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 Beaststar for 7th Edition

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Darklight
FishDeadDaemon
DrakeHarkonnen
orestes85
egorey
ordosean
Silverglade
glnngu
Skulnbonz
Amornar
BetrayTheWorld
Sky Serpent
Ikaraii
Korwey
Painjunky
Zanais
SCP Yeeman
Zenotaph
Bugs_N_Orks
Vasara
SERAFF
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Brom
Dogmar
Devilogical
lelith
Count Adhemar
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egorey
The Duck of Death
egorey


Posts : 767
Join date : 2013-02-25

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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Jul 16 2014, 03:24


All due respect Sean. Everything I know about beastpack I picked up from you (remeber the thread on dakka I started - felixcat)? So I have followed with interest all your batreps, lists and advice. When I started playing beastpack it was with Eldrad (for fortune of course) and over the course of new codexes and BRBs I have found that I have changed my composition quite a bit. I don't ever use a dual beastpack but I do see the merit in it.
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orestes85
Hellion
orestes85


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Location : Toronto Area

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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Jul 16 2014, 17:37

Ok guys, I'm sold. But can someone start a thread on how to get 20 khymeraes. Buying in packs of two is a bit much for me...
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DrakeHarkonnen
Hellion
DrakeHarkonnen


Posts : 51
Join date : 2013-07-19

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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Jul 16 2014, 18:36

I use Fantasy Vampire Counts Dire Wolves, Chaos Hounds can also work
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Hekatrix
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Posts : 1036
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Location : Sydney

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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Jul 16 2014, 21:56

Chaos Warhounds with some Tyranid talon bits work together well. A little bit of drilling and green stuff too to make a create a nice flush finish
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ordosean
Slave
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Posts : 20
Join date : 2014-04-15

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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Jul 16 2014, 22:46

egorey wrote:

All due respect Sean. Everything I know about beastpack I picked up from you (remeber the thread on dakka I started - felixcat)? So I have followed with interest all your batreps, lists and advice. When I started playing beastpack it was with Eldrad  (for fortune of course) and over the course of new codexes and BRBs I have found that I have changed my composition quite a bit. I don't ever use a dual beastpack but I do see the merit in it.

I do remember that thread. And Im happy my experience has maybe helped you and some others out there. I had a ton of battle reports to put up in the closing months of 6th... templecon, torrent of fire invitational, and adepticon... but got busy and then lazy when the edition changed as they dont really mean anything anymore.

But I will try to get the ones from the ATC up quicker. Ive got photos from a few of the games and can do some recaps for the others without photos.
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SCP Yeeman
Sybarite
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Posts : 350
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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeThu Jul 17 2014, 04:13

If I wasn't at work, I would post the website of where I get my Khymeras, for $3 a model. But go to Ironwindmetals.com You could also Google Image them as well.

Click the online store icon and then go to the Vor subheading on the left followed by Neo-Soviets underneath. They are called Neo-Soviet Rad Hounds. 2 different versions of them, and like I said $3 a model. When I get home I will post pictures of the ones I have. I like them because they look Dark Eldar-y and are very cheap.

This guy has a painted version of them on his blog. http://captainapathy.wordpress.com/2012/07/07/zombies-zombie-dogs-and-rad-hounds/
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lelith
Sybarite
lelith


Posts : 334
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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeThu Jul 17 2014, 04:47

ordosean wrote:
Fun being a subjective quantity that is to each his or her own.  I dont begrudge people who do have fun with any list, nor do I appreciate when others have in the past discounted my fun for certain lists.

Thank you so much for saying that. I'd really like to show this thread to my friend who laughs at me whenever I bring Slaanesh armies as a desperate ally for fun  Laughing 
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Painjunky
Wych
Painjunky


Posts : 871
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Location : Sunshine Coast

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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeFri Jul 18 2014, 13:18

lelith wrote:
Painjunky wrote:
Congrats Lelith.

Did u get first turn and/or have LOSB terrain to hide behind? What did your/his list look like?

I ask because AM are one of the few armies that have enough medium to long range dakka to evaporate unit of BMs in 1 turn. Let alone at 2500pts.

I got the first turn, ran into the ruin providing 4+, and obtained Invisibility for Baron's beasts. His army then shot Farseer's beasts and killed some. The situation would have changed if my friend had focused all of his fire on the beast units. However, he decided to attack my Ravagers with his heavy weapons. In fact, it's good decision as they were my only way to crush his tanks.

Thanks for clarifying lelith.

Invisible beasts! Just... just Wow!

BM scare your opponent and force them to deal with them and they soak up firepower. This is the real strength of BM and why I never leave the webway without them.
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Count Adhemar
Dark Lord of Granbretan
Count Adhemar


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeFri Jul 18 2014, 14:06

I've been rolling exclusively on Telepathy for the last few games and still have yet to roll Invisibility. Still won every game though Smile
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FishDeadDaemon
Slave
FishDeadDaemon


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Join date : 2012-10-29

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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeSun Jul 20 2014, 16:57

SCP Yeeman wrote:
If I wasn't at work, I would post the website of where I get my Khymeras, for $3 a model.  But go to Ironwindmetals.com  You could also Google Image them as well.  

Click the online store icon and then go to the Vor subheading on the left followed by Neo-Soviets underneath.  They are called Neo-Soviet Rad Hounds.  2 different versions of them, and like I said $3 a model.  When I get home I will post pictures of the ones I have.  I like them because they look Dark Eldar-y and are very cheap.

This guy has a painted version of them on his blog.  http://captainapathy.wordpress.com/2012/07/07/zombies-zombie-dogs-and-rad-hounds/

Looking at the Warhammer WoC model, I think I much prefer it over those (no offense!) They're bigger, more details, and I'd argue more easily converted. I'm doing my own unit right now, and they're actually looking pretty good!
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SERAFF
Sybarite
SERAFF


Posts : 259
Join date : 2013-02-12

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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeMon Jul 21 2014, 14:35

Count Adhemar wrote:
I've been rolling exclusively on Telepathy for the last few games and still have yet to roll Invisibility. Still won every game though Smile

I prefer to make my first roll on Runes of Fate chart. If I will get Fortune, it's cool. If not - I will switch to Guide. Then I will make 2 remaining rolls on Telepathy in hope to get invisibility.
I mean Guide - it is something the Beaststar Must Have and you can get it for free. Chances that you will have invis are pretty low and you can't hope to win a game counting than you will roll a good spell. So guide will be a good choice to enhance your beaststar. Birds usually do lots of attacks, but it's often, that only 1 or 2 of them inflict a wound. Guide will help to make that number 2-3 times bigger.
So the scheme is simple - try to get fortune. if not, take guide and try to get invisiility. If yes, also take guide and make a single roll on telepathy.
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Count Adhemar
Dark Lord of Granbretan
Count Adhemar


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeMon Jul 21 2014, 14:51

SERAFF wrote:
Count Adhemar wrote:
I've been rolling exclusively on Telepathy for the last few games and still have yet to roll Invisibility. Still won every game though Smile

I prefer to make my first roll on Runes of Fate chart. If I will get Fortune, it's cool. If not - I will switch to Guide. Then I will make 2 remaining rolls on Telepathy in hope to get invisibility.
I mean Guide - it is something the Beaststar Must Have and you can get it for free. Chances that you will have invis are pretty low and you can't hope to win a game counting than you will roll a good spell. So guide will be a good  choice to enhance your beaststar. Birds usually do lots of attacks, but it's often, that only 1 or 2 of them inflict a wound. Guide will help to make that number 2-3 times bigger.
So the scheme is simple - try to get fortune. if not, take guide and try to get invisiility. If yes, also take guide and make a single roll on telepathy.

Going to have to disagree on that. Guide is of limited use to a Beaststar given that it only works for shooting attacks, not melee. I'm actually finding the Telepathy powers to be of more use to me than the Eldar ones. Due to the changes to the way Witchfires work I am getting a lot of mileage out of Psychic Shriek as I can cast this on one unit and still charge a different unit in the assault phase. Dominate has proven useful on occasion and Terrify won me a game the other week. Invisibility is obviously golden and the other powers are situationally useful. If I happen to get Invisibilty on my first or second roll (or ever!!) then I would head to Divination to grab Prescience, which works on both shooting and melee attacks.
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SERAFF
Sybarite
SERAFF


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeTue Jul 22 2014, 08:03

Count Adhemar wrote:

Going to have to disagree on that. Guide is of limited use to a Beaststar given that it only works for shooting attacks, not melee.

Oh that what I missed, shame on me. So then it should be Prescience combined with the spirit stone for lowering cost.


Last edited by SERAFF on Tue Jul 22 2014, 13:55; edited 1 time in total
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Count Adhemar
Dark Lord of Granbretan
Count Adhemar


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeTue Jul 22 2014, 09:27

SERAFF wrote:
Count Adhemar wrote:

Going to have to disagree on that. Guide is of limited use to a Beaststar given that it only works for shooting attacks, not melee.

Oh that what I missed, shame on me. So then it should be combined with the spirit stone for lowering cost.

Yep. I consider the Spiritstone to be essential in 7e.
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Vasara
Incognito assault marine
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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeTue Jul 22 2014, 11:59

Count Adhemar wrote:
SERAFF wrote:
Count Adhemar wrote:

Going to have to disagree on that. Guide is of limited use to a Beaststar given that it only works for shooting attacks, not melee.

Oh that what I missed, shame on me. So then it should be combined with the spirit stone for lowering cost.

Yep. I consider the Spiritstone to be essential in 7e.

I agree if you are using Farseers. Not so much if you are using Spiritseers.

I've found Spirit seers pair with Beasts nicely. Possibility for S5 Khymerae is very nice.
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Count Adhemar
Dark Lord of Granbretan
Count Adhemar


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeTue Jul 22 2014, 12:50

Vasara wrote:
Count Adhemar wrote:
SERAFF wrote:
Count Adhemar wrote:

Going to have to disagree on that. Guide is of limited use to a Beaststar given that it only works for shooting attacks, not melee.

Oh that what I missed, shame on me. So then it should be combined with the spirit stone for lowering cost.

Yep. I consider the Spiritstone to be essential in 7e.

I agree if you are using Farseers. Not so much if you are using Spiritseers.

I've found Spirit seers pair with Beasts nicely. Possibility for S5 Khymerae is very nice.

Hadn't really considered Spiritseers due to their inability to take jetbikes or runes but I guess they could be used and Runes of Battle does have some useful powers.
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Darklight
Sybarite
Darklight


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Jul 23 2014, 06:53

I ran the beaststar i 6th. 25 Khymeras+Baron+Eldrad+Irithrell (or whatever his name is).
Redeploy+Scout = an amazing combination. And even tho they just move 6" they dont slow down the unit because of the big footprint. But this list was not something for me, as I enjoy a more tactical game. For me it just felt like moving models and having an "auto-win" in the end of the matches. It was just to powerfull.
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Vasara
Incognito assault marine
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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Jul 23 2014, 13:15

Yesterday I played a 3rd game with Khymerastar supported by Spiritseers (And Baron of course). I had 19 Khymeras and 5 seers, one with shard. All of the seers rolled for Telepathy not getting me Invicibility (nor Terrify) but two shrouded spells and 5 shrieks. After invicibility the psychic shriek is very potent spell for the beasts. It lets yuo shoot different target and then charge other target. Not sure how people play it but the ETC-clarification allows non brotherhood psykers in a same unit casts same spells multiple times. so tahts potentially 5 shotting attacks that ignore cover and armor with splitfire.

How did the game go? Killed most of the opponents list. Invicible Wraithguad with Eldrad and Spiritseers is too tough nut to crack for beasts. Still managed to win 11-9 even though that monster of a unit got the Relic in it midgame. We also had killpoints and modified maelstrom mission.
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Count Adhemar
Dark Lord of Granbretan
Count Adhemar


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Jul 23 2014, 14:17

Vasara wrote:
Not sure how people play it but the ETC-clarification allows non brotherhood psykers in a same unit casts same spells multiple times.

Just derailing my own thread a bit here but I have no idea how any of the tournaments came to this decision. NOVA also initially ran that way but my understanding is that Reese Robins managed to convince them that it's wrong (which it is). The rules are crystal clear.

Quote :
no unit can attempt to manifest the same psychic power more than once per Psychic phase.

People seem to be getting confused by the following sentence:

Quote :
For the purposes of all rules, the term ‘Psyker’ and ‘Psyker unit’ refers to any unit with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules.

But the two rules are completely unrelated. If the first one said "no Psyker can attempt to manifest the same psychic power more than once" then there would be an argument. But it doesn't. Nor does it say Psyker Unit. It says unit. Any unit can only attempt to cast the same power once per turn, regardless of how many psykers are in it. Otherwise, what's the point of that rule?
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Vasara
Incognito assault marine
Vasara


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Jul 23 2014, 14:33

I agree with you it being wrong interpretation. But tournament rules says so and thats too big thing to ignore.
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The Red King
Hekatrix
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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeThu Jul 24 2014, 00:31

So I saw some mention of using 3 haemies to get fearless and people said it would slow the beasts.

I personally use my haemies (with liq) as pain caddies for my archon before scooting them off to their own individual raiders full of 9 wracks (with liq).

If you really don't want allies or Vect 180 points for 3 liq toting haemies that take off T1 to go melt marines isn't terrible.
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Deamon
Sybarite
Deamon


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeSat Aug 09 2014, 12:26

Correct me if I'm wrong (I don't have my codex with me) but when the haemy leaves, it must leave with half the pain tokens. In case of an odd number, you get to choose who keeps it.

So while your beatspack would be fearless, the first haemy to leave would bring 1 token with him and so will the second one, leaving you with just one token.
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Count Adhemar
Dark Lord of Granbretan
Count Adhemar


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeWed Sep 17 2014, 14:33

Added a section on Irillyth (IA 11) to the alternate builds section.

Will now wait and see if we get to keep the Baron in the new codex or if there is anyway to duplicate some of his abilities, specifically the ability to take a PGL!
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Vasara
Incognito assault marine
Vasara


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeThu Sep 18 2014, 07:01

Count Adhemar wrote:
Added a section on Irillyth (IA 11) to the alternate builds section.

Will now wait and see if we get to keep the Baron in the new codex or if there is anyway to duplicate some of his abilities, specifically the ability to take a PGL!

I think Baron ability to hit&run is the most important thing to beasts. Although grenades are very good too.
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Count Adhemar
Dark Lord of Granbretan
Count Adhemar


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PostSubject: Re: Beaststar for 7th Edition   Beaststar for 7th Edition - Page 4 I_icon_minitimeThu Sep 18 2014, 07:18

The hit & run I can get elsewhere though. I don't know any other way to get grenades.
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