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====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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