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Which do you think is better for librarians arriving via drop pod? (whole army is dropping in)
One one hand we have possibly making enemy troops fall back. But since they will most likely be in full strength (above half) when you drop in, they will prob just regroup and shoot you on their turn anyway.
One the other we have a power that can do some damage and possibly cause pinning, making them unable to shoot/assault you on their turn.
Which one to choose?
I'd prefer Fear of the Darkness.
Look at it this way. If you place the pods properly, after they run (which is likely with a -2 modifier), you should be within 6" of the opponent, or blocking their line of movement. So, that way, they can't regroup with your troops standing right there. Not even marines can regroup. Drop in more pods, and watch as more units can't regroup. Great for Static Tau and Guard.
Fear of the Darkness can just be very powerful.
I agree. If the Librarian arrives via Drop Pod Fear of the Darkness is the better choice (against most opponents). Especially since static armies tend to hug the table edges and regrouping might not even be an issue (as they will fall off the edge and be gone).
You needn't even block their escape route and keep them from regrouping (even if this is one of the best tactics), because then they shoot at you whether they are falling back or not.
Sometimes it is enough that you made heavy weapons move. Or a squad with many, many rapid fire weapons who then find themselves more than 12" from you and must decide whether to come back and shoot but then be assaulted.
Fury of the Ancients can be nice too, but I would rather use it on a mobile Librarian who starts on the table and does not deploy via Drop Pod.
I have to agree with the others. If coming in via drop pod, Fear of the Darkness is the better power. You can land in close to be able to use it the turn you come in on, and besides possibly making things run off the table, you might be able to drop pod behind them so they run at your drop pod and die. Not to mention, even of the marines regroup, they have moved, and so can't shoot heavies.
This is the best all comers choice, because it should work pretty good against marines, and can work awesome vs things like Tau and Orks with low leadership.
IIRC, Space marines, because of ATSKNF regroup immediately after their fall-back move. (if able) so they will be able to fire heavies in their turn, because by that time they will have regrouped.
* "I'm Significant!" -screamed the dust speck
* "Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background."
I'll be the first to disagree with Fear of the darkness. I would take Fury of the ancients any day(and I do) over Fear of the darkness.
In order for the Fear of the Darkness to work effectively you require too many things to fall into place, such as a good scatter for your librarian and squad, your opponent not having one of dozens of different fearless units nearby ready to blast, rend or maul your squad out of existence.
With Fury of the ancients you only need to land behind some terrain(which you can run into the next turn and rapid fire the opponent) and draw that line across the table, hitting side or rear armor on vehicles, picking out the pinnable units with the line and if your get an unfortunate scatter then the measly 12" range won't affect you, as you have indefinate range.
It's obviously up to you, but with as many ork, grey knight and chaos armies as I play against, I'd be laughed at with that power and then beat down.
An Additional benefit of the Fury is that you can tag lesser ICs with it, such as Farseers, Autaurchs, IG command platoons, and so on and so forth.
Since you've asked so nicely, heres a preview of the up comming HQ tactica-
*Currently in progress
This simplifies the selection process nicely, two shooty powers, one assault power. Epistolary selecting veil of time should only select veil of time. This is because the upgrade for a second power is simply to many points. Plus veil of time works against all types of armies.
An Epistolary might consider fielding both shooty powers, because they work better against different opponents, however keeping the points low is also very important.
Fear of the darkness is the most powerful power, when it effects the opponent. Fear of the Darkness is worthless against several opponents however. Codiciers should select a storm bolter to augment their fire power. Epistolaries should select fury of the ancients. This way, if the fear of the darkness is unlikely to work, the librarian is still able to effect the game in the shooting phase.
Fury of the Ancients is another great shooty power. Able to target board edges instead of squads, it hits anything in its path. Its especially nice against units that can be pinned.
Terminator armor, Fury of the Ancients, Terminator command squad
This squads primary goal is medium ranged shooting support. They are best fielded in shooting armies. If you have a mass infiltrating list, consider getting a telehomer as a means to deliver this squad. For normal armies, don't deep strike this squad, as you will lose a turn of shooting, and wont easily be able to support them. They also make an effective counter charge unit. Use them to intercept anything thats getting two close to shooty squads.
Fury of the Ancients is an excellent power. The ability to target board edges instead of units is incredibly powerful, the power hits all squads in between the librarian and a point on the board edge. The power works best against opponents with weak armor saves, and low leadership, the power causes pinning. Its roughly about as effective as a heavy bolter, per squad hit. However, targeting board edges puts enemy units, which would normally be safe, in considerable danger.
Try to target units that the rest of the army simply wouldn't be able to target otherwise. Always be on the lookout for units that could be exploited by this power. Remember, armor is not immune to this power. In fact its quite effective against AV10, open topped vehicles. Hint: Vypers, war trucks, raiders, side armor of basilisks. If one can get at least one other unit, and a weak tank under the line, its typically worth taking the shot. One might also consider tank hunters, as assault cannons become downright nasty against most tanks, with the upgrade in strength, and fury of the ancients can then target even more powerful tanks. This power is particularly effective against harlequins, remember target the board edge not the unit. This is the easiest librarian to use, and is recommended for beginners. Its also very fun for veteran players, who will likely think of the craziest places to target with this power.
Terminator armor, fear of the darkness, Terminator command squad, in drop pod
This squad needs a lot of support units. The very best support is three tactical squads in drop pods to accompany it, full details on how to drop pod are available in the drop pod tactica. Fear of the darkness is the most powerful power a librarian can take, but only when it works.
Fear of the darkness wont work on units who are immune to moral. In effect this includes the following: Units with synapse, any chaos mark, mob checks, or who are otherwise fearless or who can re-roll failed moral checks. Essentially, fear of the darkness is useless against Orks, nids, and chaos, except against word bearers.
The power has a marginal effect on necrons and space marines. Landing in an ideal position on turn two will results in some positive effects. The ideal position would be the maximum number of squads effected by the power. Marines, especially those without a captain or master, can fall back from this power. The problem is marines automatically regroup. Keeping a model within six inches of a falling back unit will force even space marines to continue falling back. This might result in a few squads pushed off the board. The tactics are the same for necrons, land in a position to force multiple squads to take fall back tests, then keep units close to those units forced to fall back to push them off the board.
Fear of the darkness works wonders against Imperial Guard, Static Tau, and Eldar. The power can win games when used correctly. However, it requires complex tactics that are not recommend for beginners. These armies have overall poor leadership, augmented by centralized leadership.
The primary example, and the opponent most devastated by the power is Imperial Guard. Their command section allows re-rolls of moral tests, and a leadership bonus. Taking the commander out will leave the army exceptionally vulnerable to moral based attacks. This leaves the army with 7 to 8 leadership, which means each squad will be more likely to fall back then to hold their ground after being hit with fear of the darkness. This makes taking out the commander essential. A squad of terminators, is nearly enough fire power to kill an entire Imperial guard command section. However, its worth it to back the terminators up with another unit or two, just in case they roll poorly. Land speeders or drop podding tactical squads work wonders for this role. Once the command section is completely destroyed, use the power.
Eldar Avatars create a fearless aura which extends twelve inches around it. If the eldar army includes an Avatar, it will almost surely need to die for the power to be successful. If successful, one will have killed an avatar, and sent half the eldar army falling back. This should essentially ensure victory. If one fails to kill the avatar, then one will almost certainly lose. Remember, melta weapons don't hurt Avatars. Be prepared to invested the entire armies firepower into killing it. This will require a quick estimation of ones luck, and firepower. If the eldar do not have an avatar, then almost half their army will fall backwards, which typically results in a loss for the eldar player.
Tau Etherneals allow a re-roll of moral checks. He must be destroyed. A land speeder tornado can often make a suicide move to kill him, if alone. Or if accompanied by fire warriors, then the firepower of the terminator squad, plus land speeder should be enough to remove the entire unit. This will force all tau to take a moral test, when combined with fear of the darkness, more then half the army should fall back, leading to a much easier victory then normal.
The "And They Shall Know No Fear" special rule offsets a lot of the restrictions of regrouping. One of them that of counting as moving on the turn you regroup. That's what Devastators falling back out of an assault at the end of the enemy's turn are all about! *harrr*
Marines don't have any issues after regrouping. It's one of the many things that makes ATSKNF one of the best rules in the game.
(p.s. Meet my runes of warding :ninja
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone