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====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)
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