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What's the point of halberds when we have librarians?


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I myself am a fan of the grand master in my local meta over the librarian, there are quite a few blood angel, space wolves, and eldar running around. Yes the psychic hood would be nice but relying on the psychic power to strike before them seems less impressive than striking before them on initiative 6 with halberds with all the defenses they get in return, and yes a fair share of eldar will be striking on initiative 6 or higher but perils sucks, or even getting the power stopped and having to strike on initiative with the other marines that outnumber you in most cases.

 

Run on sentences! My eyes! :)

/grammar nazi

 

Librarian and halberds can co-exist in an army, so I don't see your point really. The topic is basically about 'the unit with the Librarian doesn't need halberds'. In terms of army-wide application, no you cannot rely on multiple powers going off, hence take halberds for backup (and so you don't have to cast 'Quicksilver' unless neccessary). Against the opponents you are talking about, a Librarian would be pretty excellent. Blood Angels and Wolves will seek to press their advantages in close-combat, not at range, so 'Might' and 'Sanctuary' are fantastic at boosting your dudemanz to S6 (and breaking those crazy BA Dreads apart) and providing an assault buffer to slow them down (so you get the charge, or at least more shooting done). Eldar are kinda in the same boat, their ranged firepower is pretty pathetic next to Knights, but Harlies and Banshees with a good 'Doom' will slaughter our shiny manz in close-combat. Again, Librarian would be of more use to you.

 

Yeah other Marines outnumber you (not by much though, in my experience it's usually 1.5x), but thats because they have to run the gauntlet of your firepower and still reach you with enough manz to kill you through attrition (in a straight shootout, even Devastators are lagging behind Knights).

 

I like the grand master and his grenades with I5 and grand strategy to provide some more flexibility to the army. Yes quicksilver can be cast on multiple units but that requires you to keep your army in close proximity to that unit making it vulnerable to templates, enemy psychers though you have defenses against them, and allowing your opponent to keep you at range from their more valuable units via tarpit and allowing them to shoot you from beyond your 24" range.

 

The grenades only apply to him and the unit he's with, so no on that front. 'Grand Strategy' is nice, but not essential. Librarian brings things you can't get elsewhere ('Shrouding' and 'Sanctuary' are probably his two best army buffs

 

Which is why I included "in my local meta". I was merely pointing out that in my gaming area there is an abundance of anti-psycher and shared why I like the grand master over the librarian. I understand that librarian would be good in my area but I've had better success with the grand master as he gives me the opportunity to make my army lists that I run more flexible. My favored list doesn't merit the librarian as much as some other lists out there that I've seen people use. Also yes I'm not the best writer but don't make a comment when you yourself make mistakes.

Dude, if you can't even take good natured, gentle comments on your writing than the Internet is going to be a tough place for you.

 

 

Anywhoo, surprised this thread is going on. Days ago all the reasons halbreds would be useful were already said.

1. Where it's not really worth the expense to upgrade away from swords. On Strike Squads and Interceptors, for example. These are not really combat units. Spending points trying to make them combat units would be better spent just getting yourself real combat units. Or further upgrading the combat units you already are taking.

 

This just reminded me of something. Isn't it interesting that for the various Marine armies, that those most well-suited to be premier assault/close combat forces, i.e. the Jump Infantry, typically are not? Assault Squads in the C:SM are very meh, with only one special close combat weapon in the whole squad. Sky Claws in C:SW are okay, but not great, and can't even get a Wolf Guard Leader like the rest of the units in the army can. Our Interceptor squads are just like Strikes, with the mobility of a Rhino, but without the protection. The only Marine units that can really pull it off are Vanguard Vets, Honour Guard, and maybe Death Company of the BA. It seems pretty poor army design, especially in the era of mechanization, when choosing a JI unit is often a liability, that these aren't better equipped and organized for close combat.

 

Just an observation, and a complaint.

 

Valerian

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