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Made in au
Hurr! Ogryn Bone 'Ead!





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If you're running a melta/plasma veteran squad army list what should your chimeras have?
I'm guessing 2 heavy flamers since they will be close to enemy units.

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Longtime Dakkanaut





Multilaser and Heavy Flamer. You should always be moving (to avoid autohits in CC and to get closer to the enemy) so you will only be able to fire one weapon anyway. Use the multilaser at range and once you get up close, switch to the heavy flamer. Most efficient weapon combo that a chimera can take.
   
Made in gb
Wicked Warp Spider






Yup, nungunz has it. Basically, because of the rules for firing weapons and moving, you will never be able to use 2 HFs unless your opponent lines up in the appropriate shape in front of your chimera! ML/HF is the best combo, against lots of armies a S6 gun can be useful.

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Bergen

If you plan on staying put you can take 2 ranged weaponds.

   
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Oregon

Niiai wrote:If you plan on staying put you can take 2 ranged weaponds.


Which is unlikely with the MeltaVets but PlasmaVets could hang back and put out 3 shots a turn supported by a Multi-Laser and Heavy Bolter, maybe even the Heavy Stubber. Not a bad scoring bunker.
   
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ML HF is very strong.

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Central MO

minigun762 wrote:
Niiai wrote:If you plan on staying put you can take 2 ranged weaponds.


Which is unlikely with the MeltaVets but PlasmaVets could hang back and put out 3 shots a turn supported by a Multi-Laser and Heavy Bolter, maybe even the Heavy Stubber. Not a bad scoring bunker.


Yeah it's not bad, but even in my ranged units I still like a hull HF best. It's an insurance polilcy, something is going to get close to you somehow, and when it does the HF is the best weapon.

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Made in gb
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England, UK

ML HF if you plan on moving.

ML HB (with optional heavy stubber) if you plan on squatting on objectives.

L. Wrex

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Longtime Dakkanaut





Niiai wrote:If you plan on staying put you can take 2 ranged weaponds.


Agreed, usually that is only done in the case of a PCS with grenades, psyker battle squads, or sticking PC or IS with heavy weapons in a chimera as a pillbox.
   
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I take the extra heavy stubber along with the ML HF due to it being a defensive weapon. It compliments the multilaser really well and is effective at harassing enemy units from a very good range. Typically I only lose one shooting phase per game getting the contents into position and the heavy stubbers will get to shoot plenty of times per game.

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Regular Dakkanaut




I don't bother with heavy stubbers because it's almost 20% of the vehicle's cost for a measly 3 S4 shots at BS3. Meh.

By the time you've bought a few heavy stubbers, you could have probably bought an advisor, or a doctrine, or another chimera.

It's ML/HF all the way, although I have one with a hull-HF that I like using if I outflank (for tank shock+burnination).
   
Made in ca
Longtime Dakkanaut





In casual games I often run my hellhound as a HF-turret chimera, so I'm gaining alot of field experience with it. I have to say having it on the turret makes it much easier to use in combination with the embarked unit, both when they're inside and when they get out. You just have alot more flexibility to position your chimera the way you need to while still filling your enemy's face with fire. You can replace the ML fire with a HB in the hull.

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Bergen

Nungunz wrote:
Niiai wrote:If you plan on staying put you can take 2 ranged weaponds.


Agreed, usually that is only done in the case of a PCS with grenades, psyker battle squads, or sticking PC or IS with heavy weapons in a chimera as a pillbox.


Well it depends. Even if you put melta in there in case of land raiders it is so mutch more eficient to have mutch more ranged guns then your oponent. Start on one side and take out his flank and move the rest of your tanks that way when he comes driving.

   
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Lord Commander in a Plush Chair






If I am making a Static Squad I will use the Dak-mera(ML, HB, HStubb).

But if I am making an assault tank, just the ML/HF.

Heavy Stubber may seem expensive, but it is a much better choice that the Storm bolter(equal cost for 2/3 shots, 2/3 the range and -1AP, no thank you)

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