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==Ynnari Overview== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {| |[[File:Ynnead rune 1.jpg|50px|left|]] | The reborn aeldari from all walks of life, united in their war against Slaanesh under the banner of Ynnead and his chosen champions. At least in fluff, or in notably segregated squads as far as the crunch goes. All non-character Ynnari units function virtually identically to their original counterparts, with some minor caveats listed below. To declare a detachment {{W40Kkeyword|Ynnari}}, simply include Yvraine, the Visarch or the Avatar of Ynnead in any Battle-Forged detachment and choose to make it a Ynnari detachment. In this instance, all {{W40Kkeyword|<Craftworld>}} units become {{W40Kkeyword|Reborn Asuryani}}. |} <div class="mw-collapsible-content"> ====Restrictions==== Bad news out of the way first. Once a detachment is designated as {{W40Kkeyword|Ynnari}}, it and all units within lose access to all vanilla eldar Attributes, Relics, Stratagems, Psychic Disciplines and named Characters. For Craftworlders, this means all of the Phoenix Lords, Eldrad, Yriel, Illic and the Avatar of Khaine may not be included in a Ynnari detachment. In order to remain Battle-Forged, these detachments must follow the Battle Brothers rule and maintain only Craftworld, Drukhari or Harlequin units in any single Ynnari detachment. Craftworld Aspect Warriors also lose access to the list of Exarch Powers introduced within the Psychic Awakening book, restricting them to their default abilities. Additionally, {{W40Kkeyword|Ynnari}} units cannot be targeted by or benefit from an allied vanilla detachment's psychic buffing or debuffing powers. ====Pros==== *The Ynnari have access to some ''really'' good Warlord Traits and Relics, some potent enough to consider taking at least a small detachment of Ynnari just to use them. *When benefitting from Soulburst, Ynnari factions ''can'' be among the best CQC factions in the game; a borderline universal WS of 2+ on the charge makes units like Harlequin Troupes, Wraithblades or Shining Spears absolutely menacing. This is more a testament to those Craftworld, Harlequin or Dark Eldar units themselves being beasty units, not really by any virtue of Strength from Death. *Yvraine and the Visarch are both fairly good characters in their own right. Yvraine's psychic prowess can rival or even surpass a Farseer while the Visarch functions both as a cheapish bodyguard and potent beatstick. The Yncarne can be quite effective as well, but its point cost requires you to really build around it to get the most out of it. *Taking any of the eldar factions as Ynnari no longer strips them of their unit's faction wide rules, such as Battle-Focus or Power from Pain. *Soulbursts now affect every unit in your list across the board, which is notably better than before. ====Cons==== *When your units aren't soulbursting, they may as well not have any attribute at all. *To say the Soulburst mechanic itself is a pale shadow of its former glory would be a dramatic understatement. It does absolutely nothing for any infantry or vehicle designed for ranged combat and melee units need to be the ones charging into combat to really take advantage of it themselves. *This faction has a notorious history of back-to-back nerfing extending all the way back to late 7th edition. They certainly deserved it at first, even during the first half of 8th edition. However, from how zealously GW has continued to bludgeon this faction with the nerf bat, it's not that far of a stretch to say that running a Ynnari detachment is a significant downgrade from just sticking with the classic factions at this point. *Despite characters such as Jain Zar or Eldrad being considered part of the Ynnari in every respect in the fluff, no named characters are allowed in the Ynnari outside of the original Triumvirate. *Outside the Triumvirate, the Ynnari have no native units truly their own. Every single unit they can draw from is simply copy-pasted over from one of the original eldar factions, meaning for the purposes of matched play, you're just playing a slightly gimped version of that army. This rings extra true for Aspect Warriors, who despite receiving fancy new interchangeable Exarch Powers, [[Fail|get to take none of them if taken as Ynnari]]. *Your new stratagems, as mentioned, are garbage. With maybe one or two notable exceptions, your stratagems have very situational uses or are completely useless at worst and are overpriced or just copied from one of the original eldar factions at best. *Losing access to the Runes of Battle/Fate/Fortune and Phantasmancy Discipline flat out sucks for a lot of your dudes. Indeed, even your craftworld Ynnari units can't take advantage of enemy debuffing powers like Jinx or Doom anymore. *The Triumvirate special characters are arguably an overcosted tax to run a Ynnari detachment. The only real exception to this is Yvraine, who ''is'' a potent psyker in her own right. This issue has been slightly addressed through the occasional point cost drops they've received. ====Special Rules==== *'''Reclaim the Galaxy:''' Objective Secured, Reborn Style. *'''Allies of the Reborn:''' {{W40Kkeyword|Beast}}, {{W40Kkeyword|Incubi}} and {{W40Kkeyword|Scourge}} units may be included in a {{W40Kkeyword|Ynnari}} detachment without disabling Strength from Death for anybody else, though they themselves don't get the ability. Explicitly for Dark Eldar Ynnari lists, but worth noting if you plan on taking another Ynnari detachment using them. *'''Revered Figurehead:''' Yvraine or the Visarch may embark on any {{W40Kkeyword|Aeldari Transport}} even if it normally restricts models to a different faction. *'''Reborn Asuryani - Strength from Death:''' 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. This is your one and only attribute and it's...ok. This greatly benefits units such as your Howling Banshees, Striking Scorpions, Shining Spears or virtually anything in your army with "Wraith" in its name, but it also does absolutely nothing for units that do all their work at range, such as Dark Reapers or Fire Prisms. Even if your units aren't necessarily guaranteed to fight first due to AFF's interactions regarding enemy charges, the +1 to-hit gained from charging with the ability active is certainly nothing to scoff at. ====Warlord Traits==== Due to the way Ynnari detachments now work, so long as a named {{W40Kkeyword|Ynnari}} character is in the detachment, you may take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish. #'''Lord of Rebirth:''' Heal one wound a turn automatically and ignore wounds on a 5+, a solid choice for a tanky warlord like a Wraithseer. #'''Warden of Souls:''' Whenever your Warlord is affected by Soulburst, and +1 to their Strength and Attack characteristics. A decently reliable way to buff your warlord on a more consistent basis compared to the other offensive traits here, but with a notable peak in performance. The Yncarne has this by default. #'''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 and nearby Hemlocks, Wraithseers or Horrify Warlocks. #'''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 Tactical Objectives==== :;11 - Spirit Sanctuary ::Roll a D6; gain 1VP if no enemies control the corresponding Objective Marker. Completely random and unreliable, but a bit easier to achieve than the vanilla version in a rare twist. :;12 - Harness the Spirits ::Successfully casting a power from a {{W40Kkeyword|Ynnari Psyker}} generates 1VP. Yvraine or a Farseer 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 all things considered. :;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. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Ynnari Stratagems==== A subset of stratagems to further enhance your Ynnari detachments. <div class="mw-collapsible-content"> *'''Fire and Fade (1cp)''': Copy-paste of the vanilla version. This lets your selected unit move 7" after shooting, no charging or advancing allowed. Still useful for units like your Fire Dragons. *'''Lightning-Fast Reactions (2cp)''': Another copy-paste, add a -1 to-hit modifier if targeted by a ranged or melee attack. Useful in a pinch, but a little less spammable compared to Alaitoc lists. *'''Deadly Misdirection (2cp)''': Identical to ''Feigned Retreat'', this one lets you shoot and charge after falling back. *'''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 stacks with your Ancient Doom for both re-rollable hit and wound rolls that benefits quite a lot from a Soulburst, but your opportunities will be very slim. *'''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. On a Farseer, it guarantees a cast of whatever you want to go off. 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 Craftworld based Ynnari list. *'''Souls of the Strongest (1cp)''': Kill the enemy warlord, and all units with Strength from Death are soulbursted for the rest of the game even if no other units are destroyed in subsequent turns. Best take some rangers to make it work, but can take the pressure off of trying to kill something before combat every turn if you manage it. </div> </div> ====Revenant Discipline==== {{W40Kkeyword|Ynnari Psyker}} units replace either their access to the Runes of Battle or Runes of Fate disciplines with this one. These powers allow them to play both a supportive and offensive role for army. A reminder, {{W40Kkeyword|Ynnari}} units can no longer select or benefit directly from any Runes of Fate and Battle, as they cannot be targeted by them anymore. Offensive powers from allied vanilla detachments such as Executioner and Mind War are good powers to take on an allied vanilla detachment supporting a Ynnari one, as they can help trigger SfD or be used to help trigger stratagems or Tactical Objectives. #'''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 to unit coherency with a single wound remaining. 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 WC5 power allows the targeted friendly unit within 18" to re-roll 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). #*As even your Craftworld Ynnari units can no longer benefit from Guide, this is the only option you have that can support your ranged units. Consider just parking an Autarch with a reaper launcher for your backline gunners in a Craftworld-focused list. *Perhaps the two most worthwhile powers here are Word of the Phoenix and Shield of Ynnead; to give you a good example of them working together, if you supply a unit of Blaster Scourges with both, they go from a 4+/6++ to 4+/5++, and every time you bring a dead Blaster wielder back, you're bringing back 36 dead points. Plus, they need Ancestor's Grace, since they're allergic to Archons. ====Relics of Ynnead==== Your range of relics for your generic characters. Cannot be taken on your named Ynnari characters, as per the usual standard. *'''Hungering Blade''': For you, Autarch exclusive, as it replaces his Star Glaive/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 decent upgrade if you plan on having him up front. *'''Song of Ynnead''': An 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. Very good for horde-based armies. *'''Mirrorgaze''': A standard "-1 for hit rolls against the bearer" relic. Notably affects all hit rolls and isn't limited to infantry. *'''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. ====Special Characters==== '''HQ''' *'''Yvraine:''' The Emissary herself, running a slightly cheaper 115 points with the advent of Psychic Awakening. With the drastic rework Soulburst received and Word of the Phoenix being retooled into a healing power, Yvraine is now more geared towards close combat than she used to be. In practice, this means she can very easily roll around with some Ghost Sword Wraithblades or even a Warlock Conclave while healing them and getting them to reroll wounds with the right psychic powers. Indeed, Warlock Conclaves can serve very nicely as a bodyguard unit since if any of them die, Yvraine gets to generate a new power from the Revenant Discipline and can optionally ''revive'' any of those Warlocks who fall using Word of the Phoenix. Just beware that despite her ability to regain wounds as {{WH40Kkeyword|Aeldari}} die within 7" of her on a 4+ and a 4++ invuln save, she's still T3 and will fall quite quickly if you're not careful. **There are still the two differing schools on how she runs in a Craftworld Ynnari detachment: A very aggressive role where she accompanies a unit to push them as far into enemy lines as possible before potentially dying after causing considerable havoc, or a more passive supporting role accompanied by a Warlock Conclave and/or Farseer while dolling out healing, re-roll buffs and pain in equal measure. Do keep in mind which detachments your supporting Farseers and Warlocks are in if you want them to double-dip into the Revenant Discipline with her, or if you want them to provide the more offensive powers otherwise exclusive to vanilla Craftworlds. *'''The Visarch:''' Now actually a better combatant than Yvraine. With Psychic Awakening's updated point cost dropping the Visarch to a bargin-bin 80 points, he is a ''steal'' of a deal both as a close combat character and as a cheap way to field a Ynnari detachment. 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. Very tanky as when ''any'' Aeldari model within 7" dies, on a 4+ he regains a lost wound, and gains +1 Attack (caps at 7) if it was a character and given his Warlord Trait he'll be bifurcating people pretty regularly. He also acts like 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+ which plugs one of her biggest weaknesses right now, good job buddy 2 years and you've finally found a use. **Oh the Visarch he's the odd one of the three ain't he? He's the cheapest Ynnari character, and this reflects in the limited support he offers compared to Yvraine or the Yncarne. He does have a pretty neat sword though. When figuring where he fits in a Craftworld Ynnari detachment it's a game of buts, sure he could back up you're hefty CQC units '''but''' Yvraine or an Autarch do that infinitely better, you could have him help set up a leadership bomb '''but''' Warlocks, your own stratagems, or an errant Hemlock do that better, you could have him- you get the idea. On top of this with being able to take any Ynnari character as your Warlord there is next to no reason to bring him save for being a beat stick. ***He does give Ynnari units within 6" rerolls 1 to hit in combat, and given how the army works now, he can replace an Autarch for your front line attackers. *'''The Yncarne:''' Our Avatar of an Eldar God (Even though the Ynnari have an Avatar of Khaine and it's the biggest and scariest one, but whatever it's not like GeeDubs is gutting the character of this army at every turn) coming in at 280 points might seem like a lot but she's equipped with <i>Vilith-shar, the Sword of Souls</i>, an awesome weapon that is [[Rape| S6, Ap -4 and d6 Damage with re-rolls to wound. With 6 attacks, S7 A7 with her Warlord Trait, whatever it is hitting is dying]]. With the "rework" of SfD the Yncarne can't fight twice, but with her Warlord Trait hits much harder weirdly making her kill half as much, more efficiently (i.e. she'll only drop one Imperial Knight a turn in combat not 2) this all being said the Yncarne is a flying, monstrous character that can cast two of your six Revenant Discipline powers granting her impressive flexibility. The Yncarne is also pretty resilient, T6 with a 3+ armor and 4+ invuln that covers 9 wounds that regenerate on a 4+ for any Aeldari model killed near it. It also provides a 6" Fearless bubble any friendly Aeldari within 6" shrugs off any Wound or Mortal wound on a 6+. While the 8" of movement it has may not seem particularly fast, the Yncarne also has the unique ability '''Inevitable Death''' allowing her to teleport wherever a unit friend or foe died within 1" letting her appear where and when she's needed. **'''Note''': The Yncarne can't charge after arriving in this way so you ideally want him popping up on your opponents turn. You also want to be exploiting the ability to redeploy when anything dies as a mobility/escape tool. If anything 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, or Venom. </div></div>
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