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![[Post New]](/s/i/i.gif) 2011/04/02 15:29:34
Subject: Chimera Turret Options
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Lieutenant Colonel
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I'm currently building quite a few Chimeras for my IG army but i'm not sure what weapon is best on the turret.
I'm already using heavy flamers on the hull but I don't know wether to use Multi-Lasers or Heavy Bolters.
Thanks
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![[Post New]](/s/i/i.gif) 2011/04/02 15:32:20
Subject: Chimera Turret Options
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Crazed Spirit of the Defiler
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Against MEQ's I use multilasers for the 2+ to wound
for horde armies either go with the heavy flamer or heavy bolter due to the 2+ wound and their superior ap
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Sihamoni takes great pride in the league he helped create, as was conveyed in his recent advertising campaign for the CMFL that stated his midgets will "... take on anything; man, beast, or machine."
Ouze wrote:
Is that a haiku?
order from forge world
the mail has taken forever
this resin is warped
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![[Post New]](/s/i/i.gif) 2011/04/02 17:04:42
Subject: Chimera Turret Options
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Blood-Raging Khorne Berserker
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I really like the multi-lasers. They're a pretty darn multi-purpose gun.
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I'm not like them, but I can pretend.
Observations on complex unit wound allocation: If you're feeling screwed, your opponent is probably doing it right. |
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![[Post New]](/s/i/i.gif) 2011/04/02 17:12:57
Subject: Chimera Turret Options
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Lone Wolf Sentinel Pilot
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Multi-laser. Wounding on 2s and the potential to hurt vehicles is much better than AP5.
L. Wrex
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![[Post New]](/s/i/i.gif) 2011/04/02 17:16:05
Subject: Re:Chimera Turret Options
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Rough Rider with Boomstick
Finland
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Stick with the Multi-lasers. They provide you with a tool to more tactical situations. Don´t let the
better AP of the Heavy Bolter blind you. Cover is plentiful in 5th and MEQ armies don´t care about AP4 anyway.
S6 is the real ace in this match up. It enables you to threaten light armor, high Toughness monsters and wound
basic troopers of most armies on a 2+.
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12001st Valusian Airborne
Chrome Warriors
Death Guard
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![[Post New]](/s/i/i.gif) 2011/04/02 17:16:45
Subject: Re:Chimera Turret Options
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Been Around the Block
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Multi-laser, S6. it has ap6 ,but wounds on a 2+ and gets three shots.
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This message was edited 1 time. Last update was at 2011/04/02 17:17:02
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![[Post New]](/s/i/i.gif) 2011/04/02 17:19:18
Subject: Chimera Turret Options
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Horrific Howling Banshee
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Gogo multi lasers. As said, S6 wins out.
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2000 points 28W 2D 1L |
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![[Post New]](/s/i/i.gif) 2011/04/02 17:25:44
Subject: Re:Chimera Turret Options
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Hauptmann
Diligently behind a rifle...
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A good mix of both, I have list now with two of each. My Multilaser Chimeras tend to be in the thickest fighting and having that extra bump of S is a big help. My heavy bolter Chimeras are my runners, they tend to be hitting flanks and pick apart enemy squads out of cover. They usually carry my melta vets. My Multilaser Chimeras carry plasma vets and my CCS.
I've also had good success with putting a heavy stubber with multilaser + heavy bolter, that way I can still get 6 shots all the time. I like hull heavy flamers too, just don't use them as much.
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Catachan LIX "Lords Of Destruction" - Put Away
1943-1944 Era 1250 point Großdeutchland Force - Bolt Action
"The best medicine for Wraithlords? Multilasers. The best way to kill an Avatar? Lasguns."
"Time to pour out some liquor for the pinkmisted Harlequins"
Res Ipsa Loquitor |
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![[Post New]](/s/i/i.gif) 2011/04/02 17:49:19
Subject: Chimera Turret Options
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Decrepit Dakkanaut
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It depends if you want a weapon that is crappy at everything, or a weapon that is slightly crappier at everything, but vaguely decent against at least one thing.
Not that it is really going to matter much, as the purpose of a transport is to transport, which usually precludes all that much weapon fire most of the time.
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![[Post New]](/s/i/i.gif) 2011/04/02 18:21:49
Subject: Chimera Turret Options
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Irked Necron Immortal
Necron Tomb somewhere in Scandinavia.
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Hb, S5 Ap4 3 shots, ml S6 Ap6 3 shots. You do nothing with better ap if you dont wound. Domt worry about ap, if you need to blast something w ap 4 or lower, your lemans,manticores etc. will take care of that!
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''Their number is legion, their name is death.'' |
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![[Post New]](/s/i/i.gif) 2011/04/02 18:41:03
Subject: Chimera Turret Options
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Decrepit Dakkanaut
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Jone96 wrote:You do nothing with better ap if you dont wound.
You do nothing with wounding if your opponent passes his armor saves.
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This message was edited 1 time. Last update was at 2011/04/02 18:41:13
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![[Post New]](/s/i/i.gif) 2011/04/02 20:02:59
Subject: Chimera Turret Options
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Charing Cold One Knight
Lafayette, IN
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Ailaros wrote:Jone96 wrote:You do nothing with better ap if you dont wound.
You do nothing with wounding if your opponent passes his armor saves.
AP isn't all that important unless you get to marine armor values. Anything with worse save is going to be in cover assuming decent terrain and competent players. I personally would only go with multilasers, since they are decent against light tanks, and wound nearly everything at a decent number (short of the talos, C'tan, wraithlords, wounds on no worse than a 4).
I've personally have found more dakka to be more important than AP most of the time.
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![[Post New]](/s/i/i.gif) 2011/04/09 13:47:35
Subject: Chimera Turret Options
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Lieutenant Colonel
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Thank you for the advice, I think I will use the Multi-Lasers.
(IMO they are the best looking weapon as well)
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![[Post New]](/s/i/i.gif) 2011/04/09 13:59:42
Subject: Chimera Turret Options
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Utilizing Careful Highlighting
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Multi-Lazors!!!?!!?!
I would go for the multilasers because of the higher str will help get more wounds.
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![[Post New]](/s/i/i.gif) 2011/04/09 14:15:36
Subject: Chimera Turret Options
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Lone Wolf Sentinel Pilot
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Just go C.S. Goto on your army and have multilazors everywhere. They work.
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2000 pts |
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![[Post New]](/s/i/i.gif) 2011/04/09 14:29:22
Subject: Chimera Turret Options
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Major
Middle Earth
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The ability to instant death t3 models shouldn't be over looked either, multi lasers can reall hurt guard heavy weapon teams and DE with FNP
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We're watching you... scum. |
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![[Post New]](/s/i/i.gif) 2011/04/09 14:31:03
Subject: Chimera Turret Options
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Charing Cold One Knight
Lafayette, IN
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EmilCrane wrote:The ability to instant death t3 models shouldn't be over looked either, multi lasers can reall hurt guard heavy weapon teams and DE with FNP
My pycannon inquisitor died from a S6 hit the other day, failed his termie armor save. Serves him right for being alone in the open against guard.
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![[Post New]](/s/i/i.gif) 2011/04/09 14:32:43
Subject: Chimera Turret Options
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Major
Middle Earth
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notabot187 wrote:EmilCrane wrote:The ability to instant death t3 models shouldn't be over looked either, multi lasers can reall hurt guard heavy weapon teams and DE with FNP
My pycannon inquisitor died from a S6 hit the other day, failed his termie armor save. Serves him right for being alone in the open against guard.
There's a reason CS Goto endorses multi lasers, they're killy
A fellow guard player killed a greater daemon in one turn with them.
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We're watching you... scum. |
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![[Post New]](/s/i/i.gif) 2011/04/09 15:26:10
Subject: Re:Chimera Turret Options
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Hardened Veteran Guardsman
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What about dual HF?
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![[Post New]](/s/i/i.gif) 2011/04/09 17:38:10
Subject: Chimera Turret Options
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Guard Heavy Weapon Crewman
Helsturm Hive
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Dual HF is kinnda not impressive, you can only fire 1 if you move with short range. And if the opponent are so close that you can fire both you are dead anyways.
Multilaser + hull heavy flamer is the best allround setup. ML can threathen many units and heavyflamers are useful when they get close.
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![[Post New]](/s/i/i.gif) 2011/04/09 17:47:23
Subject: Re:Chimera Turret Options
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Battleship Captain
Oregon
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On a related point, when do you think it worth it to splurge for the Heavy Stubber? Its only S4 so you can still move and fire both it and another weapon.
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![[Post New]](/s/i/i.gif) 2011/04/09 17:50:14
Subject: Chimera Turret Options
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Rogue Daemonhunter fueled by Chaos
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