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==Why Play Ynnari?== '''Pros:''' *You can finally field one big mega-detachment of Craftworld Eldar, Dark Eldar, and Harlequins - show these Imperials they do not have the exclusivity on mega-detachments! *You are gonna dominate the field quite easily. No for real dude, do not go overboard with this faction since you can do a ton of OP combos. *Finally DE can have a decent comeback and we can all forget about their ''codex''. *If you want to go for a fluffy army, the Ynnari can be easily made to represent a ''reborn'' Aeldari Empire of sort that unifies forces from all of the old Eldar factions - in other words, go nuts with customization of units, colors etc; you could go overboard by representing all your units as provening from a different Craftworld/Kabal, and still be extremely fluffy. '''Cons:''' *People might simply not want to play you given the fact you are ''uber-cheesing'' an army by many considered OP (CE). I've seen people refuse to play against Ynnari at TOURNAMENTS. The player came in 3rd without rolling a die with 4 "incomplete's" on his sheet. *TO might limit Ynnari at tourneys in the future, given the potentially gamebreaking combos you can make. *People used to play CE will find that the Ynnari underperform when you try to play them similarly to CE - they are an infantry-heavy faction that plays extremely aggressively to make use of their unique rule Soulburst. This may (and will) make you radically change your playstyle. *Remember that FAQ that said we couldn't put our units in allied transports before game start? Yeah, thanks to GW apparently units taken in a Ynnari force retain their original factions, which prevents you to (for example) deploy a unit of Wraithguard in a Raider. Of course if you want to play a long game you can still load them in turn 1.
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