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Made in us
Regular Dakkanaut




Gonna assume the Yncarne still counts as in combat, too, for purposes of soulburst moving away from the squad. (He is away, though likely not "free" yet)

Also, we need more battle reports for Ynnari. Its rough watching the few that are out, atm.

This message was edited 1 time. Last update was at 2017/02/21 01:56:46


 
   
Made in us
Regular Dakkanaut




You can't soul burst move while in combat as all soulburst actions are taken as if it were that phase and thus follow that phase's rules.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Yncarne's Inevitable Death rule is not movement, nor does it replace movement.
Locked in Combat prevents voluntary movement and shooting, but that's about it.

If you took a list that included a FMC that Vector Strikes (only example I could think of to kill a unit in your movement) and kills a unit prior to the Yncarne moving, it could appear where the unit died, then proceed to move (but not charge)
The rule also doesn't say it cannot be placed if the unit that died is surrounded.
You simply place Yncarne "as close as possible" without being 1" from enemy models.

So in the case of killing an IC in combat, nothing short of any FAQ stops Yncarne from using its Inevitable Death rule.
It will be pulled from combat and reappear at the closest point it can be to where the IC was while staying 1" away from the IC's unit. Even if the unit is a 30 Ork mob, Yncarne would just be placed outside.
Since Yncarne is no longer in base contact, the combat must end and the enemy unit would consolidate (after any potential break test).

and BTW, Inevitable Death is not Soulburst. They are different rules. In this case, Yncarne would obviously be considered in combat when the IC dies and would thus not get a Soulburst.

-

This message was edited 2 times. Last update was at 2017/02/21 03:57:03


   
Made in us
Regular Dakkanaut




Combat doesn't end after leaving base contact, though. That's what Pile-in moves are all about. So, the Yncarne could be pulled right back into the same combat he was in after the enemy units walked right up to him. He could pop to another over to a another combat, but if you were to kill the IC it would mean that unit would get a chance to move up and swing.

The Yncarne could have put enough distance between himself and the enemy unit if he was allowed to Soulburst after the teleport, but since he's still counting as in combat then that's not possible.

But for a more Aeldari version of attack in the movement phase, look at Swooping Hawks. Both their haywire flyby's and their DS grenade drops happen in the movement phase. With the inclusion of Soulbursts they even have much better odds of getting to movement attack enemy flyers.
   
Made in us
Hellion Hitting and Running






While we are on the topic on Yncarne we should discus other tactics.

So the Yncarne is not all that killy, Of this 6 attacks, only 4 will hit, and of those 4 hits we are looking at 3.3 wounds, that is not counting invulnerable saves or FNP. While this may be enough to win a combat or kill a character, it is not likely to wipe a unit. And will take multiple combats to kill everything off.

The Yncarne is also a pretty lack luster psyker. I really wish he could select any of the eldar disciplines, but as it is the new discipline kinda sucks. Yncarne also lacks any shooting which is the most useful way to benefit from strength from death.

What does the Yncarne have going for it? He is very tanky. T6 W5 sv3+ 5++ FNP with the ability to regenerate wounds. This means he is not going to dying any time soon. He also has an amazing ability in inevitable death. I think that the Yncarne is best used to deny the opponent's mobility and to capture objectives. He should be used to block your opponent's path. If they kill a unit that was in their way Yncarne should pop in and get ready for the counter charge. Yncarne is great at denying objectives, if your opponent is on one you want, focus fire the unit camping and then pop yncarne on the objective. If your opponent tries to remove you from an objective have Yncarne take the place of the unit they just wiped away. I think to get the most out of the Yncarne you need to be very aggressive with the inevitable death. This might mean he won't be in combat as much as you like and he might not "earn back his points" but you should be playing to the mission not to try and table the opponent.
   
Made in us
Fixture of Dakka






 lambsandlions wrote:
While we are on the topic on Yncarne we should discus other tactics.

So the Yncarne is not all that killy, Of this 6 attacks, only 4 will hit, and of those 4 hits we are looking at 3.3 wounds, that is not counting invulnerable saves or FNP. While this may be enough to win a combat or kill a character, it is not likely to wipe a unit. And will take multiple combats to kill everything off.

The Yncarne is also a pretty lack luster psyker. I really wish he could select any of the eldar disciplines, but as it is the new discipline kinda sucks. Yncarne also lacks any shooting which is the most useful way to benefit from strength from death.

What does the Yncarne have going for it? He is very tanky. T6 W5 sv3+ 5++ FNP with the ability to regenerate wounds. This means he is not going to dying any time soon. He also has an amazing ability in inevitable death. I think that the Yncarne is best used to deny the opponent's mobility and to capture objectives. He should be used to block your opponent's path. If they kill a unit that was in their way Yncarne should pop in and get ready for the counter charge. Yncarne is great at denying objectives, if your opponent is on one you want, focus fire the unit camping and then pop yncarne on the objective. If your opponent tries to remove you from an objective have Yncarne take the place of the unit they just wiped away. I think to get the most out of the Yncarne you need to be very aggressive with the inevitable death. This might mean he won't be in combat as much as you like and he might not "earn back his points" but you should be playing to the mission not to try and table the opponent.


The Yncarne is very good, it has multi rolls thats why it isnt a amazing Psyker or Melee Monster, it does both well, it stays alive extremely easily is extremely moble.

   
Made in us
Regular Dakkanaut




A bit of food for thought i had hoped you guys might chew on for me:

If i wipe a unit out with my attacks, and then charge using soulburst. Continue from that initiative step. Does this mean your fight has ended. If so does this mean if i whipe a unit out at iniative step 1 and then charge another unit does it then go straight to "Determine assault results" part of the rules. Meaning if i did X wounds to unit A then that result then carries over into this next charge, and potentially the next unit doesn't get any attacks before combat results are rolled. You could potentialy destroy 3 units for the price of just destroying one completely. (obviously, doesn't work on space marines).

Similarly, if i destroy a unit during sweeping advanced we have stopped with Initiative steps and so then my charge would then not be during any inative step and thus a new fight??? This one seems less likely to me???

Edit: Though i guess all this doesn't work because you count as locked in combat until the end of the fight sub phase, or until you consolidate or hit and run as both of these rules sorta early weasel you out of combat.

This message was edited 3 times. Last update was at 2017/02/21 08:06:31


 
   
Made in au
War Walker Pilot with Withering Fire




 lambsandlions wrote:
s the new discipline kinda sucks. Yncarne also lacks any shooting which is the most useful way to benefit from strength from death.


The new discipline has some handy psychic shooting. They don't seem amazing, but AP2 Ignores cover is pretty damn good...especially a nova...from a model that deep strikes

Unbind souls looks rubbish, right? I played against a Greentide army the other night. I got 102 shots out of it.

Gaze of Ynnead is decent, but a bit WC hungry.

The most useful soul burst action on the Yncarne is always going to be movement

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Made in gb
Lethal Lhamean




Birmingham

 Galef wrote:
Yncarne's Inevitable Death rule is not movement, nor does it replace movement.
Locked in Combat prevents voluntary movement and shooting, but that's about it.

If you took a list that included a FMC that Vector Strikes (only example I could think of to kill a unit in your movement) and kills a unit prior to the Yncarne moving, it could appear where the unit died, then proceed to move (but not charge)
The rule also doesn't say it cannot be placed if the unit that died is surrounded.
You simply place Yncarne "as close as possible" without being 1" from enemy models.

So in the case of killing an IC in combat, nothing short of any FAQ stops Yncarne from using its Inevitable Death rule.
It will be pulled from combat and reappear at the closest point it can be to where the IC was while staying 1" away from the IC's unit. Even if the unit is a 30 Ork mob, Yncarne would just be placed outside.
Since Yncarne is no longer in base contact, the combat must end and the enemy unit would consolidate (after any potential break test).

and BTW, Inevitable Death is not Soulburst. They are different rules. In this case, Yncarne would obviously be considered in combat when the IC dies and would thus not get a Soulburst.

-

However, most teleport abilities that let you get out of being Locked in Combat, like Gate of Infinity, tend to specifically state that they can get you out of combat but Inevitable Death doesn't. Of course the problem is that there are those that specifically point out they can't be used when in combat so it goes both ways I suppose. Sigh, something else for an FAQ.

Not that I can see the point mind, you teleport to be as close as possible to the character you just killed whilst being 1" away from any enemy models, who then just pile in and keep you locked in combat.


Automatically Appended Next Post:
Belly wrote:
 lambsandlions wrote:
s the new discipline kinda sucks. Yncarne also lacks any shooting which is the most useful way to benefit from strength from death.


The new discipline has some handy psychic shooting. They don't seem amazing, but AP2 Ignores cover is pretty damn good...especially a nova...from a model that deep strikes

Unbind souls looks rubbish, right? I played against a Greentide army the other night. I got 102 shots out of it.

Gaze of Ynnead is decent, but a bit WC hungry.

The most useful soul burst action on the Yncarne is always going to be movement

Personally I prefer to roll on Sanctic, Cleansing Flame is good, Sanctuary boosts him to a 4++ (being an MC means that the downside of being a Daemon no longer applies), Vortex of Doom can be hillarious if you get it off and Hammerhand can be useful to instant kill annoying Space Marine characters that aren't on bikes.

This message was edited 1 time. Last update was at 2017/02/21 12:39:01


 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Yeah, I think you guys are right about the Pile-in. I was assuming the combat would end because there is no enemy models left for the opponent to swing at, but there is almost no situation in which the Yncarne wouldn't be within Pile-in range for the unit. So unless they have already Piled-in, they get to just re-engage Yncarne.
Ergo, I am calling this tactic debunked.

But if your opponent has multiple combats to resolve and (foolishly) chooses to resolve a combat that doesn't involve the Yncarne, you could teleport it to that combat if a unit is killed.

For powers, remember that Yncarne is a Daemon, not a GK. So it will Perils on ANY double. This alone makes the Revenant discipline more appealing in my book. The Primaris is meh, but 2 of the powers give a free Soulburst and Gaze is pretty good.
Anyone consider using a Farseer with Stones to cast Revenant powers? I think like 4 of them are WC2+
I still prefer Prescience, Divination and Telepathy for my Farseers, but Revenant could be worth a go with Stones

-

This message was edited 1 time. Last update was at 2017/02/21 13:35:07


   
Made in us
Shadowy Grot Kommittee Memba






Played my third game so far with the Ynnari rules, which was against my friend playing his Emperor's Children army, a list that at 2000 points was literally 6 beefed up squads of Noise Marines in the new Decurion core formation, 2 spawn and a bike sorc.

I brought a "Spaghetti at the wall" list to try out the new Bladehost formation. I had the bladehost, a squad of Kabalites in a raider, and a squad of Dire Avengers in a Starweaver filling out the troops, then I added in Jain Zar plus a bunch of banshees with executioner exarch in another raider, a Solitaire, and a squad of drop-melta scourges. Everything went in an open-topped transport except the Storm Guardians.

He got first turn, so I hid pretty much everything out of LOS. He took down the Kabalite's Raider turn 1 but they were just able to get out, and he beat up one squad of storm guardians on an objective. He rolled triple +Toughness on his sorc making him like T8, and so they and the spawn moved up aggressively while everything else just looked for a shot.

My turn 1, Jain popped out and moved next to the spawn, the Solitaire ran out as well to fight the sorc, and I shot the spawn up with poison and shuriken to let Jain and co zip up a little farther into easy assault range of a squad of noise marines.

Then, I learned the problem with Jain and Banshees....really easy to get them into combat, really hard for them to do pretty much anything once they're there. Jain and the Executionarch did 100% of the damage, and most of the banshees just got wrecked. Still, it was pretty clear that the next turn Jain would finish them off herself. The Solitaire sorted out the sorc with his Caress no problem and popped off behind the wall. My whole army, having scooted up into threat range but abandoning their cover, clenched for turn 2.

Strength 6 AP3 flamers on sergeants caused major problems turn 2. multiple squads got heavily nuked while still in their transports, making them useless for Soulburst, and most of the transports went down. I had several small disparate squads of mostly characters ready to kill a big blob of noise marines, but I needed a way to get through overwatch and jain was way out of range.

Luckily, one scourge squad arrived to save the day. Scourges with soulburst and heat lances are AWESOME. They showed up, smacked a damaged squad of noise marines so the Solitaire could soulburst across pretty much the short length of the entire board to tank the overwatch, and then they killed another squad because at that point they were just showing off. Everyone and their cousin dived into combat with the last big noise marine blob, and though eventually they would probably have won the combat they would pretty much be the only thing my opponent had left, and he elected to concede.

in 3 turns, my opponent lost 90% of his army, and I'd lost about 80% of mine. one of the deadliest and most fun games I've played in a while.

Conclusions:

-Bladehost isn't worth it and doesn't magically make Wyches and Storm Guardians not bad. Field your Harlequins in a formation that gives them Rising Crescendo, and if you want to run a troop-y Ynnari formation go for the Soulbound Vanguard.

-I'm going to try Karandras or a Mask bike autarch rather than Jain in my next game. Jain's issue isn't getting into combat, it's doing enough while she's there for her 200 points. Literally every round of combat that happened this game, Jain was hacking through expensive MEQ infantry sergeants and she didn't even come close to making her 200 points back.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Regular Dakkanaut



Shoreline

 Galef wrote:
Yeah, I think you guys are right about the Pile-in. I was assuming the combat would end because there is no enemy models left for the opponent to swing at, but there is almost no situation in which the Yncarne wouldn't be within Pile-in range for the unit. So unless they have already Piled-in, they get to just re-engage Yncarne.
Ergo, I am calling this tactic debunked.

But if your opponent has multiple combats to resolve and (foolishly) chooses to resolve a combat that doesn't involve the Yncarne, you could teleport it to that combat if a unit is killed.

-


I think one thing might work is to have Yncarne and a throw away unit charge the same unit on opposite sides. Yncarne issues a challenge. If they accept everyone else has to pile in your throw away unit and Yncarne should have enough room to be not in b2b (assuming he wins the challenge). If they don't accept...well that is one less character to fight. Also, the throw away unit might be wiped at the end of the Initiative step (after everyone pile in), then Yncarne can teleport there and not be in b2b (not sure that is possible?).
   
Made in us
Regular Dakkanaut




Tautastic wrote:
Also, the throw away unit might be wiped at the end of the Initiative step (after everyone pile in), then Yncarne can teleport there and not be in b2b (not sure that is possible?).


There is also the 2nd pile in move, that would come after sweeping, that can try to lock you up. The Yncarne would also have to move 3" closer to the opponent, since he has been counting as in combat for the rest of the phase. It would be hard to put 6" distance with any shenanigans. So, teleporting further away than 12" before swings is the only way to be safe from a combat (unless the opponent was assaulted by 2 units, in which case 9" in case the other unit is wiped). After that combat has been resolved you can teleport safely without worrying about pile ins catching you.

If you could pick psychic powers for your Yncarne, what would they be? In Santic I'd really only want Sanctuary and Cleansing Flame. Off Revenant the Nova, auto Soulburst or the Assaultx power (I'll learn these names eventually). Between the Novas, I'd rather go Revenant. WC 1 is much less expensive and much less likely to cause a wound (or worse) to myself. Assaultx may be more helpful against some of these blobby deathstars. Sanctuary and free Soulburst are both good utility spells.

This message was edited 1 time. Last update was at 2017/02/21 16:15:25


 
   
Made in us
Regular Dakkanaut



Shoreline

If I get to pick my psychic powers it would probable all in Revenant. It will be the Nova, soulburst, and Assault X because those will be good against big tarpit blobs. Also the primera to snipe a sarge or apoth even though they can LOS which is only 50/50.
   
Made in gb
Lethal Lhamean




Birmingham

If I can choose I'd probably want Storm of Whispers, Word of the Phoenix and Sanctuary. I'm not too bothered by periling on any doubles with Sanctic, the Yncarn's ability to regenerate wounds is pretty impressive, especially in the Triumvirate formation.
   
Made in us
Hellion Hitting and Running






 Amishprn86 wrote:

The Yncarne is very good, it has multi rolls thats why it isnt a amazing Psyker or Melee Monster, it does both well, it stays alive extremely easily is extremely moble.

That is my point. If someone tries to play him as a combat beast, like a bloodthirster, they will find the yncarne doesn't dish out enough close combat wounds and will spend several rounds locked in combat. Likewise if you try to play him as a master psyker, like a fate weaver, you will find his powers offer not enough support and not enough destructive power.

What yncarne has is survivability and an amazing movement ability. He needs to be played like a surgical scalpal not a hammer. It is not about him "earning back his points" but rather ensuring denies the opponent the ability to score. He needs to be used to hold objective, counter a push and lock up units long enough for your other units to get there and then he needs to pop out and be where he is needed.

   
Made in us
Tunneling Trygon





NJ

Tautastic wrote:
If I get to pick my psychic powers it would probable all in Revenant. It will be the Nova, soulburst, and Assault X because those will be good against big tarpit blobs. Also the primera to snipe a sarge or apoth even though they can LOS which is only 50/50.


Is this for the Yncarne only?? Because....fortune...invis...forewarning.....eldritch storm isn't even bad on a stone farseer (who IMO should ALWAYS be your warlord). Word of the phoenix is probably in my top 3 though. Heck, with re-rolls, I'll grab a vortex of doom every so often since it's only WC 2 and easier to cast with Runes of the Farseer.
   
Made in gb
Lethal Lhamean




Birmingham

 luke1705 wrote:
Tautastic wrote:
If I get to pick my psychic powers it would probable all in Revenant. It will be the Nova, soulburst, and Assault X because those will be good against big tarpit blobs. Also the primera to snipe a sarge or apoth even though they can LOS which is only 50/50.


Is this for the Yncarne only?? Because....fortune...invis...forewarning.....eldritch storm isn't even bad on a stone farseer (who IMO should ALWAYS be your warlord). Word of the phoenix is probably in my top 3 though. Heck, with re-rolls, I'll grab a vortex of doom every so often since it's only WC 2 and easier to cast with Runes of the Farseer.

Its #2 on the Ynnari Warlord Traits table.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I realized a hilarious counter tactic. As we all know, D-scythes can have a devastating overwatch, so a common tactic against them is to charge in with a cheap suicide unit to soak their overwatch, then charge in with the main melee unit

But if that suicide unit is within 7", the D-scythe WG can Soulburst to either:
A) move away if the main melee unit is 6" or more from the WG, thereby would bring them outside of the possible charge range, or
B) to shoot them if the unit is within 6", thereby getting a good number of hits that actually be more than the Wall of Death hits they would have taken it they had charged.

Not matter how you look at is, Soulburst is a fantastic rule for WG.

-

This message was edited 1 time. Last update was at 2017/02/22 16:35:18


   
Made in us
Longtime Dakkanaut




 Galef wrote:
Yncarne's Inevitable Death rule is not movement, nor does it replace movement.
Locked in Combat prevents voluntary movement and shooting, but that's about it.

If you took a list that included a FMC that Vector Strikes (only example I could think of to kill a unit in your movement) and kills a unit prior to the Yncarne moving, it could appear where the unit died, then proceed to move (but not charge)
The rule also doesn't say it cannot be placed if the unit that died is surrounded.
You simply place Yncarne "as close as possible" without being 1" from enemy models.

So in the case of killing an IC in combat, nothing short of any FAQ stops Yncarne from using its Inevitable Death rule.
It will be pulled from combat and reappear at the closest point it can be to where the IC was while staying 1" away from the IC's unit. Even if the unit is a 30 Ork mob, Yncarne would just be placed outside.
Since Yncarne is no longer in base contact, the combat must end and the enemy unit would consolidate (after any potential break test).

and BTW, Inevitable Death is not Soulburst. They are different rules. In this case, Yncarne would obviously be considered in combat when the IC dies and would thus not get a Soulburst.

-


Can Yncarne use Soulburst ? ( I dont have rules so no idea). If they could, what would stop you from using Inevitable Death to pop out of combat 1" away, then use Soulburst for a move to get away? (assuming the Locked in Combat ends)
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Fragile wrote:

Can Yncarne use Soulburst ? ( I dont have rules so no idea). If they could, what would stop you from using Inevitable Death to pop out of combat 1" away, then use Soulburst for a move to get away? (assuming the Locked in Combat ends)

My thinking here would be that both rules trigger and now the player whose turn it is gets to decided which happens first, as per the main rules.
If you pick Soulburst first, Yncarne is still locked, so it cannot Soulburst
If you pick Inevitble Death first, maybe it would work

But if it is your turn, you likely charged, so being in CC is likely where you want to be, so what would be the point of leaving?
If it is your opponents turn, they are clearly going to choise Soulburst to happen first (since it cannot happen at all)

But I still think we need to clarify how long a model is "locked in combat" for this to even matter. I am on the side that a model becomes locked once it is b2b with an enemy, and remains so until the end of the phase (since the main rules only need to check b2b at these 2 points)

-

   
Made in us
Regular Dakkanaut




So i was wondering if this one turn knock out combo is a thing.


The rules for charging say you stay wt the current I step and then continue from the I step after the charge is made. If this is the case the fight continues from the end of that I level and thus its coblmbat resolution continues.

Lets say i have a big wraith guard unit and I've wittled one enemy unit down to 1 model woth another unit not to far away. I multicharge those two units and then lay my higher iniative attacks on the big unit, and then at I1 all the axe weilding wraith guard swing to kill the last dude.

Now say i have a bladehost and i do a monster multi charge connecting the remaining melee enemy unit with serveral other units across the table. The fight then would end or do any I0 actions and then go straigh to conbwt resolution res9lving conbwt for all the unit now in the lwege combat?? Thus letting you destroy multiple units with one good combat???

Thoughts?
   
Made in us
Longtime Dakkanaut






Chillicothe, OH

holy crap my head hurts. I'm not sure what it is you're trying to say? A unit that charges cannot attack a second time, even from SfD I believe. The charge is only meant to keep you locked into combat.

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Made in us
Swift Swooping Hawk





Massachusetts

mmimzie wrote:
So i was wondering if this one turn knock out combo is a thing.


The rules for charging say you stay wt the current I step and then continue from the I step after the charge is made. If this is the case the fight continues from the end of that I level and thus its coblmbat resolution continues.

Lets say i have a big wraith guard unit and I've wittled one enemy unit down to 1 model woth another unit not to far away. I multicharge those two units and then lay my higher iniative attacks on the big unit, and then at I1 all the axe weilding wraith guard swing to kill the last dude.

Now say i have a bladehost and i do a monster multi charge connecting the remaining melee enemy unit with serveral other units across the table. The fight then would end or do any I0 actions and then go straigh to conbwt resolution res9lving conbwt for all the unit now in the lwege combat?? Thus letting you destroy multiple units with one good combat???

Thoughts?


I think I follow what you're saying.

This could be an awesome tactic if you pulled it off. I think I'll have to take a look at the rules a bit closer, but a quick brief makes me think you're right.

Great find!

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Made in us
Regular Dakkanaut




 nintura wrote:
holy crap my head hurts. I'm not sure what it is you're trying to say? A unit that charges cannot attack a second time, even from SfD I believe. The charge is only meant to keep you locked into combat.


Sorry my horrible typing, my cell phone, and the obscurity of the idea probably make it quite hard to understand.

So basicly if you destroy a unit in a multi charge at I step 1. Then do a massive string of multi charges using soul bust and the blade host, auch that the initial combat is apart of it. Then after all your charges are finished you now have a big mega fight that automaticly ends. Thus, your oppent now loses the fight with all of the units you managed to catch in this way.

This really only works against a few armies like tau, eldar, and CSM as they qre pretty much the only wrmies that run from combat or can be sweeping advanced.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Wow. It would be INCREDIBLY hard to to against Tau, but could wipe half their army in 1 go.

So if I understand correctly, you multi-charge Axe Wraithblades into 2 units, lets say Fire Warriors and Crisis suits, while having another large unit, lets say 15 Wyches with 7", but not yet in combat.
You resolve the combat with the WBs, killing the Crisis suits, but leaving some Fire warriors alive.
the Wyches the, immediately Soulburst to multi-charge the Fire Warriors and as many other Tau units they can, let's say engaging a Riptide and another FW unit.

Because the WB/FW combat has already passed the Init:1 step, no one gets any more attacks and every Tau unit now engaged takes a Break test.
Nice, but again very situational to have all those units exactly where they need to be and engaging as any units as they can after overwatch

-

This message was edited 1 time. Last update was at 2017/02/23 14:42:55


   
Made in us
Fixture of Dakka





mmimzie wrote:
So i was wondering if this one turn knock out combo is a thing.


The rules for charging say you stay wt the current I step and then continue from the I step after the charge is made. If this is the case the fight continues from the end of that I level and thus its coblmbat resolution continues.

Lets say i have a big wraith guard unit and I've wittled one enemy unit down to 1 model woth another unit not to far away. I multicharge those two units and then lay my higher iniative attacks on the big unit, and then at I1 all the axe weilding wraith guard swing to kill the last dude.

Now say i have a bladehost and i do a monster multi charge connecting the remaining melee enemy unit with serveral other units across the table. The fight then would end or do any I0 actions and then go straigh to conbwt resolution res9lving conbwt for all the unit now in the lwege combat?? Thus letting you destroy multiple units with one good combat???

Thoughts?

Anything involved in an assault will not be able to benefit from a Soulburst action. Being locked in combat lasts until the end of the assault phase, and units locked in combat cannot move, shoot, or charge.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
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 DarknessEternal wrote:
mmimzie wrote:
So i was wondering if this one turn knock out combo is a thing.


The rules for charging say you stay wt the current I step and then continue from the I step after the charge is made. If this is the case the fight continues from the end of that I level and thus its coblmbat resolution continues.

Lets say i have a big wraith guard unit and I've wittled one enemy unit down to 1 model woth another unit not to far away. I multicharge those two units and then lay my higher iniative attacks on the big unit, and then at I1 all the axe weilding wraith guard swing to kill the last dude.

Now say i have a bladehost and i do a monster multi charge connecting the remaining melee enemy unit with serveral other units across the table. The fight then would end or do any I0 actions and then go straigh to conbwt resolution res9lving conbwt for all the unit now in the lwege combat?? Thus letting you destroy multiple units with one good combat???

Thoughts?

Anything involved in an assault will not be able to benefit from a Soulburst action. Being locked in combat lasts until the end of the assault phase, and units locked in combat cannot move, shoot, or charge.


While i know what your saying and agree. That is unrelated to my line of thinking.

Basicly you use soul burst near the rnd of a combat to yurn it from 2 combats into 5 pr 6 multi combsts and instantly resolve.
   
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NJ

 Imateria wrote:
 luke1705 wrote:
Tautastic wrote:
If I get to pick my psychic powers it would probable all in Revenant. It will be the Nova, soulburst, and Assault X because those will be good against big tarpit blobs. Also the primera to snipe a sarge or apoth even though they can LOS which is only 50/50.


Is this for the Yncarne only?? Because....fortune...invis...forewarning.....eldritch storm isn't even bad on a stone farseer (who IMO should ALWAYS be your warlord). Word of the phoenix is probably in my top 3 though. Heck, with re-rolls, I'll grab a vortex of doom every so often since it's only WC 2 and easier to cast with Runes of the Farseer.

Its #2 on the Ynnari Warlord Traits table.


No, I meant his selection of the powers. Because why would you use the powers he listed for a farseer if you get to pick? So many other better powers.


Automatically Appended Next Post:
 DarknessEternal wrote:
mmimzie wrote:
So i was wondering if this one turn knock out combo is a thing.


The rules for charging say you stay wt the current I step and then continue from the I step after the charge is made. If this is the case the fight continues from the end of that I level and thus its coblmbat resolution continues.

Lets say i have a big wraith guard unit and I've wittled one enemy unit down to 1 model woth another unit not to far away. I multicharge those two units and then lay my higher iniative attacks on the big unit, and then at I1 all the axe weilding wraith guard swing to kill the last dude.

Now say i have a bladehost and i do a monster multi charge connecting the remaining melee enemy unit with serveral other units across the table. The fight then would end or do any I0 actions and then go straigh to conbwt resolution res9lving conbwt for all the unit now in the lwege combat?? Thus letting you destroy multiple units with one good combat???

Thoughts?

Anything involved in an assault will not be able to benefit from a Soulburst action. Being locked in combat lasts until the end of the assault phase, and units locked in combat cannot move, shoot, or charge.


I think you're correct; although that's truly pretty sad because you should at least be able to re-charge to a second combat.

TBH, I think that while RAW may be that vehicle deaths trigger SfD for the passengers and that assault results don't for the units locked in combat, I could see both of those getting ruled the other way in an upcoming FAQ (whether by GW or the ITC, either of which I'm fine abiding by). Neither seem to make much sense logically.

This message was edited 1 time. Last update was at 2017/02/23 18:32:21


 
   
Made in us
Fixture of Dakka





mmimzie wrote:

Basicly you use soul burst near the rnd of a combat to yurn it from 2 combats into 5 pr 6 multi combsts and instantly resolve.

Ah, so you want Eldar Unit A in assault with Enemy Unit X, A kills X, then Eldar Unit B charges Enemy Unit Y via soulburst.

Your contention is that presuming that Y causes no casualties at subsequent initiative steps, it will have to make morale tests as it has lost the combat as party to the losing side of a multiple unit assault. Is that what you're getting at?

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
 
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