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I am contemplating using a librarian.
I want to use him with one of my tacticals. I don't like to use him with terminators as i think they are too expensive.
But my thoughts aside; how would you use a Librarians? weapons, powers, squads?
Librarians are fantastic!!! get one!!!
right, I use a librarian to bolster the killing power in my termies, force weapons are legendary against multiple wound models. Lets look at the powers:
Smite - good power, a little short ranged, but with termies your close anyway, right? AP2 good for taking out low armour saves, which makes up for your termies high AP, and four shots is great, right?
force dome - never played this one, (not much use with termies) but it must be useful for protecting important, objective holding units.
The avenger - good against nids, again short ranged though.
Quickening - useful if you want to get your attackis in first (i mean, why wouldn't you?)
Null Zone - good against deamons as their only save is invunerable! Use this to strip your opponents invunerables, then open fire with the storm bolters (this is turning into librarian w/termies tactics, isnt it?).
Might of the Ancients - Strength 6 force weapon? yes please! this turns your your librarian into a close combat nightmare when taken with quickening.
Gate of Infinity - again ive never played this one but if your librarian is key for aiding other units get this one. 24" movement is nothing to laugh at, but i would think twice before taking a unit with it
vortex of doom - ahh, vortex, killed more of my men than the enemies, but if your up against heavy troops, this is a good one to take.
Force weapons - I think these are the best cc weapons, one psychic test away from instant death! as well as being a normal power weapon!
I hope you find a use for my rant, and have fun!
oh, you dont like termies, well, i hope you find use in this anyhow!
Last edited by carrotman50; April 7th, 2009 at 15:27.
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Gate of infinity is a very useful power particularly in tac squads as they are scoring and can redeploy to land near objectives late in the game. You can also in effect deepstrike on turn 1 or even use it to get out of combat.
Null zone is only really useful against certain opponents but can be devastating against daemons or if your army uses plenty of plasma and power weapons.
The last power I take is vortex but you need terminator armour to use it effectively as you are then relentless.
Use your psy hood against enemy psykers so make sure you stay within 24" of enemy casters. I think the psyhood is the most useful of his abilities followed by the powers and lastly the force weapon which I usually just leave as a power weapon because of using a power.
Personally I never take the Epistolary upgrade. One power a turn is usually enough. If you want to use the force weapon and the S6 power or the I10 power then the epi upgrade is worth it but there are better character killers around.
Quorn! - Protein for the Protein God.
I generaly like to use librarians as a transporter roll. I use 3 multi-melta attack bikes and a basic librarian with gate of infinity, deep strike them next to a tank, then destroy it. also use a similar variation of this with camo-cloacked scouts, deep strike them next to some terrian, near an objective, run them in, go to ground and get a 2+ cover save, they then become very hard to shift and tonnes of firepower is wasted tyring to move them
LD10 psychic hood is reason enough to field this guy. I normally use Gate and Null Zone with a big unit of Sternguard to hop around blowing away Terminators, Nob Bikers, and Daemons. Very mean.
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Librarians weakness in close combat come due to low number of attlacks and no invulnerable save. They are not terrible, not with STR6 and INIT 10, but I think they are better in a shooty and support role...
Once a Marine, always a Marine.