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===Masques=== ====[[The Midnight Sorrow]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Masque of the Midnight Shadow icon.jpg|Border|75px|left]] |In the grim darkness of the far future, Chaos is to be felled at any cost.<br> |A fairly large masque scattered across the galaxy on a crusade against Slaanesh and Chaos at large, to the point of obsession. Members of this Masque find themselves losing their identity entirely to their fight against the ruinous powers. Also a pretty big part of Eldrad's plan to awaken Ynnead.<br> |Mobility is this Masque's thing, allowing them to fall back and consolidate further than others, along with some buffs while fighting Chaos.<br> |} <div class="mw-collapsible-content"> =====The Midnight Sorrow Special Rules===== *'''Masque Forms β Art of Death''': Units with this form can move an additional D6" when they Fall Back. In addition, they can consolidate up to 6". **Remember that everything has Flip Belts, so you move over units like they aren't there (when falling back, consolidation is not in the movement phase). Combine this with Rising Crescendo and your opponent will be tearing up their deployment plans in seconds when they reason this rule. **Against shooting heavy armies, this is devastating, as the 6" consolidation can often land you in combat with something that can't fight back. This keeps your Harlequins safe and forces the opponent to fall back, costing them a turn with a potentially strong unit. Combine this with Cegorach's Jest and you will be lucky to be invited back for a rematch. *'''Warlord Trait - Nemesis of the Damned''': Rolls of 6 in the Fight Phase cause 2 hits instead of 1 for your warlord. In addition, your warlord adds 1 to hit rolls against {{W40kKeyword|Chaos}} units. **Not very good, your warlord usually does not get kills and you don't even average one extra attack per round of combat. A lot better against Chaos, however. *'''Stratagem - No Price Too Steep (2 CP)''': When a Character is slain, it can Fight again. If the Character is a Solitaire or was slain by a {{W40kKeyword|CHAOS}} unit, it gets +1 to Strength and Attacks for its final duel. Nice and poetic. *'''Remnant of Glory - Midnight's Chime''': A one-off buff-bubble that can be activated the start of the Fight Phase. +1 Attack for all {{W40kKeyword|The Midnight Sorrow}} units within 6" of the bearer, ''including the enemy'', if you're in a mirror match. </div> </div> ====[[The Veiled Path]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Veiled Path Rune.png|Border|75px|left]] |In the grim darkness of the far future, illusion and doubt are powerful tools. |The Veiled Path is an enigma. Manipulative, even by Eldar standards, they are known to both aid an harm various groups at seemingly random. A Shadowseer of this Masque was actually instrumental in the events leading to Guliman's resurrection. Their combat techniques and performances alike feature heavy use of hallucinogenics, in both cases spectators and allies have been known to be abducted without a trace. |On the tabletop, they tend to be something of a mixed bag, their main trait causing an exact dice value, rolled for at the start of each fight phase to fail. They also allow you to deepstrike more units. |} <div class="mw-collapsible-content"> =====The Veiled Path Special Rules===== *'''Masque Forms - Riddle-Smiths''': At the start of each Fight phase, roll two dice, discarding the highest. For the rest of the phase, any To Hit rolls of that dice number that target a unit with this form (before modifiers) automatically fails. ** This will apply army-wide, so consider if you might want to reroll your lowest value die so it applies benefits to as many combats possible. ** Won't work outside of any phase that isn't the Fight phase, so be careful with things like enemy Psychic/Stratagems/IG orders that allow units to fight in other phases. *** Inversely, though, this will protect against other out-of-phase attacks in the Fight Phase. So for those edge-cases where you fight a Sister player that shoots you in the Fight Phase... **A little bit of math for this ability: Assuming a doubles roll for Riddle-Smiths just gives that number, then you have a 1/36 chance of getting a 6, 3/36 (1/12) chance of a 5, 5/36 for a 4, 7/36 for a 3, 9/36 (3/12, 1/4) for a 2, and 11/36 chance of getting a 1 (which is basically useless, since 1s always miss anyways). On the surface, this form looks like it works best against more elite armies. If your enemies have WS 2+, then rolling a 2 basically gives them -1 to hit your clowns, while rolling a 2 for someone with 3+ doesn't matter, since they missed on 2s anyways. ***Or, cumulatively, that's 1/36 for 6+, 4/36 (1/9) for 5+, 9/36 (1/4) for a 4+, 16/36 (4/9) for a 3+, and 25/36 for a 2+, to let you see the chance of the ability applying to a number that an incoming accuracy stat can hit you with (e.g. you need 4+ - 4, 5, or 6 - to matter against a WS/BS4+ attacker). In each of these cases, if you have rolled well enough, Riddle-Smiths will act like a -1 to hit, which itself matters ''more'' against ''lower'' accuracy - the ability is more likely to matter against more accurate opponents, but when it does matter, it matters more against lower accuracy ones (when it hits a base accuracy 6+ opponent, their ability to hit you becomes ''zero''). The net result is that the ability is better against more accurate opponents; the full results (relative to before the Riddle-Smiths debuff) are: ***# 6+: 97.22% (2.78% penalty) ***# 5+: 94.44% (5.56% penalty) ***# 4+: 91.67% (8.33% penalty) ***# 3+: 88.89% (11.11% penalty) ***# 2+: 86.11% (13.89% penalty) *'''Warlord Trait - Webway Walker''': Your Warlord can Deepstrike (9" from enemies, same as normal). In addition, you can use the Webway Assault Stratagem twice. *'''Stratagem - Capricious Reflections (1 CP)''': At the end of your opponent's Charge phase, a Veiled Path unit can make a Heroic Intervention as if they are a {{W40kKeyword|CHARACTER}}. **Unfortunately, it doesn't stack with '''Dramatic Entrance''', as it actually doesn't add the {{W40kKeyword|CHARACTER}} Keyword, but '''Dramatic Entrance''' requires it. *'''Remnant of Glory - Mirrorstave''': Replaces a miststave. Instead of having a Strength score, its wound rolls are equal to the target's unmodified WS (if used in melee) or the target's unmodified BS (if used in shooting). Obviously, this makes it excellent against characters and elite units but awful against cheap hordes. Ranged = 12" Assault 6 AP-1 Damage 1. Melee = AP-1, Damage D3. </div> </div> ====[[Frozen Stars]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Frozen Stars Rune.png|Border|75px|left]] |In the grim darkness of the far future, a spark of joy must exist in such a bleak reality. |The Frozen Stars believe that there's still a future for Eldar-kind, having taken to protecting the maiden worlds on the Eastern Fringe and killing anything that isn't a space elf for laughs. |Butchering is precisely what the Frozen Stars excell at, gaining a bonus attack when charging until the end of the fight phase and sporting a stratagem to aid in their murder sprees. Conversely, their warlord trait and relic provide defensive bonuses, sorta thematically fitting with their notion of hope for their race. |} <div class="mw-collapsible-content"> =====Frozen Stars Special Rules===== *'''Masque Forms - Hysterical Frenzy''': If units of this form charge, +1 Attack until the end of the Fight Phase. ** Like the Legendary Fighter Warlord trait applied to your whole army (which can funnily enough stack with that trait to give your warlord another extra attack on the charge). Obviously best used on max Troupe squads (a full 12 person Troupe goes from 48 to 60 attacks), but they'll be a massive threat magnet, and won't fit in a clown car. Morale will be nasty; keep 2 CP spare (or '''The Laughing God's Eye''') for auto passes. ** When you decide to run maxed out 12-elf squads, it is either this trait or '''Dreaming Shadow''', but consider how well this trait pairs up with the '''War Dancers''' stratagem, putting Khorne Berzerkers to shame. Frozen Stars have their specific stratagem '''Malicious Frenzy''' that allows them to add +1 to wound against {{W40Kkeyword|Infantry}}, {{W40Kkeyword|Beasts}}, and {{W40Kkeyword|Bikers}} (read: your favorite targets), all without any dependencies on psychic support or WTs (maybe '''Twilight Pathways''' to deliver them wherever needed). So, in the end, with a modicum of CPs (that's around 3-6) you can finally have enough Choppa to make any Ork horde cry, with 120 S4 AP-3/S5 AP-2 attacks on the charge with +1 to wound and re-rolling all failed to wound. Now that's proper murder clowns! *'''Warlord Trait - Our Kin will Rise Again''': Friendly {{W40kKeyword|Frozen Stars}} units within 6" of your Warlord gain a 6+++ against their last wound. Doesn't stack with Webway Dance. **Kind of helps your survival (especially with all the buffs you can apply) but a 6+++ is still meh. *'''Stratagem - Malicious Frenzy(2 CP)''': Select a Frozen Stars unit at the beginning of the Fight phase. Add 1 to that unit's wound rolls for any attacks that target an enemy {{W40kKeyword|INFANTRY}}, {{W40kKeyword|BEASTS}} or {{W40kKeyword|BIKERS}} unit. *'''Remnant of Glory - The Ghoul Mask''': Lets the bearer Deny The Witch as if they were a Psyker, or on a Shadowseer lets them Deny twice a turn. Additionally, you can add 1 to the Bearer's Deny Test roll. </div> </div> ====[[The Soaring Spite]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Soaring Spite Rune.png|Border|75px|left]] |In the grim darkness of the far future, the screams of our jet engines herald victory. |Their existence is based upon the tales of the Cosmic Serpent and its offspring, favoring heavy use of Sky, Star and Voidweavers (all of which are named after the Cosmic Serpent's children) compared to Troupes on foot as their performances are airborne. This has lead to them being pretty popular with Saim-Hann and even taking part in duels with Wych Cults. |Fitting wonderfully with their lore, this Masque provides bonuses to your vehicles and bikes, most notably allowing you to advance them without penalty and '''''perform drive-bys'''''. How goddamn cool is that? |} <div class="mw-collapsible-content"> =====The Soaring Spite Special Rules===== *'''Masque Forms - Serpent's Brood''': Models that have {{W40Kkeyword|FLY}} or are embarked on units which have {{W40Kkeyword|FLY}} treat their Pistols as Assault 1 if they or their Transport Advanced that turn. Also, Assault weapons on units with {{W40Kkeyword|FLY}} don't get the penalty for Advancing. Aiming pistols sideways is not optional. **Perfect for fusion pistol drive-bys. Also, removing the minus 1s from your 'weavers is a very nice bonus. No reason to not advance with this form. **This is a very good trait just because it extends the pitiful 6" range of your pistols up to functional 12" effectively making them meltaguns. Also, never underestimate a 6" increase in range, as with proper deployment and/or screening, it is very easy to ensure almost complete safety for a majority of valuable targets, though this trait doesn't help you with screening. *'''Warlord Trait - Skystrider''': Your Warlord can disembark from a Transport even after it has moved. **Holy heck, you've got a way to make your Meltas have a threat range of 50" (47" with rolling two damage). Put this on a Shadowseer that knows Twilight pathways, put it and a Fusion Pistol squad into a Starweaver, move the Transport 22" then disembark the Shadowseer, cast Twilight pathways, and zoom! ***If you give the aforementioned Shadowseer the Faolchu's Talon relic, this threat range is buffed to an even more absurd 56" (or 53" for two dice melta rolls.) **It's also good for supporting a first-turn Skyweaver charge with a Great Harlequin Troupe Master. Advance a couple of squads of Skyweavers and a Starweaver with a 5-clown Troupe and the Troupe Master up to 22", disembark the Master, thus giving the nearby Skyweavers and the Starweaver both re-rolls of ones to hit and re-rolls to wound in melee, shoot the ranged weapons (you can use Troupe's Fusion Pistols and Skyweavers' Haywire Cannons to destroy any transports or vehicles near your target), use the Starweaver to eat up Overwatch, let the Skyweavers slice and dice whatever needs to be sliced and diced, then Skystride the Troupe Master back to safety. Disengage, rinse, repeat. Bonus points for using The Hundred Swords of Vaul to hide this strat until the game starts. *'''Stratagem - Skystride (1 CP)''': Use this stratagem before your unit consolidates. You can consolidate up to 6" towards the closest {{W40kKeyword|SOARING SPITE Transport}}, and if all models would end their consolidation move within 3" of it, they can immediately embark on it as if it were your Movement phase (even if they disembarked earlier that turn). *'''Remnant of Glory - Faolchu's Talon''': If the bearer is embarked on a transport, the transport gains an extra 6" of movement. Additionally, if the transport is destroyed with the bearer embarked on it, no disembarking models will be slain and the transport will not explode. </div> </div> ====[[The Dreaming Shadow]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Masque of the Dreaming Shadow icon.jpg|Border|75px|left]] |Through the strange, grim dark aeons of the far future, the dead shall eternally lie. |Unlike other Harlequins, the Dreaming Shadow is focused on the Necrons rather than Chaos. They put on an exaggerated amount of hate for other Harlequins over their disagreement on who their primary enemy should be, though most see through this and hold respect for them regardless. |The shooty Masque. Death Jester bonuses and shooting or chopping after being slain are this Masque's thing (though if you're going heavy on the fusion pistols it'll almost always be shooting). Providing what was once the only Shrieker Cannon relic, this flavor of clowns allows you to get some more mileage out of the dudes you lose, along with a bonus to that if you've got any necrons present. |} <div class="mw-collapsible-content"> =====The Dreaming Shadow Special Rules===== *'''Masque Forms β Sombre Sentinels''': When a unit with this form fails a Morale test, only one model from this unit must flee. In addition, each time a unit with this form is slain or flees, roll a D6 before removing that model: on a 4+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase or make a single attack as if it were the Fight phase. ** Max out your squad sizes and get these mini Ynnari into combat ASAP. ** The way models disembark from destroyed Vehicles works, the models are placed on the battlefield first before you roll to see if any were slain. This means wise disembarking gives you a chance to use any slain models right away. Odds are, if the Starweaver is filled to 6 models full, one will be slain, so make sure you've placed your model you want to slay somewhere useful to get a free shot off. ** Your grenade is a ranged weapon, remember that on any Shuriken clowns. **Watch out if you die in combat, as the single melee attack is not great compared to a fusion pistol shot or a plasma grenade. ***Remember even when you do die in combat, you can shoot your pistol, pistols can be shot even if you are in CC. *'''Warlord Trait - Warden of the Dead''': Add 1 to Sombre Sentinel rolls for units within 6" of your Warlord. If there are any {{W40kKeyword|Necrons}} on the battlefield, then instead add 2 to these rolls. **Makes the ability more consistent, with how good it already is this is pretty much a must pick, even better versus Necrons. *'''Stratagem - An Example Made (1 CP)''': Use it on a {{W40kKeyword|DREAMING SHADOW CHARACTER}} in the Shooting phase. Any successful hit roll for that Character scores 2 hits; any that hit on a 6+ become 3 hits. ** Keep in mind that the Dreaming Shadow have access to Curtainfall, which combos hilariously well with this stratagem, since it turns your 3 shot shuricannon at S7 ap -2 into a 6 Shot Shuricannon with S7 AP2 that can target Characters. Any character that lacks an invuln or has a low invuln is very potentially dead. ** Additionally this work on grenades. Yes it works on plasma grenades carried by troupe masters. This means you get D6 S4 AP-1 shots where every hit is 2 hits and every hit of a 6 is 3. If there are some light infantry standing between you and something you want dead through this super 'nade at them and they won't be standing there for very long. Yes this does work in combination with 'Haywire Grenade' so yes this does mean you can deal a reliable 2D3 mortal words with potential 3D3. *'''Remnant of Glory - Curtainfall''': Replaces a Shrieker Cannon. A heavily buffed Shrieker Cannon that can be coupled with a Stratagem or 2 to dish out some disgusting shooting. The Shuriken Profile for this weapon gains AP-2, whilst the Shrieker profile boasts S7 AP-3. Both profiles have 30" range, and any hit that wounds on a 6+ gets Bladestormed out to AP-4. <s> On top of that, both profiles reap the benefits of being Bio-Explosive; for each model slain with this weapon, the target unit suffers D3 mortal wounds. </s> In the Codex it states that the Bio Explosive Power only effects the Shrieker Profile, however both profiles do benefit from -2 LD from causing a casualty. </div> </div> ====[[The Silent Shroud]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Silent Shroud Rune.png|Border|75px|left]] |In the grim darkness of the far future, subterfuge can make for a grim performance. |With the power of illusion and technology, this Masque performs and fights in almost pure silence, their members not speaking a word as they do their work. Secrecy and stealth are the fundamentals of this Masque, both on the battlefield and off with both being unnerving and disorienting. |These clowns reflect their brand of terror on the tabletop by debuffing the enemy by being near them and possibly allowing them to charge without the threat of overwatch. |} <div class="mw-collapsible-content"> =====The Silent Shroud Special Rules===== *'''Masque Forms β Dance of Nightmares Made Flesh''': Enemies have -1 Leadership when within 6" of any of your units. Also, enemies must roll two dice in the Morale phase and use the highest roll. **As this doesn't stack with multiple units (a la Haemonculus Dark Coven), it might be worth kitting out a cheap Elite detachment of Death Jesters & Troupe Master to get the most out of this effect (maybe add a Starweaver to have a survivable & fast way to get the debuff aura in range of specific units). **With how much minus leadership the Harlequins can create, this can be pretty scary. You have -1 from this, -1 from shards of light, -1 from the mask of secrets and -2 from a death jester. -5 leadership plus requiring two rolls will make even custodes quake in their boots, on top of making the Shadowseer's grenades do even more damage. Just watch out for abilities like ATSKNF or auto passing morale. **Also note that forcing enemies to roll two dice and picking the highest can actually be beneficial to some armies, such as Tau with bonding knife rituals (autopassing morale tests on a roll of a 6). *'''Warlord Trait - The Final Joke''': If your Warlord is slain in the Fight phase, then after their slayers have made all their attacks, roll a D6. The enemy unit suffers D3 mortal wounds on a 2+, or D6 on a 6. **Good way to disuade people attacking your warlord in combat, not great compared to the other options though. *'''Stratagem - The Silken Knife (2 CP)''': Simple yet great - at the beginning of your Charge phase pick a {{W40kKeyword|Silent Shroud Unit}}. Your opponent can't fire overwatch against it. Perfect with the Player of Light warlord trait to help your chances in not wasting 2 CP on a failed charge. Enemies cannot fire overwatch if a unit is within 1", so you only need it once, and any allies can charge in without fear of flamer death. *'''Remnant of Glory - Scintillant Veil''': Troupe Master or Shadowseer only. Increases the range of their Aura abilities by 3". **Remember that this works on your Masque Form, on the Player of the Light Warlord Trait, on the Shadowseer's Webway Dance Psychic Power and the Great Harlequin's aura. </div> </div> ====[[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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