Warp Beast Pack
From RelicWiki
Warp Beast Pack | |||||||||||||||||
Race | Dark Eldar | ||||||||||||||||
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Version | Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 1000/2 | ||||||||||||||||
Armour | Infantry Heavy High | ||||||||||||||||
Morale | 500/5/40 | ||||||||||||||||
Death Penalty | -20 | ||||||||||||||||
Unit Mass | 30 | ||||||||||||||||
Move Speed | 28 | ||||||||||||||||
Sight Radius | 30 (cannot detect) | ||||||||||||||||
Reinforcement | |||||||||||||||||
Reinforce Cost | 70 40 | ||||||||||||||||
Reinforce Time | 16 s | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | None | ||||||||||||||||
Melee | Warp Beast Melee Attack |
Contents |
Warp Beast Pack
Spawned from the bloody nightmares of mortals, Warp Beasts are death and pain embodied. Mindless and brutal, the Warp Beasts are "organized" and driven against enemy forces by their Beastmasters. Their brutality knows no loyalty and while viciously effective, a loss of unit morale will cause them to turn on their handlers with vindictive fury.
Tactics
Warp Beasts, the Dark Eldar Tier 3 elite, are quite ferocious fighters. They are durable, yet fast enough to outpace almost any infantry and many vehicles. They do great damage to a variety of armor types. However, they suffer a unique drawback - when broken, the squad will turn on its master and begin attacking allied units. Thus more so than other units, the Warp Beast Pack relies on various abilities to keep its morale full. With the Beastmaster, the squad has a rallying effect built right in, but this can only be used once every three minutes. In heavy combat this just won't cut it. One option is the accompaniment of Warp Beasts with Wych Squads. Using their Combat Drugs will make the Warp Beasts temporarily morale-immune, and will additionally improve their combat effectiveness with increased speed and damage output - truly a force to be reckoned with. If the need is dire, you can use Rekindle Rage to recharge the ability used to tame Warp Beasts, though there are generally better uses for it.
If you keep a sharp eye on the Warp Beast's morale throughout a battle, it is possible to issue them a move order back to your base right before their morale breaks. While they will not be able to receive additional orders until their morale is restored, the move order issued right before they break will stick. If their destination is far enough, you will usually be able to regain control of them while they are still on the move. However, unless you have a Wych Squad with available Combat Drugs, it's generally wiser to let them regain their morale fully before putting them into combat again.
Be careful when letting your Warp Beasts into the battle, with their broken morale effect, enemies aren't gonna let you off easily. Each faction has specifically a unit that excels at destroying enemy morale so be warned. One of the greatest pains are from the Eldar and the Sisters of Battle. The Space Marines don't have that much of morale damage to speak of and can be taken cared of by forcing them into melee (just be cautious whenever a Librarian or a Chaplain is nearby. Fear the Necrons' Restored Monolith, the Necron Lord's Nightmare Shroud,Flayed Ones and the Deceiver. The Imperial Guard have the Basilisk, the Assassin and their Psykers but thankfully they can be destroyed by one hit of the Dais' ability, while a Scourge Squad will spell the doom for the Basilisk. The only thing to fear about the Orks are their damage-soaking Fightin' Juice, while the extreme range of Fighta-Bomma's Grot missile will most likely demoralize Warp Beasts with 2-3 strikes. Chaos' Commanders and their higher Tier units are quite good in dealing morale(Beware the mark of khorne....kill the berserkers early to minimize problems) damage but they would fall instantly to the Dark Skythe. The Tau have decent demoralizing capabilities but you really have to watch and eye for spamming Drone Harbingers and the Ethereal's Air Caste Bombardment. Dark Eldar opposition can be easily sent into confusion with Screams of the Damned but be careful when the enemy does the same which would most likely result in stalemate. However, it is Sisters of Battle and Eldar that most likely to cause you problems. Almost all Sisters of Battle units are capable of instantly demoralizing Warp Beasts and keep them that way without the aid of a Wych Squad but the Living Saint's Flame of the Ardent Blade will most likely skip demoralizing and go straight into killing. Be cautious as well when attacking Adepta Sororitas bases with Warp Beasts as their buildings will most likely use Laud Hailers to keep the Warp Beasts demoralized (Laud Hailers have a very short cooldown, to add). The Eldarin Farseer's Eldritch Storm makes an Dark Eldar's life a hassle. Most players would harass with Eldritch Storm (drains morale the fastest among other Commander abilities), escape and make the Warp Beasts do the dirty work for her. This is because even if the Warp Beasts themselves are demoralized, they still deal fairly enough damage to make a dent to your unit's survivability. Both Eldarin and Adepta Sororitas players, when attacking as an army, have a tendency to demoralize Warp Beasts and ignore them completely but keeping them demoralized while they lay the rest of your forces to waste.
Squad Leaders
Maximum Squad Leaders Allowed: 1
Beastmaster
Beastmaster | Hotkey: L | |||
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Cost | 100 35 | Build Time | 20 s | |
Requirements | Haemonculus' Laboratory | |||
Effects | Provides the Tame Warp Beasts ability. |
Abilities
Special Morale Broken Effects
Special Morale Broken Effects | ||||
Requires | Nothing | |||
Target Types | Self | |||
Range | 0 | |||
Area of effect | None | Cooldown time | Passive ability | |
Effects | While this squad is broken, the player loses control of it until it regains morale. During this time the squad will attack itself and then allied units. The squad may not be reinforced or issued orders, with the exception of activating the Beastmaster's rallying ability. | |||
Weapons
Warp Beast Melee Attack
Warp Beast Melee Attack | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 100% | Refire Rate | 0.7 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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