Thursday 8 September 2011

Can Marines still 'Rhino Rush'?


For the youngsters amongst you who aren't aware of it there used to be a Marine tactic known as the 'Rhino Rush' which basically involved trying to cram as many Marines as possible down your opponents throat by running Rhino's full of them at the enemy...With the more recent trends towards gun-line shooty armies and the increased proliferation of Razorbacks as the preferred method of transporting Marines from one place to another the tactic as a whole seems to have gone out of fashion.

There are certainly good reasons for this. Most Space Marines aren't really designed for assault (from a 'crunch' point of view anyway, they still rock in the 'Fluff', lol) and will be slaughtered by any dedicated close combat unit. Additionally, there's little use in getting sixty Marines that close to the enemy if the enemy itself is still hiding in their metal boxes. This would seem to limit the tactic to units that can take effective anti-tank so that really means units that can take two or more Meltaguns in a unit (Normal Meltaguns are preferable but combi-meltas will do in a pinch) as at least the Marines can charge a unit that they've forced out of the transport (so wrecked or destroyed is needed). Though I mentioned that Marines aren't that good in combat, they are more than adequate vs. squishier opponents and sixty marines can generate a fair bit of short range fire-power and/or assault attacks if enough of them reach the enemy. Of course 'reaching the enemy' can be another issue should your opponent have the ability to kill a large number of light transports each turn as armour 11 isn't a great deal of protection even with a cover save of some description (from smoke or psychic powers). Ten Marines is a substantial points investment to have to walk across the board before it can do anything and if that happens to even half of your transports then the strategy is off to a shaky start.

So lets look at what we'd need in that Marine unit that were stuffing down the enemies throat then,

Firstly we need enough Marine bodies so large units are a must. Two Meltaguns (or equivalent) are also pretty mandatory so as to avoid the inevitable miss at a critical moment or the ever annoying double one to penetrate. It would also be nice if that unit had a decent weapon for those annoying armour 12 'Walkers' that Krak grenades can barely dent or in some cases (Armour 13) not hurt at all.....

'Vanilla' Codex Marines would need a Combi-weapon on the Sergeant to hit our two Meltagun requirement, Grey Hunters would need ten men for dual Meltaguns or nine with an attached Combi-Melta equipped Wolf Guard, Blood Angels can manage it fairly easily as can Chaos Marines or Plague Marines (smaller units but equivalent to higher numbers with the Toughness of five and 'Feel no Pain') and Grey Knights can't manage it at all (not using Marines anyway) but their a completely different animal anyway as regards this tactic. They also need fire support in order to de-mech enemies that can move their vehicles faster than the Marines can reach them (Missile Launchers should be adequate for this task for the most part) and a counter assault unit to deal with 'Death-Stars' would certainly be useful but not essential.

I'd like to be able to do this with the 'Vanilla' Marine codex but I'm beginning to think that that's just not possible. Maybe Space Wolves or Blood Angels might stand a better chance but even then it seems like a 'one-trick' sort of list.

I have had a couple of half-hearted attempts at lists but nothing quite feels right.



2000 Pts - Blood Angels Roster  - 'Rhino Rush'.

HQ: Mephiston, Lord of Death (1#, 250 pts)
   1 Mephiston, Lord of Death @ 250 pts

Troops: Assault Squad (11#, 225 pts)
   7 Assault Squad @ 225 pts (Remove Jump Packs; Meltagun; Meltagun; Rhino)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Sergeant (Remove Jump Packs; Bolt Pistol; Close Combat Weapon)
      1 Rhino

Troops: Assault Squad (11#, 225 pts)
   7 Assault Squad @ 225 pts (Remove Jump Packs; Meltagun; Meltagun; Rhino)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Sergeant (Remove Jump Packs; Bolt Pistol; Close Combat Weapon)
      1 Rhino

Troops: Assault Squad (11#, 225 pts)
   7 Assault Squad @ 225 pts (Remove Jump Packs; Meltagun; Meltagun; Rhino)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Sergeant (Remove Jump Packs; Bolt Pistol; Close Combat Weapon)
      1 Rhino

Troops: Assault Squad (11#, 225 pts)
   7 Assault Squad @ 225 pts (Remove Jump Packs; Meltagun; Meltagun; Rhino)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Sergeant (Remove Jump Packs; Bolt Pistol; Close Combat Weapon)
      1 Rhino

Troops: Assault Squad (11#, 225 pts)
   7 Assault Squad @ 225 pts (Remove Jump Packs; Meltagun; Meltagun; Rhino)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Sergeant (Remove Jump Packs; Bolt Pistol; Close Combat Weapon)
      1 Rhino

Troops: Assault Squad (11#, 225 pts)
   7 Assault Squad @ 225 pts (Remove Jump Packs; Meltagun; Meltagun; Rhino)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Assault Marine with Meltagun (Remove Jump Packs)
      1 Sergeant (Remove Jump Packs; Bolt Pistol; Close Combat Weapon)
      1 Rhino

Heavy Support: Devastator Squad (5#, 130 pts)
   4 Devastator Squad @ 130 pts (Missile Launcher x4)
      1 Sergeant (Bolt Pistol; Bolter)

Heavy Support: Devastator Squad (5#, 130 pts)
   4 Devastator Squad @ 130 pts (Missile Launcher x4)
      1 Sergeant (Bolt Pistol; Bolter)

Heavy Support: Devastator Squad (5#, 130 pts)
   4 Devastator Squad @ 130 pts (Missile Launcher x4)
      1 Sergeant (Bolt Pistol; Bolter)

Total Roster Cost: 1990


2000 Pts - Space Wolves Roster - 'Rhino Rush'


HQ: Rune Priest in Power Armour (1#, 110 pts)
   1 Rune Priest in Power Armour @ 110 pts (Chooser of the Slain; Storm Caller; Tempest's Wrath)

Elite: Wolf Guard Pack (6#, 258 pts)
   1 Wolf Guard Pack @ 258 pts (Wolf Guard in Power Armour)
      6 Wolf Guard in Power Armour (Combi-Meltagun x1; Power Fist x1)

Troops: Grey Hunters Pack (10#, 205 pts)
   8 Grey Hunters Pack @ 205 pts (Mark of the Wulfen; Meltagun; Power Weapon; Rhino)
      1 Grey Hunter w/ Mark of the Wulfen
      1 Rhino

Troops: Grey Hunters Pack (10#, 205 pts)
   8 Grey Hunters Pack @ 205 pts (Mark of the Wulfen; Meltagun; Power Weapon; Rhino)
      1 Grey Hunter w/ Mark of the Wulfen
      1 Rhino

Troops: Grey Hunters Pack (10#, 205 pts)
   8 Grey Hunters Pack @ 205 pts (Mark of the Wulfen; Meltagun; Power Weapon; Rhino)
      1 Grey Hunter w/ Mark of the Wulfen
      1 Rhino

Troops: Grey Hunters Pack (10#, 205 pts)
   8 Grey Hunters Pack @ 205 pts (Mark of the Wulfen; Meltagun; Power Weapon; Rhino)
      1 Grey Hunter w/ Mark of the Wulfen
      1 Rhino

Troops: Grey Hunters Pack (10#, 205 pts)
   8 Grey Hunters Pack @ 205 pts (Mark of the Wulfen; Meltagun; Power Weapon; Rhino)
      1 Grey Hunter w/ Mark of the Wulfen
      1 Rhino

Troops: Grey Hunters Pack (10#, 205 pts)
   8 Grey Hunters Pack @ 205 pts (Mark of the Wulfen; Meltagun; Power Weapon; Rhino)
      1 Grey Hunter w/ Mark of the Wulfen
      1 Rhino

Heavy Support: Long Fangs Pack (6#, 140 pts)
   5 Long Fangs Pack @ 140 pts (Missile Launcher x5)
      1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Heavy Support: Long Fangs Pack (6#, 140 pts)
   5 Long Fangs Pack @ 140 pts (Missile Launcher x5)
      1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Heavy Support: Long Fangs Pack (5#, 115 pts)
   4 Long Fangs Pack @ 115 pts (Missile Launcher x4)
      1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Total Roster Cost: 1993


2000 Pts - Chaos Marines Roster - 'Rhino Rush'

No Missile support but extra Dual-Melta units in Rhino's as well as some Flamers to compensate for the lower number of shots the five man units can churn out with their Bolters, therefore adding in some anti-infantry.

HQ: Chaos Lord (1#, 95 pts)
   1 Chaos Lord @ 95 pts (Melta Bombs)

Elite: Chosen (6#, 155 pts)
   5 Chosen @ 155 pts (Flamer x2; Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Elite: Chosen (6#, 155 pts)
   5 Chosen @ 155 pts (Flamer x2; Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Elite: Chosen (6#, 155 pts)
   5 Chosen @ 155 pts (Flamer x2; Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Troops: Plague Marines (6#, 170 pts)
   5 Plague Marines @ 170 pts (Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Troops: Plague Marines (6#, 170 pts)
   5 Plague Marines @ 170 pts (Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Troops: Plague Marines (6#, 170 pts)
   5 Plague Marines @ 170 pts (Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Troops: Plague Marines (6#, 170 pts)
   5 Plague Marines @ 170 pts (Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Troops: Plague Marines (6#, 170 pts)
   5 Plague Marines @ 170 pts (Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Troops: Plague Marines (6#, 170 pts)
   5 Plague Marines @ 170 pts (Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Heavy Support: Havocs (6#, 140 pts)
   5 Havocs @ 140 pts (Flamer x2; Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Heavy Support: Havocs (6#, 140 pts)
   5 Havocs @ 140 pts (Flamer x2; Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Heavy Support: Havocs (6#, 140 pts)
   5 Havocs @ 140 pts (Flamer x2; Meltagun x2; Rhino)
      1 Rhino (Twin-Linked Bolter)

Total Roster Cost: 2000



2000 Pts - Codex: Space Marines Roster - 'Vanilla' Space Marine 'Rhino Rush'


'Ordinary' Space Marines would probably do it differently with the light anti-tank duties being taken up by the Missile Launcher half of a Combat Squad with their numbers then bolstered by adding supporting units of Sternguard. They'd have fifteen less Marines in the 'Rush' section but would have a lot more versatility moving forward as well as three more Rhino hulls and the advantage of scoring Missile support.

HQ: Space Marine Librarian in Power Armour (1#, 100 pts)
   1 Space Marine Librarian in Power Armour @ 100 pts (Null Zone; The Avenger)

Elite: Sternguard Veteran Squad (6#, 190 pts)
   4 Sternguard Veteran Squad @ 190 pts (Combi-Meltagun x3; Heavy Flamer x1; Rhino)
      1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Elite: Sternguard Veteran Squad (6#, 190 pts)
   4 Sternguard Veteran Squad @ 190 pts (Combi-Meltagun x3; Heavy Flamer x1; Rhino)
      1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Elite: Sternguard Veteran Squad (6#, 190 pts)
   4 Sternguard Veteran Squad @ 190 pts (Combi-Meltagun x3; Heavy Flamer x1; Rhino)
      1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad (11#, 220 pts)
   9 Tactical Squad @ 220 pts (Meltagun; Missile Launcher; Rhino)
      1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad (11#, 220 pts)
   9 Tactical Squad @ 220 pts (Meltagun; Missile Launcher; Rhino)
      1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad (11#, 220 pts)
   9 Tactical Squad @ 220 pts (Meltagun; Missile Launcher; Rhino)
      1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad (11#, 220 pts)
   9 Tactical Squad @ 220 pts (Meltagun; Missile Launcher; Rhino)
      1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad (11#, 220 pts)
   9 Tactical Squad @ 220 pts (Meltagun; Missile Launcher; Rhino)
      1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad (11#, 220 pts)
   9 Tactical Squad @ 220 pts (Meltagun; Missile Launcher; Rhino)
      1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Total Roster Cost: 1990

I'm not really happy with any of them if I'm being honest.....so the floor is now open for any bright ideas any of you lot might have (in-between clicking on adverts, become followers or just telling all your friends how awesome my blog is, that is, lol).

I'd like to be able to offer a prize for the best list but am unfortunately quite poor at the moment so will offer you this picture of a hot looking girl dressed as Psylocke instead ;-)


Thoughts and comments are (as usual) most welcome.

7 comments:

  1. if i remember correctly, in 3rd ed the passengers could get out, move and charge even after a vehicle had moved (making land raiders at 250 points even more vastly overpriced), 4th ed slowed it down a lot and thats when rhino rush completely changed as you had to make sure you could thoroughly shoot the crap out of the enemy when you get out of the tank

    ReplyDelete
  2. @ Mike - I have a lot of Marines and I'd like to be able to field them in a viable army rather than just use the 15-20 that I normally have sitting in razorbacks in order to make them scoring. I may have to dabble with a 'Foot' army just for experimentation purposes.

    The downside to 'thinking outside the box' is that occasionally somebody riddles your box full of bolter shells, sets it on fire and then drives a tank over it, lol.

    ReplyDelete
  3. its always weird looking at a hoarde marine list, it looks scary but then once a few heavy weapons miss its easy to disect the battle line as a whole.

    if u want lots of marines that do actually get out of vehicles i'd recomend going drop pod heavy as i did with my luna wolves so that the list isn't always reacting, it can go on the offensive

    ReplyDelete
  4. @ Agramar - He's only there because I have to have a HQ and he's the cheapest. If you want to equip him with something or swap him for a sorcerer just drop some Flamers or a transport from one of the scoring units as you'll probably have one of them sitting on your 'home' objective anyway.

    ReplyDelete
  5. Oh,yes I know but is quiet...well,curious^^

    ReplyDelete
  6. Rhino rush energy shot with ephedra is The First and Only 2oz Energy Shot Powered by Ephedra Extract. For energy Rhino Rush has got you covered!

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