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==Composition and Tactics== It is very hard for you to mess up with the variety you have on hand here. Just as the note at the beginning says, don't overdo the cheese for anything less than ultracompetitves tourneys. You will probably need to pull your punches more often than desperately [https://1d4chan.org/wiki/Dawn_of_War_II#Multiplayer humping objectives for the win] That being said, same advice as whatever codex you're from, you are still squishy elves who dislike high strength, high volume, cover ignoring fire. Never leave your anti tank at home, they come best in the form of haywire and lance, distinguishing yourselves as the superior race rather than relying on high strength and volume of fire(that being said, you are not lacking in that department either) How you choose to play the reborn Eldar race is really up to you, whether you just want to tack on some [[Harlequins|choppa]], [[Eldar|dakka]] or be a [[Dark Eldar|special snowflake]] with your usual army. Or you can go all out on the fluff and making [[your dudes|your guys]] work together better than the rotting Imperium. For example, Dark Reapers providing Incubi with covering fire while Death jesters pull the enemy in (edgelords gotta stick together). Bring out all your shelf decorators and see what you can make of them. Be creative and have a laugh as your hodgepodge army goes ham and moves models back to deployment table as quick as you and your opponent can deploy them. ====Strength from Death==== ''"No captain can do very wrong if he places his ship alongside that of the enemy" -Admiral of Albion in the 2nd Millenium'' This is your special sauce, death and destruction is your meat and wine. The term overkill doesn't apply to your army; oops I wasted my wraithknight's 2 D strength shots on a rhino. Oh well, I'll just shoot that land raider across the board and charge the occupants of the rhino at its feet. On the contrary, you never want to half ass something, leaving bits and pieces behind, SoD untriggered, and you with a rather severe case of blue balls. Now, to get this thinggamajig going, you need to be close to the enemy. That means you have to abandon your usual pansy tactics of staying out of charge range. So melee becomes a very real, very necessary part of your life. Well done GW. =====Triggering SoD===== =====SoD actions===== Movement Shooting Assault I would argue that this rule itself is a counter to MSU style gameplay, like many Gladius detachments that have min squad of tacs and rhinos and drop pods and annoying little things. Where previously they would feed you a unit or 2 at a time to roadblock you, now your deathstars have the ability to ride the rape train near endlessly. Still, your deathstars will never be excessively durable without massive psychic support, which can be a finnicky thing what with rolling powers, DtW and perils. Oh wait this codex has a warlord trait that lets your choose your powers. Oh wait your farseers can negate peril wounds with 1 wc. Oh wait you can drown your enemy in warp charges and cast on 3+ with seer councils. Hmmm. The psychic phase, if you get enough killy powers can get the deathstar rolling early, or at least soften them up for the first shooting phase. ===Ulthwe Strike Force Detachment=== You may take 1-4 units from the Black Guardian selection. They gain ''Stubborn'' and ''Preferred Enemy'' if the opposing any contains any Chaos Daemons, Chaos Space Marines, Khorne Daemonkin or Renegade Knights. Note that Black Guardian units are <u>not</u> available to normal Craftworld Eldar armies. So other than the Ynnari Reborn detachment this is the only way to take them. But if you take them this way, they aren't actually Ynnari and so still have ''Ancient Doom'' and ''Battle Focus'' instead of ''Strength from Death''. *'''Whether they belong in a Strike Force or a Reborn Warhost depends entirely on what you intend to do with them.''' The Strike Force offers some nifty benefits against Chaos, doesn't take up slots in another detachment, and has the potential to unleash a nasty deep strike assault on Turn 1. If you don't need Soulburst for your Black Guardian units and have enough to fill the four slots, this is the way to go. That said, Windriders and Guardians will benefit from Soulburst if they join a Reborn Warhost and they'll still be able to deep strike starting on Turn 2. If you want to deep-strike huge Guardian mobs in hopes of triggering a Soulburst-powered double volley, keep them in the Reborn Warhost. The same can be said for large squads of Scatter Laser bikes, which stand a solid chance of getting a Soulburst double kill on some light vehicles before boosting to cover in the Assault Phase. [[Category:Warhammer 40000 Tactics(7E)]] [[Category: Eldar]] {{Warhammer_40k_Tactics}}
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