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EldarOnline => Eldar => Topic started by: magenb on April 28, 2019, 08:55:23 PM

Title: Ynnari Rules
Post by: magenb on April 28, 2019, 08:55:23 PM
Well looks like GW wanted to stop people playing Ynnari full stop.

The Psychic powers are lame. A crappy version of Doom, a worse version of guide,  a couple different versions of smite and heals... so really Yvraine is a now little more than a bonesinger that can actually swing a sword.

Soul Burst seems to only effects close combat, but is army wide. That said, its not that big of a bonus. However, they seem to lack any of the tools to make assault armies work, like fighting twice.

The stratagems seems to have been written before they decided what soul burst would do, a chunk of them are pretty much useless or are kind of like doom and guide. You still get the typical webway assault and relic options that all Eldar factions get.


I think a lot of Ynnari players will jump over to CWE and DE if they intend to keep the models, but I kind of expect to see a bunch of dark reapers up on ebay soon rolf.


Title: Re: Ynnari Rules
Post by: Partninja on April 28, 2019, 10:04:48 PM
I'll gladly buy their Reapers. They're still one of the best units in the game and it's hard to find more.
Title: Re: Ynnari Rules
Post by: Killersquid on April 29, 2019, 03:03:12 PM
These rules look pretty great for my Harlequins. Might need to run my army as ynnari Harlequins.
Title: Re: Ynnari Rules
Post by: magenb on April 29, 2019, 05:17:38 PM
These rules look pretty great for my Harlequins. Might need to run my army as ynnari Harlequins.

Yep, sure if you manage to destroy a unit or have one wiped out you get to punch first and possibly get to re-roll 1's to hit.. which isn't that much of a bonus, especally when compared to Harlie specific stuff.

I guess you get access to other units with out having HQ taxes and could get access to a bigger detachtment for more CP... but take a look at what you can spend that CP on.. its just a great big ball of meh, especially compared to the stuff that just dropped for say beserkers.



if you run a detachment of CWE and Ynnari, the powers or strats from CWE DO NOT effect Ynnari. I'm fine with this as it closes a bad loop whole. However some people miss that when you run a Ynnari detachment now, units gain nothing from their original faction, so a Ynnari Farseer doesn't get access to guide, etc. No powers, relics, strats, warlord traits, etc. It's all got to come from the Ynnari index.







Title: Re: Ynnari Rules
Post by: faitherun (Fay-ith-er-run) on April 29, 2019, 05:21:11 PM
Thus far, the only good thing I can see it that I can chuck a Ynnari Triumvirate into a DE Battalion in order to unlock a second one. As it was, it was not possible to do a double bat Cult or Kabal w/o using Drazar (who sucks tremendously) or Lelith, which forces the Cult.

Being able to take one of the other two as an HQ opens this up a tad. And extra psychic defense is nice as well.

But the actual Ynnari stuff... I'll play round with it but I think it will be what I use when I need to gimp myself against a new player
Title: Re: Ynnari Rules
Post by: Dread on April 29, 2019, 06:44:08 PM
I'm still waiting for the magazine to get here so can't see the rules yet. I hope they're not that bad but will take what ya'll said to compare when I do. Thanks for the heads up.
Title: Re: Ynnari Rules
Post by: Killersquid on April 30, 2019, 07:00:54 AM
I'm still waiting for the magazine to get here so can't see the rules yet. I hope they're not that bad but will take what ya'll said to compare when I do. Thanks for the heads up.

It's pretty much what folks are saying.

Soulburst is now an army wide ability, where you strike first in combat, or get +1 to hit of you already could ( like you're charging).

You lose masques, kabal, craftworld keywords, and can only use ynnari relics, warlord traits and strategems.

It's a complete re-working of how ynnari works.

Ynnari will not play the same as it did before, but i an very interested in the changes.