Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I was looking at the mechanised doctrine, and wondering how I would effectivly use this one. The chimera on its own is not all that great as a combat vehicle when you look at how many points it costs, so it needs to be carrying something to be truely worth the points. The only problem is that guardsmen dont really seem all that worth it to mechanise.
So my question is, if you were to take a mechanised list, what would you put in it?
what do you call a lasgun with a laser sight?
Chimeras are very good on their own. 99.99% of IG players don't play mechanised as they don't want to sacrifice their firepower for nothing. The only mech-IG I have seen is Grenadiers/Chimera army.
Been playing mechanized for a couple of years.
My take on the Chimera: Its certainly not a tank. Infantry fighting vehicle would be a better description. Smoke and extra armor are a must....movement is key with a Chimera, if It can't move then your screwed.
The basic multi-laser is a descent weapon, and its cheap. I use the Forgeworld variants variants mostly, there only a few points more. The twin-Linked Heavy Bolters allow the thing to actually hit something. Autocannon is neat also.
The key with the Chimera is cheap. It should never, ever, cost more then 100 points at the very most. 100 its probably to much at that.
As for what to put in it....standard list command squads with 4x plasma come to mind. Maybe vets with plasma or melta. Mechanized....well everyone will be in a chimera anyway. Though with mechanized the units inside the chimera should be equipped for anti-tank work, you'll have plenty of chimeras to dish out anti-infantry fire.
Last edited by tf001; November 3rd, 2007 at 18:02.
Mech armies pretty much have to have Grenadiers. With stormies as troops, a player takes three chimeras- the HQ unit, and two troops. Without, you'll have to take five- which in anything under 1750 or so means you won't be fielding much else, especially if you take other doctrines such as Carapace. My group thankfully lets me use house rules- that I can take Armoured Fist squads as troops in a Mech list, with a restriction that one must be taken every 500 points, but if your group doesn't allow you to do something like that, or if you plan a tourny army, Grenadiers is the only way to go if you want to stand a chance of winning.
That said, in a mech list Chimeras are generally tasked with taking out infantry, whilst the infantry are tasked with taking out tanks- not a task they are all that good at. Therefore, your main problem will be enemy armour. I suggest deep-striking three minimum sized storm trooper squads with meltaguns, and meltaguns in all of your infantry squads- whilst usually not as useful as plasma guns due to their range, in a mech list anything that can punch through armour is essential. Autocannon/HK missile armed sentinels are perhaps the best way of dealing with most enemy light tanks such as transports. I've found that Leman Russes are far less effective than they are in a regular list, as the chief purpose of that tank is to shred infantry- which is already covered. Hence, I prefer to fill my Heavy Support selection up with Basilisks instead- whilst usually valued for their anti-MEQ abilities, they are rather good at taking out armour as long as the centre-hole of the template doesn't scatter away from what you are firing at.
As far as fast attack is concerned, a single hellhound could be useful, but again, due to the amount of anti-infantry weapons in the rest of the army any more than one is a waste, and Sentinels seem a better investment.
Remember that only "guard infantry" squads are required to take tanks- it is within the rules to take conscripts or ogryns, for example- although this certainly doesn't fit the theme, and I suggest against it.
Extra armour is the only upgrade you'll want on any of your tanks, besides weapons. Smoke can be useful, but as you'll want to be firing every single turn and not moving too much from your initial deployment, it is of limited value.
So, in short: Take 2-3 basilisks, 2-3 deep striking stormies with meltaguns, autocannon armed sentinels and fill out the rest with as many chimeras as you can fit.
Hope that helps?
Drag queen of LO... HAETRS GONNA HAET!
Savlar (6k), Executioners (full company!), Farsight (500 points), Warriors of Chaos (6k), Dark Elves Cult Of Pleasure (4k), Nomads/Caledonians/ISS (infinity), Clan Wolf (BT)
A chimera is good if your getting fired upon from the front. Apart from that your screwed anal. You just got to pray that it doesnt explode or kill more men. Know dont get me wrong Mechanized armies are good. Just dont take them into areas of dense terrain or even just close together. Bring tanks too. Bring something that can give heavy fire support to your vechales and keep your foe pinned down. Dont take a basilisk. Taking one will in a mechanized army is like leaving an easy target your opponent can deep strike on because most of your forces will be advancing while your basilisk is playing the roll it meant to play: long range artiliary. I would take two battle tanks and one squad of heavy weapons platoon. Just make sure you keep the cost low on your troops and dont get anything to costly when it comes to doctrines. You need to keep your points for the chimeras.
I agree that tanks would probably be a better investment. Even Demolishers if you absolutely want to crack something open. However I don't see why anyone would want to take a heavy weapons platoon if they're playing mechanized. For that cost I'd just take another infantry squad or another tank.I would take two battle tanks and one squad of heavy weapons platoon.
I think you need to spend more time on your floor.
2500 Black Templars
You can always use conscripts to fill out points as they can't get a chimera since they aren't "guard infantry".