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Made in bg
Dakka Veteran




I think daggar is right, Ynnari don`t have move trick so they need bikes to be able to be somehow effective.


++ Outrider Detachment +1CP (Aeldari - Drukhari) [45 PL, 4CP, 805pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment Attribute
. Ynnari

Detachment CP [1CP]

+ HQ +

The Yncarne [17 PL, 337pts]

+ Fast Attack +

Razorwing Flocks [2 PL, 12pts]
. Razorwing flock

Reavers [13 PL, 228pts]
. Arena Champion
. 11x Reaver

Reavers [13 PL, 228pts]
. Arena Champion
. 11x Reaver

++ Outrider Detachment +1CP (Aeldari - Craftworlds) [28 PL, 1CP, 532pts] ++

+ No Force Org Slot +

Craftworld Attribute: Ynnari

Detachment CP [1CP]

+ HQ +

The Visarch [6 PL, 120pts]

+ Fast Attack +

Shining Spears [14 PL, 308pts]
. 8x Shining Spear: 8x Laser Lance, 8x Twin Shuriken Catapult
. Shining Spear Exarch: Star Lance, Twin Shuriken Catapult

Vypers [4 PL, 52pts]
. Vyper: Shuriken Cannon, Twin Shuriken Catapult

Vypers [4 PL, 52pts]
. Vyper: Shuriken Cannon, Twin Shuriken Catapult

++ Battalion Detachment +5CP (Aeldari - Harlequins) [36 PL, 5CP, 658pts] ++

+ No Force Org Slot +

Detachment CP [5CP]

Masque Form: Ynnari

+ HQ +

Troupe Master [4 PL, 70pts]: Harlequin's Blade, Shuriken Pistol

Yvraine [7 PL, 132pts]

+ Troops +

Troupe [5 PL, 65pts]
. Player: Harlequin's Blade, Shuriken Pistol
. Player: Harlequin's Blade, Shuriken Pistol
. Player: Harlequin's Blade, Shuriken Pistol
. Player: Harlequin's Blade, Shuriken Pistol
. Player: Harlequin's Blade, Shuriken Pistol

Troupe [5 PL, 93pts]
. Player: Harlequin's Blade, Shuriken Pistol
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade

Troupe [5 PL, 100pts]
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol

+ Dedicated Transport +

Starweaver [5 PL, 99pts]: 2x Shuriken Cannon

Starweaver [5 PL, 99pts]: 2x Shuriken Cannon

++ Total: [109 PL, 10CP, 1,995pts] ++
   
Made in gb
Irked Necron Immortal





I've got something of an odd question for you guys - which Eldar, Dark Eldar or Harlequin character do you think can make the best use of the Hungering Blade?
   
Made in fr
Fresh-Faced New User




France

Hello Everyone,

I played this army list since the new Ynnaris are up.

Maelstrom from CA2018

Spoiler:

DETACHMENT : Outrider
HQ1 : [Warlord] Warlock Skyrunner, [Ynnari] Soulsnare, [Ynnari] Walker of many paths [67]
HQ2 : Visarch [120]
FA1 : 8 Shining Spears, 8 Laser Lance [272]
FA2 : 8 Shining Spears, 8 Laser Lance [272]
FA3 : 9 Shining Spears, 8 Laser Lance + 1 Star Lance [308]

DETACHMENT : Outrider
HQ1 : Yvraine [132]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

ARMY TOTAL [1999]


Yes I have only 5CP, but i need only 6CP to play. That's why the warlord is the Warlock with "Walker of many paths" to regen 1 CP.
I only use 2CP to reroll wound for 2 Turns
And sometime 2CP -1 to hit or 2CP Charge after advance.
So with 6 CP the army works very well

I have only 7 games with atm but the CP was never a problem. (versus 2x Ork Lootas + Deathguard + Drukhari + Deathwatch + Tyranids + Aeronotica Craftworld). => 6 wins - 1 Loose (versus Ork)
I know its maybe a surprise because everyone like to play with 14+CP but its an 'all-in" army with a very strong mobility to score Maelstrom objectives and to pressure my opponent.

I know TroupMaster give "reroll wounds rolls" but its a 6" aura and the Skyweavers make 22" at first turn...

Maybe its a start to build some Ynnari army...i'm sharing it here with you

Atm, i'm working on this liste. I didnt test it yet but its looking good i guess.

Spoiler:

DETACHMENT : Outrider
HQ1 : Yvraine [132]
Elite1 : [Warlord] Death Jester, [Ynnari] Walker of many paths [45]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

DETACHMENT : Outrider
HQ1 : Farseer [110]
HQ2 : Spiritseer, (Psyker)[Biel-Tan] The spirit Stone of Analth'lan [65]
FA1 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA2 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA3 : 8 Shining Spears [Saim-Hann], 8 Laser Lance [272]

ARMY TOTAL [2000]



Its the same List but the Shining spears are Craftworld and not Ynnari.
I have a third version of "reroll wounds rolls" with Doom from Craftworld Psychic power (only for Shining spears i know).
So i can save 2CP and dont use the ynnari stratagem to reroll wounds rolls.
The warlod is still a "walker of many paths" to regen minimum 1 CP. I think its enough like the first army list.
I gain some psychic power from Runes of Fate and one psychic power from Runes of battles (Protect/jinx is the best choice i guess but i didnt try it atm).

I dont know if this army list is a better version of the first one but it's promising.

Quenthel

This message was edited 2 times. Last update was at 2019/06/04 15:26:32


 
   
Made in ru
Screaming Shining Spear




Russia, Moscow

 TheFleshIsWeak wrote:
I've got something of an odd question for you guys - which Eldar, Dark Eldar or Harlequin character do you think can make the best use of the Hungering Blade?

Archon probably, or Troupe Master.
   
Made in gb
Irked Necron Immortal





 Shadenuat wrote:
 TheFleshIsWeak wrote:
I've got something of an odd question for you guys - which Eldar, Dark Eldar or Harlequin character do you think can make the best use of the Hungering Blade?

Archon probably, or Troupe Master.


What if you had to pick between the two?
   
Made in us
Purged Thrall





FL

 Shadenuat wrote:
 TheFleshIsWeak wrote:
I've got something of an odd question for you guys - which Eldar, Dark Eldar or Harlequin character do you think can make the best use of the Hungering Blade?

Archon probably, or Troupe Master.


I'd argue Skyrunner Autarch, Troupe Master, Archon uses it best in that order.

Autarch has 1 fewer attack, but crazy movement, hits on 2's rerolling ones, more T and wounds, and is a good candidate for using the strat for reviving. Troupe master gets good movement with in-built advance and charge, and rerolls to wound. Archon has a 2++ and reroll 1's to hit.
   
Made in ru
Screaming Shining Spear




Russia, Moscow

Autarch has lance "for free".

So I'd give it to character who is not Warlord basically. Troupe Master is fastest of the bunch since keeps Crescendo.

This message was edited 1 time. Last update was at 2019/06/04 19:48:09


 
   
Made in gb
Irked Necron Immortal





 Shadenuat wrote:
So I'd give it to character who is not Warlord basically.


Why to a character who isn't a Warlord?
   
Made in ru
Screaming Shining Spear




Russia, Moscow

You can take some supportive Warlord Trait like CP regen on "backline" Warlord so they will be safe; and then take combat-oriented Warlord Trait with stratagem on a character with relic sword and throw them into combat. That's how I would build around multiple relics and traits anyway.

This message was edited 2 times. Last update was at 2019/06/04 22:11:46


 
   
Made in gb
Irked Necron Immortal





 Shadenuat wrote:
You can take some supportive Warlord Trait like CP regen on "backline" Warlord so they will be safe; and then take combat-oriented Warlord Trait with stratagem on a character with relic sword and throw them into combat. That's how I would build around multiple relics and traits anyway.


Ah, I see what you mean.

That said, the Ynnari CP-regeneration trait is interesting in that it seems like it wants to be on a frontline model (or, I suppose, a model with a good gun), given that it lets you reroll a hit or wound roll each turn.
   
Made in fr
Fresh-Faced New User




France

The Death Jester is good to take "walker of many paths" and regen CP on "backline".
And he can use the re-roll from the warlord trait with his weapon.

   
Made in gb
Irked Necron Immortal





I've got another question - would a Ynnari Shadowseer with Lord of Rebirth and Corag Hai's Locket be any use in melee?


 QuenthelBaenre wrote:
The Death Jester is good to take "walker of many paths" and regen CP on "backline".
And he can use the re-roll from the warlord trait with his weapon.


Good point. Yeah, a Death Jester would be an excellent candidate for Walker of Many Paths.

On that note, do you happen to know if Death Jesters are worth taking in multiples? (Or at all. )
   
Made in us
Regular Dakkanaut





Chicago, IL

 TheFleshIsWeak wrote:
I've got another question - would a Ynnari Shadowseer with Lord of Rebirth and Corag Hai's Locket be any use in melee?


 QuenthelBaenre wrote:
The Death Jester is good to take "walker of many paths" and regen CP on "backline".
And he can use the re-roll from the warlord trait with his weapon.


Good point. Yeah, a Death Jester would be an excellent candidate for Walker of Many Paths.

On that note, do you happen to know if Death Jesters are worth taking in multiples? (Or at all. )


I can't imagine that they would be in a Ynnari based list. Death Jester's with Curtainfall do some real work but otherwise they're a lot of points for not a lot of dakka in my experience.

Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com

Twitter: @GDFilthyCasuals
Instagram: grimdarkfilthycasuals
Facebook: https://www.facebook.com/grimdarkfilthycasuals
 
   
Made in gb
Irked Necron Immortal





 wannabmoy wrote:

I can't imagine that they would be in a Ynnari based list. Death Jester's with Curtainfall do some real work but otherwise they're a lot of points for not a lot of dakka in my experience.


Fair enough.

What about Ynnari Shadowseers - any good?
   
Made in us
Regular Dakkanaut





Chicago, IL

 TheFleshIsWeak wrote:
 wannabmoy wrote:

I can't imagine that they would be in a Ynnari based list. Death Jester's with Curtainfall do some real work but otherwise they're a lot of points for not a lot of dakka in my experience.


Fair enough.

What about Ynnari Shadowseers - any good?


For a few more points you can get Yvraine who is superior outright. The problem with going Ynnari with shadowseer is giving up their fantastic powers. Both the revenant and phantasmancy spells have access to targetable MWs. This is actually a pretty nice combo of reliable damage that I have been testing.

The big Ynnariquin HQ winner is the Troupe Master with the Hungering Blade. He becomes and absolute beat stick.

Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com

Twitter: @GDFilthyCasuals
Instagram: grimdarkfilthycasuals
Facebook: https://www.facebook.com/grimdarkfilthycasuals
 
   
Made in fr
Fresh-Faced New User




France

 wannabmoy wrote:
 TheFleshIsWeak wrote:
I've got another question - would a Ynnari Shadowseer with Lord of Rebirth and Corag Hai's Locket be any use in melee?


 QuenthelBaenre wrote:
The Death Jester is good to take "walker of many paths" and regen CP on "backline".
And he can use the re-roll from the warlord trait with his weapon.


Good point. Yeah, a Death Jester would be an excellent candidate for Walker of Many Paths.

On that note, do you happen to know if Death Jesters are worth taking in multiples? (Or at all. )


I can't imagine that they would be in a Ynnari based list. Death Jester's with Curtainfall do some real work but otherwise they're a lot of points for not a lot of dakka in my experience.


The idea is to have a Warlord but in backline and not in suicide frontline mode ^^
and who can be this Warlord in backline? imo, the best choice is a Deathjester with "walker of many paths" for the CP regen AND he can use the re-roll to hit or to wound....because you can take a Farseer but he will never use the re-roll.
   
Made in gb
Irked Necron Immortal





 wannabmoy wrote:

For a few more points you can get Yvraine who is superior outright.


Yeah but I hate special characters in general and Yvraine especially just rubs me the wrong way.

 wannabmoy wrote:
The problem with going Ynnari with shadowseer is giving up their fantastic powers. Both the revenant and phantasmancy spells have access to targetable MWs. This is actually a pretty nice combo of reliable damage that I have been testing.


Fair enough. Unfortunately, it's Ynnari or nothing for the Shadowseer . . . so I guess nothing.

 wannabmoy wrote:
The big Ynnariquin HQ winner is the Troupe Master with the Hungering Blade. He becomes and absolute beat stick.


Alright, maybe I'll use him instead.
   
Made in us
Regular Dakkanaut





Chicago, IL

 wannabmoy wrote:
The big Ynnariquin HQ winner is the Troupe Master with the Hungering Blade. He becomes and absolute beat stick.


Alright, maybe I'll use him instead.


You can run him with walker and he can make use of the re-roll to hit or another strong candidate for him is for the extra attack and strength with Warden of Souls. Strength 7 with 6 attacks (MWs on 6s) can make him an absolute terror. Especially with his ability to ignore screens, you can get tricksy with him.

Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com

Twitter: @GDFilthyCasuals
Instagram: grimdarkfilthycasuals
Facebook: https://www.facebook.com/grimdarkfilthycasuals
 
   
Made in gb
Irked Necron Immortal





 wannabmoy wrote:
You can run him with walker and he can make use of the re-roll to hit or another strong candidate for him is for the extra attack and strength with Warden of Souls. Strength 7 with 6 attacks (MWs on 6s) can make him an absolute terror. Especially with his ability to ignore screens, you can get tricksy with him.


Won't he just die the turn afterwards though?
   
Made in ca
Regular Dakkanaut






Won't he just die the turn afterwards though?


Not if you charge him in turn 2 with the rest of your harles
   
Made in us
Fixture of Dakka






The few Ynnari games i have played, the HB TM is pretty good, use him like a mini melee assassin, put pressure on characters, take objectives, etc.. he works out really well, mine didnt die till turn 4+ i always got 2-3 combats in with in.

   
Made in bg
Dakka Veteran




 QuenthelBaenre wrote:
Hello Everyone,

I played this army list since the new Ynnaris are up.

Maelstrom from CA2018

Spoiler:

DETACHMENT : Outrider
HQ1 : [Warlord] Warlock Skyrunner, [Ynnari] Soulsnare, [Ynnari] Walker of many paths [67]
HQ2 : Visarch [120]
FA1 : 8 Shining Spears, 8 Laser Lance [272]
FA2 : 8 Shining Spears, 8 Laser Lance [272]
FA3 : 9 Shining Spears, 8 Laser Lance + 1 Star Lance [308]

DETACHMENT : Outrider
HQ1 : Yvraine [132]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

ARMY TOTAL [1999]


Yes I have only 5CP, but i need only 6CP to play. That's why the warlord is the Warlock with "Walker of many paths" to regen 1 CP.
I only use 2CP to reroll wound for 2 Turns
And sometime 2CP -1 to hit or 2CP Charge after advance.
So with 6 CP the army works very well

I have only 7 games with atm but the CP was never a problem. (versus 2x Ork Lootas + Deathguard + Drukhari + Deathwatch + Tyranids + Aeronotica Craftworld). => 6 wins - 1 Loose (versus Ork)
I know its maybe a surprise because everyone like to play with 14+CP but its an 'all-in" army with a very strong mobility to score Maelstrom objectives and to pressure my opponent.

I know TroupMaster give "reroll wounds rolls" but its a 6" aura and the Skyweavers make 22" at first turn...

Maybe its a start to build some Ynnari army...i'm sharing it here with you

Atm, i'm working on this liste. I didnt test it yet but its looking good i guess.

Spoiler:

DETACHMENT : Outrider
HQ1 : Yvraine [132]
Elite1 : [Warlord] Death Jester, [Ynnari] Walker of many paths [45]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

DETACHMENT : Outrider
HQ1 : Farseer [110]
HQ2 : Spiritseer, (Psyker)[Biel-Tan] The spirit Stone of Analth'lan [65]
FA1 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA2 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA3 : 8 Shining Spears [Saim-Hann], 8 Laser Lance [272]

ARMY TOTAL [2000]



Its the same List but the Shining spears are Craftworld and not Ynnari.
I have a third version of "reroll wounds rolls" with Doom from Craftworld Psychic power (only for Shining spears i know).
So i can save 2CP and dont use the ynnari stratagem to reroll wounds rolls.
The warlod is still a "walker of many paths" to regen minimum 1 CP. I think its enough like the first army list.
I gain some psychic power from Runes of Fate and one psychic power from Runes of battles (Protect/jinx is the best choice i guess but i didnt try it atm).

I dont know if this army list is a better version of the first one but it's promising.

Quenthel



Damn you really took it to the edge, i created couple of list with 2 SS units one ynnari and CWE, with windriders and de bikes for support.

This message was edited 1 time. Last update was at 2019/06/09 08:57:03


 
   
Made in us
Regular Dakkanaut





Chicago, IL

 Amishprn86 wrote:
The few Ynnari games i have played, the HB TM is pretty good, use him like a mini melee assassin, put pressure on characters, take objectives, etc.. he works out really well, mine didnt die till turn 4+ i always got 2-3 combats in with in.


@ TheFleshIsWeak most melee specialists die when you think of them as a cannon and just point and launch them at your opponent. It's too broad a statement to say he will die right after as it all depends on play style.

@ Amishprn86 I've found him to be incredibly fun when I think of him as a Solitaire type of model. Good at assassinating characters, can bring down light armor, clear objectives, and is a great counter punch unit to boot. I just haven't found the right mix for Ynnari yet that is better than it's Craftworld, Drukhari, Harlequins counterpart.

Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com

Twitter: @GDFilthyCasuals
Instagram: grimdarkfilthycasuals
Facebook: https://www.facebook.com/grimdarkfilthycasuals
 
   
Made in us
Fixture of Dakka






 wannabmoy wrote:
 Amishprn86 wrote:
The few Ynnari games i have played, the HB TM is pretty good, use him like a mini melee assassin, put pressure on characters, take objectives, etc.. he works out really well, mine didnt die till turn 4+ i always got 2-3 combats in with in.


@ TheFleshIsWeak most melee specialists die when you think of them as a cannon and just point and launch them at your opponent. It's too broad a statement to say he will die right after as it all depends on play style.

@ Amishprn86 I've found him to be incredibly fun when I think of him as a Solitaire type of model. Good at assassinating characters, can bring down light armor, clear objectives, and is a great counter punch unit to boot. I just haven't found the right mix for Ynnari yet that is better than it's Craftworld, Drukhari, Harlequins counterpart.


Dont try all 3, i tried it for the strat, its a waste of points in HQ slots, b.c you'll need 2 battalions no matter what, even going cheap with the DE, just the 3 Ynnari characters alone are 600pts (well 589) then taking 2 more HQs at minimum, (I did TM and Autarch on Bike, so it was about 800pts of HQ's

For me, Bikes are the winnings in Ynnari and Wraithseers, I want to try 2 Bats, 1 DE, 1 CWE with a Wraithseer and SHining spears/Reavers

My DE list is basically
Visarch
Archon
Wych x5 net
Wych x5 net
Wyches x20
Reavers x12 x4 grav

CWE something like
Wraithseer (IDK the load out yet, still finding what i like)
Yvarine
Another psyker HQ
Guardians x20 x2 plats
Rangers (I dont have storm guardians)
Rangers
Shining Spears

Finally the last 300pts are for Aux Skyweavers, b.c i need the HWC's and i need them not to be Ynnari.

   
Made in fr
Fresh-Faced New User




France

Marin wrote:
 QuenthelBaenre wrote:
Hello Everyone,

I played this army list since the new Ynnaris are up.

Maelstrom from CA2018

Spoiler:

DETACHMENT : Outrider
HQ1 : [Warlord] Warlock Skyrunner, [Ynnari] Soulsnare, [Ynnari] Walker of many paths [67]
HQ2 : Visarch [120]
FA1 : 8 Shining Spears, 8 Laser Lance [272]
FA2 : 8 Shining Spears, 8 Laser Lance [272]
FA3 : 9 Shining Spears, 8 Laser Lance + 1 Star Lance [308]

DETACHMENT : Outrider
HQ1 : Yvraine [132]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

ARMY TOTAL [1999]


Yes I have only 5CP, but i need only 6CP to play. That's why the warlord is the Warlock with "Walker of many paths" to regen 1 CP.
I only use 2CP to reroll wound for 2 Turns
And sometime 2CP -1 to hit or 2CP Charge after advance.
So with 6 CP the army works very well

I have only 7 games with atm but the CP was never a problem. (versus 2x Ork Lootas + Deathguard + Drukhari + Deathwatch + Tyranids + Aeronotica Craftworld). => 6 wins - 1 Loose (versus Ork)
I know its maybe a surprise because everyone like to play with 14+CP but its an 'all-in" army with a very strong mobility to score Maelstrom objectives and to pressure my opponent.

I know TroupMaster give "reroll wounds rolls" but its a 6" aura and the Skyweavers make 22" at first turn...

Maybe its a start to build some Ynnari army...i'm sharing it here with you

Atm, i'm working on this liste. I didnt test it yet but its looking good i guess.

Spoiler:

DETACHMENT : Outrider
HQ1 : Yvraine [132]
Elite1 : [Warlord] Death Jester, [Ynnari] Walker of many paths [45]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

DETACHMENT : Outrider
HQ1 : Farseer [110]
HQ2 : Spiritseer, (Psyker)[Biel-Tan] The spirit Stone of Analth'lan [65]
FA1 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA2 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA3 : 8 Shining Spears [Saim-Hann], 8 Laser Lance [272]

ARMY TOTAL [2000]



Its the same List but the Shining spears are Craftworld and not Ynnari.
I have a third version of "reroll wounds rolls" with Doom from Craftworld Psychic power (only for Shining spears i know).
So i can save 2CP and dont use the ynnari stratagem to reroll wounds rolls.
The warlod is still a "walker of many paths" to regen minimum 1 CP. I think its enough like the first army list.
I gain some psychic power from Runes of Fate and one psychic power from Runes of battles (Protect/jinx is the best choice i guess but i didnt try it atm).

I dont know if this army list is a better version of the first one but it's promising.

Quenthel



Damn you really took it to the edge, i created couple of list with 2 SS units one ynnari and CWE, with windriders and de bikes for support.


I made a better version imo atm.
Spoiler:

DETACHMENT : Outrider
HQ1 : Yvraine [132]
Elite1 : [Warlord] Death Jester, [Ynnari] Walker of many paths [45]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Haywirecannon [306]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Haywirecannon [306]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

DETACHMENT : Outrider
HQ1 : Farseer [110]
FA1 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA2 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA3 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]


THe Haywirecannon are very very strong.
The spiritseer wasnt mandatory in my games.
Better to oneshot at the shoot phase some vehicle.

This message was edited 1 time. Last update was at 2019/06/10 08:05:40


 
   
Made in gb
Longtime Dakkanaut




 QuenthelBaenre wrote:

I made a better version imo atm.
Spoiler:

DETACHMENT : Outrider
HQ1 : Yvraine [132]
Elite1 : [Warlord] Death Jester, [Ynnari] Walker of many paths [45]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Haywirecannon [306]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Haywirecannon [306]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

DETACHMENT : Outrider
HQ1 : Farseer [110]
FA1 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA2 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA3 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]


THe Haywirecannon are very very strong.
The spiritseer wasnt mandatory in my games.
Better to oneshot at the shoot phase some vehicle.


My only problem with this list is, how do you deal with 120 plaguebearers, cultists or Orks? And how do you deal with a couple of Riptides, Broadsides and 30 drones?

This list is so focused on being within 12” range and/or combat, that, if it doesn’t alpha strike extremely hard it’s going to suffer to the beta strike or lose to table control. If you can’t keep ahead of the curve each turn then you’re likely to suffer more.

That said, maybe this list can work extremely well on the competitive scene.
   
Made in fr
Fresh-Faced New User




France

Kdash wrote:
 QuenthelBaenre wrote:

I made a better version imo atm.
Spoiler:

DETACHMENT : Outrider
HQ1 : Yvraine [132]
Elite1 : [Warlord] Death Jester, [Ynnari] Walker of many paths [45]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Haywirecannon [306]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Haywirecannon [306]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

DETACHMENT : Outrider
HQ1 : Farseer [110]
FA1 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA2 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA3 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]


THe Haywirecannon are very very strong.
The spiritseer wasnt mandatory in my games.
Better to oneshot at the shoot phase some vehicle.


My only problem with this list is, how do you deal with 120 plaguebearers, cultists or Orks? And how do you deal with a couple of Riptides, Broadsides and 30 drones?

This list is so focused on being within 12” range and/or combat, that, if it doesn’t alpha strike extremely hard it’s going to suffer to the beta strike or lose to table control. If you can’t keep ahead of the curve each turn then you’re likely to suffer more.

That said, maybe this list can work extremely well on the competitive scene.


i didnt fight against 120 cultists.
but versus 120 Plaguebearers or Ork yes! and it did well.
96 shoots of Twin shuriken catapults
24 shoots of Star/Laser Lances
42 shoots of Haywirecannons
18 shoots of shuriken canons

and all of this before the fight phase where the army is better.

And versus a T'au army, the skyweavers is a realy pain ! -1 to hit on datasheets and the stratagem ? then 4++ invulnerable and 3 Wounds ?
And the Tau have only one Shoot phase versus this army.
I tested it versus Triple Riptide T'au army (not Broadsides)...and i didnt have difficulties...so versus broadsides withtout invulnerable save ? i guess it should be easier.
The Tau cant focus on tactical objectives (maelstrom cards) and must try to kill my units...and it is very very hard for him.

At the end i have too much Victory points with the maelstrom cards, because the T'au player cant move outside of his deployment zone.

This list is so focused on being within 12” range and/or combat, that, if it doesn’t alpha strike extremely hard it’s going to suffer to the beta strike or lose to table control. If you can’t keep ahead of the curve each turn then you’re likely to suffer more.


Yes, it is an "all-in" army but with an extremly good resistance.
Try to make some statistic versus 6 Skyweavers with some Ranged Weapons...you will see.

Only Dark Reapers / ShockCanon Ork at long range can kill some Bikes without sacrifice too much resources



Maybe i need to inform you in wich type of tournament this army is played.
We play in "ETC" format
=> scenario : Maelstrom + Eternal of war at the same time.
=> no restrictions on the army list except those of GW
=> the ground floor of the ruins and buildings block the LOS


Maybe thousands sons with a lot of Mortal wounds + tzangorh can be a problem.
Triple Hemlock + Dark Reapers too.
It's not a 100% Win rate army ^^

This message was edited 7 times. Last update was at 2019/06/11 08:33:30


 
   
Made in bg
Dakka Veteran




 QuenthelBaenre wrote:
Kdash wrote:
 QuenthelBaenre wrote:

I made a better version imo atm.
Spoiler:

DETACHMENT : Outrider
HQ1 : Yvraine [132]
Elite1 : [Warlord] Death Jester, [Ynnari] Walker of many paths [45]
FA1 : 6 Skyweaver, 6 Zephyrglaive + 6 Haywirecannon [306]
FA2 : 6 Skyweaver, 6 Zephyrglaive + 6 Haywirecannon [306]
FA3 : 6 Skyweaver, 6 Zephyrglaive + 6 Shuriken Canon [276]

DETACHMENT : Outrider
HQ1 : Farseer [110]
FA1 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA2 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]
FA3 : 8 Shining Spears [Saim-Hann], 7 Laser Lance + 1 Star Lance [274]


THe Haywirecannon are very very strong.
The spiritseer wasnt mandatory in my games.
Better to oneshot at the shoot phase some vehicle.


My only problem with this list is, how do you deal with 120 plaguebearers, cultists or Orks? And how do you deal with a couple of Riptides, Broadsides and 30 drones?

This list is so focused on being within 12” range and/or combat, that, if it doesn’t alpha strike extremely hard it’s going to suffer to the beta strike or lose to table control. If you can’t keep ahead of the curve each turn then you’re likely to suffer more.

That said, maybe this list can work extremely well on the competitive scene.


i didnt fight against 120 cultists.
but versus 120 Plaguebearers or Ork yes! and it did well.
96 shoots of Twin shuriken catapults
24 shoots of Star/Laser Lances
42 shoots of Haywirecannons
18 shoots of shuriken canons

and all of this before the fight phase where the army is better.

And versus a T'au army, the skyweavers is a realy pain ! -1 to hit on datasheets and the stratagem ? then 4++ invulnerable and 3 Wounds ?
And the Tau have only one Shoot phase versus this army.
I tested it versus Triple Riptide T'au army (not Broadsides)...and i didnt have difficulties...so versus broadsides withtout invulnerable save ? i guess it should be easier.
The Tau cant focus on tactical objectives (maelstrom cards) and must try to kill my units...and it is very very hard for him.

At the end i have too much Victory points with the maelstrom cards, because the T'au player cant move outside of his deployment zone.

This list is so focused on being within 12” range and/or combat, that, if it doesn’t alpha strike extremely hard it’s going to suffer to the beta strike or lose to table control. If you can’t keep ahead of the curve each turn then you’re likely to suffer more.


Yes, it is an "all-in" army but with an extremly good resistance.
Try to make some statistic versus 6 Skyweavers with some Ranged Weapons...you will see.

Only Dark Reapers / ShockCanon Ork at long range can kill some Bikes without sacrifice too much resources



Maybe i need to inform you in wich type of tournament this army is played.
We play in "ETC" format
=> scenario : Maelstrom + Eternal of war at the same time.
=> no restrictions on the army list except those of GW
=> the ground floor of the ruins and buildings block the LOS


Maybe thousands sons with a lot of Mortal wounds + tzangorh can be a problem.
Triple Hemlock + Dark Reapers too.
It's not a 100% Win rate army ^^


Really nasty list to fight in ETC, really list even the most defensive army will not be happy to play.
   
Made in gb
Longtime Dakkanaut




I agree that it can work well in ETC – especially as you have the mobility to jump around for maelstrom points. However, I thought ETC generally uses the latest GW missions? In this case the CA19 missions? If so, i feel like you’re giving up practically all hope of winning the Eternal War part of each game, as you have no troops and only 2 Characters. You also have to have a reasonable amount of luck with your maelstrom draw. I need to try something like this myself, as right now I’m just approaching it from a theoretical pov.

My issue is that, even with all those shots vs Plaguebearers, you’re only killing on average, 23-30 in the shooting phase – and that is with doom affecting the Spears. 23 being if you’re targeting the -2 to hit unit, 30 (well 30 from 1 unit and then 3.5 from a 2nd unit if you have the ability to split fire) if you’re targeting the -1 to hit units. Also, to get into range to do all of the shots turn 1 on a standard table with 24” range you’re going to have to advance the Shining Spears, which means no charging from them (unless you’re Saim-Hann and use the strat on 1 unit), whilst they are then within easy counter charge range in your opponents turn. Sure, they aren’t going to kill you very quickly in combat, but, that is what the Daemon Princes, Psykers and Thousand Sons are there for in most lists, with occasional bloodletter bombs. This essentially means you’re spending all 2000 points of your list killing 1, 210-point, unit.
For example, you might kill 1 screening unit of Plaguebearers, but, the deepstriking unit of Tzaangors buffed with Prescience and VotLW retaliate by killing 1 of your units of Skyweavers or half a unit and both Characters.

Vs Orks, I can see it absolutely destroying their units of boyz with the amount of shots you have. Thinking about it, I’m not sure how they would be able to win this matchup.

Vs Abaddon and Cultist spam, I guess it depends on the rest of the army. If you go first you can pretty much clear 90 cultists. How many bikes you have remaining after Abaddon and a Prince or 2 fights back though, is questionable. I’d probably still have it down in your favour though.

Vs T’au, I’m a little surprised at the result vs 3 Riptides if I’m honest. If you get first turn and doom off, you’re likely going to kill a Riptide if you can get the Spears within 6”s of them. If you can’t get within 6”, you’re not likely to kill a Riptide, especially one protected by drones and potentially an Ethereal. You’re also not likely going to be able to get a charge off vs a Riptide, unless they haven’t been screened correctly. Even if your Skyweavers get into combat with 1 Riptide, 1 unit of 6 is only going to be dealing ~5 wounds IF there are no drones alive. Considering that if all 3 survive and they have the markerlight support and velocity trackers, the returning fire can kill 7-8 Skyweavers, or ~15 Shining Spears. This number is even higher if they’ve baited out your LFR strat and used things like the T’au strat for +1 to wound or the re-roll wounds for 1 suit unit strat etc. You then also have to consider that there is likely a unit of 3 Broadsides of several hammerheads etc sat off to the side ready to hammer out some shots as well. I just personally think that you might struggle vs a well-played, well built, T’au army.

I must admit, that the more I think about the list, the more I like it, but, I do feel that you’d need a fair amount of luck and a LOT of practice to be able to go up against some of the stronger top table lists currently out there.
   
Made in bg
Dakka Veteran




Kdash wrote:
I agree that it can work well in ETC – especially as you have the mobility to jump around for maelstrom points. However, I thought ETC generally uses the latest GW missions? In this case the CA19 missions? If so, i feel like you’re giving up practically all hope of winning the Eternal War part of each game, as you have no troops and only 2 Characters. You also have to have a reasonable amount of luck with your maelstrom draw. I need to try something like this myself, as right now I’m just approaching it from a theoretical pov.

My issue is that, even with all those shots vs Plaguebearers, you’re only killing on average, 23-30 in the shooting phase – and that is with doom affecting the Spears. 23 being if you’re targeting the -2 to hit unit, 30 (well 30 from 1 unit and then 3.5 from a 2nd unit if you have the ability to split fire) if you’re targeting the -1 to hit units. Also, to get into range to do all of the shots turn 1 on a standard table with 24” range you’re going to have to advance the Shining Spears, which means no charging from them (unless you’re Saim-Hann and use the strat on 1 unit), whilst they are then within easy counter charge range in your opponents turn. Sure, they aren’t going to kill you very quickly in combat, but, that is what the Daemon Princes, Psykers and Thousand Sons are there for in most lists, with occasional bloodletter bombs. This essentially means you’re spending all 2000 points of your list killing 1, 210-point, unit.
For example, you might kill 1 screening unit of Plaguebearers, but, the deepstriking unit of Tzaangors buffed with Prescience and VotLW retaliate by killing 1 of your units of Skyweavers or half a unit and both Characters.

Vs Orks, I can see it absolutely destroying their units of boyz with the amount of shots you have. Thinking about it, I’m not sure how they would be able to win this matchup.

Vs Abaddon and Cultist spam, I guess it depends on the rest of the army. If you go first you can pretty much clear 90 cultists. How many bikes you have remaining after Abaddon and a Prince or 2 fights back though, is questionable. I’d probably still have it down in your favour though.

Vs T’au, I’m a little surprised at the result vs 3 Riptides if I’m honest. If you get first turn and doom off, you’re likely going to kill a Riptide if you can get the Spears within 6”s of them. If you can’t get within 6”, you’re not likely to kill a Riptide, especially one protected by drones and potentially an Ethereal. You’re also not likely going to be able to get a charge off vs a Riptide, unless they haven’t been screened correctly. Even if your Skyweavers get into combat with 1 Riptide, 1 unit of 6 is only going to be dealing ~5 wounds IF there are no drones alive. Considering that if all 3 survive and they have the markerlight support and velocity trackers, the returning fire can kill 7-8 Skyweavers, or ~15 Shining Spears. This number is even higher if they’ve baited out your LFR strat and used things like the T’au strat for +1 to wound or the re-roll wounds for 1 suit unit strat etc. You then also have to consider that there is likely a unit of 3 Broadsides of several hammerheads etc sat off to the side ready to hammer out some shots as well. I just personally think that you might struggle vs a well-played, well built, T’au army.

I must admit, that the more I think about the list, the more I like it, but, I do feel that you’d need a fair amount of luck and a LOT of practice to be able to go up against some of the stronger top table lists currently out there.


As far as i know ETC uses their own custom made missions. They use cards and you score extra points for holding objectives at the end of the game, you also get points for the difference between the killing units.
ETC also have pregame where you have chance to elude list that counter you hard, so having such little cheese list could prove to be big advantage vs most match ups.
   
 
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