Friday, June 5, 2009

The Chimera

So, let's talk about Chimeras.

You know how having flexibility in your units is key to decided whether to bring a unit? I call it duality. Being able to take on tanks and infantry is key to this concept.

As I expect them to be a common sight in IG armies, let's talk about Chimeras.

You can run them two ways, built never to move...heavy bolter, multilaser, and heavy stubber.
65 points, and if you are lucky...you might stun a Rhino, or kill a marine occasionally. Still, it is 9 anti-infantry shots. Pretty much only useful against a horde army though. If people are still playing them in your area, play a template spamming army and they'll stop. lol

Remember that the Chimera has it's own hidden cost, you have to buy whatever is going to ride inside of it. lol

Now everyone knows Guard lasguns aren't the most killy thing in the world, right? But that's what you get to stick inside said Chimeras, for the most part anyway.

You can concentrate heavy fire from several Chimeras and say Infantry platoon squads into just one tactical squad, and only take out a couple marines. Even when ordered, there's not a whole lot of extra killy being delivered. 10 extra lasgun shots is *maybe* one marine dead? lol

So you really want to be able to focus firepower and use the split V formation. Let's talk about what that is to get everyone started.

You know, two tanks angled at each other with infantry between them able to shoot out the tip of the V, but less than an inch between the two tanks so assault units can't get through to the infantry, yes?

Now let's talk about the realities of shooting a Chimera.

It has a turret with a weapon (and with a heavy stubber, a pintle mounted weapon); and a hull mounted heavy bolter.

What happens when someone is doing a refused flank, or just running something up the flank?

You pivot to bring that heavy bolter to fire, you will find yourself exposing your side armor and that usually means penetrating hits.

As you will often be stacking Chimeras on top of each other, which in itself makes it hard to pivot given the length and width of the vehicle...well, that means you'll need some space between each Chimera, or you'll need to move them.

Given that moving them means you can *only* fire the multilaser and the heavy stubber, doesn't that mean against many armies coming at you in ways other than 'run into the guns!' you'll find yourself only firing 6 shots from several Chimeras.

Worse yet, if you insist on just using them as anti-infantry pillboxes, you'll have a bad day should anyone get through your barrage of BS3 shots. Not moving = autohit in CC.

Now everyone knows most Guard players sit their Chimeras on their board edge, but if you do so...and need to pivot, you need to MOVE up a bit. Sorry, pivoting off table isn't allowed.

You also have a small issue with getting the guys inside the Chimera out of it should you do this.

Last issue is reserve deployment, I'm not sure how long the Chimera is...anyone know from tip of tread to back of hull? If it's over 6", gonna have problems deploying.

Let's not forget Chimeras will usually have someone inside who wants to fire, but of course if you move over 6" you can't fire and if you move at all, you can't fire heavy weapons. Normally if you get out, you are dead--if you didn't know that, well, now you do.

Now to the realities of 5th edition--you need to be able to deploy (or fire from a Chimera) anti-tank firepower up close. This means meltaguns. While the 'cheaper' way to spam Chimeras is in Infantry Platoons, you get BS3 meltaguns. While that can be covered on a Platoon Command Squad by just buying enough to guarantee a hit (statistically speaking), that's extra points spent for a not-so-optimal solution. When you need to stop a rampaging MC, Land Raider, or Dreadnought...one BS3 meltagun isn't really your 'go to' guy. lol

Just covering all the basics, so you understand why the way I think they should be run.

So let's sum it up, things you want from your Chimeras:

To get clear lanes of fire, don't get autohit in CC, and are able to deliver your point blank anti-tank killers.

You also want to have duality in your Chimera, meaning it can take on light vehicles and kill infantry.

Remember, I don't think much of a Chimera gunning down infantry. Sure, 8 Chimeras will pound a squad. When is having 8 of your units firing at 1 of his, a good thing? lol

Right, so let's talk about points.

The Chimera is, of course, undercosted. You can argue that point all day, just do yourself a favor and don't bother. Now other things you shouldn't bother with, are upgrades. If it isn't free, you shouldn't buy it. Keep the points cost at 55, and be happy you get what you get.

To meet all of the requirements I've set forward, you'll want a Multi-Laser and Heavy Flamer.

The Multi-Laser is for when you are moving up, to try and take down enemy transports.

It's not likely, but if you move forward 6" on turn 1...you do suddenly have a 20.99" short range meltagun capability on your next turn, from 18" in. Isn't that good enough? Marine players have learned how to live within that range. For the record, that's a 12" vehicle move, 2.99" deployment, 6" short range meltagun fire.

You also have a heavy flamer, which has a considerably shorter range of course; but unlike everything else you have in your arsenal...a heavy flamer will: negate cover saves, fry most non-space marine troops on a 2+ (and they are just dead), and of course it autohits. Even marines (especially in piled-out-of-my-rhino formation) hate it.

So you can rely on getting lucky with your extra heavy bolter shots, and never get into midfield to actually play the game...or you can forgo the old way of the chimera, and go with the new way.

Gonna move anyway, might as well make your vehicles MORE dangerous not less so. Yes, I know full well how strong a Chimera line can be. Then you face an army that isn't scared of your Chimera line because you only have heavy bolters, and since they are coming to CC you anyway...you are just playing into their hands.

I know people are terrified of heavy flamers. Bringing them along on all of your basic transports, will make people want to stay away from your army.

Which in the end, is what you want. Forcing people back from midfield with 5 Veteran squads mounted in Chimeras is a pretty cheap 930 points. 15 meltaguns, 5 multilasers, 5 heavy flamers...yeah, put in another 500-1000 points of stuff, and hopefully you can see how those Chimera heavy flamers really power up your army. Instead of annoying transports, you have given your opponent something to fear--getting out of his transports might have him eat a heavy flamer shot. Nobody wants to do that, you know.

Anyway, that's how I'd outfit my Chimeras and how I'd run them. You can put whatever you want inside of them, but I expect the Veterans to be standard at a minimum of 4 per army. I could be wrong though. I hope I am! I'd like to see less meltas and more BS3 lasguns. ;)

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