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 What's so bad about beastmasters?

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stilgar27
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PostSubject: Re: What's so bad about beastmasters?   Tue May 24, 2016 9:36 pm

@The Red King wrote:
Razor wings are tricky. I think someone makes razor bat swarms.
This is part of the basing for the new Archaon kit - sells for $5-6 on ebay.  Compare with the $30? resin flock on GW's site and I consider these a step up just based on the fact that they are plastic but also seem to interlock and therefore need less rods running up in to them.

It's a shame that I literally can't imagine a use for razorwings under the current codex or I'd buy a few.
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Creeping Darkness
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PostSubject: Re: What's so bad about beastmasters?   Tue May 24, 2016 11:25 pm

I like the idea of using small mobs of Clawed Fiends (3 + 1 beastmaster or 5 + 2 beastmasters), not so much against infantry but to savage rear AV 10 vehicles. They don't have to care about not having grenades in that instance.

In a pinch they could be thrown in to an existing melee to support your other guys, too.

Pity they are monopose finecrap miniatures. I'm still not sure what to use for them that looks both strong and fast...

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fisheyes
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PostSubject: Re: What's so bad about beastmasters?   Wed May 25, 2016 1:23 am

I bought a box of the Fantasy "Dark Elf Cold Ones" to use as my beast master (add in a pole arm from your Raider/Venom sprue).

Fantasy "Chaos Dogs" or some such as the Khmarea. Cost about $35 for all 10 dogs, rather than $10/each for the monopose official model.

I generally go 10 dogs 1 beastmaster. If the beastmaster had more than 1 attack (doesnt even have a pistol for the +1 attack) then it may be worth upgrading his weapon to something. As it is, he is only there for the LD.

My tactics for this 110 pt squad is to sit back and counter charge something. They never survive running across the board (even if its on the flank), so I have stopped trying. With their great movement, I will be able to counter charge any threat that appears. And IF an opertunity presents itself then MAYBE they will attempt to run. Maybe.

I started a thread on this topic a while back, looking for a way to increase the damage output of the pack. The general consensus was ally in an Autarch with a banshee mask and swooping hawk wings (the jetbike doesnt have Fleet). But this is a large point investment, and requires you to dirty yourself with an Ally.
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Count Adhemar
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PostSubject: Re: What's so bad about beastmasters?   Wed May 25, 2016 3:16 am

@fisheyes wrote:
I bought a box of the Fantasy "Dark Elf Cold Ones" to use as my beast master (add in a pole arm from your Raider/Venom sprue)

I did much the same.






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CptMetal
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PostSubject: Re: What's so bad about beastmasters?   Wed May 25, 2016 9:47 am

Why didn't you use the legs from the cold one riders?

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Count Adhemar
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PostSubject: Re: What's so bad about beastmasters?   Wed May 25, 2016 10:08 am

@CptMetal wrote:
Why didn't you use the legs from the cold one riders?

If memory serves, they are plate-armoured and with long, chain-mail 'skirts', which really didn't seem to fit the Beastmaster, so I used various Wych and Hellion legs instead. They're not perfect fits but they mostly did the job.

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CptMetal
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PostSubject: Re: What's so bad about beastmasters?   Wed May 25, 2016 1:18 pm

Ah okay. Too bad but it's a nice solution

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Rokuro
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PostSubject: Re: What's so bad about beastmasters?   Fri May 27, 2016 7:42 pm

@lament.config wrote:
So what are people using for conversions or counts as models?

My Beastmasters are Cold One Knights with Shard Carbines and Kabalite Warrior heads. My Kymerae are Fenrisian Wolves with Ripperdactyl heads. Very Happy


I probably should photograph a Beastmaster sometime...
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