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![[Post New]](/s/i/i.gif) 2014/02/02 00:47:47
Subject: Chimera woes, or: stop blowing up my things!
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Fighter Pilot
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Hi, all.
I was wondering if I can pick the brains of the collective 'Akka.
It's very possible it is because I only have one at the moment, but every time I field my Chimera it gets shredded to scrap within Turn 2. I can keep it stationary, or move it, even fling it around the board via Turbo Boost, but it becomes a bullet-magnet and dies in Turn 2 and the Infantry Squad inside have a pretty hard time of it.
So, is there actually a tactic to use here, doesn't matter where I put it, or what happens... people keep blowing up my stuff.
Or, do I just get more Chimeras so that the incoming fire is shared out?
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An Armour Save? No, never heard of it. Me? I play Imperial Guard. |
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![[Post New]](/s/i/i.gif) 2014/02/02 00:54:51
Subject: Chimera woes, or: stop blowing up my things!
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Death-Dealing Devastator
Salem Oregon
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I had the same issue with a single Rhino, and somewhat when I feild my solo Land raider. Once I started feilding either 2 rhino/razorbacks and or the landraider they seem to last just a bit longer. I still lose one in either first or second turn, but one of 2 or 3 isnt as hurtful. I think part of the issue is lack of vechile targets.
Also rememeber cover. Just because its a tank doesnt mean..oh wait, it is built like a tank, but it isnt built of a solid chunk of iron..or umm yeah. Cover will help you keep them alive a bit longer. Longer lived troop transports means longer lived troopies. Longer lived troopies means more bullets they get to sling...more bullets means less targets to shoot at the tank!
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Its a game, have fun. If you arent for some reason...find a new one. |
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![[Post New]](/s/i/i.gif) 2014/02/02 01:05:21
Subject: Re:Chimera woes, or: stop blowing up my things!
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Junior Officer with Laspistol
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It really depends on point values and what the rest of your army is.
At 1500 pts, you'd probably want to have 4 "Chimera-like" chassis on the board, so that 2 will live to see troops deployed. Even then, there's no guarantee, just good odds, in my experience.
They're more survivable if you're outflanking them with Captain Al, but even then, not amazingly so. They're quite weak against mobile shooty armies, like Eldar and Tau, that can get to your side AV and just pulp you with tons of mid-strength firepower.
If you send out two or three units together, when one Chimera blows up the ejected squad can sometimes hide behind the other two advancing Chimera. If they're equipped with ranged weapons, like Plamsa Vets with an Autocannon, you can have them hunker down in the nearest cover and press them into fire support instead of immediate objective grabbing.
I've taken to only deploying Melta weapons by deep strike, since I can't rely on Chimerae to deliver melta any more. My opponents just open the Melta-Chimerae which strands them outside of range.
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![[Post New]](/s/i/i.gif) 2014/02/02 01:22:33
Subject: Re:Chimera woes, or: stop blowing up my things!
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Long-Range Ultramarine Land Speeder Pilot
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I agree that you need more. I use three rhinos in pretty much all of my lists. One is subpar, two is okay, three is pretty solid. When you have one it's a big target. Let's just make sure your mobile scoring unit is unprotected.
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4000pts |
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![[Post New]](/s/i/i.gif) 2014/02/02 10:27:01
Subject: Chimera woes, or: stop blowing up my things!
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Fighter Pilot
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Fair points. More it is. More, and Basilisks. Many, many Basilisks.
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An Armour Save? No, never heard of it. Me? I play Imperial Guard. |
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![[Post New]](/s/i/i.gif) 2014/02/02 18:05:03
Subject: Re:Chimera woes, or: stop blowing up my things!
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Longtime Dakkanaut
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One Chimera isn't going to last very long...every long range AT weapon your opponent has is going to be aimed at it, assuming it's the only thing on the table worth shooting.
The whole "Chimera Rush" isn't what it used to be, but you *could* field 6 squads of Melta Vets in Chimeras for under 1,000 points. That's saturation! One? Meh...
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![[Post New]](/s/i/i.gif) 2014/02/04 01:32:55
Subject: Re:Chimera woes, or: stop blowing up my things!
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Guard Heavy Weapon Crewman
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i played a game against DE with 6 chimeras. They were all toast by turn 3. Fast units can easily get side or rear shots at AV 12. When a chimera blows up a good chunk of the squad usually dies. The biggest reason that I do not use them anymore is because of the 6h nerf that units in transports can't claim objectives.
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![[Post New]](/s/i/i.gif) 2014/02/04 01:38:31
Subject: Chimera woes, or: stop blowing up my things!
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Longtime Dakkanaut
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Honestly a single Chimera will remain a bullet-magnet until you give the enemy something else to shoot at, like a Leman Russ for example. If you want to run Chimera heavy you're going to be losing some, it's the way of 6th after all.
My recommendation is just to field more with some LRBT support. You're playing guard remember, so lives come pretty cheap and that includes our armor as well, be prepared for fast moving vehicles to try and flank you, deep strikers dropping in behind you, and fliers to hit and run a target at a time. The beautiful thing is, the amount of guns you get when you drop in more chimeras, multi-lasers and heavy bolters, more shots = less tenacious enemy chargers.
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This message was edited 1 time. Last update was at 2014/02/04 01:40:57
Shadowkeepers (4000 points)
3rd Company (3000 points) |
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![[Post New]](/s/i/i.gif) 2014/02/04 10:35:34
Subject: Chimera woes, or: stop blowing up my things!
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Fresh-Faced New User
mango hill.brisbane.queensland
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If your opponent thinks there are troops inside, it will always draw fire. Trying to kill two units, with one shot.
Attach it to a HQ, if you must use it. Then use it as additional fire power only. Add a hunter-killer and take out a tank or Dreadnought.
Or don't use it, and take more heavy weapons. Anyway.... play for the fun of it.
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![[Post New]](/s/i/i.gif) 2014/02/04 12:39:49
Subject: Chimera woes, or: stop blowing up my things!
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Pyromaniac Hellhound Pilot
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You need more chimeras or your one will keep getting destroyed over and over. I run five in a 1,750 list. One for the CCS, which, I hardly ever have in there (they man the quad gun and ADL) and four for veteran squads. The CCS chimera is used mainly as a screen for the other chimeras behind it. It gets destroyed, usually turn two, sometimes one, but, it helps the others survive.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2014/02/04 12:44:32
Subject: Chimera woes, or: stop blowing up my things!
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Grizzled Space Wolves Great Wolf
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Throw in a couple of Hellhound variants, a couple of Leman Russ variants and a couple more Chimeras and they'll stick around longer. As long as I've been in to 40k, armour has always been an all or nothing thing. Trying to go middle of the road means you have just enough armour for the enemy to blow up, either take none of it so the enemy has wasted points on anti-tank weapons they won't use, or go insane on it so the enemy's anti-tank is overwhelmed.
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![[Post New]](/s/i/i.gif) 2014/02/04 13:03:45
Subject: Chimera woes, or: stop blowing up my things!
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Frenzied Berserker Terminator
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Try fielding dark eldar ships...
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" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 |
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![[Post New]](/s/i/i.gif) 2014/02/04 21:54:41
Subject: Chimera woes, or: stop blowing up my things!
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Decrepit Dakkanaut
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Yeah. Chimeras are hardly the flimsiest vehicles in the game, and they're one of... three? transports that has AV12 or better on its front arc.
But yeah, just take more stuff. If you're really concerned, form that parking lot up behind an aegis and watch as 50% of the shots that damage simply disappear.
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