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==Formations== ===Reborn Warhost=== An interesting combo of Combined Arms Detachment and Formations. You get your regular HQ and 2 Troops tax, but you may take any number of formations available to the Ynnari ''(yes the leaked table says "one of the following" but the restrictions say "any number")''. This is considerably more cost effective than the '''Craftworld Warhost''' since you are not compelled to buy as many Guardian units. So once your taxes are filled, you can go directly to the formations and stack up on special rules from things like Aspect Hosts and Seer Councils and save your more traditional FOC slots for units you want to squeeze in that can't find a formation. Everything in the detachment gets ''Stubborn'' and can ignore morale checks caused by model loss to shooting if they are within 7" of a friendly unit in this detachment. Also, if the detachment includes 7 or more units (at the beginning of the battle, not necessarily during said battle), then [[Rape|two units may initiate a Soulburst]] rather than just one when a unit gets destroyed (note that both of them need to be within 7" of the destroyed unit anyway). *Now the flip side: players who used to spam Wraithknights can no longer do so and remain "Battle-Forged" as the "Wraith Construct" option is not available to you. You only get one Lord of War slot on your FOC. You can still take one and the Yncarne though, since the Avatar of Ynnead can be taken as part of the Triumvirate formation. **Or can you? You can still fit 4 Wraithknights in an 1850 point match compared to the 5 Wraithknights possible in a Craftworld Warhost. You do have to keep your other choices quite barebones, using Courts of the Archon from the DE faction to fill some of the HQ choices frees up for more choices in the Troops department. *Similarly, there are no tank formations so you have to take your Fire Prisms and Falcons out of your Heavy Support slots. *Realistically, you shouldn't need to use the FOC to take aspect warriors ever, since you can always use the '''Aspect Host''' formation as part of your Reborn Warhost, taking them in groups of three and adding extra more special rules to the mix. You could say the same thing about Harlequins as you have unlimited access to their formations. What this leaves you with is the freedom to take Dark Eldar units in your FOC because the '''Kabalite Raiding Party''' sucks. **Don't shy away from bringing Harlequins in FOC slots though. We finally have a way to bring them without paying for Voidweavers! '''<s>AB</s>USE IT!''' ====Ynnari Formations==== *'''Triumvirate of Ynnead:''' each of the new special characters. They each add +1 to their Herald/Champion/Avatar rolls when all three are on the tabletop, meaning the Yncarne can regenerate lost wounds on a 2+ when Aeldari units go down and the other two regenerate on 3+. The other bonus is that Ynnari within 12" of two of these characters gain the ''Fearless'' rule. ''(The Yncarne already has this though.)''. But if all three are on the tabletop then ALL friendly Ynnari become Fearless, so this is awesome. **Reminder note: this formation gets you the Yncarne without using your Lord of War slot in your Reborn Warhost detachment, your only other option is the Wraithknight. **In regards to the Fearless bubble: It appears, at least to this player, that the designers intended for the Visarch and Yvraine to stick close together and enter the board during first turn, granting a not-quite 12" Fearless Bubble (Due to units having to be in overlapping 12" bubbles from the Visarch and Yvraine to benefit.) The Yncarne would then Deep-Strike in upon either '''A:''' Via Inevitable Death upon a Unit being completely wiped, or '''B:''' Coming onto the board as reserves or Deep-Strike from turn 2 onwards. At which point the entire army gains fearless. Fluffy. **This can be a great formation, but keep in mind that you are spending 625 points on three models that are all pretty fragile. Sure, you can restore lost wounds, but like IWND, if you just get destroyed before you can use it, there's not much point. Make no mistake, these three are pretty squishy, being Eldar. For Apocalypse these might be great but for anything else they're a little pricey for what they can do. *'''Aeldari Bladehost:''' 2 units of Wyches, 2 units of Troupes, and 2 units of Storm Guardians or Black Guardians. **If 2 units are fighting the same enemy in close combat, they gain Hatred. If 3 or more are in the same close combat they all get Preferred Enemy on top of that. **Furthermore, if no unit in the formation has Soulbursted yet this turn, the entire formation can Soulburst when any unit in it would Soulburst. ***Storm Guardians are not a particularly strong close combat unit. Wyches are only slightly better and losing Power From Pain debatably makes them not even that. Meaning that this is essentially a 244 point tax on bringing 2 Troupes of Harlequins with ''Preferred Enemy''. ****Though if you really wanted to, you could max out both Units of Wyches with no upgrades, have them tie something up in combat with their 4++'s, granting Hatred whilst they're at it. The Storm Guardians could then either act in a similar capacity to less effect, or act as cover and ablative wounds for the Harlequins. ****Nothing says the Black Guardians have to switch to melee, you can just have them keep their rifles and ignore melee. *'''Soulbound Vanguard:''' 2 units of Dire Avengers, 1 unit of Incubi, 1 unit of Wyches. If the Visarch or Yvraine is in any squad of the formation, the squad but not the (named) characters get +1 BS & WS. If two units from the formation are within 7" of each other they get ''Furious Charge'', which doesn't really help the Avengers but is good for the Incubi/Wyches. The best part of the formation is that its units can soulburst if within 14" instead of 7" of a destroyed unit. The doubling of range makes a huge difference as it will really allow these units to come to full effect much earlier. **Stick the Incubi with the Visarch for a frightening melee unit and let the Wyches act as ablative wounds for Yvraine. The Dire Avengers can then tail these two Units around providing fire support, Furious Charge and either benefitting from or granting Soulburst. *'''Ynnead's Net:''' The Biker Gang formation you've been waiting for: 1 Warlock Conclave upgraded to Skyrunners, 1 unit of Windriders, 1 unit of Reavers, and 1 unit of Skyweavers. This formation has two main draws: All units from the formation have to start in reserve. Roll reserves for all units in formation as a single rerollable roll. When they come in, each unit comes in, although no two units may come in from the same table edge. Furthermore, when a unit from the formation kills a unit or is destroyed, your Warlock Conclave generates an additional Warp Charge in its subsequent turn. **'''Summary:''' This formation is dangerous but surprisingly tricky to use, and you pay a premium to trick it out, compared to massing Scatbikes or Reavers in a conventional manner. Generally, you want to deploy the Windriders from your table edge, for they lack melee prowess. That said, if you can get a good firing angle with the Windriders, its worth deploying the Conclave on your edge then turboing them to set up a zone of control. It's worth taking short-ranged options: Singing Spears, Heat Lances, and Zephyrglaives. Since you will be rocking spare Warp Charge from the destruction you wreck, the Conclave is probably best off using the Revenant Discipline instead of Runes of Battle. This is a really good formation, though it remains a fragile one. Beware of units that can beta-strike you, swarms, Genestealer Cults, etc. *'''Whispering Ghost Hall:''' 1 Farseer, 1 Spiritseer, 1 Shadowseer, 2 Wraithlords, 3 units of Wraithguard or Wraithblade (any combination). All units in the formation gain Fear. Non-character models re-roll to-hit rolls of 1 that target an enemy unit within 12 inches of a character from the formation (note: this does not specify shooting, so close combat is a green light as well). Enemy units locked in combat with any units from this formation suffer a -2 leadership roll when making Fear tests. The issues with the Whispering Ghost Hall are the same issues that "Fear" has. Too many of your opponents are Fearless/Atsknf/synapse/mob rule/stubborn etc. Making it so that any models your "Fear" works against are models you were already going to beat up in melee. Also many people feel the tax unit of the Wraith Host is the Wraithlord. Well this formation has two of them. So the real question becomes "Do I take this formation because of the re roll ones?". Obviously it depends but the Wraith Host may still be better in that regard and Wraithblades may push you closer to a yes than Wraithguard in this formation but without an assault vehicle that you may start the game in the whole thing feels disappointing. **Opinion the 2nd: In this formation, wraithlords turn into pseudo-spirit seers in guiding all the units, extending the reroll bubble and preventing its premature termination when a Vindicare BLAMS your spiritseer. The formation also allows you to take the 3 types of seers without crowding out your HQ and elite FOC slots. Fear is just a bonus against those who aren't immune to it that miiiight just allow your wraithguard to last long enough in the event they got caught in melee. Also, RAW, the Wave Serpent dedicated transport of the wraithguard/blades reroll 1s within 12" of characters (that only really helps the underslung shuriken cannon, but hey its something no) ====Other Permitted Formations==== *'''Guardian Battlehost''' - A Farseer takes 3 Guardian Defender squads, a squad of Vypers, War Walkers, and a Vaul’s Wrath support Battery with an optional Warlock Conclave. The Vypers, Warwalkers and Vaul’s Wrath get preferred enemy against an enemy within 12″ of the Defenders. Guardians can also purchase a Platform for free. **If you take this you've practically got yourself the core of an army. Which is unnecessary since your Reborn FOC has compulsory Troops choices instead of "Core formations" so you can save your points for something else. This might have been a good way to get War Walkers and Weapon Batteries in your army without using Heavy Support slots, but taking lots of Guardians in an Ynnari force is not strictly the best option as you want units that hit ''really'' hard; otherwise, they make good fodder to mark close to your unit and transfer souls for more power. *'''Guardian Storm Host''' - Same as the Guardian Battlehost, but replacing the Guardian Defenders with Storm Guardians. The Storm Guardians can now take their weapons AND power weapons for free and the non-infantry units get their Preferred Enemy. **Suffers worse than the Battlehost because Storm Guardians using Soulburst is about effective as a one legged man in an arse kicking competition. Extra shots of pistols aren't going to do a whole lot, and getting a free charge with Guardians of any type will '''always''' pale in comparison to what dedicated Aspect Warriors could do. *'''Windrider Host:''' A Farseer and a Warlock Conclave take bikes to join 3 gangs of Windriders and a Vyper Squadron. Once per game all models in this formation get Shred when firing shuriken weapons. **This formation actually has some bite. Heavier weapons and increased speed means that Soulburst actually makes jetbikes really agressive with a very long reach across the table. *'''Seer Council:''' No need to waste those compulsory HQ slots on Farseers and Warlock Conclaves if you don't have to. Get them here and save your slots for things like Phoenix Lords and Succubi. **With no actual restriction on the amount you can take, after fulfilling your compulsory Troops choices on the FOC you could literally spam these as your whole army and still be Battle-Forged. **Give the Warlocks the new Revenant powers and let the Farseers use their traditional powers and you've got a support squad unlike any other, dishing out buffs to your army and deadly necromantic rape to the enemy. **This is the basis for a Deathstar. Take either the Skyrunners or Eldrad with everyone on foot. Other options may alter how you want to deploy your SeerStar ***If you're taking the Triumvirate you're probably going to want to put the Visarch and Yvraine in this unit in which case the Jetbikes provide only +1T, Jink, and Hammer of Wrath. While you could break off your seer council to grab objectives, if you're playing a deathstar you're probably not playing heavily to the objectives in the first place. Ultimately, most of your durability will come from Powers and good positioning, and not from T4 warlocks with Jink. Now take an ML2 Shadowseer in the elite slot and toss her into this deathstar for the great harlequin powers and Hit and Run. Last but not least your HQ choices. An Autarch with Banshee Mask is a must for one slot while a Succubus or Archon with webway portal is the other slot. Archon is more tanky which is good for this unit but Succubus is more killy. ****The largest weakness for this deathstar is a lack of ablative wounds. If you position things right your Archon can take a fair amount of punishment otherwise you either lose cast power in the form of your 1W Warlocks or something way more important. When grabbing powers Try everything to get Invisibility, as you might expect, as such your order should be as such; Eldrad should roll on telepathy attempting to get invisibility. If you fail to get it then roll telepathy on your other Farseer if Eldrad got invisiblity then roll on Revenant or Santic. Your first shadowseer should now roll on Phantasmancy looking for Dance of Shadows and potentially Mirror of Minds if your Archon/Succubus takes the Armor of misery and one of your shadowseers takes the Mask of Secrets. Dance of Shadows grants an effective +3 to your cover save which can provide enough extra durability in case you don't get off Invisibility. Now your second Shadowseer if you chose to bring two either more Phantasmancy, Revenant or Santic. Lastly your Warlocks should roll of either runes of Battle or Revenant. If you lose warlocks you don't want to lose something important. While rolling on sanctics you're looking mostly for Gate of infinity to handle your relative lack of mobility. Farseer is probably the best option thanks to ghosthelm. *'''Aspect Host:''' This is where it's at. Ynnari are all about taking advantage of kills to sping into action once more via Soulburst. Aspect Warriors are rightly known for being very good at moving quickly up the board to cause havoc on the enemy army and kill units; giving them either +1 WS or BS is simply logical since it means you are ensuring you get the most out of them when the time comes. *'''Dire Avenger Shrine:''' These Aspect Warriors are obviously better than Guardians, but are out of their league against MEQs when compared to Dragons, Reapers, and Banshees, who can really benefit from Soulburst. Lots of mid-ranged shuriken shots might easily clear out GEQs far better, but because you can instead take Avengers as part of the Soulbound Vanguard formation which brings in other units as well and extends the reach of Soulburst there isn't as much need to use this formation. **I respectfully disagree. I've tried this and I had some luck with it. The +1 BS is helpful, and the ability to up your shots to Assault 3 for the phase (meaning you can use it twice if you soulburst in that same phase, shouldn't be hard) isn't bad at all. Getting them up close to soulburst isn't hard if you bring Wave Serpents (sadly cannot use Raiders due to the new FAQ). *'''Crimson Death:''' If you bring this formation - congrats, you own the air. More objectively, this formation gives the Crimson Hunter (an amazing unit on its own to start with) Preferred Enemy against other flyers/flying MC and a flat 4+ cover save in the open without jinking (if you DO jink, you get a re-rollable 4+ for that delicious 75% chanche of saving the wound...mind you, this is necessary given you are only AV 10 which means strength 4 can glance you to death). This might very well be the best way to bring air support for the Ynnari. **Note that the formation is from the pre-DFtS period and it specifies 3 CHs, not 3 CHs units - aka no sweet flying pattern bonuses for this formation. *'''Wraith Host:''' The Wraith host is as nasty as ever, though due to the fact the new FAQ denies its main benefit (to give Battle Focus to your Ynnari Wraithguard) it becomes much less appealing. In any way, since the Wraith Host can be taken as part of a Reborn Warhost, this is a great way to cram three squads of Wraithguard into Wave Serpents (a nasty unit on its own) and cram your proverbial fist down your opponent's throat. *'''Kabalite Raiding Party:''' An Archon, a court of the Archon, 6 Units of Kabalite Warriors that can be made Trueborn, 1 unit of Incubi, 1 unit of Scourges, 1 unit of Hellions, a Ravager and everything except the Archon had to take a Venom or Raider as Dedicated Transport. No. Just no. Expensive and inneffective. Hellions and Ravagers do not belong here, the Scourges are good, but Incubi can get better buffs and less tax with Ynnari Formations, the Court is flat out unnecessary, the Archon may be functional and the potential for six Blaster/Splinter Born Venoms flying around ''sounds'' fun until you realise this is more than two thirds of an 1850 point list that gives you one close combat unit, one anti vehicle unit, 2 HQ's, six Venoms and '''Hellions'''. *'''Cegorach's Revenge:''' Three Troupes, three Shadowseers, three Deathjesters, 1 Solitaire, two Skyweaver squads, one Voidweaver. This grants the ability to reroll failed invulnerable saves of a ''1'', allows Running ''and'' Charging consecutively from Turn 2 onwards, and lets one of the Troupe Masters reroll their Warlord Trait from the Harlequins tables if they are the Warlord. This can function either as the core of an army or an entire army depending on upgrades. The formation is expensive, so only really viable in large games if you want a cadre of Close Combat Beasts and moderate Psychic support. *'''The Serpent's Brood:''' Three Troupes take Starweavers as dedicated Transports, two groups of Skyweavers join in on the fun and a Voidweaver hangs awkwardly in the background. The unique trick you get for this is the ability to re-embark the Starweavers off of a Hit and Run movement. If done correctly this can result in the Troupe leaping from the Starweaver, shooting whilst the Starweaver finds a hiding spot. Then charging the enemy, holding them in Combat right through to their assault phase where the Troupe Hits and Runs, embarking in the transport during the opponents turn before flying off and repeating the process on some other poor sod. **More likely though: everything goes perfectly up until your oponents shooting phase at which ooint the Starweaver explodes due to a light gust of wind and it's nature as an AV10 vehicle. *'''Cast of Players:''' A Troupe takes a Shadowseer and Deathjester hostage. As such they cant' split up and effectively lose Independent Character until their Captos die. As a bonus, the unit gets Crusader and give non-Harlequin Aeldari models within 6" Crusader as well. Neat. *'''Cegorach's Jest:''' A Troupe, a unit of Skyweavers and the dreaded Voidweaver tax. Everyone worthwhile can Run and Charge consecutively from Turn 2 onwards. *'''The Heroes’ Path:''' A Shadowseer and Deathjester decide to support a Solitaire by being loners together. Models in this formation may not join, or be joined by, other units. In return for this descent into solitude, the three models gain Infiltrate, Shrouded and Stealth for a 3+ cover save in the open. Haywire Grenades on everyone won't hurt. You'll have a fun time if you give the Solitaire the Lost Shroud relic, welcome to uber-stealthy-tank mode. The Shadowseer could take the Mask of Secrets and jump on the Psychic Shriek Train for fun, or take no relics and make glorious use of the new Revenant Discipline. *'''Faolchú's Blade:''' 2 units of Skyweavers and a Voidweaver. The entire formation may re-roll jink-saves.
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