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BEWARE: WALL OF TEXT
I tried a new configuration for my Chimeras in my most recent battle tonight. I played a measley 1000 point battle vs. another disgustingly efficient but easy to use Space Marines army. As is my custom in my battle reports I will not go into so much detail on the battle on a whole, but rather on a few elements that I thought were interesting, depressing, or suicide inducing - in which case the battle report will be slightly red in color.
I usually use my Chimeras as anti-marine pain bringers using the Vets or Stormtrooper 4 or 3 plasmas of death configuration to hop out and shoot. I will then accordingly equip my Chimeras with the duel flamers as the BS of the crew is low and I am getting pretty close to rapid fire anyway. I decided to use a more traditional set up that I myself had never fielded, due in part to the new rules pertaining to always hitting a vehicles rear armor in an assault. I decided to keep them more out of reach.
I used the Mechanized doctrine to put three squads into transports and I decked out the Chimera in every 36" range gun it could carry (multilaser, HB, Heavy Stubber). I then put a Heavy Bolter in the squad itself which I placed behind the transport with only the bolter hanging out around the side with maybe one other model to stay in coherency. In the 5th rules, any model in the unit can be removed as a casualty so I wasnt worried about losing the HB to shooting, and as long as half the unit is in cover they all get it so I felt a little better about that too. I kept the unit out just in case the Chimera got blowed up but they were still in place to mount up if we needed to move.
I had three such set ups, all just under 175 points (not too exact mind you) and was pleased with the results. Now, other Guard players may have been doing this for years but I have not and it was a good new tactical experience.
Each squad/transport team spat 3 Str 4 shots 6 Str 5 shots and 3 Str 6 shots 36" away for turns on end. 9 Str 4, 18 Str 5, and 9 Str 6 shots per turn and even against mightly Space Marines it was devastating. Now I know that three fire support squads would have given me similar fire (a bit less) at roughly half the cost, but the difference maker was the mobility later in the game.
A fire support squad is a bit squishy on its own and cant move and shoot. Not to mention those six guys arent going to take many objectives by themselves, not that they could anyway in 5th Edition. But these set ups were all Troops choices, so after the thinning of the enemy had concluded I proudly motored toward objectives. Sometimes zipping 12" and sometimes moving 6" and humming out multi-laser justice.
When it was all said and done I had one objective firmly under tread and the other was left contested (by some Guardsmen who will never see their mothers again I suspect). At the end of the game I had all three of these units sitting on the objective or right next to it laying down the aforementioned smack at the few units left advancing.
All and all, an oldie but a goodie for a shooty army. The advantage was as I said, getting huge amounts of shots with high strength at long ranges and still being able to move out quickly when I needed to.
Not exactly revolutionary tactics here, but new to me and I have been at this since early '92.
NOTE: I must also mention that even though these units did more damage and cost more points, the Leman Russ parked near them seemed to draw all the fire. That damn tank hit nothing the the whole game but drew so much respect from my foe that it was his primary target for his long range weapons most of the time. So my offensive MVPs were the Chimeras, but my defensive MVP was the Russ and it didnt kill a single enemy model before being destroyed. Such is the power of the mightly Leman Russ Battletank.
"No dumb bastard ever won a war by dying for his country. You win a war by making the other dumb bastard die for his country." General George S. Patton, Jr.
Last edited by mareo; July 1st, 2008 at 11:02.
My main playing partner plays Tyranids and Dark Angels. He'll play Tyranids for a while (an army I generally take fewer Leman Russes against) and then when he switches back to DA, I'll pull out the dual LRBTs and he'll sink in his seat.
I am going to run two Chimeras like this in my next game vs. Nids. He doesn't have any really effective ranged anti-tank, so they're pretty well safe, and I think the amount of shooting they can put out is really something.
By the way, In which direction can the hull lasguns shoot again?
"Not Another Step Back! Death to the Enemies of Man!"