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===Elites=== *'''Black Guardians <sup>FoBt</sup>:''' The first of the new units, it is essentially a fusion of the standard Guardian Defenders and Storm Guardians. The Black Guardians have the same base statline as the other 2 variants of the Guardians, with the possibility of swapping out the squad Shuriken Catapults for the combo Pistol/CCW if you wanted them to have a little more punch in melee; if they do said swap, up to 2 of them can exchange their CCQ for power sword and up to other 2 can exchange the Pistol and the CCQ for a fusion gun or a flamer. If you do not swap their weapons, for every 10 Black Guardians you can take a Weapon Platform instead. Unfortunately this is where the good news end - they lack access to Warlock squad leaders (and thus Conceal/other useful blessings) and from a statistical viewpoint there is little to no difference from taking normal guardians. Their saving grace lies in their USR Webway Assault, which let's you keep them in reserve and deploy via Deep Strike without scattering (as long as they are placed more than 9" from enemy units). **Note: The Black Guardians might just be a good CQC tarpit when taken in Ulthwe Strike Force for to their cost - for 220 points you get a maxed out squad that can deal 60A on the charge. While S3 is nothing to write home about, they might just kill something (or die horribly and thus give you Soulburst). Sadly tarpitting is not the purpose of a Ynnari army: you want to close in, kill and get killed so that you may make use of Soulburst to wreck your enemy. *'''Black Guardian Windriders <sup>FoBt</sup>:''' Same statline, special rules and weapons swap options as the normal Eldar jetbikes (with a few points of tax - 20 points per bike base), but they lack access to Warlock squad leaders like the Black Guardians. They have access to the ''Webway Assault'' special rule, making them a bit more mobile than their normal CE equivalent. An '''excellent''' unit in a Ynnari army in the same way that normal Windriders are, but you pay extra for the added deployment choice; all in all a very good pick, but maybe not the most competitive - in other words go nuts with them in a Ynnari army if you want to play friendly games, otherwise put them in the Ulthwe Strike Force and ally them in. *'''Black Guardian Vypers <sup>FoBt</sup>:''' Like the Black Guardian Windriders, the Vypers are exactly the same as their normal CE equivalent, but got a 5pts/model increase due to the Webway Assault special rule. You can take up to 6 in a squadron (don't do it), but they still pale in comparison with the more competitive choices you can take in a Ynnari detachment/army. *'''Black Guardian War Walkers <sup>FoBt</sup>:''' A normal CE War Walker with the added special rule Webway Assault and a bump in price up to 65-point-base; may be taken in sqaudron of up to 3 models, but you got no reason to do so. A decent unit on its own, they suffer from the same problem that the other ''Black Guardian'' units have - while they are decent choices, there is simply little-to-no reason to take them due to the presence of better units in the Ynnari roster. *'''Howling Banshees <sup>CE</sup>:''' Aside from the fact that the daughters of [[Morai-Heg]] & [[Ynnead|Kaelis Vara'Lanthian]] are probably one of the fluffier units you can take in the army, Howling Banshees are your CQC specialized Aspect Warrior. They are specifically designed to counter MEQs in CQC with their native AP3 weaponry and the Banshee mask (item which confers the USR Fear and that shuts down Overwatch from the unit you are charging - note that you can still be overwatched by other enemy units if you are charging Tau for example); they are aided in their role by the special rule Acrobatics (3" extra when Running or Charging). In a Ynnari army they play much differently from how they are played in a CE army - whereas in a CE army their main purpose would be to destroy specific units and to screen your gunline, in a Ynnari force HB can truly shine due to Ynnari focus on close-range firefights and disregard for death (oh your opponent killed one of your units? That's cute - now 2 more units can charge his army/fire away in his turn), especially when you attach Jain to them for the bonus to Run actions/added CQC power. Howling Banshees might very well be one of the biggest psychological weapons you got as a Ynnari player, since the extra 3" on charge moves and the fact that they ignore Overwatch might very well make your opponent wary of killing units close to them, least the Banshees benefit from the free charge caused by Soulburst and attack him on his own turn. As always avoid bumping into terminators, also avoid charging into currently ongoing combat ''(combat that has yet to be resolved is just fine)'' ** Note: you can Run when you get a SoulBurst action. That's basycally a 6-7" move, unless you take Jain Air, in which case that can be even transformed in 9-10 inches. *'''Striking Scorpions <sup>CE</sup>:''' Coming with WS4 and BS4, the ability to Infiltrate (and gain Shrouded for the turn), a 3+ armour save, very threatening weaponry (+1S chainswords, plasma grenades and Mandiblasters - 50% chance of a savable auto-wound at Init 10 that hits automatically -) and a plethora of USR (Stealth, Infiltrate, Move Through Cover, Fleet), Striking Scorpions are a flexible unit perfectly capable of filling the harasser role in a Ynnari army. They come with 4 base attacks on the charge (2 base, +1 charge and mandiblaster hits) and native S4 thanks to their chainsword, making them a decent CQC unit to slow down enemies/destroy hordes. Note that even in a Ynnari army they continue to be unable to get through 2+ armor saves, so target prioritization is key to make the most of them; apart from this, go nuts with them - while they might not be the unit that benefits the most from Soulburst (given that they will often be deep in your opponent's deployment zone and thus far from other units), they remain a great unit to add to your army. They also don't always struggle with 2+ as much as you might think they would (particularly ones with invuln saves) because of wounding power, but it's up to luck whether they slaughter them or tickle them. *'''Fire Dragons <sup>CE</sup>:''' A unit dedicated to deal with vehicles (adding +1 to all vehicle damage rolls), TEQ and buildings thanks to their weaponry, Fire Dragons are the natural choice if Wraithguard seems overkill to you due to their lower cost (while dealing pretty well with the same targets you would use your Wraithguard against). With their fusion guns (aka renamed melta-guns) and melta-bombs, they are your get-go unit for MC/GC too (though Wraithguard are better choice in this specific case) with a surprisingly good volume of fire for AP1. Falcon or Wave Serpent transports are near-obligatory to ensure their delivery (depending on the size of the squad). As previously said, Fire Dragons and Wraithguard are quite similar in the type of enemy units they counter; the basic question of which one to take depends primarily on what you normally play against (indicatively, Wraithguard for MC/GC and TEQ while Fire Dragons for Vehicles and Fortification). However, take note of the fact that a min Fire Dragons squad can fit in Falcons and can become BS5 thanks to the Aspect Host Formation (hint: always take them in the formation). In a Ynnari army they become even more rapetastic due to Soulburst - while their weapon range is low and you'll want them up close to the front lines anyway, Soulburst lets them unleash a second volley of destruction directly in the face of your enemy (first wreck their transport, then wreck the unit that just disembarked). Keep them close to your own units and they can become a potent countering tool - example, have them hover CQCs and they'll get a free shot if the enemy slays your unit. On a side-note, consider choosing a move action if you don't have any super big AV threats in front of you, even tho it might very well be useless since your fire dragons are very likely to die the turn after you make use of them. **Note: Kill a unit using Fire Dragons, Soulburst their transport (a Wave Serpent works better for its toughness) to deny LoS to your enemies; rinse and repeat. *'''Wraithguard <sup>CE</sup>:''' Wraithguard in an Ynnari army have 3 main purposes: area denial, surgical strike, and giant distraction. **'''Area Denial''': Simply place them in an area and start shooting enemies; they '''will''' clear the area after your first volley of D-strength guns/flamers - having said this, expect the Wraithguard to die the next shooting phase your enemy gets - not that this is a bad thing mind you, since an inexperienced player will use overkill vs them in fear they might survive, and a more experienced player will drown them in small-arms fire (thus wasting a turn of shooting for another unit). If you want them to stick around, either buy them a transport (that they can re-enter using Soulburst!) or attach a farseer/warlock to give them some cover (Conceal/Invisibility/etc). **'''Surgical Strike''': Place them in a Ynnari Wave Serpent or with an Ynnari Archon with a webway portal. Deep Strike within range of two units. Wipe out the first one and proceed to wipe out the second one with the free Soulburst action from killing the first unit (and then proceed to die - either make sure to have a psyker with Invisibility attached to the unit, or an Archon with a Shadow Field on whom you have cast Fortune for that juicy 2++ re-rollable tank). Also works on popping a transport and then murdering the occupants. **'''Distraction''': A unit of models with a semi-MC statline, armed with D-strength guns? Yup you will catch attention. If this is a good or bad thing... ***'''Point About Raiders''': Although the FAQ states that you still cannot start the game with Wraithguard inside of your Raiders you may still start them next to the Raider on turn one and have them hop in. Obviously shooting off the side of your Raiders will be advantageous for your Wraithguard but also destroying the Raiders will be troublesome for your opponent. If they "explodes result" your raider then they are in the clear but the odds are greater that they merely wreck it which means your Wraithguard may emergency disembark any direction and then continue to perform a soulburst. So placing your Raiders in the middle of your opponents forces instead of hiding them can have it's own tactical prowess. ***'''Harlequin IC Buffs''': Shadowseers and Death Jesters both have IC and the very useful Hit and Run. Even though Wraithguard with D-Scythes sound scary to assault into the truth is it's pretty easy to just send in a throw away unit first to soak up the wall of death and then proceed in with a strong melee unit to take them out or lock them up thus removing the D threat from the game. Now it has become quite easy to jam a Shadowseer into the squad and then leave the combat to then return fire on potentially two more units. This can also allow the Wraithguard who are devoid of Battle Focus to make 3D6 inch moves to line up more shots. *'''Wraithblades <sup>CE</sup>:''' A CQC unit with T6, 3+ save and 4 attacks on the charge with the standard kitout (1 base + 1 for dual-wielding + 1 extra on the charge from Rage), with S5 AP3 built-in? Yup, what you charge will die..'''if''' you reach them. If you are worried about them getting mowed down before reaching the intended victim/target, arm them with the Axe and Forceshield for a slower but tougher unit (AP2 with a 4++? Oh boy!). Note that taking axes means you'll strike last, which might just come in handy for once given you can Soulburst to place them in a new combat and avoid the next shooting phase from your opponent. Now cheaper than Wraithguard by 10 pts. **You can and should stick a unit of 5 Wraithblades into a Wave Serpent. This will give the Wraithblades a way to get into combat relatively quickly, which at least a LITTLE protection. Just hope you get turn 1 so you can fly those babies into your opponent's face and watch him panic. *'''Incubi <sup>DE</sup>:''' Coming stock with S4 (thanks to their CQW that gives them +1S) and striking at I5 with AP2, Incubi might very well be one of the best assault troops the Ynnari have. They are essentially a MEQ unit with their S4 and 3+ armor save, acting like an odd mix of Howling Banshees and Striking Scorpions in their role. In a Ynnari army they can really do well for themselves by using the Soulburst rule - high number of attacks (2 base, 3 on the charge) and AP2 at initiative goes very well with free movement and out of turn charges; having said this take note that they are still flimsy space elves after all - they lack assult or defensive grenades (thus making assaults through difficult terrain a no-go for them) and rely a lot on striking first since they cannot take very well punishment (T3, with only a 3+ save, in a meta dominated by AP3/AP2? Come on). All in all a decent MEQ unit for when you want to dance with other MEQ units in CQC where the Incubi can easily get the upper hand with their high I and low AP, but not great for much else. Unless of course you go all the way and include both Jain Zar and a Farseer rolling on Sanctic/Runes in a large Incubi unit, in which case you can just disregard what I just wrote and go toe-to-toe with dedicated CQC enemy units (and still have a very good chance at winning). *'''Death jester <sup>H</sup>:''' BS5, Ld10 and W2 - in one word, a decent shot. The Death Jester comes with the USR Fear,Fleet, Furious Charge (and he has A3 natively, for 4 attacks on the charge + Furious Charge), Hit & Run, Independent Character and Precision Shots. All of these rules packaged together ensure that the Jester will not be stuck in melee unless it wants to be (let's be honest - S3, T3 and a measly 5++ save won't save him, even with the bonuses from charge/Furious Charge). Having said that the main reason to take the unit is its special rule ''Death Is Not Enough'', which makes any unit which suffered casualties from the shrieker cannon take a Morale test at -2Ld; the kicker? If they fail the test, you get to make them fall back in whichever direction you want - examples? Got a CQC blender? Make the enemy fall back next to it; got the enemy unit close to the border? Make them go off the board! The Jester can take Enigmas of the Black Library and haywire grenades. **Note: For a measly ten points extra, Inriam's Spectre gains Shrouded. At that price, the included Haywire grenades are basically free. Attach him to a troupe or a Cast of Players and watch them somersault effortlessly through ruins while enjoying a 2++ cover save. Add a Farseer for a chance of rolling Fortune, or even a Jetseer to let the unit benefit from a rerollable 2++ Jink and beat the Ravenwing at its own game. *'''Shadowseer <sup>H</sup>:''' A psyker lv.1 natively with the same USR as the Death Jester (Fear,Fleet, Furious Charge, Hit & Run, Independent Character plus Psyker) whose mastery can be upgraded to lvl.2 and that can take powers from Telephaty, Phantasmancy and Demonology Sanctic, the Shadowseer is a versatile unit that can cover many roles in a Ynnari army - it can form the core of a Freakshow Seer Council deathstar as well as using the Phantasmancy powers to buff/debuff units that it is attached to. The unit can take haywire grenades to deal with vehicles, and well as exchanging the pistol for a neurodisruptor (always do it). All in all one of the best units that came out of the Harlequins codex, usually saddled with taxes due to the harley formations, in a Reborn Warhost it can truly shine due to being able to take it in its proper FOC without the need to pay formation taxes. **Note: Within the Reborn Warhost, the Shadowseer is free from the Harlequin formation requirement and can now make use of his/her Independent Character rule. It is an amazing addition to a Seer Council deathstar, giving them the USR Hit and Run and Fearless from the Mask of Secrets. Moreover, if you stick a Succubus/Archon with Armour of Misery and a WWP you basically get a unit with a -4Ld aura able to DeepStrike without scatter wherever you need it. This can be played either as a debuff unit, or a proper DeathStar of the Freakshow flavor - if by Cegorach's grace you managed to roll Mirror of Minds on Phantasmancy (or more simply go for Psychic shriek from Telephaty), expect anything with Ld9 that doesn't manage to deny you to be destroyed within a very short time (Riptides? Greater Daemons? bye bye). Add to the mix some powers such as Ancestors' Grace or a Hemlock and anything that doesn't manage to DtW is [[Rape|ANNIHILATED]]. To combo, keep a Death Jester close to make them run off the board after they fail their Morale Check at the end of the shooting phase. Ow yea - and after their Wraithknight/Greater Daemon shatters from psychic powers you get Soulburst to make your warlocks hurl S9 spears at whatever hapless victim is nearby during the psychik phase. And after '''that''' continue with the psychic onslaught. Then throw more S9 spears in their own shooting phase. *'''Solitaire <sup>H</sup>:''' The Solitarie is a very CQC oriented unit with its statline ofWS9, I10, A6, 3++, the special rule Eternal Warrior and the Kiss & Caress. Moreover, he can (once per game) make use of his special rule "Blitz", aka rolling a number of D6s equal to the turn number and moving that distance instead of his normal 12" (note that he moves over other models and terrainwhen he does this); the boost for doing this is that his attack value gets upped to 10 in the following assault phase (for a base 12 CQC attacks once you add +1 for the charge and +1 for the 2CCW bonus). Note that even with his 3++/EW, the unit is only T3 (and must always go solo) - in other words, keep him out of rage/LoS of small arms fire or he will be brought down in a very short time (from the Harlequins article, some mathammer - on average it will only take 6.75 bolter shots at BS4, 12 lasgun shots at BS3, or 7.2 pulse rifle shots at BS3 to knock off each of his wounds). All in all a very fragile unit that can actually be used, but that will require a bit of finesse to do so. **Note I: In a Ynnari army the Solitaire fragility is lessened since it can now become very tanky with the new Ynnari relics. Taken with a Cegorach’s Revenge formation (which grants Consummate Performance, allowing you to re-roll invun saves of 1) and the Lost Shroud relic (which gives Eternal Warrior, FNP and IWND), he becomes a nightmare to take down. Note that the Shroud usually fucks over character units since it removes the Independent Character rule, but this is totally ignored in this specific case since the Solitaire can’t join anybody anyway. **Note II - Alternative Opinion: The Lost Shroud costs 35pts, which is pretty hefty for the bonuses it gives (the Solitaire has Eternal Warrior anyway, on top of it being only T3, which means its FNP will be ignored by str 6). However, Corag Hai’s Locket (at less than half the Shroud price, 15pts) allows him to get stuck in and recover lost wounds after killing a model '''every''' fight sub-phase on a 4+. This is more statistically likely than IWND’s 5+ every controlling player's turn and could be a lot better than the Shroud in a high strength shooting meta. **Note III: The Mirrorgaze can also be a decent relic for the Solitaire, granting him Blind (very nice), Counter-attack (very nice) and Night-Vision (meh) for a rather expensive 30pts, making him even more of a reliable killing machine in combat. **Note IV: Make use of his BS9 by taking girst haywire grenades, and then swapping them (since according to the Rule Book grenades are a shooting attack and thus can be swapped) for the Song of Ynnead.
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