Hey everyone you general soban here to present you my first in a list of tactica series. This being the first in the series just want to explain abit about it and what am doing.
General Soban Tactica Series
So what is this series? to answer that one is very simple its a tactics and tricks explaination as well as varity lists. The hope is to bring new and differant lists as well as help new players or even players that have been in the game for a long time differant tactics that may change up some of the game meta abit. Some of the lists or tacticas may be more well known lists or even somthing knew based on my experiances with differant 40k armies. Any ways hope you enjoy and lets get to it.
Rhino Fortification Tactica
This tactica main goal is to give a Fortification list based on rhinos and using them to there max potional. This tactica can be used not only for Codex Space Marines but also Choas Space Marines, Space Marine Legion List and to any Rhino Loving army. The fellowing writing is more geared towards your main space marine codex but will show off some other armies as we go along.
Why this was developed
Are core theory is to try to get over the tradational gun line as well as somthing new to the meta Fortifications which has produced a very static fighting with shooting armies. This list is to give those traditional gun lines a bigger boost in mobility without losing there standoff fire power. We want to look at the current meta list and why this has produced a static fighting instead of a high mobility warfare.
First the Meta, in the current game meta alot of armies have gotten a boost to fire power with the introduction of flyers, and the abilities of overwatch. This has hurt the Assault armies which before could tie up most armies who once they got to assualt had a good chance of winning the game. SInce there introduction we have seen a major resurgance in space marine gun lines where before some main lists where the Alpha Drop pod list, Rhino Rush, and the Assualt Marine Heavy list. Since the introduction of over watch and flyers this has focused alot of armies to switch to mass gun lines since they have another counter to the attacker.
Another Factor has been the concept that Rhino rushs and the current rules for vechiles have been nerfed by the gun line. First due to the higher amount of high strength weapons many former rhino and mech lists have had a harder time getting to there intended targets and have switched to more static to try to match gun per gun. The other reason for some of the changes is due to the inability to charge out of rhinos and razor backs since that is now completly handled by assualt vechiles and opened topped vechiles which for some has hampered some of those armies.
The last factor is the introduction of Fortifications. Forifications have changed the meta since we now have a fixed tradtional high armour or cover save piece in are deployment zone. This has helped alot of gunline armies produce a very stable focus point as well as better firing postion since alot of these have elvatated points in which to rain fire death upon are foes. Alot of armies to date still have a hard time going agansit certain Forifaction due to there abilitty to even if the unit died or the building is destroyed it can still be used by the defender in many postions. This is slowly becoming a major point for those gun lines and defenders.
So with these 3 points we have seen a change in the meta and a change in many mind sets but it has produced a issue with taking objectives. The biggest issue with gunlines is there stable firing postions hampers there mobility and abilitiy to claim objectives since they can either become to entreached in there postion to move or it will take some time to get to those objectives. Alot of times the guns lines begin to focus on killing there opponent and hope to get those secondary objectives with maybe claiming one to give them a chance in winning. We want to change that and give are list a more competive Edge.
Lets look at the space marine rhino which is going to form the core of are force. Its a Front and side armour 11 vechiles with the rear being 10 this makes its a good transport as the fronts and sides are bolter proof which is one of the high strength base infantry weapon. With a high capacity of 10 marines this gives are rhino the ability to move the biggest averge squad of marines around.The last key points is its low cost of 35 points as well as its fire points and access points with 2 firepoints on the top and 3 access points this gives are rhino a great range of options as well as a great fire base. This will form the core of are force with any troops and other units that we want to mount.
Now we are asking how can this Rhino be a pillbox how will it work towards are goal of a mobile gun line. The key point is its fire point located on the top,allowing 2 marines to fire there waeapons at any target. This protection allows the unit to hid in the rhino covering them from fire as well as lets there heavy weapons still the ability to fire. The other ability is that fire point is a slight elvated postion allowing some units to fire down on units to that they couldn't if there where just standing in a normal trench or one level building. This is a strong ability with are fire power.
The next is the rhinos mobility and surviablity. The rhino has a modest mobility due to it counting as a tank with the ability to move 12 then fallout at 18. This is critical as it may put the rhino and its passagers farther away from a unit that is trying to charge them. The next surviability of the rhino, with 11 front and side its bolter proof also it has the ability to instead of shooting is to fire smoke though it prevents it and its troops from firing if your on the move you can provide better protection for your rhino and its troops. This is the strengths of the rhino right here.
The last part is again its protection, We have talked alot about its armour and its ability to use smoke but a major change from a Fortification is true line of sight. In the game of 40k true line of sight is one of the biggest factor in fire weapons. The benifits of a rhino over a building is it can be hull down while still firing its guns, this protects it abit more then a building since in a static postion it can fire and take cover. This also produces another layer to provide those troops more protection in that a hull down rhino has cover then armor then 3 hull points then its the unit,. This protects them alot and the unit they hold dear.
The rhinos them selfs can cover each other with out interfering each others firing archs minus at close range. The reason for this is the new rhino each one is the same size this means that fire archs from the top have a great range expect at close range. The other is again hull down a rhino can completly cover another rhino which prevents other units from shooting it but that covered rhino can still fire again due to true line of sight. This is why this fire base is very protective and can have you last longer then just a standard fort.
The last I want to talk about is the close range. At times no matter how mobile you are there is a time where the enemy will close in and either go for a charge or attempt to kill you at point blank this list has some advatages compared to other lists. The rhino it self prevents the unit inside from charge but also from being charges this provides a great protection that you can not get from a building or a trench line. Next is you can deploy that unit to provide your own point blank fire power to try to overwhelm the attacker quickly with double taping bolters. This is a great tactic and instead of a counter charge you again play to the gun line.
The army Compostion there is only a few rules I tend to fellow or would belive should be fellowed for this tactica.
1: When buying squads at most only have 2 heavy or speacial weaspons. This is important as we have to remember are fire point allows only 2 weapons to be fired from it so we have to focus on that.
2. If your going to have vechiles stick to those on the rhino chassis. In the marine list we have alot of vechiles that can serve many roles and provide but they can be a hamper. As a example a landraider with its great 14 armour can protect rhinos but will prevent the rhinos from firing in the direction of the land raider this is bad since we can not overlap as much fire power. Predator is at most I would run since it can hid directly behind a rhino and support it since the side sponsons and gun turrent can stick out while protecting the predator.
3. No foot sloggers. In this we want to make sure everything is in a rhino since we want to keep are mobility as well as a protection. If a unit is left behind it can become isolated and killed.
4. When ever possible hull down. Though are rhino is a good tank remember agansit another gun line we need to protect are troops and vechiles. When possible keep your rhino hull down to protect it agansit incoming fire.
With these rules I think we are good Now I do want to show of a list that uses are theory.
List 1: Space Marine Imperial Fists Chapter
Level 2 Physic
2 meltas 2 plasma Guns
3 10 man tactical squads with Plasma guns, Plasma Cannons Each in a rhino
2 10 man tactical squads with Grav Guns and lassacannons each in a rhino.
3 6 man Devastator squad each with 2 missles launchers with flak missles. Each are in a rhino.
This list I just posted has alot of fire power, the only rule it goes agansit is the 2 heavy weapon rule with the command squad. The benefits is it gives both anti armour and anti heavy infantry. With the meltas up close it can take out tanks or with 4 plasma shots it provides a great anti infantry.
Another benfit is the troop count with 5 scoring units or 10 if you combat squad that is higly mobile. The other is the amount of infantry at 74 infantry and 9 vechiles this will hamper alot of of gun lines with alot of targets.
So with this I think I have presented the case for the Rhino Fortification list there will be some debate but provides just another list to the gun line. Remember its strengths high firepower and mobile protection on the battlefield. It allows you to have a good chance to score objectives as well as have enough firepower for kill points. Lastly Remember always have fun just because this may be competive doesn't mean its fun for you always find what you like best and run with it.
So everyone I hope you enjoy this please provide feedback and tell me if this worked for you or some of the challages you faced. Till next time everyone be safe and happy wargamming.
So how do you deal with air superiority? Or fast assault?
Let's take for example, wyches. They can be on your tanks in a turn or two - whipping haywire grenades at your pill boxes with another squad right behind 'em to mop up the kids who're knocked out of their transports.
I know for a fact that you've got assault oriented marine armies addressed.
Air Superiority is just focused fired from the flak missles. With the chapter tactic tank hunter on the devs from the imperial Fists it adds to it. To me the flak missles though abit of points feel like a quad gun with a extra bonus of taking out heavier tanks. In dealing with Wyches theres a couple ways to address them either fall back with your vechiles and attempt to disable there transport or focus fire on it first and take out unit as deploys one of the things you can do is deploy those marines from it and focus fire bolters it common when you need alot of firepower quickly even if you have a bastion. When its dealing with the 2 squads charges have to be set all at the same time even if they get into assualt the last unit is deployed away and the other unit can not charge any way this allows you to focus fire also with your army central you can deploy more marines as needed due to the nature changing from a longrange engagement to a shortrange at this time in short range you need alot of that extra firepower from your bolters.
I like the idea, as a full list I am unsure. I think Rhinos still have a great place in the game and can be a bit to deal with when they number 4+. As a tournament list it would fair well because people wouldn't be prepared for just that kind of list. Catch a lot of players off guard.
"There is no such thing as evil, only perspectives."