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Made in us
Raging-on-the-Inside Blood Angel Sergeant





Lost in the Warp....

What option do you think is the best getting a hull heavy flamer or hull heavy bolter. I mean both can serve different roles I am not really sure which one to go with.

Same list, different army

6th Edition W 32 L 7 D:3 
   
Made in gb
Rough Rider with Boomstick






HHB now that you can fire it at full BS at 6". If stuff is in flaming range you're going to lose that chimera anyway.
   
Made in us
Longtime Dakkanaut





Multilaser / Heavy Flamer

Go-to combination of weapons.
   
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Nasty Nob on Warbike with Klaw




Stephens City, VA

Still like the idea of the HHF/Multi-laser


   
Made in us
Flashy Flashgitz




USA

I find that the multilaser is the most useful turret weapon due to its strength. There are a few armies (like Tau) where you actually could benefit from a HB, but that's a rare case. The optimal hull weapon depends on how you want to play it. A HF is more psychological than practical, since it discourages the enemy from getting too close, while the HB can do a bit of damage before getting in the enemy's face (getting that far is iffy anyway). I find myself taking hull HBs most of the time, but objectively I think their viability is about equal, having the same cost and one being potentially more destructive but prone to being taken out before it fires, while the other one has reach but less power. As always, player preference



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Made in us
Powerful Ushbati





Manhatten, KS

I always run the heavy flamer except units that are dedicated range units. The heavy flamer helps deal with those pesky hordes that get to close or help you clear a unit off an objective.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

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Made in us
Battleship Captain





NYC

Nungunz wrote:Multilaser / Heavy Flamer

Go-to combination of weapons.


Not anymore.

Blaggard wrote:HHB now that you can fire it at full BS at 6". If stuff is in flaming range you're going to lose that chimera anyway.


Because of that ^

Dakka member since 2012/01/09 16:44:06

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Made in us
Longtime Dakkanaut





 TheCaptain wrote:

Not anymore.

Blaggard wrote:HHB now that you can fire it at full BS at 6". If stuff is in flaming range you're going to lose that chimera anyway.


Because of that ^



Annnnnnnd this is different how? At 6" you could fire both the Multilaser and the HHB, but one has to snap-fire.

The chimera has no special rule as far as I can read that ignores this.

With the HHF they can't snap fire at all, but even then. The duality of using the multilaser at range and then using the HHF up close when needed is still much more valuable than some BS1 Heavy Bolter that kills a whopping 1.67 marines (on average) a game...assuming you get to shoot every turn.

Sure I can fire the HHB at full BS, but why? Not many 4+ armor models out there and the 5+ ones or worse tend to stick to cover and usually get a 4+ or 5+ anyway....at which point the extra strength of the multilaser covers the difference statistically speaking.

Unless there's something I'm completely missing.

   
Made in us
Battleship Captain





NYC

You're ignoring the fact that at most ranges, you won't be getting any use out of the HHF, and at <8" range, you'll either get torched far before you get into said range, or you get one round of shooting, and the chimera is then toast, along with whatever is inside it.

So, i guess the Chimera with HHF is good if you want it to never use its hull weapon, but if you want to add a degree of effectiveness (small as it may be) the HHB is the answer.

Dakka member since 2012/01/09 16:44:06

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Powerful Ushbati





Manhatten, KS

 TheCaptain wrote:
You're ignoring the fact that at most ranges, you won't be getting any use out of the HHF, and at <8" range, you'll either get torched far before you get into said range, or you get one round of shooting, and the chimera is then toast, along with whatever is inside it.

So, i guess the Chimera with HHF is good if you want it to never use its hull weapon, but if you want to add a degree of effectiveness (small as it may be) the HHB is the answer.


That really comes down to how you build your list. If you building gun line IG and dont plan to leave your deployment zone then I can see an argument for the heavy bolter. However, if you plan on advancing for say a chance to claim or contest an objective the the heavy flamer is one of the most consistent and cheapest ways of clearing an objective of the enemy. Heavy flamers have saved me countless times. Especially against horde armies like orks, nids and of course guard.

TK - 2012 40K GT Record 18-5
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Made in gb
Junior Officer with Laspistol





Don't forget that the HHB helps mitigate poor luck when using the chimera just for search light duty. I have had my ML miss completely and throw a spanner in my plans.

Only a small point, but valid in my opinion.


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Made in us
Battleship Captain





NYC

 Tomb King wrote:
 TheCaptain wrote:
You're ignoring the fact that at most ranges, you won't be getting any use out of the HHF, and at <8" range, you'll either get torched far before you get into said range, or you get one round of shooting, and the chimera is then toast, along with whatever is inside it.

So, i guess the Chimera with HHF is good if you want it to never use its hull weapon, but if you want to add a degree of effectiveness (small as it may be) the HHB is the answer.


That really comes down to how you build your list. If you building gun line IG and dont plan to leave your deployment zone then I can see an argument for the heavy bolter. However, if you plan on advancing for say a chance to claim or contest an objective the the heavy flamer is one of the most consistent and cheapest ways of clearing an objective of the enemy. Heavy flamers have saved me countless times. Especially against horde armies like orks, nids and of course guard.


Have they saved you THIS edition, out of curiosity? Just seems that a weapon that encourages getting close isn't too promising, when getting close means a dead chimera usually.

Dakka member since 2012/01/09 16:44:06

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Made in us
Mutilatin' Mad Dok





Correct me if I'm wrong, but I believe searchlight works regardless of whether you hit with anything. You just have to fire at a unit to get the option of illuminating it.

As for the config, I prefer multi/flamer because while the flamer is fired fewer times than the bolter, it has a much larger effect when it is fired. I also think a stubber (depending on whether you've got the spare points) is not a bad choice given that the Chimera is primarily an antipersonnel vehicle.
   
Made in us
Douglas Bader






 TheCaptain wrote:
Just seems that a weapon that encourages getting close isn't too promising, when getting close means a dead chimera usually.


Sure, you'll only use it occasionally, but when you do use it you get an awesome return on that investment. I'd rather have a HF that I use 10% of the time than a HB that snap fires ineffectively every turn and never does anything useful.

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Made in us
Roarin' Runtherd





Still new to Guard.....but the best load out for a transport depends heavily on the unit its hauling, right?

I've seen Vets in Chimeras work really really well against tough units camped on objectives. HHF and Vet HF work well together.

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Manhunter






Little Rock AR

I'm seconding the Heavy Flamer for the reason already listed. It is rarely used, but the times that it is used, it does more then a Heavy Bolter would.

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Made in us
Homicidal Veteran Blood Angel Assault Marine




HIDING IN THE METAL BAWKSES!!

Hull HF on everything thats not a Russ variant or Hydra.
Even if you only get to use it once, it's way more effective than HB ever would be. Besides, things do get close to you inevitably time and again.

This message was edited 1 time. Last update was at 2012/10/25 08:48:50


 
   
Made in au
Sniveling Snotling




Australia

I run double flamers on my chimera with Harker, 3 plasmas and an Autocannon inside. It's fun watching people um and ar about getting shot up or getting burned

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Made in im
Nasty Nob on Warbike with Klaw





Liverpool

While it varies on situation and what's being transported I'm mainly going with Multilaser/Heavy Bolter.

Move 12" and can still fire both weapons (snaps), which can help in the early stages.

More often than not i'll be reversing my Chimera out of assault range, rather than charging into it.
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

In 5th edition there was only one choice really, and that was ML/HF it was the clear winner.


In 6th edition the HB over the HF has a few advantages.


1) You can fire it a full BS more often. If you are moving 6" so passengers can shoot, you get to fire both the HB and the ML at something.


2) S5 can glance AV 11 (the most common AV value in the game I have found). Glancing AV 11 is also really good, with the new Hull point rules. With 6 shots that can hurt light tanks, the chimera becomes a bit more effective countering Rhinos and Razorbacks.



Basically you have the choice between a low amount of consistent damage through the game with the Heavy Bolter

OR

You have a single large burst of Damage from he Heavy Flamer.



Depending on your list, (what other AV11-12 threats you have, how long before your chimeras are targeted), how you are playing that list (aggressive or defensive) it depends.

Personally I would say that both are viable options and there is no clear "BEST CHIMERA" the way there was in 5th edition.

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Made in us
Battleship Captain





NYC



People are still using Chimeras?

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
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The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
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Powerful Ushbati





Manhatten, KS

 TheCaptain wrote:


People are still using Chimeras?


Yes! They start on the board and my guardsman can safely shoot out of them.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
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Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Half my chimeras have flamers, the other half have HBs.
   
Made in us
Battleship Captain





NYC

 Tomb King wrote:

Yes! They start on the board and my guardsman can safely shoot out of them.


Heh...

"safely"

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
Legion's Winter Showdown 1850: 2nd Place
Snake Eyes 1000pt Mixed Doubles: 3rd Place

Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition

The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Manhunter






Little Rock AR

 TheCaptain wrote:


People are still using Chimeras?


Due to how easily a T3 5+ model dies they need some protection from a harsh world. The most cost effective is a Chimera, due to it being a dedicated transport, it is also cheap, and people for some reason think that the 6th Meta is going infantry, so they bring less AT. Now you could place your Guardsmen inside a Vendetta, however there are several disadvantages. One, the Vendetta is a gunship, its primary job is to hunt tanks, not ferry troops around. 2. They are over twice the cost of a Chimera. 3. When they explode your guys are practically gone. Also the Vendetta fills a Fast Attack slot, which means unless you squadron them, you will only have 3 at 2000>.

This message was edited 1 time. Last update was at 2012/10/25 17:49:17


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Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

 TheCaptain wrote:


People are still using Chimeras?



Nope, mine are dusty. An imperial inquisitor just landed and requisitioned them for his warbands.

He wanted the HHF removed for HB. Can't argue with the inquisition!

   
Made in fr
Lead-Footed Trukkboy Driver





Advice from an Ork player : take the Heavy Bolter !

Just kiddin'... Heavy Flamer all the way. Heavy Bolters suck, and have always sucked ever since 3rd edition came out. With a Heavy Flamer, Hordes will melt like snow under the sun. It's situational of course, but everytime something will try to get close you'll love it.

In 6th edition it hurts a bit less, because Chimeras get hit on 3+, but in 5th I've lost countless Orks after I failed to destroy a Chimera in CC and it fired its Heavy Flamer on my bunched-up Orks... :/

This message was edited 1 time. Last update was at 2012/10/25 18:02:29


Deffskullz desert scavengers
Thousand Sons 
   
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Rough Rider with Boomstick






They hit on +3 now? When did they get BS4?
   
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Powerful Ushbati





Manhatten, KS

 Blaggard wrote:
They hit on +3 now? When did they get BS4?



He is talking about in combat vehicles now get hit on a 3+ if they moved and he was refering to the heavy flamer which doesnt use a ballistic skill.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in gb
Rough Rider with Boomstick






Ah right, totally misread what he wrote.
   
 
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