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The Armoured Fist of the Guard: Mechanised Infantry Regiments
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Old 10 Aug 2009, 14:41   #1 (permalink)
Shas'Ui
 
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Default The Armoured Fist of the Guard: Mechanised Infantry Regiments

Introduction
My favourite unit by far in the Imperial Guard is the Chimera and with the new codex and point reduction has made them very competitive.
I'll be talking about how best to use the Chimera and associated Infantry in your army as its main unit.



What is an Mechanised Infantry Unit?
Front and Center in a Mechanised Infantry unit will be the Chimera equipped with 2 Heavy weapons and 5 Fire Points
Inside it will be either a Command, Infantry, Veteran or Special Weapon Squad equipped for shooting


Mechanised Builds
There are 2 main Mechanised variants.
The Heavy Weapon variant and the Special Weapon variant


Tactic Overview
The Heavy Weapon variant uses about the same tactics as Gunline Guard only they bring their own bunkers and Focus on overwhelming the opponents anti-tank ability instead of anti-infantry

Special Weapons will remain stationary for a short turn before swiftly closing the gap and unleashing the fury of many Melta's and Flamers


Role of Mechanised Infantry
Like their foot bound colleagues Mechanised Infantry are able to fill a multitude of roles.
With Heavy Weapon Variants these main roles will be Firebase, Objective holders, and as with all units in the Guard a meat Shield albeit made of metal with squishy stuff inside.
While Special Weapon Variants are best at assaulting and counter assaulting.
Of course most of them will also be able to take objectives and act as meat shields.


Equiping Mechanised Infantry

The Heavy Weapons
The most suitable unit to put in a Chimera for this role will be a standard Infantry Squad since Veterans extra points won't be worth it for the heavy weapons best for mechanised and Heavy Weapon Squads with them requiring to lend Chimera's from other squads which dilutes the anti-tank overwhelming effect and since they need to spend a turn embarking lose a lot of fire.
Given the Similarity between Heavy Weapon Focused mechanised Infantry and Foot bound Infantry it would be best to reference Zenai's excellent Infantry Squad Tactica. Even thought it is heavy weapon focussed don't forget to take special weapons.

The Special Weapons
The Variation of units for special Weapons are a bit wider then for heavy weapons. Veterans, Command squads and special weapon squads all are able to carry lots of special weapons. And since you are protected in an armoured shell the short range of flamers and melta's isn't that much of a problem

Flamer - Flamers in Chimera's are golden against infantry there is no doubt about it and 3 or 4 flame templates on top of each other ensure that you'll hit a lot of models.
possible units:
special weapon squad 3 flamers 50 points (requires a Chimera, best used as support unit in heavy weapon centric)
Platoon Commander 4 Flamers Chimera 105 points (doesn't require to lend a Chimera so doesn't dilute armour, best used as support unit in heavy weapon centric)
Veterans 3 flamers Chimera 135 points (best for a veteran only army)

Melta - Since you can either move 12" and disembarking 2" or move 6" and firing from a fire point you can mitigate either the range or the safety problem. melta's are vital to mechanised since its just about the only anti-tank Mechanised has.
possible units:
Veterans 3 Melta's Chimera 155 points (in my mind the best cost to melta hit ratio)

Plasma - Expensive but packing a punch Plasma will be vital a killing marines or other high save high toughness models.
however the cost basically demands it to be wielded by either veterans or Company Command squads.

The Chimera

Turret Weapon and Hull Weapons
Multilaser, Hull Heavy Bolter - The basic Chimera weapon set up pumping out 6 mid Strength shots it is a reasonable Combo but given the low BS of the Chimera don't expect it to do massive damage.
Role: Anti-Infantry Long range

Dual Heavy Bolter - Exchanging 1 point of strength for AP 4 its not really worth it against most opponents especially with the amount of cover these days. If you want some thing similar just take the Multi laser instead.
Role: Anti-Infantry Long range

Dual Heavy Flamer - An excellent Short range in 4rth edition but it has lost its shine somewhat with the change to defensive weapons rendering it able to only fire 1 Flamer on the move and since moments when you would be able to fire both are rare its better to just pick one Heavy Flamer.
Role: Anti-Infantry Short range

Multilaser, Hull Heavy Flamer - The Chimera Set up That I personally use able to deliver decent fire at long range and withering heat up close and remain moving.
Role: Anti-Infantry

Turret Heavy Flamer, Hull Heavy Bolter - the reverse of the Multilaser, Hull Heavy Flamer variant offering a better arc for the flamer instead of the long range weapon.
Role: Anti-Infantry Long range

Extra Options
Pintle Weapons - Getting a few extra shots isn't that bad but the points are better spent elsewhere.

Hunter-killer missile
- If you want a krak missile it would be better to just spend 5 points more and get the squad inside a Missile launcher.

Dozer blade
- re rolling terrain tests is very use full especially if you are filling the board with vehicles a good upgrade if you have the points and don't want your vehicles stalling at inopportune moments.
Extra armour - Recrudeing stunned is useful but since its only 1 result on the table and an expensive upgrade, more models would be better.

Camo netting
- An expensive upgrade for a cheap vehicle of which you should have a lot. Too expensive in my mind.

Orders, Simple Maneuvers, Mechanised as an army to be added later
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But Isn't it funny to think that guard might be able to copy eldar tactics slightly?
You mean "Perform Eldar tactics better than Eldar", right? :P
Not unless the Eldar have an obscure Warrior Aspect that revolves around the complete mastery of the common light bulb.
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Old 13 Aug 2009, 21:33   #2 (permalink)
Shas'Saal
 
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Default Re: The Armoured Fist of the Guard: Mechanised Infantry Regiments

One note, Special Weapon Squads can't buy a Chimera, whey would have to use another squad's dedicated transport.

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The most suitable unit to put in a Chimera for this role will be a standard Infantry Squad since Veterans extra points won't be worth it for the heavy weapons best for mechanised and Heavy Weapon Squads with them requiring to lend Chimera's from other squads which dilutes the anti-tank overwhelming effect and since they need to spend a turn embarking lose a lot of fire.
LoL, what?
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Old 14 Aug 2009, 02:55   #3 (permalink)
Shas'O
 
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Default Re: The Armoured Fist of the Guard: Mechanised Infantry Regiments

Its an okay guide. But far from 100% effective.
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