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Well, we've already got a topic of the week dealing with Chimeras, however that was way back in the days of the old codex (and back in 4th ed too!), so why not revisit, and see what's changed?
Todays topic of the week is also brought to you by ForgedInTheFurnaceOfWar
From Forged:Hi, I'd like to suggest a chimera tactics topic.
What generic type of army do you use? In this type of army, where do you deploy your chimeras? Do you keep them together or do you spread them out? On the flanks or in the middle?
Do you have different tactics depending on the opponent or do you force them to react to you?
Do you drive your chimera's forward in a formation do you slow play them advancing forward while shooting?
Do you forget about formation and drive them pedal to the metal, smokes out, into the lines of the enemy for maximum pressure on their guns?
Or do you sit on them? Waiting for the opponent to make the first move. Or do you simply use it a pillbox and blast the enemy with it's guns?
How do you arm them for the roll that you use them with?
Well, he's managed to cover a fair chunk of the related topics! So yeah - start answering those questions people! If you have any other thoughts on the Chimera, please don't hesitate to share! Remember, this is a brainstorming session, so anything and everything Chimera related is welcome. Stories, tactics, setups, everything! You don't know what just might help someone else 5 months down the track.
Let's hear it all!
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
Now first off Im not a mechanized IG player. I dont even have a single chimera in my army. But I have played against IG armies that use chimeras up the anus. Now this may be a bit off topic but these are things that still concern the chimera.
The way I deal with them is to give them very little room to move. Try to herd them with my Leman russes or metla guns. Take advantage of terrain and use that to the advantage of getting them bottled up together. remember that grenade launchers can hurt chimeras too. Get a few squads in range beside a chimera and now those squads are a threat. A good way to get them close together and create them less room to move is by giving them only one way to move. One that would be their last choice if they were able to move else where. This is usually possible if you get them inbetween two pieces of terrain (If at all possible terrain that is not passable). Then you take out the one that is in front or the ones that will prevent the chimeras from moving a certain direction.
If you have a choice of which weapon is destroyed always choose the multilaser since that is the one that can fire in all directions.
Now this is more of me on the spot thinking here. I can probably come up with more ways to deal with chimeras in mechanized armies. And these ways are only good if your opponent takes a risk during a movement phase or just doesnt think really on how to get from point A to point B safely and rather would take a direct approuch which is usually the worse.
Well, I'm a mech player, so Chimeras are ==My== bread and butter.
First off, they're cheap. Very cheap considering what you get.
Chimeras are either carrying melta Vets or Battle Psykers. The Vets will move up or sit back depending on the enemy, Psykers chill and drop pie plates or spook people.
When moving, I run in a V formation to give cover to the ones in the back. Lead Chim pops smoke, all benefit.
Never get out of your ride, sit inside and drive by with weapons of choice.
Chimeras boost order range and offer good protection for officers.
Always run multi-laser and heavy flamer. A bunch of S6 shots can threaten light armor or annoy marines, while the flamer will mess up anything not in power armor and deters assaulters.
My Chimera tactic from 4th edition IG, which is still perfectly valid in 5th, was to put two platoon command squads in chimeras. Arm every guy in the squad with a flamethrower and give the platoon commander a plasma pistol.
Wait for a squad of marines/CSM/Gaunts to get close enough. Run up, pile out and drop 4 flamer templates on them. With this tactic I would routinely make entire 10 man squads of Space Marines vanish from the table. Flamers don't miss, they wound on a 4 plus, and if you can line the templates all up just right, you can get 30-40 hits. Assume 1/2 wound, and 1/3 fail their save.. that's between 5-7 dead marines just from the flamers alone.. and of course if it's Orks or guants, then just pull them off the table with no saves... not even precious cover saves.
V formation tactics or A from the controlling player's view, this is really what I wanted to get into. Those of you who use the V tactic - does your opponent ever argue that they can see over half the hull of the rear tanks? I'm assuming they are shooting at front armor.
Also - how far do you move the lead tank? 10 inches or so? Or the full 12?
Here's why I ask, if you move the lead tank about 10 inches up, the rear tanks 6 inches, you can fire each rear tank's multi laser. While it's not going to do all that much - it seems like it could be a nice couple of bonus shots to soften the enemy up a little bit.
What do you guys think about this?
With the new cheaper Chimerae, overloading (Abusing army threat management thresholds) them is increasingly effective.
I like to run them completely bar (extra armour is to expensive, better to have more chimerae).
I like put infantry squad with HB/GLs (so 9 shots out to 36" if I don't move) and triple flamer command squads in mine.
I normally deploy them to give cover to each other/the hydras griffons and russes in my backline, rarely moving them early game unless my 3 vendettas get shot down (leaving them the only options to claim objectives).
Chimeras what's not to like? For the points the best transport/light tank in the game. I take five of the buggers in my mech list.
As far as distance is concerned, it's a matter of preference. If you have enemy transports coming your way, all those S6 shots could be handy.
Formation really depends on the opponents deployment of antitank weapons.
-Keep the sides protected at all costs even if it's trundeling a Hound up on the flanks then so be it. If all your showing your opponent is AV12 or higher with a 4+ Cover save he'll struggle to take you down.
-If your opponent has one lane of fire with antitank weapons on your tanks then a column or a A/V formation will work best. If you're fighting on an extended front then go for a line to reduce fire on your sides.
As for units inside. Drive by Vets with melta or plasma or Platoon command squads armed with flamers. You can't go wrong with these.
Mechanised seems to be the way forward in 5th ED, My Marines did it first and now my guard have followed. Chimeras are cheap, they've got 2 heavy weapons what more do you want in a guard list???? Plus it makes for a more enjoyable game than sitting back in your deployment zone shooting stuff.
Last edited by Lord Borak; June 5th, 2009 at 14:58.
In my revised list I'm counting on them and armored sentinels to do most of the damage. As for weak side armor i use leman russes to anchor my flanks or the table edges then I just sit back and watch the fire works. the only thing I can imagine that would really mess up my day would be to face off vs another armored company list.
I use basic chimeras as my gunline instead of troops. They provide the horde control and I use armored sentinels with plasmacannons to kill meqs.
with 36" effective range I don't run these forward. They stick to cover as best they can and if no cover is available I actually use my vets as cover.
AV 12 and a cover save really ruins peoples day when you got 15 vehicles on the table.