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!
Hi, i have decided that I will start IG, I allready had the codex and was reading through it, thinking what kind of style I wanted to play. This I came up with:
It will be mechanised, I will use iron discipline and die hards. The idea is to have some tough guys riding in chimeras that fear very little . I was thinking about giving them all carapce armour but that might be to expensive, the chimeras will allready cost a lot of points (well together).
Well as I said it will be some tough guys riding around, for models I though just combining cadian and catachen parts; cadian upper body and rest cadian, also add short sleeves and barrets with green stuff.
But my biggest problem is: how to make a good mechanised list, I will spend quite some points of chimeras so can someone give me some tips on a wise composition of my army. the goal is a 1500 point army by the way.
VISCUS EST PALLENS
Well, unless you pick the grenadiers doctrine the minimum number of chimeras you can use is 5. BoxAnt recommended giving your chimeras a multilaser, hull heavy bolter, smoke launchers and pintle heavy stubber - 100 points.
That way the chimera will be able to fire 9 shots 36" with strenth 4-6. Most opponents are probably going to have 3+ save anyway so the extra strenght of the multilaser is better against those opponents than the heavy bolter and it gives the chimera the ability to damage lighter armour like rhinoes or landspeeders.
Now, thats 500 points of chimeras. Chimeras don't last long once on the board with their weak side armour, so you'll want some heavier stuff to draw fire away from the chimeras. Leman Russ Battletanks, Leman Russ Demolishers and even Hellhounds. In my oppinion its either to go lots of infantry or lots of veichles. In a infantry army with hidden basilisks the worst thing the opponent would be able to kill with is lascannons is a guardsman. In a veichle heavy list anti-infantry weapons wouldn't be of much use either.
Now, assuming you configure the chimeras like i mentioned above you're going to have plenty of anti infantry there, so equip your infantry squads with lascannons, autocannons or missile launchers for anti tank fire. While Leman Russes are good at taking out armour with their extra d6 armor penetration and ability to cause ordnance penetrating hits you'll probably want to sink every battlecannon and earthshaker into a squad of necron warriors or marines to simply get rid of them. With their saves and toughness the chimera weapons not be enough to handle them without the pieplates.
Ive played a few games with mechanized lists and deployment may be the most important aspect of your games.
It will take some practice, and winning will come with experience.
Even if you go full out with all the Chimeras you can possibly take, you still only have about 60 guardsmen. Not a strong force man for man against any list. Strategy, set up and using your advantages (speed and flexibility) will get you the wins.
Good luck on the table!
I am the Aquila-Guerilla!
Well I was thinking of equiping the chimeras realy light, only a hull mounted heavy bolter... but I wish to hear more about Chimera upgrading.
ANother question (yes more questions! ) Is it wise to take veterans or strom troopers?
VISCUS EST PALLENS
Chimeras must have a hull and turret weapon, and the HB and Multi-laser are the same cost, so it's up to you, really the AP you expect to be fighting is the deciding factor.Originally Posted by Cruor
As for vets vs stormies: Both have their uses, Stormies can walk into bolter fire and not get completely anihilated while the vets can pack a harder punch.
Without doctrines, Stormies are your deepstrikers, but with doctrines you can use one to deepstrike the vets, although you then have to choose between four choices: using two doctrines to deepstrike multiple vet squads, using one doctrine to deepstrike a single vet squad, one doctrine and pay to deepstrike mutiple stormtrooper squads, or using two doctrine to deepstrike a combination of a single vet squad and multiple stormies. For their actual utility, you just have to make a choice between higher chance to survive to shoot a second round vs more shots fired the first round. Depending on what role you have them for, that could change as well. Melta weapons, would go best with stormies for anti-tank, while plasma is equally useful with either elite choice (3 shots[6 rapidfire] in 1 turn, vs 2 + chance of 2 more next turn[total 8]). I don't ever recommend flamers, so I won't, someone who actually uses them can make their case.
Both units are also able to infiltrate. Vets get this free, Stormies have to pay. While Vets would seem like the best choice, due to the fact that they can get a heavy weapon (which is great when combined with their BS), Stormies are also useful if you want to have some troops marching forward with your fast attack (the extra deployment range will let them get to optimal fighting distance at the same time as your vehicles). If you are rushing Hellhounds, or moving a full squadron of sentinels equipped for anti-infantry up, they can add some covering fire. They would also provide the same effect if you are infiltrating lots of troops (say an infantry platoon).
Both can also be given a chimera. Chimeras have only 1 hatch to shoot through (ignore the 6 lasguns, they are just extra) so both squads can have more than enough weapons to shoot. The vets offer an interesting dilemma: Do you want to ground the Chimera to a halt and then pop the hatch in order to use the heavy weapon? I'd only recomment it in two cases, if you are using the Chameleoline or Carapace doctrines. Chameleoline because if the Chimera is destroyed you can take cover their with your heavy weapon and get a marine-equivalent cover save, and Carapace because it lowers the mortality rate when the Chimera explodes. Stormies get carapace to start with, so they already have a leg up. The vets however get it right back, with the ability to take 3 special weapons. Standard use is to drive up, let them out and shoot at whatever is in range, which brings it back to the deepstrike calc (number of shots vs surviving), but there is one addition to that I'd forgotten, vets can take an HB (pretty cheap) to add fire power if they manage to survive the round (less likely than stormies, so more risk, more reward). As for special weapons loadouts, I'd suggest doubling up on special weapons with the stormies and trippling with vets (although because they get three, they do have the option of taking 1 anti-heavy/med and 2 anti-light/med (either melta and 2 plasma or 1 melta/plasma and 2 flamers.. there is also grenade launchers, but because of their range, I'd suggest fielding them all together). If you plan on popping the top, then it doesn't hurt to have the melta for some nice anti-tank in a Chimera, but plasma work better against troops (which is why you should be disembarking and shooting all of your anti-infantry rather than just one).
As for Grenadiers, that is a Troops FOC discussion.
This is really not a choice you should build your army around. Build an army, budget for how many elites you want (use stormtrooper prices), and then make that decision based on what needs your army has and needs.
Proud bearer of the Imperial Medal of Anti-Fluff
Many people are surprised by how effective HK missiles can be, especially in mech guard with lots of tanks- they can take out the most significant threats on turn 1, which is often really helpful.
thanks for the great feedback. Again another question :rolleyes:. Can a heavy weapons team fire from a chimera from the top hatch? it is a team but only one fires the weapon so...
VISCUS EST PALLENS
I can't answer this with any degree of certainty but just thinking about it I would say no. If a wepon needs a team of two to fire it while its on the ground it always needs a team of two to always fire it and that just can't happen from a hatch I would think. However, what I do think you can fire from the hatch is the one guy in your squad that you give a special wepon too (i.e. plasmagun exct.)
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
It's a one man weapon, the second guy is supposedly there to carry the ammo, IIRC. I could be wrong, but GW has never really spelled out the rules for heavy weapons teams. The second fig is not required to fire, and is really nothing more than a meatshield for the lascannon, when it dies the lascannon is still able to continue being used normally. I agree with you that the physics of it (using artillery through a hatch) makes it a bit awkward, but the rules seem to say that they can. Unless they strap it on top rather than actually bringing it inside the vehicle, than they could pop open the hatch and take a shot easily.Originally Posted by Undead Bonzi
Proud bearer of the Imperial Medal of Anti-Fluff
Originally Posted by revin
Since one trooper dieing doesn't prevent the other from firing the heavy weapon I am quite sure that both are not required and that a hevay weapon could be fired from the hatch of a Chimera.