I-bounty-hunt-the-elderly wrote:It is a pretty solid list, but I have the following suggestions:
 
 I think the best choice for a chimera that will be moving toward the enemy is ML/HF, hands down. No point to 2 HFs, you can't fire both if you move (and you'll never be in flamer range from a stationary position)
 Well, I have the dual 
HF combo for 2 reasons. First, because it has worked really well for me in several games.  Can't explain it, other than I have actually gotten to use both 
HF in the same round in more than one game.  I know statisticly this has to be the exception to the rule, but its the way its worked out. And second, I just got the damn turret in from Forgeworld a week ago and I hate the idea of having a model I just bought and not using it. 
LOL.  Maybe I will go with a 
HF turret and a 
HB in the hull on that Chimera.
 
 
I-bounty-hunt-the-elderly wrote:Why would you take a 2nd CCS instead of another vet squad? Similar points, less bodies, not scoring (one more weapon and orders are useful in the right circumstances, but I think the opportunity cost is too high) You'd benefit from another scoring unit IMO.
 For exactly the reasons you stated.  With a 
CCS I get an extra special weapon, and the added benefits of issuing orders and a lower cost.  I see your point about an additional scoring unit, but I'd have to lose some other gear somewhere else to make it work, and I'm not sure I have much left to trim.
 
 
I-bounty-hunt-the-elderly wrote:I'm not a fan of the paskpunisher/LRBT squadron. I think the punisher is just massively overrated for its points. If you want to effectively kill infantry, I think eradicators or LRBTs are the way to go, and pask is not necessary. Obviously you like it as part of your list, but you could experiment a bit with 2 eradicators, 2 LRBTs, one of each, etc. I think those would give you similar effect for less points.
 I've had very good experiences so far with Pask in a Punisher with 
HBs in hull and sponsons.  I know its extremely pricey, but with a vanilla Russ as an added damage shield, he just dishes out a ton of hurt, despite the crappy 
AP on the Punisher main gun.  besides, I scratchbuilt a Punisher cannon that looks sweet and its hard to just shelve it.  That and the fact that he took out not one but 2 carnifexes for me in a game against the bugs, I've just fell in love with the tough old bastard and its hard to tthink about giving him up.  but I will honestly think about it some more and try to put my emotions aside.  
 
 I-bounty-hunt-the-elderly wrote:Exec - fine if you like your tanks that expensive,
 What's not to love about 3 termie killin blasts per turn. 
 Well yeah, the price, but lets move on.
 
 
I-bounty-hunt-the-elderly wrote:Demolisher - why not take the LC off the exec and give the demolisher melta sponsons instead of a LC? I think they're a lot more effective, and the range isn't an issue on a demolisher.
 Again I hear ya, but I hate to have a tank just popping smoke first turn.  With the 
LC I can still move first turn to close with the enemy and fire off the 
LC.  I just feel like popping smoke is for cowards and Chimeras. 

  And you are absolutely right, the Multi-meltas would work well rangewise with the main gun on the Demolisher, it's just that whole "Not shooting with my tank for a turn" when its not becuase of a shaken/stunned result that just rubs me the wrong way.  I'll think on it some more though.  
 
 
Tarval wrote:I would say to try and find the points to fit in two heavy bolters. One in your hq squad that sits back and the other in your vet GL squad. That way you can sling some fire power to match the weaponry on your tanks? 
 My 
CCS that generally hangs back also pulls anti-drop or infiltrate/outflank duty as well, so the 
HB would not be effective if I have to move to cover that threat.  Also the 
GL-vet squad is also a late game objective grabber/assault force especially if my opponent gets first turn, so again..the 
HB team would be moving and not effective.  If I got the first turn then yes, it would be of benefit, but then again, most opponents will close with you by turn 2 or 3 at the latest so I would get one maybe 2 turns max shooting out of them.  But I appreciate the suggestions.
 
 
Tarval wrote:Have you tried the hull heavy flamer for your dem tank. It just seems that if anybody is going after your tanks, its best to have a hull heavy flamer to roast them onces they drop out of there transport.
 Again, I see what you are saying, and once I get in real close it would be effective, but I dont want my tanks in THAT close.  If your tank is close enough to use a 
HF in the hull, it's just one turn away from a close assault death in most games.  (And yes I have Chimeras with hull 
HFs but they are transports, not tanks.) Plus if I get hit and lose my main gun, I still have a long-range weapon that can insta-kill some units, take on vehicles, and also put wounds on 
MCs.  Also see my above remark about my personal dislike of having a tank that doesnt have range to shoot because all its weapons are close range only.  Also the 
LC still synergizes with the Demolisher Cannon.  I just think an all close range tank just goes against everything in my playstyle/being. 
LOL.
 
 
 
 Actually we get together at my friends house tonight for some 
40k, maybe I'll try a few of the suggestions and see how they work.  We have a wide variety of players - 2 oks (1 with lots of trucks and battlewagons, 1 with lots of bikers and stormboyz), 1 
CSM (nurgle), 1 Necron, 1 
SM (
DP list) and another 
SM (biker list). And once in a blue moon another guy or two comes who play either Tau or Tyranids and on occasion Eldar, so I like to have an all-comers list.
 
 ~Bart