40K: Top 10 Most Improved Aeldari Units

Zyekian here, taking a look at the jolt the Ynnari rules sent through all three space elf ‘dexes.

The Strength from Death rule brings new potential to a wide array of units, bringing some formerly second-rate units into the spotlight as well as adding more juice to the top meta units.  Read on to see which units take the biggest strides forward as they try to claw their way into your list.  And be sure to check out Frontline Gaming’s Tactics Corner for more tips and tricks to make your army hum!

Ynnead’s Boon: Strength from Death

The Ynnari Strength from Death rule allows an Ynnari a Soul Burst action: an additional move, turbo-boost, shooting attack, or charge whenever a unit within 7″ is destroyed.  Vehicles cannot take advantage of this action, however they count as a destroyed unit for the purpose of triggering SfD.  Note that both friendly and enemy destroyed units trigger this amazing power.  The Ynnari Warhost detachment allows up to two units to trigger Strength from Death off a single destroyed unit in range.  Also hugely important is that as long as the detachment has seven units, no morale checks are triggered for taking 25% casualties.

Ynnari units lose Battle Focus and Power from Pain on their dataslates and they have no access to objective secured.  These are real trade-offs for most but not all units.  Ynnari players are probably going to try to just kill everything and make obsec not matter.

What this does is force the opponent stop trying to just kill everything.  Rather they need to pause and do some hard thinkin’ about what to try to kill and in what order in an attempt to out-clever the Ynnari player.  Mistakes against this faction will be costly.  Folks will end up getting their own units destroyed in their own psychic phase and at other odd times.

To be fair there are many FAQs needed for this rule.  When Games Workshop finally gets them hashed out they could impact parts of this list for better or for worse.  We’ve seen GW move quickly on the last few FAQs so we should expect clarification soon.

Onto the Most Improved Units

#10: Scourges – 120 points for five Scourges sporting four 24″ haywire blasters.  Clustered together with other Ynnari, Scourges will give opponents serious target priority problems as they envision having to lose a vehicle on their own shooting phase.  Blasters are another option for a few more points but be prepared to have to advance your bat-elves up the field a bit to bring them into firing range.  Soul Bursting Scourges will also be able to make a 12″ jump to safety move after destroying a nearby unit, opening up the Heat Lance as a more viable choice.

#9: Warp Spiders – Warp Spiders picking up extra shots will be a nightmare for Battle Company and MSU transport lists.  Spiders don’t rank higher on this list though because they lose battle focus which is key to their short-range hit-and-fade tactics and that is a substantial loss.  Being within 7″ of an enemy and not having Battle Focus to scoot back leaves Spiders more vulnerable to assault.  Additionally it’s often undesirable to cluster this unit near other Eldar which is what’s needed to make full use of Strength from Death.  This is a meta-dependent gain though some players will prefer Craftworld Spiders for their reliability while others will exploit their offensive boost.

#8: Howling Banshees – Just thirteen points per model for a flurry of power swords immune to overwatch with +3″ charge and run range.  As a bonus the Exarch subtracts -2 Ld from anyone locked in combat with the unit.  Strength from Death triggering their roughly eleven-inch reliable assault threat bubble boosts their utility tremendously.  Unfortunately per the FAQ Banshees cannot deploy inside Raiders, however they can embark turn one to quickly jet off to where they need to be.  Soul bursting will also see them excel at countering drop pod lists. Most opponents will want to prioritize other targets with their pod attack rather than cheap Banshees, a trade-off that could see them up to their gills in angry aspect warriors.

#7: Warlocks, Spiritseers, and Shadowseers – Each of these ML1/ML2 psykers picks up the Revenant discipline in this release, and that means potentially being able to activate Soul Bursts with a psychic test.  Maybe.  Gotta roll for it.  Needless to say though being able to trigger an extra action brings utility and power to a list, and will put a bullseye on the psyker’s back whenever you roll it up.  There’s also a nasty WC1 nova power in there that ignores cover and armor as well as other goodies to explore.


#6: Death Jester/Inriam’s Specter/Shadowseers (again) – The grimmest Harlequin character comes with a BS5 shuriken cannon and the Death is Not Enough rule, forcing enemy units to make a Ld at -2 whenever they lose at least one model, or fall back in the direction of the Harlequin player’s choice (including fleeing off the side of the map).  Jesters will force opponents to worry about breaking morale at weird times such as their own shooting or psychic phases.  Inriam’s Specter is a unique shrouded Jester for virtually the same cost that happily attaches to any friendly unit.  Need shrouded Wraithguard?  Not a problem.  And they all bring hit-and-run to whatever Aeldari you wish without having to take awkward Harlequin formations.

#5: Beastpacks – I recently wrote a piece reviewing these critters that now have a chance to shine with the Strength from Death rule.  For just ten points Khymera are quietly one of the most underrated units in 40k with four S4 attacks on the charge at an impressive initiative 6.  They’re a solid T4 with a 5++ demon invuln save and will cross the map in a hurry with their 12″ beast type move.  They’re potent enough that they cannot be ignored while also being cheap enough to be run as a suicide Soul Burst trigger.  Beastmasters can even have just a single model, a ten point unit just daring opponents to kill it.  You heard it here first, Khymera will show up in competitive lists in 2017.

#4: Wraithguard and Fire Dragons – Now they get to auto-delete two units which will be no problem emerging from a webway portal.  Used in this role it’s hard to argue against taking the distortion scythes for the extra points.

Opponents will counter-assault to lock them up for the rest of the game, usually sacrificing a low-cost unit to trip the wall of death in the process (which you can use to Soul Burst), so consider kitting out their Archon for melee to see if you can hack your way free.  Then after you break out you can get the Archon killed off to get another move or distortion shot off with them.

Expect to see a few more Fire Dragons hit the table in a similar role. Dragons gain a bit less however as they’ll miss Battle Focus and retain utility in a Craftworld detachment.

#3: Wraithknights – Wraithknights could previously be somewhat ignored by MSU armies that could afford to sacrifice cheap units while focusing on mission objectives.  That’s now a less effective strategy as Ynnari players will manage to pack in extra shots and assaults to get a lot more work done.  Expect them to broom up entire sections of the table all by themselves especially with stomp attacks being at I1, making them easy to use for assault-phase Soul Burst charges on lower initiative steps.

#2: Reavers, Skyweavers, and Shining Spears (in that order) – The lesser-seen Aeldari jebikes surge in potential with the Strength from Death rule.  Each one of these units not named Shining Spears are already solid in their codex forms as both shooting and assault threats, able to use their high mobility to threaten an extremely wide array of enemies.  Nobody wants a bucket of S6 rending Hammers of Wrath dumped in their lap while enhanced jinks really help these bikes reach their targets, especially during night fighting.  Soul Burst will see these things cross the map and wreck face harder and faster than ever before.  Expect them to give opponents fits as they turbo boost off to claim or contest objectives out-of-sequence.  MSU is the way to go here so Reaver fast attack slots will be tight in the Reborn Warhost while Aspect Hosts and Faoluchu’s Blade have the other ‘bikes ready to roll.

#1: Scatbikes – The best unit in 40k got a huge boost in power, pulling even further ahead of the rest of the codex.  Already seriously undercosted, Scatbikes gain the potential to multiply their already overwhelming S6 spam and target a second unit while they’re at it.  They couldn’t use Battle Focus in the first place, therefore the balancing “tradeoff” Games Workshop videos described doesn’t even exist.  Expect every competitive Ynnari list to include trios of three Scatbikes each, hoping one unit will be destroyed and trigger 24 S6 shots from across the map.  Ynnari units lack objective secured but in the end it really won’t matter much.  Along with the strong buff to Wraithknights we’re likely to see competitive Eldar lists as cookie-cutter as ever even as the 40k community takes further steps to counter them.

~What are your thoughts on the the Top Ten Most Improved Ynnari Units?  Are any units missing?  Comment down below! 


 And remember, Frontline Gaming sells Games Workshop product at up to 25% off, every day and will buy your used models for cash or store credit!

  • petrow84

    Thank you for summarizing the changes. However, I think, Eldar (not dark Eldar) is the last faction that needed a power boost.

    • Raven Jax

      I was really happy to see something like this give a boost to DE and Harlequins. However, yeah, Scatterbikes and Wraithknights did not need a power boost.

      • Gilissen Kim

        if there was anything they needed it should’ve been a nerf or a serious point increasement. “not needing a boost” is an understatement :p

  • 301stFeinminsterArmoured

    The no Banshees in Raiders comment is provably false. Look at your FA choices. Just because it’s not a DT doesn’t mean they can’t ride.

    • Drew_Da_Destroya

      Nah, the FAQ still says you can’t put them in there, which is pretty silly.

      Q: How do the models/units with mixed Factions work? Can
      units that share at least one Faction start the game embarked on
      a Transport?
      A: Ynnari models have two Factions (except in the
      case of Yvraine, the Visarch and the Yncarne, who only
      have one). You must consider both of their Factions to
      determine their levels of Alliance and which Transports
      they may be embarked on at the beginning of the
      game. For example, an Eldar/Ynnari unit shares the
      same Factions as other Eldar/Ynnari, but is of different
      Factions from (though Battle Brothers with) Dark
      Eldar/Ynnari and Harlequins/Ynnari. An Eldar/Ynnari
      unit can therefore only begin the game embarked if it is
      embarked on an Eldar/Ynnari vehicle.

      • 301stFeinminsterArmoured

        I missed that, and yeah, that’s some Groxcrap.

    • stinkoman

      it referees to deploying inside a raider, not riding. i think you need to have a DT to deploy within a vehicle. he does mention jumping in on turn one and riding off.

      • 301stFeinminsterArmoured

        No, that contradicts the main FAQ; provided they’re of precisely the same faction, and the Transport has the room and no type or wargear restrictions (like Drop Pods vs. Rhinos vs. Land Raiders vs. Stormravens, vs Corvus Blackstars), they can ride, regardless of whether they’re from the same Detachment or Formation

        • stinkoman

          Riding in and deploying in are different

          • 301stFeinminsterArmoured

            from the BRB FAQ:

            “Q: Can units from two Detachments with the same Faction
            embark in each other’s Transport vehicles during deployment?
            A: Yes.”

            Doesn’t have to be dedicated.

          • stinkoman

            ah, ok so that is different then.

  • Squirreli

    Seer Council becomes monstrous with Ynnari. The Council Star can let lesser casters stay at unit corners and either look out sir the hits or make the enemy give them an extra action by sacrificing the caster. Shooting at the star or anything near it becomes even more a losing proposition. Oh, and they’ll have a WK or two near them as well and Baharroth for accurate Gate teleports & Hit and Run.

  • Drew_Da_Destroya

    “The Ynnari Warhost detachment allows up to two units to trigger Strength from Death off a single destroyed unit in range. Also hugely important is that as long as the detachment has seven units, no morale checks are triggered for taking 25% casualties.”

    This is incorrect. The Ynarri Warhost allows two units to Soulburst as long as the detachment started with 7 units, not just by default (yeah, you’ll probably have 7, but it prevents a bunch of min-sized Wraithknight Soulburst platforms). The immunity to morale checks is only granted if the unit is within 7″ of another. Everybody does get Stubborn, though, which is nice.

    “To be fair there are many FAQs needed for this rule. When Games Workshop finally gets them hashed out they could impact parts of this list for better or for worse. We’ve seen GW move quickly on the last few FAQs so we should expect clarification soon.”

    Umm, is this an old article? There was an FAQ released like a month ago:

  • Dennis J. Pechavar

    Thank God they got a buff! I mean I never see 90% of these units in every high end Eldar army… DE on the other hand it’s good to see. Beast packs have been scarce for a few years now. I still like them but don’t tend to use them anymore.

    • Gilissen Kim

      “Thank god they got a buff”… You serious? Ever seen the tournament lists last few years? six-seven out of ten lists in the top 10’s were ALWAYS ELDAR. They have the best Transport (Serpent), best GC (WK), best Fast Attack (Spiders) and best Troops (Scatterbikes)

      • Me

        It is safe to assume he was being sarcastic based on the rest of his post.

      • Dennis J. Pechavar

        Sarcasm. Not everyone gets it.

        • Gilissen Kim

          I was expecting it to be sarcastic, but it’s not written in any clear way to be viewed as sarcastic. So by default you have to assume it’s for real.

          • Geronimo32509

            Seemed pretty sarcastic to me. Don’t take it personally, we all get fooled sometimes.

          • Dennis J. Pechavar

            Sarcasm. Not everyone gets it.

      • Pyrrhus of Epirus

        At LVO, there was 0 pure eldar in the top 8 despite being overwhelmingly the most numerous army at the event. To be clear im not saying eldar are garbage, but previous to this book eldar really struggled vs FMC armies and magic heavy lists which thanks to things like the rheti war sect are becoming more popular.

        and btw, there have been zero wave serpents in competative eldar lists since the CWE codex dropped.

  • Gilissen Kim

    DE and Harleys needed a big boost, but WHY THE F*** involve Eldar again? The faction that dominated the tournament scene the last 2 years just got even worse. In my local community i’ve seen 4 battles against them, all 4 opponent forfeit the game before turn 4. It’s THAT OP yes!

    • Walter Vining

      because games workshop isn’t just about making things competitive based. (as of right now).
      plus it worked for the story.

      • Gilissen Kim

        I can come up with 50 different things that represent strength from death as in the fluff, without going super OP where you interrupt your opponents phase to charge or shoot in their turn when something of you dies.

        • Walter Vining

          Cool story bro

        • ZeeLobby

          Yeah. It’s called lazy design.

        • Sleeplessknight

          What’s your game company called and what games have you published so far?

          • Eldar are Chaos now

            How dare he express an opinion! Burn the witch.

      • Troy G

        Yeah. It helps you tell a story to have armies that can’t reasonably play matched point games. What an enhancement to the narrative. /sarcasm

        • Troy G

          At some point we’ve got to get past the idea, that horrifically unplayable / unbalanced rules are good because of narrative play.

          Narrative players are gamers too, and they deserve functional, balanced rules to build their narratives around just as much as competitive players deserve functional, balanced rules to play tourneys with.

          If you’ve got a vision that narrative players like it when you throw garbage at them, I think you are mistaken.

  • ColonelFazackerley

    “consider kitting out their Archon for melee”. exarch?