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Is Ynarri all but ,.. dead? pun intended I guess. I don't see a tactica thread in the first 3 pages of the Tactics sub-forum. I also have only seen the Yncarne mentioned in the Craftworld tactica thread.
currently on hold... Waiitng for codex/rules updates.
I dont think any single Eldar faction can afford to sacrifice a detachment CP to slot in some ynnari and sacrifice our base codex rules.
For a fluffy army sure you could run a ynnari banshees or what not and an yncarne but 3CP+ nearly 500pts is a big ask even with a wraithseer so certainly not outside of the most casual of games.. EVen storm guardians are no go thanks to their ludacris points costs..
I'm nto sure its currently worth it. Alas once we get some sort of FAQ/ruyles updates allowing someone other than chaos or guilliman to take supreme command detachment this may well change. Id certainly like to use my wraithseers again.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
popisdead wrote: Okay well thanks. Much appreciated. It would be more fluffy so maybe Banshees. Maybe I'll try a Crusade army to fart around.
If you are just playing narrative casually then I dont see any reason why you cant go ynnari. Its not as good as your standard CWE/Harlequins/DE but its by no means unplayable. Just have to be quite ruthless with your build.
The yncarne seems to be the top model as well as wraith seers with ynnari relics and traits which are amazing.
It mainly suffers from the issue of being solely close combat focused so any shooting will have to come from units which are good at shooting in and of themselves and dont rely on synnergy with codex traits. Strats or psychic powers such as doom/guide.
For example you could take a CWE autarch who will still give his re-roll 1's auro to units within 6" and really thats as good as its going to get for ynnari. So then taking things like wraithlords wraithseers and other shooty stuff like dark reapers will still work.
Wraithlords and wraithseers are good CC untis as well as having a decent firepower base.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
I think you can make a case for an allied detachment of ynarri but as a solo force they're a bit tricky.
But a spearhead of wraithlords, a wraithseer and yvraine to give the lord's a 5++ isn't bad, ynarri spears are very good as are wraithblades with axes so there's some good stuff.
Theyve sadly fallen victim to excessive over-correction which has killed them (competively) for the time being, fingers crossed that 3rd times the charm for a redo
"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED."
There is talk of them in the other eldar tactics threads. They are certainly viable as stand alone characters or an allied detachment.
I started a full Ynnari army right before 9th hit. The changes have really hurt them. For starters it's nearly impossible to fit the 3 different factions together with the new points, on top of having to pay extra CP for the detachments. This makes the theme and strategem United through death completely defunked. Then there is the nerf to fly and hit modifiers, enemy vehicles shooting in combat, etc. It's tough.
They need a fix. Mixed detachments would be great...
40K Armies: Ultramarines, Tau, Ynnari, Orks, and Thousand Sons.
I still do all the time. The the only way to play Mix Drukhari now (Wych and Kabals), it also makes the Archon a real threat.
Archon - Warden of Souls, Hungering Blade Archon - Walker of many paths (sits back for reapers/raiders rr1's hit and CP regain for turn 1) Yvarine Kabal x5 Kabal x5 Wych x10 - atks Wych x10 - str Incubi 2x5 Reavers x9 - Move or tough Raider x5 Venom x2 Reaper Reaper
PS the fact that I can't use Drazhar is really stupid.
Its for sure weaker than a DE list, but its also more fun b.c the Wyches are buffed not just in shooting but also in melee with Archons, so are the Reavers, the Reavers can run and charge still. Yvarines spells to re-roll wounds and hits of 1 for Incubi makes them stupidly deadly, or for the +atk wyches if you just need anti infantry via hordes. Kabals in Venoms are mostly there for speed for secondaries. And the final my FAVORITE part, the Warden Archon, he is 6 attacks at Str 7, sure he isn't as good as the 4 str 8 red greif succubus, but its really fun to have a scary Archon again.
This message was edited 2 times. Last update was at 2020/08/18 12:47:58
harlokin wrote: Could you not take a (non Ynnari) Drukhari patrol as well to add Drazhar? You could be cheeky and take it as PoF for some Wrack objective sitters.
I normally just play 3 DE patrols, but that defeats the purpose.
popisdead wrote: Is Ynarri all but ,.. dead? pun intended I guess. I don't see a tactica thread in the first 3 pages of the Tactics sub-forum. I also have only seen the Yncarne mentioned in the Craftworld tactica thread.
My usual play partner is playing Harlequins plus Ynnari.
The Wraithseer with The Lost Shroud is functionally unkillable - you would divert so much firepower away from the Harlequins that you would hand yourself an almost immediate defeat. It has awful powers so is perfect for psychic actions to generate VP. Having stratagems to help the Yncarne is good, s/he is of course a lot more dangerous now s/he can make Heroic Intervention on the same turn as teleporting. The troops are just cheap objective-holding filler so it hardly matters that they are Ynnari rather than Craftworlds.
All the real heavy lifting in the list is done by Harlequins but the Ynnari contingent is adding troops that can provide fire support and a couple of hard-hitting units.
Ynnari are much better than people giving them credit. They really provide different style of play and do make most games interesting. With 9th changes, aka the shorter board, new missions and heavier terrain benefit them alot. They are certainly playable although not top tier.
We all know the negative about the faction, low access to rerolls make it worst shooting army than CWE, no access to double move stratagem and generally alot of bad or to situational stratagems.Their main stick the revive and healing of units got nerfed alot, for instance TS can revive units much more effective.
What i like when i play them, is the nice warlord traits and relics. They have nice warlord ability to regenerate CP that is getting you value almost every game and the ability to give some random character second warlord trait.
Ynnari harlequins have couple of good trick, with smaller board you are not so reliant of the double move and the opponent rushing to objectives make close combat better. At least for now GW allow you to switch the pivotal roles for the Ynnari harlequins, which its good and should also work the some way for CWE aspects.
Skyweaver shooting can be super unreliable because of random number of shoots and no rerolls, Ynnari can give that unit reroll of 1 that is really helpful and the reroll is effective even in combat. .Glaves are good with -2 AP and 2 D, but STR 4 is to little and dice can make your bike super noneffective, so usually you need the rerolls for wound.
Skyweavers are so fast that usually you are outside of the troop master aura, Ynnari have two extra ways to provide the reroll to wound in combat, with pshychic power and stratagem
That make your bikes much self sufficient, especially if you manage to trigger strength from death, bikes with reroll of 1, +1 to hit and reroll to wound are much more effective. Of course the problem here is you lose the harlequins defense stratagems, that are amazing.
Troops lose the frozen stars benefit that give them extra attack, the stratagem to be +1 to wound vs infantry,best and bikes and the stratagem for extra damage and the abillity to fight twice.
Harlequins strats are very good, but usually you dont have the CP the use everything and cant do it multiple times. Visarch give Ynnari easy access to reroll to 1 in combat aura and harlequins need to pay 2 CP to get it.
Ynnari trooped with rerolls and helpfully strength from death are more effective in small squads. Yncarne making them fearless and giving them 6+++ is just added bonus.
Althrough CWE shooting is much much better, Ynnari have one small advantage, they have 5++ aura. With meltas getting buffs and high AP is everywhere, aeladar vehicles are like a paper(excluding walker) and even serpents are not good enough to take on such firepower. Sometimes is better to life and shoot 2 turns than to shoot better for 1 turn.
World of the Phoenix could be useful if you manage to revive vyper, skyweaver or walker, but sadly its to unreliable, to be legit strategy.
popisdead wrote: Is Ynarri all but ,.. dead? pun intended I guess. I don't see a tactica thread in the first 3 pages of the Tactics sub-forum. I also have only seen the Yncarne mentioned in the Craftworld tactica thread.
My usual play partner is playing Harlequins plus Ynnari.
The Wraithseer with The Lost Shroud is functionally unkillable - you would divert so much firepower away from the Harlequins that you would hand yourself an almost immediate defeat. It has awful powers so is perfect for psychic actions to generate VP. Having stratagems to help the Yncarne is good, s/he is of course a lot more dangerous now s/he can make Heroic Intervention on the same turn as teleporting. The troops are just cheap objective-holding filler so it hardly matters that they are Ynnari rather than Craftworlds.
All the real heavy lifting in the list is done by Harlequins but the Ynnari contingent is adding troops that can provide fire support and a couple of hard-hitting units.
Yeah, Ynnari CWE can do some insanely good things, even a killer assassin Autarch, with the ability to take multiple WL traits and Relics you can build a couple solid heroes. Give bikes advance and charge still and you can still have RR wounds in melee. Making a patrol Ynnari CWE addon really good back bake CWE Expert Crafts detachment.
popisdead wrote: Is Ynarri all but ,.. dead? pun intended I guess. I don't see a tactica thread in the first 3 pages of the Tactics sub-forum. I also have only seen the Yncarne mentioned in the Craftworld tactica thread.
My usual play partner is playing Harlequins plus Ynnari.
The Wraithseer with The Lost Shroud is functionally unkillable - you would divert so much firepower away from the Harlequins that you would hand yourself an almost immediate defeat. It has awful powers so is perfect for psychic actions to generate VP. Having stratagems to help the Yncarne is good, s/he is of course a lot more dangerous now s/he can make Heroic Intervention on the same turn as teleporting. The troops are just cheap objective-holding filler so it hardly matters that they are Ynnari rather than Craftworlds.
All the real heavy lifting in the list is done by Harlequins but the Ynnari contingent is adding troops that can provide fire support and a couple of hard-hitting units.
Yeah, Ynnari CWE can do some insanely good things, even a killer assassin Autarch, with the ability to take multiple WL traits and Relics you can build a couple solid heroes. Give bikes advance and charge still and you can still have RR wounds in melee. Making a patrol Ynnari CWE addon really good back bake CWE Expert Crafts detachment.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
popisdead wrote: Is Ynarri all but ,.. dead? pun intended I guess. I don't see a tactica thread in the first 3 pages of the Tactics sub-forum. I also have only seen the Yncarne mentioned in the Craftworld tactica thread.
My usual play partner is playing Harlequins plus Ynnari.
The Wraithseer with The Lost Shroud is functionally unkillable - you would divert so much firepower away from the Harlequins that you would hand yourself an almost immediate defeat. It has awful powers so is perfect for psychic actions to generate VP. Having stratagems to help the Yncarne is good, s/he is of course a lot more dangerous now s/he can make Heroic Intervention on the same turn as teleporting. The troops are just cheap objective-holding filler so it hardly matters that they are Ynnari rather than Craftworlds.
All the real heavy lifting in the list is done by Harlequins but the Ynnari contingent is adding troops that can provide fire support and a couple of hard-hitting units.
Yeah, Ynnari CWE can do some insanely good things, even a killer assassin Autarch, with the ability to take multiple WL traits and Relics you can build a couple solid heroes. Give bikes advance and charge still and you can still have RR wounds in melee. Making a patrol Ynnari CWE addon really good back bake CWE Expert Crafts detachment.
The autarch/wraithseer has 4 atatcks though.. :(
Wraithseer is a tank, and Autarch gets +1atk and str with the WL trait and the relic gives him +3 str. He then is 5 atks, str7 -3, 2D, given he has re-roll hits of 1 already and some shooting on the bike, he is perfect to run down small elite units on objectives.
The Wraithseer has the Lost Shroud for taking 1/2 damage and a 5++
This message was edited 1 time. Last update was at 2020/08/19 20:20:29
popisdead wrote: Is Ynarri all but ,.. dead? pun intended I guess. I don't see a tactica thread in the first 3 pages of the Tactics sub-forum. I also have only seen the Yncarne mentioned in the Craftworld tactica thread.
My usual play partner is playing Harlequins plus Ynnari.
The Wraithseer with The Lost Shroud is functionally unkillable - you would divert so much firepower away from the Harlequins that you would hand yourself an almost immediate defeat. It has awful powers so is perfect for psychic actions to generate VP. Having stratagems to help the Yncarne is good, s/he is of course a lot more dangerous now s/he can make Heroic Intervention on the same turn as teleporting. The troops are just cheap objective-holding filler so it hardly matters that they are Ynnari rather than Craftworlds.
All the real heavy lifting in the list is done by Harlequins but the Ynnari contingent is adding troops that can provide fire support and a couple of hard-hitting units.
Yeah, Ynnari CWE can do some insanely good things, even a killer assassin Autarch, with the ability to take multiple WL traits and Relics you can build a couple solid heroes. Give bikes advance and charge still and you can still have RR wounds in melee. Making a patrol Ynnari CWE addon really good back bake CWE Expert Crafts detachment.
The autarch/wraithseer has 4 atatcks though.. :(
Wraithseer is a tank, and Autarch gets +1atk and str with the WL trait and the relic gives him +3 str. He then is 5 atks, str7 -3, 2D, given he has re-roll hits of 1 already and some shooting on the bike, he is perfect to run down small elite units on objectives.
The Wraithseer has the Lost Shroud for taking 1/2 damage and a 5++
I know but personally I'd not waste a trait/cp on autrarch if wraithseers are on the table. I was taking lost shroud on one and lord of rebirth on another. Two wraithseers with their 3+/5++/5+++ is neat and the kind of durability my eldar sorely needed to hold the line.
But they never wowed me in CC or offensively (unless they get stuck into a vehicle in cc). However D cannon now with new rules might be worth taking and using terrain for advantage. The minus to hit penalty used to ruin my day.
I think the yncarne is the real hidden gem. As things are seems much more interesting than yvraine. Hess a real beatstick.
This message was edited 1 time. Last update was at 2020/08/19 21:38:55
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
popisdead wrote: Is Ynarri all but ,.. dead? pun intended I guess. I don't see a tactica thread in the first 3 pages of the Tactics sub-forum. I also have only seen the Yncarne mentioned in the Craftworld tactica thread.
My usual play partner is playing Harlequins plus Ynnari.
The Wraithseer with The Lost Shroud is functionally unkillable - you would divert so much firepower away from the Harlequins that you would hand yourself an almost immediate defeat. It has awful powers so is perfect for psychic actions to generate VP. Having stratagems to help the Yncarne is good, s/he is of course a lot more dangerous now s/he can make Heroic Intervention on the same turn as teleporting. The troops are just cheap objective-holding filler so it hardly matters that they are Ynnari rather than Craftworlds.
All the real heavy lifting in the list is done by Harlequins but the Ynnari contingent is adding troops that can provide fire support and a couple of hard-hitting units.
Yeah, Ynnari CWE can do some insanely good things, even a killer assassin Autarch, with the ability to take multiple WL traits and Relics you can build a couple solid heroes. Give bikes advance and charge still and you can still have RR wounds in melee. Making a patrol Ynnari CWE addon really good back bake CWE Expert Crafts detachment.
The autarch/wraithseer has 4 atatcks though.. :(
Wraithseer is a tank, and Autarch gets +1atk and str with the WL trait and the relic gives him +3 str. He then is 5 atks, str7 -3, 2D, given he has re-roll hits of 1 already and some shooting on the bike, he is perfect to run down small elite units on objectives.
The Wraithseer has the Lost Shroud for taking 1/2 damage and a 5++
I know but personally I'd not waste a trait/cp on autrarch if wraithseers are on the table.
I was taking lost shroud on one and lord of rebirth on another. Two wraithseers with their 3+/5++/5+++ is neat and the kind of durability my eldar sorely needed to hold the line.
But they never wowed me in CC or offensively (unless they get stuck into a vehicle in cc).
However D cannon now with new rules might be worth taking and using terrain for advantage. The minus to hit penalty used to ruin my day.
I think the yncarne is the real hidden gem. As things are seems much more interesting than yvraine. Hess a real beatstick.
Its really good to have a fast moving beat stick, it has served me a lot. Yncarne is good but also 3x the cost.
popisdead wrote: Is Ynarri all but ,.. dead? pun intended I guess. I don't see a tactica thread in the first 3 pages of the Tactics sub-forum. I also have only seen the Yncarne mentioned in the Craftworld tactica thread.
My usual play partner is playing Harlequins plus Ynnari.
The Wraithseer with The Lost Shroud is functionally unkillable - you would divert so much firepower away from the Harlequins that you would hand yourself an almost immediate defeat. It has awful powers so is perfect for psychic actions to generate VP. Having stratagems to help the Yncarne is good, s/he is of course a lot more dangerous now s/he can make Heroic Intervention on the same turn as teleporting. The troops are just cheap objective-holding filler so it hardly matters that they are Ynnari rather than Craftworlds.
All the real heavy lifting in the list is done by Harlequins but the Ynnari contingent is adding troops that can provide fire support and a couple of hard-hitting units.
Yeah, Ynnari CWE can do some insanely good things, even a killer assassin Autarch, with the ability to take multiple WL traits and Relics you can build a couple solid heroes. Give bikes advance and charge still and you can still have RR wounds in melee. Making a patrol Ynnari CWE addon really good back bake CWE Expert Crafts detachment.
The autarch/wraithseer has 4 atatcks though.. :(
Wraithseer is a tank, and Autarch gets +1atk and str with the WL trait and the relic gives him +3 str. He then is 5 atks, str7 -3, 2D, given he has re-roll hits of 1 already and some shooting on the bike, he is perfect to run down small elite units on objectives.
The Wraithseer has the Lost Shroud for taking 1/2 damage and a 5++
I know but personally I'd not waste a trait/cp on autrarch if wraithseers are on the table.
I was taking lost shroud on one and lord of rebirth on another. Two wraithseers with their 3+/5++/5+++ is neat and the kind of durability my eldar sorely needed to hold the line.
But they never wowed me in CC or offensively (unless they get stuck into a vehicle in cc).
However D cannon now with new rules might be worth taking and using terrain for advantage. The minus to hit penalty used to ruin my day.
I think the yncarne is the real hidden gem. As things are seems much more interesting than yvraine. Hess a real beatstick.
Its really good to have a fast moving beat stick, it has served me a lot. Yncarne is good but also 3x the cost.
It certainly has far more utility than the CWE Avatar
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "