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Post by chainsaw on Feb 6, 2013 6:56:12 GMT -5
I'm currently putting together ~1000 points of Imperial Guard. The plan is to use the IG as the primary detachment and then use ~500 points of Daemons as an allied detachment. Everything is modeled is traitor guard and uses a mixture of FW, Dark Vengenance Cultists & Cadians. Other than fighting against them with Daemons for the last 3-4 years, I'm a Guard newbie.
At the moment I'm building a Chimera. This is the first one and I'm modeling it a command vehicle - will probably contain my CCS. Once that's built, I'm looking at getting two more, probably for melta/plasma vets. I'm guessing the CCS Chimera will stay in my deployment zone, giving out orders. So initially long/medium range fire against light armour and infantry and then if the enemy gets in my deployment zone, helping out with the counter attack. The vet Chimeras (when I get them) will move out aggressively towards the enemy lines trying to take out targets of opportunity. At least that's the plan.
I think both types will have the laser rather than HB on the turret - more effective vs. light armour and monstrous creatures, and about the same vs. infantry. And I've already glued one on to my first CCS Chimera. But what about the rest of the loadout?
Hull mounted Heavy Flamer or Bolter? I'm thinking HB for the CCS Chimera & Flamers for the vet Chimeras, but not really sure about this, so looking for advice before I glue anything else on.
Pintle mounted Stubber or Storm Bolter? For my CCS Chimera I think not, because it will make them even more of a target. Not sure about the vet Chimeras, possibly the Stubber, but probably nothing. Again need some advice here based on experience.
Finally what about HK missiles? I could probably magnetise these to make them removable, but are they just a waste of points for a single shot. Three of these on turn one might help with the alpha strike to get first blood, but my Daemon allies should be quite good at that, so probably not necessary. Again need some advice here.
Also looking to add a Vendetta, Manticore, Hydra and two Russes (not sure which yet) to my army. My Manticore & Hydra will be staying back with the CCS Chimera. HB on the Hydra sounds like a given since the Flamer can't snap fire, but what about the Manticore since I'll be building that next? HB or Flamer?
Many thanks for reading and any advice you can provide to a newbie.
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Post by yvain on Feb 6, 2013 9:20:10 GMT -5
I am still pretty new myself so listen to other peoples opinions.
Like everything in the guard, you need to keep the Chimera cheap. I think HK missiles are lame because I wasted 10 points on a one shot with 3 BS. The pintle mount might have multi-shots, but you cannot fire both the ML and the mount at full BS unless you stay put. I generally keep my Chimera in the back field, but I am still moving even if it is only a few inches to get a better vantage point or keep it hidden from heavy weapons. Granted I use mine as a command vehicle and plasma boat, but I think even without the plasma I would still want to be moving.
I like the multilaser for the reasons you stated, but perhaps if I was facing eldar, Tau, or Guard I would switch it out. Make sure you magnetize this one next time.
I also generally pick Heavy flamers for the hull mount. I feel like I mostly lose my Chimera to people charging it, so it is nice to have something to roast them or keep them afraid of getting roasted than relaying on the BS 3 or BS1 snap shot of the mount. This gives my men inside a fighting chance.
For all my artillery pieces, I go with Heavy Flamers. I fear the deep striker landing behind the gun line and they shouldn't be in range or line of sight of the enemy anyway so HF should be the natural choice.
The Manticore was my first vehicle and it is still the most effective killer. The limited rockets never really effects anything. The only downside is the AP4. The D3 template plus high strength makes short work of anyone by putting down a lot of high strength wounds or pen hits on what ever it nails. The extra D3 means no matter what something is getting hit unless that gunner from Spaceballs is shooting.
Vendettas are awesome. 3 TL lascannon always does some serious damage. I like to stick my Vets into them. While they have yet to be the deciding factor in a game, its one of the best ways to get Melta vets in safely and quickly to the points of friction. I also have Grav dropped them once and it was just cool to see it succeed. I would have lost that game regardless though.
Never used a Hydra.
I used a LRBT for the first time and there is another post about it on this board in general. My research points that the BT and the Executioner are the two ways to go for a take all comers killer. Others have advantages and disadvantages per each situation. Everyone seems to love the Exterminator and I can't see why because I can get TL auto cannons with my IS. Demolisher and Eradicator have gotten nerfed and buffed respectively, but I still see them as a case by case vehicle. I read that a Vanquisher plus Pask, Lascannon, and Sponsons is a beast now, but it seems so expensive. The Punisher is kind of viewed as a joke because its weapon is too weak even with the 20 shots, but some people like it.
What I defiantly noticed is that regardless of the weapon on top, everyone see the tank as a threat and it has a lot of staying power. So its really up to you to determine what you really need for a gun. The only thing you really need to remember is to make sure it has support because it isn't invincible.
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Post by hendrik on Feb 6, 2013 11:16:48 GMT -5
on my chimera's i prefer the multilaser-heavy flamer combo. it helps we out when the opponent hit's my battleline, it can scare ouf outflanking units (in a recent game my multilaser-heavy flamer chimera managed to wipe out an outflanking necron flayed ones squad together with my hellhound. I'm agreeing with yvain on most things. your guardsmen have to be cheap.
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Sgt. Rock
Captain
Loungin' like a lizard.
Posts: 231
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Post by Sgt. Rock on Feb 6, 2013 11:57:02 GMT -5
Yvain, I think the reason most people are drawn to the Exterminator - myself included - is that for a total of 180 points you can get 4 TL AC shots, 9 HB shots, and 3 Heavy Stubber shots, all with the resiliency and staying power of a Leman Russ chassis, and you can fire all of that while moving. It would take a helluva lot more points than that to buy that kind of anti-infantry firepower with heavy weapons teams. It can engage infantry, light vehicles, and monstrous creatures with equal aplomb. Overall, the Exterminator is a steal if you need that kind of dakka.
With regards to the OP: Multilaser and Heavy Flamer seem to be the order of the day on Chimeras, regardless of where you plan on putting them. Particularly if you're using them as an assault vehicle to displace enemy objective holders, the HF is the way to go. Flamers of any sort are great for cleaning out units in cover (and I don't know about you, but most games I play see the objectives placed in some sort of area terrain) and the multilaser gives your bored Chimera crew something to amuse themselves with until they get there.
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Post by dangerrod on Feb 6, 2013 18:16:22 GMT -5
I use the ML and HB combo, only because they can move 6" and fire the ML and Snap-fire the HB.
I've never really been a fan of using the HF option as for me if the Chimera is that close to use it, it's going to get assaulted and die the next turn.
It's very rare for me to actually get up close with my Chimera's, I like to use them as mobile pill boxes with Plasma Vets inside.
Danger Rod
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Post by WestRider on Feb 6, 2013 20:40:07 GMT -5
I always go for the Multi-Laser in the Turret. The number of times you're going to be firing at Units with a 4+ or worse Armour Save that aren't in Cover is miniscule, and the Multi-Laser does way more damage to light Vehicles.
I have Heavy Bolters in the hull mount for 4 of my Chimerae, and Heavy Flamers on the other two. I've found that ratio pretty good. Depending on the Opponent, the Heavy Flamers can either be aggressive or serve more of a counter-assault Role.
The Stubber was good in 5th, with the Defensive Weapons rules letting it fire on the move in addition to other Weapons. It's now kind of lame unless you're planning on mostly sitting still and bunkering up, which isn't exactly a great 6th Ed strategy. Possibly useful on one or two Chimerae here and there, tho. The Storm Bolter is strictly worse than the Stubber. Don't bother.
Dozer Blades are too expensive, but still sometimes really nice to have. Depends on the Terrain you usually play on and how aggressive you generally get with your Chimerae.
Camo Netting is just too expensive. It's nicer in an Edition that has Aegis Defense Lines, but still too expensive. Extra Armour was too expensive before, and just got worse in 6th. Don't bother with either.
With Hunter-Killers, you need to go big or go home. Unless you're fitting in at least a half-dozen or so, don't bother. First Blood makes the idea of a strong Alpha Strike more appealing, but the reduction in the use of cheap fragile Vehicles makes the H-Ks less useful in picking it up.
They're not actually that bad of a buy, purely in terms of their Points Cost. If you spend 60 Points on an Infantry Squad with a Missile Launcher, you get an average of 6 shots, spread out over the course of the Game. If you spend 60 Points on H-Ks, you get 6 Krak Missile shots all going out on Turn 1 (or whenever you need them). I'm oversimplifying here, there are plenty of other pros and cons to both, but they're in the same ballpark.
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Post by egon on Feb 8, 2013 20:22:21 GMT -5
I prefer to keep my chimeras cheap and basic. The main rule of guards is that more is (almost) always better. So yeah, you can get six HK missiles that can strike on turn one but for that you first need six vehicles to put them on. And for the same points you can get an extra chimera (which is 3x6 multilaser shots per game on its own).
As for the weapons loadout I prefer the ML+HF combo, at least if you're moving the chimera closer. For a pillbox chimera I guess an HB could be useful.
As for stubbers/storm bolters, I tend to stay away from them. Although they can be good to avoid turning a "weapon destroyed" into an "immobilized" but only if you have the points to spare. They're at the bottom of the shopping list.
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Post by WestRider on Feb 9, 2013 13:27:07 GMT -5
I should probably add that when I'm using H-Ks in an Army, I'm fully meched up, and also taking them on Sentinels and Exterminators. Generally, I'm slinging at least a dozen of them across the Board on Turn 1, in addition to all my usual firepower. Getting that kind of damage in right off the bat can really swing a game by quickly crippling my Opponent's Mobility or Anti-Tank Firepower.
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