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hey there, just a simple question which HQ do you take and what do you give them. For me it would be a chaplin with artificer armour, bolt pistol, terminator honour and jump pack. I stick my chaplin with my assault marines and let them charge the enemy straight in there face.
DonÂ´t mess with the dicegod
I'm going to take a Chaplain with artificer armor, terminator honors, a jump pack, and 2 Lightning Claws. He's going to join my 10-man assault squad for close-quarters slaughter.
Currently, I have 6 HQ's to choose from...
1.) Master w/ artificier, iron halo, dual lightning claws, jump pack, termie honours (used the shrike model, so I call him my "shrike wannabe")
2.) Terminator chaplain w/ storm bolter and crozius
3.) Another Termie chaplain same
4.) Librarian w/ jump pack, bolt pistol, iron halo, veil of time, termie honours
5.) Captain (Gladiator) (used in small games) Power Axe, bolt pisto, combat shield, termie honours
6.) Tank Hunting Commander w/ Thunder hammer, iron halo, termie honours, meltabombs, jump pack, plasma pistol
Thats my collection as of now. Obviously I cant use all of them, as there's a lot more than 1 w/ iron halos. I still have plans for a chaplain w/ lightning claws and jump pack and some other ones.
2000pts Orks 4-2-1
i have one that most people flame but it works atm
Librarian Epistolary, with storm bolter, power weapon, termie armour, bionics and Fury of the Ancients. Basicly he just sits back and keeps casting Fury of the Ancients all game, and lets everyone else do the work. But if he does get into combat, he can still hold his own.
I generally like to include either a Master (for the leadership) or a Librarian - Chaplains have become that "omg!!11" unit that, as it seems to me, everyone takes these days and I tend to not like to go by what everyone else thinks is the most useful.
Especially if I were to start Black Templars, I would want to keep the Master (Marshal) in there; I want to be testing at Ld10 for Righteous Zeal.
In smaller games I tend to use my Chaplain mostly, in bigger games I might use Chaplain + Master or a Librarian with command squad. But then, I don't like spending too many points on HQ. In my tourney list, 1750 pts, I use a 126 pts Reclusiarch.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
For me, I use a Death Company Chaplain, because I play Flesh Tearer Space Marines, and they just LOOOOOVE Death Company.:-P The more I get, the happier I am, lol. This also lets the Death Company take jump packs, which, in my opinion is the only way to go when it comes to these blood crazed madmen.:sleep:
Because I've been playing games of only about 1000-1400 lately, I haven't been using any other HQ choice. If I was to play larger games, I'd likely take either a Master, or maybe a combat monster Librarian to lead one of my 2 Assault Squads (in addition to a Death Company with jump packs... Am I evil? Nah, I'm just a Blood Angel player:tongue: ). I figure this will be plenty effective once the points level reaches about 2K, which in all honestly, I can't wait to start playing. Thing is, sadly:cry:, I've been getting ready for a tournament this coming March, so all of my gaming time is spent practising for it, rather than for just good ol plain fun (not to say these practice games aren't fun. That would be a lie to say that they aren't:tongue: ).
I prefer the Master over any of the other HQ's because they are cheaper and give the entire army the highest Ld you can get.. what's not to love about that? They are still reasonably gifted in combat, and you'll fail very, very few Ld tests.
A Librarian-led Assault Squad would be very interesting, however; would be a decent retinue for Monster-hunting or something like that.
Good luck with your tourney, whenever you get to it.
I'll give you a quick rundown of my HQs...
Jump pack Chaplain - bolt pistol, jump pack, terminator honours, frags. Used in conjunction with assault squad, almost doubles their effectiveness as well as adding 6 attacks of his own. I should note that artificer armour shouldn't be used by HQs unless they turboboost on bikes, as the 2+ save is basically ignored in the shooting phase, and in assault, there isn't anything that will be alive in the assault phase after his attacks that won't ignore all saves together.
Biker Chaplain, Artificer armour, adamantine mantle, bike, terminator honours, frag grenades. This guy has a lot of survival potential, and really helps huge bike squads. As he costs a lot, I try to stay way from him in games of under 2000 pts. I use him with biker / LST armies.
Terminator chaplain, Terminator armour, lightning claws. This guy is used with lightning claw Terminator squads, with a LRC. WARNING: Do not use in games of under 3k pts. The whole thing costs over 700 pts, and will obviously be a huge target in your opponent's point of view, however, with 28 S5 power weapon attacks that re-roll to hit and wound (7 twin lightning claws, furious charge).
Terminator Librarian, fear of the darkness, terminator command squad, drop pod. The drop pod is used to get the librarian very close to enemies to use FotD for maximum effect.
I suggest reading the SM HQ tactica in the SM articles section for more info.
I play Black Templars, so I'm a bit skewed. My HQ selections depend largely on how many squads that can be effected by Zeal (Tactical and Veteran squads) I field. If I'm only fielding a small number, I usually go for a Chaplain w/ Bolt Pistol, Terminator Honors, and Frag Grenades. Simple and cheap, which is good since I have to buy a Champion on top of it. If I'm fielding a large number of squads, I go for a Commander to get the leadership boost. I've been using a Bolt Pistol, Power Weapon, Iron Halo, and Terminator honors in the past, however I'm thinking of swapping the weapons to paired lightning claws now that I have a model equipped that way.
I want to try playing around with HQs on bikes, but I'm going to wait until I get a more standard army mastered first.