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I'm thinking of creating an Inquisitor army, based heavily around shooting with imperial guard units. Unfortunately I'm not that familiar with how units compare to other armies.
My question is...is it cost effective to take chimera's just for the weapons (ie double heavy bolters or multi laster)? Or would I be wasting to many points on what they are supposed to be, transports.
I see a lot of praise go out to the chimera, but unsure if that is meant for a SoB mechanized army or more for a shooty army.
I like the Chimera very much.
I tend to use it as Med. tank. Yes, it's listed as a transport, but with the fire it can throw downrange, it can be a very nice firesupport tank. I prefer having my chimera stand still and fire. I don't like them as transports. The Rhino is a better transport, in my opinion.
What I like to use chimera with is Armored Fist units. I take an armored Fist with only an autocannon, and put the Multilaser, Hull Heavy Bolter, and Extra Armor on, to make a cheap unit that can throw 2 str7, 3 str6, and 3 str5 shots downrange. Put the Pintle mounted Heavy Stubber on and you pick up a few more more range shots. Park the Chimera in cover for the Hull Down, and you've got a nice firebase.
You can use them as transports for Inq. Stormtroopers too, but IST's only are able to get weap. with 24" range. I like to be able to reach out a bit farther than that.
The Armored fist lets me unlock other options for allies, which is why I like them.
as far as for other use, I'd say go for it. remember though... if you go with light and med armor, you need to go with a lot of it. at 1500pts, with WitchHunters, I'm usually shooting for around 7-8 tanks. You should see people's eyes get wide when they realize how many tanks you can put down.
You might also want to consider doing an Imperial Guard army if you like a lot of tanks. There are some rather good tank heavy lists floating around. You can take WitchHunters as allies and get your inquisitor that route.
The Chimera is a really rotten transport. I have only ever deployed a squad into it when Recon comes up on the dice. The one access point at the rear is murderous. The squad can't do a blessed useful thing most of the time on the turn they get out, and if you end up with a forced disembark you're total blast fodder. As a light tank it excels. If it's ignored it chews the enemy up, if it's not ignored the firepower directed at it is generally disproportionate to its own value.