@@joshy7759if you’ve got HWTs autocannon left over in the bits box, cut the body off it and stick it on the chimera mantlet. If you’ve built a baneblade and haven’t used the front H/Bolter turret, use that to mount the autocannons. It fits the chimera body pretty good.
@@mohawkmodels2665 I actually chopped the autocannon barrel and stuck a magnet on it so I could still swap between all the versions. Might make a plasma cannon one to match with my quad plasma Russ and plasma cannon HWS (which is so much better with new hazardous)
@@joshy7759 ooooft, imagine Chimeras with plasma. Does make me wonder what releases and retools the guard will get with the codex. Pretty sure a new range of catachan will be there, possibly more DKoK in plastic, maybe some FW goodness gets converted to plastic too. One can only speculate!
I mean for a 135 points you get quite a usefull tool with the ogryns. With heavy flamers we are talking about 14-24 s5 fp1 shots, it will do a lot, probably not exactly but if it draws antitank fire better the chimera than out tanks Not something to heavily invest into but a utility unit
"Everybody's favorite metal box... the chi" A dozen bulgryns step out of a stormlord bumbling about tight spaces, and how the heavies are the emperors "propah transports", and that the chimera is for ratlings. Their vocabulary seems unusually broad, like a bone'eads head, as if they're very passionate about the subject
One thing that occurs to me is kitting out your chimeras with an embarked mortar as the third HWT, or even all 3 HWT options to keep your light artillery mobile. An option to keep the chimera engaging even when it's taking cover. Sort of a Griffon's ghost with double lascannons, autocannons or bolters and more bolters. For 6 Chimeras, you can field 3 fairly sturdy tank hunters, along with a few lighter units using infantry squads. Alternatively, could you perhaps double up a platoon command squad to get a sort of Command tank hunter? You keep the double heavy weapons from the HWT chimera while having the benefit of forward command if you suddenly need your infantry outside. And of course if you still want the double HWTs, we might finally have a use for munitorum servitors. Stick a techpriest on them, and you've effectively got a worse HWT. But it doesn't matter too much, because you can use heavy bolters or plasma cannons, both hitting on the same as the HWTs, so long as you have the techpriest with them. And the techpriests further buff your chimeras. But that's probably taking it a bit far for this concept.
I played a game last week with an ogryn fake taxi and I was pleasantly surprised! Just like you said, I really didnt feel like I lost anything when my chimera went down. Really solid IMO.
The Return of the Firing Deck reminds me of 5th Edition Chimera Gun Line, in 5th Edition playing 10 CHimeras with Autocannon/Lascannon/Rocket Launcher Heavy Weapons. Have to try this out again but with a mix of Chimeras and Taurox
All of my chimeras have the multilaser turret (it wasn't so bad in 9th and the rule of cool of course) and a random hull weapon. This never stopped me tho in playing them with the loadout I wanted in my casual games, just be clear to your opponent and play all of them exactly identical so noone feels tricked. Never been to a serious tournament tho where wysiwyg roule might be more strict
For those that don't mind playing with legends units you can put a Death Korps Grenadier Squad in the Chimera for a total of 3 heavy flamers and 2 flamers.
@@gilesparkes2922is there an faq or something for this, bc the person I played against said I can’t and I want like proof of it to tell him it actually does
I really hope at some point the multi laser gets a buff of some kind Currently it's just the weakest option for whatever it is on. The easiest way for me would be to give it 2 firing modes a bad anti infantry turret like we have now and a weak anti light armor version, trading number of shots for better attack characteristics. Either that or give the multi laser a few extra shots say 6.
When you're putting a heavy weapons team in the Chimera, why not take 2 lascannons and a heavy bolter? They can only fire two weapons out of the hatch, and this way you have an option against both vehicles and infantry. it would only make a difference when your Chimera is shot to pieces and you're forced to disembark, but your 3 lascannons will most likely not survive much longer after that anyway.
I run Lascannon Infantry Squads in my Steel Legion Chimeras and have had great luck threatening enemy armor, they hit on 5s but that's still enough to discourage
I ran 2 double bloter and infantry with autocannon and a grenade launcher chimeras the other day. Always go for the lascannon hitting on 5+ then wounding on 5+ isn’t worth the general purpose I don’t think
Who here glued all their Multilasers 4+ editions ago? So many things I could complain about here. Multilaser is certainly a casualty of multiple editions. Its S6 over the HB's S5 isn't much of a stength (ironically.) It lost the AP it gained with last edition's codex (but the HB was spared and remained AP-1, while also gaining sustained hits) AND to top it off, the cost of the Chimera is fixed. All turret otions cost the same, so your basic ML chimera doesn't even have an argument for being economical anymore. It needs an added rule to make it unique and viable, like how flmers have auto hits, HBs have sustained hits. Meltas have... melta. Etc. Even if it's just rapid fire to raise the shot count, that at least gives it a maximum possible damage output that matches the other two turrets (around six for the HF, HB is even higher with sustained hits.) Anyway, these are the bits of changes GW can bring to a codex without making it broken power creep. Buffing the ML to be on par with its other options won't make guard suddenly OP. It just gives players a reason to do more than monolisting.
two points to rethink..... ogryns take up 3 spaces so you can only take 4 ogryns in the chimera, plus the firing deck only allows 2 models to fire from it therefore you can't even shoot one from the fighting deck, and then my favorite fall back too, what about the autocannon turret, I know GW hates this concept but it's been around since Imperial Armour volume1 back from at least second edition days. It needs recognition and to be allowed to be used, its time has come, so why not ?
Agreed. I bought many before they went out of production, and have sourced recasts for more units. Have your checked out the Hazardous Environment kit from Models and Minis? It's perfect for giving a real DKoK feel to your Chimera.
Since the Platoon command can take a heavy flamer on an infantry model (instead of a heavy weapon team), I'd much rather just take that and put a heavy weapon team for the second firing deck (perhaps a lascannon or the like). Using a flamer instead seems like such a waste.
It does annoy me how consistently rubbish the multilaser is, especially as my Chimeras are old enough that heavy bolter/heavy flamer turrets weren't a option. In fact, making a weapon option just clearly the inferior option (looking at heavy stubbers vs. storm bolters) is just poor design. Looks like I'm going to have to 3D print me some new turrets...
yeah the multilaser needs at least the same damage potential as the bolter. so 6 shots, or damage 2, or rapidfire 3, or, or, or... i take it anyways, a proper chimera needs a multilaser and transports are built for style.
The big problem with the multi laser is the heavy bolter exists and is good enough against everything that it would take a lot for me to choose a multi laser over it.
yeah but at least give it something Since the heavy bolter is going to have more damage and ap make the multilaser just rock pure number of shot, in most situations is worst yeah maybe but at least give it something @@markstewardson4006
It’s too bad the Multilaser is so pointless. It and the Grenade Launcher used to be the only weapons unique to the Guard. Now Grenade Launchers are finally quite good so people are taking them but now the Multilaser has become not so good.
What about a double Bolter Chimera with munitorum servitors? They’d hit on 4+ and that would net you 4 Heavy Bolters or 2 Heavy Bolters and 2 Plasma Cannons. Either seem good.
AGAIN ! you made it again. A heavy weapon Team counts as 2 models. Not only for the purpose of transported units but also for the models on the Firing Deck. Index Cards Errata version 1.2 page 3 . So it is NOT possible to stick a Heavy weapons team on the Firing Deck and add a Special weapon on top or even a second HWT. please anybody point this out to MG
Would a heavy weapons team be a reasonable unit for the transport? I'm playing a 1500pt game vs Knights next week and I'm running an armored company (almost all tanks). Would it be worth it sticking the 3 heavy weapons teams in there? Or just stick with the infantry squad for OC?
im in the process of building an army myself and ive not even played any games under the new rules or in a couple decades to be honest and i have been critical of them in many cases but there are a lot of armies that have a lot of infantry which would struggle against the armor and then still have to deal with a squad inside and they are fast so can jump on objectives etc.
I think using bullet points for these kinds of videos would help. I am interested in the content but I don't have time to always watch a 20 minute video with audio.
Considering the storm bolter is an objective downgrade to the heavy stubber and they're both free, it makes you wonder why GW didn't just make a single generic "pintle weapon" weapon that's always equipped.
For the same reason they kept all other, objectively worse weapon options (laspistol, multilaser, missile launcher, bolt pistol, goad lance, hull mounted Russ heavy bolter, etc) in without any incentives to take them. When they were point upgrades, it made sense. You take the overall worse weapon to trim your points or because you want quality over quantity or the unit's ability is what matter whatever. This way, these options might as well not exist.
Question: With the firing deck rules as written, aren't the heavy weapons fielded by the Infantry hitting on 5s instead of 4s since the unit is technically not standing still?
Still have no idea what they were on when they did the stats on the bolter vs stubber. There is nothing to warrant taking the bolter. Storm bolter is just a straight downgrade. The mutli is still trash but at least it's got one more shot and one more str to have something "different" at least. Also, RIP autocannon loadout.
Missile Launcher, grenade Launcher infantry squad in a double heavy bolder Chimera has been my go to since 5th. hasn't let me down yet.
RIP storm chimera. Your autocannon made it all worthwhile.
Heck with that! If I can still kitbash it, I'm still gonna play it!
@@joshy7759if you’ve got HWTs autocannon left over in the bits box, cut the body off it and stick it on the chimera mantlet.
If you’ve built a baneblade and haven’t used the front H/Bolter turret, use that to mount the autocannons. It fits the chimera body pretty good.
@@mohawkmodels2665 I actually chopped the autocannon barrel and stuck a magnet on it so I could still swap between all the versions.
Might make a plasma cannon one to match with my quad plasma Russ and plasma cannon HWS (which is so much better with new hazardous)
i hope for more weapon options in a new chimera kit
@@joshy7759 ooooft, imagine Chimeras with plasma. Does make me wonder what releases and retools the guard will get with the codex. Pretty sure a new range of catachan will be there, possibly more DKoK in plastic, maybe some FW goodness gets converted to plastic too. One can only speculate!
I like the silly idea of making chimera into ATGM carrier and just pushing 2 heavy weapons team armed with rocket launchers
Remember: don’t take a “free hunter killer missile”. Take “the hunter killer missile i already paid probably 10 points for”
I mean for a 135 points you get quite a usefull tool with the ogryns.
With heavy flamers we are talking about 14-24 s5 fp1 shots, it will do a lot, probably not exactly but if it draws antitank fire better the chimera than out tanks
Not something to heavily invest into but a utility unit
"Everybody's favorite metal box... the chi"
A dozen bulgryns step out of a stormlord bumbling about tight spaces, and how the heavies are the emperors "propah transports", and that the chimera is for ratlings. Their vocabulary seems unusually broad, like a bone'eads head, as if they're very passionate about the subject
Also, if you take Catachans their scout move applies to the transport as well which puts you closer to objectives and screens out deep strikes.
One thing that occurs to me is kitting out your chimeras with an embarked mortar as the third HWT, or even all 3 HWT options to keep your light artillery mobile. An option to keep the chimera engaging even when it's taking cover. Sort of a Griffon's ghost with double lascannons, autocannons or bolters and more bolters. For 6 Chimeras, you can field 3 fairly sturdy tank hunters, along with a few lighter units using infantry squads.
Alternatively, could you perhaps double up a platoon command squad to get a sort of Command tank hunter? You keep the double heavy weapons from the HWT chimera while having the benefit of forward command if you suddenly need your infantry outside. And of course if you still want the double HWTs, we might finally have a use for munitorum servitors. Stick a techpriest on them, and you've effectively got a worse HWT. But it doesn't matter too much, because you can use heavy bolters or plasma cannons, both hitting on the same as the HWTs, so long as you have the techpriest with them. And the techpriests further buff your chimeras. But that's probably taking it a bit far for this concept.
He forgot to mention that a catachan squad gives it scout aswell!
This is true!
I played a game last week with an ogryn fake taxi and I was pleasantly surprised! Just like you said, I really didnt feel like I lost anything when my chimera went down. Really solid IMO.
One thing I'm surprised you didn't mention about the Disco Inferno: the Catachans give the Chimera , which helps a lot to get those framers in range.
I call my double-flamer Chimera a "Heck-hound"
This is also what my platoon (the "hellhounds" pfft) referred to ourselves as in BCT.. I take that back, it was "heck-puppies",. That's it
Putting catachan in it also turns it into a scout 6 vehicle
From a Sisters of Battle player, yes, heavy bolters can do a lot of really good work.
The Return of the Firing Deck reminds me of 5th Edition Chimera Gun Line, in 5th Edition playing 10 CHimeras with Autocannon/Lascannon/Rocket Launcher Heavy Weapons. Have to try this out again but with a mix of Chimeras and Taurox
All of my chimeras have the multilaser turret (it wasn't so bad in 9th and the rule of cool of course) and a random hull weapon. This never stopped me tho in playing them with the loadout I wanted in my casual games, just be clear to your opponent and play all of them exactly identical so noone feels tricked. Never been to a serious tournament tho where wysiwyg roule might be more strict
Flamers all round! Forwards and purge the xenos with flame and fury!
Haven’t watched yet but the only right answer is Flamer everything filled with catachans.
Want dual multimeltas? Try a enginseer and servitors. Can keep the chimera alive at the same time :)
A shooty unit gets two HB, an assault unit gets the flamers. They nearly always start in reserves
Cats in a Flamera also get u 6” scout move
i miss being able to give chimarias auto cannons
For those that don't mind playing with legends units you can put a Death Korps Grenadier Squad in the Chimera for a total of 3 heavy flamers and 2 flamers.
I remember than you can put two heavy bolters on the turret or a autocannon before this edition (all my chimeras have AC 🙁 )
Kinda off the chimera topic put does overlapping fields of fire and the exterminator autocannon passive stack
yes
@@gilesparkes2922is there an faq or something for this, bc the person I played against said I can’t and I want like proof of it to tell him it actually does
I really hope at some point the multi laser gets a buff of some kind Currently it's just the weakest option for whatever it is on. The easiest way for me would be to give it 2 firing modes a bad anti infantry turret like we have now and a weak anti light armor version, trading number of shots for better attack characteristics. Either that or give the multi laser a few extra shots say 6.
multilasers are essentially gatling lasers, so volume of fire with sustained or lethal hits would fit
I would give it Rapid fire 4
When you're putting a heavy weapons team in the Chimera, why not take 2 lascannons and a heavy bolter? They can only fire two weapons out of the hatch, and this way you have an option against both vehicles and infantry. it would only make a difference when your Chimera is shot to pieces and you're forced to disembark, but your 3 lascannons will most likely not survive much longer after that anyway.
my friend you are a genius
Alternatively take a mortar as the 3rd. Then you have an indirect fire option.
I run Lascannon Infantry Squads in my Steel Legion Chimeras and have had great luck threatening enemy armor, they hit on 5s but that's still enough to discourage
I ran 2 double bloter and infantry with autocannon and a grenade launcher chimeras the other day. Always go for the lascannon hitting on 5+ then wounding on 5+ isn’t worth the general purpose I don’t think
Who here glued all their Multilasers 4+ editions ago?
So many things I could complain about here. Multilaser is certainly a casualty of multiple editions. Its S6 over the HB's S5 isn't much of a stength (ironically.) It lost the AP it gained with last edition's codex (but the HB was spared and remained AP-1, while also gaining sustained hits) AND to top it off, the cost of the Chimera is fixed. All turret otions cost the same, so your basic ML chimera doesn't even have an argument for being economical anymore. It needs an added rule to make it unique and viable, like how flmers have auto hits, HBs have sustained hits. Meltas have... melta. Etc. Even if it's just rapid fire to raise the shot count, that at least gives it a maximum possible damage output that matches the other two turrets (around six for the HF, HB is even higher with sustained hits.)
Anyway, these are the bits of changes GW can bring to a codex without making it broken power creep. Buffing the ML to be on par with its other options won't make guard suddenly OP. It just gives players a reason to do more than monolisting.
Burn baby burn!
I have 2 in which I’m going to be taking an inquisitorial henchman squad with a named inquisitor and a primaris psyker also
Mord! you should put chapters onto these videos so we can find the different combos to consider fast for reference
two points to rethink..... ogryns take up 3 spaces so you can only take 4 ogryns in the chimera, plus the firing deck only allows 2 models to fire from it therefore you can't even shoot one from the fighting deck, and then my favorite fall back too, what about the autocannon turret, I know GW hates this concept but it's been around since Imperial Armour volume1 back from at least second edition days. It needs recognition and to be allowed to be used, its time has come, so why not ?
I like to dump a kassakrins in chimeras too
6" scout
Blasting Grenade launchers on range
The get close and stuff enemy with Meltagun shots
I’m still taking my storm chimera. The fw turret is just too damn sexy not to use.
Agreed. I bought many before they went out of production, and have sourced recasts for more units.
Have your checked out the Hazardous Environment kit from Models and Minis? It's perfect for giving a real DKoK feel to your Chimera.
Since the Platoon command can take a heavy flamer on an infantry model (instead of a heavy weapon team), I'd much rather just take that and put a heavy weapon team for the second firing deck (perhaps a lascannon or the like). Using a flamer instead seems like such a waste.
Doesn't a heavy weapon team count as two models so means you couldn't fire their weapon as well as an assault weapon at the same time?
If going catachans in the chimera why not add in straken? Gets him into the fight and I bet people will forget about him
It does annoy me how consistently rubbish the multilaser is, especially as my Chimeras are old enough that heavy bolter/heavy flamer turrets weren't a option. In fact, making a weapon option just clearly the inferior option (looking at heavy stubbers vs. storm bolters) is just poor design.
Looks like I'm going to have to 3D print me some new turrets...
i'm in the same boat and agree.
The weapon options were probably designed before the power level disguised as points was decided on
yeah the multilaser needs at least the same damage potential as the bolter. so 6 shots, or damage 2, or rapidfire 3, or, or, or...
i take it anyways, a proper chimera needs a multilaser and transports are built for style.
The big problem with the multi laser is the heavy bolter exists and is good enough against everything that it would take a lot for me to choose a multi laser over it.
yeah but at least give it something
Since the heavy bolter is going to have more damage and ap make the multilaser just rock pure number of shot, in most situations is worst yeah maybe but at least give it something @@markstewardson4006
What would you recommend at 500 points?
It’s too bad the Multilaser is so pointless. It and the Grenade Launcher used to be the only weapons unique to the Guard. Now Grenade Launchers are finally quite good so people are taking them but now the Multilaser has become not so good.
What about a double Bolter Chimera with munitorum servitors? They’d hit on 4+ and that would net you 4 Heavy Bolters or 2 Heavy Bolters and 2 Plasma Cannons. Either seem good.
But the servitors only have a bs. 6+
Firing deck transfers the base profile. No bonuses
AGAIN ! you made it again. A heavy weapon Team counts as 2 models. Not only for the purpose of transported units but also for the models on the Firing Deck. Index Cards Errata version 1.2 page 3 . So it is NOT possible to stick a Heavy weapons team on the Firing Deck and add a Special weapon on top or even a second HWT. please anybody point this out to MG
i want a lascannon in the lower turret so it can pretend to be a russ.
Would a heavy weapons team be a reasonable unit for the transport? I'm playing a 1500pt game vs Knights next week and I'm running an armored company (almost all tanks). Would it be worth it sticking the 3 heavy weapons teams in there? Or just stick with the infantry squad for OC?
Go for infantry squad with lascannon and grenade launcher, knights have hard time dealing with a lot of infantry
I'm busy building my guard models as we speak. I haven't bought any transports thus far, you reckon it'd be a good idea?
im in the process of building an army myself and ive not even played any games under the new rules or in a couple decades to be honest and i have been critical of them in many cases but there are a lot of armies that have a lot of infantry which would struggle against the armor and then still have to deal with a squad inside and they are fast so can jump on objectives etc.
I suppose you're right@@operator9858 I feel like they just cost a lot.
They basically nerfed multilasers to make old players buy new chimeras.
They already started that when they retired twin heavy bolters and the auto cannon
Would you say you're more of a WYSIWYG player? Because just because you have the lasgun on the chimera doesn't mean it actually has to be one right?
Can Platoon command squads be lone operatives?
They can run by themselves but they don't the Lone Operative Keyword so they can be blasted by any1 who draws LOS or within range of Indirect fire.
If the answer isn't ogryns inside, I'll be upset. 😁
I think using bullet points for these kinds of videos would help. I am interested in the content but I don't have time to always watch a 20 minute video with audio.
Can I refer you to Auspex Tactics and his Powerpoint-like presentations. You might find they suit your style.
I do watch auspex thank you
10 Castachans with 2 flamers and whole H flamer stubber hunter killer is sexy and scout
Sah, if you want a TANK Chimera, look no further than the STORM CHIMERA. Too bad it's in Legends. This loadout SHOULD be in normal play.
Autocannon is best. Ignore the tyranny of rules!
Multilaser should be at least Rapid Fire 4 to be somewhat viable. What a shame.
Considering the storm bolter is an objective downgrade to the heavy stubber and they're both free, it makes you wonder why GW didn't just make a single generic "pintle weapon" weapon that's always equipped.
For the same reason they kept all other, objectively worse weapon options (laspistol, multilaser, missile launcher, bolt pistol, goad lance, hull mounted Russ heavy bolter, etc) in without any incentives to take them. When they were point upgrades, it made sense. You take the overall worse weapon to trim your points or because you want quality over quantity or the unit's ability is what matter whatever. This way, these options might as well not exist.
Question:
With the firing deck rules as written, aren't the heavy weapons fielded by the Infantry hitting on 5s instead of 4s since the unit is technically not standing still?
Multilaser should be rapid fire 4
It’s not, Lasgun arrays are rapid fire 6 though. :)
Still have no idea what they were on when they did the stats on the bolter vs stubber. There is nothing to warrant taking the bolter. Storm bolter is just a straight downgrade.
The mutli is still trash but at least it's got one more shot and one more str to have something "different" at least.
Also, RIP autocannon loadout.
In defense of the multi laser, s6 makes it wound t3 infantry on 2s.
Who am I kidding, it still sucks :(
@mordianglory your videos need a headphone warning lol
I HATE the design of the Chimera Battle Cannon. Ugliest weapon I've seen.