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I've never played big games, just small engagements. But for the full army I'm building, I'm thinking of taking some armored fists. But how do you go about supporting them, and moving them? Do I advance them with the chimera providing fire support, or advance them in the chimera? And with my not so mobile guardsmen squads, my line infantry with the heavy bolters and autocannons. Do I park the armored fists on the objective and hope the other guardsmen can advance up there in time? Do I move the tanks up there to provide support, or keep them with the bulk of my forces?
I see the mobility advantage, but I don't really know how to use units of differing speeds, especially with the heavy weapons weighing me down.
And what about sentinels? Should I still use the sentinels as droppers or outflankers to mess with the rear area, or have them lay covering fire for the armored fist?
Last edited by jh316; July 22nd, 2008 at 09:13.
Well, there is no right way of doing things. However, I find that keeping AF squads inside their Chimera's tends to work best. This is because they will be well protected and most of them will be able to fire anyway!
As for positioning, I tend to keep my Chimeras slightly behind the bulk of my forces. In fairness, I only use AF squads in big battles - otherwise it's just two platoons - because, frankly, AF squads just don't pull their weight! But I digress. The reason I keep them behind my main force is that the Guard aren't terribly durable. So if a squad in a gun line or close order drill takes a hit from ordnance and is totally creamed or runs, the AF squad can get there quickly and plug the hole - also adding the fire power of the Chimera to procedings.
Generally, it isn't a great idea to use AF squads for objective grabbing - they just aren't strong enough and your footsloggers won't get to them quick enough. They're good for reinforcing an objective already taken, but I wouldn't advise using them to do the taking in the first place.
As for the Sentinels, they still function really well when dropped. Of course, I prefer to use them in the main bulk of my force to outflank and harry - but they can be just as deadly and effective when dropped.
Hope this helps!
I've always found armored fist squads don't do well at all when they are out of their transport. But with that said the best way for me was to use two Chimera's with a Demolisher and run them up the side (or make your way to the objective). The long range guns of you line squads the other Russes can support them from afar. However the Chimera's have lost some of their punch when moving due to the new defensive weapon rules, so i'm not sure how this will be in 5th edition.
I take one armoured fist Squad as the new 5th Ed rules basically allow me to steal the Chimera for someone else and get another scoring Infantry Squad in the process.
One thing I noticed yesterday, has anyone found the "shooting out of a vehicle makes it open topped" rule in the 5th ed rulebook? I didn't find it when I looked.
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If you are using the Armoured Fist squad in the vehicle it began in, one tempting option now is field the Squad with Heavy Bolter & Grenade Launcher. If it remains stationary your getting 6 Heavy Bolter, 3 Multi-laser, Grenade Launcher and 6 Lasgun shots and are immune to return small arms fire.
With all our vehicles being a bit better in 5th I doubt Chimeras are going to be high on target priority lists
A second option is take it with no trimmings except a Flamer and use it as a expendable unit and mediocre bunker annoyance unit (as getting buggers out of terrain is going to be difficult for Imp Guard.
I haven't played 5th yet.
In 4th I had a squad with HB and a flamer, vet sarge with a bolter.
I would start with the squad mounted, drive off and unpack at a likely vantage point, usually an exposed flank.
In 5th I suspect the AF will be a pure objective taker. Drive up, unpack, dig in and hold. With a ML and HB on the Chimera backing up my squad weapons it will probably be a bugger to shift.
I agree with one of the previous responses, regarding keeping your squad inside the Chimera. I have played a good amount of fifth edition games and even if the APC explodes your men inside have a good chance of being ok. If you take them out they are as vulnerable as any other guard squad but there are only ten of them by their lonesome.
I recommend keeping the fist armored and sometimes using the top hatch to fire an extra weapon from and the side lasguns. You can fire any heavy or special weapon from the top hatch (moving still applies) so sit still and fire the heavy along with all the Chimeras weapons or move and fire the lasguns, your grenade launcher (or whatever) the multilaser and pintle stubber. Of course, the drawback is the Chimera is open topped when you do this.
Even with the new rules for defensive weapons I have begun to see the Chimera as a mobile gun platform as it can lay out a great rate of fire with some decent weapons. The Chimera itself equipped with a multilaser, heavy bolter, and pintle stubber can fire 9 shots at 36" and costs slightly more than a heavy bolter fire-support squad. The difference is the Chimera can move and still shoot two of its guns and is immune to small arms fire from the front.
Add in a squad and you can sit still and fire a lascannon, missile launcher, or heavy bolter out of the top hatch, or as I did recently - a mortar. As I said before, all of the special weapons can still fire after the Chimera moves (with varying ranges) so they are another option.
"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.
i may get complaints but the easiest way to have a squad mounted in a chimera and suruvive long enough to take a objective...........
Hide them in the chimera as you move to the objective, and then put the chimera between them and the enemy and hide in cover(note i just realized that a normal armored fist squad could do this pretty well also-cover-)
and maybe a sentinel with them for a assault unit(it will last a while since you cannot kill a vehicle on glancing with a ap- weapon-cc attacks have no ap right....- XD)
Hellhounds are good tanks
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