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Librarian Powers


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There is no One True Loadout. How else is he equipped? With what unit is he joined? Is that unit mounted? What's the tactical orientation of the unit?

 

Take the powers you NEED. There is no one best power selection. They all have their uses.

 

agreed. the combo's are limetless and you give you tacticaly great advantage.

While this is true, some powers are more situational than others. Dark Excommunication, for example, is of no use unless you're tailoring your list to fight daemons.

 

I know it's a little against the grain, but I don't think Quicksilver is necessarily all that great either. First, it's activated during the Librarian's movement phase. That means you can't use it for any close combats during your opponent's turn. Second, the Librarian isn't somebody you really want in close combat if you can help it, I feel. He has Paladin stats, which isn't bad, but he's an IC which means he will be picked out. Because of that, you'd probably either keep him out of combat as best you can (which means you're not using Quicksilver) *or* you keep him with the nastiest, killiest squad to push them over the top. If that's the case, you probably have them kitted out with Halberds and a Daemonhammer or two. Quicksilver doesn't work with the hammer(s), and the Halberd initiative bonus means Quicksilver is really only useful in very situational circumstances.

Personally, I like Might of Titans, Sanctuary and Shrouding.

 

Since you already have Hammerhand, this gives you 2 abilities you can use on your turn and 2 you can use on theirs. Plus, they're all amazing.

 

Quicksilver is a waste with I6 Halberds but it's good for those I4 swords on the PAGK if you're looking to get a charge. Otherwise, I would take Warp Rift if you like a flat +20 instead of 15 :D

Don't you want guys striking at seperate initiatives though, for Force Weapon activation purposes? For that reason I'd consider just running MoT, HH, shrouding and Sanctuary. The first two are combat buffs to make up for the reletivly low number of attacks each model has, and the second two are to help with survivability. Warp Rift is cool too, especially if you're going Purifier heavy and want some anti-DS stuff.

I usually run with;

 

Dark Excommunication: There are a lot of Khorne daemon players in my local meta. 5pts is almost a no-brainer way to cancel their awesome advantage against the GK.

 

Might of Titan: This power stop you relying on a squads solitary hammer to stop walkers and smash open vehicles. Dreads with actively avoid any squad with this power turned on. Very handy against the BA.

 

The Quickening: Initially I thought this power was an auto include, but since I run halberd heavy it hasn't been that great. Having said that I could see it being very handy against particular opponents, or on a falchion heavy squad.

 

Shrouding or Sanctuary: This one depends on the list. If my libby is DS in, I take sanctuary. If he's in a raven, then shrouding is awesome.

 

I also always take a staff too. It keeps him alive, lets him tarpit combat monsters and is generally a pain for the enemy. Eventually one of his attacks will get though and kill whatever he's fighting. Its been great so far.

Personally, I like Might of Titans, Sanctuary and Shrouding.

 

Since you already have Hammerhand, this gives you 2 abilities you can use on your turn and 2 you can use on theirs. Plus, they're all amazing.

 

Quicksilver is a waste with I6 Halberds but it's good for those I4 swords on the PAGK if you're looking to get a charge. Otherwise, I would take Warp Rift if you like a flat +20 instead of 15 -_-

 

Exactly how I run mine. Exactly. I even choose to MC his sword instead of taking another power.

well i run mine in my four man paladin squad with halberds and one psycannon inside a stormraven.

 

i have shrouding, quicksilver, summoning and might of the titans.

 

this combo worked out pretty good so far and i must say this is a really hard combo to geth rid of (well in the battles i've played allready :D )

 

i must admit then i am thinking of dishing quicksilver (hardly used it altough i think against eldar who have hight I to it would come in handy) and taking sanctuary or warp rift. must play some more test games first to know the perfect build for my army.

'Shrouding' because it's awesome, and found nowhere else

 

'Sanctuary' because you want to slow down Deathstars and get the charge on assault units (make your Terminators and Purifiers much more dangerous), and it also annoys the hell out of assault units without frags (oh hai Tyranids). Denying assaults is quite crucial, and the look on your opponents face when you cast this in his turn (after he's already committed to assaulting) is priceless. Won't work every time, but it's a pretty good deterrent.

 

'Quicksilver' because sometimes halberds aren't quick enough, and the Dreadknight badly needs a speed boost vs other MC's and heroes (his I4 is quite lackluster).

 

'Might of Titan' because walkers and tanks proliferate this edition, and you will end up in combat with one at some point. Combined with a halberd+'Hammerhand', you can cut down most walkers before they can smush your Knights (even if they 'Furious Charge'). 'Might' is also insane when combo'd with a daemonhammer, as you hit at S10+2D6.

 

These are your mandatory powers. Marines and Eldar will cry when you tell them what your (essentially) Epistolary does. They synergise with virtually every army build in the codex (thus making the Librarian likewise indispensable to GK armies). Never leave home without them.

 

'Warp Rift' is the fun power I'd take if you don't want another servo-skull. It can often be fail (especially if you don't hit many models), so it's situational (unlike all the others, which are awesomesauce and make or break the army largely).

 

'Summoning' is quite fuzzy (as in operation, interaction with servo-skulls, even placement etc), so I'd hold off using it/taking it until the FAQ clarifies how it interacts (or even works). Can be useful, but if you're choosing between this or one of the first 4, take one of the 4. If this or 'Warp Rift', I'd take the templae JotWW simply because it's more lulzy.

 

All the other powers are terrible, don't even bother.

 

'Shrouding' because it's awesome, and found nowhere else

 

'Sanctuary' because you want to slow down Deathstars and get the charge on assault units (make your Terminators and Purifiers much more dangerous), and it also annoys the hell out of assault units without frags (oh hai Tyranids). Denying assaults is quite crucial, and the look on your opponents face when you cast this in his turn (after he's already committed to assaulting) is priceless. Won't work every time, but it's a pretty good deterrent.

 

'Quicksilver' because sometimes halberds aren't quick enough, and the Dreadknight badly needs a speed boost vs other MC's and heroes (his I4 is quite lackluster).

 

'Might of Titan' because walkers and tanks proliferate this edition, and you will end up in combat with one at some point. Combined with a halberd+'Hammerhand', you can cut down most walkers before they can smush your Knights (even if they 'Furious Charge'). 'Might' is also insane when combo'd with a daemonhammer, as you hit at S10+2D6.

 

These are your mandatory powers. Marines and Eldar will cry when you tell them what your (essentially) Epistolary does. They synergise with virtually every army build in the codex (thus making the Librarian likewise indispensable to GK armies). Never leave home without them.

 

'Warp Rift' is the fun power I'd take if you don't want another servo-skull. It can often be fail (especially if you don't hit many models), so it's situational (unlike all the others, which are awesomesauce and make or break the army largely).

 

'Summoning' is quite fuzzy (as in operation, interaction with servo-skulls, even placement etc), so I'd hold off using it/taking it until the FAQ clarifies how it interacts (or even works). Can be useful, but if you're choosing between this or one of the first 4, take one of the 4. If this or 'Warp Rift', I'd take the templae JotWW simply because it's more lulzy.

 

All the other powers are terrible, don't even bother.

quick 2 questions.

 

1. Can you take 2 librarians?

2. If you can, and they both have shrouding, does the ability stack?

 

I thought of this the other day, run a lib in each storm raven filled with your uber killy unit of choice, and turbo boost both of those beasts giving you a 2+ cover save.

 

Not to mention once your on the ground, if your close enough youll have a perpetual 5+ cover save anywhere (not really useful for termies, but if your running other troops, then this could be beneficial.

 

Thoughts?

1. Can you take 2 librarians?

Of course!

 

2. If you can, and they both have shrouding, does the ability stack?

Probably not. Not that there isn't anything about the RAW that explicitly prevents stacking, but in every 5th edition codex with ambiguous bonus stacking rules, GW has FAQ'd it so that the bonus doesn't ever stack. Examples include Tyranid Hive Commander and IG Astropaths and Officers of the Fleet.

 

And by the same token, GW has also invariably specified exactly when they intend for bonuses to stack. E.g., Psychic Communion and Hammerhand + Might of Titan in the GK codex.

 

So while the RAW is currently ambiguous, precedent is not. It's safest to play that the Stealth bonuses won't stack. I would bet money that's how it will be FAQ'd.

Thanks number6 :D

 

I just dont have my codex in front of me to check if there is a restriction like that. 2 libies would be so much fun.

 

I bet your right about shrouding though, it doesnt say we can, yet it doesnt say we cant. If we do get it that will be amazing, I would run 2 ravens with a 2+ cover all day lol. Ill have to read the entry to see if it implies that it can be stacked, at least get some fun out of it before an FAQ.

 

although a libie in each raven + unit would be an all eggs in one basket sort of ordeal, I can see 1 of 2 things happening. I'd be turbo boosting far enough ahead to bring enough shots my way deflecting a good majority of them to leave the rest of my army unmolested, or my opponent will realise the futility, not shoot at them, which IMO would be a worse option since a super killy squad would be inside to tear my oponent a new one.

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