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Made in jp
Scared Minmei Fan Club Member




I tried out this crazy Ynnari army against 2 tournament lists and had my opponents give up by turn 3 for a white scars Gladius list and medusa strike force Death Star turn 4. it requires 2 Reborn Warhosts. Warlocks and Khymaras would sacrifice themselves to activate soulbursts. I gave up first blood on 2 out of 3 battles, but Wraithknights could charge turn one. Because both warhosts have more than 7 units in each detachment, every time a unit was destroyed (enemy and mine), 2 units would soulburst. The D-scythe Wraithguard would deep strike with WWP, Shadowseer, and Death Jester and potentially kill 3 units (psychic shriek, double d-scythe attacks). Any unit that survived could have a -6 leadership test for fallback in direction of my choice. I took Veil of Tears for protection. On one battle I got the pick psychic powers warlord trait and took guide, prescience, and gate of infinity to move the Wraithguard after they arrived.

HQ
Farseer on jetbike (Warlord), Relic Spirit Stones
Archon WWP Armor of Misery

Troops
Scatterlaser Windriders x 3
Scatterlaser Windriders x 3

Elites
Shadowseer psyker ML 2, Mask of Secrets, haywire grenade
Death Jester

Fast Attack
Khymara x 1
Khymara x 1
Reaver jetbike x 3, blaster, cluster caltrops

Lord of War
Wraithknight 2 Wraithcannon, 2 Scatter lasers


HQ
Warlock
Warlock

Troops
Scatterlaser Windrider x 3
Scatterlaser Windrider x 3

Elites
Wraithguard x 5 D-scythes
Fire Dragons x 5

Fast Attack
Raider disintegrator
Khymara x 1
Reaver jetbike x 3, blaster, cluster caltrops

Lord of War
Wraithknight Wraithcannon x2, Scatterlaser x 2


   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Nice. One thing you need to keep track of is which units are in which Host.
Remember that Detachment bonuses apply to units in that detachment.

So if a unit for Host A Soulbursts, the second unit you pick must be
A) also from Host A and
B) eligible to Soulburst, meaning within 7" of the unit that was destroyed, hasn't done a Soulburst this turn, etc.

In my personal list similar to this, I plan on having my Scatterbikes, Khymera & WK from Host A together, and Scatterbikes, Khymera & WK from Host B together, that way it is easy to remember which unit is from which Host.

This message was edited 1 time. Last update was at 2017/02/22 15:57:09


   
Made in us
Regular Dakkanaut




This actualy isn't true. If you read it. It simple says "If this detachment has 7 or more units, you can select one additional unit to make a soulburst action each time a unit is destroyed"

So it's not like: "when a unit from this destachment soulburst after a unit is destroyed anothero ne from this detachment may soulburst" Or any other combination of words that woudl have specificly meant

So your kidna adding worlds and stuff that aren't really there in any way. There are other detachments that do this sort of thing as well.

This message was edited 1 time. Last update was at 2017/02/22 16:04:27


 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I am referencing the BRB which clearly states that command benefits only apply to units in the detachment that give those bonuses.

Your quote even says "If THIS detachment..." thereby reinforcing the main standard set by the BRB.
Please name these other detachments that give out command benefits to units that are not part of there detachment.

   
Made in us
Regular Dakkanaut




I was thinking the cult mechanicus one, but it's more explicit in its wording

I'd say your right in that the second unit soul bursting would have to be in a detachment with 7 or more units, but that said the rule doesn't say the first unit soul bursting must also be from the same detachment.

As a again it doesn't say "If you soulburst with a unit from this destachment than another unit from this detachment may also soul burst." So, i suppose if you used two detachments and one is under strength you could just soul burst first with one of the under strength detachment members, and then again with one that does have the ability active??

Or i suppose you could say that for the detachment it changes the strength from death rule from "pick one of those units" To "pick two of those units" ???I guess?? I mean that seems reasonable to me

This message was edited 1 time. Last update was at 2017/02/22 16:41:27


 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

It would really make it easier if it didn't matter which detachment they units were from.

Another note about the list, the Death Jester only applies his -LD to units taking moral from his shooting. So you need to keep track on units that specifically took wounds from him.
I also do not think the Reavers need Blasters. You have 2 WKs for all the big targets you need to destroy and the Scatterbikes can handle light armour just fine. Since Reavers want to Jink almost always (especially since they will not have PfP (no FNP) in a Reborn host) so that Blaster will be snap-firing most of the game.

Dropping those Blasters could get you an Exarch for your Dragons and upgrade the DJ to the Spectre for Shroud.

   
Made in us
Regular Dakkanaut




One problem with the kymera sacrificing themselves is it only really plays into the "you don't know my army can do this thing" kind of way of playing, and i don't see see them being used how you like, as they might just end up ignored. Even if they kill themselves in combat, you'd have to wait till assault to really get a shot as using it.

I think the idea for your opponent will be putting everything that could even remotely kill the wraith knights directed at doing just that, as they'll be getting a lot from soul bursting.
   
Made in fr
Longtime Dakkanaut




 Galef wrote:
Dropping those Blasters could get you an Exarch for your Dragons and upgrade the DJ to the Spectre for Shroud.

I don't think you can take the spectre. Death Masque says you can include it in "any harlequin formation that lists DJ as part of its composition". But the warhost is not a harlequin formation, so you wouldn't be able to take it as an elite choice (but can include it in a harly formation taken in the detachment).
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

The Khymera serve several purposes. The obvious is as Soulburst bait, but another purpose is to cheaply ensure both Reborn Hosts have 7+ units. Without them, you might be short, then you definitely have to keep track of which units are from which Host.

Another bonus is for them to deploy 6" up away from your Bikes & WK to make it harder for GSC units to Cult Ambush you. Those units that roll a 6 to Ambush have to remain 3" away from enemy units, so by have 3+ Khymera deployed in a "net" that is 6" away from you valuable units and from each other, GSC units cannot deploy within easy charge range.

Yet another bonus if for the Khymera to use Soulburst themselves to tie up melee units. This is achieved by using Soulburst in the opponent's turn PRIOR to their assault phase to charge a unit that is close to (and clearly intending to) assault a more valuable unit. As long as the Khymera survive the overwatch (easy if the melee unit has none), then they can engage that unit, preventing them from declaring their own charge in their Charge Sub-phase.

All of this for like 30-40 points? Yes please

-

   
Made in jp
Scared Minmei Fan Club Member




The Khymera were great at taking objectives and staying close to the Wraithknight to allow soulburst actions. Also staying near the Wraithknight, my opponent didn't want to fire blast weapons for fear of retaliation.


Automatically Appended Next Post:
I forgot to mention that the Warlocks took Santic powers to perils as needed. The Farseer mostly had warp charge 1 powers and didn't need too many dice to activate with runes rerolling as needed once per turn. Warlock stayed near Wraithknight for same effect as Khymera.

This message was edited 1 time. Last update was at 2017/02/23 03:26:05


 
   
Made in us
Regular Dakkanaut




Is the peril worth it. I assume its nice for moving alittle further, but you if you shoot in your psychic phase you can't shoot again in the shooting phase, as in the brb pg 30 it says you can't shoot twice per turn.
   
Made in jp
Scared Minmei Fan Club Member




mmimzie wrote:
Is the peril worth it. I assume its nice for moving alittle further, but you if you shoot in your psychic phase you can't shoot again in the shooting phase, as in the brb pg 30 it says you can't shoot twice per turn.
I use the peril to get a free move (12" move phase + 12" psychic phase= 24" total) to ensure a charge and destroy a vital unit or two. The one peril can potentially activate both Wraithknights.
   
Made in us
Omnipotent Necron Overlord






1 thing I don't understand about this type of list is - you will never be able to use a list like this is a tournament using standard force organization rules like. 1 lord of war and or only 1 detachment of each type allowed. Yet you are min maxing like it is a tournament.

Another thing - Dscyth WWP doesn't really work very good Nearly impossible to shoot with more than 3 of them after you place for deep strike. Works a lot better with wraith cannons. They are real D - have longer range to make use of soulburst - and you can take 7 for the price of 5 so they are harder to remove.

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
Powerful Phoenix Lord





Dallas area, TX

I'm pretty sure you can always garunteed 4 templates hit both your targets, unless the targets themselves are too far apart

-------O--------
-----OoO-------
-------O--------
-------O-------


The diagram isn't perfect, but if you get out five 40mm bases, a 25mm base and 1 template, you can see for yourself
Imagine the lowercase 'o' is the Archon and first model dropped. The capital 'O's are the WG. The dotted lines are the templates.
Since you can only get four 40mms in base with the center 25mm, that is why the 5th WG can be on the outside. Anywhere on that outer rim.
If you place this unit between 2 enemy units that are at least 6" apart (so the WG can fit) but no more than ~16" apart (so that the templates can reach both units), you should be golden to shoot 4 templates at both targets as long as the first on dies (so make sure it is a vehicle or other single target, or that the templates cover ever model at least twice)

-

This message was edited 3 times. Last update was at 2017/02/23 19:40:05


   
Made in jp
Scared Minmei Fan Club Member




 Xenomancers wrote:
1 thing I don't understand about this type of list is - you will never be able to use a list like this is a tournament using standard force organization rules like. 1 lord of war and or only 1 detachment of each type allowed. Yet you are min maxing like it is a tournament.

Another thing - Dscyth WWP doesn't really work very good Nearly impossible to shoot with more than 3 of them after you place for deep strike. Works a lot better with wraith cannons. They are real D - have longer range to make use of soulburst - and you can take 7 for the price of 5 so they are harder to remove.
I added in the Shadowseer and Death Jester to enable the Wraithguard to all shoot. Plus the Shadowseer gives psychic protection and psychic shriek. Death Jester enabled larger groups to be moved if they failed their morale test from death of the Shreiker Cannon.
   
 
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