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![[Post New]](/s/i/i.gif) 2017/06/02 23:11:30
Subject: [2000] - Eldar - The Yncarne in 8th
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Longtime Dakkanaut
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I think Windriders and certainly Wraithknights just don't work anymore. But the vehicle changes are really interesting and Ynnari is still the obvious way to play Eldar. So how do we get good use out of Strength from Death while taking advantage of the new rules?
List:
HQ:
Yncarne 337
Farseer 113
Troops:
10 Guardian Defenders 80
10 Guardian Defenders 80
10 Guardian Defenders 80
9 Storm Guardians w/ 1x Flamer 72
Elites
Solitaire 117
Flyers:
Crimson Hunter 183
Razorwing w/ 2x DC 175
Voidraven w/ 2x Scythes, missiles 194
Transports:
Wave Serpent w/ 3x SC 142
Wave Serpent w/ 3x SC 142
Wave Serpent w/ 3x SC 142
Wave Serpent w/ 3x SC 142
This can be organized into a Battalion and an Air Wing for +4 CP. 1999 total points.
C&C welcome. Below, I go into how the list would be used and pre-argue for some of my unit choices below to make my thinking clear.
Strategy:
I'm not going to say much about the flyers; they're doing the obvious things. The basic idea here is to advance with the incredibly durable Serpents and the (character) Solitaire. Some but probably not all Guardians dismount, possibly with Doom support from the Farseer, and blow something up. Depending on the enemy, the Serpents probably move ahead 16" and charge things to tie them up in CC. If I wipe out a unit in a position where the Yncarne would be protected as a character by the Serpents, I summon it. Likewise if the Solitaire has a reasonable target where it's going to be protected by the Serpents, I'll charge with it. The enemy should then not have too many great targets and hopefully many of their best shooters will be in CC with Serpents anyway, so unless they have Fly they'll only be Falling Back this turn. From here, the plan would be to use the Yncarne as a beatstick, and then if it's ever in serious danger I can wrap it in Guardians who heal it when they die. I'm constantly looking for opportunities to drop a squad or two of Guardians and blow something away with Doom. Most Soul Burst activations on my turn are probably on Guardian squads since it's awkward to make use of the ability on exclusively-CC units like the Yncarne and the Solitaire; you can get a double move but you can really only get a double fight if you've multi-charged. On the opponent's turn though they'd be used to have the Yncarne or Solitaire charge something. The Yncarne would be using Word of the Phoenix as often as possible, preferably on one of the flyers but maybe on a Guardian squad. It and maybe the Farseer (if Guide wouldn't be better) are probably also using Smite a lot. With the Yncarne this is a particularly useful power because he can move aggressively while ignoring enemy models to try to pick good targets.
Unit Reasoning:
The obvious question is probably: why the Yncarne? A few more points gets two more Crimson Hunters who in each Shooting Phase starting on turn 1 will throw out what it does every time it fights, and the enemy is never going to stay in combat with it so it'll very rarely fight on their turn unless they want it to. Maybe this is right -- Crimson Hunters are fantastic. My thinking is that sometimes you care about the difference between CC and shooting, access to Word of the Phoenix is actually really nice (I was at one point playing around with bringing Yvraine just for that), and it does at least protect the Guardians from morale and provide 6+ FNP to literally everything near itself including the Wave Serpents and flyers.
Guardian Defenders are fantastic and I'm not sure many people have realized that yet. Ignoring the grenade for simplicity, the number of points in Guardians you need to get a wound against almost anything is very, very low, from 12 points per wound against T3 5+ to 24 ppw against T4 3+ to just 43.2 ppw against T8+ 3+. Basically, they expect to make back about half of their points in a single volley almost regardless of what they're shooting at. And Doom makes them significantly (67%+) more effective against high-toughness targets. So they're actually fantastic for shooting at just about anything from Guardsmen to Marines to tanks, and this makes them reasonable Soul Burst users even though they're only 80 point units. In this list they're also a little hard to kill, with 6+ FNP from the Yncarne and the enemy probably being pretty unwilling to put something in rapid fire range for fear of the Solitaire and the Yncarne. Plus if they die near the Yncarne, it heals.
These Wave Serpents are 11 points per T7 3+ wound, with built-in resistance to multi-damage weapons. They are almost not worth shooting at. They cost 48% more than 3 Windriders and provide exactly as much firepower with way more than twice as much durability, the ability to tie things up in CC (with a 23" average charge range) then float away the next turn while still shooting, transport capacity for hugely-efficient Guardians, a one-time Smite, and an easy character shield.
I think the Eldar flyers are fantastic. They're all in the neighborhood of 15 points per T6 Hard to Hit wound. The Hunter is an incredibly efficient source of anti-tank fire. Compare to 2 2x BL War Walkers which would cost 200 points for less firepower when moving and probably less durability. Being forced to move isn't a big problem for it since it's BS 2+ and unlike other flyers can pivot after moving. The DE flyers aren't as obviously great but I think they're worth trying out. The Razorwing is a nice mount for Disintegrator Cannons which fill an anti- heavy infantry hole in this list. The Voidraven's bomb is potentially fantastic against things like 10-strong Necron Immortals, but really is well worth using just on 5-man MEQs. Dark Scythes seem to be much better than Void Lances except for range. I don't have a great feel for how big of a problem that will be.
The Solitaire is mostly filler. If I'm going to take a unit on foot it should probably be a character, and I need it to keep up with the Serpents. But I think having the secondary CC specialist might actually help a lot. Likewise the Storm Guardians are only Storm because I didn't have the points for another Defender squad. I don't really see that better CC over multiple turns and special weapons are worth it compared to just buying more shuriken catapults.
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This message was edited 5 times. Last update was at 2017/06/02 23:30:53
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![[Post New]](/s/i/i.gif) 2017/06/03 02:30:13
Subject: [2000] - Eldar - The Yncarne in 8th
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Water-Caste Negotiator
Columbus
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I really like your well thought out plan here! Very well written and would love to hear how this works out in a game!
Nice easy plan, not sure on points but sure someone will confirm!
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Never argue with an idiot you just lower yourself to their level. |
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![[Post New]](/s/i/i.gif) 2017/06/03 04:43:33
Subject: [2000] - Eldar - The Yncarne in 8th
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Agile Revenant Titan
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Without playing a single game yet, my opinion is all from what I've read.
Why not use a Hemlock Fighter? It seems like a way to get good auto hits with Smite and Heavy D-Scythes. Also, it's another psyker with great mobility to try and negate enemy psychic powers.
I've been using Guardians extensively since 3rd edition and they work well for in every edition. Glad to see they seem really good in this edition. I'm looking a 40 or so with an Avatar to back them up. I know you can't take an Avatar with the Yncarne, but he seems to be a great counter assault element since he is harder to shoot at in 8th.
Interesting breakdown for the Wave Serpents. I'd like to field 2-3 in a list and you make a compelling case why they are useful.
With Guardians, I think the Battle Focus is still very important due to limited range, but I'd be curious to see how well they fare coming out of Wave Serpents.
Let us know how it fares. Excited for 8th edition.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2017/06/03 05:29:55
Subject: Re:[2000] - Eldar - The Yncarne in 8th
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Longtime Dakkanaut
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I am also attempting to create an Ynnari army myself, and am trying to navigate my way through all the new rules.
From what I can tell, the Farseer will not work with your army. All of the psychic powers he has access to specifically targets Asuryani units which are replaced by the Ynnari keyword when building an Ynnari army. So consequentially they will not be able to target anything in your army.
However, taking a Warlock or Spirit seer can let you take psychic powers from the runes of discipline, which cannot target your own units, but can at least target enemy units.
Failing this, the only option really for psychic powers is to take Yvraine.
Please correct me if I'm wrong, I'm trying to piece together a good list myself. I'm trying to add up all my options here. My biggest gripe with the new rules so far has been the psychic powers and that craftworld units cannot take dark eldar transports anymore.
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This message was edited 1 time. Last update was at 2017/06/03 05:30:20
Square Bases for Life!
AoS is pure garbage
Kill Primaris, Kill the Primarchs. They don't belong in 40K
40K is fantasy in space, not sci-fi |
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![[Post New]](/s/i/i.gif) 2017/06/03 07:44:20
Subject: [2000] - Eldar - The Yncarne in 8th
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Fresh-Faced New User
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I believe that units gain the Ynnari keyword, doesn't replace any keywords. I'm also puzzling together a Ynnari list, and the vehicle thing kills me.
This is a good idea of a list, and also seeing if the Yncarne is workable at 1500, myself. That plus Soli looks fun. Since I only started playing again when the harls were released, I always try to incorporate couple in my lists.
Thx on list ideas
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![[Post New]](/s/i/i.gif) 2017/06/03 08:48:29
Subject: [2000] - Eldar - The Yncarne in 8th
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Wondering Why the Emperor Left
The Hague (NL)
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Rules leak say they gain the keyword, so they keep the old ones as well. Eldar Farseers will be able to target Asuryani units no problem. They just lose battlefocus and such.
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![[Post New]](/s/i/i.gif) 2017/06/03 11:40:43
Subject: Re:[2000] - Eldar - The Yncarne in 8th
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Longtime Dakkanaut
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Sarigar wrote:
Why not use a Hemlock Fighter? It seems like a way to get good auto hits with Smite and Heavy D-Scythes. Also, it's another psyker with great mobility to try and negate enemy psychic powers.
...
With Guardians, I think the Battle Focus is still very important due to limited range, but I'd be curious to see how well they fare coming out of Wave Serpents.
A Hemlock might be good. I think I avoided it because I doubt I'd get much out of the Mindshock Pod and I feel like S10 weapons are overcosted in general, but I'll think about it some more. The comparison here is to the slightly cheaper Voidraven, which has a very similar scythe weapon (with longer range but which hits only 2/3 as often) plus a pretty good missile launcher, and then a one-use bomb instead of Smite. I think I like the bomb better unless the Hemlock can consistently hit what I want it to hit with Smite. Like I said with the Voidraven, I'm not sure how big of a problem short ranges on flyers will be. The Hemlock is more agile but it still can't hit something that it starts the turn right next to. And the flyers are much more durable but I'm not sure you want them in rapid fire range all the time still. One nice thing about the Hemlock is that it would operate at full efficiency right up until it dies.
The only thing you get out of Battle Focus on naked Guardian Defenders is that they don't have a -1 penalty to hit when shooting if they advanced. Even if your Ynnari Guardians have to advance to get into range, one Soul Burst activation has three times the impact of Battle Focus (you go from one chance to hit on 4+ to either two chances to hit on 4+ or one chance to hit on 3+). Though I guess you just can't advance and throw a grenade without Battle Focus. But even so I don't think Battle Focus is very good.
Brutus_Apex wrote:I am also attempting to create an Ynnari army myself, and am trying to navigate my way through all the new rules.
From what I can tell, the Farseer will not work with your army. All of the psychic powers he has access to specifically targets Asuryani units which are replaced by the Ynnari keyword when building an Ynnari army. So consequentially they will not be able to target anything in your army.
However, taking a Warlock or Spirit seer can let you take psychic powers from the runes of discipline, which cannot target your own units, but can at least target enemy units.
Failing this, the only option really for psychic powers is to take Yvraine.
Please correct me if I'm wrong, I'm trying to piece together a good list myself. I'm trying to add up all my options here. My biggest gripe with the new rules so far has been the psychic powers and that craftworld units cannot take dark eldar transports anymore.
I'm not thrilled about the psychic options myself, but as far as I can tell Mayk0l's right that units you take as part of a Ynnari army don't actually lose any of their other keywords, so a Farseer can still cast Guide on everything originally found in the Craftworld list. Also note that Doom, which is probably the best Fate power, doesn't depend on keywords at all, so in my list it would benefit even the DE flyers and the Solitaire (the Yncarne rerolls its wounds by default).
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This message was edited 2 times. Last update was at 2017/06/03 11:42:40
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