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===Fast Attack=== *'''Wave Serpent <sup>CE</sup>:''' What the ubiquitous Rhino is for a SM player, the Wave Serpent is for a CE player, insofar as standard transport for your troops (and other units) is concerned. But the similarities end here - whereas the Rhino is a throwaway transport, the Wave Serpent is a much more reliable (and expensive) Tank that in previous editions caused untold rage to CE enemies. Coming with standard AV12, 3 HP, a reliable BS4 (compared with the basic Astra Militarum BS3 for the Russ tank we cannot complain) and a transport capacity of 12, the Wave Serpent is an excellent transport that will ensure your troops safety while at the same time damaging your opponent's army. As far as weaponry is concerned, the tank comes with a TL catapult and shuriken cannon (with the cannon being tradeable for a twin-linked starcannon, brightlance or scatter laser), the ability to get a EML (with flakk missiles) and the option to switch out the catapult for another shuriken cannon (extra 12" range? Take it.). Apart from the weaponry, the Wave Serpent equipment is great - you get the ability to buy vehicle upgrades (such as holofields and star engines, both excellent options) from the CE list, as well as the Serpent Shield (a magnificent piece of CE dickery, which transforms all pens done on the FA or the SA to glances on a D6 roll of a 2+, and that can be 'dissipated' to unleash a S6 2D6 cover-ignoring attack at 23" range - note that if you do so, you lose the aforementioned 2+ ability). All in all a very good (if expensive) transport for units that must survive to get back their points (cough Wraithguard cough), with the added bonus that it is able to dish out the pain on its own after delivering its cargo. As a general rule you will never take it in a FA slot, given you can take it as a Dedicated Transport; note that the Wave Serpent might be inferior to the Raider if you plan to play a FreakShow list that deals with Ld debuff/Ld based attacks. **Note I: If you are actually buying this expensive transport, make use of the Serpent Shield! Deliver the Wraithguard/other unit, fire and then either deny LoS to the unit, or simply make the unit itself retreat behind or even get back inside the Wave Serpent with Soulburst. **Note II: As far as weaponry goes, given the various options you get, consider starcannons or brightlances to deal with armor/TEQs, and the shuriken cannons to deal with infantry/transports. **Note III: The Wave serpent is pretty useless for a Ynnari army - the only situation where it might be recommended is when you take it as a Dedicated transport for a squad of Wraithguard. Having said this, if you prefer a '''much''' faster moving unit (at the cost of having as much AV as a wet cardbox), goes by itself that you should just deploy an empty Raider next to your Wraithgaurd unit, thus allowing them to board on the first turn. **Note IV: With the FAQ stating that exploded vehicles DO NOT trigger SoD, the far sturdier wave serpent with 2+ pen ignoring shield can give you a bit more reliability in that respect. Still can't charge out of your explosion and look cool though. *'''Swooping Hawks <sup>CE</sup>:''' As if Swooping Hawks weren't already great enough. I can only imagine chain-killing two flyers due to their vector-striking haywire attacks. Move over a flyer, kill it via haywire, soulburst and move another 18" to do it again to another flyer. **'''Note:''' The most pressing question though is whether Intercept can be used during a Soulburst move, and if so whether Intercept can be used in any phase rather than just the Movement Phase (as currently stated in the RAW for Intercept). Depending on the answers to this, Swooping Hawks can get a lot of mileage from Soulburst. That said, even if Intercept is restricted in its usage, Hawks still remain an excellent unit to take advantage of and trigger Soulburst, especially if you take them with an Aspect Host: Herald of Victory gives them no-scatter Deep Strike that doesn't have the distance limitations of Webway Assault, while the anti-infantry firepower (don't forget the Skyburst and Plasma Grenade!) can easily whittle down or wipe out a weaker unit. Just remember to be careful versus AOEs since you don't have Battle Focus anymore. *'''Warp Spiders <sup>CE</sup>:''' The Craftworlder have long loved the Warp Spider for it annoying flicker jumps and overall power. It is the true side grade for Ynnari. Losing Battle Focus for Move, shoot, move shenanigans does hurt but you get the possibility of Soulburst. Honestly a good unit and while the seasoned Craftworld player may need to adjust how they use them to get the most out of them they can be just as much of a terror as they always have been. *'''Shining Spears <sup>CE</sup>:''' Shining Spears are more viable with Soulburst, if they manage to destroy vehicle or other unit on charge (which they should be able to) they can trigger Soul-turbo-burst 36" somewhere out of LoS instead of standing in the middle of the open ground being shot at by everything and their uncle, or being counter charged. **Being mounted on jetbikes, these are the fastest melee (well, competent melee) units you have. Move them 12" to within 7" of a soulburst fodder unit, shoot that to death with other stuff first and soulburst another 12" (save the 6" laser lance for your true target, you would'nt want to invalidate your charge now would you?). This can slingshot you over the enemy straight into their backline units like devestators, retributors and other assorted heavy weaponry. Throw on an Autarch with a Banshee mask, jetseer and never stop laughing. *'''Crimson Hunters <sup>CE</sup>:'''The Crimson Hunter is an amazing air-denial unit since it has the fighter role which allows it to have skyfire (given its ''relative'' rarity in the post-DfTS meta, this fact alone makes the CH a worthwhile unit) on a ''turn-by-turn basis'', thus allowing it to double as a decent air-to-ground support plane. Just remeber to bring them using the formation since it gives them a flat 4+ cover save without jink (or a re-rollable jink save). **Note 1: remember that fighter planes get -1BS when shooting at ground targets; if you plan to take a single CH to have air superiority (or to deny it to your opponent), always upgrade the CH to exarch for that sweet sweet +1BS (thus becoming BS5 vs air targets and BS4 vs ground targets) **Note 2: Remember that air targets are not just flyers and FMC, but also FGC, Skimmers, and Jetbikes - do not let that guy claim his jetbikes are ground targets. *'''Vyper Squadron <sup>CE</sup>:''' *'''Hemlock Wraithfighter <sup>CE</sup>:''' What is there not to love about a flyer that is Mastery lv.2, shoots 2 D-strength AP2 blasts per turn '''and''' forces enemy units to take Fear/Morale/Pinning tests at -2Ld? The Hemlock can now take powers from Telepathy, Demonology Sanctic, Runes of Battle and Revenant Powers. This has become the hate-machine it was always meant to be! Shriek an enemy unit, blast to death any survivor and then repeat the D-blast on another unit! **Note I - Powers: If you are using a Freakshow themed force, pick powers from Telephaty; otherwise I would advise to pick all from the Revenant discipline, just for their absurd killing power (even tho Shriek continues to be one of the best - if not the best - offensive powers of the game). **Note II: You think the Wraithknight is OP? Think again! I decided to become That Guy for an afternoon by bringing 3 maxed out Air Wings of Hemlocks in a Air Superiority Detachment in a 3000 points game - while the rest of the army pulled its punches, let me tell you that 18 D-strength AP2 blasts in the turn they arrived (afterward some had to jink to avoid death, and thus could not use the blast weapon) preceded by 6-7 Shrieks vaporized 1/3 of the enemy army in a single shooting phase. **Note III: Remember, the Hemlock is a vehicle, so it does NOT benefit from "Soulburst". *'''Beastmasters <sup>DE</sup>:''' **'''Beastmaster <sup>DE</sup>:''' **'''Khymera <sup>DE</sup>:''' **'''Razorwing Flock <sup>DE</sup>:''' **'''Clawed Fiend <sup>DE</sup>:''' *'''Raider <sup>DE</sup>:''' Before the FAQ this was amazingly stupid. Buy one, put your D-scythes in there and proceed to D everything was such bullshit that they nerfed it. Now if you want your D-scythes in here you'll have to deploy both next to each other and climb in. This is still an amazing unit for your army, but just keep that FAQ in mind when using it. *'''Venom <sup>DE</sup>:''' Raider-lite. Fewer passengers and less option make this a cheaper but less valued unit. Still useful in certain situations but more limited than the Raider. *'''Reavers <sup>DE</sup>:''' Switch-hitting Spiky Jetbikes. You've got Poison on your main weapons. One can upgrade to special. A good charge, but lacking in comparison to Windriders. *'''Hellions <sup>DE</sup>:''' *'''Razorwing Jetfighter <sup>DE</sup>:''' *'''Scourges <sup>DE</sup>:''' *'''Skyweavers <sup>H</sup>:''' *'''Starweaver <sup>H</sup>:'''
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