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===HQ=== *'''[[Yvraine|Yvraine, Herald of Ynnead]] <sup>FoBt</sup>:''' WS/BS/I8 with Eternal Warrior, Stubborn, and is a ML2 Psyker who gets D3 extra warpcharges only she can use thanks to her Gyrinx Familiar. She can dip into Daemonology (Sanctic) and Revenant powers. She has a 4++ invulnerable save to mitigate her shitty 6+ armor save. Wargear-wise, she has the '''Kha-vir, Sword of Sorrows''', which is a S+1 Huskblade. Better make use of this rule below... **Herald of Ynnead: IWND on steroids. Every time an Aeldari model dies within 7" of her, roll a die and on a 4+ she regains a lost wound. In addition, if it was a Psyker then she gets +1 to her Mastery level, to a maximum of Level 4, and generates an additional Psychic power immediately. *'''The Visarch, Sword of Ynnead <sup>FoBt</sup>:''' WS/BS/I7 with a 3+ Armor Save, and can auto-LoS for Yvraine if she's in the same unit, and always passes Glorious Interventions for her (take note that while he does not have to be the closest model to Yvraine to use his special rule, one model from the unit must be within 6" of Yvraine). Rules-wise he has Stubborn, Eternal Warrior, Rampage, and Precision Strikes in addition to the usual rules. His relic sword Asu-Var is an S+2 AP2 two-handed melee weapon with '''Silence''', where every enemy unit within 3" must use their lowest Ld value instead of their highest Ld. Side note: he always gets a Warlord trait, even if he isn't the Warlord. **Champion of Ynnead: His nifty rule which allows him to regenerate a wound whenever an Aeldari model dies within 7" of him on a 4+. In addition, if the model was a character then the Visarch gains an extra attack ''(to a maximum of 7)'' **He's similar to [[Vargard Obyron]]: a bodyguard unit that could be taken alone, but you really want him along with Yvraine. On his own he's like an inferior phoenix lord, capable of blitzing his way through combat or challenges with a high number of high initiative S5 AP2 attacks, but he really needs to get momentum going to build up more power. However, he's fragile and has no invulnerable save, only a 3+ Armour save and only three wounds, so you have to cross your fingers and hope he kills his opponent before they start swinging back. Take him with Yvraine and keep them together as a pair. Technically she is the superior combatant anyway, so the Visarch can tag in when things get too hairy and let her recover. **Consider taking the Visarch with a group of Dire Avengers while equipping their Exarch with a Shimmer Shield. Since the Shimmer Shield confers a 5++ to the entire squad the Visarch also gets it when joining said squad. Hide the Exarch from challenges and incoming fire and enjoy your new invuln save on the Visarch. While there are other units that synergize better with the Visarch's melee prowess, the Dire Avengers can hose an enemy target down to a few units with the Visarch & Exarch finishing them off in assault. *'''Eldrad Ulthran <sup>CE</sup>:''' Basically a Farseer on steroids - Eldrad has all options available to a normal Farseer plus some more, but cannot take a jetbike (big minus, but more than compensated by his other tricks tho, among which giving D3 units the USR Scout due to his Warlord trait). 3W, T4, an improved invuln save of 3++, Mastery lv.4 (on top of all the normal wargear of a Farseer) ensure that Eldrad may be a boon to any Ynnari army. He can roll for powers off Divination, Demonology Sanctic, Telepathy, Revenant and Runes of Fate tables. Of note is his Staff of Ulthamar, which is essentially a staff with AP3, Force, Fleshbane and the added chance of regaining a warp charge every time he casts a power on a 5+ - note that this extra warp charge does not have to be spent by him, but can be used by other psykers too unlike Yvraine. Note that he carries a Witchblade s well as the Staff, thus giving him +1A due to neither of them being Specialist Weapon/Requiring Two hands. In other words, even in melee he can dish out the hurt - activate Force for ID, and go to town with 3 attacks on the charge that wound the enemy on a 2+, striking at I5 with AP3 and ID! Do not put him in melee since he does not belong there, but alas do not be too scared of letting him go toe to toe with unnamed, minor squad Sergeants. In a Ynnari army Eldrad's main purpose if to dish out the hurt in the psykik phase, thus allowing other units to reposition/make shooting attacks out of phase via Soulburst. *'''Prince Yriel <sup>CE</sup>:''' A front-line HQ, Yriel is noteworthy in that he is not a CQC beast in the same way as some of the Phoenix Lords, but he can still pull his own weight. He comes with WS6, I7 and W4; a 3+ armor save and a 4++ ensure his survival until he can deliver the pain in CQC (note that he has not ranged capacity - disregard his BS6) with his Spear - the Armourbane, Fleshbane, AP3 more than make up for Yriel low native strength -. Note that the Spear makes him re-roll successful saves of 6 due to the Cursed special rule. His other Remnant of Glory is the ''Eye of Wraith'', which allows him to throw down a S6 AP3 pie plate that delivers a number of hits equal to how many models are under said pieplate marker to each unit, friend or foe - this can be done once in melee instead of his normal attacks, but note that only wounds caused to enemy units count toward combat resolution. For kickers, he has got the Ambush of Blades warlord trait (which allows him and all Eldar/Ynnari units within 12" to re-roll 1s To Wound for a phase) and the Path of Command rule. *'''Illic Nightspear <sup>CE</sup>:''' A versatile HQ choice that can buff a unit of Rangers to the point of actually making them worthwhile. The gist of Illic is that he is a HQ choice that possesses both individual power - a great BS9 coupled with a Warlord trait that gives him split-fire (on a weapon that has the Sniper rule and that causes ID/automatic pen regardless of AV on any roll of 6 to wound), in addition to Hatred, PE Necrons, and a special rule that makes so that all shots fired by Illic are Precision Shots - and buffs to the squad he is attached to - Shrouded USR, capacity to Infiltrate anywhere on the map outside of impassable terrain, while bringing along a unit of Rangers if he starts in one (as well as giving said unit the Sharpshooter USR) -. All in all an excellent support HQ that you will find a valid use for in almost any Ynnari army due to his ability to literally remove any character/model from play with his special abilities, thus causing Soulbursts. *'''Asurmen <sup>CE</sup>:''' A good Special Characters in terms of survivability with his Shield of Grace (4++, upped to 3++ in a challenge), Asurmen possesses both Counter-attack and the Defense Tactics ability (which allows him to choose between Overwatch at BS2 - with re-rolls due to his Twin-Linked Avenger Shuriken Catapult - or get Counter Attack + Stubborn when charged) in addition to the USR Counter-Attack and Fearless. On the offense, he has the aforementioned Twin-linked Avenger Shuriken Catapult and an AP2 Master-Crafted +1S diresword (which causes any model which has suffered a wound to take a separate Ld test for '''each''' wound suffered and be straight-up removed from play if said test is not passed - did I mention Asurmen is a beast in a challenge?). All in all an expensive unit but pretty good for its points, which finds use both in challenges to remove Characters (thus causing Soulburst) and in Avengers squads to buff them up. Not ethat he gets D3 Warlord traits from CE codex table, re-rolling duplicates. *'''Jain Zar <sup>CE</sup>:''' Jain is pure pain for your opponent and she comes with simple instructions: direct toward opponent units, apply pain as necessary, rinse and repeat. Apart from jokes she is more than capable of dishing out the hurt with her weapons - her triskele is a 12" assault 4 S4 AP2 weapon, and her CQC weapon is S user AP2 with Shred. Add to this that units cannot fire Overwatch against her/the unit she joins due to her Mask (while also causing every enemy unit within 6" to be debuffed with a -5WS and -5I) and that enemy units locked in combat with her get a further -2Ld debuff. In CQC she has 4A natively (5 on the charge) and strips an enemy character she is in a challenge with of one weapon with her special Disarming Strike rule (at the cost of one of her own attacks). The only thing that can describe her is ''challenge monster'' - every aspect of Jain is designed with the single purpose of getting her in CQC (from her fixed warlord trait -Falcon's Swiftness- to her Acrobatic rule, her and any Banshees she joins will be running d6+6" and charging 2d6+3..while having Fleet) and start the blending time. Keep her away from MC and GC since her save will be negated by Smash and she does not have an invuln save (but has got EW). She is by far one of the best Phoenix Lords for a Ynnari army, with her focus on CQC in an army that plays as an aggressive faction focused on short-range fighting. ** You can even try to combo her with some scorpion-claw-wielding exarch. Just give those guys +1A\I and engage the same combat with Jin Gray and Exarch, then watch the filthy green crab throw 11 attacks at anyone who has I lower than 7 in a challenge. *'''Karandras <sup>CE</sup>:''' Karandras possesses all the rules of Striking Scorpions natively with the added bonus of Night Vision and a better mandiblaster (his Scorpions Bite, which automatically hits a target at initiative 10 and wounding him on 2+ - 4+ if GC - and ignoring armour saves). Speaking about CQC, his melee options are a strength boosting sword (which gives him +1 attack for wielding 2 non-specialist weapon) and the Scorpions Claw (a power fist that strikes at initiative which is not a Specialist Weapon). Of note the fact that he lacks Monster Hunter and that he strangely can't gain an extra attack for each step of initiative he has over an enemy. But on the plus side, if he Infiltrates he gets Shrouded until he shoots or fights. In addition to all of this, if you so choose he can automatically arrive (with a full squad of Scorpions) from reserves on turn 2, while choosing from which table edge you want him to enter from - including your opponent's. All in all not the worst Phoenix Lord - while surely not as effective as Jain in CQC or Fuegan in the shooting phase, he comes nonetheless with some tricks up his sleeve, thus ensuring his versatility on the battlefiels; a very solid choice for a Ynnari army, primarily due to his ability to quickly dispatch enemy units to allow other units to make use of Soulburst (or allow his own unit to do so). *'''Fuegan <sup>CE</sup>:'''Fuegan comes with a basic S5, T4 and W3, making him pretty resilient for a space elf; in melee his CQC is a S User AP1 Armourbane weapon which allows him to make short work of enemy models (5 attacks on the charge). For the ranged department he comes with a standard Firepike; he can moreover re-roll one failed To Hit, To Wound or armour penetration roll per turn and adds +1 to the result on the Vehicle Damage Chart. And there is more! He get FNP for free, and each time he suffers an unsaved wound he gains +1 to his Strength and Attacks for the rest of the game! Jesus - add a warlock with Renewer to his squad to just heal him up (even in combat) and he gets even more OP. All in all an expensive HQ unit, but an excellent one that is perfectly suited for a Ynnari army..scratch that - he is '''the''' Phoenix Lord you want in such an army, with his overwhelming close-range and CQC hitting power, which allows him to melt away (puns ftw!) his enemies, just to turn around and kill even more of them due to Soulburst. *'''Baharroth <sup>CE</sup>:''' An underwhelming Phoenix Lord, Baharroth is relatively weak in CQC for its cost and lacks weapons capable of dealing with TEQ - the gun he uses is basically the regular lasblaster with an higher strength, while for CQW he has a power sword with Blind. But what he has in spades is speed. Thanks to his Special Rule, when he enters from Deep Strike (no scatter due to his Warlord trait) any enemy unit within 6 must take a I test or get blinded. Combining this with a 18" regular move and 1d6+3 run move, Baharroth and any Hawk squad he joins can move anywhere they may be needed in a relatively short time, dealing with weaker enemy units (or even dealing with Vehicles thanks to Haywire Grenades). He has Hit & Run natively, but unlike his aspect he strangely doesn't have Intercept. All in all a relatively cheap-ish unit, yet not worth it in a Ynnari army due to the sheer number of better HQ options that you have available. *'''Maugan Ra <sup>CE</sup>:''' Relatively more dakka-oriented that his Apsect, Maugan Ra's weapon has 2 different shooting profiles from which you can choose - both are S6 AP5, but one is rending assault4, the other is Assault 1 Poisoned (2+) Pinning that causes Bio-Cataclysm (If a non-vehicle model dies to this gun, place a Large Blast template where said model used to stand. Everyone under that takes an S5 AP4 hit that ignores cover). Rules-wise he comes with Night Vision, Hatred (Chaos Daemons) and Whirlwind of Death (he gets to fire the Maugetar twice using either of these ammo types, even at two different targets). Also don't forget his Warlord Trait which gives him Split Fire and the fact that he can dish out pain the melee too due to the melee profile of Maugetar, basically a power scythe with +2S and AP3, making him not bad against anything but TEQ. All in all, whi;e there are better HQ options for a Ynnari force, he can still earn his points back if used properly. **Opinion the 2nd: With soulburst, he can fire 16 S6 AP5 Rending shots, that's approaching Pask-nisher levels of dakka. Ok you can say he has less accuracy (BS7 rerolls 1s on 5+), but can you send Pask into the middle of the enemy, firing at 4 different targets while having 2+ armor and a relic blade to charge whoever is left over? His 36" range allows him to be useful from the start and even as you roll up the field, the range is never wasted. That Manticore you have in the backfield? It can't fire now cos I '''rendingly''' penetrated your front armor. Now watch me mulch your MEQ in melee **Bonus points for equipping your model with two shotguns and screaming "[http://overwatch.wikia.com/wiki/Reaper DIE DIE DIE]" as you shoot in every possible direction. *'''Autarch <sup>CE</sup>:''' The autarch is the generic commander that can be customized to suit different battlefield roles while still buffing the army with its special rule The Path of Command (you can modify each Reserve rolls by +1 or -1). As said its real value lies in the fact that the unit can make use of virtually all of the Eldar's best gadgets. For 70 points base you get a unit that comes stock with haywire and Plasma grenades, a pistol, 3+ armor and a 4++ inv save. As previously said, they are one of the most versatile units available to CE; the new wargear rules means that a kitted out Autarch can benefit whatever squad he gets attached to - for example, a single Banshee mask will allow his entire unit to ignore overwatch, wings means he can now skyleap (or just move 18") around the battlefield bringing fusion gun/pistols wherever he likes; a Jetbikes and Relentless reaper launcher or Uldanorethi Long Rifle means business - the combos are endless. Autarchs can also equip Remnants of Glory and the new Ynnari relics to be even more customisable. It is always advised to equip him with a Jetbike for that +1T, Relentless, Twin-linked Shuriken Catapult, 12" move, 36" Turbo-boost or 2D6 Assault jump and Jinking cover save, since all of this will help the Autarch survive S6 much easier. Note, this lets you take a Laser Lance, which is strictly better than a Power Sword - even if you never shoot it or charge, you still have what amounts to a Power Sword at a 5 point discount. All in all a decent HQ option for a Ynnari army, suited to cover any role that the other HQ choice cannot cover. **Note 1: You will always choose the Skyrunner upgrade unless you want to put the Autarch in a transport. at 15 points it's the same price as the Swooping Hawk Wings and 5 points more than the Warp Spider thingy. You get a ton of special rules and access to the Laser Lance which is just amazing. Your default choice will be the skyrunner and you may on rare occasion pick on of the other two options but only for certain specific situations. **Note 2: Take with a Banshee mask and have him join up with a Skyrunner Seer council for deathstar goodness. One of the few situations where you may want to take either the Warp Spider or Swooping Hawk Movement options. Why? Because Eldrad is a Badass for a foot council and shadowseers in your deathstar are pretty fantastic. If you do decide to go for a foot-star your movement choices are as such. Swooping Hawk Wings give Hammer of Wrath, Warp Spiders give Relentless. Take the Swooping Hawk if you want to focus on assaults, take the Warp Spider if you want to take a Heavy weapon. Both are Bulky so you aren't going to put them into a transport. Last option is to take no movement upgrade in which case you are putting him into a transport. *'''Farseer <sup>CE</sup>:''' An extremely versatile character, which can be tailored to different roles depending on the enemy. It is the army main source of psychic support with its mastery lv.3, a plethora of items to help said versatility (see down) and the ability to roll on 5 different disciplines (Divination, Telepathy, Demonology Sanctic, Runes of Fate and Revenant). All of these factors ensure that this HQ will always be able to support your army (or deal its fair share of damage to the enemy) and that taking 1 or 2 will never disappoint. He can be tailored by taking relics from either the Ynnari and the CE lists; another thing to note is that you can give him a jetbike and a singing spear (you should always do both). *'''Warlock Conclave <sup>CE</sup>:''' The Runes of Battle is a useful yet relatively inoffensive discipline that has buffs that applied to its own unit, and had some situational debuffs to enemy units. By and large the Runes were better suited to Warlocks who lead Guardian squads than a squad of warlocks itself. The new Revenant Powers are either much more directly killy or provide exceptional buffs to nearby units, both traits that the Runes could never hope to match, so the Warlock Conclave makes for a great unit to follow your own units around and support your army. There is still no reason to ever take the Warlock Conclave as its own HQ choice as several of the formations require them. **Alternative opinion: in very particular situations it might be a decent cheap HQ if you want to generate (relatively) cheap warp charges for the main psykers of the army (aka farseers) and mix-max a detachment. Yvraine in particular appears to be the best candidate to take advantage of the Seer Council, as she can tank a few hits before taking advantage of their deaths to replenish her health and improve her own Mastery Level. *'''Spiritseer <sup>CE</sup>:''' WIth a Mastery lv.2 and the ability to roll on 3 different charts (Runes of Battle, Telepathy and Daemonology Sanctic) the spiritseer is - when taken in a ''normal'' army - a much weaker HQ choice than the Farseer; this changes in case you make use of many Wraith units due to its ability ''Spirit Mark'', which allows them to re-roll To Hit rolls of 1 against enemies within 12" of the spiritseer. In an Ynnari army, the spiritseer can find its place primarily in the formations, but it might be a decent ''cheap'' HQ choice in case you needed to round up your psychic support. *'''Archon <sup>DE</sup>:''' A very close combat oriented warrior that can carry the favoured gun of Kabalite Trueborn. Just over a third of the cost of the Visarch, an Archon comes with the same statline and a 5+ save - this can be upped to a 2++,a 4++ or a 4+/6++ for comparitively little expense by making use of the optional wargear he can take. There is the option to take the Dark Eldar's Phantasm Grenade Launcher (take only if you plan to use a Freakshow list), and to replace his CCW (he comes equipped with both a Pistol and this) with a Power Sword, Agoniser or a Huskblade (depending on the role you want to give him, slap the Huskblade and a Shadow Field on him AP3 ID on a 2++ tank). He can also delve into the Artefacts of Cruelty. The really interesting, and thoroughly exploitable piece of wargear the Archon can bring is a Webway Portal. This gives them and whatever unit they are attached to a no-scatter Deep-Strike; this is conferred to the transport he/the unit he joins is in. Take note tho that while a Transport containing the Archon will not scatter, any AOE abilities (such as the Ld debuffs available in various forms in the army) will not have effect until the unit disembark from said transport. **Take note that the Grenade Launcher comes with the Soulfright special rule - if you <s>wounded</s> (Nope, it's on a successful hit which is way better given the lack of poison and the S1 AP- nature of the launcher) an enemy with the Launcher, that unit has to take a Ld test at the end of the Shooting phase and if they fail they suffer as many wounds as points the test was failed by (with no armour/cover saves allowed). This could be awesome in a Freakshow army where you cumulate debuffs to the enemy's Ld, but given that it does nothing to enemies that are Fearless/have ATSKNF (and that said armies constitute a good 50%+ of all the armies nowadays..) you might find its use limited in scope. Still worth a shot given its low cost, but do not expect too much. --Or, you can stack leadership debuffs (Armor of Misery and a character with the Harlequin leadership debuffing artefact) and use this to silly effect--provided, of course, the unit you're targeting isn't Fearless/ATSKNF. *'''Court of the Archon <sup>DE</sup>:''' An odd assortment of units that could be your toolbox, your tanky bodyguard or the cheapest HQ in the game. Everything but the Sslyth hits at I5. You can take up to ten of the following in any combination. **'''Lhamaen:''' ''10 points'' for an ablative wound with a Pistol, a Poison(2+) AP- sword and a 5+ save. Not useless. Not overly useful. You will see elsewhere on the page suggestions to take this as a way of almost completely dodging the HQ tax when building a Reborn Warhost detachment. Or 100pts for 30 attacks on the charge wounding on 2s due to their unique poisoned swords. **'''Ur Ghul:''' ''15 points'' for another ablative wound. This one has S4, Feel No Pain and Furious Charge and no save. **'''Medusae:''' ''25 points'' for an ablative wound that you probably don't want to ablate. The stats and 5+ save are nothing special, but the S4 AP3 Template can be very useful against charges and Cover-Hugging scrubs. **'''Sslyth:''' ''25 points'' for the '''BEST''' bodyguard models in the unit. S/T 5 really makes it stand out, especially with its 2 Wounds, though it is let down by it's 5+ save. In Combat, Sslyth don't slouch either; 5 Attacks on the charge with Feel No Pain. Dakka wise, the Sslyth carry both a Splinter Pistol and Shardcarbine. *'''Succubus <sup>DE</sup>:''' WS and Initiative 8, BS6, Eldar Strength and Toughness with 4 Attacks base and a 4++ save in the Assault Phase, these deadly ladies are more than happy to mess with the best in Close Quarters. Options for kit come with the obligatory Deldar character choice to take a Blast Pistol and an array of Close Combat Weapons. Power Sword and Agoniser are standard fare, but the Archite Glaive makes for some fun. With two options of attack, either Two-Handed S+1 AP2 or Single Handed AP3. Wych Cult Weapons are also available and can help with Horde Munching, but aren't really worth taking over the other options. Access to the Artefacts of Cruelty is granted. **Note: the Succubus can also take a WWP for surprise rape shenanigans. Take this with the armour of misery and a shadowseer with mask of secrets who has psychic shriek and/or mirror of minds to drink your opponents tears and annihilate whatever the hell you want (tip: you could go all the way and ally in a formation from the DE Coven supplement for that delicious -1Ld debuff that comes with their formations, thus upping the Ld debuff to -5). *'''Lelith Hesperax <sup>DE</sup>:''' Lelith is true definition of a CQC-optimized character: WS9, the ability to re-roll failed to-hit and to-wound rolls, a 4++ save (upped to 3++ in CQC) and the op-esque rule that denies the enemy his armor save in CQC, all of this makes so that any enemy unit she comes in contact with is as good as dead. The only exceptions to this rule are units that she cannot really hurt (S3 is not the best game in town after all) and/or enemy characters that come with bs saves such as a re-rollable 2++ and such (and even against such opponents she might have a chance due to sheer number of attacks - 5 base + 1 for dual wielding + 1 on the charge, before taking into account that she comes natively with Rampage). All in all, a CQC blender like many others in this army, which will find herself at home in a Ynnari force due to the faction focus on CQ shooting and CQC - having said this, take note of the fact that there are better CQC options available to you (Fuegan spring to mind, or an Archon with Shadowfield and Huskblade). **Note: her focus is on hurting tarpits, not challenging characters armed with 2++/similar invuln saves. While her abilities make so that any unnamed character will simply die once in a challenge with Lelith, take on any properly kitted-out SM Chaptain/Chaos Lord/etc and she will die. Note that she is effectively WS10 due to her WT Blood Dancer (+1 WS).
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