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Wraithblade (The Wraithblade Saga Book 1)

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Of course they’re not so hardy that survival is guaranteed, but that’s generally where the fact that I use them as more of a late-game threat comes in handy, as I say above, they’re not a priority target early on, which gives them way more versatility alongside the rest of an army than they would otherwise seem to have on their lonesome. So these are my 3 lynch pin combat units for new Ynnari. I lost only a single game in playtesting with my Ynnari and these units featured in every one of those lists. If you guys are interested I’ll detail my favorite Ynnari list and how it worked in games if you are interested. You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: As mentioned above I was involved in the playtesting process for Ynnari. It was a long and extremely interesting journey. While the majority of the internet thinks Ynnari are dead, I’ve found in extensive playtesting process that they are far from dead and can be extremely effective when leaning on the right units.

Ghost Warriors were introduced in the 1st Edition of Warhammer 40,000 where both they and their large counterparts known as "Spirit Warriors" served as alternates to Eldar Dreadnoughts. "Ghost Warriors" were originally conceived as being a mechanical robotic walker created by the Eldar to carry out infiltration, assassination and sabotage missions for their military forces. The predominant type of Ghost Warrior in use among the craftworlds is the Wraithguard. These giant robotic warriors are shaped from the immensely resilient substance known as wraithbone, and tower above the Spiritseers that accompany them upon the battlefield. Whether they’re fighting as the vanguard of a Tyranid swarm or as the killer elite of a cult uprising, Genestealers are swift as a blur and utterly deadly. Now that they’re only 13 points per model – or 15 for the Purestrain variety – we’re sure the maximum unit size of 20 Genestealers is looking all the more tempting. Those mortals who embark upon such perilous missions risk not only their life but also their eternal soul. Only the Wraithknights have the power and resilience necessary to harvest a clutch of Spirit Stones and still escape from the nightmarish denizens of the Crone Worlds. First up, we’ve got the very simple detachment of the Yncarne and some Wyches. This slots pretty easily into the skeleton of the basic Craftworlds list I’ve been trying out in 9th.

In my experience Strength from Death is excellent. Eldar have great melee options and fights first and +1 WS is a fantastic buff to them. IMO Ynnari are a definitive counter to Orks and Genestealer Cult on Strength from Death alone. Fights first is a major, major ability and getting that army wide so long as something has died (friend or foe) is excellent. Yvraine saw a modest amount of use in 8th edition (including by me) as a pure value piece – her ability to throw out both a +cast smite and a Gaze of Ynnead every turn was basically always fine at her cost, and especially in Craftworlds helped you reach a critical mass of mortal wounds to really threaten anything that came to tangle in your lines. For the gems, it’s the typical GW process. Gradient of crescents from dark to light and a dot of white in the dark area. Then I cheated and gloss coated them. The Sword In many ways, the Wraithknights embody the cyclical symbols of the Aeldari, the curving discs of the Aeldari Lexicon that display a portion of death within life and a portion of life within death. From a flavour perspective, I find myself liking the new Ynnari. Lord of Rebirth is fun, they have some nice artefacts and the new Word of the Phoenix seems far more thematic.

More importantly though, they can actually do something with their Psychic Phase now! The Wraithseer’s interaction with the psychic phase is bizarre, one of the many rules in the Forge World Indexes that was a complete hot mess, and was restricted to powers so useless that unless you had Wraithblades it was often better to pass on casting them than to risk a perils. The Wave Serpent is a must for these guys. A single unit of 5 with a Serpent with Vectored Engines (advance on T1 to get a -1 to hit) was really great. The Serpent is also great for just jumping out, assaulting units like tanks and the like to shut down return fire in subsequent turns. Also it can be used to help trap units in combat without support from the Wyches. The axe and shield seems such a no brainer, am I missing something??? Not only is the 4++ a massive thing in these latest editions of leafblower 40k, it's a cheaper build!?!?!? I keep expecting that too change. (Maybe it has and I missed it? The sword probably is the first thing to catch the eye so I spent a fair bit of time here. The way I approach blade is I decide where my points of brightest reflection are ahead of time and then work from that. So in this case I decided 2 spots on one side and the third spot would be centered between them on the other side of the blade, which creates the opportunity for some reverse gradients. Then I just paint dark to light. Basecoat the entire blade in your blue of choice (I think I used VMC Dark Sea Blue) and then glaze upwards. So I coarsely painted in my reflection by mixing in some Turquoise and later white (or ivory), glazing in increasingly smaller areas until you get to the pure white reflection in the very center. If at any point you have to big of a shift, just glaze over it with a mid tone a couple times to blend it in.It is well that each Wraithknight is capable of such feats of heroism, for it is they who are at the forefront of the quest for new Spirit Stones. By passing through forbidden portals and traversing the shattered multidimensional spars of the Webway, Wraithknights can emerge onto the surface of the Crone Worlds, where the nature of realspace shears with that of the Warp. It is possible now that the terms "Ghost Warrior" or "Spirit Warrior" simply refers to any Eldar robotic combat walker or construct controlled by a spirit drawn from a craftworld's Infinity Circuit. Variants included: Just on numbers alone they’re pretty obviously fine after Chapter Approved – a 10-point increase on a near-300pts model that was already competitively viable stands them in good stead compared to everything else. However, on top of that 9th actively makes them better in a couple of ways. The helm-crested Wraithblades can be made with either a pair of ghostswords – there are five different pairs in the set – or with a ghost axe and forceshield. However, all of that stuff is only part of the reason Wraithblades are coming into vogue now- and the other half has nothing at all to do with the Craftworlds codex or any of the changes that were made. No, the real reason we’re seeing Wraithblades take the fore is because of the surge in popularity of Orks. Eldar as a whole don’t have a ton of great solutions to Orks; they certainly have weapons that can kill them, but those weapons are usually pretty short-ranged and thus all but guarantee the unit employing them will die next turn. This isn’t universally true, of course- Windriders and Swooping Hawks can both do the job pretty well themselves without being completely suicidal- but even the units able to do it at range tend to fall easy prey to Ork return fire. Wraithblades, however, will absolutely murder Orks in close combat but are still very resilient against both shooting and melee- especially if they are sitting at 2+ or 1+ armor. With even just a single offensive buff a unit of Wraithblades can blast a whole squad of Boyz off the table in a single go and still be ready to kill another one the following round if they don’t stop you.

In our How to Paint Everything series, we take a look at different armies of the Warhammer universe, examine their history and heraldry, and look at several different methods for painting them. Today we take a look at the Craftworld Iyanden, a craftworld devastated by Tyranid Hive Fleets and whose forces now consist more of Taking Ynnari as a one-off seems more feasible, but honestly I still don’t like it- again, what do they do that basic Aeldari don’t do better? (We will, for the moment, set aside Harlequins much as the article does- I think they are a wholly different consideration, in no small part due to the very different things that they gain and lose.) A Craftworlds melee detachment actually comes out much better a small inclusion than Ynnari does, because there the limitation to one of each buff spell is irrelevant (whereas in theory the advantage of Ynnari is that their buffs are army-wide or area effects in most cases, able to hit multiple units.) In deadly melee, the Wraithblades take the lives of the foe just as their lives were taken in the ongoing battle against the extinction of the Aeldari species. I envision my spirit host as having two halves in balance, composed of close combat Wraithblades and ranged Wraithguard, each led by a Spiritseer and supported by a Wraithlord. The Spiritseers are themselves proteges of the famed Iyanna Arienal, seen in Gav Thorpe’s Rise of the Ynnari: Ghost Warrior. But the important thing is, the Thousand Sons and Grey Knights are indeed both getting a new codex in the coming months! In fact, you can take a look at their stunning covers right here.If you are a DE guy Im sure you know about Lawrence Baker. We recorded a great episode with him and he’s had an entire new Ynnari done on commission. Sorry if you are not convinced. All I can say is go out there and try them and I think you’ll be surprised. The raw Eldar data sheets can really carry their own weight without leaning on the crutch of Alaitoc or Vect. I can only convey my own experiences and like I said I’ve only lost 1 game with them since playtesting and I’ve played them against local tourney winners and average joes. They are challenging to play but have tremendous upside if you can coordinate them well. I know I’m not a tournament pro or anything but I win the majority of my games and I found them to really be exceptional.

With the guidance of a Spiritseer, it is possible for an Asuryani spirit to separate itself from the Infinity Circuit of the craftworlds and flow into a Spirit Stone put aside for that purpose. Such a Spirit Stone can then be placed within the robotic body of a wraith-construct, imbuing its artificial form with a living intellect. Wyches are also a great tag-team with Banshees as Banshees can shut down Overwatch and the Wyches can get in with their Shardnets and trap units in combat. The Aeldari live on the brink of extinction. As such, their Farseers have become adept at reading future events, seeing the many strands of fate ahead of their people and the consequences of following each one. Taken at the right time, a simple action can avoid calamitous outcomes, aiding the Aeldari in their continued struggle for survival.If your Army Faction is AELDARI, at the start of the battle, make a Strands of Fate roll by rolling twelve D6. Each Ghost Warrior was controlled by the soul of a dead Eldar ancestor drawn from a craftworld's Infinity Circuit. A Ghost Warrior was smaller than the larger constructs referred to as "Spirit Warriors."About to put together the 10 wraith models I've had in a box for the past year, and I'm wondering whether to make them as Wraithguard over Wraithblades now. It seems like with the reduction of - AP across the board, and the increase in the wraith save to 2+, there aren't as many anti-infantry threats that would warrant the 4++ save that the blades benefitted from so much in previous editions. Is that a fair assessment? The only thing I can think of as an exception would be melta weapons and the like which could still wipe a squad. Wraithguards, supported by a Wraithknight of the Saim-Hann craftworld, take the battle to the Orks. On top of that they are troops so can help you fill up your troops selections for the all important battalion.

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