Let's adapt this for our Blood Angels armies with Rhinos and where applicable Razorbacks too. If you missed the earlier post on Rhino Schematics click away.
Credit
Let's visit the Rule Book FAQ (1.0a) on Page 5:
Q: If a unit disembarks from a destroyed vehicle during the enemy turn, can it Charge in the Assault phase of its own turn? (p80)
A: No, unless the vehicle in question was an Assault Vehicle.
6th Edition Rule Book page 80:
•Wrecked. The passengers must immediately disembark in the usual manner (see page 79), save that they must end their move wholly within 3" rather than 6". If, even by performing an emergency disembarkation, some models are unable to disembark then any models that cannot disembark are removed as casualties. This does not prevent the rest of the unit from disembarking, The unit must then take a pinning test. After this, the vehicle becomes a wreck.
•Explodes! The unit suffers a number of Strength 4, AP- hits equal to the number of models embarked. Resolve these as for shooting hits, except that the controlling player allocates any Wounds caused. Surviving passengers are placed where the vehicle used to be; any models that cannot be placed are removed as casualties. The unit then takes a Pinning test.
Here's a video for some of these ideas in action. Go ahead and click on it.
Let's cover the other ideas (numbers converted for Blood Angels) covered in the comments too.
1. You can get your models 24" closer to the enemy.
2. Provide line of sight blocking terrain.
3. Clog firing lanes for your opponents.
4. Bait assault units to assault the wrong units.
5. To take the middle of the field.
6. Cause psychological stress in your opponent so they have to think about dealing with
them.
7. Mobile bunker with two firing points for special / heavy weapons.
8. An additional layer of defense for a small cost.
9. You can Combat Squad from them.
10. After delivering their troop payload, they can keep moving to create blocking to
opponent charges (and the aforementioned shooting).
11. Rhinos turn into terrain after getting wrecked.
12. Let's you put melta threats midfield to zone enemy vehicles, especially high AV.
13. Mobile cover.
14. To take away shooting from troop choices and screen units behind them.
15. Use them as movement blockers. One or two sideways Rhino chassis can really take
a lot of movement off other units.
16. Park them right in front of a shooty squad and essentially negate their shooting.
17. Force Anti-Tank fire away from expensive stuff.
18. To have a chance to reach a distant objective.
19. Lighting up enemies in Night Fight.
20. If destroyed, allows you to move in the enemies shooting phase.
21. Assault protection: if the Rhino explodes, you can move up to 3" to crowd at the rear
of the crater and force a difficult terrain roll in the assault phase.
Let's
just leave Stelek's comments to stand for themselves:
Why do
*I* bring Rhinos, you wonder? I bring them for many of the reasons given.
Notably,
I play them about the same as I used to in 5th.
You’ve
read the rapid fire and disembark rules, right?
What did
everyone give their ground troops? Plasma guns?
Please
tell me how exactly you are firing your plasma guns and charging me.
I’ll
give it to you plain and simple, so you really understand why you bring mech.
In most
CCGs, there is always a way you can gain a phase for yourself.
Lowinor
is the only one I noticed mentioning the free move after you blow up my ride.
Oh no, I can’t charge with my…rapid fire weapon equipped unit.
Gee. I
can’t anyway. This is an inherent bonus in the rules system for Marines. You
get this bonus for free, you know.
So we
can see I can generate an extra phase for myself (movement). This is really
nice to have when the other guy just rapid fired his plasmaguns to kill my
Rhino, guess his guys standing in the open can’t charge me after all, so who
cares?
Well, I
can always let another squad disembark and fire on said squad, then embark on
that other squads Rhino (especially nice if I’m stuck and unable to do anything
but snap shot) and then run forward 12″ (if I want to snap shot).
Now
think about what I just did. I not only gained a phase for myself, I denied a
phase for my opponent (his CC phase, since he cannot charge me).
This
might not seem like much, but the +1/-1 adds up over time. You have to LET your
opponent make those choices, and then capitalize on them, but if you set up the
bowling pins…eventually, the other guy IS going to knock some of them down.
That’s where you come in.
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