Switch Theme:

AM Chimera, what load and regiment do you use?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Guarded Grey Knight Terminator






So I am putting an armor company together, and will have Leman Russes, hell hounds, vulture etc... But also looking to take 3 Chimera full of command squads, special weapon teams, and psykers to escort said tanks. Curious best combinations to go with on these guys.

Was thinking all 3 with 2x heavy bolter and storm bolter using either tallern or steel legion. Both seem to benefit mechanized infantry.

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Regular Dakkanaut





Tallarns works well w counter shooting units.

Chimera loaded w 2 Special Weapon Squads w demo charges.
Jump out 3", move 6", advance d6", and shoot 6" away.
Does 6d6 str 8, ap -3, D3, plus 12 lasgun shots.

Load it w Command Squad, SWS, Company Commander so you can order those 2 units.
Or load w 2 Command Squads or 3 lol.

The threat range is huge w the Tallarn doctrine.


If you are facin Chaos, don't forget to use the 'Vengeance for Cadia' stratagem.

This message was edited 1 time. Last update was at 2017/11/06 18:34:56


 
   
Made in at
Tail-spinning Tomb Blade Pilot





Yeah, I think Tallarn is best. Moving and shooting without penalty alone is pretty great, the rest is just icing on top. Valhalla might be interesting as well, if youre trying to be tougher. SL... not really. I just dont see enough AP 1 for it to matter. That, and the order mostly makes the chimeras act as bunkers, when you should be using them to get places - which Tallarn most certainly does. Its a shame, but Ive been running my SL as Tallarn since the codex hit, and its been working out pretty decently. And I hardly even use the infantry trait at that...
   
Made in us
Guarded Grey Knight Terminator






joshuafalcon wrote:
Tallarns works well w counter shooting units.

Chimera loaded w 2 Special Weapon Squads w demo charges.
Jump out 3", move 6", advance d6", and shoot 6" away.
Does 6d6 str 8, ap -3, D3, plus 12 lasgun shots.

Load it w Command Squad, SWS, Company Commander so you can order those 2 units.
Or load w 2 Command Squads or 3 lol.

The threat range is huge w the Tallarn doctrine.


If you are facin Chaos, don't forget to use the 'Vengeance for Cadia' stratagem.


I don't think they can take demo charges any more can they? Can take items on the special weapon list and demo charges aren't on there. Am I missing something?

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in gb
Longtime Dakkanaut



Glasgow

Nope no demo charges anymore
   
Made in ch
Legendary Dogfighter





RNAS Rockall

And even when they can (playing someone who careth not about index updates), demo charges are grenades and thus only one grenade per turn for you .

Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in us
Guarded Grey Knight Terminator






There's a strategem for that

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Drop Trooper with Demo Charge





Kalamazoo Michigan

How about 10 crusaders with a ministorum priest and a astropath in a Chimera or Valk.

Give astropath Psychic Barrier, thats would give 2+ invuln save on the crusaders, with power swords at 3 attacks each...

For a total of 200 points (not including the transport)

This message was edited 2 times. Last update was at 2017/11/07 15:16:44


Life before death, Strength before weakness, Journey before destination. 
   
Made in fr
Long-Range Land Speeder Pilot





Clermont De L'Oise

Chimeras are for moving my troops around so I do like the Tallarn rules to keep me shooting at a half decent reliability. If you have the points to spare, track guards keep you rolling to the end

2811
650
750 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

I'm thinking about 3 Bullgryns with Power Mauls, a Priest for the extra Attack, an Inquisitor with Power Maul for Terrify, and an Astropath for Psychic Barrier. Expensive, but fun to model and play for a Turn 2 charge that can't be ignored.

   
Made in us
Esteemed Veteran Space Marine



Ottawa

 vim_the_good wrote:
Chimeras are for moving my troops around so I do like the Tallarn rules to keep me shooting at a half decent reliability. If you have the points to spare, track guards keep you rolling to the end


I love the idea of dropping a bunch of knights with giant swords and a dude in tattered robes from a VTOL craft.
   
Made in de
Enginseer with a Wrench






The s3 ist just a huge turn off imo
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

It depends on what you are transporting. I like Steel Legion not because of the vehicle bonuses but because of the rapid fire bonus. 18" lets you deploy just outside of the average units ability to charge so it gives you some space to get away and use your chimera as cover (or hop back inside the next turn with orders). I know people says its the weakest of all the tactics but having played a few rounds (I own over 100 of them, they can't be played any other way!) they really mesh well with transports and the AP -1 also counters a lot of the HB spam you will see against guard lists. The Rapid fire 18" also really works well with veterans with plasma weapons, so taking 3 vet squads in 2 chimeras and 1 taurox with 2 commanders can really do some heavy lifting in the damage department, especially with the reroll 1s stratagem combined with FRFSRF

This message was edited 1 time. Last update was at 2017/11/07 16:38:17


17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Drop Trooper with Demo Charge





Kalamazoo Michigan

 lash92 wrote:
The s3 ist just a huge turn off imo


True but with the new AM FAQ, valkyries grav chute chance to lose models is 20 inches or more. So I'd rather take a squad of crusaders over bullgryns, because losing a bullgryn or two would really hurt. You can hover and move 19 inches but the valkyrie is likely flying into lots of rapid fire so it probably would get pounded the next turn.

Id rather have bullgryns than crusaders in a chimera.

Crusaders would be great against eldar and genestealer cult or other guard.

Steel Legion vehicles are superb against necron warriors.

One thing I'm not sure on, can you only fire overwatch on the first charge made against you? If so Send in the astropath first after giving +1 to invluln then charge the crusaders in, that'd be a good way to deal with 30 conscripts or other blobs of T3.

This message was edited 1 time. Last update was at 2017/11/07 17:11:46


Life before death, Strength before weakness, Journey before destination. 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

 easypeasylemonsquezy wrote:


One thing I'm not sure on, can you only fire overwatch on the first charge made against you? If so Send in the astropath first after giving +1 to invluln then charge the crusaders in, that'd be a good way to deal with 30 conscripts or other blobs of T3.


Only if the charge fails. The moment a charge succeeds, you've got models within 1" and can no longer overwatch. If chargers keep failing charge distances (from foolishly taking casualties off the front of the unit, or just getting vaporized) you could potentially get multiple overwatch shots.

   
Made in us
Esteemed Veteran Space Marine



Ottawa

 easypeasylemonsquezy wrote:
 lash92 wrote:
The s3 ist just a huge turn off imo


True but with the new AM FAQ, valkyries grav chute chance to lose models is 20 inches or more. So I'd rather take a squad of crusaders over bullgryns, because losing a bullgryn or two would really hurt. You can hover and move 19 inches but the valkyrie is likely flying into lots of rapid fire so it probably would get pounded the next turn.

Id rather have bullgryns than crusaders in a chimera.

Crusaders would be great against eldar and genestealer cult or other guard.

Steel Legion vehicles are superb against necron warriors.

One thing I'm not sure on, can you only fire overwatch on the first charge made against you? If so Send in the astropath first after giving +1 to invluln then charge the crusaders in, that'd be a good way to deal with 30 conscripts or other blobs of T3.


Send the Valk into combat with something to protect it next turn lol
   
Made in us
Heroic Senior Officer





Western Kentucky

U02dah4 wrote:Nope no demo charges anymore

Well you can use the index options, GW has stated that's the whole point, and if you ask on their facebook they'll tell you to just use the index entry and keep on using your models. It's incredibly annoying and if they were gonna do that I don't know why they didn't just keep it in the codex, but they're still perfectly legal according to GW. This grandfathers in Rough Riders, Shotguns on officers, Power Axes and Mauls, etc.

It's really dumb it's like this but hey, GW.

malamis wrote:And even when they can (playing someone who careth not about index updates), demo charges are grenades and thus only one grenade per turn for you .

Which is why you use that grenadier strategem that lets the unit chuck all their grenades in one go. Granted you can only do it once per turn but that's plenty for most targets.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
 
Forum Index » 40K General Discussion
Go to: