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Made in ca
Regular Dakkanaut




Hi guys. So i recently started running a ML2 librarian to take a second command squad. I play salamanders with Vulkan, so this squad has 4 melta guns and an apothecary, coming in a drop pod on turn 1 alongside the other command squad with 4 melta guns, 4 storm shields, an apothecary, and Vulkan.

My question to you is: which powers should I aim for? Telekinesis has a lot of options that can both support the group (drop pod, followed by an immediate levitation to put the guns behind my opponents line, and the dome obviously). Objuration mechanicum can be used defensively to make a squad get hot with everything that might try to kill them. The rest just beat the crap out of things.

Or biomancy? It leans more towards a straight support roll, but smite alongside 4 master crafted melta guns could make short work of a terminator squad.

Pyromancy doesn't give me anything the rest of my army can't already do better.

Telepathy has psychic shriek which could knock out a monstrous creature with backup from the meltas. And invisibility is nothing short of amazing now.

Oddly, divination is a bit of a waste as 80% of the models in my list are already twinlinked/master crafted and can't benefit from half of the powers.

Any tips? I'm torn between telekinesis or biomancy, but maybe I'm missing something?
   
Made in us
Longtime Dakkanaut





Oceanic

Endurance give you relentless and 4+ FnP right?

If you give them grav guns they'll murder any Marine equiv or better

https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in us
Sneaky Lictor





Shriek will wipe out an entire unit, not just a MC. Biomancy would work well for Salamanders imo, Divination is mostly pointless the way I play and I don't see many take it. Telekinesis is just mean. Pyromancy, I like Fire Shield and Fiery Form, very mean combo.

In the works

Warhammer 40k. Enjoy it or go play something else. Life is too short to complain.
 
   
Made in ca
Regular Dakkanaut




Thats just a chance at endurance. I'm thinking broader picture. I don't want to change my list on the CHANCE that my powers will make them great, or I'll have wasted a valuable part of my list.


Automatically Appended Next Post:
Totally didn't notice that about the shriek. Thanks!

This message was edited 1 time. Last update was at 2014/06/27 04:54:25


 
   
Made in us
Sneaky Lictor





I'd definitely throw Pyromancy in there on 2nd thought. Overkill is better than underkill imo

In the works

Warhammer 40k. Enjoy it or go play something else. Life is too short to complain.
 
   
Made in ca
Regular Dakkanaut




It seems like theres really no bad result for telekinesis in a drop podding melta squad. Similary for biomancy, with it being more on the defensive support end rather than augmenting the offensive capability
   
Made in us
Sneaky Lictor





I just like Biomancy and Pyromancy lol, goes well for my army

In the works

Warhammer 40k. Enjoy it or go play something else. Life is too short to complain.
 
   
Made in gb
Fresh-Faced New User




As SM you can't take divination, (without Tigarus) so not that one
   
Made in ca
Regular Dakkanaut




Don't know how I didn't notice that haha. The little quick reference card that comes with the powers just shows check marks all the way across. Kinda misleading
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




Yes unfortunately...
It was one of the things that got me excited for 7th. I thought at first that i can at least unload twin-linked sternguard..
   
Made in us
Land Raider Pilot on Cruise Control





I love Telepathy.

Psychic Shriek can do crazy damage, invisibility is incredible, and even without invisibility, the other abilities aren't bad either. Terrify + psychic shriek can do some hilarious things.

Fiat Lux 
   
 
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