I have been
meaning to write a detailed tactical guide to playing Space Marines well for a very
long time. Despite this series’ title, "Codex Astartes," this applies equally to any Space Marine
or Chaos Space Marine army—there is nothing that will be discussed that is
contingent on the army list you bring to the table in and of itself.
My goal in
this series is twofold—to give new players some simple ideas for getting the
most out of their army, and to give veteran players a demonstration of how any
Space Marine army can be competitive and victorious regardless of what is
opposing it.
I spent some
time debating what would be a useful inaugural article. After consideration, I settled on the
deployment and application of Rhino APCs—they are perhaps the most utilitarian
part of a Space Marine army, and can be used in dozens of functions to ensure
your Space Marines are able to do the job you need them to do.
Figure 1 |
In this image, we have roughly equal armies opposing one
another. The Space Marine player has deployed his Rhinos in an echelon
formation, so that line of sight is as completely blocked to the Tactical Squads
as possible. While this does expose the Rhinos to anti-tank firepower, the bulk
of enemy shooting cannot target the Space Marines, ensuring that the Space
Marines have the maximum number of models available to shoot back in the
following Shooting Phase. This formation is particularly useful if your
Tactical Squads cannot be moved into cover in a given turn, or must cross a
large area of open ground to reach their objectives.
In the Chaos Space Marine player’s turn, when presented with
the echelon of cover-providing Rhinos, there are three options. The first is to
attempt to move around the Rhinos to engage the Space Marines more directly.
This is not always possible due to terrain—using Rhinos to create cover as in
Figure 1 is particularly effective when you can use terrain to force the way
your opponent moves. If they cannot move around the Rhinos and still
effectively engage their opponents, then you have control over the flow of the
battle at that moment—a huge advantage.
The second option is to attempt to shoot the Rhinos in hope
of removing them from the line of advance—this is usually what will happen when
you deploy your Rhinos in this way. Rhinos are inexpensive, and in the worst
case scenario, the vehicle explodes. This leaves behind a crater, which will
make any assault against the Space Marines much more difficult—essentially,
even in death, the Rhino still aids the defense of the Space Marine player. If
the vehicle is simply immobilized or wrecked, it continues to serve the
function you put it there for, and your opponent’s shooting has essentially
been wasted.
The third option for the Chaos Space Marine player is to
simply assault the Rhinos. This runs into the same issues as shooting the
Rhinos—namely, there is no meaningful disadvantage to losing the Rhinos for the
Space Marine player.
Figure 2 |
Figure 2 assumes that the Rhinos have survived the Chaos
Space Marine shooting and/or assault phases—which is a large assumption. If
even one of them survives, it can be moved to continue to block line of sight
and forcing your opponent to move around or otherwise deal with the tank
instead of your infinitely more valuable Tactical Squads. Exploded Rhinos no
longer block line of sight—otherwise, the tanks can simply be moved to the
side, so your Tactical Squads can focus their fire on a single enemy target and
eliminate it while minimizing their exposure to return fire, or can cover the
ground to deliver an assault as needed.
Figure 3 |
Rhinos are classically considered to exist purely for
delivering a squad of Space Marines into battle. In this edition, that role has
taken a back seat to the Rhino providing an effective shield for the squad it
is bought for. Let’s look at positioning a Rhino for eliminating a threat, for
the sake of argument.
In Figure 3, The Pyre is holding an objective. The Space
Marine player has moved the Rhino so that it is in cover from The Pyre
shooting. The Rhino might have been able to move further into the breach, but
it’s better to be as much as six inches further away from the target and be in
cover than be exposed to your target. Whether or not the vehicle is destroyed
at this point is actually irrelevant—the squad is in position. But it’s
generally good practice to ensure that your units, including the Rhino, have
the best survivability you can give them based on their position—the Rhino’s
utility won’t be wasted later if it survives. The Rhino simply makes the Space
Marines within proof against small arms fire for the turn at the moment, though.
If they are forced to disembark due to the vehicle being wrecked or otherwise
destroyed, they can deploy as show in Figure 4, without the Rhino providing
cover.
Figure 4 |
In the ensuing Space Marine turn, the squad deploys before
the Rhino moves. While it can’t charge this turn, the Rhino can be used to
screen the squad from one direction from enemy return fire—it’s essentially
what you see in Figure 1, on a smaller scale. The Tactical Squad can now shoot
The Pyre—a numerically inferior opponent at this point—and take the objective.
The Chaos Space Marine player at this point either will lose
the objective over the duration of a close-range firefight and/or close combat,
or will have to commit more units to holding that objective—because of the
Rhino’s position, it may not be possible to bring the necessary firepower
against the Space Marines in the ensuing phase. The Rhino should move to
wherever line of sight is best blocked—after it delivers its payload, the Rhino
should be placed so that it physically ensures nothing interferes with the
squad meeting its objective.
As a side note, this is shown using only a single squad.
Assaulting a point in this manner is significantly more effective when two or
more units can converge on the point—the name of the game is to apply
overwhelming force and use the Rhinos to prevent your opponent from removing your ability to apply that force.
Figure 6 |
In Figure 6, the Space Marines are holding the
objective. The Rhinos move to cover the fastest approaches to where the
objective is. This forces the Chaos Space Marines to move to the Space Marine player’s
right. They cannot possibly attack the objective in their turn, because the
depleted Tactical Squad has been placed in the way. Despite being a superior
enemy unit, the depleted Tactical Squad will cause enough of a delay for the
Chaos Space Marines that they will be either exposed to the full-strength
Tactical Squad’s return fire, or will not have a means of taking the objective.
Now, let’s look at a couple end-game scenarios. Maneuvers using
the Rhino ensure the Space Marines have the maximum potential to seize their
objectives.
Figure 7 |
Figure 8 |
In this instance, a depleted unit of Fire Warriors holds the
objective that will decide the game. The depleted Tactical Squad take shelter
behind the Rhino to ensure that they do not lose any additional models to the
Fire Warriors’ impressive shooting. The Fire Warriors may choose to shoot the
Rhino in this case, which is fine—they may wreck it, but it will not impede the
movement of the Space Marines enough to stop them from reliably delivering a
charge in their subsequent turn. Should the Rhino survive, so much the better—it
can simply move to one side to allow the Space Marines to charge, and it can
even lend its firepower to sweeping the objective clear here. (Fig 7 & 8)
Figure 9 |
Even against a foe that is likely to completely destroy the
Rhino, as shown in Figure 9, the end result is the same—forfeiting the Rhino in
this case ensures that the Space Marines are not targeted with weapons which
will kill them on rolls of a 2+, but also ensures that they are able to assault
the position.
Figure 10 |
Now, let’s look at the opposite scenario. The Lions Rampant
are defending the objective in Figure 10 that will ensure an Imperial victory. However, a
large squad of Orks is bearing down on them, and are only 14’’ away—enough to
deliver a decisive assault in their subsequent turn, even if the Space Marines
kill several with bolter fire (Fig 11)
Figure 11 |
By moving the Rhino from the position it is at, the Orks can
no longer make a reliable charge in their turn. (Fig 12) They must stay an inch
away from the vehicle, forcing them to move in a way so that they are
ultimately no closer to the Tactical Squad at the end of their movement than
when they began (Fig 13). This stops the Tactical Squad from firing at the
Orks, as their line of sight is blocked—but the objective is secure, and that
is more important than killing a few greenskins. The tape measure shows that the
Orks are, at their closest, 13’’ away from the Tactical Squad (Fig 14).
Figure 12 |
Figure 13 |
Figure 14 |
Hopefully, this has given you, the reader, some ideas for using Rhinos effectively to make sure your troops get to where they need
to be and stay safe from reprisal. These maneuvers are reliable and effective, proven over many years of
gaming. While these have been demonstrated in small scales, and require an
awareness of the entire table to work effectively in a game, understanding the
basic premise of how to deploy and protect units using Rhinos is often enough
to begin the development of a superior Space Marine player. Give it a try next
time you play your power-armored heroes!
Well, I really liked the multiple scenarios you portrayed through the use of 'figures' so it was very clear as to what you were trying to explain. I like the variety of tactics you outline which really makes me look at Rhinos in a new light. I already knew a few of these options but I like how you really stress the usefulness of the Rhino in various situations such as providing cover, fire support, charge denials, funnelling enemies, etc. Great read and your writing doesn't drag at all or become too technical like some tacticas.
ReplyDeleteGlad you found it useful!
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