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Made in gb
Killer Klaivex




The dark behind the eyes.

Tyel wrote:

While I understand not liking the constraint, It would be more tolerable if they were at least priced to be an auto-take.


I hate using special characters on principle. However, my preference would be to have at least one be cheap (regardless of whether it's actually good).


Tyel wrote:

I think Yvraine could be only about 120 but at a stretch its fine. The Visarch however should be no more than 85-90.


Agreed on Yvraine.

The issue with the Visarch is that it can't be much cheaper without just being a superior Archon. It's already outright superior to Drazhar in spite of having the same cost.

The real problem is that Archons (on which the Visarch is obviously based) are vastly overcosted for what they actually do. But rather than address that, GW just makes the Archon special character equally overpriced.


Tyel wrote:

The real shame though is the big guy. When a Tzeentch Daemon Prince is about 180 points, I don't see on what planet the Yncarne is possibly worth 337.

Okay AP-4/D6 damage, rerolling to wound is quite a bit better than AP-2, 2 Damage. The jumping around when stuff dies may be useful to grab objectives - but I feel the "the unit cannot charge if it does this" is a crippling limitation.

But in Daemon Princes I can't see how the Yncarne is worth more than maybe 240 points. And frankly the more I think about it, the lower I go.
If he had some mad synergy it might make sense - but really thats the problem with the whole list. There is very little synergy compared to a modern codex (see say GSC).


Yeah, 337 points for the Yncarne does seem excessive. Regarding the Daemon Prince comparison, I think one major difference is that the Yncarne's teleportation is basically his only mobility option. 8" isn't particularly impressive compared to a winged Daemon Prince.

I could maybe see it costing that much if its support abilities were stronger but they're actually pretty feeble. A 6+++ isn't impressive at the best of times, and if you're using DE then they already have one anyway.

Tyel wrote:

I am half-tempted to say its a placeholder for a full codex in say 2020 when GW actually release some new Ynnari Eldar units. I fear this might just be wishful thinking though. (Apart from the Spirit Seer have there been any Eldar releases in 8th edition?)


I'm not holding out hope but it would certainly be nice to see some Eldar releases. Dark Eldar is threadbare, having had about half the codex stripped out, and Corsairs have basically been removed entirely. But obviously making Slightly Bigger Marines takes precedence.

This message was edited 1 time. Last update was at 2019/05/05 10:59:16


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in bg
Dakka Veteran




Tyel wrote:
 Karhedron wrote:
Actually, I have just noticed that "Summoned by Death" works when any unit is destroyed. Just say your opponent has destroyed a small unit you had guarding an Objective. The Yncarne can pop up like a daemonic jack-in-the-box and kill them in the next turn. It is like have a Daemon Prince capable of counter-charging just about anywhere on the table that your opponent kills a unit. Anything dies and the Yncarne pops up to make a revenge attack.


The tradeoff is the Yncarne just being there to counter-charge anyway.

Against elite assault armies (not that many of them tbh, I guess a theoretical wraith-ynnari count) its a potentially interesting counter. Against say Orks or GSC the fact you are likely to counter charge and kill 6~ in combat doesn't really mean very much and I don't know where he was to not charge in to begin with.
Versus shooting I think you are looking at "aha, you thought I had lost this objective? No, Yncarne to the rescue". But then when a unit which costs costs 337 points and only really has a sword plus smite/smite alternatives is on the other side of the table, hes not pulling his weight.
I don't believe giving Eldar units a 6+++ is crazy good, otherwise everyone would run Ulthwe.

If you shoot an enemy unit and then drop the Yncarne, your opponent gets a full turn to respond. its not that tough, certainly not when you are paying almost a Gallant or melee wraithknight in points.

Its not a worthless ability - but I don't think its an especially valuable ability.


She is to expensive, but fun. Still remember how she solo killed daemon prince that charged her and she can smash aircraft because she can fly.
There are little things that will gladly run to melee with you if you have Yncarne in your army.
   
Made in us
Fixture of Dakka






Visarch is aweful, its a named character meaning no relic, no WL trait of your choice, it needs to be 100pts max. Yncarne is so hard to balance, but b.c double actions are gone, it really needs to be cheaper now, 300pts. Yvarine should be 10-15pts cheaper, its just a tax now for Ynnari, it is still good, but Farseer skyrunner being the same cost for the same abilities (other than Ynnari unlock) while on a bike (+Move + Tough) and can deny +1.

I would say make them all 10% cheaper, would be about perfect.

   
Made in no
Liche Priest Hierophant





Bergen

So some questions and thoughts about the ynari.

If your army has a lot of melee units starting in melee at the beginning of the opponents turn, the opponent can not shoot any of your units or come close combat you attack first. Is this correct.

You want several small units that can trigger your attack first in combat. Also, as long as you keep trigering it your small melee units have no real problem as they do not have to go every other turn between players.

You want good ranged weapons to trigger the abillaty.

Now some questions:

Can you combine Kabal and Wytches in a detachment without loosing the bonuses?

You can have the Yncarne caharcters in transports that are open topped that are good to charge out of? Including DE and Harlequin once.

   
Made in us
Fixture of Dakka






You can fallback, thats in the movement phase, then they can shoot you. Fight first is only in the combat phase.

So you have to surround units without Fly or able to move over other units, and some units still can shoot in combat or if they have pistols they can shoot as well.

You can combine Kabal and Wych in Ynnari you lose nothing, you only gain more, an Archona aura is now <Drukhari Reborn> along with wyches, meaning your Archon re-roll aura works for Wyches.

They want you to mix imo, and they want you to take Melee Archons (notice some of the relics dont work for Succubus but does so for Archon, and the Archon re-roll works for Succubus).

MSU Wych is very strong way for DE to play Ynnari, but IMO CWE/Quins are much better from an Army stand point, with that said a few Wych units could be very strong.

B.c you now get another DS stratagem it is possible to DS 5 units for 5CP (8 for 9CP) or 6 for 6 and 9 for 9 (I looked really fast might be 1CP off) if you take the stupid harlequin Fortification (Webway Gate).

Im looking at taking 2 Ynnari Battalions and 1 DE Spearhead, b.c i like Yncarne. For my ITC list now it is 1 DE Bat, 1 CWE Ynnari Bat, 1 Quins Vanguard. But it is slowly changing every day and might be different soon.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

@Amishprn86 Do you have any example Ynnari Wych Cult lists?


Also, what do you guys think of Ynnari Striking Scorpions? Assuming a unit has died, they'll be hitting on 2s and the Exarch (with a Scorpion Claw) will be generating extra attacks on a 5+.

This message was edited 1 time. Last update was at 2019/05/05 12:16:05


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Correct me if I'm wrong, but didn't an FAQ affirm that you can always heroically intervene even if no one was charged and even on your turn? If that's the case, the Yncarne teleporting may have some opportunities to get a 3" intervene if a unit is close to where one was recently destroyed, especially if it's your own of course. I need to check on this though.
   
Made in gb
Sinewy Scourge




I can even if no one charged, but not in your turn. Its very useful if playing aggressively as units dying within a few inches of the enemy becomes more common.

This message was edited 1 time. Last update was at 2019/05/05 13:09:33


 
   
Made in us
Regular Dakkanaut




How have your games been so far?
   
Made in gb
Sinewy Scourge




Not lost yet,and I'm finding the reavers are invaluable, but I need some harder tests.
   
Made in us
Hellish Haemonculus






Boskydell, IL

Drager wrote:
Not lost yet,and I'm finding the reavers are invaluable, but I need some harder tests.


Really? How are you running your Reavers?

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Sinewy Scourge




 Jimsolo wrote:
Drager wrote:
Not lost yet,and I'm finding the reavers are invaluable, but I need some harder tests.


Really? How are you running your Reavers?
10 Reavers with 3 Grav Talons mostly, I've run them as 12 with 4 Grav Talons and an agoniser in my latest game, but I'm mainly playing 1750 at the moment in practice for a tournament, so that's a bit too pricy. I'm also playing with a Warlock Council and a bunch of venoms. Depending on the opponent the components do differnt things, but against Guard with a big unit (Castellan, Crusader, Cawl Bots, whatever) they charge forward on turn one and hit the guard screen, tying up at least one unit with a tri-point, which is easy with Fly nicely reinstated and the tendency of guard players to overlap their squads. Meanwhile the Venoms shoot a hole in the screen for the Council to charge through (if they wrapped close to the big unit) or the council flies over the screen (if they spaced out). This usually lets the Autarch and Council charge whatever the prime threat is whilst the Reavers tie up and murderblend gaurdsmen. Against Orks they just charge a squad and eliminate it then tank the return fire with Shield of Ynnead as best they can (although as I can clear >100 orks a turn, that's not usually much).

Charging into multiple units at once is where reavers really excel if you can get your Grav Talons within 1" of 2+ units at the end of the charge you really start to dish out the MW.

One version of the list is below:

Ynarri Battalion

Yvraine (Unbind Souls, Ancestor's Grace)
Warlock (Shield of Yneead)

3x 8 Storm Guardians

Ynarri Battalion
Succubus, Walker of the Many Paths, Corag Hai Locket, Hypex
Visarch

4x 5 Kabalites with Shredders

12 Reavers with 4 Grav Talons

4 Venoms with Double Splinter Cannon

Saim Hann Supreme Command

Autarch Skyrunner, Avenger Catapult, Banshee Mask, Ambush of Blades
Farseer Skyrunner, Doom and Fortune
Warlock Skyrunner, Quicken/Restrain
8 Warlock Council, Protect/Jinx, Enhance/Drain.
   
Made in us
Hellish Haemonculus






Boskydell, IL

Thanks!

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in bg
Dakka Veteran




Drager wrote:
 Jimsolo wrote:
Drager wrote:
Not lost yet,and I'm finding the reavers are invaluable, but I need some harder tests.


Really? How are you running your Reavers?
10 Reavers with 3 Grav Talons mostly, I've run them as 12 with 4 Grav Talons and an agoniser in my latest game, but I'm mainly playing 1750 at the moment in practice for a tournament, so that's a bit too pricy. I'm also playing with a Warlock Council and a bunch of venoms. Depending on the opponent the components do differnt things, but against Guard with a big unit (Castellan, Crusader, Cawl Bots, whatever) they charge forward on turn one and hit the guard screen, tying up at least one unit with a tri-point, which is easy with Fly nicely reinstated and the tendency of guard players to overlap their squads. Meanwhile the Venoms shoot a hole in the screen for the Council to charge through (if they wrapped close to the big unit) or the council flies over the screen (if they spaced out). This usually lets the Autarch and Council charge whatever the prime threat is whilst the Reavers tie up and murderblend gaurdsmen. Against Orks they just charge a squad and eliminate it then tank the return fire with Shield of Ynnead as best they can (although as I can clear >100 orks a turn, that's not usually much).

Charging into multiple units at once is where reavers really excel if you can get your Grav Talons within 1" of 2+ units at the end of the charge you really start to dish out the MW.

One version of the list is below:

Ynarri Battalion

Yvraine (Unbind Souls, Ancestor's Grace)
Warlock (Shield of Yneead)

3x 8 Storm Guardians

Ynarri Battalion
Succubus, Walker of the Many Paths, Corag Hai Locket, Hypex
Visarch

4x 5 Kabalites with Shredders

12 Reavers with 4 Grav Talons

4 Venoms with Double Splinter Cannon

Saim Hann Supreme Command

Autarch Skyrunner, Avenger Catapult, Banshee Mask, Ambush of Blades
Farseer Skyrunner, Doom and Fortune
Warlock Skyrunner, Quicken/Restrain
8 Warlock Council, Protect/Jinx, Enhance/Drain.


If the warlocks are on bikes, why are you not using the Vigilias detachment ?
   
Made in us
Fixture of Dakka






I thought it was only warlock skyrunner conclave not normal Warlock conclaves.

   
Made in gb
Daring Dark Eldar Raider Rider





The key thing is that I'm pretty sure that that list is stronger if you strip out the Ynnari parts, even if it potentially makes the Reavers less effective. Compare;

Spoiler:
Red Grief Battalion
Succubus w/ Splinter Pistol and Blood Glaive
Succubus w/ Splinter Pistol and Archite Glaive
5 Wyches
5 Wyches
5 Wyches
12 Reavers w/4 Grav Talons

Flayed Skull Battalion
Archon w/ Splinter Pistol and Venom Blade
Archon w/ Splinter Pistol and Venom Blade
5 Kabalites w/ Shredder
5 Kabalites w/ Shredder
5 Kabalites w/ Shredder
5 Kabalites w/ Shredder
Venom w/ 2 Splinter Cannons
Venom w/ 2 Splinter Cannons
Venom w/ 2 Splinter Cannons
Venom w/ 2 Splinter Cannons
Razorwing Jetfighter w/ 2 Disintegrator Cannons and Splinter Cannon

Saim-Hann Supreme Command
Autarch Skyrunner w/ Banshee Mask, Avenger Catapult and Power Sword
Farseer Skyrunner
Warlock Skyrunner
8 Warlock Skyrunner Council


That's 2000 points exactly and seems more effective on paper overall, with the Razorwing included just because taking out the Ynnari characters and swapping Storm Guardians for Wyches frees up so many points. I'll say this about the Ynnari and FAQ, though, they're making me re-evaluate how useful Wych Cults are. I think I might be throwing in Red Grief Outrider to my DE lists soon.

This message was edited 1 time. Last update was at 2019/05/05 17:16:55


 
   
Made in us
Sinewy Scourge




Marin wrote:
Spoiler:
Drager wrote:
 Jimsolo wrote:
Drager wrote:
Not lost yet,and I'm finding the reavers are invaluable, but I need some harder tests.


Really? How are you running your Reavers?
10 Reavers with 3 Grav Talons mostly, I've run them as 12 with 4 Grav Talons and an agoniser in my latest game, but I'm mainly playing 1750 at the moment in practice for a tournament, so that's a bit too pricy. I'm also playing with a Warlock Council and a bunch of venoms. Depending on the opponent the components do differnt things, but against Guard with a big unit (Castellan, Crusader, Cawl Bots, whatever) they charge forward on turn one and hit the guard screen, tying up at least one unit with a tri-point, which is easy with Fly nicely reinstated and the tendency of guard players to overlap their squads. Meanwhile the Venoms shoot a hole in the screen for the Council to charge through (if they wrapped close to the big unit) or the council flies over the screen (if they spaced out). This usually lets the Autarch and Council charge whatever the prime threat is whilst the Reavers tie up and murderblend gaurdsmen. Against Orks they just charge a squad and eliminate it then tank the return fire with Shield of Ynnead as best they can (although as I can clear >100 orks a turn, that's not usually much).

Charging into multiple units at once is where reavers really excel if you can get your Grav Talons within 1" of 2+ units at the end of the charge you really start to dish out the MW.

One version of the list is below:

Ynarri Battalion

Yvraine (Unbind Souls, Ancestor's Grace)
Warlock (Shield of Yneead)

3x 8 Storm Guardians

Ynarri Battalion
Succubus, Walker of the Many Paths, Corag Hai Locket, Hypex
Visarch

4x 5 Kabalites with Shredders

12 Reavers with 4 Grav Talons

4 Venoms with Double Splinter Cannon

Saim Hann Supreme Command

Autarch Skyrunner, Avenger Catapult, Banshee Mask, Ambush of Blades
Farseer Skyrunner, Doom and Fortune
Warlock Skyrunner, Quicken/Restrain
8 Warlock Council, Protect/Jinx, Enhance/Drain.


If the warlocks are on bikes, why are you not using the Vigilias detachment ?
I am.


Automatically Appended Next Post:
 Burnage wrote:
The key thing is that I'm pretty sure that that list is stronger if you strip out the Ynnari parts, even if it potentially makes the Reavers less effective. Compare;

Spoiler:
Red Grief Battalion
Succubus w/ Splinter Pistol and Blood Glaive
Succubus w/ Splinter Pistol and Archite Glaive
5 Wyches
5 Wyches
5 Wyches
12 Reavers w/4 Grav Talons

Flayed Skull Battalion
Archon w/ Splinter Pistol and Venom Blade
Archon w/ Splinter Pistol and Venom Blade
5 Kabalites w/ Shredder
5 Kabalites w/ Shredder
5 Kabalites w/ Shredder
5 Kabalites w/ Shredder
Venom w/ 2 Splinter Cannons
Venom w/ 2 Splinter Cannons
Venom w/ 2 Splinter Cannons
Venom w/ 2 Splinter Cannons
Razorwing Jetfighter w/ 2 Disintegrator Cannons and Splinter Cannon

Saim-Hann Supreme Command
Autarch Skyrunner w/ Banshee Mask, Avenger Catapult and Power Sword
Farseer Skyrunner
Warlock Skyrunner
8 Warlock Skyrunner Council


That's 2000 points exactly and seems more effective on paper overall, with the Razorwing included just because taking out the Ynnari characters and swapping Storm Guardians for Wyches frees up so many points. I'll say this about the Ynnari and FAQ, though, they're making me re-evaluate how useful Wych Cults are. I think I might be throwing in Red Grief Outrider to my DE lists soon.
I haven't found a single razorwing to be worth it, to be honest. It doesn't do as much as the extra power in the Reavers does for my list. The Archons are also weaker than the Visarch and can't cross buff, plus with Flayed Skull they do absolutely nothing, whereas Yvraine supplies Reroll to Wound (and reroll ones T1 before the buff characters catch up) and a Deny and the Warlock supplies an invuln plus a deny. Another version I Was running had the Venoms and some Kabs in a Flayed Skull detachment, with only the one Ynarri character, switched for the Craftworlds battalion, but it didn't quite offer what I wanted.

Against Orks, for example, the Razorwing gives an extra 8 kills, but the Reavers lose a lot more. 12 Red Grief Reavers with Grav Talons kill only 14 Orks on turn 1, whereas the Ynarri Reavers kill 28 without shooting. If they both shoot, they both add the same amount of damage (unless an Ynarri Archon is around or they are buffed with Ancestor's Grace and then Ynarri again do more damage). The extra few kills from a Razorwing just don't strike me as worth halving the output of damage and dramatically reducing the survivability of the Reavers to return fire, and that's how I've found it play out in games too. Now the Red Grief Reavers can Fly By so if the positioning is right they can get ~4 extra wounds, but that requries the advance and if the enemy is close enough for that the Ynarri Reavers may not need to advance and can therefore shoot.

This message was edited 3 times. Last update was at 2019/05/05 21:02:54


 
   
Made in us
Fixture of Dakka






 vipoid wrote:
@Amishprn86 Do you have any example Ynnari Wych Cult lists?


Also, what do you guys think of Ynnari Striking Scorpions? Assuming a unit has died, they'll be hitting on 2s and the Exarch (with a Scorpion Claw) will be generating extra attacks on a 5+.


I was out and dint see till now.

1st, Striking Scorpions will be better IMO, they are pretty cheap for what they are, a nice scalpel unit of them could be worth it, being 55pts for 5 its not bad at all.

As for Wyches, I feel you ether do MSU spam or 2 large units

A MSU unit are would be mostly to accompany the CWE or Quins, heck even Coven harder hitting units, you are using Ynnari more of a way to fight 1st and tie up, fighting first lets you pile in/consolidate and use movement shenanigans, something that can be very strong.

If i would to use Coven more i would do this

Yvarine
Succubus
Succubus
Wych x5
Wych x5
Wych x5
Wych x5
Wych x5

Coven POF bat
Urien
Haemon
Wracks x10
Wracks
Wracks
Grots x9
Talos x3

BH Spearhead 3 Ravagers

This gives you some dedicated shooting via Talos, Ravagers, there are left over points you can easily add 2 more talos for more. But the idea is to have cheap, small, fast wyches to support the Coven, i have done this before new Ynnari and it works great, might have to modify for ITC tho


As for Large units of Wyches? I would do more of a CWE battalion with a Wych Ynnari list, you could also do a CWE Ynnari as well, with Banshees, Autarch, Yvarine, Wraiths with Dcannon and 2 Wave serpents and troops to fill/

Yncarne
Archon (melee)
20 Wyches, 1 net, 2 HG's, 1 PW (DSing) (+1 strength)
20 Wyches, 1 net, 2 HG's 1 Agonsier (DSing) (+1 attack)
5 Wyches, + movement

The Yncarne giving them ignore Moral, 40 bodies to character block, and a small 5 man back up/CP, DSing them you are hoping to get 1 into combat, with full re-rolls charges aor the option to re-roll 1 dice via CP, it shouldnt be to hard to get 1 in, but you will fail time to time, the Archon is there for re-roll hits of 1, its still 40 Pistol shots and re-roll hits in melee, so he is doubling up on the aura over the succubus, worst chase scenario you dont make either charge, but you still are able to manage if you had Wraiths, Guardians, Banshees, etc.. all coming in at the same time, you are priority overloading them.

   
Made in gb
Regular Dakkanaut




England

Guys am I right in thinking if you run a Ynnari Battlion with units using the SfD rule, I could have in my troop choice 1 x unit of Harlequins, 1 x unit of Wyches and 1 x unit of Kabalite warriors.

I am thinking in terms of using Ynnari in a mono codex tournament

This message was edited 1 time. Last update was at 2019/05/06 11:43:02


 
   
Made in us
Fixture of Dakka






 Elfric wrote:
Guys am I right in thinking if you run a Ynnari Battlion with units using the SfD rule, I could have in my troop choice 1 x unit of Harlequins, 1 x unit of Wyches and 1 x unit of Kabalite warriors.

I am thinking in terms of using Ynnari in a mono codex tournament


You still have to have Quins, DE and CWE in different detachments. They still have different keywords, all of CWE are now <Reborn Asuryani> all DE are now <Reborn Drukhari> all Harlequins are now <Reborn Harlequins>

   
Made in gb
Regular Dakkanaut




England

 Amishprn86 wrote:
 Elfric wrote:
Guys am I right in thinking if you run a Ynnari Battlion with units using the SfD rule, I could have in my troop choice 1 x unit of Harlequins, 1 x unit of Wyches and 1 x unit of Kabalite warriors.

I am thinking in terms of using Ynnari in a mono codex tournament


You still have to have Quins, DE and CWE in different detachments. They still have different keywords, all of CWE are now <Reborn Asuryani> all DE are now <Reborn Drukhari> all Harlequins are now <Reborn Harlequins>


Ahh I see now, so I would need to take a detachment of Ynarri Harlequins, a detachment of Ynarri Drukhari and so on.
   
Made in us
Fixture of Dakka






 Elfric wrote:
 Amishprn86 wrote:
 Elfric wrote:
Guys am I right in thinking if you run a Ynnari Battlion with units using the SfD rule, I could have in my troop choice 1 x unit of Harlequins, 1 x unit of Wyches and 1 x unit of Kabalite warriors.

I am thinking in terms of using Ynnari in a mono codex tournament


You still have to have Quins, DE and CWE in different detachments. They still have different keywords, all of CWE are now <Reborn Asuryani> all DE are now <Reborn Drukhari> all Harlequins are now <Reborn Harlequins>


Ahh I see now, so I would need to take a detachment of Ynarri Harlequins, a detachment of Ynarri Drukhari and so on.


Yeah, and the problem with that is, you are forced to take all Ynnari Characters, thats 590pts of characters. 2 of them i think are fine, but all 3? Yeah idk about that.

   
Made in gb
Regular Dakkanaut




England

 Amishprn86 wrote:
 Elfric wrote:
 Amishprn86 wrote:
 Elfric wrote:
Guys am I right in thinking if you run a Ynnari Battlion with units using the SfD rule, I could have in my troop choice 1 x unit of Harlequins, 1 x unit of Wyches and 1 x unit of Kabalite warriors.

I am thinking in terms of using Ynnari in a mono codex tournament


You still have to have Quins, DE and CWE in different detachments. They still have different keywords, all of CWE are now <Reborn Asuryani> all DE are now <Reborn Drukhari> all Harlequins are now <Reborn Harlequins>


Ahh I see now, so I would need to take a detachment of Ynarri Harlequins, a detachment of Ynarri Drukhari and so on.


Yeah, and the problem with that is, you are forced to take all Ynnari Characters, thats 590pts of characters. 2 of them i think are fine, but all 3? Yeah idk about that.


Yes I have just been finding that the Ynarri characters are expensive. I've been playing around with a list for a mono faction:

Ynarri Drukhari Battalion:
Archon
Visarch

1 x 5 Kabalites with a blaster
1 x 5 Kabalites with a blaster
1 x 10 Wyches with 2 hydra gauntlets + razor flails

1 x 10 Reaver Jet bikes with triple blasters and 3 Grav Talon
1 x Void Bomber

2 x Raiders with Dark Lance

Ynarri Harlequin Vanguard:
Yvraine

1 x 12 Harlequins with Caresses

3 x Death Jesters

1 x 6 Skyweavers, Zephyrglaives and Haywire

That comes to 1750. Should it not be enough to have just 1 Ynarri character, cause i'd ditch the Visarch for 2 x Succubus

   
Made in gb
Screaming Shining Spear





I've tried to make a reasonable beta strike ynarri list, the plan would be for yvraine to provide a 5++ to the wraithlords and for the visarch to cover for yvraine. All the infantry go into advancing serpents so the only targets I'd be presenting are -1 to hit serpents and T8 wraiths with 5++ (hopefully on the lord's).


++ Battalion Detachment +5CP (Aeldari - Craftworlds) [34 PL, 8CP, 513pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Craftworld Attribute: Ynnari

Detachment CP [5CP]

+ HQ +

The Visarch [6 PL, 120pts]

Wraithseer [10 PL, 115pts]: The Lost Shroud, Wraithcannon

Wraithseer [9 PL, 110pts]: Shuriken Cannon

+ Troops +

Dire Avengers [3 PL, 56pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Shuriken Pistol & Diresword

Dire Avengers [3 PL, 56pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Shuriken Pistol & Diresword

Dire Avengers [3 PL, 56pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Shuriken Pistol & Diresword

++ Spearhead Detachment +1CP (Aeldari - Craftworlds) [76 PL, 1CP, 1237pts] ++

+ No Force Org Slot +

Craftworld Attribute: Ynnari

Detachment CP [1CP]

+ HQ +

Autarch Skyrunner [6 PL, 127pts]: Banshee Mask, Laser Lance, Lord of Rebirth, Reaper Launcher, Shuriken Pistol, Twin Shuriken Catapult, Ynnari Warlord

Yvraine [7 PL, 132pts]: 4. Unbind Souls, 5. Shield of Ynnead

+ Elites +

Howling Banshees [6 PL, 81pts]
. 5x Howling Banshee: 5x Power Sword
. Howling Banshee Exarch: Shuriken Pistol & Executioner

Howling Banshees [6 PL, 81pts]
. 5x Howling Banshee: 5x Power Sword
. Howling Banshee Exarch: Shuriken Pistol & Executioner

+ Heavy Support +

Wraithlord [8 PL, 115pts]: Ghostglaive, 2x Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 115pts]: Ghostglaive, 2x Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 115pts]: Ghostglaive, 2x Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [9 PL, 157pts]: Shuriken Cannon, Twin Shuriken Cannon, Vectored Engines

Wave Serpent [9 PL, 157pts]: Shuriken Cannon, Twin Shuriken Cannon, Vectored Engines

Wave Serpent [9 PL, 157pts]: Shuriken Cannon, Twin Shuriken Cannon, Vectored Engines

++ Total: [110 PL, 9CP, 1750pts] ++

Created with BattleScribe

 
   
Made in us
Dakka Veteran





Fun list. Though I imagine if it runs into an opposing superheavy all they have to do is delete the one wraithcannon and it's basically over.

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Made in gb
Sinewy Scourge




 slave.entity wrote:
Fun list. Though I imagine if it runs into an opposing superheavy all they have to do is delete the one wraithcannon and it's basically over.
The Wraithseer and Wraith lords can fight a superheavy in CC but you need to get there.
   
Made in gb
Screaming Shining Spear





I gave all the wraiths assault weapons so they have a chance of making turn two charges, not guaranteed by any means but with five of them hopefully something is going to survive to make it in
I'd not expect it to be super competitive but should be a reasonable list to try out although I don't have the visarch at the moment, I might have to proxy him to give it a spin

 
   
Made in us
Dakka Veteran





Drager wrote:
can fight a superheavy in CC but you need to get there.


The quintessential problem for all CC units.

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Made in us
Trustworthy Shas'vre



california

As much as I want ynnari to work.. when I’m done making any list I think of 50 ways it would be better with strats, relics, powers and traits from its original book. I then look at the triumvirate and a single tear rolls down lol
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Pain4Pleasure wrote:
As much as I want ynnari to work.. when I’m done making any list I think of 50 ways it would be better with strats, relics, powers and traits from its original book. I then look at the triumvirate and a single tear rolls down lol
To be fair, that really is how it should be. Like it or not, Ynnari aren't supposed to be the defacto-best option. That was why they were OP before.
YNNARI, like Codex traits, are supposed to just add flavor to your games, not be a means to "make a more competitive list". Sure traits like Alaitoc exist as outliers to this philosophy, but I can only see these Ynnari changes as a course correction to get the game back to how it should be.

I'm just glad that you can add the Ynnari Characters to detachments WITHOUT making them Ynnari, that way you can have whatever "flavor" you want and still get to play those models if you like them.
But the 1 missed opportunity I can see is the lack of "act twice" Stratagems. It's a bit of an over-correction to go from "THE" act twice faction to not have a single act twice option at all. Even Space Marines can fight twice. Ynnari at minimum should have had 3 Strats to Move twice, Shoot twice and Fight Twice. As Stratagems, they would have been just as limited as before, but now costs CP rather than be "free" like before

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