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Made in nl
Regular Dakkanaut






Hello.

I am working on a gk librarian but I dont know with what to arm him!
I am thinkin about warding stafe and make him very defensive and use defensive spells.
Or should he be just ofensive all the way?

any thoughts anyone?
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

the Warding Stave is a good choice if you have the points. it alleviates him not having an iron halo and only being a 2 wounds model.


as for powers, it really depends. Quicksilver and Might of Titan are practically mandatory. Warp Rift and Vortex are good offensive spells.


I would have Quicksilver and Might of Titan at all times and get other spells as you have the points for.

the Lvl3 upgrade is a decent one, but makes him expensive. its good for stacking Hammerhand and Might of Titan multiple times.


if you are running Stormravens, Shrouding becomes mandatory. its also good in a terminator heavy list. 3+ cover saves are really good.

Sanctuary is good too, especially if facing an enemy that will likely get the charge. Striking first is useful.


Basically, you can't go wrong with any of the powers. Dark Excommunication is useful if you expect to be facing Deamons, Khorne in particular, and with such a cheap price on the powers it isn't a bad idea to toss those additional points at it.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

Librarians are the most useful place in the book to actually put Halberds.

All by himself he can have initiative 6, bust out with hammerhand, then use the forceweapon feature. If he's level 3 you can stack a MoT on that for a str 6 attack.

Libby's are fearsome with Halberds.

Psychic powers should then be chosen to support your list...and only you can say what's useful there.


btw, Quicksilver is ok but remember...you can only use it DURING YOUR OWN TURN, not your opponents'.

This message was edited 1 time. Last update was at 2011/07/14 23:40:49


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Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

Grey Templar wrote:

the Lvl3 upgrade is a decent one, but makes him expensive. its good for stacking Hammerhand and Might of Titan multiple times.



just wanted to say that the newest Main Rulebook FAQ states that you cannot cast the same power more than once. With LV2 you can cast hammerhand and Might and that is all you can do to buff your strength..



You already have a 4+ INV save in close combat from the nemesis sword.



I think that you should keep the sword. Then take Might, Quicksilver, Sanctuary, and Shrouding.

The Summoning might be useful if you have a Mystic Henchmen so you do not scatter.


Otherwise I would just keep him cheap and leave it at that.

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Made in nl
Regular Dakkanaut






Alright thanks for the responses guys!
   
Made in gb
Horrific Howling Banshee




Hemel Hempstead

Personally I'd take the warding stave, otherwise that PF sgt / PK nob will ID your expensive Libby in no time. He's at his best buffing his squad in assault, so may as well protect him from being singled out and perils.

 
   
Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

I take a Warding stave on mine, otherwise my opponents love to pick him out in CC if they get a chance. Not to mention that super-sweet 2+ invuln to perils in CC.

   
Made in se
Longtime Dakkanaut





Gothenburg

Halbeard makes him more voulnerable in melle (only 5+ inv) whereas the sword gets him a 4+ and quickening can alleviate the slowness of the sword.

Warding stave is good if you plan on using him in melee, it protects against perils in melee as well.

Powers to use depend on how you are going to use your army, if you lack anti tank and plan on deepstriking the libby then the vortex is very good, if you use purgators in your list and/or stormravens or landraiders then rift is a good thing.

Shrouding is one of the best libby powers no matter what list you are using, it is also the power that best synergises with the techmarine.

The same goes for summoning, it is hard to use and requires the right build but if executed properly this power is so over the top it basically dictates the outcome of the game if used correctly. The best thing is that many people underestimate it.

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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

svendrex wrote:
Grey Templar wrote:

the Lvl3 upgrade is a decent one, but makes him expensive. its good for stacking Hammerhand and Might of Titan multiple times.



just wanted to say that the newest Main Rulebook FAQ states that you cannot cast the same power more than once. With LV2 you can cast hammerhand and Might and that is all you can do to buff your strength..



hmm, you are correct.

but the unit he is in can cast Hammerhand too. so you can have 2 Hammerhand and 1 MoT. or 2 Libbys for 3 Hammerhands and 2 MoT

str9+3D6 armor penetration at I10 with Quicksilver unit FTW

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Member of the Malleus



Boston, MA

Honestly, KISS. Keep It Simple Stupid.

He's there to cast spells, good, force multiplier spells, not fight in CC. He's no different than any other terminator for fighting. Perils is 1/18 chance, don't stress about it. Keep the sword, it's 4+ invo, that'll probably be enough. If you didn't wipe the squad, and get sniped by a power fist, I kinda feel like you're doing it wrong. If you're charging, touch the power fist first with another model, and then you don't have to worry about it, anyway.

Force sword. Might, Sanctuary and Shrouding are givens for powers. You probably want 1 other power, but that can really depend upon taste.

1) Quicksilver is OK, but keep in mind this is wasting your halberds, usually, and you might want to cast hammerhand with him (+might, + hammerhand from the squad)

2) Warp rift is cool, mostly cuz it auto-penetrates vehicles, but remember it's -1 on the table. Not so good for killing dudes, haven't had much luck with it.

3) Nothing wrong with Smite, actually. Just cuz it isn't flashy doesn't mean it isn't good.

4) Summon can be very useful, but I don't it like nearly as much now that you can only cast it once (which is dumb). I have had a lot of fun teleporting around an immobile, weaponsless LR as a mobile shield, though.

Never get the psychic mastery 3 upgrade. Crazy expensive, and 2 powers in your turn and 2 in theirs is plenty.

Servo skulls are always useful (http://prometheusatwar.com/2011/06/servo-skulls-are-probably-better-than-you-think-they-are-and-i-know-you-think-theyre-pretty-good/), should probably get some if you didn't have anywhere else to get them.



So to reiterate: Just get him basic, + 3-4 powers, and maybe have some servo skulls on him, if you can't get them cheaper somewhere else. Should be around 170 pts.

This message was edited 1 time. Last update was at 2011/07/15 17:45:18


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Made in us
Pauper with Promise




Stockton, CA

this is how i currently equip my librarian and its been working great

warding stave
quicksilver might of titan shrouding sanctuary

the warding stave practically pays for itself as after one INV save its paid its self over at least three time over (think of a wound as 100 pts on a 205 pt libby). usually my opponents targeted my libby w/o the stave but now they usually think twice before trying to single out my buff.

as far as powers the balance is 2 for your turn and 2 for your opponents. on your turn quicksilver and might of titan for S6 (whatever unit the libby is attached to can cast hammerhand as well) and you strike at I10. most people say halberds are a waste with quicksilver but they come in handy on your opp. turn if you didnt mop up completely.
2 powers on your opponents turn, shrouding in the shooting phase and sanctuary in the assualt phase. sanctuary does so many things, it has the chances at dealing some wounds, it may even stop your opponents assualt completely so you can charge next turn, and they assault through cover i believe and most non MEQ armies dont pack grenades.

so that is how i currently run my libby. if you dont have the points for a stave just stick with the sword.
   
 
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