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Post by Mythweaver on Jun 2, 2010 9:12:47 GMT -5
Here is what I will be fielding for the majority of my "Friendly Saturday night" games. Keeping things as fluffy and balanced as possible.
[glow=red,2,300]SAIM HANN[/glow]
HQ Battle Command Unit - 438 [HQ] Farseer 'Illaria Myytti Kutoja' Singing Spear Runes of Warding Runes of Witnessing Spirit Stones **Fortune **Guide [Troops] Dire Avengers (5) [Heavy] Falcon Grav Tank Bright Lance Shuriken Cannon Vectored Engines Star Engines Holo Fields Spirit Stones
HQ Strike force Command Unit - 444 Farseer 'Irruviell Myytti Kutoja' Jet bike Singing Spear Spirit Stones **Fortune **Doom Warlocks (5) 5x Jet bikes 2x Singing Spear **Destructor x3 **Enhance **Embolden
ELITES - 250 Fire Dragons (5) Wave Serpent Transport Twin-Linked Bright Lance Shuriken Cannon Star Engines Spirit Stones
TROOPS - 205 Guardian Jet bike Squadron (6) 2x Shuriken Cannons Warlock (1) Jet bike Singing Spear **Embolden
TROOPS - 205 Guardian Jet bike Squadron (6) 2x Shuriken Cannons Warlock (1) Jet bike Singing Spear **Embolden
FAST ATTACK - 180 Vyper Squadron (3) Primary Weapon - Shuriken Cannon x3 Secondary Weapon - Shuriken Cannon x3
HEAVY SUPPORT - 120 War Walker Squadron (3) 6x Shuriken Cannons
1842 Total 8 points to spend on Lucky dice!
There you have it. This is a list that I think exemplifies the Saim Hann ideal without being unbalanced. What do you think?
I grouped the Command Units to give some idea as to how I intend to play them. I have seen alot of stuff on the Internet saying that Saim Hann shouldn't field units like walkers but my argument is that every army uses, in fact needs, scouts.
I am a relatively new player. I have only played 7 games over 500 points, 6 of those in tournaments, none of them with this list. Please pick it apart as you see fit.
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Post by danydaigle24 on Jun 2, 2010 11:42:45 GMT -5
Im not an Eldar expert but dont you think 2 HQ is a lot of point and only two troops choice will be hard to win objective game
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Post by Mythweaver on Jun 2, 2010 12:12:02 GMT -5
There is actually a Trooops choice and Heavy choice included in the list as written, under the Battle Command heading. Perhaps I should have written the list in a different fasion.
Troops = 3 Heavy Support = 2
Again, I am not intending this to be a super hard list. I do have another list with only one HQ choice and more Troops but this is what I'm going to run for awhile.
Thanks for the input.
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Post by thesanityassassin on Jun 7, 2010 0:50:26 GMT -5
It can definately work, though it's a bit fragile looking. Very few models on the table if those squads get blown out of transports. The Jetlocks are a great unit, but are very much a glass hammer....you'll need to really learn how to get the most out of them to make them work, but work they will once you get it down.
As for the vehicles I think that Falcon has a bit too much kit. It would probably be alright with just Holofields and Spirit Stones....both engine upgrades are a bit overkill, though feel free to take them if you think they'll be useful to you. I would consider putting anything BUT a bright lance on that falcon....My favorite is always an Eldar missile laucher, as it can still give you an extra S8 shot against vehicles, but can also fire as a defensive weapon blast at S4 pinning, meaning that if you're shooting infantry you can be moving faster.
Not really sure why you're squadroning the Vypers and War Walkers. Doesn't gain you that much of an advantage, and it means that you're being destroyed easier. Combine that with the short range of the Shuriken cannons and it means you're a round of bolter shots away from losing vehicles. I know we've talked about it a number of times, but I really much prefer the 36 inch range on the Scatter Laser. The AP5 really won't factor in at almost any point, as most things with light armour like that will be in cover 80% of the time, and the extra shots will more than make up for any armour saves they do make.
Other than that I do like it...I think it well exemplifies the Saim-Hann feel without getting into the cheese-dar realm.
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Post by Mythweaver on Jun 7, 2010 7:43:31 GMT -5
Thanks, I'll play it this way for awhile and see what I can learn.
The squadrons are for volume of fire, running the numbers, AV 10/11 always receives a destroyed result and the Cannons are currently my choice due to the number of guard and orc players in the region.
I think I will run the list with Scatter lasers in the future to test your theories...I do value the experience you and Randy have in regard to my choices. Only time will tell.
Brad
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Post by thesanityassassin on Jun 7, 2010 9:57:48 GMT -5
I guess the bonus to the squadron is once they start getting Guided, you're guiding all 3. Nothing was as nice as the 3 guided scatter-walkers shooting the Horde Orks at 'Ard Boyz. He was picking up like 15 a turn.
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Post by Mythweaver on Jun 7, 2010 11:57:40 GMT -5
I hear you there, I am a strong believer in volume fire.
Along with the firepower I use them as a speed bump for dangerous assault units. Hit them with a hail of steel and then assault them, the whole unit is only 120 points so I'm not too concerned with the short range or the prospect of loosing them too early
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Post by thesanityassassin on Jun 7, 2010 12:23:48 GMT -5
Yeah. Tossing them into combat is great. I use mine or my Guard sentinels that way all the time. You can tie up big S3 infantry units indefinately, so that you can kill them later. With luck you might even kill a guy or two and break them!
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Post by shasodnarb on Jun 10, 2010 0:45:22 GMT -5
I know you called this a fun list... but we've often talked about training lists and fun lists in the same breath. If that's at all the case here, I don't think you'll get much from this list if you intend to use it for training.
The reason is because I think to get good objective-contesting practice in, an army needs the ability to contest three objectives late and have at least one additional unit to subsequently contest in case one of the original units is moved off one of the three objectives. Although it certainly has the mobility, I don't think this list has 5-turn survivability so that you can put this exercise into practice.
...but if it's ONLY a fun list, then forget about what I said, heh heh.
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Post by Mythweaver on Jun 10, 2010 1:17:58 GMT -5
I comletely agree, my training list has 5 fast skimmer tanks in it...for exactly the reason you stated.
Thanks for the input though.
Brad
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Post by shasodnarb on Jun 28, 2010 3:10:22 GMT -5
As you well know, I prefer reliable high strength / low ap... but when your volume of fire comes so very cheaply, you can't go wrong! 120pts for 3 walkers and 180pts for 3 Vypers, eh? Unreal!
As we've discussed, I like the idea of putting a single holofield on one of the Vypers in the squadron... and as you have them equipped, I also support shuriken cannons over scatter lasers, for both the reduced cost and the improved ap.
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Post by Mythweaver on Jun 29, 2010 23:39:00 GMT -5
We will see what kind of a difference the one Holofield will make this weekend. I am really starting to appreciate all of those shuricannons, there really is little bad that can be said for my volume of fire.
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Post by thesanityassassin on Jun 29, 2010 23:47:48 GMT -5
Except that it's short 6 shots on your War Walkers and only has a 24" range I think I'd argue with D'narb 'til the grox come home regarding Shuricannons vs. Scatters
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Post by Mythweaver on Jun 29, 2010 23:55:40 GMT -5
Sorry Matt,
I used to be of the same mind and in some situations I believe you are right. But the more matches I play, the more I become convinced that point for point having 1 better AP pays large dividends over extended range and 1 extra shot/weapon. Scatters make both of my units cost 60 more points each, x2 = the equivalent of 18 more str. 6 shots from an additional Walker squadron.
Only time will tell though.
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Post by shasodnarb on Jun 30, 2010 1:10:51 GMT -5
Since this is your army thread, what are the translations of your two Farseers' names?
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