Tactics: Shaltari – The Humble Yari
Ah,
the humble Yari. Some Shaltari players hate them for many different reasons,
chiefly for their seemingly high points cost. Other Shaltari players will never
leave home without them. I am firmly in this second camp, and today I want to
share with you some of the uses I’ve found for these diminutive little Skimmers
that help to make them so indispensable.
At
first glance, there isn’t much to say about the Yari. It has exceptionally poor
armor for a ground vehicle, it costs a very significant number of points once
equipped with a weapon, and its roles seem rather limited. If the Caiman is the
German Shepherd of the Shaltari attack dogs, then the Yari is most definitely
the Chihuahua. With all that said, why am I such a proponent of these light vehicles?
Scout, Speed,
Survivability
It
is an obvious fact, but one that still bears pointing out. The Yari is a Scout
vehicle, and in addition to this it is the only
Scout vehicle available to the Shaltari. This is a big deal, as the
slow-moving Coyote cannot be everywhere at once to provide its Command Radius.
Enter
the nimble Yari. With a 12” Movement value, it is quite capable of getting
wherever you need it to be. Even with it simply driving on from the board edge,
it is capable of quickly getting into position to hand down those important
order cards. Given that it can still reach the speed needed for a Skimmer bonus
when it moves on from the table’s edge, it has true value and decent
survivability as it moves to forward positions.
However,
this is not how I advise the Yari be deployed. In the early turns, it is highly
likely that you will have Spirit Light Gates with no other focus. By using them
on this first turn to ferry Yaris to the center of the table, you are
immediately covering the vast majority of the board in your Commander’s
presence, giving you the ability to play cards where and when you need them.
This
speed also comes with the immediate Skimmer bonus that I touched on above. You
should never have a Yari that can be engaged by the enemy without them enduring
the +2 Accuracy modifier. The significance of this cannot be overstated; many
times I’ve destroyed Scourge vehicles when they emerge from their Dropships,
simply because this bonus isn’t yet active. In a similar way, I’ve knocked out
literally dozens of Wolverines by getting the drop on them in the next turn’s
activations, simply because they do not have this accuracy modifier.
Add
in the ubiquitous Shaltari Passive Saves, and the Yari is much more survivable
than it initially appears. I’ve had many times when the enemy fired a
disproportionate amount of firepower in the direction of my Yaris, only to have
survivors when the smoke cleared that could zip back into cover or press their
advantage. One example is a group of six UCM Sabre tanks that fired on four of
them, only killing one in the process! While this is slightly below the averages you can usually expect, don’t be
surprised when they survive firepower that may have sent a heavy ground tank
reeling!
There
is an important caveat to be mentioned here. AA weapons will absolutely murder
your Yaris, and if you aren’t careful with their initial deployment then they
could get into trouble quickly. Dodge these pockets of resistance and look for
the prime targets, which will be discussed below.
Ambush
The
first thing to consider when unleashing your Yaris on humanity is what role
they will play. Some people like to run them with the Microwave Gun option,
planning to use them for roasting enemy Infantry as they come to the wall to
make their presence known. If this was a Flame weapon, I might be more likely
to take it, but as it stands the microwave weaponry feels more like a deterrent
than a real offensive force. Since the Dreamsnare already brings a much more
potent version of the weapon (and let’s be honest: you already include a
Dreamsnare), the Light Ion Cannon feels much more useful on the table.
Some
players will no doubt disagree with me, as the Light Ion Cannon is a more
expensive weapon for the light vehicle. However, I’m already paying points for
the tank, so I’d rather have it as useful as possible. It is here that the Yari
fulfills a very unique and powerful role: aircraft ambush.
Consider
the following. You and your opponent are jockeying for position at the center
of the table. It is the opening turn, and his Legionnaires have rushed up the
middle of the board in their Raven-A Light Dropships, moving 24” and
positioning behind the central building to leap out on the next turn.
Your
last group to activate is a group of Firstborns and Yaris. Bringing two Spirit
Light Gates online, you move them half distance to allow a Materialize move for
your Yaris, followed by a half move that puts them at the centerline of the
table.
If
you’ve followed my previous advice and included the biggest Commander allowed
at your points value, then you have at worst a 50/50 chance of having the first
activation of the next turn. If you win this activation, the Yaris can easily
sweep out and knock down the Raven-A’s, stranding the Infantry at least and
potentially killing them all on-board. If your opponent wins, he is left with a
difficult decision. He can fly his Ravens away and cede control of the point,
keeping them intact to fight somewhere else, or he can go ahead and deploy in
the Structure, leaving the Raven-A’s to either fly away and abandon their
charges (which most likely won’t take them out of the Yari’s range), or they
can stay put and be shot down anyway, leaving the Infantry stranded. You can
then use the same Spirit Light Gates to deploy Firstborns into the Structure
and destroy the Infantry in CQB.
The
Yaris also have an excellent ability to chase down enemy Dropships as they
attempt to leave with objectives, and to hunt those gunships with one Damage
Point that don’t always justify the use of a Kukri or Birdeater. In short, they
are fast enough to avoid harm and quick enough to make their punches when and
where it counts.
Danger in
Numbers
Go
ahead. Try to wrangle me.
When
you consider the survivability and speed of these vehicles, also think about
how many you can put into squads. I personally like to run two groups of four in
our usual 2,500 point games, and they can be as hard to wrangle as a gang of
Chihuahuas!
I
put the same principle into effect in many of my wargaming factions, and it
holds true for the Yari as well. A large number of independent attacks have a
greater effect than the same number of attacks on a lone platform.
Think
about it for a minute, comparing the four shots of a Kukri to the four shots of
four Yaris. They can have the same effect on a heavier Dropship with multiple
Damage Points, but what happens when you get rushed by four UCM Falcon
Gunships?
The
Kukri can (and should) destroy a single Falcon, but the other three are left to
push on into your lines because the Kukri had no chance at all to damage them.
However, the Yaris could divide their four shots across the four enemy
aircraft. You have the same chances to cause a Falcon to be destroyed, but you
have the added benefit that more than one of them may go down in the process.
This
isn’t to say that Kukris are useless, as they make excellent Reactionary Fire
attacks and provide a stunning amount of shots when concentrated against heavy
air assets. That said, the Yaris are much more efficient at hunting the light
units that skirmish in an attempt to draw off your AA and threaten the flanks.
Don’t
ever sell the Yaris short. They have a vital function to fulfill in the
Shaltari army, and the longer I play them the more I appreciate their
usefulness. Give them a chance, using the ambushing and aircraft-swamping
tactics listed above. Death by a thousand cuts is still death!
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