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Post by Russell on Feb 8, 2017 14:19:59 GMT -6
This kind of army mash 'em up reeks of the end times. Not too keen on it, as this kind of list could be immediately invalidated come 8th ed.
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Deleted
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Post by Deleted on Feb 8, 2017 14:25:08 GMT -6
This kind of army mash 'em up reeks of the end times. Not too keen on it, as this kind of list could be immediately invalidated come 8th ed. It does have the same tone/styling of the WHFB end times. Army Mash-ups are also just bad for game balance as it allows easier abuse of the most unbalanced portions of multiple army lists. I doubt Ynnari runs away with the meta, but, its still a bad trend. Hopefully we see some harsher rules regarding allies come 8th edition.
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Post by jefferestinpeace on Feb 8, 2017 14:35:44 GMT -6
Nice to see Eldar get a boost for once
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Post by Russell on Feb 8, 2017 14:42:28 GMT -6
Jeff swooping in the with the freshest jokes
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Post by Nick P on Feb 8, 2017 14:59:46 GMT -6
Its actually a drawback for Eldar if you ask me, battle focus and the Eldar psychic disciplines are just all around better. But for Dark Eldar, this is a godsend. Power From Pain is next to useless, and these boosts actually make our expensive/under-utilized units "mediocre" and our expensive/mediocre units "above average".
Its nothing revolutionary, but it does mean that I can drop the points tax of running an eldar HQ and additional troop choice in an allied CAD from my normal list in order to bring the Tirumverate, and my whole army - both sides - will get the same rules to keep the game/interactions cleaner.
Sure, this seems similar to the High Elf/Dark Elf end times army, but GW has already been very open about the fact that they are not going to do anything like they did to Fantasy to 40k. Its their cash cow, there is absolutely no reason to risk losing 70% of your customers.
My predictions - we might get "living rules" like with AoS, where tweaks to points costs/rules/characters etc. are released annually, but the codex system will remain alive and well, and the rules will be streamlined (ie you won't need 4 sources of rules for each army) but the game will maintain its complexity.
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Post by 1D3chan on Feb 8, 2017 23:48:23 GMT -6
The Ynnari are cool for sure, I think it is especially fantastic for Dark Eldar players who really need the sort of bonus that extra rounds of shooting and charging and running provide (it's such a perfect mechanic for them). But, this is what I'm personally excited about: The Ulthwe Strike Force and its Black Guardians. It breathes new life ( ͡° ͜ʖ ͡°) into a troop choice that has been overshadowed for a few editions and got me into this army so many moons ago. You can essentially Deep Strike squads with 4 Str8 AP1 shots + 20 rending shots without scattering. On Turn 1. They are the Eldar Vets in Drop Pods with Meltas For me, no-scatter deep strike is an incredibly good mechanic for rending weapons, fusion weapons and especially heavy weapons. But they didn't stop there - rolling for it on T1 is game changing for this faction. Eldar were extremely susceptible to Null Deploying and were not able to reliably do it themselves without T1 support. Now, you can feasibly unleash several bright lances, fusion guns, or scatters from anywhere on the battlefield on T1, draw a bead on whatever armor facings you want, and put major heat on opponents early. They still have Battle Focus which means they can run into Flamer/Fusion range as well before they shoot. I know everyone thinks of the Eldar as an incredibly powerful shooting army, and that's true - but they are also an incredibly short ranged shooting army. Guardians, shuriken catapults, fire dragons, fusion guns, wraithguard, d cannons, warp spiders, monofilament spinners, even singing spears. A good 40% of the shooting is 12" range, small arms fire. It's where they differ from Tau and Guard the most. I think every army has a "maximum efficiency range" and that there is no more powerful army in the game at exactly 12" than the Eldar. It's this range that were the Guardians drawback - they were too weak defensively to ever reliably function in that range. I think this mitigates that. Of course you're still paying a huge amount of ppm for T3 5+ but you should be able to unleash pretty devastating firepower exactly where you need to without using jetbikes.
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Post by Joelercoaster on Feb 9, 2017 0:01:30 GMT -6
Visarch rules seem pretty sick. Hopefully he can jump a ride with another squad... unless there are other rules I don't see he's a normal IC in that regard. Bonus warlord trait is pretty awesome too.
May be interesting to run DE as a Ynarri cult to see how it plays out, although I feel like they naturally lean toward the 'skirt at 36" at all times' style. Poison weapons don't have the same punch as shurican, unfortunately... but who knows.
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Post by daniel, why on Feb 9, 2017 0:21:18 GMT -6
I was surprised to see that Soulburst activates on any unit death, not just an Eldar unit. So it's not just about throwing away your Wych squads! If you get some close up kills you can really chain together the extra actions. For instance, you essentially get Battle Focus if you can finish off a unit within 7" by then taking a bonus Movement phase.
Nick, as for the "per turn" wording, the BRB is specific that a turn is always Player Turn unless it specifically states otherwise. So lots of extra actions!
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Deleted
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Post by Deleted on Feb 9, 2017 8:26:00 GMT -6
I was surprised to see that Soulburst activates on any unit death. Oh that is interesting and unexpected. Certainly makes that "faction" much more viable, if not a little too good. You can easily proc the effect if enemy kills work as well.
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T1m
new guy
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Post by T1m on Feb 9, 2017 9:04:49 GMT -6
Is there is anyone who is picking this up who doesn't want the Yvraine model? I'd be interested in it as I like it a lot and would like to paint it.
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Post by Russell on Feb 9, 2017 9:21:28 GMT -6
+ 20 rending shots without scattering. Not trying to be pedantic, but they're not rending. GET IT RIGHT FAKE NERD
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Post by Nick P on Feb 9, 2017 10:18:06 GMT -6
Am I missing something, or does an ulthwe strike force have to use black guardians? Or do they get black guardian jetbikes and stuff too?
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Post by 1D3chan on Feb 9, 2017 10:22:43 GMT -6
Am I missing something, or does an ulthwe strike force have to use black guardians? Or do they get black guardian jetbikes and stuff too? They get Black Guardians, Black Guardian Windriders, Black Guardian Vypers and Black Guardian War Walkers. It lists the units in the little box under "Restrictions" and also under the first paragraph "army & faction" which is very interesting in and of itself
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Post by Nick P on Feb 9, 2017 10:27:02 GMT -6
BRUH
So it says "on the following pages", so do black guardian vypers/windriders etc have different rules than normal ones? Or are we just talking 4 units of windriders = an ulthwe strike force that can try to deep strike on turn 1 without scatter to rip people to pieces?
Because holy shit, I am SO taking my normal DE list + triumverate + 4 windrider units in a strike force if that's the case.
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Post by 1D3chan on Feb 9, 2017 10:57:40 GMT -6
All 4 of those units have their own "datasheets" but each one is identical to the Craftworld entry with the addition of the "Webway Assault" special rule. So yes, you may take 4 units of windriders and Deep Strike them if you wish. But you'll lose ObSec in that case, which is why I'll do it with other units.
EDIT: The Windrider, Vyper and War Walker data sheets are identical except with the addition of the Webway Assault rule. Obviously the Guardian one is different
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