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Kabalites for my Ynnari - Unless they ride on their own
Bouargh posted a blog entry in Bouargh´s miniatures´ closet clean-up
Hi folks, It has been a long time since posting anything there. End of yeqr has been complicated and full of work overload. And 2025 is going to start this a similar tumultous pattern, but this will be discused another time. After a hiatus of 4 weeks, for flu and then for spending time painting dwarves for the World that Was, I finally resumed the painting of my Kabalite reinforcement for Ynnari. I did the bodies and I had left apart the heads and weapons + the final assembly. Now it is done. Let's have a look: The whole squad: Some randomely selected close ups: The kabal is name less. it will reinforce the Aeldarii until new codex is out. I wonder how the future rule will impact the way I use Dark kins in the Ynnari. I especially wonder if my recently bought Scourges will still be usable and if Mandrakes painted a few months ago will still be a thing. Until then I will keep Dark eldar expension and painting on hold. I will try to share again in this blog in the next days, while I reorganize and pack my collection. Why would you ask? Well a big stuff is under stew/simmering. but January will tell more. See you in a next entry of this blog. -
Ynnari fun facts... and painted Yvraine
Bouargh posted a blog entry in Bouargh´s miniatures´ closet clean-up
Hi folks, As I had time to waste while some minis were drying, I spent some time reading fluff, something that I did not do for at least 10 years. Just to give you a small idea, I left if long time before the opening of the great rift the Imperium Nihilus and the Primaris stuff. Whatever one can think about the “event” and the story moving further (I won´t enter in another controversy for something that is and will stay. Like it or no), one positive move as far as I am concerned is a kind of new door opened to gives depth to the Asuryanii. They already gained depth and texture (indirectly) through the development of the Necrontyr. But the fracture of Biel Tan and the rise of the Ynnari was a good promise (“Sky full of stars”, paraphrasing Coldplay). I decided to dive into it while liquidating my Aeldarii pile of shames in CtA23 and still on-going. So, it is time for some “fun facts” about Ynnari, while comparing story plots and rules. The rise of the Ynnari was facilitated by the intervention of Jain-Zar, leading other Phoenix Lords. Yet Phoenix Lords cannot join Ynnari forces. Although they sided/backed them in battle. Drazhar has been appointed to hunt down and kill Yvraine, yet you can enlist him into an Ynnari force There are key members/dramatis personae in the Ynnari band side (more or less directly involved in the chain of command), yet these are not always identified as such in the factions´ keywords: Jain-Zar and Eldrad (as mentioned already), the Triumvirat of Ynnari characters, Yriel the Corsair Prince and Lelith Esperax. I am missing some? Have you seen how Slaneeshi looks The (horned) Yncarne? And what if all the Ynnari stuff ends up being an inside job? Could Eldrad be lured? I am probably paranoid… The Gyrinx is theoretically a wonderful and powerful familiar for psykers, yet it does not do anything. Strictly nothing. Does it meow? I am not even sure of that. The Ynnari forces: there are as far as I counted 3 osts wandering around, one led by Yvraine, one led by her lover (the Visarch) and the last one led by Eldrad (the exiled). Yet only Yvraine´s led armies can be eligible to the Ynnari faction rule wise. The last point is interesting and is known as the Yvraine tax. And if it is not known as such, this is at least how I do call it. If I pretend fielding a legal Ynnari force, under the current state of the Index, I hav no choice than aligning Yvraine. SO, let´s do it and paint her. And here comes the result: I am still ot able to paint any face or eyes, so that part of the model is poor. but seen from afar, on tabletop and among other stuff, you do no notice. At least this is how I try to convince myself. Pallet is very similer to the GW paintjob , athough colours may change a little bit. No purple and rather red for the robe for example. The snow base is a little bit plain and bland. But on the other hand the size of the model does not really leave that much space to texture anything. at least the pet brings eye catching contrast. See you soon with more Asuryanii stuff - I have a bunch of models WIP, from very oldies to most recent releases... -
Consolidating my Ynnari - A Drukhari test model
Bouargh posted a blog entry in Bouargh´s miniatures´ closet clean-up
Hi folks, As part of my Asuryani force, Ynnari oriented, I had marked on my list the addition of deepstriking units under the form of a Drukhari combat patrol plus other stuff. I've already painted the Incubus as part of the CtA24. Comes the time of the Kabalites. I have hesitated quite a long time before choosing a colour. I finally decided myself for an Akhelian green. It is close to a teal colour that can traditionally be associated to the dark kins. Their alliegence to the Ynnari sect will be only marked by subtle red details 5ribbons for example) or red paultrons. This illustration is a good impression of what I may aim at. But before diving into the painting I made a test model. For this I used the Archon mini. I was initially planning to make a kit bash to get it as an Harlequin Death Jester Proxy, as others overhere have done, especially the model displayed by @The Yncarne a few months ago: But in the end I went to a kit bash based on the bits I had in stock and keeping the boy into the Drukhari band wagon: Incubi stuff. A simple head and weapon swap. The miniature is IMHO improved by these changes, even if it still looks dumb. But not so dumb than the initial crossed arms version... So a margin improvment... The Akhelian green has been applied on a grey base coat, with deeper grey on the legs. This pic is not adapated to see the latter so you will ahve to trust me on that; but it is a nice variation. The full end result can be seen there: Interestingly enough, I cannot say which pic is worse... Generally speaking, I have not been very clever on that model. Some parts are of difficult access once glued, so prepainting would have been required. Foolish me. Anyway, after corrective actions taken to hide coloured spots that ended up where they were not supposed to be, it ended up quite OK. I've just forgotten that the paultrons were planned to be red. Not so important here as the fleshed cape is largely hiding them. But something to be checked on next models. I will stick with this scheme I guess; at least for the next 10 footsloggers. And for the 10 Scourges I enlisted last week too... See you soon. -
Hi folks, I completed my mandrakes tiday, putting final snow touch to their base and correcting some clown noses caused by miscontrol of white paint for hairs. My inspiration was this illustration: It is slightly different from the usual paint job of GW; mainly as hexfire is blue and not greenish. I found it more convenient and more adapted to bring a common point in terms of colours with the swirling soul wave of my Yncarne. All these models are close from the proposed patrons from heavy metal teams (if they are still called like that) but more easily achievable with my more limited painting habilities... For the tatoos, if these esoteric marks are tatoos, I painted in "negative mode": I fiilled all the tatoos and grooves with an electric blue and tham I painted the skin around through an almost dry brushing technique. This left most of the tatoos free of Eshin grey paint and avoided trying to fix it with my trembling hand latter on. Rest of the model is quite straight forward even if I tried a variant on the blades: mixing bone parts with the doomed iron of these daemonic figures. Finally flames were done in the exact same way as for the Yncarne model I did earlier this month: Frost earth on a withe base; and then brueches qnd washes with Fenris grey, Ulthuan grey and Drakenhof nightshade. The other variant was for the shade shield of the mandrake that tries to hide itself from the light (before teleporting on a secondary objective). For this one I went a dark grey washed with a black, while top part was brushed with a dark blue and a grey. Et voilà! These 10 Mandrakes will be a nice addition to the Ynari force of mine, giving some nice dirty tricks available to the whole force. Let's them prepqre my vows for October pledge in 12 Month of Hobby! See you soon,
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CTA2024 - First and second vows in the Xeno Forum
Bouargh posted a blog entry in Bouargh´s miniatures´ closet clean-up
Hi Folks, After painting most of what I though I could in the Imperium forum, I added 2 almost "last minute" vows in the Xeno Forum: - 5 Incubis and their objective marker - for 5 or maybe 6 pts - the Yncarne No surprise, these are a way to increase my Asuryanis though Ynnari faction play. See previous entry and probably some future ones too. In both cases I aligned my scheme on the ones promoted on GW boxes. I am chronically lacking of creativity (this is proved) but I also wanted to limit the decision making process (I can proscratinate a lot). I managed to fulfill both entries in 1 week, and being a copycat while using narrow colour pallets helped a lot. Let see the suspects. Incubis have been largely inspired from the claimed "Ynnari scheme" that can be found on the back of the box and on the GW websites. The armour is made of Incubi darkness, washed with 1:5 black in water. The rest is annecdotical: metal (clear) for blades qnd cuting stuff, red ribbons and white pads. I tried the Vallejo 70.951 as white on Corax white and the contrast is a little bit violent. It might require a future downdown. The Yncarne is as straight forward as can be. red character and frosthearth energy cloud. Everything in COntrast. first time for me the base coat is 100% Contrast on a model. Them subtility is added through washes and dry bruches. I had quite a lot of issues with the final assembly and I have not been able to position properly yhr character on the swirl. I identified 2 delictive points: 1. the base of the swirl is set with a small mispositioning on the scenic base 2. for some reason the bottom of the hair of the Yncarne and the top of the hair on the swirl, where you make the connection, are a little bit deformed. you cannot match all the details and grooves, as if the bottom part was a little bit larger than it should be. There is a small additional angle too. Resulting that the Yncarne is not that centered and looks like it tries to slide ahead. It gives a puzzling idea of forward movement, like trying a hoover jet for first time... But I am any way OK with the result: an ambitious model and probably the most complicated to assemble so far. Here are some close up of the base and epic hero: CTA2024 is now over for me. I ended 24h before deadline, so, I am happy that all my items and vows are complete. See you soon, -
Hi Folks. There are as much reasons to choose and play an army than players. Or maybe not that much but a least a serious amount. So I will not pretend listing them all or even pretending covering the main ones. I will instead stick to a selfish and auto-centered exercise on why did I choose to build up an Ynnari force. I am not really an Eldar guy. I liked them and even started gathering an army in 96. I bought and stored some models, essentially after recovering some guardians from a friend on mine that left the hobby at this time and offered them to me a bargain. I have been left with a lot of guardians, falcon chassis and jetbikes. They were left there, waiting for some time. A first attempt for seriously using them was with the release of the Crafworld index. I was VERY tempted to build up a Saim-hann force. I even started building some potential models for kinsmen. But the soufflé went down. Another almost successful resurrection was the issuance of the Black Guardian list in the Eye of Terror campaign book. But the magic did not happen. Back to the pile of shame. CTA23 has been the last memorable event that affected these pointy ears. After 27 years most of the Aeldarii models were at last painted. I guess I have only 10 to 20 guardian bodies left in the waiting room. I kept Saim-hann theme – I never really abandoned it and I secretly hope for a Nuadhu Firehearth model someday… But I still haven´t played a single game: the army needed some legalization and improvements. And this is where the Ynnari trouble starts. A standard move would have been to select a few additional units and increase the army core with the usual suspects: Aspect warriors and so on. But I am not so fond of Aspect warriors in general (except Warp spiders and Dark reapers); although Aspects are the primal form of the Eldar units (I still have my 1st Ed compilation book (the yellow one), I am not that plugged into them. I instead decided to keep on moving on the guardian heavy thematic planning to add walkers and some rangers (inc. shroud-runners). The pile of shame has grown with some of these, but they remain in standby as, after a Paper-hammer* series of small games (in order to simulate and emulate my army construction) the tactical options appeared as being limited. Or better said: they almost paly as my AdMech. It is not what I want. Scouts´ models remain unpainted, even unbuilt. Another option would have been to build up a more fluff-oriented list going back to the roots of a wild rider heavy army. It is however not something that looks playable nowadays. May be for fun, but on the long run?... Paper-hammer stroke once again. It has been another fail So, what is left, except putting Aspect warriors? Ynnari. These have been a third choice, after the 2 previous errantly valuations. Yet they tick some boxes in terms of new tactical tricks. Indeed, getting these Dark-kins gives access to a series of deep striking units that will nicely balance the tactical options. Deep striking transports and skimming tanks. Fast units. Everything is into the speed aspect. I can have something that is still in the mood of that Saim-hann spirit will getting access to relatively cheap troops and units fulfilling a variety of tactical roles without slowing down the historic units of my rooster. To summarize, the decision to go Ynnari has not been a first choice. Rather a third one (And I hope they will not be axed in the next Aeldari codex so that I will not have to repent, again…). Decision has been made based on the play style and tactical options offered by the inclusion of the Dark Eldar units. It opens the rooster to a huge amount of units (probably as much as in a SM army, may it be?) so that variety and surprise effect can be guaranteed (if the collection growth allows it). What is going to include this Ynnari force: The drawbacks of Ynnari is the Yvraine tax. But as it has to be, so let it be. If you go Ynnari, you go Ynnari: so I cannot stop to Yvraine as a signature unit only. Let´s put the Yncarne too. This demonic figure has some tricky tricks to bring to the force. Add some Dark Eldars: a Patrol box for the moment (I touched it at 90 bucks…). I may increase the contingent with some Scourges and a Venom latter. As I “accidentally” get a KY Nightmare box, I also have a unit of 10 mandrakes available Corsairs may increase the rooster, especially as I have enough spare guardian bodies in order to build 2 units out of one box. What is missing from this list are the Venom, the Scourges and the Corsairs – 142 USD before discounts. Everything else is in the Pile of Shame already. In next instalments we will see how I am progressing with the painting of these models, starting with the Yncarne and Incubis. See you next time, *There are variants such as Lego-Hammer or Playmobil-hammer too. I even heard of a Hotwheels-Hammer once, but I guess the guy was talking of Steve Jackson´s Car Wars instead… PS: and I do insist that I am not starting a new army of any kind...
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I've begun working on some homegrown rules for playing the Ynnari in Kill Team. If you'd like to help, please follow the link to the discussion in the Homegrown Rules forum here at the B&C. I appreciate any assistance.
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I've begun working on some homegrown rules for playing the Ynnari in Kill Team. If you'd like to help, please follow the link to the discussion in the Homegrown Rules forum here at the B&C. I appreciate any assistance.
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I took a quick break from the <<<REDACTED>>> project to work on something that I couldn't push out of my mind - rules for using the ynnari in Kill Team. These are still in progress, but the rules are essentially finished (barring changes made after review). The process was very simple - the ynnari faction allows for models from both the asuryani and drukhari factions. I ignored the Harlequins because, though some Harlequins fight alongside the ynnari, they don't appear to have joined the ynnari. Similarly, I left the anhrathe (aeldari corsairs) out because we don't have any official rules for them, just homegrown versions. All of the models replaced their normal faction keyword with YNNARI. They then replaced their normal faction rules with Strength Through Death and Reclaim the Galaxy, both re-written from the WH40Kified version that appeared in White Dwarf and Phoenix Rising to a Kill Team version (e.g., replaced "unit" with "model"). Version 1 obsolete. See Version 2 here. Areas of concern/notes are highlighted in yellow/red. The reason I combined the Guardian Defender, Storm Guardian, and Kabalite Warrior into the single "Reborn" entry was to save space. One thing I'm going to change there is the Reborn Gunner > Heavy Weapon Platform thing. The asuryani faction can take a heavy weapon platform and two storm guardian gunners, so I don't see a need to limit the ynnari more than that. Also, I'm trying to figure out if there might be a characterful name for the basic squad leader types. The guardians (defender/storm) don't have such characters, but the kabalites have the sybarite. Since I incorporated that character into the reborn, I'd like to find a better name than "Leader" for it. Combining the Autarch and Archon into the "Ynnarch" was also done to save space. For the most part, the model is still limited to represent either of the originals, though some funny things can be done with regard to the armor and shield (forceshield/shadowfield). As for the "ynnarch" name, I followed the precedent of the ~arch titling for aeldari leaders (autarch, exarch, felarch) and simply combined it with the "ynn" prefix that this sub-faction uses (Ynnead, ynnari, yncarne). I had originally used "soulbound" until I saw that name used for the host that the Visarch leads. Where the asuryani often use WARHOST as a keyword, I replaced that with either BLADEHOST or SOULBOUND VANGUARD to represent the hosts led by Yvraine and the Visarch, respectively. I lumped the dire avengers, wyches, and incubi into the soulbound vanguard based on the 7th edition detachment featuring those units, and the others were given the bladehost keyword. Frankly, I don't know if these keywords are even necessary, and it seems likely to me that Yvraine's Bladehost includes dire avengers, wyches, and incubi (and the converse for the Visarch's Soulbound Vanguard); so I'm considering removing those keywords. I left the wraithguard, wraithblade, and spiritseer with the SPIRIT HOST keyword due to the spiritseer's tactic. * For the Revenant psyker powers, I looked through and identified a power that I thought would be unique to each of the different psykers. Each then has one psyker power that it shares with one of the other psykers. Each of the powers was re-worded for Kill Team (i.e., replaced "unit" with "model"). I'm pretty sure that the warp charge points need to be changed. Aside from that, there's nothing really fancy in these rules. Now I'm just working on the hard stuff - the lore for the introduction (I don't want to plagiarize GW's work ), and the background/mission/squad quirk/specialists' demeanors tables (I point to the other faction tables for names). Any input you may provide will be appreciated. And now that I got that off my chest, I need to get back to work on the <<<REDACTED>>> project.
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Good day all! Ill be facing some filthy xenos soon during the tournament, so Im thinking how my list can deal with Ynnari. Can you guys suggest changes to my list to somehow withstand Ynnari? So far, here is the approximate list i'll be facing(points can be off): == Supreme Command Detachment == ( Ynnari-Harlequin's ) [ 282pts] + 1 CP HQ1: 1 Shadowseer (134) Hallucinogen Grenade Launcher (0), Miststave (0),Shuriken Pistol(0)(Psychic powers: Twilight Pathways, Fog of Dreams) HQ2: 1 Troupe Master (59) Harlequin's Embrace (6), Prismatic Grenade(0),Fusion Pistol(9) HQ3: 1 Troupe Master (59) Harlequin's Embrace (6), Prismatic Grenade(0),Fusion Pistol(9) == Outrider Detachment == (Aeldari - Drukhari) [ 633pts] + 1 CP HQ4: 1 Archon (54) Agoniser (4), Splinter pistol(0) - <Drukhari Elite1: 5 Mandrake (95) , Nightfiend (0) < Drukhari > [95pts] Elite2: 5 Mandrake (95) , Nightfiend (0) < Drukhari > [95pts] FA1: 11 Razorwing flock (77) < Drukhari > [77pts] FA2: 11 Razorwing flock (77) < Drukhari > [77pts] FA3: 11 Razorwing flock (77) < Drukhari > [77pts] ==Battalion Detachment== (Aeldari - Ynnari-Harlequin's ) [1085pts] +3CP HQ5: 1 The Yncarne Warlord (legendary Fighter) (Psychic powers: Gaze of Ynnead, Word of the Phoenix) HQ6: 1 Troupe Master (59) Harlequin's Caress (9), Prismatic Grenade(0), Fusion Pistol(9) Clowns> Troop1: 6 players Harlequin Troupe -Player1-6(15) Shuriken Pistol(0), Harlequin's Caress (9) {24} Troop2: 6 players Harlequin Troupe -Player1-6(15) Shuriken Pistol(0), Harlequin's Caress (9) {24} Troop3: 6 players Harlequine Troupe -Player1-6(15) Fusion Pistol(9), Harlequin's Embrace (6) {30} Troop4: 5 players Harlequine Troupe -Player1-6 (15) Shuriken Pistol(0), Harlequin's Embrace (6) Elite3: 1 Beastmaster Beastmaster's scourge(0) (combat drugs- Splintermind) - Elite4: Solitaire (94),Harlequin's Caress (9), Harlequin's As of now, my list for the tourny will be: Im using Iron hands as chapter tactics ++ Battalion Detachment +3CP (Imperium - Space Marines) [41 PL, 803pts] ++ + HQ + Captain on Bike [6 PL, 120pts]: Power axe, Storm shield, The Axe of Medusa, Twin boltgun Lieutenants [4 PL, 63pts] . Lieutenant: Chainsword, Master-crafted boltgun + Troops + Intercessor Squad [5 PL, 100pts]: Auxiliary Grenade Launcher, Bolt rifles Scout Squad [6 PL, 90pts]: 5x Camo cloak + sniper rifles Tactical Squad [5 PL, 76pts] flamer + storm bolter + Dedicated Transport + Razorback [5 PL, 108pts]: Hunter-killer missile, Storm bolter, Twin assault cannon Razorback [5 PL, 123pts]: Hunter-killer missile, Storm bolter, Twin lascannon Razorback [5 PL, 123pts]: Hunter-killer missile, Storm bolter, Twin lascannon ++ Vanguard Detachment +1CP (Imperium - Space Marines) [29 PL, 519pts] ++ + HQ + Librarian [6 PL, 105pts]: 1) Veil of Time, 2) Might of Heroes, Boltgun, Force sword + Elites + Ironclad Dreadnought [8 PL, 159pts]: Dreadnought chainfist, Heavy flamer, 2x Hunter-killer missile, Hurricane bolter Sternguard Veteran Squad [7 PL, 90pts] with special issue bolters Venerable Dreadnought [8 PL, 165pts]: Missile launcher, Twin lascannon ++ Spearhead Detachment +1CP (Imperium - Space Marines) [35 PL, 678pts] ++ + HQ + Techmarine [4 PL, 65pts]: Boltgun, Chainsword, Conversion beamer + Heavy Support + Land Raider Crusader [16 PL, 295pts]: Hunter-killer missile, 2x Hurricane bolter, Storm bolter, Twin assault cannon Predator [9 PL, 197pts]: Hunter-killer missile, Predator autocannon, Storm bolter, Two Lascannons Thunderfire Cannon [6 PL, 121pts] . Techmarine Gunner . . Servo-harness: Flamer, Plasma cutter, 2x Servo-arm ++ Total: [105 PL, 2000pts] ++
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From the album: Aeldari
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From the album: Aeldari
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From the album: Aeldari
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From the album: Aeldari
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From the album: Aeldari
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From the album: Aeldari
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From the album: Aeldari
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From the album: Aeldari
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From the album: Aeldari
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From the album: Aeldari
Spiritseer -
From the album: Aeldari
Warlock