Joined
·
15 Posts
Dunno if this is the right forum, but....
Furious charge is an absolutely awesome skill to take, whether for veterans, and/or Assault/Tactical squads depending on the chapter traits. It means that you will strike first against most troops and rarely need worse than a 3+ to wound. Assault squads are the best candidate for the skill, since they are the fastest movers, and are far more likely to get the charge, but you could try a veteran squad in a rhino or razorback.
FLAMERS! Flamers are normally a bad choice, for tactical squads, since they will not often get close enough to use them. But with an assault squad, this is a different matter. 2 flamers in an assault squad will generally cause a heck of a lot more S4 hits than the extra attack you can get from a plasma pistol, and these hits are automatic. Put it this way, I have killed 4 battle sisters with a flamer shot, before. These weapons are lethal on assault squads, who often get close enough to use them. I highly recommend this option!
The Veil of Time psychic power is a very dangerous thing on a close combat librarian, and so I recommend you choose it and not Might of Heroes, unless you plan to include a chaplain in the same squad, since his rule will fulfill half of the destructive power of the psychic power.
Scout bikers are an interesting option for tank hunting, since they can (I think) take melta bombs. With their scout move, you can kill a tank in this way on the first turn! Beware, Land Raiders!
The Take the Fight to Them trait is a very handy trait. It allows you to take close combat troops as a troop choice, which is useful for both small games, and large games, where the fast attack slots may not be satisfactory. I, myself, always try to use balanced armies with my space marines. I like to be able to utterly destroy my enemy in close combat, but at the same time have plenty of firepower, to take out those damn tanks and very-heavy infantry.
Dreadnoughts, especially venerable, are a great way to use this approach. The basic option, Assault cannon and close combat weapon, allows you to kill plenty of low, and sometimes well, armoured troops, and the close combat weapon means that you will be able to destroy tanks with ease, and give small units of terminators a reason not to charge you, as well as being able to take out enemy leaders with power fists or low initiative before they attack.
Furious charge is an absolutely awesome skill to take, whether for veterans, and/or Assault/Tactical squads depending on the chapter traits. It means that you will strike first against most troops and rarely need worse than a 3+ to wound. Assault squads are the best candidate for the skill, since they are the fastest movers, and are far more likely to get the charge, but you could try a veteran squad in a rhino or razorback.
FLAMERS! Flamers are normally a bad choice, for tactical squads, since they will not often get close enough to use them. But with an assault squad, this is a different matter. 2 flamers in an assault squad will generally cause a heck of a lot more S4 hits than the extra attack you can get from a plasma pistol, and these hits are automatic. Put it this way, I have killed 4 battle sisters with a flamer shot, before. These weapons are lethal on assault squads, who often get close enough to use them. I highly recommend this option!
The Veil of Time psychic power is a very dangerous thing on a close combat librarian, and so I recommend you choose it and not Might of Heroes, unless you plan to include a chaplain in the same squad, since his rule will fulfill half of the destructive power of the psychic power.
Scout bikers are an interesting option for tank hunting, since they can (I think) take melta bombs. With their scout move, you can kill a tank in this way on the first turn! Beware, Land Raiders!
The Take the Fight to Them trait is a very handy trait. It allows you to take close combat troops as a troop choice, which is useful for both small games, and large games, where the fast attack slots may not be satisfactory. I, myself, always try to use balanced armies with my space marines. I like to be able to utterly destroy my enemy in close combat, but at the same time have plenty of firepower, to take out those damn tanks and very-heavy infantry.
Dreadnoughts, especially venerable, are a great way to use this approach. The basic option, Assault cannon and close combat weapon, allows you to kill plenty of low, and sometimes well, armoured troops, and the close combat weapon means that you will be able to destroy tanks with ease, and give small units of terminators a reason not to charge you, as well as being able to take out enemy leaders with power fists or low initiative before they attack.