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anyone here have any yriel experience to speak of? he looks like he would be great in melee, but he also looks like he wouldnt even be as nearly as good as the avatar in melee.
the thought i had to make him viable was to attach him to the clowns, have them running and assaulting around, but who knows.
my current hq's are eldrad (a must) and the avatar, both of which are simply awesome units. i had a saint celestine and canoness on crack assault my avatar at the same time and he won hands down.
but yriel is an intriguing guy, i can see the eye of doom laying some serious punishment down in the right fight.
All I have to say is.. Power weapon that always wounds on a 2+.
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He is one of the most impressive melee toons in the game IMO. only thing that really hurts him is T3 and no eternal warrior so gets instakilled by powerfists and MCs. With doom the eye is a dead squad of just about anything. In a council with enhance his stats are on par with the phoenix lords. He can go in transports and join other units. The extra to reserves rolls makes a big difference in some lists. And as said he has a singing spear that ignores armor (only two of these in the codex the other is on eldrad). The str9 against AV at initiative (sp?) is enough to make any walker scared.
I have a question then, It's very apparent that he's a beast, but doesn't he kinda make himself an endangered species? Without a helping of fortune odds are that he'll die before the game ends without anyhelp from the enemy. Putting him in combat further helps the idea that he'll take at least one wound, meaning that he'll probably be dead about half way through the game. Is he good enough that it ofsets those risks?
im curious about a couple things:
1. is it possible to attach both a farseer and yriel to a squad of warlocks?
2. does the eye of wrath effect friendlies?
3. if he is attached to harlequins what would be the drawback?
The Doomed rule might give him a wound at the end of the game while this might end up giving your opponent a KP or in some unusual situations stop yriel from contesting it will only happen if he is on his last wound. For him to die he has to get hit. Running him in a squad as he moves around will let you allocate the instakilling strength weapons to other models. He is like most eldar units amazing but with a flaw. His is instant death because of the new IC rules he can be targeted in melee (this can be mitigated to some extent by charging him into models that don't have str 6 or higher and letting the rest of the unit he is with suffer the attacks from them).
Considering the fact that he is a threat to any and every model on the battlefield (he can manage to drop a monolith with good rolling) he is extremely cheap. My biggest problem is that farseers are so amazing at supporting the rest of the army that I rarely look beyond them for HQs. Doom/fortune/guide can cause more damage, or in fortunes case protect from more damage, than yrield will do in battle some times. If you are looking for a slightly fragile melee beast he is your man.
---------- Post added at 21:56 ---------- Previous post was at 21:48 ----------
1 yes both can be attached to the warlocks ( for kicks use eldrad and make the super council it can go toe to toe with abaddon and a squad of termies or just about any other uber melee unit in the game)
2 the eye hits everything under the template exept yriel so yes friendly are hurt. (Often times people will charge him into a unit that has been doomed while the unit he was in will go after a different target resulting in two dead units )
3 Only big draw back I can think of is the harlies would no longer ignore cover. I like running him in the council or in a melee unit, I haven't tried the harlies yet I generally go with scorpions or storm guardians. The unit would also have a very big target on it but thats not exactly a drawback.
i love yriel. he has a permanent 1+ in his entry in the codex for me. i run a mech eldar army with 3 squads of DA in wave serpents with 2 fire prisms. i put him in a wave serpent and watch him kick all kinds of ass. for the points he costs, he has always made them back in every game ie played.
also the model is awesome
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I have run him in a Seer Council for one of 'Ard Boyz tournaments, and he did very, VERY well.
With him, a farseer, and some Warlocks, you can bring down almost anything. Another bonus is that, should you need to fire off the Eye of Wrath, your fortuned council will most likely come out unscathed from it. (Though I did poorly once and lost two Warlocks to it.)
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I run him with either Banshees for maximum killingness or with Avengers, to minimalise enemy's killing potential, Fortune whole unit, use Defend and increase Avengers already awesome combat survivability. They're scoring after all, so I believe they would be my first strike choice.
My, bad i had misread it, i thought that doomed puts the wound on at the end of every turn. Certainly this makes him much more viable a choice than i had initially realized.