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Made in ca
Fresh-Faced New User




Been a classic Eldar or Harlequin player for a long time.
Have always liked the fluff that all Eldar factions might be able to fight together, united by the Harlequins.
This idea later became the Ynari. So now I need to try this out:

Battalion detachment:
Yvraine
Troupe Master, fusion pistol, embrace

5 x Kabalites
5 x Kabalites
5 x Kabalites
5 x Kabalites
5 x Troupers, fusion pistols, embraces
5 x Troupers, fusion pistols, embraces

2 x Starweavers (Troupes and HQs)

Outrider detachment
Autarch with Swooping Hawk wings, missile launcher, mandiblaster

5 x Kabalites
5 x Kabalites

5 x Scourges, 4w/Blaster
5 x Scourges, 4w/Blaster
5 x Scourges, 4w/Blaster
Hornet w/2 x Pulse Lasers

Hemlock Wraithfighter
Razorwing fighter

I can take on heavy infantry, tanks, hordes, light vehicles.
I can lose some small cheap Kabalite units to maximise SfD.

Scourges with blasters, when there are enough of them, are the bomb!
Harlequins with fusion pistols and embraces, jumping out of Starweavers, are the bomb!
Yvraine up front, maximizing SfD.
30 splinter rifles shooting any horde groups that show up.
2 x flyers for antitank, and the Hornet. The Scourges and the Harlequins if needed.

I think it is a great list.



   
Made in it
Regular Dakkanaut




Not enough anti tank imho
   
Made in ca
Fresh-Faced New User




There are 12 deep striking 18" range str 8 multi wound-doing Blasters on the Scourges, along with the Hemlock, Razorwing, Autarch Reaper missile launcher, and the Hornet.

If I face a tank heavy list, the Harlequins are another 11 Fusion pistols.

I think it is covered.

This message was edited 2 times. Last update was at 2017/08/21 00:01:06


 
   
Made in it
Regular Dakkanaut




Didn't know Scourges were anti tank, sorry (I play mostly Craftworlds)
   
Made in ca
Fresh-Faced New User




No worries - that is what makes this list interesting IMHO - not everyone has thought through the usefulness of the DE Scourges or Kabalite warriors in a Ynnari list yet.

Scourges:
The 12 x 18" S8/D3 assault Blasters on 3 units deep-striking FAs allow me to place extra dakka right where I want it, and 3 units means I can concentrate that fire.
30" threat range with their move. as they are assault weapons: I can even advance if I need to.

Also because Ynnari use SfD, I might choose to put them close enough to Yvraine to take advantage of that or her psychic powers...a vehicle couldn't use this.

Kabalites:
The 30 x Kabalite warriors are a great counter to other hordes - either shooting them with their better-range-than-Guardian-shuriken-rifles 24" splinter rifles or tar-pitting big horde blobs or other nasty units until I can deal with them with my other killers.
They are also small units so that they can either die to those big hordes and trigger SfD in my other nastier units, or hold objectives. Slow, but a unit of 5 is really cheap! 30 of them make your own horde, which is both a problem to your opponent and a counter if they bring a horde.

This message was edited 2 times. Last update was at 2017/08/21 14:34:13


 
   
Made in ca
Swift Swooping Hawk





Oklahoma

I think the scourges are a great idea! The only problem I think you might have is getting close enough to get strength from death. If you deep strike then you have to be over 9'' away from the enemy which means no extra damage roll and no strength from death for your scourges. I would switch out one squad of scourges for a squad of fire dragons in a serpent. The fire dragons should be able to get close enough to the enemy so that when your scourges fire and kill something then the dragons will get SfD.

I would maybe drop the razorwing fighter for the serpent.

Also what role is the autarch filling? He only buffs Asuryani (craftworld eldar) units and you don't seem to have enough to warrant his presence. I would drop him for a farseer that has doom. Doom should work for any unit that targets the doomed unit and would greatly increase the effectiveness of your kabalites and harlequins

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in ca
Fresh-Faced New User




Oooh yeah, that is do-able. Thanks, good thinking.

Changing the Razorwing for the Serpent still allows the Serpent to do anti-tank, but also allows transport of the Fire Dragons.
I can have 6 Fire Dragons: the range is less, but they are protected inside the Serpent and can get into that range easier.

The Farseer is indeed better in this case and could ride with the Fire Dragons as could Yvraine.
An expensive basket but it gets them both up where they can buff the front line units well.

   
Made in us
Guarding Guardian




Definitely take the Serpent, they are extremely resilient if you equipment them correctly and can deal damage to tanks and other high armored targets with the right load out.

   
Made in us
Speed Drybrushing





you have to roll well for the blasters to work. I always have a hard time getting the wound or getting more than a "1" on the damage roll when I get it.
   
Made in ca
Fresh-Faced New User




I buy dice for each Faction that I own - in that way, I have no superstitions around them (lol)....

Adjusted list:

Battalion detachment:
Yvraine
Troupe Master, fusion pistol, embrace

5 x Kabalites
5 x Kabalites
5 x Kabalites
5 x Kabalites
5 x Troupers, fusion pistols, embraces
5 x Troupers, fusion pistols, embraces

Hemlock Wraithfighter

2 x Starweavers (Troupes and HQs)


Outrider detachment:
Farseer w/Guide, Doom and Singing Spear

5 x Kabalites
5 x Kabalites

6 x Fire Dragons incl/Exarch

5 x Scourges, 4w/Blaster
5 x Scourges, 4w/Blaster
Hornet w/2 x Pulse Lasers

Wave Serpent, 2 Missile Launchers, Star Engines, Vectored Engines, CTM



Automatically Appended Next Post:
buckero0 wrote:
you have to roll well for the blasters to work. I always have a hard time getting the wound or getting more than a "1" on the damage roll when I get it.


I almost always get 2 hits out of 4 when I need a 4+ to hit....

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This message was edited 5 times. Last update was at 2017/08/21 20:10:58


 
   
Made in ca
Swift Swooping Hawk





Oklahoma

The updated list looks much better.

If you want to continue optimizing then you could switch the twin missile launcher on the serpent for twin shuriken cannons so you can advance and shoot at whatever target you want. I think that putting heavy weapons on it is kind of a waste since you're most likely going to be advancing the first half of the game and be dead the second half of the game. Plus you have to advance to activate vectored engines, which are invaluable.

Taking those extra points you could drop the two kabalite squads from the outrider detachment and drop 1 fire dragon from the squad you already have to bring a second squad of fire dragons to put in the same wave serpent. So you're outrider detachment would look like this:

Outrider detachment:
Farseer w/Guide, Doom and Singing Spear


2x5 Fire Dragons incl/Exarchs

5 x Scourges, 4w/Blaster
5 x Scourges, 4w/Blaster
Hornet w/2 x Pulse Lasers

Wave Serpent, Twin Shuriken Cannon, Shuriken Cannon Star Engines, Vectored Engines

Since you have two units of fire dragons now you could switch the blasters on a squad of scourges to splinter cannons. 4 splinter cannons puts out 24 shots and you could doom their target for extra efficiency. The extra volume fire will help deal with hordes or blobs that will try and keep you away from the more important units which are usually tanks and/or multi-wound models that can be melted with fusion guns and blasters.

This message was edited 1 time. Last update was at 2017/08/21 20:26:52


Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in ca
Fresh-Faced New User




I think the 2nd unit of Fire Dragons I will do as you suggest. Stick either Yvraine or the Farseer in the Serpent with them.

But I have learned that if 1 unit is good, 2 is more than twice as good, so I will, for me, leave the Scourges with Blasters.

One thing I don't like about Fire Dragons is their short range. The Blasters are longer range, but less potential damage, and no assured destruction.
But the Scourges have much better movement after being dropped off.

Trueborn also have the option of 4 x Blasters in a unit and can be loaded into Venoms, which gives a good option rather than deep-striking and can have 2 x Splinter Cannons for that anti-horde dakka.




Automatically Appended Next Post:
The problem that I need to work with is that I have a lot of units, so I will likely be going 2nd which means I need to take that into account for deployment and threat range.

This message was edited 1 time. Last update was at 2017/08/22 15:30:58


 
   
Made in us
Regular Dakkanaut




NC, USA

As a pure DE player, if you're relying on Blaster Scourge for anti-tank, don't. All 12 together certainly have enough punch to take down a tank, but any competent player is not going to let you deep strike and shoot. you're better off with Dark Lance Scourge or Ravagers for dedicated tank hunting.

Also since you're playing Ynnari, I wouldn't take Trueborn with Cannons for anti-infantry. you've got far better options both DE and overall Aeldari. Bloodbrides with +1A in a Wave serpent is the bomb diggity. Hellions can do it too on a budget. Scatbikes with psychic support still bring the heat.

In my looking at converting to Ynnari from pure Drukhari, I've found that Drukhari units tend to bring the heat on anti-monster/vehicle, while the craftworld units do more for anti-infantry.

This message was edited 1 time. Last update was at 2017/08/23 13:52:57


 
   
Made in it
Regular Dakkanaut




 Chippen wrote:
As a pure DE player, if you're relying on Blaster Scourge for anti-tank, don't. All 12 together certainly have enough punch to take down a tank, but any competent player is not going to let you deep strike and shoot. you're better off with Dark Lance Scourge or Ravagers for dedicated tank hunting.

Also since you're playing Ynnari, I wouldn't take Trueborn with Cannons for anti-infantry. you've got far better options both DE and overall Aeldari. Bloodbrides with +1A in a Wave serpent is the bomb diggity. Hellions can do it too on a budget. Scatbikes with psychic support still bring the heat.

In my looking at converting to Ynnari from pure Drukhari, I've found that Drukhari units tend to bring the heat on anti-monster/vehicle, while the craftworld units do more for anti-infantry.


Which Craftworlds units do well against infantry? I can't find none
   
Made in us
Speedy Swiftclaw Biker



Omaha, NE

FarseerReborn wrote:
 Chippen wrote:
As a pure DE player, if you're relying on Blaster Scourge for anti-tank, don't. All 12 together certainly have enough punch to take down a tank, but any competent player is not going to let you deep strike and shoot. you're better off with Dark Lance Scourge or Ravagers for dedicated tank hunting.

Also since you're playing Ynnari, I wouldn't take Trueborn with Cannons for anti-infantry. you've got far better options both DE and overall Aeldari. Bloodbrides with +1A in a Wave serpent is the bomb diggity. Hellions can do it too on a budget. Scatbikes with psychic support still bring the heat.

In my looking at converting to Ynnari from pure Drukhari, I've found that Drukhari units tend to bring the heat on anti-monster/vehicle, while the craftworld units do more for anti-infantry.


Which Craftworlds units do well against infantry? I can't find none



Wraithguard with D-Scythes & massed Shuriken Cannon fire.

Also... While Fire Dragons are excellent, I've really found myself loving the combination of a 10 man unit of Dark Reapers, with a Farseer rocking Guide/Doom and Yvraine giving them an extra round of shooting.
Good lord, they spit out so much firepower...
   
Made in us
Regular Dakkanaut




NC, USA

FarseerReborn wrote:

Which Craftworlds units do well against infantry? I can't find none


Anything with a Shuriken Cannon. Wave Serpents, Windriders, Banshees w/ psychic support, Wraithguards with scythes, Wraithblades, War Walkers(twin Shuriken Cannons or even Scatter Lasers if you use your Scout move to get close and not have to move/shoot with penalty).
   
Made in it
Regular Dakkanaut




Anything with a Shuriken Cannon. Wave Serpents, Windriders, Banshees w/ psychic support, Wraithguards with scythes, Wraithblades, War Walkers(twin Shuriken Cannons or even Scatter Lasers if you use your Scout move to get close and not have to move/shoot with penalty).


Try to use shuricannons against conscripts and tell us your results

Also... While Fire Dragons are excellent, I've really found myself loving the combination of a 10 man unit of Dark Reapers, with a Farseer rocking Guide/Doom and Yvraine giving them an extra round of shooting.
Good lord, they spit out so much firepower...


10 dark reapers + Yvraine + Farseer = 620 pts. I bet they unleash so much firepower.

This message was edited 2 times. Last update was at 2017/08/23 15:47:23


 
   
Made in us
Regular Dakkanaut




NC, USA

To be fair, there isn't much out there except Tau Crisis Flamer suits and Khorne Beserkers that do particularly well against conscripts. But there's also a big swing when we talk about "infantry" - killing Conscripts is different from killing Marines which is different from killing Wraiths and Termies.
   
Made in ca
Fresh-Faced New User




It is why I have the 20 x Kabalites = anti-horde.

If not kill them with the shots, at least tarpit them.

This message was edited 1 time. Last update was at 2017/08/23 20:47:39


 
   
Made in us
Speedy Swiftclaw Biker



Omaha, NE

FarseerReborn wrote:
Anything with a Shuriken Cannon. Wave Serpents, Windriders, Banshees w/ psychic support, Wraithguards with scythes, Wraithblades, War Walkers(twin Shuriken Cannons or even Scatter Lasers if you use your Scout move to get close and not have to move/shoot with penalty).


Try to use shuricannons against conscripts and tell us your results

Also... While Fire Dragons are excellent, I've really found myself loving the combination of a 10 man unit of Dark Reapers, with a Farseer rocking Guide/Doom and Yvraine giving them an extra round of shooting.
Good lord, they spit out so much firepower...


10 dark reapers + Yvraine + Farseer = 620 pts. I bet they unleash so much firepower.



You can either get 20 S8, AP-2, D 3 shots, or 40 S5, AP-2, D 2 shots off, rerolling to hit and to wound, always hitting on 3's... It can be absolutely disgusting to witness. Just melt things
under a hail of missiles, with enough points left over to trot out some Wraithguard, Wave Serpents, etc.
   
Made in ca
Fresh-Faced New User




 Chippen wrote:
As a pure DE player, if you're relying on Blaster Scourge for anti-tank, don't. All 12 together certainly have enough punch to take down a tank, but any competent player is not going to let you deep strike and shoot. you're better off with Dark Lance Scourge or Ravagers for dedicated tank hunting.

Also since you're playing Ynnari, I wouldn't take Trueborn with Cannons for anti-infantry. you've got far better options both DE and overall Aeldari. Bloodbrides with +1A in a Wave serpent is the bomb diggity. Hellions can do it too on a budget. Scatbikes with psychic support still bring the heat.

In my looking at converting to Ynnari from pure Drukhari, I've found that Drukhari units tend to bring the heat on anti-monster/vehicle, while the craftworld units do more for anti-infantry.


No, I am not relying on Blaster Scourge, they are just a tool in the tool kit. I often use a unit to open up the opponent and then hit him with correctly-located support to fully kill the unit before moving on. I am very used to the glass cannon Eldar fast style.

No, I think you missed this: the Trueborn could also have Blasters, sitting in splinter cannon Venoms.
   
 
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