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		<title><![CDATA[Latest posts for the thread "Ynnari as a Subfaction? (Craftworld Trait, Obsession, Masque Form)"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Ynnari as a Subfaction? (Craftworld Trait, Obsession, Masque Form)"]]></description>
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				<title>Ynnari as a Subfaction? (Craftworld Trait, Obsession, Masque Form)</title>
				<description><![CDATA[ Hey, fellow Ynnari players. Let's chat.  I love (most of) the ynnari lore, but I'm not thrilled with where we've landed mechanically.  It's actually easier to field an eldar family reunion by WITHOUT using the ynnari rules than with them. Our old rules were obviously <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, but our new niche is basically just a weird close combat gimmick that we could probably do about as well using non-ynnari traits.  <br /> <br /> The revenant discipline has some pretty solid psychic powers, but the craftworlder lists are both more diverse and more powerful, and the harlequin powers feature some to-hit penalties that can be crucial for keeping troupers alive. Plus, it's kind of weird that farseers stop being able to see the future and shadowseers top being able to use psychic trickery when they go ynnari. <br /> <br /> Our stratgems share the same handful that all aeldari factions have (-1 to hit for a phase, auto advance 6", etc.).  Our unique strats are kind of a mixed bad, but we don't have a lot of standouts.  Melee doom as a strat is probably the best.  The extra attack for 3 units would be good if it didn't require you to spend 500+ points on special characters to unlock.  The revive a character one is nice when it works (but it doesn't work reliably).  A lot of the others are uninspiring or even bad enough to seem like they might have been typos (like the one that only works for units with pistols or wounded wraith lords). <br /> <br /> I'm not bringing up all these gripes just to gripe; this isn't meant to be a rant thread.  What I want to know is, how do we feel about maybe just turning Ynnari into a chapter tactic that appears in all relevant codices?  So in the craftworld, drukhari, and harlequin books, next to all the other obsessons and masque forms and traits would be a "Ynnari" option.  It would grant a conventional bonus of some sort that is comparable in complexity and usefulness to Ulthwe or Frozen Stars or Flayed skull.  In the case of drukhari, maybe it has an extra sentence or two that lets you field wyches and warriors together. Add a little more text (maybe as a sidebar) saying that you can't field coven  units, mandrakes, etc. in a Ynnari detachment. <br /> <br /> Then, you just give the ynnari special characters all three of the relevant keywords (Craftworld: Ynnari, Kabal/Cult: Ynnari, Masque: Ynnari) so that they can hang out in any appropriate detachment, use transports, etc. The revenenat discipline could either become a special characters-only thing, or it could become an optional set of powers for psykers in a ynnari detachment. <br /> <br /> We'd be losing some of the specialness of having our own relics and strats, and that would kind of stink. But we'd also be doing away with a lot of the weirdness that at this point seems to be getting in the way of playing a flavorful ynnari army rather than helping it.  What do we think? Am I the only crazy guy that's still having trouble making the ynnari rules work without feeling like I'm being punished for using them?<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2020 21:17:02]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Ynnari as a Subfaction? (Craftworld Trait, Obsession, Masque Form)</title>
				<description><![CDATA[ I totally agree that the Ynarri are an interesting take on the 3 tropes of fantasy elves in SPAAAAACCCCCEEEEEE. The "creation" of them is what actually interested me in pointy ears ever. From <span class="glossaryitem" onmouseover='gp(115);'>RT</span> on I had only had/played Imperium(Salamanders & Squats) & had zero intent on doing anything except purging them.<br /> <br /> Unfortunately <span class="glossaryitem" onmouseover='gp(50);'>GW</span> hasnt really done much with them recently and I'm thinking they were completely designed for 7th and their bag of trix didnt really make the shift to 8th.<br /> <br /> Like you said, keyword substitutes might work but I really think it could be resolved by doing a supplement.<br /> <br /> Part of the problem is the need for all 3 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. If you could run one(Ynarri warlord only) <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> alongside regular Aeldari <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> it would solve some of the weirdness. Having <span class="glossaryitem" onmouseover='gp(227);'>WL</span> traits, relics, etc whatev and allow true mixing inside detachments but preventing the use of regular Aeldari strats would keep the power in check.]]></description>
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				<pubDate><![CDATA[Thu, 30 Apr 2020 01:21:01]]> GMT</pubDate>
				<author><![CDATA[ Racerguy180]]></author>
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				<title>Ynnari as a Subfaction? (Craftworld Trait, Obsession, Masque Form)</title>
				<description><![CDATA[ That sounds like it could be a good way to do it in the current climate (ie without a unique codex).<br /> <br /> Perhaps the different traits could be named slightly differently so that they don't confuse people over them having different effects?<br /> <br /> like craftworld's having 'Followers of ynnead', Dark eldar having 'the death god's call' and harlequins 'Ynnead's Graven laugh' or something.<br /> <br /> That means you can potentially flavour them to the type of eldar a little more as well, rather than them being genercised.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 30 Apr 2020 02:11:21]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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