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====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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