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Made in gb
Regular Dakkanaut




Hi guys,

Trying to give the final touches for a tournament list and finding difficulty in trying and fixing it, so I would appreciate some feedback and help to remove those 18 points.




Wraithknight, - 502 pts

Batalion detachment - 3 CP

Farseer, 1. Guide, 2. Doom, Witchblade - 113 pts
Troupe Master, Harlequin's Embrace - 65pts

Guardian Defenders - 80 pts
Kabalite Warriors - 35 pts
Troupe, 5 embraces - 105pts


Fire Dragons, Flamer exarch - 120 pts
Wraithguard, D-scythes - 225 pts

Hemlock Wraithfighter, Conceal/Reveal - 211

Starweaver - 103 pts

Wave Serpent, Twin Shruiken Cannons, Shuriken Cannon, Star Engines - 153 pts
Wave Serpent, Twin Shruiken Cannons, Shuriken Cannon, Star Engines - 153 pts
Wave Serpent, Twin Shruiken Cannons, Shuriken Cannon, Star Engines - 153 pts

++ Total: [109 PL, 2018pts] ++

Any ideas?

the other way to go, would be to remove the starweaver, Troupe Master and Troupes which gives me around 270 points that could be used for the following:
- A coupleof units of shuribikes, a warlock and another unit of dhrukari warriors
- Yvraine to cast word of the phoenix on the WK, and a nice rerolls of 1's to go with guide, 1 unit of shuribikes and a small unit of kabal warriors.

Thoughts?

This message was edited 1 time. Last update was at 2017/06/22 16:25:45


 
   
Made in mx
Ancient Venerable Dark Angels Dreadnought





The format of the list is too much information to sift through, an abbreviated form ould be easier to assess.
   
Made in gb
Regular Dakkanaut




Ok, all edited for easiness
   
Made in mx
Ancient Venerable Dark Angels Dreadnought





Thanks!

I think your troops are underequipped. The kabalites also can't ride in serpent, even if Ynnari.
I would rock guard in serpent, 2 units of 5 kabalites in dual splinter cannon venoms, the harlies in starweaver, and swap farseer for Yvraine. Drop guardians. Not sure where that would be in points. I really like the idea of a swarm of venoms surrounding beefier units in a serpent.

Edit: i missed the dragons for the serpent

This message was edited 1 time. Last update was at 2017/06/22 17:11:54


 
   
Made in us
Secretive Dark Angels Veteran






 bullyboy wrote:
Thanks!

I think your troops are underequipped. The kabalites also can't ride in serpent, even if Ynnari.
I would rock guard in serpent, 2 units of 5 kabalites in dual splinter cannon venoms, the harlies in starweaver, and swap farseer for Yvraine. Drop guardians. Not sure where that would be in points. I really like the idea of a swarm of venoms surrounding beefier units in a serpent.

Edit: i missed the dragons for the serpent


Ynnead's Will

"Units with this ability can embark onto any Aeldar Transport, even though the transport in question might normally only permit models with other faction keywords to do so. All other restriction apply normally" .76

I think he can unless I am missing something!

This message was edited 1 time. Last update was at 2017/06/22 17:40:21


~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech 
   
Made in us
Fresh-Faced New User




The only models with the Ynnead's Will rule are the Ynnari characters. The kabalites wouldn't be able to ride in the wave serpent unfortunately.
   
Made in gb
Regular Dakkanaut




 Icelord wrote:
 bullyboy wrote:
Thanks!

I think your troops are underequipped. The kabalites also can't ride in serpent, even if Ynnari.
I would rock guard in serpent, 2 units of 5 kabalites in dual splinter cannon venoms, the harlies in starweaver, and swap farseer for Yvraine. Drop guardians. Not sure where that would be in points. I really like the idea of a swarm of venoms surrounding beefier units in a serpent.

Edit: i missed the dragons for the serpent


Ynnead's Will

"Units with this ability can embark onto any Aeldar Transport, even though the transport in question might normally only permit models with other faction keywords to do so. All other restriction apply normally" .76

I think he can unless I am missing something!


Hi ice lord,

Check who has that skill. Not all units have it only visarch and yvraine so only they can ride any transports.

Bully boy,

I know cabalites can't take a serpent they are just there because they are cheap troops. One serpent is for guardians, the other for wraithguard and the other for fire dragons.

What did you mean that units are under Equipped?

I like th idea of yvraine but can't fit her in without dropping harlies or what do you suggest? Of dropping the ,w,k until I test it and see if he is really worth it or not.

This message was edited 1 time. Last update was at 2017/06/22 23:39:50


 
   
Made in us
Secretive Dark Angels Veteran






Lame! Lol

~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech 
   
Made in gb
Regular Dakkanaut




Updated previous post as it was a mess.

Any more feedback?
   
Made in us
Fresh-Faced New User





Are ynnari allowed to use craftworld psychic powers? I thought if you make the faction ynnari they had to use thier own powers.
   
Made in gb
Regular Dakkanaut




 ScurvyMic wrote:
Are ynnari allowed to use craftworld psychic powers? I thought if you make the faction ynnari they had to use thier own powers.


Only Yvraine and Yncarne have access to Ynari psychic power.

Back onto the list any sugestions to remove those 18 points? I though of these 2 other options.

- Remove 3 harlequin embraces, at which point I'm not sure if the unit would we worth it.
- Remove vectored engines from 2 wave serpents, which would make the way less survivable.
   
Made in us
Omnipotent Necron Overlord






I would remove the troops and second HQ and add more WG.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Regular Dakkanaut




 Xenomancers wrote:
I would remove the troops and second HQ and add more WG.


I have another list with more wraithguard on it, but wanted to not make this an iyanden army but a more Ynary one with different choices. Would you remove Yvraine on a heavy WG list?

   
Made in us
Omnipotent Necron Overlord






Yvraine isn't bad in a WG list - the ability to on demand soulburst is very nice for them. Then shes probably smiting with her second power - her melle ability is also decent enough where she could charge a unit you didn't quite finish off to active another soul-burst.

It would be nice to get at least 1 unit of wind-riders in there - their mobility is really beneficial.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Fresh-Faced New User





kaintxu wrote:
 ScurvyMic wrote:
Are ynnari allowed to use craftworld psychic powers? I thought if you make the faction ynnari they had to use thier own powers.


Only Yvraine and Yncarne have access to Ynari psychic power.

Back onto the list any sugestions to remove those 18 points? I though of these 2 other options.

- Remove 3 harlequin embraces, at which point I'm not sure if the unit would we worth it.
- Remove vectored engines from 2 wave serpents, which would make the way less survivable.



Can you show me or tell me where it says that? If that's so I'm hurting myself using them instead of craftworld powers. I assumed being ynnari they use the ynnari powers,i don't see where it says they can use craftworld.
   
Made in us
Omnipotent Necron Overlord






 ScurvyMic wrote:
kaintxu wrote:
 ScurvyMic wrote:
Are ynnari allowed to use craftworld psychic powers? I thought if you make the faction ynnari they had to use thier own powers.


Only Yvraine and Yncarne have access to Ynari psychic power.

Back onto the list any sugestions to remove those 18 points? I though of these 2 other options.

- Remove 3 harlequin embraces, at which point I'm not sure if the unit would we worth it.
- Remove vectored engines from 2 wave serpents, which would make the way less survivable.



Can you show me or tell me where it says that? If that's so I'm hurting myself using them instead of craftworld powers. I assumed being ynnari they use the ynnari powers,i don't see where it says they can use craftworld.

No where does it say that the craftworld units lose their base psychic powers. In 7th you could use ether or on your farseers but it looks like you have to stick with the powers their data sheets say they have access to. I might be in disagreement with you on the ynnari powers being weak - I think they are great. Most the time you are going to be casting smite so that will leave you with just 1 more power to cast. Doom and fortune are both great, but the ynnari power that gives you a soulburt is also excellent as well as gaze on ynead - though you likely need to use a command point to get it off reliably. If you take a farseer and Yvraine you get access to more powers per turn so I'm thinking of running both seeing as yvraine is exceptionally well pointed IMO.




Automatically Appended Next Post:
kaintxu wrote:
 Xenomancers wrote:
I would remove the troops and second HQ and add more WG.


I have another list with more wraithguard on it, but wanted to not make this an iyanden army but a more Ynary one with different choices. Would you remove Yvraine on a heavy WG list?


Here is my competitive ynnari list after playing 2 games I feel this is a pretty well tuned and top teir list ready for tournament play at 2k points. Yncarne just wasn't cutting it for me and I feel like taking another hemlock and Yvraine really takes it up a notch.

Outrider detachment
Farseer skyrunner - spear
Yvraine
2x 6 Wraithgaurd - scythes
2x Waveserpant - 3x SC 1 has spirit stones
3x3 Windriders - SC
1x Wraithlord 2xSC, 2x Shuri Cats
2x Hemlock Wraithfighter

This message was edited 2 times. Last update was at 2017/06/23 20:52:42


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Regular Dakkanaut




 Xenomancers wrote:

No where does it say that the craftworld units lose their base psychic powers. In 7th you could use ether or on your farseers but it looks like you have to stick with the powers their data sheets say they have access to. I might be in disagreement with you on the ynnari powers being weak - I think they are great. Most the time you are going to be casting smite so that will leave you with just 1 more power to cast. Doom and fortune are both great, but the ynnari power that gives you a soulburt is also excellent as well as gaze on ynead - though you likely need to use a command point to get it off reliably. If you take a farseer and Yvraine you get access to more powers per turn so I'm thinking of running both seeing as yvraine is exceptionally well pointed IMO.

Here is my competitive ynnari list after playing 2 games I feel this is a pretty well tuned and top teir list ready for tournament play at 2k points. Yncarne just wasn't cutting it for me and I feel like taking another hemlock and Yvraine really takes it up a notch.

Outrider detachment
Farseer skyrunner - spear
Yvraine
2x 6 Wraithgaurd - scythes
2x Waveserpant - 3x SC 1 has spirit stones
3x3 Windriders - SC
1x Wraithlord 2xSC, 2x Shuri Cats
2x Hemlock Wraithfighter


Exactly, I don't understand why people is assuming things such as an Ynnari army only containing Ynnari models and not being able to be mixed with Dhrukari who keep their PfP as the are all Aeldari, or psyckers changing spells to Ynnari ones. If you read the Ynnari rules section it does not say anything about replacing psyker power for any Eldar Psyker, so they keep their craftworld ones.

I do like your list except for the Wraithlord. I totally think they are not worth it with the degrading profile. Dreadnoughts are supperior IMHO. It's very hard to fit in as You ahve to drop a few things, but try and fit in a Wraithknight. With souldburst from Yvraine and guide from your farseer, you are guarante too pop vehicles on one turn, maybe even 2 (I took a LR crusader on Friday) or fight twice in C/C to really wreck havock.
   
Made in no
Fresh-Faced New User






Would you say that a Wraithknight or two Wraithfighters are better in the current state of 8th?
   
 
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