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Made in gb
Regular Dakkanaut






Just put together my first Ynnari list. Have been an Eldar player from the beginning and looking forward to splashing other Aeldari units. Please note This is not supposed to be an uber competitive list but hopefully complements the Strength from Death special rule give units that don't mind being at close quarters. Thoughts and comments greatly appreciated...

Ynnari 1850pts

HQ

Archon: Webway Portal + Blaster
Autarch: Banshee Mask + Power Maul

TROOPS

10x Kabalite Warriors: Splinter Cannon + Raider with Night shields & Splinter Racks
5x Troupe: 4x Kiss & 1x Embrace

ELITES

Shadowseer: Mastery level 2

FAST

Raider: Night Shields (To transport Shadowseer, Autarch & Troupe)
6x Scourge: 4x Blaster
Starweaver: (To transport Fire Dragons & Archon)

LORD OF WAR
The Yncarne

ASPECT HOST FORMATION
5x Fire Dragons: Exarch
6x Warp Spiders: Exarch
6x Warp Spiders: Exarch

YNNEADS NET FOTMATION
3x Reavers: Cluster Caltrops
3x Windriders: 3x Scatterlasers
1x Warlock: Skyrunner Jetbike
2x Skyweaver: 2x Haywire Cannon & 2x Zephyrglaive

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1850
War Convocation: 1850

 
   
Made in us
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Scottsdale, AZ

This seems pretty strong, even for friendly games. the thing people will say is more warp spiders. I recently used the Triumvirate in a 2k points list, with windrider host and dire avenger shrine, the soulburst is super strong, the Net formation will be very strong as well. I havent gotten a chance to mix the eldar factions yet, let us know how it goes.

"Not all who wander are lost." -J.R.R. Tolkien

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Made in gb
Regular Dakkanaut






 hcordes wrote:
This seems pretty strong, even for friendly games. the thing people will say is more warp spiders. I recently used the Triumvirate in a 2k points list, with windrider host and dire avenger shrine, the soulburst is super strong, the Net formation will be very strong as well. I havent gotten a chance to mix the eldar factions yet, let us know how it goes.


Agreed on the Warp spiders but to be honest even taking two units is a little spammy in my mind. Only play with friends so don't want it to be an all eldar cheese list, hence no wraithguards with the Archon! lol

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1850
War Convocation: 1850

 
   
Made in fr
Longtime Dakkanaut




I think a Shadowseer, an autarch and a transport is a bit too much for a troupe. Most people run their troupes with either a Shadowseer (for Veil), or a transport. The Seer's defensive powers are wasted in a transport.
If the Shadowseer's goal is to be offensive, then mask of secrets + psychic shriek is a good combo. As it is, it looks like a point sink.
I would also give haywire grenades to the troupe master, it adds a lot of versatility, especially when you don't have any caresses.

And why did you choose a Starweaver over a raider+night shields for you fire dragons? The model does look cool, but the raider is just cheaper if all you want is a transport.
   
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Regular Dakkanaut






fresus wrote:
I think a Shadowseer, an autarch and a transport is a bit too much for a troupe. Most people run their troupes with either a Shadowseer (for Veil), or a transport. The Seer's defensive powers are wasted in a transport.
If the Shadowseer's goal is to be offensive, then mask of secrets + psychic shriek is a good combo. As it is, it looks like a point sink.
I would also give haywire grenades to the troupe master, it adds a lot of versatility, especially when you don't have any caresses.

And why did you choose a Starweaver over a raider+night shields for you fire dragons? The model does look cool, but the raider is just cheaper if all you want is a transport.


Ah yeah I see your point on that, included the shadowseer as am used to take them footslogging but with transports I suppose that negates most of her usefulness. Perhaps looking to include a unit of banshees or scorpions with her may be more beneficial. Or add her to the fire dragons and do away with the transport?

Yeah I simply chose the Starweaver because I've got one, don't have any dark eldar models at all yet.

Looking more at the Dark Eldar units, have I kitted them out well? Taking 10 in a raider with splinter wracks the most damage output? Have I kitted the scourges out right?

This message was edited 1 time. Last update was at 2017/02/21 15:08:11


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1850
War Convocation: 1850

 
   
Made in fr
Longtime Dakkanaut




I like splinter kabalites in a raider with racks, but it's not as efficient as venom spam.
As for the scourges, it's common to use them as anti-armor, mostly because it's one of the best option for pure dark eldar. I think they're still a very valid option in Ynnari lists (on top of looking good), as they can potentially DS less than 7" from a vehicle, pop it, and either move to cover or pop another one. Heat lances and haywire blasters are the most common options. Heat lances are more versatile, as they can take on TEQ or MCs, but if you scatter out of melta range when you go after a vehicle, you're usually screwed.
   
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Don't forget the archon and fire dragons cant start the game in the transport as they are not harlequin faction...

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Made in gb
Regular Dakkanaut






 Icelord wrote:
Don't forget the archon and fire dragons cant start the game in the transport as they are not harlequin faction...


I may well be wrong but believe they can as all the units in the Reborn Host have Ynnari as their faction as well as their original faction. They can't take them as a dedicated transport slot but can as a fast slot to start embarked in them... It's as if they are all part of a Ynnari Codex.

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1850
War Convocation: 1850

 
   
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Italy

 Xeones7 wrote:

Looking more at the Dark Eldar units, have I kitted them out well? Taking 10 in a raider with splinter wracks the most damage output? Have I kitted the scourges out right?


Scourges can only have 4 special weapons so units bigger than 5 man aren't worthy, cut down one of them. Kabalites in raiders with splinter wracks are good if they have the chance to strike, but if you go second they'll probably jink and don't repay you. Min units of 5 kabalite in venoms are better and more versatile. Cutting one scourge, that big unit of kabalite warriors and saving a few points elsewhere you should be able to fit 2x5 kabalite warriors in venoms with two splinter cannons. I also recommend haywire blasters or heat lances, I prefer the first ones. If you want 4 blasters a unit of trueborn on a venom is certainly better even if a bit more expensive in points.

 
   
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 Icelord wrote:
Don't forget the archon and fire dragons cant start the game in the transport as they are not harlequin faction...


The new book makes them all the same faction, they can use each others transports.

Scourges, why blasters over HL's? HL you can DS if need to for AT and they still are S6 ap1 for infantry killing, most thinks will be T5 that you want to DBL out due to bikestars so you dont really need the ID, plus HL's are 5pts cheaper, your saving something 36 if you drop the extra scourge

This message was edited 1 time. Last update was at 2017/02/21 19:57:25


   
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 Blackie wrote:
Kabalites in raiders with splinter wracks are good if they have the chance to strike, but if you go second they'll probably jink and don't repay you.

Jinking transports making the passengers jink was in the draft FAQ, but is not in the final version. Now you can jink and fire the warriors at full BS.
   
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the imperium castellan detachment doesn't make them the same faction so I assumed it was the same.


Automatically Appended Next Post:
Can you point to the page which says these are the same faction? I don't see anything saying that but could be missing it. Same detachment yes but it says to use their entries in the listed books. That doesn't say they are the same faction.


Automatically Appended Next Post:
Disregard that! I found it.

This message was edited 2 times. Last update was at 2017/02/21 21:20:04


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Made in gb
Regular Dakkanaut






A tweak to the list taking on everyones comments (massive thank you to everyone who has contributed)

Ynnari 1850pts

HQ
Archon: Webway Portal + Blaster (go with fire dragons)
Autarch: Banshee Mask + Power Maul (go with Troupe)

TROOPS
5x Kabalite Warriors: Venom with dual splinter canons
5x Troupe: 4x Kiss & 1x Embrace + Starweaver

ELITES
Shadowseer: Mastery level 2 (to go with Striking Scorpions)

FAST
5x Scourge: 4x Heat Lance
Crimson Hunter

LORD OF WAR
The Yncarne

ASPECT HOST FORMATION
6x Fire Dragons: Exarch
8x Striking Scorpions: Exarch
6x Warp Spiders: Exarch

YNNEADS NET FOTMATION
3x Reavers: Cluster Caltrops
3x Windriders: 3x Scatterlasers
1x Warlock: Skyrunner Jetbike
2x Skyweaver: 2x Haywire Cannon & 2x Zephyrglaive

Changes:
1. Dropped a unit of Spiders for the Scorpions (don't shoot me but remember it's only casual!) as infiltrating them in with the shadowseer should be fairly potent. Plus this enabled me to up the present WS and FD.

2. Reduced the KW to a venom.

3. FD & Archon not in a transport now (DS them in a pop something big)

4. Dropped the Troupe's raider and put them in their own Starweaver

5. Gave the Scourges Heat Lances

6. This all freed up the points for a Crimson Hunter to sort out the skies!

Thoughts?

This message was edited 2 times. Last update was at 2017/02/21 22:41:32


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1850
War Convocation: 1850

 
   
Made in gb
Regular Dakkanaut






Looking to run this at the weekend. Any thoughts on the updated list?

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1850
War Convocation: 1850

 
   
Made in us
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If a character joins the scorps they lose thier shrouded.

The reavers might be better with a blaster in the net formation. Otherwise theyll maybe come on the board turn 2 with thier thumbs up there butts, and wont be usable for anything effective until turn 3. This is if they make it to the table turn 2.

For the same reasons you may consider droping the blade on the skyweave, but thqts probably not entirely nessary.

Eother way you picked good units for a ynsri list. Everyone want to get up close to do damage, just realize some one has to stay back to score your home objectives.
   
Made in gb
Regular Dakkanaut






mmimzie wrote:
If a character joins the scorps they lose thier shrouded.

The reavers might be better with a blaster in the net formation. Otherwise theyll maybe come on the board turn 2 with thier thumbs up there butts, and wont be usable for anything effective until turn 3. This is if they make it to the table turn 2.

For the same reasons you may consider droping the blade on the skyweave, but thqts probably not entirely nessary.

Eother way you picked good units for a ynsri list. Everyone want to get up close to do damage, just realize some one has to stay back to score your home objectives.


Ah Blimey thanks mmimzie.

Losing their shrouded is massive. Will have a rethink on who the shadowseer can role with... perhaps a unit of banshees? She would give them some protection for sure... maybe I should drop her for another unit of warriors? But I like her model and her psychic abilities work really well.

Also considering dropping the net formation. Getting an extra warp charge is really good but it's not like I have psychers everywhere, plus all the bikers could be off until turn 3, not good and leaves too much off the board.

Going to to together another list...

Check out my Painting Blog http://www.dakkadakka.com/dakkaforum/posts/list/681431.page

1850
War Convocation: 1850

 
   
Made in gb
Regular Dakkanaut



Cymru

 Xeones7 wrote:
mmimzie wrote:
If a character joins the scorps they lose thier shrouded.

The reavers might be better with a blaster in the net formation. Otherwise theyll maybe come on the board turn 2 with thier thumbs up there butts, and wont be usable for anything effective until turn 3. This is if they make it to the table turn 2.

For the same reasons you may consider droping the blade on the skyweave, but thqts probably not entirely nessary.

Eother way you picked good units for a ynsri list. Everyone want to get up close to do damage, just realize some one has to stay back to score your home objectives.


Ah Blimey thanks mmimzie.

Losing their shrouded is massive. Will have a rethink on who the shadowseer can role with... perhaps a unit of banshees? She would give them some protection for sure... maybe I should drop her for another unit of warriors? But I like her model and her psychic abilities work really well.

Also considering dropping the net formation. Getting an extra warp charge is really good but it's not like I have psychers everywhere, plus all the bikers could be off until turn 3, not good and leaves too much off the board.

Going to to together another list...


Infiltrating the scorpions up close can give your opponent a really hard choice - leave them alone and let them assault or put enough firepower their way and see the Yncarne pop up close enough to charge next turn. I do not think you are going to win the next LVO with it but for friendly games it is strong enough.

As for the Net you are going to have a 2+ reserves roll with re-roll, the chances of them not turning up on turn 2 are slim so long as you keep the Autarch alive that long. The ability to choose which unit comes out on which table edge - including your opponent's - is pretty powerful. A couple of years ago Paul McKelvey won the ITC with a Tau list that had appearing on his opponent's table edge as its core gimmick (Ninja Tau).
   
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Regular Dakkanaut






happy_inquisitor wrote:
 Xeones7 wrote:
mmimzie wrote:
If a character joins the scorps they lose thier shrouded.

The reavers might be better with a blaster in the net formation. Otherwise theyll maybe come on the board turn 2 with thier thumbs up there butts, and wont be usable for anything effective until turn 3. This is if they make it to the table turn 2.

For the same reasons you may consider droping the blade on the skyweave, but thqts probably not entirely nessary.

Eother way you picked good units for a ynsri list. Everyone want to get up close to do damage, just realize some one has to stay back to score your home objectives.


Ah Blimey thanks mmimzie.

Losing their shrouded is massive. Will have a rethink on who the shadowseer can role with... perhaps a unit of banshees? She would give them some protection for sure... maybe I should drop her for another unit of warriors? But I like her model and her psychic abilities work really well.

Also considering dropping the net formation. Getting an extra warp charge is really good but it's not like I have psychers everywhere, plus all the bikers could be off until turn 3, not good and leaves too much off the board.

Going to to together another list...


Infiltrating the scorpions up close can give your opponent a really hard choice - leave them alone and let them assault or put enough firepower their way and see the Yncarne pop up close enough to charge next turn. I do not think you are going to win the next LVO with it but for friendly games it is strong enough.

As for the Net you are going to have a 2+ reserves roll with re-roll, the chances of them not turning up on turn 2 are slim so long as you keep the Autarch alive that long. The ability to choose which unit comes out on which table edge - including your opponent's - is pretty powerful. A couple of years ago Paul McKelvey won the ITC with a Tau list that had appearing on his opponent's table edge as its core gimmick (Ninja Tau).


Do you think the reavers are a little bit of tax in the list or can they actually perform?

Perhaps keeping the scorpions bare bone so that I force the apponent to deal with them early doors, perhaps a couple of units to take on the fire first turn. If a unit dies the avatar pops in for a potential first turn charge (have dark elder got an infiltrating unit?)

Do ou think I've improved the original list or spread myself a little thin with numbers in the units (I figured that big units are actually worse as less chance to use SfD)

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1850
War Convocation: 1850

 
   
Made in us
Tough-as-Nails Ork Boy






 Xeones7 wrote:
happy_inquisitor wrote:
 Xeones7 wrote:
mmimzie wrote:
If a character joins the scorps they lose thier shrouded.

The reavers might be better with a blaster in the net formation. Otherwise theyll maybe come on the board turn 2 with thier thumbs up there butts, and wont be usable for anything effective until turn 3. This is if they make it to the table turn 2.

For the same reasons you may consider droping the blade on the skyweave, but thqts probably not entirely nessary.

Eother way you picked good units for a ynsri list. Everyone want to get up close to do damage, just realize some one has to stay back to score your home objectives.


Ah Blimey thanks mmimzie.

Losing their shrouded is massive. Will have a rethink on who the shadowseer can role with... perhaps a unit of banshees? She would give them some protection for sure... maybe I should drop her for another unit of warriors? But I like her model and her psychic abilities work really well.

Also considering dropping the net formation. Getting an extra warp charge is really good but it's not like I have psychers everywhere, plus all the bikers could be off until turn 3, not good and leaves too much off the board.

Going to to together another list...


Infiltrating the scorpions up close can give your opponent a really hard choice - leave them alone and let them assault or put enough firepower their way and see the Yncarne pop up close enough to charge next turn. I do not think you are going to win the next LVO with it but for friendly games it is strong enough.

As for the Net you are going to have a 2+ reserves roll with re-roll, the chances of them not turning up on turn 2 are slim so long as you keep the Autarch alive that long. The ability to choose which unit comes out on which table edge - including your opponent's - is pretty powerful. A couple of years ago Paul McKelvey won the ITC with a Tau list that had appearing on his opponent's table edge as its core gimmick (Ninja Tau).


Do you think the reavers are a little bit of tax in the list or can they actually perform?

Perhaps keeping the scorpions bare bone so that I force the apponent to deal with them early doors, perhaps a couple of units to take on the fire first turn. If a unit dies the avatar pops in for a potential first turn charge (have dark elder got an infiltrating unit?)

Do ou think I've improved the original list or spread myself a little thin with numbers in the units (I figured that big units are actually worse as less chance to use SfD)


Mandrakes. A unit of three is 36 points and they don't have a save outside of stealth/shrouded so infiltrating them out of cover would guarantee death for them.

This message was edited 1 time. Last update was at 2017/02/27 03:57:08


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 Xeones7 wrote:
happy_inquisitor wrote:
 Xeones7 wrote:
mmimzie wrote:
If a character joins the scorps they lose thier shrouded.

The reavers might be better with a blaster in the net formation. Otherwise theyll maybe come on the board turn 2 with thier thumbs up there butts, and wont be usable for anything effective until turn 3. This is if they make it to the table turn 2.

For the same reasons you may consider droping the blade on the skyweave, but thqts probably not entirely nessary.

Eother way you picked good units for a ynsri list. Everyone want to get up close to do damage, just realize some one has to stay back to score your home objectives.


Ah Blimey thanks mmimzie.

Losing their shrouded is massive. Will have a rethink on who the shadowseer can role with... perhaps a unit of banshees? She would give them some protection for sure... maybe I should drop her for another unit of warriors? But I like her model and her psychic abilities work really well.

Also considering dropping the net formation. Getting an extra warp charge is really good but it's not like I have psychers everywhere, plus all the bikers could be off until turn 3, not good and leaves too much off the board.

Going to to together another list...


Infiltrating the scorpions up close can give your opponent a really hard choice - leave them alone and let them assault or put enough firepower their way and see the Yncarne pop up close enough to charge next turn. I do not think you are going to win the next LVO with it but for friendly games it is strong enough.

As for the Net you are going to have a 2+ reserves roll with re-roll, the chances of them not turning up on turn 2 are slim so long as you keep the Autarch alive that long. The ability to choose which unit comes out on which table edge - including your opponent's - is pretty powerful. A couple of years ago Paul McKelvey won the ITC with a Tau list that had appearing on his opponent's table edge as its core gimmick (Ninja Tau).


Do you think the reavers are a little bit of tax in the list or can they actually perform?

Perhaps keeping the scorpions bare bone so that I force the apponent to deal with them early doors, perhaps a couple of units to take on the fire first turn. If a unit dies the avatar pops in for a potential first turn charge (have dark elder got an infiltrating unit?)

Do you think I've improved the original list or spread myself a little thin with numbers in the units (I figured that big units are actually worse as less chance to use SfD)


The reevers are good in the net as long as they have a blaster or heatlance. The heatlance limits what table edge they can come on as your gonna want to take the table edge that gets you closest to what ever target. Either way when the net is cast you an destroy a few units.

The warlock rolls well on revent as whilke the primaris isn't amazing its a good primaris for sniping heavy weapons, but if you get something like 2,5, or 6 you have a warlock who can jump on to the table right in the heart of opponents and do some amazing damage. SPells 3 and 4 are good unitility. So heh as a great shot of being useful, at worst he gives you a certain +1 war charge turn 2. This guy is the only thing i'd really consider a tax, but it's not so bad as he can be AMAZing or just okay.

The scat bikes are nice as they will usualy take the far table edge from whatever targets thanks to thier long range, but they also make things weird as if your using them for armor you might need to select your table edge based on what get's you rear armor which can make them conflict with the heatlance.

The skyweavers are really expensive, and don't really start making thier point until the turn after they hit the table. The haywire blaster is the only thing that makes them not despressing in your list. Once they start swinging in combat though they'll make you bank, plus being as close to 2hp worth of anti army that two shots can give is pretty nice.
   
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I am seriously considering bringing double Ynead's net.

I need 2 warlocks and some more bikes of all kinds, but hopefully with some funds coming in soon in might be fun. Lots of tiny units with good shooting popping up in different places surrounding your opponent, might scare them a bit too.

Same with scorpions, They can be really fast by abusing the charging at different initiative steps (exarch with claw charges a tiny guard squad, kills all of them, they soulburst into another unit and the rest of the scorps attack) it works well for harlies too.

I love skyweavers on paper, but they never make their points back for me, they always just die horribly T1 or T2, even with 2 wounds and a 4+ they are not tough at all.

   
 
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