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Made in gb
Been Around the Block



Cambridge UK

Right. I just bought Yncarne. A strong character no doubt, but what...330+ points? Considering Abbadon (who I am considering fielding him against this weekend) is only 250, I'm pretty sure Yncarne is over valued.

My main issue is that though he can move around the board, even when it isn't the movement phase (as long as someone dies). He can't charge until the next phase/turn.

What are peoples thoughts on him?
   
Made in us
Sinewy Scourge




He can't charge, but he can heroically intervene. Also something dying in your opponents combat phase shouldn't be too hard to arrange. Then charge in your turn.
   
Made in gb
Been Around the Block



Cambridge UK

What is heroically intervene?


Automatically Appended Next Post:
Sok. Got it.

This message was edited 1 time. Last update was at 2018/02/20 23:19:07


 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

I've recently been using it... and it's incredibly powerful I'm finding. I spent about a dozen games really developing an understanding on how to use it with my all harlequin army. I think the Yncarne is great for a few things (at least for me):

- It's my version of Celestine. If you can get this thing to appear on the opponent's turn, in your turn you can move, soulburst yourself to move again, and charge something like a flier, character, etc.

- Teleporting. If you can line it up so that you teleport him to safety at the end of your turn, he's damn near unkillable. You always have to keep in mind the mechanics of Ynnari (they are very hard to master) and when is the right time to shoot a crippled unit, or when to cripple a unit so taht in future turns they're an easy "homing beacon", etc.

- Warlord 'Ignore Wounds'. Just because I have no real good reason to have a warlord in my Harlequin army, he's my warlord. And with a 6+++ x 2 it's not bad... I also take advantage of the "healing" mechanics by teleporting him near (behind - remember he's got 9 wounds and is a character) a nearly-dead unit of mine, specifically on an objective or in a combat I know I will die in during the opponent's turn or something) means wounds potentially healed.

- Powers: I also take the obvious Word of the Phoenix power on him, and also I like Ancestor's Grace. It's good to buff himself if nothing else for a "guilliman" effect when he needs to fight, but also re-rolling 1s is nice in general on something pretty far from him (18"), if it's Ynnari of course.

Hope that helps.


P.S. I think also, the way 40k plays this edition, we can't compare things' points across codices/indices... some models have costs included in their points values that we can't 'see' because of how they are meant to, or even allowed to interact with other units... I think a better way to evaluate the point cost is to think abou what you want it to accomplish, and then comp it to other units you could take instead. If it comes up "cheaper" than it's a good fit.
   
Made in gb
Been Around the Block



Cambridge UK

Thank you for the excellent reply. You make a good case.

I still am struggling to understand the soulburst rules. I have the rulebook but they explanation seems vague. Does it mean that when a unit dies within 7" of Yncarne that he/she/it can perform the soulburst ability of my choice?

Could I use Yncarne to teleport towards a slain friendly unit, then use that same death to use soulburst immediately? Or do I have to use a second one after?
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

First of all, Soulburst has been faq’d a lot. You can only do it in your turn. Secondly, think of it as a double action; a unit can simply do something it normally does, twice in your turn if Soulburst is triggered.

The complexity and strategy comes in to play as to when you trigger it. For simplicity’s sake, just look at the yncarne in a vacuum and let’s pretwnd he’s the only thing in your army with this ability.

Don’t confuse the teleporting with Soulburst.

Ok that being said, the Yncarn can now do something twice.. and you have a psychic power that you can cast on yourself to do something twice, or if you’re within 7” of a unit that dies on your turn you can do something twice, etc.

Try starting out by using the Yncarne’s psychic power to simply make it move again (so 8” in the movement phase and 8” in the psychic phase) to get closer for a charge.

Next turn maybe use your psychic power to fight in the psychic phase (if locked up still) so that you essentially “swing first” and pile in/consolidate into a second unit.. so that when the fight phase comes around you are already within 1” so can fight them too.

Trying out isolated scenarios like that are a good way to start.

Finally, just approach the teleporting ability this way to start: when a unit does in your opponents turn, as close to the end as you can guess, set up the yncarne so you can double move and charge in your turn.

By practicing these simpler, more isolated tactics, you’ll begin to see more complex ones eventually.

This message was edited 2 times. Last update was at 2018/02/22 09:35:41


 
   
 
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