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[NEW!] Saim-Hann v6.3

 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Fri Feb 13, 2009 5:39 pm 
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Why the addition of Wriathguard? Personally I think they are too slow and heavy feeling for them to really have a place in a Wild-Riders list, it detracts from the character a bit.


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 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Fri Feb 13, 2009 5:45 pm 
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Quote: (GlynG @ 13 Feb. 2009, 10:39 )

Why the addition of Wriathguard? Personally I think they are too slow and heavy feeling for them to really have a place in a Wild-Riders list, it detracts from the character a bit.

Wraithguard can be transported and all Eldar armies have to use them.

I can see how there is a place for them in the list.

Wraithlords on the other hand..  :(

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 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Fri Feb 13, 2009 6:01 pm 
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Quote: (GlynG @ 13 Feb. 2009, 10:39 )

Why the addition of Wriathguard? Personally I think they are too slow and heavy feeling for them to really have a place in a Wild-Riders list, it detracts from the character a bit.

Well, I for one have been pushing for the inclusion of a wraithguard option. Wraithguard aren't any slower than any other infantry, and since they're in transports, they are the same speed as everything else. Also, if Saim Hann didn't have this option, Iyanden would be the only list that allowed wraithguard to be transported at all, which would be sad to mine eyes.

What is the draw of the plain guardian troupe, anyway? The Wildrider host can do most everything the guardians can do with better saves and no liability to AT fire or loss of transports, all at the same point cost and without any force organization limits.

I like they way they are presented in this list; they replace units instead of being additions, meaning the troupe remains a reasonable size, comparable to the other formations in an Eldar army. And, since you can only take two per formation, they don't feel as 'heavy' as a Beil-tan guardian warhost that includes three wraithguard.

I don't think 4 guardians, 2 wraithguard, and 4 wave serpents feels out of place in this list. They seem more in place than the slow EoVs do, by my reckoning (not that I am suggesting that the EoVs should be removed, just presenting the relative 'fastness' of the formations).


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 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Mon Mar 16, 2009 8:54 pm 
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Yesterday, I played my first games with my Saim-Hann army at the first Epic meeting in Britanny (the west 'peak' of the France).

The first two were 1000pts games "Minigueddon". Very small game, but it is great to introduice the game to new player.
Well I was playing Biel-Tan, because Saim-Hann restrictions unable me to play formations I wanted to play (Scorpion & Storm Serpent, 4 formations and only one BTS).
So I played a Guardians Host, a Shining Spears Host (2 Exarchs), a Scorpion and a Storm Serpent.

From these games, I learn having an undestructible portal is not an option, but an obligation ! :) So now, I will always put a Wraithgate in my armies !

And the meeting endded by a 3000pts versus a Tyranid player. Well my antigrav army was the nemesis of Tyranids. I really enjoy the speed of that army.

Saim-Hann relying on jetbikes, an army should always containt two Storm Serpents and a Wraithgate IMO.
And Swooping Hawks are valuable, being the only formation (with Spectral Spiders) able to enter freely into cover. Every other Saim-Hann formation contains mounted infantery, light or armoured vehicle.

I also noticed that if no aircraft is taken, the army will get relativly few activations due to "2 Troupes per Host" (aircrafts do not take a 'troupe slot', and if titans are taken, well high cost formation equals fewer formations).
So I think a 3000pts Saim-Hann army will not often get more that 9 activations (avatar not counted), which is not a lot for an eldar army.

This gives a real identity to the army.

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 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Fri Mar 27, 2009 8:55 pm 
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Hi guys (first post!)

Just a quick heads up to say I have finally painted up 3000pts of Saim-Hann for Epic and am hopefully going to give them a spin this week. I will report back any findings.

I do have one question though and this may sound really stupid but I just want to make sure: Are the rulers for Farsight (1.1.1) and Hit & Run Tactics (1.1.2) applicable to this list?  

I know that sounds obvious but I noticed the list has May Not Garrison on it but not those two so I was just making sure.

Thanks for your help.

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 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Fri Mar 27, 2009 9:12 pm 
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Quote: (Arcangeli @ 27 Mar. 2009, 19:55 )

I do have one question though and this may sound really stupid but I just want to make sure: Are the rulers for Farsight (1.1.1) and Hit & Run Tactics (1.1.2) applicable to this list?  

I know that sounds obvious but I noticed the list has May Not Garrison on it but not those two so I was just making sure.

Yes, all those rules apply; I'll try to make that more clear in any future revisions.

As well, if you're playing a game, why not post a battle report, using these handy Game Logs!

Looking forward to seeing some pictures!

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 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Sat Oct 17, 2009 7:18 am 
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I have playtested this list twice now.

Both times I have used the following list

Saim Hann v6.3 - 3005pts

4 x Wildrider formations 1 with Chieftan and 1 with Farseer
wraithgate
avatar
shining spears with exarch
Guardians with Wave Serpants and Wraithguard
Swords of Vaul (2 Falcons, 2 Fire prism, 1 Firestorm)
Scorpion Superheavy Tank
Revenant Titans.

I think that the army appears to balance fairly well given my limitted playtests.

Fluffwise I don't quite understand the drop in strategy rating for Saim-Hann.  Having said that though I do think that it is appropriate balance wise on such a fast moving assault oriented list.

Keep the wraithguard option for the Guardians.  I think it keeps the formation quite useful and adds a different tactical tool to the army, which is much needed given the general lack of shooting.  I think this formation feels pretty good with it.

Anti Air can be achieved quite reasonably either with aircraft or through relying on the AA from titans and tanks.  With my list I found I had quite good AA cover in the games I have played so far, at least to act as a deterent (especially with the long range on the fire prisms).

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 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Sat Oct 17, 2009 11:50 am 
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Quote: (Mark_Logue @ Oct. 17 2009, 07:18 )

(especially with the long range on the fire prisms).

Realize that this list is being developed under the NetEA Project and that, under that scheme, Fire Prisms lose their AA and increase their AT ability.

The SR3 is there both as a game balance mechanism and to represent the "wild and fractious" nature of Saim-Hann.

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 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Sat Oct 17, 2009 5:55 pm 
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I will have to track down the NetEA lists and 'fix' the Fire Prism stats from what I have been using.

AA doesn't make sense to me with Fire Prisms anyway so that will improve future games.   Such a large AA range can have a massive deterant effect.

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 Post subject: [NEW!] Saim-Hann v6.3
PostPosted: Fri Oct 30, 2009 4:42 pm 
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Updated Eldar lists (that need to be combed for errors/typos) can be found here:

NetEA Eldar DRAFT Army Book

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