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Chimera Myrmidon

The Chimera is a light Myrmidon for the Retribution of Scyrah faction in Warmachine MkII.


Background and Description

The Chimera is an arc node that uses its Field Generator to shift and fade in order to deliver its warcaster's deadly arcane abilities where they are most needed. [1]

Special Abilities and Weapons

  • Arc Node
  • Apparition: Model can be placed a short distance during the Control Phase.
  • Field Dependent: Model loses Apparition and Phantasmal Field while the Field Generator System is crippled.
  • Phantasmal Field: Increased defense against ranged and magic attack rolls while this model has focus.
  • Weapons

Strengths

  • High Mobility: Though not the fastest arc node in the game, the Chimera has extra movement occurring in the Control Phase via its Apparition Effect. Use this to move it toward the enemy rapidly, hide it in a forest for the concealment bonus and then move out for free in the Control Phase, or disengage from an enemy target in order to Arc a spell at a necessary target.
  • Respectable Power: Not a heavy hitter ordinarily, its Combo Strike gives the Chimera a POW 16 option that can be used to eliminate individual models or start/end the damage on a warjack. The two open fists also give the Chimera a nice Double-hand throw option when something must absolutely be moved.

Weaknesses

  • Easy to Move, Easy to Lose: It's easy to move the Chimera far beyond your army, which makes it vulnerable to concentrated attacks.
  • Focus Inefficient Defenses: Phantasmal Field can only bring the Chimera up to DEF 15, which precludes it from running. DEF 15 should be an average target to hit with a boosted magic attack or a normal Combining Fire between three or more average grunts.

Synergies

  • Kaelyssa: Use the Arc Node to channel the spells Backlash and Arcantrik Turbine onto heavy hitting warjacks in order to reduce their defense and start causing damage to the opposing warcaster.
  • Garryth: As a light myrmidon, the Chimera can Advance Deploy along with Garryth in his Tier 4 Theme Force. It also provides an Arc Node so that he can channel the spells Mirage onto a distant unit, or push a target closer with the spell Gallows.
  • Adeptis Rahn: Use the Chimera's movement and node to channel a well placed Force Blast or Force Hammer to great effect. Force Blast will work even without a working Arc node
  • Gorgon: After the Chimera disengages from a hard target with Apparition, move the Gorgon into place to hold the hard target and protect the precious arc node with Force Lock.
  • Griffon: Use Fleet to keep this Reach Model in a position to protect the lightly armed Chimera.
  • Manticore: Provide Covering Fire to discourage swarm tactics against the Chimera.
  • Phoenix: The Phoenix can provide a second Arc Node threat closer to the center lines while the Chimera provides a flanking threat.
  • Battle Mages: Beat Back can free a trapped Chimera for those times when Apparition movement isn't enough.
  • Houseguard Halberdiers: Use their Ranked Attacks to form a solid line of ARM 18 models that can have spells channeled over them.
  • Houseguard Riflemen and Unit Attachment: Free a trapped Chimera with their Combined Ranged Attack negating the target in melee penalty. They will be able to fire due to the Unit Attachment's War Tempered Ability, and increase their accuracy with the Whites of their Eyes ability.
  • Arcanist: Use Power Booster in place of allocating a Chimera Focus in order to allow it to run or increase its defense against ranged and magic attack rolls.
  • Magister: Whip Snap allows a Magister to push and pull the Chimera forward 3", giving it extra range to place a channeled spell.
  • Epic Eiryss: Technological Interference can create a "safe zone" for a Chimera where the enemy will not be able to use its Arc Nodes to target the Myrmidon. Figure out possible approach angles and spell ranges in advance of moving Eiryss and the Chimera.

Rules Errata

Articles

Notes

  1. 1 Forces of Warmachine: Retribution of Scyrah. 2009

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