preferably add an extra 25 mm to that. Most minis in this game are mounted on bases at least 28mm-wide, so even though you're spaced out, you create a mobile wall denying parts of the map to your opponent. * '''The Rhino of Fury:''' Using the same principles mentioned above for a Rhino, it's possible to punish players aiming for horde armies by taking 2 Rhinos, driving at diagonal perpendiculars towards each other, spacing out their front bumpers 2-and-something" away from each other, and parking a rifle team in the center. The same principle can be expanded with 3 Rhinos, four...
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