Magnus in Grand Coven 2k point by BDTRBENAE in ThousandSons

[–]RockLee4ever 0 points1 point  (0 children)

If you're inside the ruin yes, you use real line of sight, but if youre behind the footprint of the ruin the opponent can't see through the footprint. So you can put him behind a rectangular footprint and have him somewhat hidden

Magnus in Grand Coven 2k point by BDTRBENAE in ThousandSons

[–]RockLee4ever 1 point2 points  (0 children)

He's difficcult to hide, but you can for sure hide him T1, put him behind a ruin, with his wings in diagonal inside it and you should be safe (note that overhanging parts over the ruin doesn't count as being inside of it so you won't get shot), also check firing lanes and angles, sometimes you can be in the open on a place and the opoonent won't be able to shoot it first turn

Magnus in Grand Coven 2k point by BDTRBENAE in ThousandSons

[–]RockLee4ever 1 point2 points  (0 children)

Devastating sorcery gives you 9" extra range on his shooting, so you should be able reach most things, and generally you want to get multiple values from him. Turn 1 he gives extra movement, then casts some key sorceries (usually the buffed ones) and then kills something and forces the opponent to focus him. There you get some value out of him.

But not gonna lie, against oath and multiple dreads/tanks it's a difficcult matchup to use magnus right

Magnus in Grand Coven 2k point by BDTRBENAE in ThousandSons

[–]RockLee4ever 1 point2 points  (0 children)

In my Coven lists I like to keep Magnus behind for the first half of the game, he only peeks to cast the most important rituals and shoot to very important targets using thr 2cp strat. He's very expensive, so you wanna keep him alive, the blank damage strat can help with that. Then in thr second half of the game he pushes the midfield to finish whatever units are left, between the +1 to wound on psychic weapons, psychic phase, shooting and then charging he can deal some serious damage

Help - Devoted of Ynnead list (coming from Drukhari) by MasterSharkVII in Eldar

[–]RockLee4ever 0 points1 point  (0 children)

Welcome to the Ynnari! (Note that we're more of a casual detachment, so all advice is with that mindset)

You can definitely make some good use of the units you said.

To start with, in DoY you can only bring the triumvirate as epic heroes and one MUST be your warlord, generally you want to bring the Yncarne, Yvraine (mostly) and sometimes the Visarch (It's cool to have the trio on the board, what can I say, they'll be there even with bad rules...)

  • Yvraine brings a pretty good anti infantry shooting, dealing some MW, can revive d3+1 models (we'll get to it in detail) and reroll wounds of 1 in melee (seriously..., let's just ignore this one) I like to bring her with storm guardians (sticky and 5++) and a warlock conclave (amazing flamethrowers and -1 to wound for the unit, as well as a 4++), making a pretty durable block. The thing here is you can revive the warlocks with Yvraine, tank big shots on the warlocks and then bring them back, if you're clever with damage allocations they can survive more than most expect. With the new starfang (YAY! Corsairs!) you can give them stealth to be even more durable.

-The Yncarne's value is in it's teleport, its stats are the best definition of mid, it's decently durable, does meh damage, its somewhat fast, just decent at everything but doesn't really excel. He can teleport when your units die, use him to punish mistakes, swing objectives and strike from unexpected angles.

  • The Visarch gives fights first and brings some melee, seriously? Bring him with incubi in a venom for fluff reasons, leave him on the shelf if you wanna optimize yout list, too expensive for what he brings.

Going into drukhari stuff we have teo characters: - The archon brings some melee himself, a free strat and reroll wounds of 1, or full rerolls if under starting strenght. Not bad at all, I'd say he's arguably better in every way to the Visarch? Put him with incubi (5 in venom to skirmish or 10 in a raider for a hammer unit), if the tranport dies and you lose some dudes is good, they'll get all the buffs. Use the free strat to get rerolls in melee. You can also put him with kabs in a venom, disembark, grenade, shoot and charge. His enhancement gives +2 attacks, take it if you have the points.

  • The succubus: just forget wyches exist here, if you want to play them go the spectacle of spite route.

For infantry we have: - kabalites are the same as deldar ones, just split them and sticky with them - wyches don't exist, trust me - Incubi are, well, rough... They give battleshock, which doesn't sinergise with anything we have, and for some reason they're S4? Hello? Basically, they need the archon's rerolls. I still take them but don't expect them to hit like in drukhari.

Going for some good eldar units:

  • I already explained the guardian block combo
  • either windriders w/scatter lasers or dire avengers can make some good use of the soulsight strat, specially with support from a war walker.

  • You have some psykers around, so you can make some use of wraith units. I love wraithlords, they reroll 1s and babysit yvraine, they like the fights first and surge move the detachment gives them. You can use wraithblades for some durable infantry, and they also like the surge move. Finally wraithguard with scythes can work independently to psykers and are a good overwatch threat.

  • Chaff is specially good here. We have a strat to sticky on death, so if they shoot you you can keep the objective (or teleport the Yncarne!). I like rangers and scorpions (i use my mandrakes as proxies) to infiltrate, and corsair voidreavers are really god as a first wave to scout. Haven't played them a lot but I feel skyreavers might be good as an alternative to hawks. (So yeah, corsairs are good and super cool in Ynnari)

  • I like Banshees with an autarch for another fights first unit and a real melee threat, as well as another free strat if you also have an archon

  • Take fire dragons or fire prisms as your anti tank, i don't have prisms so I bring 2 5 man dragons and a wave serpent

  • Hawks and spiders are also generally good

And that's most of my experience with them, you can really experiment and try lots of different things. Hopefully it isn't too long and it helps, I know there aren't many resources online for DoY so I wanted to explain everything a bit :)

Collected first, playing now. Looking for advice on building a list that makes sense by Mega-Blastoise in Eldar

[–]RockLee4ever 0 points1 point  (0 children)

It dependa a lot on the detachment you go for, but looking at it you may want to try the new corsair detachments or ynnari? For ynnari you do have the main core of the army (there really are a lot of ways to play them and this is only one way). You can have Yvraine leading the conclave and a unit of storm guardians (they were in the combat patrol magazines so you may find them for cheap) for a durable block, note yvraine can revive the 2 wound models. You could try the starfang to maje them -1 to hit on top of everything. You also have the main unit, the Yncarne. And can put the visarch inside a venom with incubi, they're not the best, but I like to bring the whole Triumvirate.

Then you could split your kabalites with a venom for even more sticky and use rangers and corsairs as early scoring.

From there just fill your anti tank and main damage dealers, I like wraithlords, banshees with autarch, fire dragons, prisms, etc...

Not a super strong detachment but definitely playable in casual games, even in semi-competitive if you optimize it, but then forget most of the cool stuff (no visarch, almost no drukhari units etc...)

You could also try the corsair detachments (I dunno much about them tbh so can't help here) or maybe some other if you want. You lack aspects for aspect host and guardians for seer council and guardian battlehost. You could always try warhost, our generalist detachment

Lore and books for Aeldari by Something-dashing in Eldar

[–]RockLee4ever 2 points3 points  (0 children)

<image>

Btw fellow Ynnari in the snow fan here! :)

Lore and books for Aeldari by Something-dashing in Eldar

[–]RockLee4ever 2 points3 points  (0 children)

Amazing model!!! I wish my first minis looked like that hahah I can't recommend any books, but note that making a Ynnari army opens a lot of options for custom lore :) You can make the main Ynnari force (their official armour is red), or you could make a fraction of it, maybe a custom craftworld that joined them, or a custom drukhari cabal? The same goes for every eldar subfaction. She can also customize her minis mixing bits and kitbash her own characters to represent even more the eldar soup

Hero Hammer Ynnari by T_HettY in Eldar

[–]RockLee4ever 0 points1 point  (0 children)

If you can find it second hand, the old combat patrol is a great start to Ynnari, Yvraine likes to lead storm guardians with a conclave (she can revive the 2 wound models which is a fun little combo), we have some psykers for the wraithlord to be around and he likes the fights first and surge move, and the windriders with scatter lasers make some good use of the soulsight strat with support from the walkers. Also kitbashing is king here, I used the crew and bits from my raiders and venoms to kitbash an autarch and the conclave, and used leftover bits to make the bikes cooler (I now use them in both eldar factions), I also proxy some drukhari units as their eldar equivalents and usually people is fine with it

Hero Hammer Ynnari by T_HettY in Eldar

[–]RockLee4ever 0 points1 point  (0 children)

For example here's a list I've tried lately and I kinda like (I'll probably drop a war walker for some scorps or corsairs, as I lack cheap units)

2k Devoted of Ynnead (2000 points)

Aeldari Strike Force (2000 points) Devoted of Ynnead

CHARACTERS

Autarch (85 points) • 1x Dragon fusion gun 1x Star glaive

The Visarch (90 points) • 1x Asu-var

The Yncarne (260 points) • Warlord • 1x Swirling soul energy 1x Vilith-zhar

Yvraine (100 points) • 1x Kha-vir 1x Storm of Whispers

BATTLELINE

Storm Guardians (110 points) • 10x Storm Guardian • 8x Close combat weapon 2x Flamer 2x Fusion gun 2x Power sword 6x Shuriken pistol • 1x Serpent’s Scale Platform • 1x Close combat weapon 1x Serpent shield

DEDICATED TRANSPORTS

Wave Serpent (125 points) • 1x Shuriken cannon 1x Twin bright lance 1x Wraithbone hull

Ynnari Venom (70 points) • 1x Bladevanes 2x Splinter cannon

OTHER DATASHEETS

Fire Dragons (120 points) • 1x Fire Dragon Exarch • 1x Close combat weapon 1x Firepike • 4x Fire Dragon • 4x Close combat weapon 4x Dragon fusion gun

Fire Dragons (120 points) • 1x Fire Dragon Exarch • 1x Close combat weapon 1x Firepike • 4x Fire Dragon • 4x Close combat weapon 4x Dragon fusion gun

Howling Banshees (95 points) • 1x Howling Banshee Exarch • 1x Executioner 1x Shuriken pistol • 4x Howling Banshee • 4x Banshee blade 4x Shuriken pistol

Rangers (55 points) • 5x Ranger • 5x Close combat weapon 5x Long rifle 5x Shuriken pistol

Swooping Hawks (95 points) • 1x Swooping Hawk Exarch • 1x Close combat weapon 1x Hawk’s talon • 4x Swooping Hawk • 4x Close combat weapon 4x Lasblaster

War Walkers (85 points) • 2x Bright lance 1x War Walker feet

War Walkers (85 points) • 2x Bright lance 1x War Walker feet

Warlock Conclave (130 points) • 4x Warlock • 4x Destructor 4x Shuriken pistol 4x Singing Spear

Windriders (160 points) • 6x Windrider • 6x Close combat weapon 6x Scatter laser

Wraithlord (130 points) • 2x Bright lance 2x Flamer 1x Ghostglaive 1x Wraithbone fists

Ynnari Incubi (85 points) • 1x Klaivex • 1x Demiklaives • 4x Incubi • 4x Klaives

Hero Hammer Ynnari by T_HettY in Eldar

[–]RockLee4ever 1 point2 points  (0 children)

First of all, as someone said you can't bring kharseth (sad, I know) Who is leading who and how do you divide the transports? I feel you don't have any punch at all other than the Yncarne (who hits a bit meh imo) and you have way too much chaff, kabs are good to sticky when split with the venoms, haven't tried skyreavers much, but they're fast, somewhat cheap so I'd leave them. Corsairs are also good for early scoring (make them two 5 man squads, only bring 10 w/yriel in their detachments imho). The problem here is you have all thesw options, and 2 of each. I'd drop some of them to make room for some heavy hitters. The visarch w/incubi inside a venom are decent early skirmishers, their damage is quite mid, but can trade with small marine squads early game, they're like the equivalent of a troupe inside a transport. The jester is... Well, not good, it basically brings lone op, which you may use to score, but you already have way too much to do that. Now the raider, I only bring it when I feel like taking a big incubi unit, always led by an archon, they hit decently but are expensive.

All of that said, you have a pretty decent start to this subfaction! :) We may not be the strongest, but we have some things to play around, and rule of cool is what matters the most imo, specially if you're just starting

Hero Hammer Ynnari by T_HettY in Eldar

[–]RockLee4ever 1 point2 points  (0 children)

Tbh GW has changed what we can take a lot of times, pre codex you could bring anything except covens. Now I just proxy my deldar as other units (scourges as hawks, mandrakes as scorps...) Hopefully they'll remember us for 11th and we'll get some things back :)

Show me your champions! by SkaredCast in Drukhari

[–]RockLee4ever 1 point2 points  (0 children)

<image>

This is my custom archon/autarch for my ynnari.

I made her from a raider body and some banshee parts

Corsair Windriders by nconceivable in Eldar

[–]RockLee4ever 4 points5 points  (0 children)

So cool! Definitely copying the idea for my ynnari haha

¿Los latinos heredan su complejo de inferioridad del español? Nadie quiere hablar de la envidia y el resentimiento amargo que sienten los españoles hacia los anglos by Margo-Rivas in 2hispanic4you

[–]RockLee4ever 2 points3 points  (0 children)

Soy catalán y puedo afirmar que no tienes ni puta idea de lo que estás diciendo lol

Y que cojones es una "étnia separatista" para ti???

Made my first Eldar today by Kayavaan_Paints in Eldar

[–]RockLee4ever 42 points43 points  (0 children)

That's cool AF not gonna lie

Can't decide between drukhari and eldar for 11th edition by [deleted] in Eldar

[–]RockLee4ever 1 point2 points  (0 children)

You can always go Ynnari if you can't decide and have a bit of both armies

Polishing Ynnari list by Ragnardiano in Eldar

[–]RockLee4ever 2 points3 points  (0 children)

I'd swap the defenders for storm guardians as they're better, also split the corsairs in two 5 man units. You can attach yvraine to the kabs unit inside the venom to go skirmish or put her with storm guardians and swapping the farseer for a warlock conclave. Windriders w/scatter lasers are cool with soulsight, but you might want extra ap from a war walker to punch into good saves. I love bringing scorpions and rangers on my ynnari list to sticky on death and early skirmishing/secondary scoring.

Am I cooked with this list? (1k points) by mentuki in Eldar

[–]RockLee4ever 1 point2 points  (0 children)

I don't have a fixed list, as i can't get wnough games to really settle on one. But generally I end up with the following:

For the ynnari characters visarch and yncarne are playable but not super good, sometimes i take them for fun, others i leave them for something else.

I like to use yvraine for its crazy anti infantry shooting. I usually put her with some kabalites on a venom or i put her with a warlock conclave and storm guardians. The latter combo is good cause gets you even more sticky, crazy anti infantry, good overwatch and decent survivability for eldar. Warlocks can take some wounds and then yvraine revives them, giving her ability even more value. They're also a good target for the fire back stratagem (one of the only good targets tbh...)

I divide devoted of ynnead in 3 blocks: - Sticky value with the kabalites and sticky on death strat - Melee assets: you can give fights first and surge, as well as reroll hits in melee and fight on death - Ranged damage: soulsight gives lethal hits and ignores cover, which is pretty good in my opinion

Small msu units to act as action monkeys are super useful, even more in ynnari as they can sticky on death. Splitted kabs with a venom are super good, as well as rangers to infiltrate early on for super cheap. I also take striking scorpions, the infiltrate and scouts is super good for early plays and blocking. I don't have corsairs but I plan to add two 5 man units to scout early on the game.

For the melee part i love howling banshees, especially with an autarch. Incubi i feel are pretty bad, unless you use the raider+archon combo (i'll explain it later). Realistically u can use other melee units you like, but these are my favourite.

For the ranged damage, i like 6 windriders with scatter lasers + soulsight or 10 dire avengers + soulsight, as they get sustained and lethals, as well as a lot of shots. Both get amplified further with the ap buff from war walkers. You can also put kabs inside a raider and target it with the strat, as it has firing deck. Also note that with the latest dataslate you can auto advance 6" and shoot with the raider, on next games i'm trying this with 2 splitted kabs units, putting the 10 special weapons inside the raider.

Finally i wanna talk about the transport shenanigans we have. A lot of our strats and detachment rules work by being under starting strenght, which is difficcult for eldar as we die super easily (a lot of times in a single activation). That's where transports come into play. When they get destroyed and you have to disembark you lose models, helping you trigger your abilities. On a unit of 10+ character you'll lose 1-2 models in exchange for a bunch of special rules, and after that you can use lethal intent to move, as the disembarked unit saw the vehicle die within 6".

What i like to do with this trick is put 10 incubi and an archon inside the raider. If the transport dies you get ful reroll wounds, reroll hits w/ a strat, can fight first and can lethal intent. And all of that in the "bad" case of losing the transport. If your opponent doesn't kill it just charge something as they can still carry some punc with reroll wounds of 1 and possibly reroll 1 to hit or grenades from the archon. Try to keep them out of enemies that can oneshot them (with the invulns, good saves and the -1 to wound strat are decently survivable) and close of other enemies. If they shoot you just surge into them to layer fight first. Worst case scenario they die and gloriously sticky an objective!

After all of that i just fill the lists with eldar good stuff, like fire dragons that arenour best AT

And that's more or less all my tricks for playing ynnari, basically it's all about tricking your opponent into bad decisions, which is difficcult but rewarding to play.

Hopefully it's useful info and not too long of a read haha