4.5/5 stars, rounded up. More expensive in third edition than previously, but still effective.
Background.
It is your quintessential armoured transport. In numbers they are great. Easy to maintain and easy to repair. And very much available in all your friendly STC shops today!
Strengths.
You have here a carrying capacity of 12. That is the main function of this vehicle. This is a full squad of ten, plus a commander, and maybe someone like an apothecary. This is about ideal.
Oh, you will want a havoc launcher too (but I'm biased about havoc launchers, I freely admit).
Weaknesses.
AV=10 on the rear remains a key concern for rhinos. But. They do have auto repair on a 4+ which is very nice. Don't forget the smokescreen as well. I bet I cannot be the only player to systematically forget the existence of this one.
Builds.
Rhino, Havoc Launcher (65 points).
My personal favourite set up. Can't like - I love the havoc launcher. One ping from this every turn is solid enough. A fleet of rhinos with this very cheap upgrade is more than annoying to any enemy. And you get stun as well. There's nothing not to like about havoc launchers! So good!
Rhino, Dozer Blade, Search Light (70 points).
You will need the odd search light here and there in a mechanised army, and on a rhino or two is excellent. The dozer blade is also situational, but once in a while it'll really pay off.
Rhino, Pintle Combi-Melta, Hunter-Killer Missile (80 points).
A rhino to add to your anti-vehicle complement. Getting expensive here. Shoot the missile on turn 1 and hopefully you have more than just this one elsewhere in your army to finish the job?
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