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Prince Yriel, Corsair Prince and Autarch of Iyanden Craftworld:
Prince Yriel is a touch more expensive than a tooled-out Autarch and is even with the Avatar in cost. This makes him the lowest priced Named Unit in the Eldar Codex. By background he's supposed to be unique to the Iyanden Craftworld, but his usefulness on the battlefield has spawned a number of "counts as" likenesses. He's basically a cross between a Warlock and an Autarch and this is supported by both Fluff and rules.
Stats: Yriel has the same stats as a normal Autarch, but at +1 Attack and Initiative. The biggest item worth noting that he is only T3; he's not too hard to wound and will Instant Death against anything S6 and above.
Skills:
Master Strategist: Taken straight from the Autarch's rule, this gives any army he is with an optional +1 to any Reserves rolls. Additionally, this entry and his army list name are the only non-background places that mention him as an "Autarch". This is important to remember if you want him to benefit from Exarch Powers.
Doomed: At the end of every game he takes an auto-wound from his weapon but gets a 4++ save against it. This rule is really just an annoyance and many players tend to forget about it. I find Yriel rarely ends a game with only 1 wound left; typically he's either unscathed or died gloriously around Turn 4.
Equipment:
Forceshield: Gives a 4++ Invulnerable save to go with his 3+ armour.
Plasma Grenades: Allows him to charge into cover.
The Spear of Twilight: One of the biggest problems with Eldar CC is that they're usually S3, don't ignore armour saves, or don't hit at Initiative (especially charging into cover). Yriel with his Spear of Twilight is one of the few exceptions. Running a WS of 6, hitting at I7, carrying plasma grenades, throwing 5 attacks on the charge, wounding anything on a 2+ and ignoring armour saves... Wow. Yriel is happy chewing through Marines or cutting down the biggest of monstrosities. The weapon is also decent in CC against tanks and Dreadnaughts as it hits at S9. The downside is that this is serious overkill against light targets and horde players will probably be unfazed.
As if the CC weren't enough, it can also be thrown in the Shooting Phase like a normal Singing Spear. This is commonly Yriel's best way to drop a mobile tank due to his higher chance to hit.
The Eye of Wrath: This weapon is a hold-out bomb for when he's surrounded by the enemy. Being S6 and AP3, it is most effective against basic Marines. Note that it hits everyone in the area, be they friend of foe.
Basic Tactics:
Yriel's biggest drawback is that he's a mainly CC unit that's stuck on foot. Since you can't always rely on the enemy coming to you, he's best served with a bodyguard that both protects him and wants to close with the enemy.
On foot, he is well suited with Wraithguard, Harlequins, or a Warlock Bodyguard. His presence can be a great way to attract extra enemy attention, especially for a fire sponge like Fortuned Wraithguard.
Running a Wave Serpent offers extra mobility as well as protection. Complimentary units include mech Wraithguard, Scorpions, Banshees, Dragons, Storm Guardians, or Warlock Council. It's also possible to run him with Serpent of Fury Dire Avengers, but not optimal as they tend to prefer a bit more distance from the enemy.
In either of these cases he can provide a nice bit of normal CC power. However, The Eye of Wrath has created an amusing tactic known as "Yriel Bomb". Yriel is escorted by his bodyguard towards the enemy similar to a Goblin Fanatic. When close enough to charge he disengages from his bodyguard, charges in solo, lets the enemy surround him with Defenders React, and then sets of his explosion.
This will typically kill off the majority of any target squad. Downside is that the return fire is often an angry Marine Sergeant with a powerfist. Yriel has a good chance of weathering this on his own, but Fortune can minimize his risk of Instant Death. Then he'll often see the rest of the unit off with No Retreat! wounds. But even easier? Just Doom the target. A 2+ to wound with re-roll and no saves rarely leaves survivors to hit back.
Just be warned... opponents WILL remember a tactic that causes this much carnage. Expect Yriel and his unit to be a priority target or avoided by anyone who knows better.
Advanced Tactics:
Independent Characters don't have to get out of the tank when the rest of the squad does. Because of this, people often forget he's around or assume he's in a different tank. This can be VERY effective to get them to make a bad choice and close within charge range of Yriel.
Put him in with a mech DA or Dragon squad and advance them to a "vulnerable" position. Optimally this will be some place where the unit isn't assaultable that turn, it looks like they are over extended, and/or they would have a hard time getting away even if they got back into the Wave Serpent. Other options for luring the enemy close it to offer up the Wave Serpent as a charge target and/or threatening an objective.
The turn you move the tank, the unit jumps out and shoots while Yriel hides in the tank. Wait for the enemy to close on their turn, spring Yriel out of the tank on your turn, and then sit back and watch the fireworks.
Another fun twist to this is to run a second HQ in the same tank. If a FarSeer jumps out with the squad, people will often presume the tank is otherwise empty.
With Serpent of Fury DA, there's an extra subtlety you can pull against players more experienced with Eldar: don't Bladestorm the turn you get out of the tank. People who play against DA Serpent of Fury tactics often expect to see them jump out, Bladestorm, and then jump back into the tank and fly away. When the DAs don't Bladestorm, it is either because the player forgot about it or the unit is planning on hanging around the area for another turn or two. Since Bladestorm is so integral to the squad's function, most people will figure that you didn't forget it... so they'll close units on the area thinking your DA want to stay there.
Last, try attaching Yriel's with a squad that doesn't want to get out of their Wave Serpent after it moved; such as a CC squad like Warlocks, Banshees, or Scorpions. Move the Serpent into a threatening location like normal. But when the unit get out of the tank the next turn, Yriel doesn't have to stay joined to them. Just deploy him out of coherency from them such as on the other side of the tank. He can then move and assault a completely different target. This can be a great way to hit multiple targets with one Wave Serpent's cargo, especially against players that have given you a bait unit and intend to shoot you with the second. This tactic is little harder though. Most opponents usually want to get away from the unit inside the Serpent, rather than closing like they might for the tempting bait of DAs.
Cheers and hope you've gotten something useful from the read!
**Image grabbed from GW.