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Fremen
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PostSubject: Ynnari Hellions   Fri Aug 11 2017, 11:17

I was thinkng about Hellions in Ynnari army. They have M14", A3 (with drug), D2. It is 170 for 10 of them. If Yvraine provide them soulburst from Word of Phoenix they can assault turn 1 easily - 28" move + charge. Is it worth the points? Not to mention their 20 splinter shots...
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Jimsolo
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PostSubject: Re: Ynnari Hellions   Fri Aug 11 2017, 13:31

They are still very fragile. I think they could still work, especially if they hunt vehicles or other big game where their D2 weapons will matter, but it might take some practice.
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Fremen
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PostSubject: Re: Ynnari Hellions   Fri Aug 11 2017, 14:33

I will try them today then, I play against Chaos Smile Lets see how it works in real game, not only on paper Wink

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Jimsolo
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PostSubject: Re: Ynnari Hellions   Fri Aug 11 2017, 15:02

If you're using 6+ squads of them (and I think MSU is definitely the way to go) then the one that gets 16" movement is a great pointman team to get the T1 charge.
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Cerve
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PostSubject: Re: Ynnari Hellions   Fri Aug 11 2017, 23:08

Don't forget T4. It helps alot if you're facing a lot of bolters or S3 weapons. If you're not running Reavers (or even so, against a spam of those guns) consider the T4.

Anyway, 8+ Hellions are a good annoying unit, which helps to harrassing key positions, and get another unit with drugs (helpful to get 7+ addicted units). They will fall if focussed, but aren't our army composed by fragile units? They are amazing even against light veichles.

Into an Ynnari list they will be even better (but Eldar and DE bikes are saying 'hello there').
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Fremen
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PostSubject: Re: Ynnari Hellions   Sat Aug 12 2017, 07:51

Ok, now I know how it works... It is INSANE Very Happy 1T charge on chaos rhino with sorcerer, lord and 8 berserkes. Hellions bubblewrap them, doom from farseer and rhino was gone... together with passangers because they can not dissembark. AWESOME!

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Sanore
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PostSubject: Re: Ynnari Hellions   Sat Aug 12 2017, 12:38

I agree Hellions can be extremely effective at not only annoying the opponent but even getting work done as well. The ability to hit and run greatly boosts their damage output and since their still infantry, SfD still works on them. However, all that being said they do require finesse to keep them alive, you have to what to charge and when to do it, one wrong charge can easily turn your guerilla warfare unit into an ineffective suicide unit.

As far as competition from other Ynnari units they are one of the better fast infantry units. The only thing that really challenges them eldar jetbikes (specifically the shining spears) and the harlequin skyweavers. However you can't take either of those in great numbers without spending a fortune so the Hellions are still the best swift moving bubble wrappers.
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amishprn86
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PostSubject: Re: Ynnari Hellions   Sat Aug 12 2017, 19:09

Sanore wrote:
I agree Hellions can be extremely effective at not only annoying the opponent but even getting work done as well. The ability to hit and run greatly boosts their damage output and since their still infantry, SfD still works on them. However, all that being said they do require finesse to keep them alive, you have to what to charge and when to do it, one wrong charge can easily turn your guerilla warfare unit into an ineffective suicide unit.

As far as competition from other Ynnari units they are one of the better fast infantry units. The only thing that really challenges them eldar jetbikes (specifically the shining spears) and the harlequin skyweavers. However you can't take either of those in great numbers without spending a fortune so the Hellions are still the best swift moving bubble wrappers.

But Skyweavers are dbl wounds and better shooting, also they have -1 to hit and a 4++ with 16" movement.

Its 6 Hellions vs 3 Skyweavers (literally same points if you have PGL/Stunclaw otherwise is like 10pts difference).

So SKyweavers are same wound of wounds, better shooting, 4++ and a -1 to hit at against shooting. The difference is Hellions gets more attacks.

Looking at it from a shock unit hellions are better, but as a TAC unit Skyweavers are better.

Hellions = Turn 1 massive damage, but then they die
Skyweavers = Can turn 1 charge, can skeet around and shoot and survival better but with 1/2 the punch in Melee

So it depends what you want in your Ynnari.

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TheHostwiththeMost
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PostSubject: Re: Ynnari Hellions   Sun Aug 13 2017, 00:59

Fremen wrote:
Ok, now I know how it works... It is INSANE Very Happy 1T charge on chaos rhino with sorcerer, lord and 8 berserkes. Hellions bubblewrap them, doom from farseer and rhino was gone... together with passangers because they can not dissembark. AWESOME!

Thats how its done! Targets like that are great.

Dont forget, our flyers, tanks, and bikes are all great like that too.

IMO its risky moving any type of transports to mid field 1st turn in 8th. Ill happily kill and block any my opponent moves though. =)

Hellion's large movement should catch people offguard for a while too.
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lament.config
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PostSubject: Re: Ynnari Hellions   Mon Aug 14 2017, 05:04

The fragility might be a plus for soulbursts and as a sort of Yncarne delivery system. The die to about anything that looks at them for to long.

I do love the minis for them too.
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Fremen
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PostSubject: Re: Ynnari Hellions   Mon Aug 14 2017, 09:07

That is a nice idea with the Yncarne. When they do their job they will probably die. The same happened in my game, the oposing player can't ingnore them. I must try play them with the Yncarne Smile

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