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===Restrictions=== *Ynnari Harlequins can no longer take Pivotal Roles and Ynnari Drukhari can no longer take Lords of Commorragh or Favoured Retinues (so no Ynnari Trueborn or Hekatrix Bloodbrides). You also can't take any Phoenix Lords (despite Jain Zar's sponsorship being a major plot point), no corsairs, no Avatar of Khaine (even though the Ynnari have one in lore) and no Solitaires. *You lose the Runes of Fate discipline on your Asuryani psykers. No Fortune, no Mind War. Fortunately, it gets replaced by the new Revenant discipline, which is a really good selection of powers. You still get to use Runes of Fortune too. *If you elect to take Incubi or Scourges then you see a points increase: +4pts per model for Ynnari Incubi (which leaves them in a questionable spot) and +2pts for Ynnari Scourges (which might just about still be worth it). *Though you can mix units from other armies in the same Detachment, your dedicated transports can only hold models of their army type - so you cannot, for instance, have Wyches riding around in Wave Serpents or Dire Avengers riding around in Venoms. The exceptions are Yvraine and the Visarch, who can hop into any transports. *Finally and perhaps most importantly, while your mixed detachment counts as an {{WH40kKeyword|Asuryani}} detachment which gives your troops ObSec and the Leaders of the Warhost rule, not every unit in your army will have the {{WH40kKeyword|Asuryani}} keyword despite being drawn from the same "Craftworld". This will mostly matter for things like Strats due to how Dark Eldar don't share the same keywords aside from {{WH40kKeyword|Ynnari}}. The old Ynnari-exclusive Relics, Warlord Traits and Strategems are mostly gone too, but you get to use the Asuyrani ones from the new book. The Relics and WTs are a big loss as many of them were very nice, but hardly anybody is going to weep for the Strategems. ====Special Rules==== *All troops gain Objective Secured, regardless of which army they came from. *'''Strength from Death:''' Fights First applies across your entire army, and +1 to-hit for both melee and range attacks if the unit has taken any casualties. This special rule effectively optimizes many of your close combat units by allowing them to punch and counterpunch enemies to death with WS+2, but also offers something for your shooters too. However it works best on large squads that won't be wiped by a single volley of shooting, that or Wraithblades. ====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. #'''Warden of Souls:''' Ynnari get a single Warlord Trait, and that’s this one, which heals your warlord for a single wound in each of your Command phases and gives them +1 to their Strength and Attacks whenever they’re within engagement range of an enemy unit that’s below Starting Strength. This also happens to be Yvraine's trait. ====Ynnari Stratagems==== Like the other Craftworlds you only get one stratagem. *'''Inevitable End (1 CP)''': This gives a unit that’s shooting or fighting +1 to wound if it targeted a unit that was below Half Strength. This is a much better bonus than the +1 to hit, since it’s a lot easier to control how many models are in an enemy unit than your own. And +1 to wound is pretty much always useful, since the times you’ll be wounding on 2+ are pretty rare, particularly in melee. The big downside is that your target has to be below Half Strength to use this Stratagem, so merely cutting a unit of 10 down to 5 won’t get you there. That makes this far more situational than we’d like, but in the right situations it’ll be money for finishing off an enemy unit – Custodes jetbikes spring to mind as something where letting one of your weaker units finish off the final model could be worth it. ====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, and are probably the single most compelling reason to bring Ynnari besides the Yncarne. None of these powers are locked behind a {{WH40kKeyword|Core}} word, so you can use them to buff any Ynnari you bring along. #'''Gaze of Ynnead:''' Essentially a simplified Smite, 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. Unchanged from its previous incarnation, apart from the fact now that the D6 roll takes a -2 penalty if targeting a single model, so this power is a bit impractical for sniping characters - a shame. #*With the nerf to casting Smite (specifically each individual psyker only being able to attempt to cast it once per turn), this is your next best source of direct mortal wounds for Farseers and Warlocks dedicated to offensive roles. Spiritseers are better off just casting Smite since they only have the one cast. #*The math changes for both Yvraine, Farseers, 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 9" of the caster; every roll of 4+ deals a mortal wound to the unit in question. This is a large improvement from the last iteration of the power, which was statistically inferior to Gaze of Ynnead even in optimal circumstances. #'''Word of the Phoenix:''' WC 6, this power allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 6" to bring back a single model at full health, or D3 Troops. Cannot be used on Wraithguard or Wraithblades. Still a strong power that allows you to restore a high-damage squad of elves - Scourges, Fire Dragons, Warp Spiders, Dark Reapers, etc. #'''Unbind Souls''' A WC 6 debuff to any enemy unit within 18" that means any melee attack against them auto-wounds on unmodified 6s. As the last version of this power allowed rerolling wounds, this might represent a nerf. However with the lack of native Doom, this is your next-best option. #'''Shield of Ynnead''' A WC 6 power that grants one non-{{W40Kkeyword|Titanic}} Ynnari unit within 12" of the Psyker a 4++ invulnerability save. This works for absolutely anything now, from Wraithguard to Warlocks and even aspect warriors despite any pre-existing invulns, though you've lost the bubble wrap ability. #'''Ancestor's Grace:''' This WC 7 buff grants the targeted friendly Ynnari unit within 18" a +1 to-wound roll in melee. Extremely scary if you manage to cast this on a Wraithknight or some Ghostaxe Wraithblades. 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==== *'''The Lost Shroud''': Your one unique relic, and thankfully it's a damn good one. Each time an attack is allocated to the bearer, that attack is -1 Damage, ''and'' you get +1 to your save roll if it was D1. This is basically Disgustingly Resilient and All is Dust all rolled into one, and it goes beautifully on a bike-bound Autarch or Farseer that you really need to keep alive. ====HQ==== *'''[[Yvraine]]:''' The Emissary of Ynnead herself, and she gains the {{WH40kKeyword|Asuryani}} keyword this time. For 135 points you get a goth girlboss with a Phoenix Lord-esque statline and Kha-vir, the Sword of Sorrows, a magic sword with a S+1 AP-3 D2 damage profile that also inflicts 2 MWs on an unmodified roll of 6 (and ends her attack sequence). She has a runesuit that gives her Transhuman Physiology (wound rolls of 1-3 auto-fail) and a 4++ invul. She can cast two powers from the Revenant Discipline to begin with (likely going to be Word of the Phoenix and Shield of Ynnead) and gains more in mid-game, which is nice given how powerful these spells are, and her familiar allows her to reroll psychic tests. Rules-wise she retains her Herald of Ynnead ability to hitch a ride in any Ynnari transport she desires, but also has Battle Focus and Strands of Fate now. A very lovely support character, a bit on the pricey side but you definitely get what you pay for. *'''[[Visarch]]:''' Our resident pointy-eared Jorah Mormont to Yvraine's pointy-eared Daenerys Targaryen, long struggled to be anything other than a bad Autarch, but there is a lot more incentive to bring him as something other than a tax HQ choice in a Ynnari patrol this time. The Visarch has got himself a substantial upgrade for his magic [[Choppa]], the cronesword Asu-var the Sword of Silent Screams, which now has a S+2 AP-4 D2 profile and also negates invul saves on any wound rolls of 4+. The Visarch is quite tough as Eldar units go, with a 2+ armour save, a 4++ invul, 6W and the Champion of Ynnead rule that allows him to regain wounds (and also pick up extra attacks if a character eats it) if any friendly {{WH40kKeyword|Ynnari}} models near him die. He hands out a reroll 1s to-hit aura (melee ''and'' range) for every {{WH40kKeyword|Ynnari}} {{WH40kKeyword|Core}} unit within 6". He now acts as a Bodyguard for Yvraine, so if you have her in your detachment, you can bring him then he takes up no HQ slot. Unfortunately though, he's gone up to 95 points and he still might lose out to an Autarch just through their sheer superior customisation options despite his beatstick profile. If you have the points to spare then there's nothing wrong with bringing him. *'''The [[Yncarne]]:''' Oh boy, here they come killin' again. The Yncarne has seen a big points cost drop, 250 points (down from 290). And Jesus Christ, what a character you get for that. The Yncarne is the Ynnari answer to the Avatar of Khaine, and has the epic cronesword Vilith-zhar, the Sword of Souls, with two brutal profiles: either a piercing strike (S+4 AP-4 DamD3+3 that ''ignores invuls'') or a sweeping anti-horde strike (SUser AP-4 D1 Ax2), plus a new Soul Energy 6" magic flamer that licks enemies with S7 AP-2 D1 auto-hitting ''EVERY'' enemy unit within range. And they're not just a monster on offense, either; the Yncarne is very hard to kill with T7 W12 and halving all damage (rounded up) with a 4++ invul for good measure. The Yncarne starts out knowing ''all'' of the powers from the Revenant discipline, has Battle Focus and Strands of Fate, and has a 12" aura to allow friendly Ynnari infantry to ignore combat attrition modifiers (not that this matters). On top of all that, the thing can not only fly over terrain but also set up in waiting off the board and appear within 1" of a just-wiped unit, friend or foe, though it cannot do so within engagement range of an enemy unit and it cannot charge or heroically intervene in that turn. All of this adds up to a ridiculously powerful deathstar/character assassin with a monstrous threat range and pretty much any enemy squad dies within a single round of it getting within arms-reach. **'''Note''': The Yncarne can't charge after arriving in this way 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 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. '''Tactics''' </div></div>
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