For the people who don't care about the competitive scene, this just hurts. Any lose of flavour in a narrative rich army like the Ynnari is rough, and they lost a lot.
If you don't like the rules and your playing only casual ask your opponent if it's cool I'm in a crusade right now running YNNARI and everyone is fine with me keeping my current list and using the new rules
I would've liked some kind of middle ground. Like maybe not remove the use of all other epic heros but perhaps a cap on the number or specifically named ones like perhaps the ones from the lore lol
Between the loss of Drukari units and the fact that Harlequin don't get army bonuses so much of my Ynarri army got cut that I straight up don't have a Ynarri army anymore. I now have a Drukari Reaper's wager army.
Yeah this is no longer a combination of Drukhari and Aeldari. This is just Aeldari with different epic heroes. Im glad for the leak tho, because I did intend to preorder the codex. Now Im better off with Reapers wager
I think the main reason why people are miffed about the new codex is that our options, instead of being increased with some restrictions, are just straight up reduced. Aka less drukhari models, absolutely no epic characters, and a more reactive play style rather than the more active style battle host host provided. It's not that its bad, its that gw has now slimmed the types of ways to play ynnari outside of what seems like either hoard or transport style lists
I can understand why Ynnari players are upset but I can’t really understand why anyone else who played pure Craftworld’s is upset Also reactive abilities imho are better for game health and more fun
This was a slap to the face. Losing Lelith after having her for the first half of the edition, nevermind all of the things that defined Ynnari in 9e like the voidraven bomber. It doesn't matter whether this detachment is good or not, because Ynnari as a microfaction got destroyed for one detachment. They didn't even have to change the old rules to do this, they just wanted to make sure that everyone who bought any of the new to 10e drukhari units got punished. What a joke.
Nice video, but when you talk about the Death answer Death stratagem you say the the Yncarne can shoot on death. Are you sure it work like that? it say if one or more model is destroyed then this units can shoot as if it were our shooting phase but it doesn't say at all that destroyed model can shoot. As i'm understanding it it's only the remaining models that can shot, or i'm understanding it wrong?
It SUCKS that the Ynnari raider can’t take 12 models. Kills the Incubi with Yvraine and Visarch strat. Particularly annoying considering the waveserpent can take 12 but can’t take Drukhari. Hopefully a rewrite!
waveserpent can't even take regular ynnari units RAW but somehow allows yvraine and vsarch. will prop get FAQ but question is, how it's end up to be. will it allow ynnari CW models or all ynnari models, if vraine is attached? if it's the second, we could put incubi + yvraine+visarch into a serpent
So, i had just bought the Drukhari combat patrol specifically for Ynarri. It's a little bit annoying that Ravager can't be used, but now it's got me thinking about the Reapers Wager, so it's all good.
If the Visarch joined Corsairs, could the unit use Agile Maneuvers? The Ynnari didn't just lose Scourges, Ravagers and Mandrakes, they also practically lost Harlequins as they don't get anything in this detachment. And with no Bladestorm, I'm not sure how much you really want Kabalites. I'm sure Ynnari can be made to work, but I'm worried an optimal Ynnari army will just be an Asuryani army with no Corsairs, no Harlequins, and nothing Ynnari about it except one unit of Incubi with Yvraine.
@@ProxyHammer1 Okay I just had a thought. This is pure cope but... Harlequins are the only thing in a Ynnari army that could use a Wave Serpent, and the Wave Serpent is Asuryani so it becomes Ynnari and can use Lethal Intent. I... don't know if this is a good idea, I'm just trying to find a reason to take Harlequins.
Just came up with another interesting interaction, Ynnari transport pops and then the squad inside gets to lethal surge after, and it likely lost 1-2 dudes in the explosion, so turns on the below starting strength stuff… and then fights first. Also, deepstriking a raider full of incubi means it’s pretty easy to get that blob pretty close.
Am I right in saying that Harlequin units in Ynnari don't gain the Ynnari keyword and so can't benefit from the detachment rules or Ynnari-keyed strategems?
I have 2 questions: 1: Isn't that surge move instead of the fall back army ability only? So the one where you opponent falls back out of combat? 2: Can't your opponent choose the order of operations when the Yncarne drops in? You have 2 actions that trigger at the same moment right, the warp teleport to where your fallen unit was, and then the ynnaed detachment ability. So your opponent can make you do the ynnaed move first before you come in, and then do the Yncarne teleport, which won't be possible because the Yncarne isn't there yet?
I'm pretty sure you get to choose the activation order of your own units abilities regardless of the turn as long as those abilities are not intersecting with your opponent's unit abilities. Remember your opponent can only decide the order if one of their units or stratagems is involved.
@ Aha, thank you. I didn't know your opponent had to be envolved in the sequence. Also just realised the fade back move is the one where you get shot. I thought it was the fall back one. Thanks!
Siiiigh. I can understand them not wanting us to spam dark lances, it’s just sad my favorite unit in aesthetics and overall gameplay happened to be scourges! Love my birb sniper girls. But… If anything it gives me the chance to try out different colors for my drukhari units! And still have some dedicated to ynnead. Thanks for the upload ^^. Will keep chin up and make use of these changes
They should have kept the units just changed the abilities imho scorges and Ravagers should be there but maybe weapon loadouts or abilities are different
It is very hard to see on the picture we got of the Farseer with Guide, if it says Aeldari or Asuryani. But if we look at Eldrad and his psychic Doom ability, then you can clearly see it says Aeldari. So it could be the same for a normal Farseers ability
didn't think about that. this is actually realy good. most guardians are ablative wounds anyway, so even something like 80% casulties means, that the best shooting is still intact and their free "fade away" also keeps them more save and less likly to be killed
It looks like a fun detachment, but is definitely more difficult than the index detachment. I am looking forward to trying out this detachment once I finish painting my incubi 😅
tbf the index detatchment was like playing custodes but with elves. we had our unmovable, regenerating bricks of our choice, that just squads on objectives, that where impossible to shift. our AT guns all just hit and wound because of buildin rerolls and finaly one of them just did max dmg thx to FD. we played on easymode for 10th Ed
I am using old index rules until GW fixes the detachment. I am NOT losing my Lelith, Eldrad, Scourges, Ravager and Mandrakes. I can't afford to replace the models
I am kinda torn on this detachment. My biggest concern on it is that a lot of the best abilities can be determined by your opponent. They determine if your unit is shot and destroyed. They determine if it is at below full strength. Granted you can put them in awkward scenarios to force issues, and that is what i expect the best players to do. As a fun bit, raider with incubi. Raider gets destroyed. Teleport yncarne in. Incubi take dangerous checks. Likely lose at least one, no longer at full strength. Can now trigger the destroyed unit rule for a free move and are damaged so can trigger fights first. Best response is to blow up raider then shoot incubi, but that triggers their lethal surge... Transports are perhaps the most expendable of ynnari units.
alternativy, the yncarne warps in, can now make a normal move and be relativly save. if you somehow still shoot her, she is now in close combat and will prop heal any dmg she took but not before getting fight first because she has a wound while fighting. maybe she is realy better than I gave her credit
The current Yncarne is definitely custom made for this detachment. All the rules together make for some spicy tactics. I think a lot of this new codex is like that, on the surface a unit is kinda meh but in the right detachment with all the rules and support a unit could receive it is great.
Question about splitting units, its been awhile since I played and haven't tried yet, butt hear about what some people do with big kabalites units. Its you take 10 and split them into two squads, 5 to sit on the home objective and 5 with the good guns to go on a venom and advance, can you do that with guardians in a way? Or some other unit or mostly kabalites and sisters. I haven't used my guardians since I started in 8th maybe 3 times and always feel iffy about using them. And about the video, so is there a way to use harlequins in a ynnari detachment or just separate now? About the loss of units, I kinda mostly used wyches anyway so I don't think it affected me too much if I'm not mistaken? Its just that they trade pain tokes for the manoeuvres.
Yes, you can split Kabalites using a Venom, Guardians using a Falcon, and Sisters by using an Immolator. You can bring Harlequins in a Ynnari army, but they don't get the Ynnari keyword so no detachment rule or stratagems.
Meanwhile the TOs I know are thinking about banning this detachment, because it is actually broken beyond belief. The stuff you can do with this is like driving a F1 car in an old timer race.
Lethal Intention and Death Answers Death, sure the active player can choose in which order abilities trigger, does that mean they decide if we shoot before we move? or can we just choose to declare one after the other?
@@LuckyMoniker I disagree with this, because one is a stratagem, requiring a cp to be spent. So you can move, and then spend the cp, or, spend the cp first to shoot, and then declare the move.
@ right, it feels like we should be able to declare them in which order we choose, i guess the situation where they would get a say in the timing would be if they also have something that triggers at end of shooting phase, and then they would decide if their effect or ours happens first. You could say, im going to move and then shoot, and then they could choose to resolve one of their abilities in between, before or after we do that, but i would hope they cant dictate the order? but that seems like a gray area
just because every other list had yvraine + troupes doesn't mean, that they played ynnari. they played one of the models because it had strong rules and no downside to include it. most of those lits still had an autarch as lead, so "most played" from eldar is wrong for sure. but loosing a lot of drukari units is a hit for many ynnari players and it is much more of a commitment to play ynnari.
@@calronkeltaran493 The entire theme of Ynnari was that flexibility, though. They aren't a craftworld or a marine chapter. Hell, you can't even field heroes that canonically supported Yvraine.
yeah i was really unimpressed with the yncarnes datasheet, but the tele to a friendly death can be a really useful tool to keep it alive, those it can be totally ignored by a good player. but between Battle Focus and the Ynnari abilities, theres some pretty nasty movement combos you can pull off with it. like casually walking into melee during the enemy shooting phase, after you just Rapid Ingressed it
it's even better: opp kills something > yncarne warps in > detatchment abillity triggers: yncarne now get's a normal move > position yncarne in a way save from (most) AT weapons > if yncarne get's shot, move her into close combat. if she suffers a wound while getting shot, she also now has fight first
I don't see how people ignore it. It has deep strike now, rapid ingress, lethal intent, charge. It goes wherever it wants, can consolidate 6". The problem is it then dying right away. I think you need to use it to pick off things on the side a bit and use the consolidate onto objectives to tuck into a ruin where it can hide from guns and fight first if it is wounded. You can teleport onto a friendly dead unit, if it gets shot it can move into combat and fight first
I don't care if it's good or bad, I care that with a stroke of a pen GW sent 1000 points of my army to the trash bin and removed yet more flavour to it because "screw you give me money"
Im not sure about Letal Surge... Sure if you get into combat is amazing, but who will shoot you at a range of 2''-7'' and not obliterate you? If anyone gets this close it feels like its a melee unit which can just not shoot and destroy you in melee
That's what I'm saying especially if said unit was the yncarne like proxy described in the video. Without halving damage and no FNP if lethal surge actually gets you close enough to fight the yncarne is 100% dead. People also tend to focus fire models like the yncarne rendering the healing ability useless. Calling the yncarne really good is fucking wild especially after saying the index yncarne was bad like bruh at least the index yncarne can tank a little damage...
Index Yncarne wasn’t being played at all in competitive play after the last sets of nerfs. He was easy to play around and easy to kill despite his half damage. I know because I’ve killed him many times playing versus him and I’ve seen him destroyed way easier than he should have been for 350. If he is 250 he is much more expendable and with BF he’s going to be hard to one shot
250 isn't much more expendable that's still a pretty steep price for a model that will die even faster then before. I'm not saying the yncarne was super good on the index but it could still take a bit more damage before it died allowing the rest of your army to do stuff if for some reason you brought one. But now it's just as easy to play around and even easier to kill and doesn't have increased lethality. If the ycarne can be shot at a good player WILL kill it making the detachment rules moot.
I think the detachment has play but I don't think the yncarne qualifies as really good currently
9 дней назад+1
So the Yncarne can now teleport and move in oponent turn(shoundnt be hard in msu list), then move and charge in your turn, consolidate 6 inches and then fight first or follow the unit if they retreat. Bro i will love this, i will run this even whithout drukari units 😂
If your unit that is shot to death is close to an enemy, you teleport the Yncarne on-top of them, if they shoot it, it slides into combat with fade back and fights first. It also has deep strike so you can rapid ingress it, and then do all of that as well. At the start of their turn it's not on the table, on their fight phase it could be in combat fighting first
@@ProxyHammer1 something, that I'm not sure myself. comparing banshees vs incubi, banshees have -1A but anti inf 3+. incubi can get full rerolls with either the archon or yvraine but so can banshees when using a falcon. AP and D is the same. banshees also have adv+charge so they seem to just be better now. maybe not neccecarily in a ynnari detatchment ofc but in almost any other detatchment, they seem stronger since they can just hop back into the falcon to preserve their wound rerolls
@@calronkeltaran493why not both? Incubi can be dropped in a raider, larger squad with more attacks can hit harder overall. But then sticking some banshees in there too to root out those terminators etc. makes sense. Bring the right tool for the job
@ I think they are to similar to invest in both units in the same list. 1 unit with yvraine and 1 with arcon where both can reroll wounds should be plenty. you can easily take a second arcon for another strong unit. unless you want to go all out melee infantry, I don't see a reason to mix.
I might have been the naysayers. I was hurt by the removal of hints and I complained about it a lot. But thinking about it harder and hearing someone like you talk about it I’ve really come around on this detachment. I definitely overreacted. I’m willing to give it some games and see how it goes.
I'm pretty sure Death Answers Death will not work as a 'fights after death' ability. It is intended as a 'retaliation' stratagem. ie. You have a unit of 10 Guardians, 5 die. The 5 remaining can then shoot back. So only good in situations where you've taken minimal damage. Models need to be destroyed, so it wont work on War Walkers. If it was intended as fights after death, it would be worded similarly to Parting the Veil. (and would probably be costed the same) Happy to be proven wrong though.
agree, I read it this way as well. this makes it a very situational stratagem because it also triggers at the end of opp shooting phase. so any value from this is just a misplay by him
@@ProxyHammer1 so if she leads a unit, it can't scout move because of her and can't battle focus because aeldari don't have a faction keyword? I was okey with all other nerfs, but this is dirty(
GW needs to make Ynnari playable without ANY of the 3 special characters. You can play any other faction in the game without the main leader being on the field. Why is the Ynnari different?
Im a die hard ynnari player, always brought the yncarne and yvraine. I dont think ynnari totally suck right now, but its pure copium to say the yncarne at 250 with the gutted abilities is gonna be anywhere near competitively good. Odds are the yncarne as described in the video would likely die to shooting in that situation and not be able to run into combat from the detachment rule...
So…you get to use battle focus to move back and then if your opponent kills another unit you can teleport to it. If played correctly it will be very good. If misplayed it will be useless.
Teleport to your dead unit that they shot at. Likely not in engagement range, possibly some where useful but also most likely not. What made the ability good was that you could go to an opponents unit, while not having to lose a unit of your own. Odds are when the enemy shoots your unit and kills them and you decide to move your yncarne it's likely gonna go to a mid field objective in the open where their army will likely be able to still shoot you and you don't have your fade back because you just used it this is why it sounds like cope
This also requires you to yeet a sacrificial pawn some where for you to take advantage of the teleport which effectively nullifies the point reduction of the yncarne as that unit is going to offset the reduced point cost while also possibly giving up secondaries. It's an all around nerf, and the yncarne will be just as playable or unplayable as it's index version which as you said your self was bad.
I'm at 3:55...and a little annoyed you didn't say the Yncarnes new point value. Here's to hoping I hear it within the next 3 minutes...😅😑🤨 (Like...we know her value now! Must I leave and Google it? Ugh.. Imma leave and Google it and wander the web again. I don't think I can't be convince a true Ynnari detachment is worth it anymore. GW r@ pd and pillaged the Ynnari too many times at this point. Here I come Space Marines. You win. Mark the calendar. Lay here, a broken man with his useless Drukari models no longer Ynnari.)
Not a fan. Multiple times the Ynnari have had named characters fight with them. Not having Epic Heroes is dumb. Also needed a couple more Drukhari units, like Scourges, Helions, and Ravagers.
Kinda lame they made drukhari unable to take corsairs any more, for no reason. Also drukhari cant take harlequins outside of reaper's wager.... again for no reason....
I'll be honest, this comes off as cope. More then the strength of the detachment though which I think is lacking since it requires fragile elves to be wounded and survive, , the fun level is down in the dumps. Any of the interesting dark eldar units are canned and you can just take basic infantry, heavy melee infantry, and light melee infantry....all stuff the craftworld has. Granted, kabalites being sticky in a raider remains neat.
It definitely feels pretty cope. The only thing that makes this detachment kinda strong is the raw strength of the craftworld models. Which are definitively weaker in an ynnari detachment then any of the craftworld detachments. I think the ynnari detachment has play but compared to giving up shit like lyhkis giving army wide 5+ crit on her own before the busted other detachment rules and epic heros there no way ynnari are comparable in strength
It’s not cope a lot of competitive players including myself have already seen some of the insane shit this Detachment can do. However, I’m not happy about all the units being culled
@@ProxyHammer1 and maybe I'm wrong and the lethal charge is great, though I worry about anything that is in your opponents hands. Still won't make it -fun-. I'll take a uncompetetive detachment that let's me use my cool models any day of the week.
I'm a lot less confident on the army's strength than the channel. The army has lost durability and it's damage is mostly worse (though it can maybe match the old one at a stretch). We gained some mobility but whenever I look at most of these tricks I just think "yeah, I would rather have phantasm". Armies with movement tricks work because they are either durable or damaging. I can deepstrike bikes all I want, they then get picked up by stubbers
By the numbers our army does a lot more damage against the targets the aspects are good against. Also if your getting picked up by stubbers your not moving or using battle focus correctly
@ProxyHammer1 I mean, I guess. If you lose a game it's because you did something wrong most of the time. The metagame atm requires durability, damage as well as movement at the top tables - just look at LVO (Skari doesn't count, and even then he's started to take coven units for more beef). I genuinely don't see the gameplan into Deathwatch, Vanguard, BA, Orks, Scions, Grey Knights, Bile, GSC, optimised necrons (Starshatter or Hypercrypt, won't matter). There's certainly strength in the army, and LGS games are fine. Just not enough for top tables, at least with back of the book points But hey I would love nothing more than to be proven wrong.
For the people who don't care about the competitive scene, this just hurts. Any lose of flavour in a narrative rich army like the Ynnari is rough, and they lost a lot.
I feel you on that
If you don't like the rules and your playing only casual ask your opponent if it's cool I'm in a crusade right now running YNNARI and everyone is fine with me keeping my current list and using the new rules
I'm also 0-4 in the crusade so that might be why they don't care
I would've liked some kind of middle ground. Like maybe not remove the use of all other epic heros but perhaps a cap on the number or specifically named ones like perhaps the ones from the lore lol
I mean if you're not playing competitive/ matched play then... do what you want? add your own flavour!
Between the loss of Drukari units and the fact that Harlequin don't get army bonuses so much of my Ynarri army got cut that I straight up don't have a Ynarri army anymore. I now have a Drukari Reaper's wager army.
I feel you on that, it ducks GW did that
Yeah this is no longer a combination of Drukhari and Aeldari. This is just Aeldari with different epic heroes. Im glad for the leak tho, because I did intend to preorder the codex. Now Im better off with Reapers wager
@@zlarez4485 Good point it does feel like that now
Lelith Hexperax: "Face it, Yvraine, it's over."
Yvraine: "NOTHING IS OVER!"
Lmfao yes!!
I was worried for Ynnari when I saw the removed units but thanks to this I feel a lot better now.
Good! They are still strong !
The good thing with enhancement: you do not spend points in that… 🙈
Haha too true!!! 😂
I think the main reason why people are miffed about the new codex is that our options, instead of being increased with some restrictions, are just straight up reduced. Aka less drukhari models, absolutely no epic characters, and a more reactive play style rather than the more active style battle host host provided. It's not that its bad, its that gw has now slimmed the types of ways to play ynnari outside of what seems like either hoard or transport style lists
I can understand why Ynnari players are upset but I can’t really understand why anyone else who played pure Craftworld’s is upset
Also reactive abilities imho are better for game health and more fun
This was a slap to the face. Losing Lelith after having her for the first half of the edition, nevermind all of the things that defined Ynnari in 9e like the voidraven bomber. It doesn't matter whether this detachment is good or not, because Ynnari as a microfaction got destroyed for one detachment. They didn't even have to change the old rules to do this, they just wanted to make sure that everyone who bought any of the new to 10e drukhari units got punished. What a joke.
Ya that was a damn shame
Nice video, but when you talk about the Death answer Death stratagem you say the the Yncarne can shoot on death. Are you sure it work like that? it say if one or more model is destroyed then this units can shoot as if it were our shooting phase but it doesn't say at all that destroyed model can shoot. As i'm understanding it it's only the remaining models that can shot, or i'm understanding it wrong?
you are correct i misread that :(
@ProxyHammer1 tbh I can totaly understand that, as the stratagem name could totally mean that lol. Great video still!
@@xilonas TY! a decent strat but maybe not one you will always use.
I started playing eldar (all eldar) because of ynnari. Im excited for them no matter what!
They are still really awesome!
It SUCKS that the Ynnari raider can’t take 12 models. Kills the Incubi with Yvraine and Visarch strat. Particularly annoying considering the waveserpent can take 12 but can’t take Drukhari. Hopefully a rewrite!
waveserpent can't even take regular ynnari units RAW but somehow allows yvraine and vsarch. will prop get FAQ but question is, how it's end up to be. will it allow ynnari CW models or all ynnari models, if vraine is attached? if it's the second, we could put incubi + yvraine+visarch into a serpent
Ya really weird writing personally they are better on foot or in separate units
Exactly my thoughts
Death Answers Death is if model is destroyed only! Also no restriction on who you have to shoot!
Good to know I like that!
So, i had just bought the Drukhari combat patrol specifically for Ynarri. It's a little bit annoying that Ravager can't be used, but now it's got me thinking about the Reapers Wager, so it's all good.
Reapers wager is a great transition
You can use it for a second raider. But yeah it sucks
If the Visarch joined Corsairs, could the unit use Agile Maneuvers?
The Ynnari didn't just lose Scourges, Ravagers and Mandrakes, they also practically lost Harlequins as they don't get anything in this detachment. And with no Bladestorm, I'm not sure how much you really want Kabalites. I'm sure Ynnari can be made to work, but I'm worried an optimal Ynnari army will just be an Asuryani army with no Corsairs, no Harlequins, and nothing Ynnari about it except one unit of Incubi with Yvraine.
You are right honestly the DE options for Ynnari don’t look good and need buffs imho
@@ProxyHammer1 Okay I just had a thought. This is pure cope but... Harlequins are the only thing in a Ynnari army that could use a Wave Serpent, and the Wave Serpent is Asuryani so it becomes Ynnari and can use Lethal Intent.
I... don't know if this is a good idea, I'm just trying to find a reason to take Harlequins.
@@OniGanon Actually a great idea dude! Ya and quins are much more powerful as well and still get battle focus
Farseer ability DOES say Aeldari! Guide will work on Drukhari Ynarri units
nice thank goodness!
Just came up with another interesting interaction, Ynnari transport pops and then the squad inside gets to lethal surge after, and it likely lost 1-2 dudes in the explosion, so turns on the below starting strength stuff… and then fights first.
Also, deepstriking a raider full of incubi means it’s pretty easy to get that blob pretty close.
Absolutely! Great I was thinking the same thing!
Am I right in saying that Harlequin units in Ynnari don't gain the Ynnari keyword and so can't benefit from the detachment rules or Ynnari-keyed strategems?
I think that you’re right about that. Seems strange since harlequins have played a big part in helping Ynarri in the lore.
That’s correct they don’t become Ynnari 😔
They don’t “suck” they’re just boring now
They seem cool and fun to me
@@ProxyHammer1 We lost a ton of options. I will use the old index over this garbage.
I’ll give it a chance but the loss of units is a big minus for me.
@ Thats fair no one will fault you for it but it's not garbage its quite powerful
I have 2 questions:
1: Isn't that surge move instead of the fall back army ability only? So the one where you opponent falls back out of combat?
2: Can't your opponent choose the order of operations when the Yncarne drops in? You have 2 actions that trigger at the same moment right, the warp teleport to where your fallen unit was, and then the ynnaed detachment ability. So your opponent can make you do the ynnaed move first before you come in, and then do the Yncarne teleport, which won't be possible because the Yncarne isn't there yet?
I'm pretty sure you get to choose the activation order of your own units abilities regardless of the turn as long as those abilities are not intersecting with your opponent's unit abilities. Remember your opponent can only decide the order if one of their units or stratagems is involved.
Also the surge move replaces the Fade away BF ability which is used just after your opponent shoots.
@ Aha, thank you.
I didn't know your opponent had to be envolved in the sequence. Also just realised the fade back move is the one where you get shot. I thought it was the fall back one. Thanks!
@@spacepak1 My pleasure!
Siiiigh. I can understand them not wanting us to spam dark lances, it’s just sad my favorite unit in aesthetics and overall gameplay happened to be scourges! Love my birb sniper girls.
But… If anything it gives me the chance to try out different colors for my drukhari units! And still have some dedicated to ynnead.
Thanks for the upload ^^. Will keep chin up and make use of these changes
They should have kept the units just changed the abilities imho scorges and Ravagers should be there but maybe weapon loadouts or abilities are different
Ther inherent problem with Ynnari is that it makes balancing Drukhari harder, this probably impacted GW decision too.
Very true, I understand the reason but they could have just nerfed scourges and Ravagers if worried about that
Great video.
Thank you my friend!
I'm pulling my hair out trying to put together a 1000pts Crusade list with all these new detachments 🥲
😊😎🙏 so cool
It is very hard to see on the picture we got of the Farseer with Guide, if it says Aeldari or Asuryani. But if we look at Eldrad and his psychic Doom ability, then you can clearly see it says Aeldari. So it could be the same for a normal Farseers ability
I was wrong it’s aeldari
Death answers Death with a unit of guardians and support weapon
didn't think about that. this is actually realy good. most guardians are ablative wounds anyway, so even something like 80% casulties means, that the best shooting is still intact and their free "fade away" also keeps them more save and less likly to be killed
Yep! Guardian death stars are a thing now
Absolutely! D-cannon or shadow weaver to proc some mortals if they move again!
Let me tell you that detachment is not Nerf. It’s quite powerful with banshees added.
Very true!
It looks like a fun detachment, but is definitely more difficult than the index detachment. I am looking forward to trying out this detachment once I finish painting my incubi 😅
tbf the index detatchment was like playing custodes but with elves. we had our unmovable, regenerating bricks of our choice, that just squads on objectives, that where impossible to shift. our AT guns all just hit and wound because of buildin rerolls and finaly one of them just did max dmg thx to FD. we played on easymode for 10th Ed
Ya it is more difficult for sure
Yep exactly.
Tbf ravager has built in reroll and is 110 for 3 lance.
All the phoenix lord new buffed rule are also locked out
Ya GW wanted to kill Ynnari as the dark lance spam army
PRAISE BE YNNEAD OUR SALVATION
For Ynnead!!!
Question: Did the Eldar lose fire & fade all together?
no it just works differently now
I am using old index rules until GW fixes the detachment. I am NOT losing my Lelith, Eldrad, Scourges, Ravager and Mandrakes. I can't afford to replace the models
You absolutely have the right to do that!
I am kinda torn on this detachment. My biggest concern on it is that a lot of the best abilities can be determined by your opponent. They determine if your unit is shot and destroyed. They determine if it is at below full strength. Granted you can put them in awkward scenarios to force issues, and that is what i expect the best players to do.
As a fun bit, raider with incubi. Raider gets destroyed. Teleport yncarne in. Incubi take dangerous checks. Likely lose at least one, no longer at full strength. Can now trigger the destroyed unit rule for a free move and are damaged so can trigger fights first. Best response is to blow up raider then shoot incubi, but that triggers their lethal surge...
Transports are perhaps the most expendable of ynnari units.
Yep the transport aspect to this detachment is what makes it work you got it!
alternativy, the yncarne warps in, can now make a normal move and be relativly save. if you somehow still shoot her, she is now in close combat and will prop heal any dmg she took but not before getting fight first because she has a wound while fighting. maybe she is realy better than I gave her credit
The current Yncarne is definitely custom made for this detachment. All the rules together make for some spicy tactics.
I think a lot of this new codex is like that, on the surface a unit is kinda meh but in the right detachment with all the rules and support a unit could receive it is great.
Question about splitting units, its been awhile since I played and haven't tried yet, butt hear about what some people do with big kabalites units. Its you take 10 and split them into two squads, 5 to sit on the home objective and 5 with the good guns to go on a venom and advance, can you do that with guardians in a way? Or some other unit or mostly kabalites and sisters. I haven't used my guardians since I started in 8th maybe 3 times and always feel iffy about using them.
And about the video, so is there a way to use harlequins in a ynnari detachment or just separate now?
About the loss of units, I kinda mostly used wyches anyway so I don't think it affected me too much if I'm not mistaken? Its just that they trade pain tokes for the manoeuvres.
You can only do that with dark Eldar wytches and kabalites, but yes otherwise you are correct
Yes, you can split Kabalites using a Venom, Guardians using a Falcon, and Sisters by using an Immolator.
You can bring Harlequins in a Ynnari army, but they don't get the Ynnari keyword so no detachment rule or stratagems.
Meanwhile the TOs I know are thinking about banning this detachment, because it is actually broken beyond belief.
The stuff you can do with this is like driving a F1 car in an old timer race.
Agreed it’s pretty bonkers no clue why people can’t see how good it is
oh and Guide is any Aeldari unit attacking it... wait ATTACKING IT? its a debuff now
Yes it’s a debuff now basically
yes. its better than before
Lethal Intention and Death Answers Death, sure the active player can choose in which order abilities trigger, does that mean they decide if we shoot before we move? or can we just choose to declare one after the other?
You get to choose the order if you are the active player
@ right, and both of these abilities are used during the opponent’s turn, so they would get to choose
@ you are 100% correct
@@LuckyMoniker I disagree with this, because one is a stratagem, requiring a cp to be spent. So you can move, and then spend the cp, or, spend the cp first to shoot, and then declare the move.
@ right, it feels like we should be able to declare them in which order we choose, i guess the situation where they would get a say in the timing would be if they also have something that triggers at end of shooting phase, and then they would decide if their effect or ours happens first. You could say, im going to move and then shoot, and then they could choose to resolve one of their abilities in between, before or after we do that, but i would hope they cant dictate the order? but that seems like a gray area
They're going to go from one of the most played to barely played at all.
Ynnari? Because if your talking about Eldar in general you are dead wrong
@@ProxyHammer1
Ynnari I mean yeah
My Ulthwe are eating good
just because every other list had yvraine + troupes doesn't mean, that they played ynnari. they played one of the models because it had strong rules and no downside to include it. most of those lits still had an autarch as lead, so "most played" from eldar is wrong for sure. but loosing a lot of drukari units is a hit for many ynnari players and it is much more of a commitment to play ynnari.
@@calronkeltaran493
The entire theme of Ynnari was that flexibility, though. They aren't a craftworld or a marine chapter.
Hell, you can't even field heroes that canonically supported Yvraine.
yeah i was really unimpressed with the yncarnes datasheet, but the tele to a friendly death can be a really useful tool to keep it alive, those it can be totally ignored by a good player.
but between Battle Focus and the Ynnari abilities, theres some pretty nasty movement combos you can pull off with it. like casually walking into melee during the enemy shooting phase, after you just Rapid Ingressed it
It’s really good! And yes rapid ingress on it is awesome
it's even better: opp kills something > yncarne warps in > detatchment abillity triggers: yncarne now get's a normal move > position yncarne in a way save from (most) AT weapons > if yncarne get's shot, move her into close combat. if she suffers a wound while getting shot, she also now has fight first
I don't see how people ignore it. It has deep strike now, rapid ingress, lethal intent, charge. It goes wherever it wants, can consolidate 6".
The problem is it then dying right away. I think you need to use it to pick off things on the side a bit and use the consolidate onto objectives to tuck into a ruin where it can hide from guns and fight first if it is wounded.
You can teleport onto a friendly dead unit, if it gets shot it can move into combat and fight first
I don't care if it's good or bad, I care that with a stroke of a pen GW sent 1000 points of my army to the trash bin and removed yet more flavour to it because "screw you give me money"
GW wiped out Warhammer Fantasy. 1000 points is nothing to them.
@@CatroiOz how is this a money grab? They didn't add any new Ynnari models for you to buy.
@@EverydayEldrad they literally force me to buy new ones since the ones I used are no longer valid
@CatroiOz you can still use the old models. Get some base extenders and you're good as gold!
@@EverydayEldrad no I'm talking about all the Drukhari units that have been removed for no reason from the Ynnari roster
Im not sure about Letal Surge... Sure if you get into combat is amazing, but who will shoot you at a range of 2''-7'' and not obliterate you? If anyone gets this close it feels like its a melee unit which can just not shoot and destroy you in melee
That's what I'm saying especially if said unit was the yncarne like proxy described in the video. Without halving damage and no FNP if lethal surge actually gets you close enough to fight the yncarne is 100% dead. People also tend to focus fire models like the yncarne rendering the healing ability useless. Calling the yncarne really good is fucking wild especially after saying the index yncarne was bad like bruh at least the index yncarne can tank a little damage...
Ya but you have fights first for melee units
Index Yncarne wasn’t being played at all in competitive play after the last sets of nerfs. He was easy to play around and easy to kill despite his half damage. I know because I’ve killed him many times playing versus him and I’ve seen him destroyed way easier than he should have been for 350. If he is 250 he is much more expendable and with BF he’s going to be hard to one shot
250 isn't much more expendable that's still a pretty steep price for a model that will die even faster then before. I'm not saying the yncarne was super good on the index but it could still take a bit more damage before it died allowing the rest of your army to do stuff if for some reason you brought one. But now it's just as easy to play around and even easier to kill and doesn't have increased lethality. If the ycarne can be shot at a good player WILL kill it making the detachment rules moot.
I think the detachment has play but I don't think the yncarne qualifies as really good currently
So the Yncarne can now teleport and move in oponent turn(shoundnt be hard in msu list), then move and charge in your turn, consolidate 6 inches and then fight first or follow the unit if they retreat. Bro i will love this, i will run this even whithout drukari units 😂
Ya dude the Yncarne is still good but only in the Ynnari detachment
If your unit that is shot to death is close to an enemy, you teleport the Yncarne on-top of them, if they shoot it, it slides into combat with fade back and fights first.
It also has deep strike so you can rapid ingress it, and then do all of that as well.
At the start of their turn it's not on the table, on their fight phase it could be in combat fighting first
What role do you think incubi will fill compared to our melee aspects?
good question... tbh i just think they are anti meq they are a bit worse than incubi now tho
@@ProxyHammer1 something, that I'm not sure myself. comparing banshees vs incubi, banshees have -1A but anti inf 3+. incubi can get full rerolls with either the archon or yvraine but so can banshees when using a falcon. AP and D is the same. banshees also have adv+charge so they seem to just be better now. maybe not neccecarily in a ynnari detatchment ofc but in almost any other detatchment, they seem stronger since they can just hop back into the falcon to preserve their wound rerolls
@ Ya banshees are also confirmed to be more expensive at 90pts and incubi are 75pts ill have a video on this later
@@calronkeltaran493why not both?
Incubi can be dropped in a raider, larger squad with more attacks can hit harder overall.
But then sticking some banshees in there too to root out those terminators etc. makes sense.
Bring the right tool for the job
@ I think they are to similar to invest in both units in the same list. 1 unit with yvraine and 1 with arcon where both can reroll wounds should be plenty. you can easily take a second arcon for another strong unit. unless you want to go all out melee infantry, I don't see a reason to mix.
I might have been the naysayers. I was hurt by the removal of hints and I complained about it a lot. But thinking about it harder and hearing someone like you talk about it I’ve really come around on this detachment. I definitely overreacted. I’m willing to give it some games and see how it goes.
Definitely give it a try it’s a pure melee (for the most part) army now which is really cool and it’s what we needed
What I wish my partner told her friends:
Proxy (on Visarch): “He’s good.” *thinks again* “Geez.. he’s goood.”
Lmfao 😂
Guide is for Aeldari
Correct you are!
I'm pretty sure Death Answers Death will not work as a 'fights after death' ability.
It is intended as a 'retaliation' stratagem.
ie. You have a unit of 10 Guardians, 5 die. The 5 remaining can then shoot back.
So only good in situations where you've taken minimal damage.
Models need to be destroyed, so it wont work on War Walkers.
If it was intended as fights after death, it would be worded similarly to Parting the Veil. (and would probably be costed the same)
Happy to be proven wrong though.
War walkers can be taken in twos now so it can work with them
@@ProxyHammer1 Fair point, that's true. I'd forgotten that.
agree, I read it this way as well. this makes it a very situational stratagem because it also triggers at the end of opp shooting phase. so any value from this is just a misplay by him
Trying to get my hands on some dark Eldar to run this!
Incubi and venoms will be your best friends!
I think ivraine + corsairs is the way
Unfortunately they don’t get battle focus
@@ProxyHammer1 really? Why? I must check it(
@@ProxyHammer1 so if she leads a unit, it can't scout move because of her and can't battle focus because aeldari don't have a faction keyword?
I was okey with all other nerfs, but this is dirty(
GW needs to make Ynnari playable without ANY of the 3 special characters. You can play any other faction in the game without the main leader being on the field. Why is the Ynnari different?
Ya fair point honestly
Im a die hard ynnari player, always brought the yncarne and yvraine. I dont think ynnari totally suck right now, but its pure copium to say the yncarne at 250 with the gutted abilities is gonna be anywhere near competitively good. Odds are the yncarne as described in the video would likely die to shooting in that situation and not be able to run into combat from the detachment rule...
So…you get to use battle focus to move back and then if your opponent kills another unit you can teleport to it.
If played correctly it will be very good. If misplayed it will be useless.
Teleport to your dead unit that they shot at. Likely not in engagement range, possibly some where useful but also most likely not. What made the ability good was that you could go to an opponents unit, while not having to lose a unit of your own. Odds are when the enemy shoots your unit and kills them and you decide to move your yncarne it's likely gonna go to a mid field objective in the open where their army will likely be able to still shoot you and you don't have your fade back because you just used it this is why it sounds like cope
This also requires you to yeet a sacrificial pawn some where for you to take advantage of the teleport which effectively nullifies the point reduction of the yncarne as that unit is going to offset the reduced point cost while also possibly giving up secondaries. It's an all around nerf, and the yncarne will be just as playable or unplayable as it's index version which as you said your self was bad.
@@seikatsu4life you have to position your models correctly dude why the hell would i use the teleport like that
I'm at 3:55...and a little annoyed you didn't say the Yncarnes new point value. Here's to hoping I hear it within the next 3 minutes...😅😑🤨 (Like...we know her value now! Must I leave and Google it? Ugh.. Imma leave and Google it and wander the web again. I don't think I can't be convince a true Ynnari detachment is worth it anymore. GW r@ pd and pillaged the Ynnari too many times at this point. Here I come Space Marines. You win. Mark the calendar. Lay here, a broken man with his useless Drukari models no longer Ynnari.)
250p
Ability is gutted though.
Sorry thought people could see it on screen. But yes it’s 250 as of now
This is the level of drama I expect and love from eldar players man, thanks 😂 It is sad they use the meta to push minis so shamelessly.
Noooooooo my tantalus gunboat is dead :(
A damn shame
Not a fan. Multiple times the Ynnari have had named characters fight with them. Not having Epic Heroes is dumb. Also needed a couple more Drukhari units, like Scourges, Helions, and Ravagers.
Ya that is dumb but they have always been like that unfortunately with a few exceptions
Kinda lame they made drukhari unable to take corsairs any more, for no reason. Also drukhari cant take harlequins outside of reaper's wager.... again for no reason....
That is super lame...
I dont think detachment sucks.. But i just dont see the point of playing this over a full drukhari list 😔
I feel you, it’s very strong but most of the dark Eldar units took a hit or were just straight up removed
i just sold my Scourges!!!! lets gooooooooooo
Nice! I’m about to sell mine honestly!
I'll be honest, this comes off as cope. More then the strength of the detachment though which I think is lacking since it requires fragile elves to be wounded and survive, , the fun level is down in the dumps. Any of the interesting dark eldar units are canned and you can just take basic infantry, heavy melee infantry, and light melee infantry....all stuff the craftworld has. Granted, kabalites being sticky in a raider remains neat.
It definitely feels pretty cope. The only thing that makes this detachment kinda strong is the raw strength of the craftworld models. Which are definitively weaker in an ynnari detachment then any of the craftworld detachments. I think the ynnari detachment has play but compared to giving up shit like lyhkis giving army wide 5+ crit on her own before the busted other detachment rules and epic heros there no way ynnari are comparable in strength
It’s not cope a lot of competitive players including myself have already seen some of the insane shit this Detachment can do.
However, I’m not happy about all the units being culled
Ynnari is a combat army now they do really well with things like banshees and scorpions
@@ProxyHammer1 and maybe I'm wrong and the lethal charge is great, though I worry about anything that is in your opponents hands. Still won't make it -fun-. I'll take a uncompetetive detachment that let's me use my cool models any day of the week.
@@Brian0033 Fair enough
I'm a lot less confident on the army's strength than the channel. The army has lost durability and it's damage is mostly worse (though it can maybe match the old one at a stretch). We gained some mobility but whenever I look at most of these tricks I just think "yeah, I would rather have phantasm".
Armies with movement tricks work because they are either durable or damaging. I can deepstrike bikes all I want, they then get picked up by stubbers
By the numbers our army does a lot more damage against the targets the aspects are good against. Also if your getting picked up by stubbers your not moving or using battle focus correctly
@ProxyHammer1 I mean, I guess. If you lose a game it's because you did something wrong most of the time. The metagame atm requires durability, damage as well as movement at the top tables - just look at LVO (Skari doesn't count, and even then he's started to take coven units for more beef). I genuinely don't see the gameplan into Deathwatch, Vanguard, BA, Orks, Scions, Grey Knights, Bile, GSC, optimised necrons (Starshatter or Hypercrypt, won't matter). There's certainly strength in the army, and LGS games are fine. Just not enough for top tables, at least with back of the book points But hey I would love nothing more than to be proven wrong.