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Made in us
Water-Caste Negotiator




Columbus

I still do not see any reason to run Craftworld over Ynnari. The new codex will hopefully help with some of the points issues that Eldar see right now. The goal of Ynnari is to soul burst often and on both players turns. Running lots of flyers and tank transports does not help with that IMO. Seems many of us are posting on the Ynnari lists that are posted but not giving a lot of real life experiences when it comes to actual games played.

So let's list out the best units for a Ynnari army that can soulburst and why, then hopefully some of you can also give some real world experience as well. Going to assign a number as well to each unit 1-10 10 being best soul burst option 1 being poorest soul burst action. I am documenting units I have used and have experience with. Please feel free to add more units and I will get them listed in the main post!

Asuyrani

WraithGuard w\ Dscythes = 8 very high chance they will Soulburst multiple times
Pro: Very powerful shooting when rolling well for their # of shots. Can jump out of combat and shoot. 3 wounds each
Con: Slow moving, only have a 3+ armor

Dark Reapers = 7 their long distance shooting does not allow them to soul burst so leaving some screening units near them is a must to protect them
Pro: Best shooting unit in the codex, long range and no matter what they always hit on a 3+, huge advantage to Soul bursting
Con: 3+ armor save and 1 wound for 40ish pt model. Really needs some psychic buffs as well to maximize shooting.

Shining Spears = 7
Pro: Fast moving, decent shooting even better when within 6"
Con: Armor of 3+, expensive and no negatives to shoot without psychic help.

Warp spiders = 7 spit out short range strength 6 firepower so can easily benefit from soulburst.
Pro: mobile, -1 to hit, difficult to pin down due to psuedofly
Con: Str 6 isn't as good as it used to be.

Farseer - 3
Pro: Guide and Doom are great plus reroll to deny two psychic attacks
Con: Expensive for a model that does not do much in combat nor does it buff units

Warlock - 2
Pro: Conceal power (if it goes off)
Con: On a bike is much more expensive and no buffs to units unless Conceal goes off, not great in combat

Guardians -2
Pro: Cheap unit that shoots decently and provides a buffer to protect important units.
Cons: Nothing special here at all, just a cheap troop unit

Dire Avengers - 3
Pro: Great shooting and can be buffed for good saves.
Con: way to expensive can not take heavy weapons

Halequin Troupe - 7
Pro: Huge amount of attacks, cheap fusion pistols, Buff with Troop master or Shadowseer, Fast for troops, 4+ invul
Con: Smite bait, low Strength, have to have a transport

Incubi
Pro:Hit like a brick and do a lot of damage
Con: Only get an armor save, expensive, have to have a transport

Solitaire
Pro: Super move, 10 attacks, 3+ invul, can be buffed by other Harlequin HQ's and ride in a transport
Con: Smite bait, low strength

Shadow Spectres
Pro: Cheap, -1 to hit, Flamer and good weapon, fast moving
Con: Imperial armor not allowed all the time, low toughness

Please add more units as I have only played with a handful. I have played mostly tournies and these are not the place to test things!! I will include Forgeworld as well as other factions of course.

UPDATED 09/15 Keep them coming guys I will continue to update.





This message was edited 5 times. Last update was at 2017/09/15 22:26:18


Never argue with an idiot you just lower yourself to their level.  
   
Made in us
Fixture of Dakka






Number 1 is Shadow Specters.

Cheap, fast, -1 to hit, they are craftword so autarch buffs them, has HF and a S6 -3ap weapon that generators more hits.

This message was edited 1 time. Last update was at 2017/09/12 21:51:34


   
Made in au
Regular Dakkanaut




I would rate the shining spears as higher than a 6. In soulburst range is where they excel and them being able to soulburst is brutal. Not necessarily just with with extra shooting as well.
Soulbursting turn 1 with yvraine for a double move puts them in shoot then charge range, which is deadly. Or changing a tank to blow it up and then soulbursting to move away 20" is amazing.

Agree with the shadow spectres. Soulburst MVP.

Warp spiders = 7 spit out short range strength 6 firepower so can easily benefit from soulburst.
Pros: mobile, -1 to hit, difficult to pin down due to psuedofly
Cons: Str 6 isn't as good as it used to be.
Another great mobile option where soulbursting to shoot isn't necessarily their greatest strength. Soulbursting to move out of harms way puts them 4d6+7 into the enemies backfield, where they can be a thorn in the side. Also gets them out of harms way due to their short range.

   
Made in us
Hooded Inquisitorial Interrogator





Wyldcarde wrote:
I would rate the shining spears as higher than a 6. In soulburst range is where they excel and them being able to soulburst is brutal. Not necessarily just with with extra shooting as well.
Soulbursting turn 1 with yvraine for a double move puts them in shoot then charge range, which is deadly. Or changing a tank to blow it up and then soulbursting to move away 20" is amazing.

Agree with the shadow spectres. Soulburst MVP.

Warp spiders = 7 spit out short range strength 6 firepower so can easily benefit from soulburst.
Pros: mobile, -1 to hit, difficult to pin down due to psuedofly
Cons: Str 6 isn't as good as it used to be.
Another great mobile option where soulbursting to shoot isn't necessarily their greatest strength. Soulbursting to move out of harms way puts them 4d6+7 into the enemies backfield, where they can be a thorn in the side. Also gets them out of harms way due to their short range.



I agree wholeheartedly about the spears. Turn one cast word of the pheonix to get them 32 inches across the board then charge into a tank or anything else you don't want shooting. You could easily kill it, and ven if you don't you prevented hatever it was from shooting (outside of flyers and other niche cases) You probably even took it down a wound track or 2 so it's less effective. With 2 wounds a piece, 3 on the exarch, and a 4+ invuln against shooting its also durable enough to withstand a littl fire power and with at least 4 shots a bike, can even do a bit against infantry if needed. All of this compounded with soulburtst allowing multiple moves charges or fights and you've got a good unit.

There is no such thing as a plea of innocence in my court. A plea of innocence is guilty of wasting my time. Guilty. - Lord Inquisitor Fyodor Karamazov

In an Imperium of a million worlds, what is the death of one world in the cause of purity?~Inquisition credo

He who allows the alien to live, shares its crime of existence. ~Inquisitor Apollyon
 
   
Made in us
Hellish Haemonculus






Boskydell, IL

Incubi - If you crash a Raider into enemies to eat Overwatch fire, then Incubi are hell on wheels in assault. Especially against a shooting army, Soulburst lets you just buzzsaw through units.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in gb
Storming Storm Guardian



United Kingdom

You really want to list Harlequins as well. While SfD is more a sidegrade to Rising Crescendo, whatever a unit of Soulbursting Harlequins is fighting is already dead.

Corsairs are also awesome for Soulbursting between thier Shardcarbines and thier Brace of Pistols. You can potentially output 60 shots from the pistols of a 5-Elf squad alone in one turn...

Scourges are also great. Double tapping Dark Lances is just going to ruin vehicles and soulbursting Haywire Blasters is going to make Necron and Craftworld players want to ragequit.

Also Wyches/Bloodbrides packing Adrenalight are going to mulch through things. They aren't Death Incarnate like Incubi or Troupes but they can drown things under an unholy number of attacks.

Special mention also goes to a Soulbursting Solitaire. 20 Attacks in one turn is no joke.
   
Made in us
Water-Caste Negotiator




Columbus

I have added some and will add the rest listed. Give me your opinion on

Hellions?
Scorpions?
Banshee's?
Bike units for all of them Corsairs, Craftworld, DE and Harlequins

I really really wish Forgeworld would have kept the Corsair army listed. It was such a fun army to play.

Never argue with an idiot you just lower yourself to their level.  
   
Made in us
Fixture of Dakka






Corsairs have 0 transports or DSing... they really are to weak to be on the table in the open for 3 turns. (they are a fine throw away unit for Anti-chargers tho, make them with 11pt guns, 55pts for them then) You can pay 70pts for 16" movement, making them better, I would do this if you wanted to take them.

Hellions cost to much (this might change)

Banshee's dont do enough damage, they are more of a support melee unit.

Yes Windriders and Shiny Spears are good, they been talked about, Reavers and Skyweavers are not, Windriders and Shiny Spears (as Ynnari) are just much better, i'd say 100% better.

Wyches dont do enough damage, Ynnari want to out right kill, you need to be ready to over kill, Wyches are a stalling unit. Really cheap throw away unit.

Harlequins (Solitaire and Troupes with FP's) are already the normal, there is also Troupe Masters that go along with it.

This message was edited 2 times. Last update was at 2017/09/15 23:21:47


   
Made in gb
Storming Storm Guardian



United Kingdom

Actually you don't want Wyches one shotting a unit. You want them sticking in melee to take advantage of that 4++ Save in close combat plus the protection from being shot it. Give them Painbringer and they have T4 and 4++ in combat.

They're also fantastic for multi-charges as well as you can entrap a ton of units by forcing them to Pile-In towards the Wyches and you can even catch vehicles in it. Granted Vehicles are immune to No Escape but that is still a turn of shooting you stopped.

They're more a toolbox unit. I always find a use for Wyches in all Aeldari lists.
   
Made in us
Fixture of Dakka






Its Ynnari, every unit killed is another action, why field 2-3 "tool box" units in Ynnari? there is no purpose, if Wyches are getting close enough to hold a unit, i can just use 1 of many other units to outright kill that unit and then potentially killing a 2nd unit.

Bikes and Vehicles with fly are better at the Wych role than Wyches are, b.c they can Fallback if they need too and still shoot, they can soak up overwatch (Wcyhes CAN NOT do that), they can even go over units to get to more important ones. (you can declare multi Charge, if you role enough to get the back unit then you can make it into both, if not at least that front unit is in combat).

Also you are NOT force to pile in, it is Optional (Pg 182 2, Pile In "You may move each model in the unit up to 3". "
It doesnt say you have to.

Edit: Spelling, English isnt my strong suit.

This message was edited 2 times. Last update was at 2017/09/16 01:33:13


   
Made in au
Regular Dakkanaut




Corsairs from a purely soulburst sense
I'd say a 3? Pros- high rate of fire with shard carbines or their brace of pistols so can put out a large amount of shots per soulburst, benefit from extra movement to get into position for their brace of pistols.
Cons: limited survivability for their points, no transport.

   
Made in us
Fixture of Dakka






Output yes, survivability? thats what im saying, you really need to take the Jump ones (Skyreavers), not the 8" walking ones (Reavers). Thats all i meant.

This message was edited 1 time. Last update was at 2017/09/16 04:27:12


   
Made in au
Regular Dakkanaut




Yeah but the question wasn't which is the better choice, it's which is the best soulburst target. Which really focuses on output and manouverability.

I have been playing the reavers as a 10 man unit purely as an anti first turn charge bubble wrap. At 11 ppm with shard carbines it's not too expensive and they can be a decent buffer between the enemy army and all the heavy hitters. I don't expect them to live and have no issue with them getting shot off the table. I also find their best defence is that there are bigger threats to shoot in the army so they are often just ignored.

I do agree that the jump troops are a more versatile choice as they have the manouverability to take the fight to the enemy if need be. Then it's an extra 3ppm though and they are no more survivable then they were. Just a bigger target.

I run them as a unit of 10 to increase the chances of getting the overwatch kill needed to trigger their fallback move. I find with 5 statistically the odds are not in your favour whereas with 10 you can almost guarantee that they will put out enough shots to at least do one casualty to anything wanting to charge them turn one.


Automatically Appended Next Post:
But that's another topic entirely

This message was edited 1 time. Last update was at 2017/09/16 06:04:32


 
   
Made in us
Fixture of Dakka






I just dont run them at all

   
Made in us
Water-Caste Negotiator




Columbus

I have ran both units of Corsairs trooops so far and find the Fly ones are much better. Now I am trying to determine the sweet spot for the number. I usually run them at 8 and drop a Splinter cannon in. I have tried 10 with two splinter cannons. But, when trying to build out to get some command points I wonder if 5 is better just so I can soul burst more often. I had them put 8 wounds on Magnus the other day in a game and rolled my Harlequins in to fusion gun him the rest of the way.

My opponents first time they play the army usually have no idea what to shoot at until the 10 man blob of Reapers shoots twice and erases some units off the board. So second time we play they are looking for getting to those reapers as fast as possible.

Wraithguard are SO expensive, their more than worth it btw, but once they are loaded in a Wave Serpent that is a deep tax.

Any other units people are liking to run?

Never argue with an idiot you just lower yourself to their level.  
   
Made in us
Virulent Space Marine dedicated to Nurgle





Dark Reapers = 7 their long distance shooting does not allow them to soul burst so leaving some screening units near them is a must to protect them
Pro: Best shooting unit in the codex, long range and no matter what they always hit on a 3+, huge advantage to Soul bursting
Con: 3+ armor save and 1 wound for 40ish pt model. Really needs some psychic buffs as well to maximize shooting.


One word: Word of the Phoenix
My friend always parks Yvrain near the main squad of 10 Reapers along with two 3-man strong screening units on reapers.
Works remarkably well. Hard counter to the most of the flyers lists and "minus to hit" lists like Dark Angels.

Even with daemons he gives me hard time.

This message was edited 1 time. Last update was at 2017/09/18 10:10:50


 
   
Made in us
Fixture of Dakka






Fan67 wrote:
Dark Reapers = 7 their long distance shooting does not allow them to soul burst so leaving some screening units near them is a must to protect them
Pro: Best shooting unit in the codex, long range and no matter what they always hit on a 3+, huge advantage to Soul bursting
Con: 3+ armor save and 1 wound for 40ish pt model. Really needs some psychic buffs as well to maximize shooting.


One word: Word of the Phoenix
My friend always parks Yvrain near the main squad of 10 Reapers along with two 3-man strong screening units on reapers.
Works remarkably well. Hard counter to the most of the flyers lists and "minus to hit" lists like Dark Angels.

Even with daemons he gives me hard time.


This is literally what large amounts of player does and it works every time.

   
Made in us
Swift Swooping Hawk





Massachusetts

I have been running two units of 5 for the same reason. Word of the Phoenix!!

"What we do in life, echoes in eternity" - Maximus Meridius

Check out Veterans of the Long War Podcast -
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Made in us
Fixture of Dakka






 Gangrel767 wrote:
I have been running two units of 5 for the same reason. Word of the Phoenix!!


I rather have 1 larger unit with the Yvarine so Word of the Phoenix effects more models, its also 1 less drop, i'm thinking about (when my order comes in, i mostly play DE/Quins and ordered some) using a WS so my 2 drops become 1 drop,
and if i go 2nd my important units are safe for a turn from shooting.

Edit: Spelling.

This message was edited 1 time. Last update was at 2017/09/20 21:24:57


   
Made in us
Swift Swooping Hawk





Massachusetts

yea they each start in a waves serpent. 2 five man units with yvraine and a farseer.

I can definitely see your point for one big unit, but in my meta that doesn't work as well. Same basic tactic just implemented differently.

I also have 2 hemlocks and 3 units of troupes with fusion pistols in starweavers. 7 drops in the list, but i still manage to always end up going second even with the +1... lol

"What we do in life, echoes in eternity" - Maximus Meridius

Check out Veterans of the Long War Podcast -
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Made in no
Liche Priest Hierophant





Bergen

How are dark eldar bikers or hoverboarders?

   
Made in us
Water-Caste Negotiator




Columbus

So played 2000 pts last night vs new death guard. Geesh I shot my whole army at mortarion and he still lives. Double shot 8 dark reapers, 10 fusion pistols from Harlies, almost 30 shard carbine shots. 7 shrunken cannons.... now obviously my rolling was not great, his saves were red hot once he got down to the last 3 wounds, but he still lives with 1 freaking wound. Then to just give me the chaos god finger he periled on his turn, died, exploded and halfed my wounds on two starweavers, and my corsair band! Just amazing how much punishment he can take.

Shadow spectres did not do much. Forgot my shining spears have more than one attack in combat, took 2 turns to kill a rhino. Then all died. Corsairs were amazing again especially with the relic.... Just provide a huge amount of shots, took 7 wounds off Mortarion.

But my question is are the wraithguard/waveserpent worth it, I rolled 1 shot each on them rerolled of course, got another 1 of course. It's a 400 pt unit, just wonder if more bikes or..... anything else would work better?

Never argue with an idiot you just lower yourself to their level.  
   
Made in us
Fixture of Dakka





 Cult of My Boy Blue wrote:
Corsairs were amazing again especially with the relic....

What relic?

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Fixture of Dakka






 Niiai wrote:
How are dark eldar bikers or hoverboarders?


Reavers and Hellions are to costly for to little damage. The suffer the number 1 DE Problem, Over cost b.c of to much wargear "Jack of all trades" they pay for the high movement, shooting and melee on them.

Reavers also can only take 1 weapon per 3, so it really hurts their damage, so you cant make a dedicated AI or AT version, they just have a few poison shots, with bad melee and only 1 Assault/heavy weapon.

   
Made in us
Swift Swooping Hawk





Massachusetts

 DarknessEternal wrote:
 Cult of My Boy Blue wrote:
Corsairs were amazing again especially with the relic....

What relic?


I assume the mission "The Relic", not a piece of wargear.

"What we do in life, echoes in eternity" - Maximus Meridius

Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar 
   
Made in us
Water-Caste Negotiator




Columbus

Yes that was the mission we were playing! Lol i wish i had some new wargear!


Automatically Appended Next Post:
 Niiai wrote:
How are dark eldar bikers or hoverboarders?


Not sure 17 pts each for hellions is overcosted? Bikes are not worth taking imo, not enough firepower and the are overcosted,

This message was edited 1 time. Last update was at 2017/09/23 10:47:45


Never argue with an idiot you just lower yourself to their level.  
   
Made in us
Fixture of Dakka





Hellions are objectively better than Reavers. Also, they're ok, not great, not even good, but acceptable.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Fixture of Dakka






 DarknessEternal wrote:
Hellions are objectively better than Reavers. Also, they're ok, not great, not even good, but acceptable.


This, i use my hellions only in friendly games, once i do anything that i want to win in (tournaments/leagues) i drop them.

   
 
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