Thursday, September 30, 2010

Incubi and Archons

Today GW has treated us with more information on what went into the Incubi and Archon design.
Exactly what was used in the conceptial design of Incubi and Archons. These are by far one of my favorite units from 3rd edition, and I for one cannot wait to field them in an elite choice. The new models have a new exciting look. While I like what went into the making of the incubi model, They look a little bit too much Lord of the Rings for me. However, if we simply cut off that little hook at the end of the sword, and Im very happy with it again.

I had used Incubi for fun with my Dark Eldar in the past, and they made excellent shock trooops. They were abnormally resilient, especially when combined with Drazhar, a Master Incubi, and a Dracon.

The Archon looks menacing, but actually seeing the codex will be important for me, as we dont as of yet know what the weaponry is and what it can do. Model looks good. I will need to alter it though knowing me. A Soul Trap, and Huskblade are apparently the name the Archon's wargear he is displaying. Anyone know what they do?

Jes: Of course, a Dark Eldar army is not just about the core troops; there are several sub groups that lie outside the Kabals. The Incubi are one such group, enigmatic warrior-mercenaries with a mysterious origin. They needed to be sinister, menacing, evil. The blade-like trophy racks and horned helmets were meant to give a 'forked' silhouette, like devil-horns, that would contrast with the 'pointed' silhouette of the Kabalite Warriors. This daemonic aspect serves to intimidate opponents, as it has done for many real-world warrior cultures. The helmets also had disturbing connotations, given the myths that surrounded the founding of the first Incubi temples. At this point it was not certain what form the punisher (their fearsome weapon) would take; while fine for a guard, the halberd doesn't feel like the weapon of a warrior cult who live only to perfect the art of combat. The new Archon model needed to be compatible with the plastics, as that would give the maximum potential for conversion (short of making the whole thing plastic). Taking off the arms would allow any of the plastic arms to be used, and using the same neck fitting as the plastics would give access to a wide range of heads. A fitting for the trophy racks was also included. The model would be supplied with some bespoke metal arms and a couple of special heads that could be used on the model or to convert others.

The weapon of the warrior is the sword; the knight's broadsword, the samurai's katana, the duellist's rapier, but it needed to be none of these patterns. Renaissance two-handed swords were wielded in a complex way using both the hilt and a grip forward of the quillions called a ricasso. Using the idea of a multi-use two-handed sword, the design developed into a gracefully curved but brutal-looking blade with multiple grips, which we called a klaive. As close combat specialists, the Incubi have some of the heaviest armour in the range; using the Warrior armour as a starting point extra plates were added, most notably the tassets and rear armour. The shoulders were made heavier but the shoulder spikes were removed as the twin trophy racks would be the feature of this area.

The Archon model was started very early in the project, but once several of the other sets were sculpted he was revisited to bring him up to speed with the evolving design. Once the body was done, Phil delved into the codex and suggested some more exotic options for the weaponry that we hadn't covered with the plastics. We chose a soul-trap and a huskblade as they were really nasty.

We end the first week of Dark Eldar news. I'm very excited about this release, as you can tell by what I've been posting. I will get back to other subjects asap, with the next page in the Faeit 212 story, as well as other projects I've been working on.

Wednesday, September 29, 2010

Dark Eldar Raider Concepts and Pics

Here is the latest on some of the conceptial ideas laid down by GW, and Jes. Here is what he said about the Raider Conceptial Design.

Jes: The first of the vehicle range to be designed was the Raider. Other races have their signature tanks, Dreadnoughts or skimmers, but in this highly mobile army it is the humble (if such a notion exists for a Dark Eldar) troop transport that is the iconic vehicle. As the Raiders had supposedly been adapted from the pleasure craft of the Ancient Eldar, we wanted to exaggerate the 'flying boat' look, the elegant lines of Arab dhows and Greek triremes were influences, the pierced rails a nod to Elizabethan galleons and the pirates and privateers of that era. Again, we were looking for a distinctly dark take on the Eldar aesthetic, a style that could be used to tie all of the vehicles designs together.



What we ended up with was a phenominal model. My first impression complaints will be transporting the models, as well as how fragile are those bases? Otherwise I love the models and the idea of customizing them. I included a pic of the driver (pilot, captain) and his control devices for the ship. Way cool.



Tuesday, September 28, 2010

Dark Eldar Venom?

Venom (from experimental codex)
I saw some of the information coming out Gamesday, and saw a Venom listing under transport options. Exactly what it was I really had no idea. This is what I found. It came out of a Harlequin experimental codex by Gav Thorpe,done like 10 years ago. The info I posted mentioned it carries 6, which is similar to what Gav had down with it. Here is basically what it was.

Much of the webway cannot be traversed by large vehicles, and so the Harlequins make wide use of the venom. The Venom is a modified version of the Vyper war machine used by the craftworld eldar, incorporating an open transport deck instead of a gun cradle. Such is the skill of every Harlequin that the small numbers of warriors that can be transported by this vehicle is still enough to overcome enemy units many times their size.

The Venom was a 10/10/10 fast open topped skimmer that could carry 6 plus one character. Came with a variety of weapon upgrades, from fusion gun or shuriken cannon. It came with a shuriken catapult. Holo-fields were also an option. 45pts.

While we really don't know what the venom is, this is a great starting point at something we might be seeing. I don't believe any rumors completely til I have the thing in my hands. Not to mention I think it would be cool to have another option like this in the codex.

They look an awful like some conversion fliers I made back in the day with VDR rules (vehicle design rules). Here is a pic of mine, which you may have already seen if you follow this site. Yea it would need some work and customization, but I'm already excited about the possible modeling opportunities the new dark eldar might bring.

Dark Eldar Codex Compilation pt3 with Pics

Looks like a Ravager
I hate holding information. I've been sitting on these two for at least a day and some of the pics. Some of it is duplicate information, some of it is more refined info, like the Archon stat lines. This also gives me a chance to post pictures I've gathered.

Ive been doing some research as well into another unit in the dark eldar codex, that I will hopefully shed a little light on later today, or tommorrow. I wont hold out on what I've discovered for long


Nice to see Dark Eldar and Harlequins together
From Dark Eldar Kabal

Allows for Kabal, Wych Cult and Homunculus armies
All old units appear in this codex plus there are 3-5 new units

Weapons:
Splinter Rifle 24" SX, AP5, Rapid Fire, Poisoned.
Shard Carbine 18" SX, AP5, Assault 3, Poisoned.
Splinter Cannon 36" SX, AP5, Assault 4, or Heavy 6 Poisoned.
Splinter Pods - an underslung weapon for the Hellions similar to the carbine
- Some FOC slots are subject to change -
-Blasters are now 18"

HQ
Archon
WS/BS: 7 S/T/W: 3 I: 7 A: 3or4? Ld: 9 or 10? Save: 5+
Can take a wargear item the effect of which is that if he kills an enemy MC or SC in close combat he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10.

Asdrubal Vect No longer rides a Vehicle

Elites:
Harlequins Identical to the Codex: Eldar entry
Mandrakes Have a shooting attack that gets stronger with every kill they make
Incubi T3, S3, 2A 3+ sv, Klaives – Power weapons that add +1S
Squad leader has WS5, A3 and can take 2 smaller blades that either give him +2 attacks or +2S (both are Power Weapons). Also provides himself and his squad with the ability to roll another attack for each 6 to hit they roll. This is supposedly unlimited.

Troops
Warriors Stats are the same. Armed with Splinter Rifle only.

Wyches Stats are the same. Retain 4+ dodge save in CC.
Wych weapons
- Shardnet reduces A of all enemies in B2B by 1.
- A “chain-of-blades weapon” that gives +2A, and re-rolls to hit and to wound.

Fast Attack
Reaver Jetbikes T4, 5+ save, can Turbo-boost 36". Armed with Splinter Rifles
Can perform a "fly-by" attack on enemy units without becoming locked in close combat.
Have several upgrades that inflict different numbers of S3/4/6 hits on units when performing the fly by attack.
The jetbike gives +1 sv and +1T

Beast Masters Get more types of beasts

Heavy Support
Ravager Fast, skimmer, open-topped AV 11 11 10
Armed with 3 Dark Lances as standard and can fire all 3 at cruising speed

Grotesques Apparently changed to Ogryn-sized creatures
There will still be human-sized Homunculus constructs, but they will have a different name

Transports
Raider Fast, skimmer, open-topped AV 10 10 10

From Gren Acid,
Quote:
So I was talking with Phill for a while and this is what I know:
Mandreaks are shadow bit chaos thing that eats souls and glow green(you on cover)
New character former DE queen..and Vects wive....after he dump her, she started planning revange on him.

This is about rules ect.
Power from Pain- After destroying non-vehicle unit, DE gets on winners pain token.
One token on unit and DE have FnP
2 on and FC
3 on and fearless
Tokens are cumulative and rule army wide.
Reavers inflicts impact hits on units they fly trough. D3 S3 for each bike, with some options to improve.
Incubi are very simmilar to aspect warriors; exarch witch special powers and wepons....(i recall one with Preffered enemy).

Wyches have 3 diffrent wych weapons.....look nice.

Archon have new retinue of some nasty bodyguards, incubi ale elite mercenaries now.

Ravager can shoot al three lances on cruising speed.

Monday, September 27, 2010

Dark Eldar Codex Compilation- Part 2

Alot of the following are compilations and it seems even a few of the posts conflict with each other, and some simply repeat information. I decided to post them solely on the fact that it gives us a bigger picture of what is in this monumental release. 

I had thought I would be done with Dark Eldar posts today but more and more keeps getting posted and released out there. Please make sure you take all of the rules with a large grain of salt until we actually have copies of the codex.

A Compilation  From Dakka Dakka forums
3 kind of armies with this book: Kabalyte, Wych Cult and Haemunculus army. But units are strong enough to make most combinations cmpetitive as well.

Universial rules
Night vision rule army wide (= acute senses?)

Strength through pain (mostly for Wych Cult units): After destroying non-vehicle unit, DE unit gets one pain token (1+ tokens means unit gets FNP, 2+ tokens means army gets Furious Charge, 3+ tokens means army gets fearless). Maximum is 3.

Combat drugs: One roll for for every unit with combat drugs before the game (all get the same).

Shadow Field in., 12“ assault not.

3-5 new units ,no old ones dropped. New units seem to be: New Archon bodyguard, new man-sized Haemunculi construct, new beast for beastmaster, Venom transport and something else.
Splinter weaponry makes a wound in a 4+ (normal poison weapon).

HQ
Asdrubal Vect (SC not on his Ravager).
His Ex-Wife
Lelith Hesperax
Drazhar

Archon
WS7, BS7, +1 HS, +1WS, +1A, +1LD compared to previous edition, can take Blaster (18“ range).
If he kills and enemy MC/SC in close combat, he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10.
Can have bodyguard retinue (not Incubi anymore).

Wych Lord
Haemunculi

Troops
Warriors (also in an elite version)
Stats as before. Splinter Rifle rapid fire, no plasma grenades or Splinter pistols.

Wyches (also in an elite version)
Stats as before. 4+ inv against cc attacks. Upgrades with special close combat weapons
Individual weapons with individual rules, e.g. net reduces number of attacks for all models in base contact to a minimum of 1 .
Chain-of-blades weapon gives +2A, as well as re-rolls to hit and to wound.

Elite
Incubi
T3, S3, 2 attacks but lose Tormentor Helm, with a 3+ save, can be upgraded with an Exarch (one option „preferred enemy“).
Have Klaives (2 handed powerweapon +1 strength). The klaive gives the unit to roll again (only one time) the 6 to wound.
Have a small advantage/preference for striking at Independent Characters in Close Combat
Their squad leader (WS5, 3 Attacks) has a weapon that either gives him +2 S or +2 attacks (2 single handed weapons), and gives each member of the squad another attack on a roll of 6 to hit (no limit)

Mandrakes have some kind of shooting attack that gets stronger with every kill they make

Harlequins As in Eldar Codex. No Solitaire.

Grotesques Bigger with Ogryn stats

Other Haemunculi Construct New. Man-sized.

Beastmaster Beastmasters can take different kinds of beasts.

Fast Attack
Hellions

Reaver Jetbike
Can turbo boost 36", S3, T4, 5+ save, -1 to save and -1 to strength compared to previous edition. Jetbike gives +1 to save and +1 to Toughness (included in the profile).
They can perform a "fly-by" attack on units they fly past WITHOUT getting into CC. There were several upgrades for reaver jetbikes that inflict different numbers of S3/4/6 hits on units when doing their 'fly by' attack.

Can take Melter Blaster (S8 with Melter AND lance special rule)

Heavy Support
Ravager
Fast, skimmer, open-topped, AV 11 11 10, can fire all three dark lances at cruising speed

Talos In a standard and lighter version.

Scourges

2 new units in Heavy Support:
razorwing
Something completely new

Transports
Raider
Fast, skimmer, open-topped, AV 10 10 10
More expensive, many upgrades, a.o. +2D6 movement and 5+ Invulnerability save
has a Dark Lance

Venom
Formerly in Harlequin list (capacity 6)

Dark Eldar Codex Compilation

Pieces of whats in the codex. the info is credited before each set. Warning... these are not facts til we actually get the codex, however supposedly these people saw the thing. I will post more as I find them later.

Taken from forums posted by DrLove42
Harlequins are identical to their craftworld eldar...smae statlines, wargear and points

Mandrakes have some kind of shooting attack that gets stronger with every kill they make

3 Brand new units, never before seen in DE codex

Incubi are hard. And I meant HARD. Yes they're only T3, S3, with a 3+ save, but their (power) weapons add +1 to strength and 2 attacks basic. Their squad leader (WS5, 3 Attacks) has a weapon that either gives him +2 attacks or +2 S. Also he has a power that him, and any member of the squad that rolls a 6 to hit gets another attack add infinitium.

Archon is WS 7 BS 7, but doesn't have full wargear wardrobe like in last codex (least not that I saw)

Didn't read much of the fluff at the beginning, but theres a big story with DE and Tau. And then a story about how after Iyanden defeat the Nids they're nearly wiped out by an Ork incursion. They keep waking more and more wraith constructs until the DE come and rescue them because "they're amused by the Eldars necromantic games"


Post by ArchonCryx
SO Games Day has passed, at last we get a first good look, and the view seems magnificent.

We seem to have a "dartboard Codex" at last - ie a codex where vurtually any combination of units will be some how competitive!

Ok, Archon can have a Blaster, (or a Blaster Pistol). Blasters are now 18" range and the Archons BS7 means you're hitting on a third of your 1's to hit!
SO expect it to hit!

The reavers get access to a Melta Blaster, ie it's a S8 Blaster with Lance and Melta specvial rules (yep, both).

Raiders are more expensive but freek me alive they actually have a whole *host* of upgrades that you want to use, all either 5 or 10pts extra.

The 2 I remember strongly is the one that gives you an extra 2D6" movement (thus the raiders can potentially move up to 36")
and thwe new "Extra Armour must always take upgrade for DE will be the 5++ invulnerable save (yes, for a vehicle) INVULNERABLE save, *not* cover

Let's see. New units. 2 new heavy support, one is a razorwing, the other completely new.

New transport - you can run Venoms now (6 capacity).

Warriors and wyches are troops. HOWEVER< you can also buy elite warriors and elite wyches (who have a fancy name that I forget). Elites has become very busy with the addition of Harlequins along with the new Incubi

Pain points are cool, Haemonculi have the ability to confer a free pain point on units they attach to. It is also one of the combat drug results.

We do lose the 12" assault option but since we gain 36" move units and transports, its little concern.

Dark Matter spam is gone with a more realistic allocation of heavy/special weapons mainly based on squad size. Similarly for reavers

Hellions are quite good now.

And Scourges are the real Dark Horse - they look like being a very popular choice for heavy support. Personally I love the idea of a haywire grenade launcher which should be a bit of fun!

Umm, there's two types of talos, a more or less familiar one and a less tough version that's cheaper.

Grotttesques have bulked out and are reminiscent of Ogryn stats.
That should further whet your appetite...


Via Isotope99
Ravager/Raider

Fast, skimmer, open-topped (no surprise there)

Raider AV 10 10 10
Ravager AV 11 11 10
Ravager armed with three dark lances (seems to be standard, no idea about upgrades)
Able to fire all three weapons at cruising speed (12"?)

Reavers (don't know if these are troops or fast attack? My guess is they stay fast)
+1T, but only armour save 5+ (rather than the Eldar version that gives 3+)
36" turbo boost (so should be no objective you can't contest on the final turn)
They're armed with a splinter rifle but their main attack seems to be their blades (mono-something vanes). These had a fairly lengthy description and I can't remember all of it but it basically seemed to function like that bomb the ork Deffkoptas can have in that you pass over/near a unit and instead of charging it you inflict hits as you pass so the enemy can't immediately strike back. Presumably you can use this to soften the enemy up before engaging them with wyches etc.

There were some extra upgrades to increase the strength of the hits, inflict more of them etc.

Wyches (troops as standard I think)
Upgradable weapons that provide bonuses to the unit, or reduce the enemy's stats (didn't see the rules on these?)

Archon(didn't see any of his wargear)
WS/BS: 7 S/T/W: 3 I: 7 A: 3or4? Ld: 9 or 10? Save: 5+
Phil Kelly said that the cube he's carrying on the front of the codex and one of the models doubles his strength if he can kill an independent character or monstrous creature. (Instant death versus any strength 6+ weapon )

Incubi/Warriors (didn't see these pages, I think the Incubi might be moving to elites from HQ to fill the Wyches' slot)

Mandrakes (The glowing yellow guys on the cover, so I would expect there to be models but can't confirm)
They strike from the shadows and get more powerful after they've tasted blood (not sure if this is just fluff or if it will be represented by some special rules).

Sunday, September 26, 2010

Dark Eldar Pics (more)

The Dark Eldar are here, and here to stay. All week we should be seeing new images, concepts, and hopefully more models, . This should be the last of the pics for me today. They were gathered from all over, so if you've been searching the blog-o-sphere, you've seen them. These are just a few of the ones I havent posted yet.

Pre-orders are available starting October 5th. Support your local Game Stores by doing this as soon as you can. If you are local to Portland, and dont know where to go, check in here Portland Area Game Stores to locate the places that help support local players and give us places to play.

Hopefully this week, we will start to see glimpses of what is actually in the codex. And, where the heck are those mandrakes? I wanted to see some. If I missed them and you know where they are, let me know.

Dark Eldar. A Viper Type or Is it a Reaver?

 Even more pics keep coming in, and I'm more than happy to put them together for you. I can already hear the screams worldwide on tabletops everywhere.

Also save the codex cover to your comp, and take a close look into the bottom right corner. A viper type vehicle or reaver jetbike? Who knows, but it looks promising. Anyone see anything else in any of the pics?, or elsewhere?



The Dark Eldar Codex

OK. Its time to breathe now. My hysteria has passed. (Im lying). The Dark Eldar are here. Here is what I've learned.

Harlequins are in. The pics so far I showed earlier are of Wyches, Reaver Jetbikes, Archon, Raider, Incubi, and Lelith. Earlier images I posted are from GW 'Whats new' subscribers. Apparently there is something called Kabalite Warriors as well as Warriors. Not sure, could be the same, have different tags at Gamesday. Raiders look awesome, codex cover art looks awesome. We are ready to go forward now (kinda, I just missplaced my paper bag).




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Kabalite Warriors?


They're Here!!! Dark Eldar.





Look at what we have now!! Here are a few images of what is in store for us. All I can say is whoa, and wow. I cant wait to dig into these. As far as a closer look with comments, I will get into them a little more tommorrow when I am more awake. For now, if you havent seen them, enjoy the images. Those of us in the United States are still asleep.

Saturday, September 25, 2010

Faeit 212 Chapter 1 'Twists of Fate'

General Disclaimer.. I write for fun, and enjoy it. This is the beginning of Lord Faeit's story. For those interested here are the Previous Posts.
*Intro
*Prologue

The weapon created a dim amber light , faintly illuminating the darkness with a menacing glow. The plasma chamber of the pistol, now full, clicked, indicating the weapon was hot. The man beneath the covers grimaced at the sound in his sleep, he instinctively recognized the sound for what it was. The pistol was not an assassin’s tool, but neither was the man holding the gun an assassin. Commander Kireg, being a man of ruthless efficiency, and would not hesitate to use the weapon while the man slept. He knew what was about to transpire tonight, not because of premonition, but because every night the same nightmares would come, and it was his job and duty to make sure nothing crossed the void between dreams and reality. Tonight though, of all nights would be dangerously different.

Kireg had once been part of the Imperial Guard, and in some circles was considered a brilliant military tactician. The secret of that truth was, he was very single minded, focused into only being able to see the objectives before him. Although a powerful strength, it was a weakness Kireg knew would someday be his downfall. His victories in the name of the Imperium were numerous, but were worth nothing to him. He achieved his objectives, but there was no means to an end, he was simply a machine without a purpose. That was until Lord Inquisitor Faeit, the man lying before him, discovered him and focused his talents into a purpose that would become a shinning beacon of relentless faith.

He was taken to the Ordo Malleus; here he had learned of humanities covert war against mankind’s worst enemies, that had pushed mankind time and time again to the brink of collapse. For ten thousand years the inquisition of the Ordo Malleus had been vigilant, and had battled the physical manifestations of chaos. They are the daemons, hungry for the souls of the innocent, promising eternal life, power and riches, to corrupt the weakest of man. Kireg had left the military, becoming an acolyte to Lord Faeit, and pledged every living moment to purge the daemonic and the wicked from our midst by whatever means was necessary.

It had been whispered in the halls of the Ordo Malleus, that Lord Faeit had received a direct psychic vision from the emperor himself. Very few believed in Faeit’s revelations, in fact most thought him heading towards madness. Kireg, not only believed, but took them as his own. The vision that he would take on, should Faeit fall into the oblivion of his nightmares.

The man beneath the covers stirred, his brow and jaw clenching as his nightmare was about to play out. Sweat formed on his forehead and face. The small jerks and twitches of the man’s body told of the progression of his tormented dream. Inquisitor Kireg had been there that fateful day, and knew the horrible events that took place that day, and of what was left behind.

Suddenly the man’s face convulsed, unnaturally bulging just beneath his eyes. Blood welled up in the corners of his eyes and trickled down his cheeks. Coughing, he sprayed heavy drops of blood over his face and chest. He struggled for breath, nearly drowning in his own blood, but unable or possibly unwilling; to break free of the terror he was laying witness to.

He raised the barrel of the plasma pistol to Faeit’s blood soaked face, the light of it revealing the terrified eyes of a child-like cherub, that stood over top the head board of the bed. The psychic connection the cherub shared with Faeit meant the creature could see everything seen in the nightmare, becoming an extension of the man in the bed. Finger on the trigger, he watched and waited.

The imminent scream pierced the room, both man and cherub screaming in unison. The cherub’s voice was feminine, that of an angelic woman Kireg knew all too well. The scream echoed through the bedchamber, and when it finally ended, left a deafening moment of silence. Kireg's said goodbye in that moment, and pulled the trigger of the gun.

The cherub let out a gasp of air, whimpering frantically the breath of the woman’s voice, “Catch me, I’m falling”. The bright flash of a plasma round filled the chamber.

Faeit 212 continues here

The Secrets of the Chimera

Chimeras are the best dedicated transports in the game (w/o paying 250pts). Av 12 in the front, carrying 12 models, with great weapon layouts. They should be simple to use, driving around with their men and allowing the troops to fire out of the fire point, so why even discuss them? Well there is a secret hidden behind their use, that even most Imperial Guard Generals (us) don't even realize. To give it up, I'm going to hide it amongst a very very long post.

I had decided to really dedicate myself to Imperial Guard in 5th edition, mostly because for the last 10 years, Ive always thought the Chimera was the best transport in the game. Better and more diverse weapon layouts, higher front armor values, the chimera seemed like a transport of choice. It wasn't until game 75 (I'm guessing the number, but it took awhile) into the new codex that I discovered a secret. While highly flexible in its role, the chimera is the vulnerable link in the Imperial Guards mechanized forces. In fact, it will cost you games against an experienced player that exploits this hidden weakness. First off, lets discuss the strengths of this unit.

Strengths:
Av12 front armor: A difficult value to break for the tons of missile launchers that we a lot of these days

Turret Weapons: Multi-laster/Heavy Bolter/Heavy Flamer. Stick to either the Multi-laser or Heavy Flamer. I prefer the multi-laser myself. (versatile, 3 shots so it hits, high str so wounds easy and breaks light armor (10), good range so it can shoot most of the game) These are free options!

Hull Weapons: Heavy bolter or Heavy Flamer. I prefer heavy flamer, because a chimera excels at moving allowing troops inside to fire, so only 1 weapon will be firing. If you plan on it being stationary, go ahead with the heavy bolter. These are free options!

Options: Hunter Killer for alpha strike forces, Heavy stubbers for chimeras meant to sit and shoot (with heavy bolter/multi-laster is 9 shots). Extra Armor and dozer blades also. Hint: Don't get carried away, keep them cheap. I prefer no more than a 65pt chimera.

Amphibious: This does come up, and Ive used it to an advantage several times.

Mobile Command Vehicle: This almost guarantees that your command units will have their own ride.

Firing Point: 5 models may shoot out of the top of this vehicle. Wow.

So the Secret. Your Chimera is the weak link to your mechanized force. I've said it, lots of you wont believe it, and now many of you will take advantage of it. Need some proof or evidence? OK. 5th edition is a game of objectives and very mobile forces. Marines in all varieties, even Guard are very very mobile. That armor 12 going to protect you? Yes, but a good general is going to be hitting your side armor and its only av10! And guess what, inside that av10 side armor transport are your valuable troop choices that you need to win the game. Don't take enough of them, and your weakness can be devastating. Even a KP game, lose the chimera and the easily killed troops inside, and there is a quick 2 kps. A chimera explodes...... a lot of your men are not going to survive it. Then make a pinning check (good chance of being pinned down in the wreck), and then make a leadership check to avoid falling back (since you just took 25%+ casualties.) Lets face it, breaking av10 is easy, and  losing a couple or more chimeras in a round can turn the tide of the game quickly. Mobile armies (like all of us should be) can make short work of av10 vehicles.

Lucky for us IG players though, most people concentrate on the Big Shinnies (vendettas, hellhounds, leman russ's, etc) and I am more than happy to provide lots of them to my opponents. List design is a way to compensate on their weakness (remember my 23rd armoured company?), as well as being aware of your opponent and what he is capable of. Think of it this way. Your opponent shows up with an army of Av10 vehicles. You get get excited because you are going to blow up ton of easy to kill vehicles. The only catch... You simply have to move, which all 5th edition codex's excel at.

How do I use chimeras? My standard Chimera is simple. Multi-laser with Heavy Flamer in the Hull. This insures that I am using this vehicle as a mobile transport allowing the for guys inside to use it as a moving firing platform. So preferably I am using the Heavy Flamers. A wall of chimeras with heavy flamers is a nice when the opposing force is coming in fast. Don't mix and match your chimeras and troops inside. Meaning don't load it up with a Mult-laser and Heavy Bolter if the troops are carrying just assault weapons. If a chimera is meant to be on the move, set it up that way. If its a armored firing bunker, then set it up to be one.

Tricks of the Trade
*Round one moving heavy weapon squads with 3 heavies into an empty chimera. 3 Heavy weapons can fire out firing point. I don't do this often, but it's a ton of fun to do.

*It only takes two chimeras to give your 3 piece artillery batteries a 4+ cover save, as you only have to obscure 50% of the unit. I do this alot.

*Road Blocks. These make excellent road blocks against incoming vehicles. When you have lots of chimeras, pinning down a Land Raider full of assault terminators becomes possible. I've done it. You might be called cheezy though when you pull this off. I popped smoke and trapped it for 2 rounds.

*Important Rule. Keep your men inside the transport. Only get out if it's absolutely necessary get out. Orders can fail, shots can miss. Stay inside.

*Chimeras can really turn a clean battlefield into a mess quickly. Their wrecks all over the field, can make a  hazardous and slow advance. I've even had Eldrad die against me, while charging over a wrecked chimera. lol

Chimeras are a great vehicle transport. They do have a weakness and Ive exploited it against people. Ive also had people exploit it against me. Personally I wouldn't leave home without them, and if you understand their weakness, you can force their strengths onto the field against your opponents. Sorry for the long post.