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![[Post New]](/s/i/i.gif) 2017/03/03 15:07:09
Subject: Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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So I just finished my Dark Angels army, and the new Y Reborn Warhost just showed up, I aways liked the dark eldar for their flying sale boths, their just so cute but since they couldent have psickers I passed on them, but now I can have Eldar and Dark Eldar in the same army Im going for it, just got a couple of newbie questions.
1. I was thinking og giving my wraithlord 2 churican catapults and churican cannons and a ghost glaive, but what do you guys think?
2. Considering the raiders splinter racks gives splinter weapons rerols, what special and heavy weapons should I give my kalabite warriors?
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![[Post New]](/s/i/i.gif) 2017/03/03 15:28:14
Subject: Starting a Ynnari Aeldari army!
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Powerful Phoenix Lord
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1) Flamers are best for WLs. Since you can only shoot 2 weapons anyway, you'll be firing the shoulder weapons most of the time. Having Flamers gives you the option for a better overwatch and if you somehow manage to get close (unlikely) 2 flamers can be a nasty surprise. As for the Shurcannons, again WLs have trouble getting close as they can only move 6" per turn. Take 2 Scatter lasers for the same cost.
2) If you are taking Kabalite in Raiders instead of Blaster units in Venoms, you should just take splinters rifles and cannons, maybe a blaster. But usually 2x 5 Warriors in Venoms do more damage that 1x 10 Warriors in a Splinterrack Raider.
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![[Post New]](/s/i/i.gif) 2017/03/04 04:37:42
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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1. If its range I whant shouldn't I take the missil launcher?
2. So basically what youre saying is to only take a splinter cannon and no special weapons, kinda what I was thinking, tought Il probably just combat squad them.
also kinda 2.2. is the Sybarite worth it, if I get it right if I don't take one the unit operates without a liutenent, so I don't have to bother with lock outs?
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![[Post New]](/s/i/i.gif) 2017/03/04 05:10:06
Subject: Re:Starting a Ynnari Aeldari army!
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Steadfast Ultramarine Sergeant
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Why Wraith Lords? For your heavy hitter Go nowhere but grab a Sword and Shield WK! It is now totally broken for the Power from the Death rule. Since after it kills something it can then move or charge another unit as if it is your movement or assault phase. So at best, you will be killing two units in one phase. At Worst, if there is no one nearby for your 2nd charge, you use your 12inch Jump move to reposition immediately after consolidation, which you can move closer to your next prey if the combat ends in enemy assault phase, or move behind tall terrain piece to avoid the retribution from that Grav Cannons after you "unfortunately" killed the enemy in your own assault phase.
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![[Post New]](/s/i/i.gif) 2017/03/04 05:11:16
Subject: Starting a Ynnari Aeldari army!
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Regular Dakkanaut
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1. Nope, the missile launcher is extremely overpriced for what it gives you. The general weapon loadouts recommended involve 2 Scatter Lasers or 2 Bright Lances. 36" is far enough to be a threat right off the bat, unlike the Cannon's 24". The Scatter Lasers are effective against a broader range of targets, whereas the Lances can provide some heavy anti-tank in a pinch (its still just a couple shots).
2.Basic Venom loadout is just 2 Venom Cannons, ignore the rest of the upgrades. But you will probably wanna give your Warriors Blasters for more punch.
2.2 the Sybarite isn't really worth it. If anything really gets to shoot at your unit, they aren't going to likely live long enough to need a leadership test. While they may benefit from it when the transport dies, those points add up quickly and will be better served going toward more offensive options. (Like more units)
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This message was edited 1 time. Last update was at 2017/03/04 05:29:25
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![[Post New]](/s/i/i.gif) 2017/03/04 05:21:31
Subject: Starting a Ynnari Aeldari army!
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Powerful Phoenix Lord
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1) Missile Launcher is hot garbage. Literally the worst weapon in the entire codex. Seriously, I dare you to find a single successful Eldar list in the past 2 years that includes even one. And don't count the Guardian Host where they can be free. 36" is range enough. What you want it shots, which the Scatter laser has The reason the ML is bad is because it is deceitful. It looks like this great multi-use weapon, but it isn't. It costs like it should be the best choose, but a Bright lance is much better than the 1 shot, the sky-fire missile is a joke, and a Scatter laser easily does twice the damage than the small blast ever could Eldar have always been best a specialized force and the ML is the antithesis of this fundamental tactic. Taking zero shoulder weapons would be better than taking the ML 2) Combat squad them? You know only Marines can do that right? A unit of 10 DE will stay that way until models get killed. But if you mean split them in your list as 2 units of 5 in Venoms, then yeah that would be my choice over the Splinter rack Raider squad. You only get your points worth out of them if in rapid fire range. The 2 Venoms alone pull more weight. What's a Sybarite? I've never seen one of those on the table. Like ever. No, seriously, I've probably seen more MLs in an Eldar list than Sybarites for Kabalites. -
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This message was edited 1 time. Last update was at 2017/03/04 05:23:53
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![[Post New]](/s/i/i.gif) 2017/03/04 17:06:18
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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Wait can I have 2 squads of 5 in the same raider/vennon, cus with marines I was told I couldent have 2 squads of five in a rinno or dropod!
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![[Post New]](/s/i/i.gif) 2017/03/04 17:28:38
Subject: Starting a Ynnari Aeldari army!
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Powerful Phoenix Lord
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I am saying take 2 units of 5 Warriors in 2 separate Venoms Instead of 1 unit of 10 in 1 Raider Marines are special, you need to forget everything you know about them when building an Aeldari list. 10 Marines can spilt into 2 units of 5 at the beginning of a game. Those 2 units are allowed to share the same dedicated transport at anytime during the game. This is all part of the "Combat Squad" rule that Eldar do not have. It is an except to the way everyone else fields units and occupies transports.
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This message was edited 1 time. Last update was at 2017/03/04 17:29:33
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![[Post New]](/s/i/i.gif) 2017/03/04 17:36:05
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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So, Can I use that to have 2 heavy weapons (splinter cannons)?
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![[Post New]](/s/i/i.gif) 2017/03/04 17:59:34
Subject: Starting a Ynnari Aeldari army!
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Regular Dakkanaut
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You can use that for 2 special weapons (Blasters), but I think heavy weapons are per 10 guys in the unit. So, you'd have to take one big squad for splinter cannons.
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![[Post New]](/s/i/i.gif) 2017/03/04 18:17:10
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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I really like the raider, dosent mean I whont have vennons but I whant a couple of raiders, in fact I already ordered one. I think Il have a 10 man unit with a splinter cannon and no special weapons.
Since I'm at it, here goes another question, raider upgrades:
chain-snares (With marines I never tank shock or ram, I get elder are different but raiders don't really have that mutch armour I'm not sure if this is usefull)
enchanced aethersails (this one kinda feels essential)
glisly trophies (this is the one I'm mostly unsure about.
night shields (seems like it could expand the raiders durability a little)
shock prow (same as the chain snares)
splinter racks (defenitevly essential)
Torment grenade launcher (unless there one time use extra weapons are aways nice, but this one is s1 so...)
What do you think?
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![[Post New]](/s/i/i.gif) 2017/03/04 18:40:48
Subject: Starting a Ynnari Aeldari army!
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Lethal Lhamean
Birmingham
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Enhanced Aethersails are excellent if running a close combat squad like Incubi or Grotesques inside the Raider, lets them Flat Out to their target turn 1 with the intention of getting a trun 2 charge. Splinter Racks are a must for 10 man Kabalite squads with splinter weapons. Nightshields are excellent, a 3+ Jink instead of a 4+ has saved my vehicles more times than I care to count. Ignore all other vehicel upgrades.
As for Sybarites, there is an argument to taking them with a Haywire Grenade. Lawrence from Tabletop Tactics has had excellent results running 6 units of Kabalites in Venoms with a Blaster and Haywire Sybarite in each as it allowes every unit in the army to be a threat to vehicles and the Kabalites can help soften them up before the Reavers charge in with Cluster Caltrops. This only really works though when maxing out the troop slots for redundancy, only having one or two squads like this is a waste of points.
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![[Post New]](/s/i/i.gif) 2017/03/04 19:24:50
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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Ok, and where it comes to headquarters? I was thinking of a farseer in a jet bike for the first one, but not sure about the second?
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![[Post New]](/s/i/i.gif) 2017/03/06 11:36:21
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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For raiders Il be taking kalabite warriors, but for venons is there anithing better?
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![[Post New]](/s/i/i.gif) 2017/03/06 14:23:22
Subject: Starting a Ynnari Aeldari army!
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Regular Dakkanaut
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You can put Trueborn with Blasters in the Venoms, or possibly an Incubi squad. I think you would get more use out of the Trueborn, considering the rest of your list.
What unit are you putting that Farseer with? It is waaay to dangerous to leave him alone. Are you taking Windrider Jetbikes or something like that able to keep up with the Farseer? Remember, not only can the Farseer not start in a transport thanks to being on a Jetbike, he can't start in Raiders or Venoms at all due to being Craftworld Eldar.
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![[Post New]](/s/i/i.gif) 2017/03/06 20:53:38
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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After all your guys help, this was kinda my idea. Not counting the vennons, truborn with 4 blasters seems a little too expensive for me.
++ Y Reborn Warhost (Ynnari Aeldari: Fracture of Biel-Tan (2017) v2001) ++
+ HQ +
(E) Farseer [Singing Spear]
Skyrunner Jetbike [Twin-Linked Shuriken Catapult]
(E) Farseer [Witchblade]
+ Troops +
(DE) Kabalite Warriors [10x Kabalite Warrior]
(DE) Raider [Dark Lance, Enhanced Aethersails, Night Shields, Splinter Racks, Torment Grenade Launchers]
Kabalite Warrior w/ Heavy Weapon [Splinter Cannon]
(DE) Kabalite Warriors [10x Kabalite Warrior]
(DE) Raider [Dark Lance, Enhanced Aethersails, Night Shields, Splinter Racks, Torment Grenade Launchers]
Kabalite Warrior w/ Heavy Weapon [Splinter Cannon]
+ Fast Attack +
(DE) Hellions [10x Hellion]
(DE) Reavers [6x Reaver]
+ Heavy Support +
(DE) Ravager [3x Dark Lance, Enhanced Aethersails, Night Shields, Torment Grenade Launchers]
(E) Wraithlord [2x Scatter Laser, 2x Shuriken Catapult]
+ Lord of War +
(E) Wraithknight [Ghostglaive and Scattershield, 2x Scatter Laser]
Created with BattleScribe Automatically Appended Next Post: By the way, incuby have +3 save and coast less than space marines, why not use only incuby?
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This message was edited 2 times. Last update was at 2017/03/06 21:05:29
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![[Post New]](/s/i/i.gif) 2017/03/06 21:09:13
Subject: Starting a Ynnari Aeldari army!
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Violent Space Marine Dedicated to Khorne
Someplace someplace Darkplace
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A few things for starting this army I've picked up.
The FAQ killed any thought of using another races transport. So no dark eldar in eldar vehicles or vice Versa. Which means you have to rely on each sub races transports. That said:
1: the 3 named characters in the triumvirate are all pretty badass. The visarch makes mincemeat of just about anything he charges, and yrvaine does pretty good as well, but shines in the psychic phase. The avatar is also a powerful psyker - but be careful of over extending with his teleport. He can be gunned down. The best use for him is to deploy him after you kill a unit from soulburst on the other guy's turn, or he wipes one of yours. Drop in the avatar and then on your turn you can charge and smash things up. The other 2 characters need support though. You can go 2 ways. Either a bug blob of low pts models to eat wounds, or something tougher. I like the latter. Wraith blades are a nice choice. With soulburst (either from nearby deaths, or psychic support) they can close gap fast on foot. And with t6 and 3+/4++ they can tank very well.
2: your troops matter. With no objective secured you need something that can get to objectives and claim points, or quickly respond to the other guy taking one. Venom squads (5warriors with 1 blaster in a venom) is a cheap option. 3 scatbikes with warlock upgrade also works very well. If you have the points a 10 man warrior with splinter cannon in a raider with splinter racks and night shields is a decent dakka boat. Just remember to stay away from enemy's with flamers.
3: heavy support matters but not as much as you would think. The main strength of the ynari is speed and MSU. The above mentioned venom and scatbike squads all move very quick and can handle everything short of a av13 vehicle. I've found the majority of my "heavy lifting" comes from those, or my visarch/character/wraithblade squad. If you take a heavy option, something to deal with heavy tanks is probally best, so lances or D weapons. I like the wraithlord with double lance, and a glaive. He can shoot well and join a fight if needed. The knight also would be pretty good. I've used both double D and sword/board loadouts. Both times with double starcannon for extra firepower - it's VERY effective in either mode.
4: cluster up, but stay apart. Soulburst works best when you have 7 units, and stay close to each other. But don't group too much or too close or you risk getting wrecked by blast weapons and templates. By spreading out and splitting into a few smaller "groups" it forces the other side to either cluster up - making soulburst charges REALLY fun - or split up making them easy to isolate and wipe out, for more bursts and more shooting or moving or whatever. This army is easily the fastest in the game, and can hit VERY hard in all 3 attack modes.
5: focus on killing fast moving assault elements first. You want combat to happen in his table half, preferably close to other units of his. Don't get locked up and tarpitted in your end. Use scatbikes and venom squads to intercept and shoot them down before they reach you. Cover, psychic powers and LOS can protect from ranged fire. One other possibility is the counter charge. Bait his strong combat unit to a nice open area with your cheap troops then counter charge him with those wraithblades he didn't expect to be double moving then charging with fleet.
Finally: don't be a sore winner and don't go scatbike / wraith knight spam. Yes it wins. We all know it does. No need to keep hammering people with it. Have some class and take advantage of the huge variety of units available. And be a good sport.
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Something ...... something .... Dark side.... |
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![[Post New]](/s/i/i.gif) 2017/03/06 21:44:54
Subject: Starting a Ynnari Aeldari army!
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Courageous Beastmaster
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Spread your firepower across different units. This army doesn't favor death stars.
Also for fun games I've taken out most of the longest range guns out of my CWE army. No scatbikes but shuri cannons, glaive knight with starcannons instead of lances and stuff like that. You can still build a big list around this and at least your opponent wil be able to feel like he has a chance (They don't of course, none shall stop the rebirth of the aeldari). THis approach makes you take casualties tough so great for ynnari.
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![[Post New]](/s/i/i.gif) 2017/03/08 18:05:40
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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Ok, something Im just not getting abbout the vennons.
If I use kalabite trueborn with 1 blaster, theyl do the samething has a kalabite warrior.
If i use trueborn with 5 blasters the unit will cos 255pt, thats too mutch.
If i use incubi I have no ranged weapons.
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![[Post New]](/s/i/i.gif) 2017/03/08 19:04:25
Subject: Starting a Ynnari Aeldari army!
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Sinewy Scourge
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Incubi are super hit or miss, they either destroy some units and die like bitches or just die like bitches.
Trueborn cannot take 5 blasters, only 4, so five trueborn in a venom with 4 blasters is pretty good, not amazing but not terrible.
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![[Post New]](/s/i/i.gif) 2017/03/08 19:17:07
Subject: Starting a Ynnari Aeldari army!
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Powerful Phoenix Lord
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In a Ynnari list, there is absolutely no reason to even take Trueborn with Blasters. 5 Fire Dragons with a Exarch cost almost the same, have 3+ armour and all 5 of the them have a weapon that is arguable better at it's job that a Blaster.
The only advantage for Trueborn is that they can start in an open-topped vehicle, but considering how fragile that vehicle is, I'd harder call that an advantage.
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![[Post New]](/s/i/i.gif) 2017/03/08 23:28:33
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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What about Harlequeins?
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![[Post New]](/s/i/i.gif) 2017/03/08 23:56:10
Subject: Starting a Ynnari Aeldari army!
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Regular Dakkanaut
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Eldar > DE > Harlequins
Adding ynnari didnt change anything, save for the archon with wwp i dont see any reason to take a non eldar unit as eldar do everything the other races do, better.
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![[Post New]](/s/i/i.gif) 2017/03/08 23:57:08
Subject: Starting a Ynnari Aeldari army!
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Regular Dakkanaut
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harlequins got a straight buff with the Ynnari stuff, so if you wanted to play harlequins at all, they are better now then ever
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![[Post New]](/s/i/i.gif) 2017/03/09 00:12:08
Subject: Starting a Ynnari Aeldari army!
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Regular Dakkanaut
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Harlequin characters can be pretty fun and useful, Shadowseers in particular.
The Troupes are decent enough, but they really want their run/assault rules to shine. They are super squishy, so you need ways to limit incoming fire.
Skyweaver bikes are actually pretty good, especially out of a formation so they can reroll Jink saves. (Can take that special duo in a smaller formation if you would rather) They are fairly expensive, but they can hit hard and fast. With reroll Jinks and a one turn 4++ from shooting they top Reavers for me. Without the rerolls, they may be too expensive...
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![[Post New]](/s/i/i.gif) 2017/03/09 00:59:03
Subject: Starting a Ynnari Aeldari army!
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Regular Dakkanaut
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Caedes wrote:A few things for starting this army I've picked up.
The FAQ killed any thought of using another races transport. So no dark eldar in eldar vehicles or vice Versa. Which means you have to rely on each sub races transports. That said:
1: the 3 named characters in the triumvirate are all pretty badass. The visarch makes mincemeat of just about anything he charges, and yrvaine does pretty good as well, but shines in the psychic phase. The avatar is also a powerful psyker - but be careful of over extending with his teleport. He can be gunned down. The best use for him is to deploy him after you kill a unit from soulburst on the other guy's turn, or he wipes one of yours. Drop in the avatar and then on your turn you can charge and smash things up. The other 2 characters need support though. You can go 2 ways. Either a bug blob of low pts models to eat wounds, or something tougher. I like the latter. Wraith blades are a nice choice. With soulburst (either from nearby deaths, or psychic support) they can close gap fast on foot. And with t6 and 3+/4++ they can tank very well.
I've been considering running Yrvaine and the Visarch in a Warlock Conclave. Not only is it a good CC unit, but as you loose squad members Yrvaine get's her psychic boost.
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![[Post New]](/s/i/i.gif) 2017/03/09 01:23:36
Subject: Re:Starting a Ynnari Aeldari army!
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Stalwart Dark Angels Space Marine
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Well, I guess Il have one vennon with trueborn, and than another one with something else, anyway, I tried to buy Gangs of Camorragh for obvious reasons, but had a real hard time, In Portugal's capital there are 4 stores and none of them could get it. I called a store in my grandmothers home town and they did had one in stock, Il have to pay 5 euros for the transports but what ever, but it did leave me thinking, was gangs of camorragh like the renegade knight kit, a shameless attempt of getting rid of old stock, or will it be back? One of the store cashiers, said there suppliers said it will be back, but was unable to give details, and he tought it might be exactly that!
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This message was edited 1 time. Last update was at 2017/03/09 01:27:38
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![[Post New]](/s/i/i.gif) 2017/03/11 03:15:48
Subject: Starting a Ynnari Aeldari army!
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Violent Space Marine Dedicated to Khorne
Someplace someplace Darkplace
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As mentioned - trueborn kind of lose out in the big scheme of things. Warriors in venom fill a troop slot and bring a decent amount of poison fire to the game, without being overly expensive. Although note that you get 4 special (blasters) and up to 2 heavy (heat lance) so 5 trueborn could bring 4 blasters and a heat lance for anti tank duty. Although again I think fire dragons or WG do the same job better.
One thing I have noticed is as I play around with lists I find myself using more and more eldar and less and less DE. And the only harlequins i can really justify are the characters. But it's getting tougher to justify them and they are short list for the chopping block.
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Something ...... something .... Dark side.... |
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