Ynnari rules discussion

Discuss both Auxiliary, Allied and Aliens tactics
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nic
Kroot'La
Posts: 688

Re: Ynnari rules discussion

Post#11 » Feb 06 2017 02:18

SinisterSamurai wrote:But now wiping out that unit might proc another out-of-sequence event.


Yes. I think care will be needed to whittle units down to a minimum before you start finishing any units off. That really does look like one of the techniques we will need against the new faction.

Pinning tests look even better, that extra action will not do much on a unit that is pinned. If only jetbikes were not immune :sad:

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Panzer
Shas'La
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Re: Ynnari rules discussion

Post#12 » Feb 06 2017 05:30

Well better than that unit wiping your unit which could proc another out-of-sequence event. You basically only trade one of his shooting attacks with one of your shooting attacks with interceptor. ;)

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Unusualsuspect
Kroot'Ui
Posts: 519

Re: Ynnari rules discussion

Post#13 » Feb 07 2017 05:00

For those unaware, Faeit has some leaked pictures from The Gathering Storm II.

Major takeaways:

Ynnari faction lose the previous army-wide special rules like Power from Pain and Battle Focus. Regardless of whether those units had those special rules previously, ALL Ynnari faction units get the new Strength from Death special rule (the one granting extra actions when units die nearby). This means, among other things, that all Wraith units, including Wraithknights, get a pure power boost from joining the Ynnari faction.

You can seem to take almost any unit from Craftworld Eldar (Everything but an Avatar of Khaine, I think), most units from Dark Eldar (no Haemounculus, Mandrakes, Wracks, Grotesques, Talos, Cronos, Urien, Drazhar), and apparently everything from the Harlequin.

Ynnari factions can choose from their original codex's Artefacts OR from the new Ynnari Artefacts - kinda like the Farsight Enclaves (except the Eldar are still limited to only one artefact of any kind per model).

The Yncarne has a few interesting tidbits. It regains a lost wound on 3+ whenever any Aeldari MODEL dies within 7", has your basic MC statline with 3+, 5 wounds, and initiative 10, and grants a 12" radius bubble of Fearless and FnP.

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Panzer
Shas'La
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Re: Ynnari rules discussion

Post#14 » Feb 08 2017 02:27

The Avatar is really sick and I bet it will be cheaper than a ML Daemon Prince (which would be the only thing I could compare it to even though the DP is weaker).
The other two aren't as scary as the Avatar and not as tanky as Cawl or Celestine but they don't have to...the Eldar Codex is already strong enough and the Ynnari bonus gives it a nice boost on top of it.

Now i'm not mad about Eldar getting buffed by a supplement since i think supplements should be viewn completely independently from the codex. A codex powerlevel can go up and down with each new release changing the whole value of a supplement....now it might be over the top for an already strong codex but once they get a new balanced codex (IF they do) it would be just right. Like the CSM supplements are pretty lackluster since the codex is meh but once the codex gets a nice buff the supplements will be really nice.

Note: stupid things like giving boni twice (like the BA red thirst thing) and other design brainfarts are still stupid no matter what of course. ;)

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nic
Kroot'La
Posts: 688

Re: Ynnari rules discussion

Post#15 » Feb 08 2017 04:27

Panzer wrote:The Avatar is really sick and I bet it will be cheaper than a ML Daemon Prince (which would be the only thing I could compare it to even though the DP is weaker).
The other two aren't as scary as the Avatar and not as tanky as Cawl or Celestine but they don't have to...the Eldar Codex is already strong enough and the Ynnari bonus gives it a nice boost on top of it.



The Yncarne will die to pulse fire just like the very similar Avatar of Khaine. It has some upgrades on the Avatar but is 80 points more than a model that was probably the least efficient in the whole codex. Costing almost as much as a Wraithknight is going to leave it requiring clever play or combos to make it worth it.

As a faction that wants to leverage out of sequence action and take strength from death I think there could be some useful synergy with Tau as allies. Interceptor and supporting fire make Tau masters of inflicting casualties in the opposing turn and I think Ynnari allies might be able to double down on that sort of thing. If the Yncarne appears as a result of interceptor fire it overcomes its biggest obstacle which is that it can never charge on the turn it arrives. Cheap drone units, maybe from a piranha fire stream, could power up a lot of Ynnari nonsense.

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Panzer
Shas'La
Posts: 1819

Re: Ynnari rules discussion

Post#16 » Feb 08 2017 04:32

nic wrote:
Panzer wrote:The Avatar is really sick and I bet it will be cheaper than a ML Daemon Prince (which would be the only thing I could compare it to even though the DP is weaker).
The other two aren't as scary as the Avatar and not as tanky as Cawl or Celestine but they don't have to...the Eldar Codex is already strong enough and the Ynnari bonus gives it a nice boost on top of it.



The Yncarne will die to pulse fire just like the very similar Avatar of Khaine. It has some upgrades on the Avatar but is 80 points more than a model that was probably the least efficient in the whole codex. Costing almost as much as a Wraithknight is going to leave it requiring clever play or combos to make it worth it.

As a faction that wants to leverage out of sequence action and take strength from death I think there could be some useful synergy with Tau as allies. Interceptor and supporting fire make Tau masters of inflicting casualties in the opposing turn and I think Ynnari allies might be able to double down on that sort of thing. If the Yncarne appears as a result of interceptor fire it overcomes its biggest obstacle which is that it can never charge on the turn it arrives. Cheap drone units, maybe from a piranha fire stream, could power up a lot of Ynnari nonsense.

True, a Piranha Wing could be fun....but I don't think it would be stronger than just using Eldar stuff. Jetbikes to be specific.
Or D-flamer units in a Dark Eldar transport that deep strikes in the middle of the enemies without scatter, kills something, triggers the avatars ability to arrive at that point, triggers the soul burst ability, kills another unit with D-flamer.
Two units gone and a unit with D-flamer in a transport and the Avatar in the middle of your army....ouch! Interceptor can only help that much.

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Vector Strike
Shas'La
Posts: 793

Re: Ynnari rules discussion

Post#17 » Feb 08 2017 05:25

Unusualsuspect wrote:(no Haemounculus, Mandrakes, Wracks, Grotesques, Talos, Cronos, Urien, Drazhar)

Well, at least we won't be seeing Grotesqueries and Dark Artisans double-charging...

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nic
Kroot'La
Posts: 688

Re: Ynnari rules discussion

Post#18 » Feb 11 2017 02:48

Panzer wrote:Or D-flamer units in a Dark Eldar transport that deep strikes in the middle of the enemies without scatter, kills something, triggers the avatars ability to arrive at that point, triggers the soul burst ability, kills another unit with D-flamer.
Two units gone and a unit with D-flamer in a transport and the Avatar in the middle of your army....ouch! Interceptor can only help that much.


I think the unit has to disembark if it wants to benefit from a Soulburst action. While in the transport it is nowhere on the table when it comes to measuring that 7" for Strength from Death so does not benefit. The rule does not give permission to be used while embarked so it cannot - the FAQ seem pretty consistent on this ruling.

Not that it is a lot of comfort for anyone on the receiving end of this attack but at least you get to use Interceptor on the thing that is about to kill you. In practice I believe an Archon with WWP makes more sense than the transport option and so is more likely to be seen.

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Panzer
Shas'La
Posts: 1819

Re: Ynnari rules discussion

Post#19 » Feb 12 2017 06:15

nic wrote:
Panzer wrote:Or D-flamer units in a Dark Eldar transport that deep strikes in the middle of the enemies without scatter, kills something, triggers the avatars ability to arrive at that point, triggers the soul burst ability, kills another unit with D-flamer.
Two units gone and a unit with D-flamer in a transport and the Avatar in the middle of your army....ouch! Interceptor can only help that much.


I think the unit has to disembark if it wants to benefit from a Soulburst action. While in the transport it is nowhere on the table when it comes to measuring that 7" for Strength from Death so does not benefit. The rule does not give permission to be used while embarked so it cannot - the FAQ seem pretty consistent on this ruling.

Not that it is a lot of comfort for anyone on the receiving end of this attack but at least you get to use Interceptor on the thing that is about to kill you. In practice I believe an Archon with WWP makes more sense than the transport option and so is more likely to be seen.

That's true.
I also never talked about them benefitting from the Soul Burst special rule. I talked about them triggering it which is of course possible. ;)

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Unicornsilovethem
Shas'Saal
Posts: 278

Re: Ynnari rules discussion

Post#20 » Feb 20 2017 02:17

These new rules give me the ability to bring both a Solitaire and some Dark Reapers fairly cheapish in an Allied Detachment. Solitaire gets the ability to regenerate for 15pts, and can be all over the place due to the bonus movement from Strength from Death. Cheapest tax seems to be Warlock Council 35p Court of the Archon 10p as HQ and Kabalite Warriors 40p as Troops.

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