From: Dirk Vormann 
Newsgroups: rec.games.miniatures.warhammer
Subject: Re: 40K:Rhino, now what?

> So.... a rhino plows forward and dumps out an assault squad who subsequently
> charges into HTH.  Since the rhino is considered an option for that particular
> unit,

Option for an assault squad? Sensible house rule.

> is it bound by unit coherency and forced to stay within 2 inches, or can
> it zoom off and transport a second, completely unrelated squad?

The Rhino description says that it is a different unit. No formation
rule etc. It can transport any other unit, even several units at the
same time under the "up to ten marines" limit.

> Second, anyone find that the new movement rules make it nearly imperative to
> have transports for as many troops as possible (ESPECIALLY those damn scenarios
> involving reserve moves)?  Moving six inches a turn makes it difficult to get
> your heavy weapons in position to fire before the opponent moves out of the
> LOS.  Do have to say I liked the old movement rules better.....

Yes, W40k3 is a game about APCs, not infantry. Never, ever, field any
infantry without transport if you can avoid it. Jump pack troops and
bikers won't charge into HtH since infantry in transports has a better
charge range. Big advantage. Transport vehicles make infantry much more
surviveable as well.

DV

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