
I'll cover 2 types here, Rhino's and Razorbacks. Land raiders will be covered in my Tactica Tanks which should be next, (a not on that as well tactica tanks will cover the predator as well as the LR, not the Whirl wind, the vindicator got it's own and I feel the Whirl should get it's own after all it's a fair bit different)
There are of course a few options and upgrades available to the Rhino, this is general to both transports and so it's best to cover them now.
Smoke
ALWAYS, ALWAYS take smoke, I can't begin to stress this enough
on how important it is for every player.
Searchlights
I've never found these very useful myself, then again I've not
played night fight a whole lot. This of course doesn't mean they aren't
worth it
Dozer blades
This is another option I don't often take, however it's extremely
useful, not as much as smoke but when playing a game with lots of terrain
they can be life savers.
Pintle-mounted storm bolters
This is a nice addition to the storm bolter you all ready get on
the transport, it gives you an extra couple of shots, plus you can move
and shoot with it.
Hunter killer missile
While again I've not used it a lot, (usually a points thing) I've seen these used super great to
no end. This can tear into most other armored tanks and the like and it's
got unlimited range, but remember it's a one shot wonder so use it wisely.
Extra armour
I don't always take this like smoke but it is my
second choice, this can be a troops life saver / effectivity saver as
well. Nothing is worse then your troops not being able to get out of the
tank. Emperor forbid something should blow it up while you can't get out.
That about covers the basics I think, onto the Rhino now.
This of course the cheaper of the two and basically the frame work for all other tanks (excepting the Land Raider)
The Rhino can carry 10 marines (no terminators sorry guys) It also has a top hatch for a fire point, and three exit points. Personally I almost never use the top hatch as I like to get my guys there and out, this isn't to say it should not be tried, I just have never done it myself.
Onto exit points, I mentioned them before, you get two on the side and one in the back. Whatever you do try not to intentionally block any of these, and also try not to get into the position of letting you opponent covering these. If they should all be blocked your marines can't get out. If they can't get out and the tank blows sky high they are all dead, super costly and really important to not let it happen. Wanted to also include a quick word on smoke here as well, (the razorback might be the exception to this sometimes) Always fire you smoke on the first turn it's in the open, take no chances if you don't have to. While being in the open itself is a chance the smoke will reduce this and you can get lucky, I know I have more then once. Also remember that it's a one shot deal so don't waste it.
Rhino Tactics can differ depending on what type of army you play, or rather sometimes what role your given. However they all involve one sound principle: DELIVER their cargo where it needs to be. Unlike tanks rhinos can take advantage of always moving 12" each round. There are very few reasons why you'd move only 6". Secondly I think most players are confused with rhino's and how they really work.
Questions such as:
How far can I move and still fire my storm bolter? What about my pintle mounted storm bolter? Can I fire my heavy weapon through the top hatch? And when can I embark and disembark? And can I move then embark, then move the rhino and disembark? Can I shoot my heavy weapons before I embark? Can I shoot them after I disembark? There are the most common question I hear and had myself all the time. It's important these are answered, other wise how can you properly use you transport?
Here are the ANSWERS to the questions
You can move 6" and still fire one weapon. If you've got the pintle mounted storm bolter, you can fire this in conjunction with another weapon when moving up to 6". If you don't move you can fire heavy weapons from the top hatch. Embarking works like so: All models in the unit must be within 2", if you moved you can still embark but then the transport can not move. If you haven't moved and you embark, then the transport can move it's full movement. You can also consolidate after CC back into a transport. Disembarking works the same way. If the transport has moved you can get out but not move. If the transport has not moved that turn you can get out and then make your normal movements, or fire your heavy weapons. If you want to assault, you have to disembark before the assault phase and not during it. You can not embark during the assault phase either, except at the end when you consolidate. You can fire when disembarking but if you moved in the transport then you count as moving. I know it's may also still seem a little hazy but I think that should clear quite a few things up.
Now that we know how to properly use transports, how do we deploy them?
Deployment
I usually try to hid mine behind things and rarely leave them out in the
open if I can help it. However I never deploy them in difficult terrain
if I can help it. There is nothing more frustrating then getting immobilized
on your first turn, dozer blades can really help here. Since transports
are way high on the shot first list I do my best to hid mine from sight
incase I don't get to go first. However if you know before hand you get
to go first then heck deploy are close to the enemy as you can. Also depending
on what kind of game you are playing can also determine how you should
deploy them as well. If I was playing for quarters (a popular one round
my way) I like to place them as close to another quarter or objective
as possible, I want my boys there first no matter what! My thinking in
this case is the close the better, while this isn't always true I think
it applies pretty good in these cases.
Even in shooty armies I still like to take a transport or two. You never really know when you'll need it and for what reason, remember if need be they can block line of sight and but almost forced to kill, an awesome tactics from time to time. In these cases I would definitely take a Hunter killer missile as it's going to be super effective for this type of army. Because of it's unlimited range you can deploy this far in the back. As well as smoke as it can really make a transport last longer. Like I said ALWAYS take smoke. Though admittedly I am more likely to use a razorback in this case for the shooty are as it's turent can really add a punch to things. Thats about it on Rhinos, so moving on....
It's got the same armor, comes standard with twin linked heavy bolters, and can carry 6 marines (no terminators again guys sorry) It of course costs a little more but with some of the improved options it's entirely worth it.
Twin-linked lascannons
Much like the dreads it's the most expensive upgrade, and usually the
one that I like taking the most, as Lascannons can punch though even the
toughest armor. Even at the most expensive it's price tag really isn't
that bad, and it's costs less then the devastators Las cannon go figure.
Multi-melta
Besides the free heavy bolter this is the cheapest of all the options.
It's also the shortest range, however don't let this deter you from thinking
about this one, after all it is str 8 and at 1'2 range gets 2D6 penn.
I don't see to many players using this one and it's really a shame, I
say proxy this some time and see how it works, I think you might be surprised.
Lascannon with twin-linked plasma guns
I've never used this, can't really say why. Perhaps it has to do with
me not modeling it? I dunno, however I do plan on using this one in my
next army for sure. Besides have the las cannon (admiringly one shot but
then again so is a troopers) you've got a twin linked plasma guns that
doesn't have to worry about over heating on the tank. It's awesome verse
troops and almost just as good at tanks, though I do recommend you try
taking on lighter ones with this weapon for a better effect. You really
get a little of everything or a great cost on this one. Plus no where
else can you get a TWIN LINKED PLASMA guns, can't stress this enough as
I feel it's a great weapon.
As for your basic tactics go, a razorback can still do them all, same as a rhino but just can't carry as many troops. However there are a few more recommendations I have, Normally I like the play a very heavy troop / transport force, I learned early on that all foot troops just don't cut it. The Rhino supports my always moving theory and my TAC squad rarely carry heavier weapons, so you can normally say I am lacking there. The Razorback can also fill this role with smaller squad but also carries one heck of a weapon one way or the other, plus with a smaller squad I don't mind as much if I make them stand still to shoot once in a while. I also love to tote my Dev squad in this as I use about 6 marines on average for them as well, I find this the perfect transport for them as the transport itself will pack a super punch with them.
Some things to remember though, If you move more then 6" you won't be able to fire, and when you do, do this fire your smoke launchers to help protect the razorback as best as possible. I always recommend extra armor as well with the RZ as I want my guys to get the heck out with those nice heavy weapons in any situation needed.
The Rhino is more of the transport and the RZ is more a Mini transport / tank. I see it as more squad support then for actual transport, but remember it can really do both well. And should not be over looked as such.
Just one last quick note, I often times play an armored column type army. I find using the RZ's to flank my forces works great, as it can repel not only tanks and the like but also assaulting forces trying to get on the back armor. There will be times though where you'll need to forget your weapons and make a mad dash to get back with the column though as you'll not want to be stranded and this is the point where you'll use smoke. Work through this though and try and plan ahead so it works best. Well hope you enjoyed it as always please add things to this I had forgotten as I am sure I did.
Hope you enjoyed the MT.
Inkaras
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- Every time you have already disenbarked your cargo, make sure you put your rhino to use and that you don't discard it into a corner of the map... instead, use it agressively, block enemy movement routes, fire that storm bolter, perform tank-shocks, contest quarters, etc... in short, a Rhino that is idle is not paying for itself.
- Try to plan a route for your transports through the scenario so that you do not have to use the smoke launchers right on the first turn... try to save these for true emergencies or times when you know your rhino will come under significant fire, other than that, use cover to as great an extent as you can.
- DO buy that extra armour... having a glancing hit of 3 or penetrating hit of 1 without the extra armour to cope can be a veritable nightmare.
- Don't load up on vehicle upgrades...take the standart ones (extra armour & smoke launchers) and then, if you feel like it serves your purpose, take a third...and stop there.
- Use it as an assault tank of sorts, resist the urge to disenbark as soon as possible, since that is usually what the opponent wants, my squads only exit my rhinos when the time is just about right. Instead, fire your assault weapon plus a bolter from the interior, and watch the damage that you can cause.
- Don't forget about the Rhinos repair hability...it has saved my scarred hide more times than I can count.
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Thanks brother, been looking for this to no avail. Ok so then my first major amendment to the article then is that disembrking does count as movement. Very good. Inkaras.