Switch Theme:

GK Libby power choices  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Veteran Inquisitorial Tyranid Xenokiller






I'm making up my list for a 2500 point tournament coming up and I have a Librarian but cannot decide on what powers to give him. He does have the Shrouding already but I have 10 points left and can't decide on a 2nd power to pick up, anyone have suggestions?
   
Made in us
Shepherd





Shrouding, Warp Rift, Quicksilver, and Might of Titan are probably the most useful powers. Shrouding for cover saves espeacially if you use storm ravens. Warp rift main troop effect is ok but the pen against vehicles is better since you can pop a vehicle and then get to assault the squishy center. Quicksilver isnt as important if you have a lot of halberds but handy if you play eldar, de, gaunts etc who have a matching I to a halberd. Might of Titan is good to add more anti vehicle for your squads since they wont have melta guns, bombs etc.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

The three best powers are:
Shrouding. A +1 cover save is always nice.
Sanctuary. There are a lot of good assault units that do not have grenades (Demons, incubi, genestealers etc.), and this lets you attack first. Not only that, but they might take damage on the way in, or be out of assault range.
Might of Titan. Another +1 Strength is nice, but the 2d6 armor penetration is what makes this power a must-have.

The others
Quicksilver. This power is often overrated, but it is useful once in a while.
Warp Rift. If you are in a fast moving vehicle (Land Raider/Stormraven) you might want to take this power.

The rest are not that good, or very situational.


 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller






I'm taking Warp Rift and the 2nd I'm considering Might of Titan, I do already have a hammer in the unit he will be traveling with, but this will just make the hammer that much more deadly. Also if it is combined with the squads Hammerhand the other members of the unit will have a chance against vehicles.

Final power loadout is Shrouding, Warp Rift and Might of Titan

This message was edited 1 time. Last update was at 2011/12/23 04:53:01


 
   
Made in gb
Dakka Veteran





I tend to agree with Blackmoor.

The best three Librarian powers are:

Might, Sanctuary and The Shrouding. Some builds make more use out of these powers than others but they're consistently the most useful regardless of build.

The next two best are:

Quicksilver and Warp Rift. These are more situational and sometimes prove worthless in a given game (Quicksilver is pointless versus Orks, Warp Rift almost so against varieties of Space Fairies). Warp Rift is chancy, and the -1 on the damage table rolls doesn't help. But it can be used against both troops and vehicles and being a template can often catch more than one unit if the Librarian is well positioned.

Next best is Dark Excommunication. Even more situational, being of use against only a few armies. This is one I'd take in a competition list if I had 5 points spare just because it can actually prove very useful indeed and there's not much else that 5 pts would benefit my army. But it's never my choice before any of the other 5.

The other powers are pretty unimpressive. Summoning would potentially be very useful if it worked with teleport homers or just didn't scatter, but it doesn't and does, so it isn't. Vortex is good until you take perils - then it's terrible: the risk is just too great to chance it given how expensive and key the Librarian is. Smite is of some marginal use against armoured targets but in almost all cases Warp Rift will cause as many or more casualties.


Choose an army you can love, even when it loses - Phil Barker
 
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

Think of it this way, the librarian can use 2 powers per player turn, so you want to pick two powers to use on your turn and two to use on your opponents. Sanctuary and Shrouding on their Turn, Might of Titan and whatever on yours. Personally, I go right along with everyone else and say Warp Rift is a beautiful thing.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

Artemo wrote:
The other powers are pretty unimpressive. Summoning would potentially be very useful if it worked with teleport homers or just didn't scatter, but it doesn't and does, so it isn't.



Mystic Henchmen make the summoning not scatter. Even still, I do not find myself using it, but it sure is fun.

This message was edited 1 time. Last update was at 2011/12/23 11:32:29


40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in us
Kid_Kyoto






Probably work

Blackmoor wrote:The three best powers are:
Shrouding. A +1 cover save is always nice.
Sanctuary. There are a lot of good assault units that do not have grenades (Demons, incubi, genestealers etc.), and this lets you attack first. Not only that, but they might take damage on the way in, or be out of assault range.
Might of Titan. Another +1 Strength is nice, but the 2d6 armor penetration is what makes this power a must-have.

The others
Quicksilver. This power is often overrated, but it is useful once in a while.
Warp Rift. If you are in a fast moving vehicle (Land Raider/Stormraven) you might want to take this power.

The rest are not that good, or very situational.


This. This is your guide to GK Librarians.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
 
Forum Index » 40K General Discussion
Go to: