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Warhammer 40,000/8th Edition Tactics/Chaos Space Marines
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===Dedicated Transport=== *'''Chaos Rhino''' - The Workhorse is back, and now cheaper thanks to GW realising that loyalists rock 20+ different transport options (including Forgeworld) compared to the Chaos half-dozen or so (including Forgeworld). Rhinos are basically assault vehicles now, though you can't disembark from a vehicle after it has moved. They are durable enough that it requires a commitment of firepower to take down, but alone are not enough of a threat to qualify as a Distraction Carnifex; especially if you pop smoke the first turn it moves or advances. When it comes to loading up on extra gear like the Havoc Launcher and/or other weapons make sure you don't cross the threshhold of making it a notable threat. Keep in mind that even if you don't plan on driving upfield with them, they can still protect your (expensive) infantry quite reliably from turn 1 shenanigans, moving on to providing fire-support and mobile cover later on. After the Rhino has dropped its cargo, make sure it does the thing its best at: Annoying the Ever-living Fuck out of Your Opponent. Achieve this by Parking it on an objective and deny it for as long as possible, or charge it into melee to soak overwatch/deny the enemy their shooting. Alternatively hide your other units behind it for cover. The instant your opponent becomes irritated enough to shoot it, it has already gone above and beyond for its points. Cheese on. *'''Terrax-Pattern Termite Assault Drill <sup>[Forge World]</sup>''' - It's a giant 134 point drill that can carry up to 12 <LEGION> infantry. The ''Subterranean Assault'' ability lets you put this (and its payload) into reserve and Deep Strike, and the guys inside can disembark on the same turn this thing shows up. The real selling points on this are that its Toughness 8 with 10 Wounds and has a ''mean'' melee weapon in the form of its drill. Mathhammer'd out and at top profile, the drill will do 6 damage against a Knight. Additionally, if you don't kill something with a drill after melee, you roll a D6 and on 2+ it takes a mortal wound, then a 3+, then a 4+, etc, until you fail, doing 2.5 MWs on average after attacks. It won't kill a Knight, but it has a pretty good chance at killing light vehicles.
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