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I'm not much of a gamer, but I do have a space marine army. I was wondering last night about the configuration of independent characters and the best ones to chose. I mean all three characters; commander, chaplain, librarian.
I was wondering many things, which is the best value in 1000, 1500 point games. I get the feeling that a chaplain is probably the best - with his fearless ability, re-rolls on the charge, power weapon and invulnerable save. What of the other two? Are the other two any good? I sort of like the idea of the commander, but I have this niggling desire to arm him with a thunder hammer. I see both advantages and disadvantages. He'll easily be able to wound his opponents and negates armour save, which is great, however he will be reduced to I1, meaning he'll be vulnerable as he will be one of the last to strike. Would he be better off with say a power weapon as opposed to a power fist/thunder hammer? Maybe something like lightening claws?
What about the librarian? Is he a good choice for a HQ? I never really hear of him being used, is he really that useless? I can see uses for him, however they might be limited I fear. Best options for him? Force weapon of course, the rest...?
The chaplain seems quite obvious, one of the best uses for him appears to be arming him with a jump pack and stick him in an assault squad. Any other uses for this character?
Lastly, is there any use in other ranged weapons except a bolt pistol? Oh, and armour? Artificer, terminator or power armour for these characters?
Kuffy, what are you doing here? Get back in your corner!One of the most common Librarian setups are a Terminator Librarian with Fear of the Darkness, Drop Podding with a Terminator command squad equipped with two Assault Cannons. Very nasty unit against lower LD armies (Imperial Guard, Tau, the likes) and generally effective against most armies. Jump pack Librarians are also not a bad take. Powers of most use tend to be Fear of the Darkness, Might of Heroes, and Veil of Time (I believe are the main ones), though most of the powers have their uses.Originally Posted by Kuffy
Personally, I'd say keep him with a Force Weapon/Bolt Pistol combo. The only problem with the Force Weapon is the S4 vs. big nasties, so you really need to pick your targets carefully. He could potentially be one of those Thunder Hammer wielding guys, give him a Storm Shield, Thunder Hammer, Adamantine Mantle, and Veil of Time (is the one to let you reroll, yeah?) and you should be set. Expensive, though, and kind of a waste, but muchos cool.Reclusiarch with Bolt Pistol, Jump Pack, Frags is what... 107 points? Excellent buy, and really puts the hurt on when accompanying the Assault Squad, as you said. Another strong use for him would be as a Terminator Chaplain in an LRC with a squad of Assault Terminators. Expensive, but deadly. Might be a bit too "all your eggs in one basket" though.Originally Posted by KuffyI prefer power armour, period. Most things in CC won't (or shouldn't) have a real chance to hit your ICs, and in shooting they should be protected by IC status (in 4th) and hiding in units (in 5th). Plus, I'm just a fan in general of power armour... standard, and risky.Originally Posted by Kuffy
Hope this helps a bit, my stunted friend.
In my opinion the selection of your HQ really depends on the make up of the rest of your army and your play style.
Your first HQ is chosen to enhance the primary aspect of your army, while your second is chosen to help make up for some weakness.
For instance in my shooting marines army I choose the Force Commander first, as I like my men having Ld 10 when testing for target priority and running off the board and such. Furthermore, since I don't take terminator honors for the powerfist, that leadership is even more useful. My second HQ choice will either be a Librarian or a Chaplain, depending on my opponent. I'll then attach either one to an assault terminator squad or a normal assault squad to enhance my their close combat ability.
As for my assault Space Marines, I just take Chaplains, or a Librarian and Chaplain. Since everyone has Ld 9 for the Powerfist, leadership isn't such a huge issue, but making a big impact in close-combat is far more important, considering that there are quite a few foes who are better than us at that.
Thus, when selecting your HQ, I believe it comes down to three things:
1. Fluff. If you're making a competitive army, then just disregard this, but otherwise I feel that fluff is your top priority. Backstory is what makes an army feel so much cooler, right? It's like taking Blood Angeles without a Chaplain, Black Templars without an Emperor's Champion or a Blood Raven's army without a librarian. It just doesn't stick right when you don't.
2. The rest of your army's make up. Shooty armies tend to lean towards Force Commanders, and a lesser extent Librarians. Assault armies lean towards Chaplains, and yet again, a lesser extent Librarians.
3. The role you want your commander to pursue. Do you want him kicking the snot out of stuff or do you want him sitting back and making use of his synergies?
As for equipment, this leans closely upon the role you want your commander to do.
Want your librarian or Force commander sitting back just passively helping out? Their basic equipment, plus maybe a power weapon and a storm or combat shield, along with terminator honors. You're keeping them cheap, while at the same time giving them enough combat oomph to make them worth it. Giving a Force Commander a stormbolter just isn't worth it in comparison to the close combat damage he can inflict, and a Librarian's psychic powers are far superior to anything a stormbolter could supply.
If you want them to get stuck in, then it depends on what your commander is leading.
If he's leading a power armored squad, give him the standard artificer, terminator honors, bolt pistol, power weapon, combat shield/iron halo (If chaplain, ignore this). If he's running with an assault squad, give him a jump pack as well. Additionally, if you don't mind dumping points on the guy, give him a powerfist and a power weapon along with an iron halo. This'll give you the choice to strike hard or strike fast.
If he's leading a terminator squad, then give him terminator armor so he can deepstrike in with the rest of his brothers. In addition, give him two power weapons, or maybe a power weapon and power fist, so he can reap the benefits of additional attacks.
Well, that's all I can think of at the moment...
PS: Adamantine Mantle is very useful, albeit extremely expensive. It might be worth it for a close combat Chaplain or Librarian, since you'll find plenty of powerfists flying in your direction, as well as quite a few monsterous creatures. I'd say only take it if you're sure you'll need it, or if you have spare points.
Last edited by Sayomi Akimoto; July 3rd, 2008 at 04:46. Reason: Knowledge is power. Share it freely.
In terms of points efficiency the jump chaplain is probably the best way to go. That being said, I've never let something like efficiency stop me from making a cool looking or fluffy model my commander. Especially if you're not much of a gamer, I think the thunder hammer carrying commander would be a stunning centerpiece to an army and is a solid, fun choice. He may not work all the time, but that one time you thunder hammer something into oblivion will be worth it. Also, you can always model up a jump chaplain (or whatever else) to substitute in later.
i'm not sure of what im saying, but IF the psychic weapon of the librarian has the same effect of the daemonhunter one, fielding assault termies w/ a librarian to "hunt" for the biggies is the way.
i mostly never use captains, as i hold a master of sanctity and a Grey Knight Grand Master as HQ
"A Moment of Laxity spawns a Lifetime of Heresy...
Never Repent, Never Forgive"Warhammer 40k:Space Marines Army:
Dwarves Army (retired):
Includes the "White Dwarf"
Guardians of the Eastern Fringe: 1560pts