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Ok you always have people asking what is the best equipment to give HQ's, so I thought I'd start a thread for Space Marines(that might actually keep going). So what is the best HQ choice, that choices best equipment and what is the best unit to follow that model around?
I think that the Chaplain is the best choice for an offensive HQ in a SM army. Because of his strong abilities and the automatic power weapon and invulnerable save. Best equipment for him would be to keep his Crozius and give him a pistol(to keep him cheap) and put him in a command squad. One could also give him a jump pack and have him in an assault squad. But just remember, unless you short on points keep him in his 3 wound form(this is true for most HQ's.
JOIN MY SQUAD IN THE SONS OF THE LIBRARIUM THREAD, I NEED TACTICAL MARINES! I PLAN TO CONVERT UP A SQUAD TO "COUNT AS" LoTD IN MY SMarine ARMY
I quite like the Librarian, Familiar, Furius Assault combo. No harm in being faster than most opponents =). The best power (IMO) is Veil Of Time, Just because. Naturally with Terminator Honours and atleast a Combat Sheild etc. With a Command Squad, or Honour Guard (me being a BA player)
SHPriests with Exanguinators and Thunderhammers are extreemely good character hunters, but its a non SM unit, so meh, but its still my fav HQ choice. Yeay angry apothocaries!
we only had this discussion 10times in the last 3 months or so
ultimately it comes down to what you want your commander to do and who you face most of the time.
A Chaplain (kitted out with Lightning claws if needed) gives you an edge in HTH. Especially if he is an assault squad. If you want to kill as many rank and file troops as possible that is the option to go. And he works pretty well, no amtter what army you face.
A Librarian can potentially be good at killing lots of troops (Veil of time) or instant kill Characters and Monstrous creatures (Force Weapon); while at the same time doing funky stuff with all the other powers available to him (Fear of the Darkness and Fury of the ancients) and stops your opponent from using his too much. He is more effective agaisnt some armies than against others and is a real points-sink, compared to the Chaplain.
So it usually ends up a tie between the Lib and the Chap.
The Commander is a bit of an overlooked choice. Since he doesn't get all the cool stuff the other two choices get. But his ability to lift the Ld of the entire army is not to be underestimated. You can kit him out for close support and he can help hold a flank that would otherwise fold.
EDIT: clean up my spelling a little bit.
Last edited by Lamenter; November 7th, 2006 at 18:18.
Shut up and play.
I think we just had this discussion a few days ago... try using search, it's a wonderful feature.
And I really don't think there is a single best choice for HQ's in a SM army. Each of the three have their place in certain armies, and are better then the other two.
For pure assaulting goodness, I just don't think it gets much better then a chappie. But he is useless if you're playing an all shooting oriented army.
The Libby is fantastic for throwing a wrench in a lot of your enemies plans, and is a good choice for a shooting force that wants to have some good CC threat.
Nothing beats a commander for a pure shooting army. Cheap, increases leadership, totally customizableâ€¦ what could be better?
But reallyâ€¦ this has been discussed to death.
I actually prefer the SHP with the lightning claws. It is really nice to reroll hits and wounds and still benefit from I6. Then join him to the assault squad. Hopefully you will have a counter assault squad that can follow.
If you build a man a fire he will be warm for a night. If you set a man on fire he will be warm the rest of his life.
meh heres my $0.02
Full Servo Harness
7 attacks on the charge, 2 of which are power fists, and you cna even take 2 plasma shots before combat
We-ell... considering that we had an almost identical topic come up just a few days ago, here she is. All yours.
On another note, I don't see much point for this topic to remain open, so...