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Portland

Hi, couldn't find that much conclusive, what gear is generally optimal for a chimera (and how does this vary by squad)?

As a secondary question, I'm planning on magnetizing the weapons, so I'm wondering for the turret (since they're partially made of the same pieces) is the flamer or multilaster is a better choice?

I was mostly thinking multilaser/heavy flamer (multilaser since S6 seems worth more than AP4, HF as some close support), assume upgrades aren't worth it?

Thanks!


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Portland

oops...

well, thanks for hte pretty recent link.

I guess there's no obvious choice?


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NYC

 spiralingcadaver wrote:
oops...

well, thanks for hte pretty recent link.

I guess there's no obvious choice?


Depends on what you want to do with it.

If its just sitting still behind a defense line; Heavy Bolter is the obvious choice.

If it is on a wall of chimeras outflanking; Heavy Flamer.

For 90% of the other uses, its kindof a toss-up.

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As a rule, the multi-laser for the turret is optimal. In extremely rare cases you may find use for a flamer turret, but the multi-laser is basically always better than the heavy bolter.

For the hull weapon, like TheCaptain said, it depends on if it's going anywhere. I use one for my Company Command Squad with a heavy bolter, and they sit way back to deny Slay the Warlord. I use heavy flamers for Veterans in Chimeras so they can roll forward and throw plasma or melta through the firepoints.

   
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 plus1jeremy wrote:
As a rule, the multi-laser for the turret is optimal.


Unless you can use FW autocannons.

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ML/HF all day. Never fails.

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I agree m/l and flamer for those close encounters!
After i deployed what I want I just rush them to the closest thing and burn em

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NYC

 riverhawks32 wrote:
ML/HF all day. Never fails.


Except on a CCS Chimera. Sitting behind a blob.

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 Grey Templar wrote:
 plus1jeremy wrote:
As a rule, the multi-laser for the turret is optimal.


Unless you can use FW autocannons.


Even then it's still arguably the best. The AC and ML are both about equal at destroying light vehicles (mostly through glancing to death), and the ML gets an extra shot against infantry targets. Unless you're facing a lot of 4+ save infantry the whole "FW autocannon is the best and overpowered" idea seems to come from an obsolete assumption that ACs are the best weapon and you win games by taking as many as you can.

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This thread got me thinking...how are you guys using your Chimeras with specific units inside of them?

I can see the ML/HF being awesome with a squad of Flamers or Meltaguns inside since your usually rushing the Chim 12" to get those Flamers in range and those Meltaguns into effective Melta range.

What about Plasmagun Vets or AC Infantry Squads in Chims? I find myself normally moving only 6" and firing everything so I don't have to snapfire. With guys inside that benefit more for moving up slowly wouldn't it be better to just put HBs on the Hull? You'll get about 2+ turns of shooting with it from range that the HF would not have reach on.

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 Peregrine wrote:
 Grey Templar wrote:
 plus1jeremy wrote:
As a rule, the multi-laser for the turret is optimal.


Unless you can use FW autocannons.


Even then it's still arguably the best. The AC and ML are both about equal at destroying light vehicles (mostly through glancing to death), and the ML gets an extra shot against infantry targets. Unless you're facing a lot of 4+ save infantry the whole "FW autocannon is the best and overpowered" idea seems to come from an obsolete assumption that ACs are the best weapon and you win games by taking as many as you can.


Yep, the FW autocannon only looks better then the sad small flat old turrets.

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Metairie, LA

I tend to use the hull heavy bolter on my command squad and keep them parked in the back. Everyone else usually uses flamers to guard the line or advance.

   
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 Insurgency Walker wrote:
Yep, the FW autocannon only looks better then the sad small flat old turrets.


Well, there is that. IMO use the FW autocannon turret and count it as a multilaser.

syypher wrote:
With guys inside that benefit more for moving up slowly wouldn't it be better to just put HBs on the Hull? You'll get about 2+ turns of shooting with it from range that the HF would not have reach on.


Except if you move the Chimera at all you can only fire a single weapon at full BS. I'd rather have a flamer that does nothing for several turns and then maybe does something awesome than a snap fire HB that consistently does almost nothing.

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 Peregrine wrote:
Except if you move the Chimera at all you can only fire a single weapon at full BS. I'd rather have a flamer that does nothing for several turns and then maybe does something awesome than a snap fire HB that consistently does almost nothing.
My Hull Heavy Bolters have been invaluable at letting me put a few more wounds on squads each turn, or knocking out Hull Points on light vehicles (including flyers, when I get lucky). People seem to imagine that your Chimeras will be moving every turn, but that's not the case. Eventually, you reach your destination, you seize the part of the table that you want, and then there's no compelling reason to keep zipping around. At that point, the Multi-Laser/Hull Heavy Bolter Chimera becomes a pretty decent fire base.

My Heavy Flamers have only scored kills in one game in which I've run them (on a particularly unlucky squad of Scourges that managed to get between both of my Heavy Flamer equipped Chimeras ), but otherwise, they've never put a wound on anything. Now, I will say that part of the reason for that is that people tend to run their units away from Heavy Flamer armed Chimeras. They don't get me kills, but they can work to bully people out of an area that are afraid of having their GEQ infantry friend wholesale.

At the end of the day, I don't believe that there's a clear choice between the two, both are good in their own right, and in the end it comes down to the intended role of the unit being carried in the Chimera, and your own personal tastes.

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