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Let's discuss about librarian with Gate of Infinity psychic power. Have any of you tried a piece of this librarian setup? I havent got the chance to try it, but i would like to hear peoples experience with them.
Think of him as a massive teleporter and mobile force. It is easily understandable that he will be better in a unit of massive firepower. Teleport a unit and start unleashing rapidfire shots. So i think this librarian in a unit of full sternguards is nothing to be laughed about. But can he be good in a unit of assault marines or assault terminators? Any tactics regarding to this?
Would you pay for the extra armor provided by terminator armor? How effective is he in the current edition?
With the Epi upgrade he can be useful with the S5 AP3 flamer to thin out squads and let the accompanying bolters finnish off survivours. He does risk a lot though. I have seen gate of infinity used 4 times against me and twice the unit has scattered onto my own unit and died. I think it is better used to get out of trouble or to be used late in the game to move units onto objectives.
Terminator armour is ok but costly. If you have the vortex psy power then take termie armour as is gives you the relentless to move and fire it.
Used in conjunction with assault termies the gate of infinity can in effect deep strike you on turn 1 rather than waiting for your 50% chance to teleport on turn 2.
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I have tried him out with none succes.
Sure fun and fluffy, but not very competetiv.
If you attach him to assault troops the problem is that you can't assault the turn you teleport. Of course you can teleport out of trouble, but then you shouldn't be there at all.
You could attach him to shooting units. If you attach him to sternguard this is a pretty expensive unit for what it does. And it dies like vanilly marines. I then would prefere vanilla marines in rhinos.
My verdic is that i don't really see the use of it. It's better and cheaper ways to get around.
An epistolry is just too expensive.
A psycic hood is important against psycic powers. And even more with the new IG. Myself i have had problems with the range of the hood in my last games, and now prefere too "hide" in rhinos.
In my opinion the competetiv librarian is with terminator armour and null zone, with a unit of assult marines in a land raider. But in games under 1750 points this is a little heavy.
Last edited by Tyfus; July 7th, 2009 at 13:57.
I use a Librarian to increase the mobility of my Sternguard or assault cannon Terminators. It's very useful to quickly get them where they can be most effective at any given time. Add in some Drop pods with locator beacons and you're got a very effective mobile firebase.
Last edited by Chirality; July 7th, 2009 at 13:57.
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Well, with a teleport homer (or whatever they're called) it becomes very useful indeed as a cheap way of ferrying your assault troops across the battlefield without cumbersome tools like Drop Pods. Without a teleport homer, I would say no, as the risk is too great. Certainly not in competitive games anyway.
Movement effects is always a powerful ally. Be it to engage or disengage in close combat. It would be even better to gate out of enemy firing range after a unit has achieved its objective. Most of the time after acquiring its objective, a unit is heavily depleted. Gating out of enemy threat range will deny your enemy kill points.
The point of any deep strike is ofcourse "deep striking". Hitting hard, swift, and deep in the enemy territory. SM has several options to these tactics. Here is an example list that i think will fully utilize deep strike and a powerful first turn ambush.
Shrike - 195
Librarian, Gate of infinity, The avenger, epistolary - 150
5 Assault Terminators, 5 TH/SS - 200
9 Sternguard, meltagun, heavy flamer, power sword sergeant - 255
10 Tactical Squad, Flamer, Multi-melta, Powerfist - 200
on Drop Pod, locator Beacon - 45
10 Scout, shotguns, Powerfist, Teleport Homer, Camo Cloak - 210
10 Assault Squad, 2 Flamer, TH - 240
Shrike infiltrates with assault squad for first turn assault. Infiltrate scouts for another first turn assault. Deploy sternguards with librarian as normal (in fact the only thing deployed normally). Tactical arrived with drop pod. Sternguards gating into the enemy lines. Both unleash rapid fire shots. This should put heavy damage right at the heart of the opponent's deployment zone. The only thing not working in conjunction with the rest of the list is the terminators. They may arrive per deep strike rule or deployed normally. Terminators may be interchangeable with Landspeeders for more first turn pain. Terminators is there only for its heavy AT (and staying power) which ofcourse can be done with landspeeders too.
Looks like a fun list to play.
However in my opinion you have to little anti-tank and anti-MC. And your first turn CC-troops, assault marines and scouts, are not very hard hitting. Against non-CC races or units, it's ok. But a lot of races will maul your CC-units. Against most ork, chaos, demons and tyranids players you have little in CC. Against IG you will have problems with both troop-spam, vet-spam and tanks.
Another problem you face is players who hold everything in reserve and so denying you your first turn charge.