Yes this actual Rhino look a like has changed in 6th edition.
As I have 6 games in so far with mostly my grey knights and 1 with space wolves I have played against....
I have played against:
Dark Eldar, Tyranids, Guard, Space Marines allied with Tau x 2, Daemons.
What I have found is light armor vehicles such as Rhino's, Razors, Chimera's, Venoms, etc last better on turn 1 and 2 but die horribly from turn 3 on depending on how much strength 5, 6, & 7 are on the board. Of course strength 8, 9, & 10 weapons do what they do, but I have seen a dramatic change in what strength 5, 6, and 7 can do in the new edition with hull points.
Obviously glances remove hull points and most vehicles have 3 with venom's and flyer's 2 for the most part. Below I have listed some weapons that can and should become very viable in the new edition that were just mediocre in 5th in shooting.
*Psybolt ammo on any grey knight squad of 10 or higher. (I suggest mostly on 10 man strike squads)
*Heavy bolter units of all types-Strength 5 multi shot weapons
*Autocannon's of all types. (Dakka preds combine heavy bolter and autocannon)
*Eldar weaponry such as Scatter lasers and Shurikan Cannons etc.
*Krak grenades, haywire grenades. (Yes you can throw 1 Str 6 krak grenade and 1 haywire grenade in the shooting phase up to 8")
*Devourers on Monstrous Creatures
I am sure I am missing some, but the point is these weapons have become better at removing hull points and wrecking vehicles.
I use a tag team approach with my 6th edition list to destroy AV11 transports pretty quickly on turn 1 and 2 that I feel has helped tremendously.
With my grey knights I am currently taking 2 psyflemen dreads, 2 psybolt razorbacks, 1 Chimera, and 10 psybolt strike squad in a rhino at around 1750.
I tag team 1 psyflemen with a psybolt razorback, 1 psyflemen with the chimera, and the Strike Rhino with the last psybolt razorback. The idea is I shoot my psyflemen at a transport and I will average 2 hull points off an AV11 vehicle. (With cover saves only being 25% of the vehicle needing to be obscured an night fight happening 50% of the time on turn 1 5+ cover saves are much easier now). The psybolt razorback is almost guaranteed to knock off the last hull point off the damaged vehicle.
The 4 psycannon shots out the top of the Rhino(or disembarked 4 psycannon shots combined with the 16+ other strength 5 (heavy bolter shots) combined with the other psybolt razorback will drop another transport.
The other psyflemen and chimera with 3 multi laser and 3 heavy bolter shots has a great chance to knock out another AV11 vehicle.
Take a look at your options for strength 5, 6, & 7, their effectiveness is greater in our new edition.
More to come on 6th edition. What are your thoughts? Any new ideas or strategies that you have found work well so far?
By the way...I am having a blast learning the new edition. Except for people who argue about flying monstrous creatures all the time!!!!!!!! ;) LOL
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