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===Lord of War=== *'''Yncarne, Avatar of Ynnead <sup>FoBt</sup>:''' Oh, fuck yes. Has an equally Greater Daemon-esque statline like the Avatar of Khaine (WS9, S/T6, I10). She has a 3+ Armor Save and a 5++ for being a Daemon, and she carries Villith-Zhar, an AP2 melee weapon with Fleshbane, Armorbane, and Soulblaze. Rules-wise, she has Eternal Warrior (which is a big step up from the Avatar of Khaine, sorry bud!), Strength From Death, Fleet, Deep Strike, and Preferred Enemy: Daemons of Slaanesh. She's also a Mastery Level 3 Psyker and can dip into either Sanctic Daemonology or Revenant psychic disciplines. She and all Ynnari units within 12" have the Fearless and Feel No Pain USR, and if an Aeldari model dies within 7" of her, she regains a lost wound on a 3+. She can easily take on any opponent in melee and have a near-guaranteed chance of coming out on top. Except the Avatar of Khaine, since his immunity to Soulblaze will mess her up in a mirror-match. **'''Inevitable Death:''' When a unit of any kind dies during either your or your opponent's turn, the Yncarne may be immediately picked up and placed as close as possible to that unit's position, provided that is at least 1" away from enemy units. Yes, this includes both arriving from Deep Strike Reserve and picking her up when she's already arrived, so it can be used zip out of a bad situation, or to Deep Strike safely on Turn 1 - note that she can in fact use this rule when locked in combat (moreover, if you use Inevitable Death during your opponent turn, you can then charge back in combat during your turn). Speaking of Deep Strike, the Yncarne ''must'' always be deployed in Deep Strike Reserve. *'''Wraithknight <sup>CE</sup>:''' Everybody's favourite undercosted GC, now with even '''more''' OP-ness. Basic rundown of the guy: Jump GC (12' move/turn, re-roll charge and Hammer of Wrath at AP2 with Smash), FNP, resistance to Poison, Sniper (need 6s to wound in both cases) and remove from play/instant-death (it does D3 wounds instead). Now add on top of that Soulburst which allows you a free action and make sure to have your mug to drink those delicious tears from your opponent. Especially hilarious if, as your Warlord, it gets the Favoured of Ynnead warlord trait for double Soulburst range - its massive movement range as a JGC gives it plenty of opportunities to abuse that. Regarding the optimal loadout (refer to the CE tactics page at the top of this section for the details): **'''Heavy Wraithcannons''': Using strength D to kill/smash open a transport to allow other units to make use of Soulburst is a very good tactic, but note that, differently from CE, this army focuses even more on synergy - if you were looking for pure firepower, even with strength D this configuration generates relatively little. **'''Ghostglaive & Scattershield''': Jokingly called the rape-train configuration for the Wraithknight, it gets even better (for you, not your opponent) in an Ynnari army! Charge some poor sods and obliterate the unit, just before charging ''another'' unit and killing that, too...and allowing yet another one of your units to charge/fire/move again. While a CQC wraithknight is a damn good distraction in a normal Eldar army, it becomes a great synergistic unit in an Ynnari army, since it allows other units to make use of Soulburst after it charges and kills its target(s) - and do not doubt, it ''will'' kill its target. Because Soulburst's melee attacks are generated in normal Initiative order, Wraithknights can charge and kill a unit at initiative step 5, then use its soulburst trigger to charge another unit that is in difficult terrain, using its lack of assault grenades to its benefit by attacking again at initiative step 1. Then, of course, it can follow up with stomps. **'''Suncannon & Scattershield''': 3 small blasts with 48" range at strength 6 AP2, and an invuln save slapped on top of it. Cast Guide on the knight, point at stuff and watch TEQ vanish, while your other units Soulbust into action. **Note: you ''can'' spam this bad boy if you ''really'' want - as said in the Detachment section, you only need around 90 points as tax for a new Reborn Warhost.
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