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==={{W40Kkeyword|Ynnari}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Ever since the rebirth of Yvraine in the heart of Commorragh the Drukhari have had a mixed relationship with the reborn. Lelith Hesperax immediately flipped to the Ynnari after seeing someone reborn in front of her and brought a good chunk of wyches with her. Vect was mad that Eldrad had out dicked him and that someone had stolen Lelith away from him, but other kabals saw promise and hope in rebirth and fell in line. The Covens will have none of this feel good hopeful nonsense and are quite happy to keep doing what they're doing.<br> Crunch wise the Ynnari can bring cult and kabal units in a single detachment along with the Ynnari keyword with Strength from Death taking the place of your obsession. These guys pair excellent with cults. Psychic bonuses form Yvraine and the Yncarne make wyches tougher, faster, and stronger and do even more for beast units turning razorwing flocks into iron walls. The Ynnari tend to have huge potential but expect your opponent to go hard the support characters that make your army extra dangerous.<br> <div class="mw-collapsible-content"> '''Special Rules''' '''Strength from Death''' *'''Reborn Drukhari - 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. **As {{W40Kkeyword|Reborn Drukhari}} replaces {{W40Kkeyword|<Kabal>}} and {{W40Kkeyword|<Wych Cult>}} and no longer removes Power from Pain, this basically serves the same role as your obsession. Though it has become an army wide buff, Strength from Death has redefined the Ynnari as an explicitly melee oriented faction. *'''Allies of the Reborn:''' Incubus, Beasts and Scourge units never benefit from Strength from Death, although they can be included in Ynnari detachments without preventing other units from gaining the rule. **Mandrakes and {{W40Kkeyword|<Haemonculi Coven>}} may never be included in {{W40Kkeyword|Ynnari}} detachments. '''Revenant Discipline''' Since Drukhari never had their own psykers to begin with, these are only available to Yvraine and the Yncarne, these powers allow them to play both a supportive and offensive role for your army. #'''Gaze of Ynnead:''' Essentially Smite on crack, this WC 6 power deals damage 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. This is perfect for either softening up a hardy unit or vehicle, or dispatching whatever battle-worn foes didn't quite bite it last turn. #*This power does 48.45% the damage of ''Smite'' for the Yncarne and 58.33% the damage for Yvraine; the only reasons to cast it are that it is targetable, and a given Psyker can cast both it ''and'' Smite. 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 dice per enemy unit within 6" of the caster; every roll of a 6 hits the unit in question with a mortal wound. An alright power that can do work in the hands of the Yncarne, but probably not an ideal choice for Yvraine. #'''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 D3 wounds ''or'' resurrect one model, who comes back with a single wound remaining. Finally, a semi-reliable way to heal your units! Suffice to say this is a fantastic supporting power for your bikers, who can afford to take a few hits. #'''Unbind Souls''' A WC 6 malus that allows units to re-roll wound rolls for melee attacks against the targeted unit. It synergizes fairly well with the new Soulburst and is relatively easy to cast without much hassle. #'''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 and can be a fantastic tool for your infantry, beasts, bikers, and even vehicles. #'''Ancestor's Grace:''' This power allows the targeted friendly unit to re-roll hit rolls of 1 until your next Psychic phase, so both shooting and melee. A nice supplemental power, but odds are you may already have an Archon or a Succubus with an aura providing exactly the same benefit to multiple units. '''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, so no Drahzar or Lilith Hesperax for you. Also, it goes without saying the Kabal and Wych Cult traits are off limits. #'''Lord of Rebirth:''' Heal one wound a turn automatically and ignore wounds on a 5+. You already have FnP from Power From Pain, but the ability to heal is nice. #'''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. #'''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. '''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''': Replaces a Husk Blade/Star Glaive/Power Sword, making it available to an Archon/Autarch/Troupe Master respectively. 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 your character up front. *'''Song of Ynnead''': An 18" Pistol 3 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 until 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. '''Stratagems''' The Ynnari now have their set 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, this lets your selected unit move 7" after shooting, no charging or advancing allowed. Still useful, if twice as expensive as the vanilla version for whatever reason. *'''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 lists abusing to-hit modifiers. *'''Deadly Misdirection (2cp)''': Identical to ''Feigned Retreat'', this one lets you shoot and charge after falling back. *'''Artefacts of Death (1/3cp)''': Ever standard extra relic 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. Fluffy. *'''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 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. Generally situational for your usual list since only Yvraine or the Yncarne can make use of it. An allied Farseer smiting/executing/mind warring enemy units can help grant opportunities for 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. A somewhat expensive but useful stratagem if you're bringing Incubi and want to maximize their synergy with your list. '''Special Characters''' *'''Yvraine:''' The Emissary herself, now differently useful. Yvraine costs 132 points and is exclusively armed with <i>Kah-vir, the Sword of Sorrows</i> (basically a Force Axe stat-wise), her substandard Phoenix Lord statline, her ability to regain wounds on a 4+ whenever an Ynnari model dies within 7", and the ability to learn new psychic powers whenever a Ynnari dies in that same distance. With the rework she's put into an odd spot, her warlord trait allows her to consolidate 6in leading her to want to be in the front lines but her statline leaves a lot to be desired in that regard. But with certain psychic powers like on the unbind souls or Shield of Ynnead she can be extremely useful at buffing combat units like incubi and wyches much like she used to. With the change to soulburst effectively ruining it the main advantage of it you can't fight twice, but your close combat units will likely be hitting on 2's you can take advantage of this by having a archon or succubus around depending on what units you brought. Plus combining this unbind Souls, Phantasm grenade launchers, a stratagem or two, and the minus leadership warlord trait you can effectively core out the center of your opponent's arm you with one massive leadership bomb. **Now whereas in a Craftworld Ynnari detachment you have access to many different psykers to use that last ability you don't have any in a Drukhari detachment save for Yvraine herself. This means if you're going with just the one Ynnari detachment you need to think more carefully on which two powers to bring. What the choice really comes down to is whether to take Ancestor's Grace or Shield of Ynnead as Unbind Souls will be your go to. The choice largely comes down to what else you're bringing. If you're taking a Succubus to help your Wyches or other such reroll auras, take Shield if not take Grace. Where she truly shines though is supporting units and making them much more dangerous than they would be on their own or pushing terrifying units even higher good examples are Reavers, Wyches, Trueborn, Scourges, & Incubi funny how most of those are Wych Cults or Unaffiliated almost like the former Succubus was supposed to be supporting them. *'''The Visarch:''' Now actually a better combatant than Yvraine. At 120 points and a statline that puts him on somewhere between a close combat Archon and the Phoenix Lords, The Visarch is a very nice but expensive character, especially now he has a 4++ Invulnerable save thanks to the recent FAQ. 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, plus with his warlord trait he will dice enemies in combat and does especially well in challenges. Overall he's a beatstick **Now unfortunately compared to the other two he's lacking and kinda badly overcosted, but since you need him if you want a third Ynnari detachment you might as well find a use for him outside of being a body guard for Yvraine. Here's the thing re-read that part about his statline and it shouldn't be too difficult to figure how he should fit. Think of him like a better Drazhar trading out the redundant buffs, the two extra attacks, and a 2+ save for a leadership debuff to enemies within 3", a better invuln, and a harder hitting weapon. Stick him with either a Court of the Archon to get those extra attacks, or some Incubi, put them all in a Venom and thrust it at something you want gone be it characters or elite infantry. *'''The Yncarne:''' The single most expensive HQ choice for the Aeldari, the Yncarne clocks in at a high 280 points to field equipped with nothing but <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 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 three Revenant Discipline powers. 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 and 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 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, and can give it a terrifying threat radius. Use your Dark Reapers to nuke some squishy back-line unit, then have the Yncarne teleport behind enemy lines to hit 'em where it hurts! **For your Drukhari detachments specifically she does as she does for everyother kind of Ynnari detachment she kills things plain and simple, Inevitable Death coupled with the innate killyness and squishyness of your dudes leads to her functioning very much as a last nail in the coffin if you're getting the upper hand or as a strong counter blow if your opponent starts overcoming you via dismembering the heftiest units they have whether they be characters, tanks, or MCs and giving your remaining units the momentum needed to win. Remember though you can't just place her on the field and expect everything to die horribly just like most of your units you need to wait for the right moment to place her into your opponents midst, or if they killed one of your units near their frontline bring her in directly infront of them using the souls of your fallen to exact hellish retribution. **'''Note''': The Yncarne can't charge after arriving in this way so you [[Creed |ideally want it popping up on your opponents turn so you are ready to charge on yours]]. 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 designed for it like a Succubus, Solitaire or Character in Venom. '''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. Completely random and unreliable. ;12 - Harness the Spirits :Successfully casting a power from a {{W40Kkeyword|Ynnari Psyker}} generates 1VP. You'll need to rely exclusively on Yvraine or the Yncarne to make this one happen. ;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. A bit harder to accomplish for Drukhari given their aversion to psykers, but still doable. ;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. '''Tactics''' </div></div>
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