- StackedDeck wrote:
Sadly only 6 units in the Reborn detachment (unless I am wrong about the seer council counting as only one unit).
Yeah, you're wrong here(Good thing for your list!)
The Ynarri FAQ specifies that the 7 unit requirement is checked at the beginning of the game on your list, not based on what you have on the table, or alive in the game.
In your list, they are separate and distinct units. They're also separate and distinct units for killpoints and any rule purposes other than how they interact while they're joined as a unit. They're just like any other ICs that have been joined to a unit, except that they have this rule:
- Rulebook wrote:
- Psychic Bond: Both Farseers must join the Warlock Conclave before deployment, and cannot leave the unit.
As for your list, I think the succubus might be overkill on the melee beatstick front with already having The Visarch and Yvraine. If it were me, I wouldn't take the triumverate at all because I think they're overpriced models with neat-sounding but impractical rules, and I'm a pragmatic sort of fella.
Also, having that many points in your deathstar without having a plan for mobility is a mistake, in my opinion. 1 WWP isn't going to fix their woes. As a matter of fact, it means at least 1 turn where ~1400 points of your army isn't on the table. Then once they show up, they can't assault on the turn they arrive, so that gives your opponent the opportunity to move away from you, and basically just play "avoid the deathstar" for the rest of the game.
I don't think the deathstar + wraithknight idea is bad. I just think it needs bean-countered to be WAAAAY more efficient. I know your purpose is to try to find a cool way to field Yvraine and the Visarch to take advantage of their abilities, so I understand that me telling you they're not good is unlikely to be happy news. Despite them appearing to have synergy on the surface, they really don't because they force us to take models in the least efficient way possible: On foot, and not in vehicles due to the absurdity of Ynarri units having 2 factions, and requiring both factions to match in order to start in a transport. It's really unfortunate GW gave us such nice models and such bad rules. But hey, on the bright side, the army rules are good!
EDIT: If you really want to field Yvraine and The Visarch in a unit, you'd be better off going with either a unit of Khymera, or a unit of Swooping hawks. Both have better movement options, so you can string the unit out to get the front few models close to assault targets, then use assaults to sort of "slingshot" your characters across the board. I used to do this with khymera to create DE/Eldar deathstars back in our previous codex when archons could be good in CC. With a unit of swooping hawks, you could quite possibly manage a first turn charge, because they move 18".