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I've been dwelling over the idea of adding a Librarian to my Salamander force, but was specifically thinking of giving him a jump pack and placing him with my 10 man Assault Squads, 2 Flamers, seargent with TH. I would probably give him Smite for sure, so that he has those nice Assault shots, but can't decide what other spell to give him.
Anyways, that's not really my question, but more or less, is a Librarian with a jump pack even a good idea? Personally i have never seen one with one, besides Blood Angels Mephiston (who doesn't technically have a jump pack, but has the spell to move 12" as if he was jump infrantry). I honnestly have never played with a librarian because I used to play BT, so I'm not even sure of the ups and downs of them, specially the downs because I can't find any really, besides Perils of the Warp. Am I missing something?
One of the main issues people have with the librarian is he's not as good as the other HQ options, so by comparison he seems like a waste of points. Librarians have their uses, as they can really suplement a squad if the right power is combined with the right set up.
If you use him with the assualt marines, then I'd suggest Avenger to stack with the two flamers in the squad. Smite's good as well, as it matches the pistol range of your assualt marines.
I'd say, and I'm sure others will say as well, you'll be much better off with a chaplain with your assualt marines. He'll make them fearless against any shooting or pinning that might slow them down and let them reroll to hit on your charge. I've used this and it makes the assualt squad even more dangerous.
Both the chaplain and the librarian have a power weapon, the librarian gets points for the force weapon (though I play daemons and tyranids, all immune to instant death so I normally don't think about it.), and the chaplain has a 4+ invulnerable save.
Make the librarian work with the squad, not a crazy psyker who just happens to be joined to them doing his own thing, and you'll get positive results. As stated above, the chaplain can more easily work with the squad to improve the assualt marines. It's really your call.
I ran my libby with a jump pack attached to 10man assault squad against an ork army a few months ago. It was a flawless victory for the Libby, but I haven't played my libby since (jump chappy seems too good to miss for about the same points!)
I ran Epistolary with Avenger and Quickening (not got codex here, so i might be wrong - the power that lets the libby strike with I10 ). Against lots of squishy infantry I torched them with avenger, then used Quickening to get in there first regardless. Against his Warboss I used Quickening to strike first, then used the force weapon to finish him off before he even hurt any other model. Like I said, it worked very well, but it needed a lot of fore-thought and planning well ahead of each move, just to make the best of him.
I will play him again when I next face a Green Tide list or similar IG list, just for the insta-kill potential against HQ's. Against units imune to Instant Death, the usability of the Libby takes a big blow...
Switching Avenger for Might of the Ancients could work against vehicles too. In the movement phase cast Quickening, run, fleet (if detached), cast MotA, hit at S6 with 2D6-AP (potential armour piercing result of 18! average of about 12!)
I did think about taking a jump chappy and jump libby, just for the re-rolling I10 instant death potential.... I guess I should play that one day =)
thanks guys for your reply's. I guess i'll have to rethink the Libby and what he's best used for.
I don't like Liibrarians in the assault because I have had too many of them killed due to no invulnerable save. I now prefer to keep my libbies in a shooting role where he supports the assault. I love having him with sternguard, who are also phenomenal shooters.
If you can make it work then good for you!
Once a Marine, always a Marine.
I use one with termies and give him quickening and might of ancients or the avenger to make them powerfists strike first, and who would say no to a S6 instant kill force weapon?
Gate could be good for assault marine, making them move 24" is pretty good. THat and quickening would be a good combo in my book.
I dont use chaplains so I dont know how effective they are but they're a popular choice, so they must be
For get your Mr T, John Mayer leaks pure awesomeness with every note he plays.
Might of ancients is fine for boosting the force weapon's strength and offering some anti tank.
I would note that Quickening only applies to the librarian, not the squad he's attatched to.