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====[[Ynnari]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Ynnead rune 1.jpg|Border|75px|left]] |in the grim darkness of the far future ... |your thematically ... |your good at ... |} <div class="mw-collapsible-content"> =====Ynnari Special Rules===== *'''Reborn Harlequins - Strength from Death (Ynnari):''' Whenever any unit is destroyed, all Ynnari units fight first in the fight phase for the rest of the turn. If they already could or just charged, they also add +1 to their hit rolls. **As {{W40Kkeyword|Reborn Harlequins}} replaces {{W40Kkeyword|<Masque Forms>}} and no longer removes Rising Crescendo, this basically serves the same role as your forms. Honestly, the Harlequins made out the best of the three eldar factions with the Strength from Death rework, especially now that you get to keep Rising Crescendo and basically guarantee that 2+ to hit priority fight phase during those Soulbursts. ***That said... there are better, more practical perks to be had just sticking with one of your regular Masque Forms. A secondary Supreme Command detachment is probably the only one worth considering, as anything larger begins stripping your main army of debatably more synergistic stratagems and abilities. =====Ynnari Warlord Traits===== Yup, after nearly two years of going without, Ynnari armies finally have access to their own unique Warlord traits. Due to the way Ynnari detachments now work, so long as a named {{W40Kkeyword|Ynnari}} character is in the detachment, you may name take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish. All non-Ynnari named characters cannot join a Ynnari detachment anymore, but Harlequins don't really care about that caveat. Note that if you're going Ynnari, you ''must'' pick one of these instead of your usual ones. *'''Lord of Rebirth:''' Heal one wound a turn automatically and ignore wounds on a 5+, a reasonable choice given the up close and personal style your Warlord'll likely have. *'''Warden of Souls:''' Whenever your Warlord is affected by Soulburst, and +1 to their Strength and Attack characteristics. A pretty solid trait all things considered. *'''Walker of Many Paths:''' A free hit/wound reroll every turn with a 5+ CP refund when you use a stratagem. A flexible choice that helps keep your options open when you don't know what to expect. *'''Fear of the Grave:''' All enemy units within 6" of your warlord subtract 1 from their leadership, 2 if it's during a turn a unit was killed by the warlord. Stacks very well with leadership bombs courtesy of the Visarch. An allied detachment of vanilla Silent Shroud Harlequins or Craftworld Hemlock Wraithfighters with the Horror Rune of Battle can ruin the day any blob not outright immune to morale tests. *'''Favoured of Ynnead:''' Consolidate 6" instead of 3" in melee. Can be handy to keep up the momentum, but runs the risk of leaving your warlord's entourage behind. Yvraine has this by default. *'''Master of Death:''' Whenever your warlord rolls a hit roll of 6 in melee, it generates two hits instead of one. A good way to help deal with hordes and fish for hits in general, but kind of unreliable. The Visarch has this by default. =====Ynnari Stratagems===== A subset of stratagems to further enhance your Ynnari detachments. Now that the Ynnari have their own set of stratagems, GW decided that they are no longer permitted to use Craftworld, Harlequin or D. Eldar stratagems. Bummer. *'''Fire and Fade (2cp)''': Copy-paste of the vanilla version, only twice as expensive for some reason. This lets your selected unit move 7" after shooting, no charging or advancing allowed. Just like the vanilla Harlequin strat, this is situational at best. Even more so given the increased cost. *'''Lightning-Fast Reactions (2cp)''': Another copy-paste, add a -1 to-hit modifier if targeted by a ranged or melee attack. Useful for your Starweavers in a pinch. *'''Deadly Misdirection (2cp)''': Identical to ''Feigned Retreat'', this one lets you shoot and charge after falling back. Quite useless to Harlequins, Rising Crescendo does this for you automatically. *'''Artefacts of Death (1/3cp)''': The ever standard extra relic(s) stratagem, nothing special. *'''Webway Ambush (1/3cp)''': Your flavor of deep striking {{W40Kkeyword|Infantry}}, {{W40Kkeyword|Biker}} or {{W40Kkeyword|Beast}} stratagem. Situationally useful. *'''Exalted of Ynnead (1cp)''': Pick one of your non-warlord/named HQ characters and give them a warlord trait, no duplicates allowed. Doesn't make them a real warlord and you can only do this once. Actually quite handy, as there are some good traits to choose from. *'''Inevitable Fate (2cp)''': Pick an enemy unit at the beginning of the fight phase and all your {{W40Kkeyword|Ynnari}} stuff re-roll wound rolls against it. Can be handy, but kinda pricey. *'''A Taste for Death (1cp)''': Used when a unit's ranged weapons wipe an enemy unit, they add +1 to-hit in melee till the end of the turn. Objectively useless, as they'd be benefitting from Soulburst if they kill a unit and since most decent ranged weaponry can't be fired while ''in'' combat, they'd need to charge and would cap on their hit bonus from the Soulburst itself. *'''The Great Enemy (1cp)''': Largely the same as ''Inevitable Fate'', but limited to {{W40Kkeyword|Slaanesh}} targets and only buffs one of your units. A fluffy strat that's unfortunately quite situational due to the rarity of that keyword. *'''Back from the Brink (2cp)''': When one of your Infantry/Biker characters dies, use this and roll a D6. On a 4+, they come back with D3 wounds and sets up as close to where they died as possible. Can only do this once per character. Can come in handy if your opponent fucks up your plans. *'''Reborn Together (1cp)''': Add +2 Leadership to all {{W40Kkeyword|Ynnari}} units that have another Ynnari unit within 6" of them. Sort of helpful if you're worried about leadership bombs or casualties screwing your morale. *'''Whispering Spirits (2cp)''': Basically the opposite of ''Reborn Together'', targeted enemy unit subtracts 2 from their leadership when within 1" of your dudes. Stacks obscenely well with the myriad of leadership debuffs at your disposal. *'''Acolyte of Ynnead (1cp)''': If one of your psykers attempts to manifest a Revenant power in the same phase that you destroyed a unit, add 3(!) to their psychic test. An allied vanilla detachment's Farseer spamming Smite/Mind War/Executioner can help create opportunities to use this. *'''Ynnead's Net (2cp)''': A {{W40Kkeyword|Ynnari}} biker can advance and charge in the same turn. Shining Spears still have a place in this army! *'''United in Death (1cp)''': Pick a {{W40Kkeyword|Reborn Asuryani}}, {{W40Kkeyword|Reborn Drukhari}} and a {{W40Kkeyword|Reborn Harlequin}} unit. All of them get +1 Attack in the fight phase if they're Soulbursting. Yikes, try making that happen in a Matched Play game. *'''Shrine of the Whispering God (2cp)''': Pick up to three Incubi units and they get Strength from Death. Handy, if useless to a Harlequin based Ynnari list. *'''Souls of the Strongest (1cp)''': Kill the enemy warlord, and all units with Strength from Death get soulbursts for the rest of the game even if no other units are destroyed in subsequent turns. This can make your Harlequins pretty monstrous if you can pull it off fairly early on, but your lack of native sniper units or ranged options in general can make it a bit tricky to pull off depending on your opponent. =====Revenant Discipline (Ynnari)===== Now available to any {{W40Kkeyword|Ynnari Psyker}} unit. These powers allow them to play both a supportive and offensive role for army. Do note, {{W40Kkeyword|Ynnari}} units can no longer select or benefit directly from any Runes of Fate and Battle or Phantasmancy powers and they cannot be targeted by them anymore. Offensive powers and debuffs from allied vanilla detachments should still work for your Shadowseers (only for Harlequin Ynnari), but they cannot directly buff your Reborn dudes. The good news is that you do have some pretty nice powers that can be cast relatively reliably. #'''Gaze of Ynnead:''' Essentially Smite on crack, this WC 6 power lets you choose the target, and deals mortal wounds based on a D6; a roll of 1 results in 1 mortal wound, 2-5 causes 1d3 mortal wounds, and a 6 results in 1d6 mortal wounds on the target; the total expected mortal wounds is, accordingly, 25/12, or slightly more than 2. #*Like all non-Smite Psychic Powers in 8th, this is worse than Smite: the odds of it going off base are down from 30/36 to 26/36, so the total expected output is only 1.5 mortal wounds. For comparison, Smite deals 1.79 (both results assume the Psyker survives Perils on double 6). What's surprisingly nice here is that the reduction is small compared to two significant trade-offs: the first is that you can pick the target, and the second is that your Warlocks can cast it without a wacky special rule nerfing your mortal wound output. Still not a great power, but other disciplines definitely have worse. #*The math changes for both Yvraine and a Farseer, and for any other buff you can come up with to casting the power. However, any buff that increases the casting total, like Yvraine's, tends to make Gaze ''worse'', not better: Yvraine's Gaze deals 1.74 mortal wounds, but her Smite deals 2.08. In other words, normally Smite does 19% more mortal wounds than Gaze, but for Yvraine, it deals 20% more. The difference is negligible, but will accumulate as you incorporate more buffs, like spending CP to re-roll her cast. It can be a solid offensive tool in the hands of Yvraine, but you'll ideally pick it up mid-battle when some of her warlock meat shields get chewed up rather than starting out with the power. #'''Storm of Whispers''' An AoE aura attack, this WC 6 power lets you roll 3d6 per enemy unit within 6" of the caster; every roll of a 6 hits the unit in question with a mortal wound. #*This power is hot garbage. Assuming you pull it off - and you will 26/36 of the time for a standard caster, or slightly better than 2/3 of the time - each unit suffers, on average, ''half'' a mortal wound (or, in other words, every nearby enemy unit will suffer 13/36 of a mortal wound, on average, or slightly better than 1/3). That means a normal caster needs to be within range of ''five'' units for this to compete with Smite, and Yvraine needs to be within ''six''. Stay the hell away from this power - you're seriously better off casting Smite additional times, even despite the casting penalty. #'''Word of the Phoenix:''' WC 5, this ability no longer triggers Soulburst, but rather allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 18" to heal 1d3 wounds ''or'' resurrect one model, who comes back with a single wound remaining. Finally, a semi-reliable (well, less reliable than medical care from any faction that actually offers it - contrast with a Bonesinger, who can't fail to heal her target) way to heal your units! Only having a 5/6 chance to heal a wounded target is worse than just about any healer in the game offers, but a 5/6 chance to bring a dead target back to life beats out several healers out there, like any Space Marine Apothecary - AND it works at range. Accordingly, this is best used on as elite targets as possible (to maximize how many points you're returning to the table) with ''as few'' wounds as possible, both to maximize your chance to res rather than heal, and so that your res restores as high a percentage as possible of the target's total wounds. For example, it'll repair Vypers at range just fine (since it doesn't care about the presence or absence of {{W40Kkeyword|Biker}}), but you'll get overall better performance on a Warlock Skyrunner Conclave. #'''Unbind Souls''' A WC 6 debuff that allows units to re-roll wound rolls for melee attacks against the targeted unit. Now that Doom is more or less off the table for Ynnari units, this is the next best thing. It synergizes fairly well with the new Soulburst as it is relatively easy to cast without much hassle - and while it is easier to cast than Doom, the double nerf of shorter range AND being melee only really hurts. #'''Shield of Ynnead''' A slightly more challenging WC 7 power that grants ''all'' Ynnari units within 6" of the Psyker a 5++ invulnerability save. This works for literally everything in your army that doesn't already have a 5++ or better (e.g. this won't do anything to protect Wyches in melee) and can be a fantastic tool for your Wraith units, vehicles, or even the ever standard Aspect Warriors. #'''Ancestor's Grace:''' This WC 5power allows the targeted friendly unit within 18" to reroll To-Hit rolls of 1 until your next Psychic phase, so both shooting and melee. A nice supplemental power, but it might be better to simply use an Autarch or Archon, who will benefit multiple units automatically with his aura (so long as you're using primarily <Craftworld> or <Kabal> Eldar in your Ynnari detachment). =====Ynnari Tactical Objectives===== Yep, these exist now too. They aren't anything special, mind you. ;11 - Spirit Sanctuary :Roll a D6; gain 1VP if no enemies control the corresponding Objective Marker. Kind of unreliable and random, but still relatively easy to work with. ;12 - Harness the Spirits :Successfully casting a power from a {{W40Kkeyword|Ynnari Psyker}} generates 1VP. Yvraine or a Shadowseer can make this one easy pickings. ;13 - For Ynnead's Glory :Get 1VP if three or more units were killed by attacks made by {{W40Kkeyword|Ynnari}} units this turn. Kind of a tall order for a single VP, especially since the Harlequin's ''The Dance of Death'' gives you 1VP for just killing one unit. ;14 - Surety of Purpose :Get d3VP if you achieved at least two other tactical objectives this turn. ;15 - Death's Every Visage :Score 1VP if you destroy a unit in the Psychic/Shooting/Fight phase this turn. Score d3VP if you destroy a unit in all three of them. Worse than the vanilla version. ;16 - Soulsurge :Score 1VP if you destroy three or more units with attacks made by {{W40Kkeyword|Ynnari}} units ''while'' they are benefiting from Soulburst in a single turn. Kinda fucked up that the more challenging version of ''For Ynnead's Glory'' doesn't offer any more VP for the extra effort needed (you'll need to wipe 4 enemy units in a single turn to get this; one to trigger the Soulburst and then the remaining 3 for the objective). Made somewhat easier if by some miracle you manage to pull off the ''Souls of the Strongest'' stratagem beforehand. =====Relics of Ynnead===== A fresh batch of relics available for your Ynnari characters, thanks to the May issue of White Dwarf. These are all exclusive for your generic characters and cannot be taken on your named Ynnari characters, ironically. *'''Hungering Blade''': For your Troupe Master only and it replaces his Power Sword. S+3 AP-3 flat D2 sword that swats an extra mortal wound on targets for every wound roll of a 6. A pretty solid upgrade that's effectively free compared to his other choices. *'''Song of Ynnead''': A 18" S5 AP-1 replacement for a shuriken pistol. Follows shuriken AP-3 rules and every time it kills an enemy model, its unit subtracts 1 from its leadership till the turn ends. Since it shoots three times, this ''can'' devastate enemy leadership in conjunction with other debuff powers/abilities, especially when in the hands of a Harlequin. *'''Mirrorgaze''': A standard "-1 for hit rolls against the bearer" relic. *'''Soulsnare''': Once per game, you can pick a unit within 6" of the bearer and roll a D6. 1 does nothing, 2-5 deals D3 mortal wounds and heals the bearer for the damage dealt, and a 6 deals D6 mortal wounds and heals for ''all'' lost wounds on the bearer. Basically a pocket mini-smite with some crazy benefits if you get lucky and obviously pays off more on characters with big health pools. *'''The Lost Shroud''': Halve all damage received, rounding up, with a 5+ FNP for good measure. Crazy good ability that can take the edge off strong weapons, but largely underwhelming on any characters with less than 6 wounds total. *'''Corag Hai's Locket''': Whenever the bearer destroys a unit, permanently add 1 to their movement and attack characteristics. There is no cap to this, meaning you can get some ridiculous stats if the owner of this racks up the kills. Stacks beautifully with Soulbursts and Warden of Souls. Unfortunately, it can't be taken on a Solitaire (as Solitaire can't be used in Ynnari detachments). =====Ynnari Special Characters===== *'''The Visarch:''' Now actually a better combatant than Yvraine. At 80 points and with a statline that puts him somewhere between a close combat Archon and the Phoenix Lords, The Visarch is a very nice character. His BFS, <i>Asu-Var, the Sword of Silent Screams</i> is a Strength 5 Force Sword that reduces the enemy unit's Leadership by 1, allowing him to be the linchpin for Leadership Bomb setups. On his own, he's got a pretty tanky 3+/4++ save in addition to healing a wound on a 4+ when ''any'' Aeldari model within 7" dies. If that model happens to be a character, he also gets +1 Attack (caps at 7) for the rest of the game (Warlocks, Troupe Masters and Court of the Archon bodyguards are fantastic for this). While he is the only Ynnari character who doesn't offer any Revenant discipline powers, he does now offer a 6" re-roll hit rolls of 1's bubble for the fight phase. He himself acts as a bodyguard to Yvraine and if he's within 3" of her, he can take any wounds for her as a Mortal Wound on a 2+. Lastly, if taken as your Warlord, he is stuck with the Master of Death trait, granting him 2 hits on a roll of a 6 during the fight phase instead of just one. **Your cheapest Ynnari character compliments the Harlequin playstyle quite well all things considered. Even if you're not using him as your Warlord, your access to reasonably cheap Troupe Masters can give him some potential fodder to heal and build up his attack cap while he lays the smack down on your foe. Additionally, when paired with a vanilla Harlequin list, you can use his sword to help stack a crazy number of leadership debuffs on an enemy unit if you want to go that route. *'''The Yncarne:''' The single most expensive HQ choice for the Eldar, the Yncarne clocks in at a whopping 280 points to field, equipped with nothing but ''Vilith-shar, the Sword of Souls'', an [[awesome]] weapons that is [[Rape|S6 AP-4 DD6 with re-rolls to wound. With 6 attacks, S7 and 7 attacks with the relevant Warlord Trait, whatever it is hitting is dying]]. If that in itself doesn't seem like much, the Yncarne is a flying monstrous character that can cast two of the six Revenant Discipline powers giving her some impressive flexibility. The Yncarne is also pretty resilient, T6 with a 3+ armor and 4+ invuln that cover 9 wounds that regenerate on a 4+ for any Aeldari model killed near it. It also provides a 6" bubble to any friendly Aeldari of Fearless and 6+ FNP. While the 8" of movement it has may not seem particularly fast, the Yncarne also has the unique ability to teleport to the location where any squad (friend or foe) is killed, so long as it is at least 1" away from enemy units. This makes it one of the few units able to deep strike easily within charging range to wreak some melee havoc (although it can't charge when it Deep Strikes) and can give it a terrifying threat radius. Typically best taken advantage of when one of your units dies at the end of your opponents Shooting Phase or during their Fight Phase letting you move and charge on your turn to cut out the prime targets that are causing you so much trouble. **Possibly out and out the best of the three for a Harlequin Ynnari detachment if only going for the one with the main argument for the other two being price alone, but this girl is worth every single point on her own. She's as fast as your clowns so no problems keeping up, and with inevitable death the fact that she can't board your transports becomes a non issue. Keep in mind that fearless '''and''' 6+++ bubble she has for your Clowns to help make them just that much tougher. A powerful if expensive and risky tactic however is using strategems to keep a 12 clown troupe in Tactical Reserves, then bringing them in with the Yncarne via either Inevitable Death or normal Tactical Reserves to the wonderful and quite intimidating image of the Avatar of Death rising up with her 12 back up dancers come to reap the souls of the living (Kinda sounds like one of their performances really, just with slightly more bloodshed) keep in mind this will attract fire from your opponent but they'll have to kill the 12 clowns before they can get to Yncarne and with the fearless and 6+++ bubble they have to get get rid of '''every.single.one.''' which distracts from your other clowns or any Ynnari Craftworld/Drukhari detachment you brought along who are already stabbing them to death and if it doesn't attract all the fire power your opponent can muster well, the Avatar of Death and her 12 backup dancers have come to reap their souls. **'''Note''': The Yncarne cannot charge after arriving in this way as his rule prohibits it, so you ideally want him popping up on your opponent's turn. You also want to be exploiting the ability to redeploy when anything dies as a mobility/escape tool. If nothing else, The Yncarne popping up somewhere unexpected can divert a ton of fire away from your other units, though you might want to leave the [[DISTRACTION CARNIFEX]] role to something like a Succubus, Solitaire, or Venom. *'''Yvraine:''' The Emissary herself, Yvraine costs 115 points and is exclusively armed with ''Kah-vir, the Sword of Sorrows'' (basically a Force Axe stat-wise). While her statline itself might seem like a sub-standard Phoenix Lord at S3 T3 with 5 Wounds and only an invuln of 4+, but whenever ''any Aeldari model'' (model, not unit) dies within 7" of her on a 4+ she regains a lost wound. This makes her surprisingly survivable especially against pesky snipers. In addition to this she had access to several, quite potent psychic powers that are exceptionally useful for your dudes. Though be aware there are a few lack luster ones like Storm of Whispers or for you redundant ones like Shield of Ynnead, so be mindful when picking her powers. On the note of psychic powers if it was a psyker that died (including allied non Ynnari ones) she immediately learns a new psychic power which isn't something you'll have too many of in a purely Ynnari Harlequin detachment, but hey you've access to the entirety of the Aeldari race . . . okay well sort of. **Where as she's an excellent support character with her psychic powers and fits rather naturally in a Craftworld or Dark Eldar Ynnari detachment she takes on a light that she couldn't in the other Aeldari factions. This role is as a supremely aggressive battle psyker tossing out hurt with Gaze of Ynnead and Smite, reviving your expensive elite infantry with Word of the Phoenix helping out any limping squads get some fight back into them, and most importantly dropping full rerolls to wound on a target (So long as the power goes off) keeping you from being in a tight spot if she didn't make it into combat as well unlike your Troupe Masters. More over her Warlord Trait allows her to consolidate up to 6" letting her keep up with your Clowns and keeping her in the thickest fighting. =====Ynnari Tactics===== </div> </div>
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