Welcome to Librarium Online!
I decided to take a unit of warp beasts in a few of my lists and I was curious about the Beastmasters combat drugs. Since she already has a 12" assault, what happens if you roll a 12" assault for combat drugs? Is it just a wasted roll? And the drugs are limited to just the Beastmaster and not the beasts right?
Also has anyone had success using a unit of Warp Beasts? Any tips or pointers?
Warp beast are one of my favorite units that dark eldar has of less than eighty points you have 20 strenght 4 attacks on a charge and aother 3 agnoiser attacks. Plus they will never take up a force organisation spot.
I always use them to charge small specialized squads like eldar aspects. You don't want to charge large squads because the 6+ save really hurts warp beasts.
Prey they don't take you alive
Prey they don't take you alive
I play the Warp Beast pack a bit different to the others by leading the assault due to their 12" charge range and then backing them up on the next turn with Wyches if I think its necessary. This method I find is a bit more flexible because of the fact that Warp Beast packs (just like Wyches) need to be in combat as soon as posiible as its the safest place for them, and by engaging the enemy first they can act as a sacrificial squad if necssary holding up a dangerous foe whilst I arrange my army that bit better. I don't use them as a "mopping up squad" as I find my Wyches don't leave many scraps to clean up after.
Basically if you have to pay in points for combat drugs, you get to choose which one you get,
If they come free as part of the squad package then you roll once for the choice at the start of the game,
Or if it is nominated specifically in the special rules (like Beastmasters) then you have no choice available to you.
In a controversy the instant we feel anger we have already ceased striving for the truth, and have begun striving for ourselves.
Get as many as these factors right when you assault with your Warp Beasts, and you can't go wrong:Also has anyone had success using a unit of Warp Beasts? Any tips or pointers?
Number 1: Sic them on things which are less than initiative 5.
No. 2: Sic them on things which haven't got great armour saves, unless those units haven't got many numbers or attacks. (Example: A 5 man SM Tac squad is a good opponent for Warp Beasts, with their low numbers and low attacks; a 10 man SM Assault squad is not.)
No. 3: Charge them in as a support unit for a tougher unit in CC. They haven't got enough numbers, or enough armour, to be the first unit into a CC, unless it's a CC they have a reasonable chance to win right away.
No. 4: Make sure they DON'T get shot. A single lasgun shot has a good chance of killing a Beast, and guess what? That means the unit will have 4 less attacks on the charge, when it hits something!
To add to this I would say:
A. Try maxing the unit to 5 beasts and a beastmaster, they are only 75 points total.
B. You have to hide them well in cover and mentally map out how they are going to get to their target without getting shot - This is VERY important! Although charging into cover is not recommended, moving through it with your "fleet" roll is important so dont forget to fleet-of-foot.
C. Remember that although they can easily take a Scout squad, Kroot squad or infiltrating Imperial Guard squads on open ground, they will suffer terribly to attacking units that are in cover. Beastmaster doesnt have plasma grenades so you will striking second at best and your 6+ save will be your doom. Remember this before attacking Tau Stealth Suits too as they are "always" considered to be in cover
Just a recap on the last two games I have used them against Necrons and Orks.
Although you might not first think they would do well with Necrons you have to remember that there a couple of Necron units that just dont have the CC ability to fight off a Warp Beast charge (as mentioned in #2 listed above). In this game my opponent had a unit of Heavy Destroyers (2 or 3, cant remember) and even though they have a nice armor save, they dont have the offensive output to win against a charge. I ended up killing one in the initial charge and the remaining heavy destroyers failed to cause one wound. In the next turn the Warp Beasts were able to fight first because of the initiative and killed off the rest of the squad before they could strike back. In this match-up my 75 points mopped up 130+ points of Necrons without losing a single beast. At this point they have fulfilled their role and anything else would be "icing on the cake".
As for Orks - I knew they would be coming at me at full speed so I used them as a counter-charging unit to protect a WWP deploying squad. I simply positioned them behind the WWP squad and waited for the orks to be within charging distance as to "screen" the orks from the WWP deploying unit. It worked very well in fact they were able to kill enough orks as to have no return attacks back and then were able to get the first round attacks the following turn. They were eventually overcomed by the orks but they did screen the WWP and it was deployed successfully the following turn (when the reserve units came in).
Remember they are only 75 points and fun to play with however, they are usually targetted first and have the same priority to be killed as Reaver Jetbikes (I've seen people who would rather shoot the beasts than a full raider of wyches - go figure).
I can see the need for finesse with the warp beasts because loosing a couple to shooting or a bad combat would basically cause them to run away because of their very low leadership.
I was thinking of running them with my wyches for some extra oomph.
Wait, how do they not use force organisation chart space?
They just don't. Look at the codex, they never did. If you have 1 or more wych squads you can take 1 warp beast pack in a kabal. In a wych cult you can take a warp beast pack for every wych squad in the army. They're not considered important enough to take up a slot, after all, a full squad is only 75 points where a full wych squad with raider is 223 points (no upgrades on the raider, plasma grenades, wych weapons, succubus with agoniser).
Tenozuma - The Burninator... I came, I saw, I posted.Originally Posted by Aussie Bogan
Dark Eldar player.
Feel free to PM if you want any advice or help with anything.
Assume everything I say has a "what I think" disclaimer.
Hang out with all the other Aussie and NZ members at The ANZAC Clan.
Need advice, want to talk warhammer or just want a laugh? Come on LO Chat. http://www.librarium-chat.com/