Saim-Hann Eldar Vs. Tyranids




Saim-Hann Vs. Orks: Campaign Round 2






500 Points Recon Victory Points

Going into the second round of the Battle For Salvation campaign I faced off agasint an attacking ork wargghhh! attacking one of my territories. 500 points buys a lot of orks as I was facing two tricked out trucks loaded with 'ard boyz, a rather large squad of looterz, and a good sized bike squad. I deployed my jetbikes center and my vypers to the right all behind cover as the orks deployed looterz in the center with a truck, one truck to the other side, and the bikes on the opposite side. Not a bad deployment, perhaps trying to flank me with the bikes and truck, while the other truck plows down the center. I did find the looterz oddly deployed out in the open, rather then in cover, but they did have a large lane of fire to perhaps support the other ork units.


I took first turn on the roll and decied to play it rather then passing it and going for the last turn in recon- I wanted to take advantage of the first turn to try and wipe out as many boyz as I could. Vypers moved forward to get the skim with cover blocking return fire from the looterz and on of the trucks, jetbikes zipped from behind cover with shuriken cannons at the ready.

I shot my first vyper into the center truck penetrating it with scatter laser and shuriken cannon hits destroying it as the boyz inside got out behind it for cover. I then fired my remaining two vypers and the two jetbike shuriken cannon shots into the line of looterz killing all but one which passed morale- 8 scatter laser shots, 12 shuriken cannon shots. Ended my assault turn by running and hiding back behind cover with my jetbikes which was quite a surprise to my opponent who was planning to take whatever punishment first turn and then dish it out, but now there was nothing to shoot at since my jetbikes were gone and my vypers blocked by cover.

Orks advanced their bikes without the turbo boost hoping to get a shot off on my vypers as the second truck of boyz dismebarked before the truck moved forward- a good move on the part of my opponent since I was planning to surround the truck with my vypers and pop it with shuriken cannon fire to wipe out all the boyz inside since the could not disembark. Ork bikes were just an inch or so short on shots to my vypers so nothing for the orks to shoot at.


Jetbikes and vypers again moved out concentrating all their shots on the ork bikes as both groups of boyz from the trucks were behind them in cover and I wasn't going to waste shots on the one looterz left who was still a threat. Dropped three bikes, the other two failed morale, and ran. Jetbikes again moved back behind cover. Perhaps realizing this was how I was going to play it, hitting, running, and hiding, my opponent surged his two groups of boyz forward, fleeting them, moving 12" towards my vypers. The looter dude popped off three shots stunning my lead vyper.


Moved out to the right making a wall with my vypers, with my jetbikes just ahead of them. This way I could fire all my shots into the first group of boyz and if I didn't wipe them out, I could move my jetbikes behind my vypers to protect them from getting assaulted. Better to have the orks assault my vypers needing sixes to hit and glance, and not gettting locked into the assault. Results- 10 ork boyz vs. 8 scatter lasers, 12 shuriken cannons, 6 twin linked shuriken catapults = the entire unit wiped out.


Caught out in the open the remaining group of orks did all they could do- charge and hope a few live to assault my vypers. Looter dude failed last man standing and ran, and the remaining truck fired off a few shots on my jetbikes missing. Now with my other vyper back up I fired everything into the last group of orks wiping them out ending the game wihtout the loss of a single Saim-Hann model.


Saim-Hann repulsed the attack and now moving into round three each player gets another +100 points to add to their army.

Warhammer 40,000 Battle For Salvation Club Campaign: Round 2





Not as many players this week at the club but the campaign was in full swing with eldar, orks, kroot, tyranids, imperial guard, chaos, and space marines. Two interesting battles were tyranids vs. space marines with squads of assault marines meeting hormagaunts in the center in a massive assault. World eaters charged the imperial guard firing lines, and 500 points of kroot is a lot of kroot. Saim-Hann and Iyanden vs. Space marine scouts both took home a win.

Warhammer 40K Battle for Macgragge Starter Set

Next Club Apocalypse Game?


Whispers about the next club apocalypse game include Orks Vs. The Imperium or “good” vs. “evil”. I’m voting on the second so I can get my Saim-Hann into the game. Talking with a friend we are thinking about going uber cheesy. He plays blood angels so all 50+ of his assault marines would run as death company, while I would run a super seer council. I have eight warlocks, my one farseer, and another farseer/autarch in the works- all on jetbikes of course. Run the as ten farseers with singing spears, runes and stone, mindwar, and torm, backed by my vypers.

Gaming Club Apocalypse Board




Eldar Vectored Engines


Always consulting the runes for another angle, tactic, or way to gain an advantage I often re-review the codex listings and upgrades for my units and vehicles as my opponents learn the way of Saim-Hann and its beauty.

I’ve been having some limited success recently with vectored engines on my fire prism which brings it up 180 points with spirit stones and holo-fields. With the VE’s I can now only be destroyed on a roll of two “6”’s initially with the holo-fields- of course assuming I get the skimming glance advantage.

If I am immobilized the fire prism force lands yet still has a full range of fire with the prism cannon turret. It now takes another round of shooting- potentially hitting AV 12 and then contending with holo-fields to destroy the ‘prism on a roll of “5/6”.

More then once I have had my fire prism turned into an immobile gun platform blasting away for another two turns or so before being taken down, not bad for +20 points.

Warhammer 40,000 Campaign: Round 1





Monday night also saw the start of the club’s 40K campaign as territories on the map were handed out with each player starting with three- one in each sector. The turnout for the start of the campaign was fantastic with so many new players showing up with fantastic armies including some impressive orks (predictable), an ultra marine scout company, and a kroot and vespid mercenary army.

The short of the campaign is that each battle would have a defined attacker and defender. If the attacker won they would get the defending player’s territory. If they lost then the defender would keep their territory. Loose all your territories and you are out of the campaign.

Picking from a hat I was assigned to be the attacker against a necron army defending their territory. Good to be the attacker right away to pick up a quick lead in the first round, although my streak with necrons thus far is that I have never won a game against them.

500 points had me facing two warrior squads and a small squad of immortals. The immortals were my first priority with their 24" range and T 5 as I dropped my all vyper and jetbike fire into the squad dropping them down to one as they passed morale. Moving my jebikes back behind cover only my vypers were exposed with their placement next to terrain cleverly blocking them from the return fire of the other two warrior squads.

I’ll be back rolls have all of the immortals get back up firing into the first vyper which was just in range. Hit, glance, and two “5” on the holo field roll have it crashing to the ground.

I continue to move out with my jetbikes, shoot, and move back in the assault as my other two vypers finally finish off the immortals. I then use my speed to get into a position to isolate one of the warrior groups with terrain as I open up on them with everything I’ve got dropping them down to two warriors who passed morale and held.

Now this is the point in the game where I should have stuck to the plan, shooting and hiding with my jetbikes, support with the vypers and play smart, but my Eldar arrogance got the best of me.

I wanted to crush my opponent, forget victory points, I wanted to wipe every Necron off the board! Throwing reasoning out the window I assaulted his two necrons with my jetbikes figuring I could wipe out two lousy warriors and then turn the full brunt of my firepower on the last warrior squad. My jetbikes struck first causing two wounds which saved, I took one wound back, failed my armor save, failed morale, and ran off the board with my bikes since we were playing on smaller combat patrol boards. Seven necrons then made their wbb rolls, got up and rapid fired into one of my vypers glancing it once and rolling two “6” with the holo-fields destroying it. Cursing my holo-fields and self arrogance I was unsuccessful in attack as the necrons held their territory.

Next week I am set to defend my territory against an ork army. Guy has like 40+ models vs. my nine!

Battle For Salvation Apocalypse Game






This past Monday saw an all day apocalypse battle at the Battle For Salvation gaming club-Tyranids Vs. The Imperium Of Man. With the Tyranids down on serious points I added my old bug models from Space Hulk and Space Crusade to the brood- pictured above. I like the older genestealer models with mine done in the classic purple of Space Hulk along with two groups of old school warriors. Thirty spore mines and a dozen or so lictors were also placed under my command while another team mate commanded the swarms of genestealers, and gaunts, with a third team mate taking the carnifexes and remaining warriors.

Against the Imperium we faced an entire imperial guard armored company, a baneblade, titan, black templar space marines with a few land raiders, and another sizable imperial guard army mixing tanks and troops. I was feeling pretty confident with all our bugs till I saw so many tanks, the two super heavies and maybe a hundred or so templars- half in the land raiders and the other half in drop pods.

The board for the battle was beyond fantastic- custom made for the very event by one of the club guys with a desert on one side and a ruined imperial city separated by a channel of water on the other. Thee objective markers were placed on each side as each team sat down to strategize.

Arrayed against so many tanks and templates there was no way the Tyranids would survive a frontal assault, especially given that the city was only accessible by the three bridges. Even if we did make it forward the bottlenecking of the bridges would have been a kill zone of carnage so the Tyranids needed another way, another plan.

So, team Tyranids came up with the plan to give the illusion that we were going to swarm across the board only to use strategic assets to flank from the sides and rear. We also voted to ignore the titan as I convinced my fellow team mates to make the baneblade target number one, not for the templates it lays down, but for the psychological value of destroying it like nothing. We also needed a way to hold the objectives on our side so I volunteered to deploy my shooty warriors and ‘stealers there to hold and counter attack the objectives if needed- which I figured would try to be taken by the templar drop pods. We also did a little pre-game psychology asking about how much time we could vote on deployment, maximum times, etc. to give the illusion that we obviously needed the time to set up our bugs- all the time gambling that the Imperium would underbid us hoping to stall our deployment so they got to go first and we get the valuable “last turn”. As a side note in the past few apocalypse games I’ve played it seems that unlike regular 40K you want to always get the first turn to blast away since so many models are on the board.

As planned the Imperium won deployment and first turn setting up a devastating gunline of tanks, with the super heavies and troops behind them, and long range basilisk tanks beyond that. Assets were spent on mine fields and razor wire backing the tanks and bridges adding to the kill zone. Truly anything approaching through the desert waste leading to the city would have been wiped out before even arriving at the bridges.

Tyranids deployed in under a minute as I placed my warriors and genestealers behind cover in the sand wastes and next to the objectives there. I think the Tyranids really puzzled the Imperium side with so little deployed.

Imperium turns one and two were very eerie since only a dozen or so ‘nids were present (mine) taking the brunt of basilisk fire with only losing two warriors. Black Templar land raiders advanced out beyond the bridges into the sands perhaps unsure of what approached. At the bottom of turn two the Tyranids attacked with swarms of genestealers crashing in on one side of the city and carnifexes on the other. For my half I brought in my lictors- deepstriking out of cover to assault and rend tanks- while peppering a few bio-acid spore mines into the lines of tanks. Moving a fleeting the ‘stealers they got into the assault with more then one tank which was rended to destruction as the carnifexes made quick work of anything in their way. Two ‘fexes and a hive tyrant ganged up on the baneblade smashing through structure points with ease obliterating the super heavy in a cataclysmic explosion. The Tyranid assault was so devastating that it looked as if the Imperium line wouldn’t last another round. With so many tanks towards the front unable to turn and face around or with lines of fire blocked by buildings and ruined tanks the Imperium counter attack was blunted for a moment but then picked up momentum dishing out punishing damage with close range battle cannon and land raider fire. To make matters worse, as predicted, the templars also drop podded into the sand wastes near the objectives dishing out withering bolter and flamer fire to my genestealer broods who thankfully held.

Taking massive loses to the genestealer broods in the city we gave up on that side concentrating on the other bringing in more carnifexes to secure the objective as our gaunts came in and counter attacked the templars in the sands. Legions of gaunts tore up the templars as my few remaining ‘stealers made a snack of a black templar assault squad and chaplain.

Back in the city my lictors continued to run around rending vehicles as I dropped twenty bio acid spore mines on a small ruined building packed with imperial guard soldiers trying to hold an objective. Hitting and scattering the spores made a mess of the guard there killing one squad and breaking another which were then mopped up by the carnifexes.

Bringing on dozens of conscripts from reserve the Imperium lead another counter attack as their remaining land raiders and titan focused their fire on dropping our carnifexes below scoring which were holding the objectives. At the end of their turn it appeared the game was heading towards a draw at best as the Tyranid dead were piling up and the carnifexes below scoring with multiple wounds as we went into the last round. Rolling beyond well our carnifex player made multiple regeneration biomorph rolls on the ‘fexes bringing them back up to scoring winning two more objectives for the Tyranids, swinging the momentum of the game to a Tyranids victory.

Eldar Jetbike: Warlock Destructor



A bit more on a jetbike warlock using destructor- as I have mentioned with the movement of the jetbike it is possible to get into position to blast two units with destructor which I managed to accomplish in my last game agasint tyranids catching two squads of warriors. Another option is to destuctor laying the template so it catches both units while the rest the jetbikes shoot and then assault both units with your jetbikes- although I've found that you better have a big squad to do this.


One question I have but can't seem to find a rule clarification is as illustrated in the bottom picture. Two tyranids sqauds as illustrated. If I shot at one and wiped it out, there is nothing to assault, and now I am out in the open, non-locked assault, to get shot up. Can I use the 6" move of the jetbike in the assault phase to come into base to base contact with another squad and lock them in the assault? I've been playing it "no" since I don't have any hard rules to back up and as such I've sometimes had to pull some shots to leave me something to assault. It would be super sweet to blast two close by squads with destructor, shoot one of the squads to nothing, and then assault move and lock the second. Thoughts?

Question To All Warhammer 40K Players?


Question to all the 40K players: In your club or gaming store, what armies do you find yourself playing against? I ask this because in my gaming club of about 25 players/members I face about 70% Space Marines, 20% Chaos, and the rest Tau, Imperial Guard, Necrons, and a single Grey Knight / Sisters / Dark Eldar player. Before the new Ork codex there wasn’t even another Ork player.

Saim-Hann Eldar List Changes


Ever evolving my tactics I have come to drop my bright lances completely favoring witch blades and singing spears for my anti-tank. In my current 1750 list there are 2 BL vypers and a BL wave serpent or falcon. Hitting on 4+ with a single shot isn’t that great even with the lance rule and S 8 hit. I’ve found the speed of my jetbikes lets me get to the side and rear of a tanks armor to then hit it with a S 9 hit in either/and the shooting and assault with my witch blade or singing spear.

Which then brings up star cannons vs. scatter laser. Again hitting on a 4+ I get two shots with the star cannons vs. four shots with the scatter laser. Both are strength six, the cannon doesn’t allow marine saves the laser does. With the laser I can pump out more shots- 24 in total if I concentrate all my vypers on a single squad. More dice rolls more lost models given the equal strength or go with the AP 2 of the star cannon. I’ve been leaning towards the scatter laser.

Saim-Hann Eldar Vs. Dark Angels



1000 Points Seek & Destroy

Facing a diverse Dark Angels forces of troops, and tanks I split my forces with jetbikes, vypers, and a falcon. ‘Angels deployed two rhinos + tactical squads and a devastator squad to the far right and a vindicator, whirlwind, and small assault squad to the far left. I matched with my jetbikes to the left and vypers, jetbikes, and the falcon to the right.

The plan was to take first turn and wipe out the devastators with my jetbikes and vypers while the falcon takes care of the first rhino hopefully pining the marines inside. To the left I planned to turbo boost my jetbikes, take out the assault marines and then hit the vindicator and whirlwind in the rear with shuriken cannon fire along with the usual jetbike farseer tricks.

Dark Angels took first turn and their devastators took out my falcon with a las cannon shot and the whirlwind hit my left side jetbikes dead on getting the clips and downing two, while holding with the rest of their forces.

Guiding my vypers with my farseer the group of jetbikes and vypers on the right moved out shooting on and wiping out the devastators. Looking to my jetbikes on the left I figured they were now under strength to deal with the assault squad protecting the tanks so I turbo boosted them to the right to meet and link up with my vypers.

Turn two had the DA rhino’s moving forward and disembarking their marines to rapid fire on two of my vypers- stunning one, while the assault marines moved out and another whirlwind shot hit dead on my jetbikes again.

Concentrating my vyper and jetbike fire I brought one of the tactical squads down to a lone plasma gun marine and popped off mindwar on the sergeant of the squad taking him out. Moving forward the second marine squad fired on a vyper blowing off its star cannon as the assault marines moved to close with more whirlwind fire hitting my jetbikes which was starting to get ridiculous. Shooting on the assault marines I took them down to the sergeant as my farseer tried to mindwar and was killed by a perils of the warp hit. Realizing the lone assault marine would just charge I assaulted with my jetbikes and lost two more to his power sword before taking him out which really turned the tide of battle against me.

Surging forward the remaining tactical squad fired and assaulted one of my vypers power fisting it to death as the whirlwind continued to hit. Now down in victory points I pulled my lone vyper out and behind cover while my two remaining shurieken cannon jetbikes finally moved out and took down the vindicator and whirlwind with shots to the rear bringing the game to a draw.



Tactics For Fighting Tyranids


Configure your vypers and grav-tanks with multiple shot strength six weapons- star cannons, pulse lasers, and shuriken cannons. Fighting a tyranids horde is going to require all the firepower you can muster. Strength six weapons will allow you to take out both the big and small bugs equally. Save the AP 2 shots for the bugs with the 2/3+ saves – hive tyrants, carnifexes, etc.

Use terrain to and the movement of your forces (jetbikes & skimmers) to split your opponent’s forces and try to take on one half of the swarm at a time. With so many tyranids on the table your opponent will probably run out of deployment zone being forced to set up wide and far stretching across. Use this deployment and your movement to your advantage.

A farseer with mindwar can target hive tyrants and other big bugs while runes of warding can throw up 3d6 dice rolls against zoranthrop psychic powers and warp blasts. Don’t overlook jetbike warlocks with destructor.

Your primary focus should be to drop the big bugs first- barbed stranglers and venom cannons can destroy your skimmers with ease. Target the synapse creatures next with your skimmers while jetbikes use their shuriken catapults and cannons to thin the lesser bugs.

Use your skimmers placed in a line or a circle with your jetbikes in the center since enemy models can’t pass underneath. They will be forced to assault your skimmers needing sixes to hit and sixes to glance if they can even penetrate the front side armor (vypers vs. fire prism / falcon).

Saim-Hann Vs. Tyranids



1850 Points: Seek & Destroy

Facing off against my friends new tyranids army we played one of the old rouge trader missions which was basically victory points seek and destroy with +200 victory points to the players leader if he/she/it killed the other players leader in the assault. Taking my usual Saim-Hann warhost of jetbikes, vypers, and grav-tanks I had to enlist the support of my dire avengers drafting them into the battle to bring my list up to 1850.

Faced off against a horde of massed hormagaunts, termagaunts, rippers, led by two groups of warriors, two carnifexes, a hive tyrant, lictors, and zoranthrope brain bugs. Additionally everything that could have wings did.

I knew this was going to be a fast moving army and that the h-gaunts were indeed beasts and could fleet and then assault 12”- if I wasn’t careful with my deployment and movement they could be in the assault with my on the first turn. Tactics? I went into the game with my past battlefield experience of planning to drop the synapse and big bugs with my vypers and grav-tanks while my jetbikes harassed and then mop up all the little critters. Runes of warding would keep any warp blasts from the brain bugs to a minimum and mind war from my farseer would do the rest. Although the +200 victory points were tempting I knew there was no way my farseer could bring down a flying hive tyrant jacked up on biomorphs even if mind war brought the bug down to one wound.

For deployment I placed two squads of jetbikes to the center with my farseer, and then the rest of my forces to the far right. Harass with the forward jetbikes and lay down lanes of fire with the rear vypers and grav-tanks. Hold the third group of jetbikes back to repond or counter attack and plan to fall back behind the group of far left terrain for a last stand if things take a turn for the worst was the plan.

Saim-Hann took first turn bringing my vypers and fire prism into range as my jetbikes moved out with my farseer. Star cannon and scatter laser wounded the two carnifexes, jetbike fire dropped a few gaunts, mind war tied with a carnifex for no wounds and the fire prism hit laying down a template taking out seven hormagaunts. Move the jetbikes back behind cover with my farseer for a pretty good first round.

All the bugs moved as quickly as expected getting good fleet rolls meaning they would be in the assault next turn with my first group of jetbikes out on the edge as a few barbed strangler shots from the ‘fexes hit my falcon failing to glance.

Moved my vypers back a bit using a building to block LOS from the shooty fexes as my first group of jetbikes stayed behind cover to shoot and hopefully draw in the lesser bugs. I wanted to try and divide the ‘nid army inbetween a piece of center terrain on the board so I could concentrate all my shots on one half and then move to the other rather then take on all at once. With them moving so fast, faster then even my jetbikes, it was difficult. More star cannon and scatter laser, shuriken catapult and cannon fire thinned out more of the lesser bugs, wounded the hive tyrant, and dropped the first carnifex. So far so good till the two lictors came in right next to my jetbikes near terrain and then directly assaulting them along with some hormagaunts. I did well fighting back only loosing a model or two and would have held but was at -4 leadership from the brain bugs and hive tyrants warp scream effectively giving my jetbikes a leadership of 4- this combined with their 3d6 falling back move means that both failed and ran off the board suddenly leaving me down two large units and with the tyranids now a clear path to my vypers an grav-tanks. A very devastating tactic that had essentially removed half my war host in a single turn without firing a shot as the swarm of gaunts surged forward to my vypers. Other attacks shook my fire prism and a few vypers from return fire as the center of the board was now a mess of Saim-Hann and Tyranids intermixed. Pausing for a moment I had to really think this out and consult the runes to pull off a victory as I decided to gamble on a new tactic I was planning to use against assault heavy armies in the upcoming club campaign. I had hoped to keep it secret, but Saim-Hann honor and reputation always comes first over trickery.

Dire avengers to the front! Pull back! was the order as I moved 24” with my units to the last stand right corner. It certainly looked like a last stand and to work I needed to funnel all the bugs into the channel between the building and a large pipe complex that was area terrain. The bait? +200 victory points in my farseer who moved just enough to be in assault range from the hive tyrant. By offering her up I was also hoping that my opponent would use the power and of hive tyrant to then move and attack through the center channel backed by his gaunts. It would naturally seem to flow one into the other and hopefully my movement looked like a hasty retreat for a last stand.

The bait as taken and my farseer met a quick death not even scoring a wound on the hive tyrant monstrosity as the mass of bugs swarmed forward into the channel to meet what looked like a broken line of skimmers, dire avengers and my last jetbike unit.

Springing my own trap my vypers moved forward forming a line across the channel with my dire avengers jetbikes, and grav-tanks behind. I opened fire on the hive tyrant finally killing him along with the first group of warriors. Waves of gaunts crashed into my vypers unable to pass under them to assault my dire avengers or jetbikes as minimal hits got through to the vypers stunning two and destroying a weapon. Out of sixty something attacks across the line they were in effective need both sixes to hit, glance, and then 2d6 for the holo-fields. I then pulled my vypers back exchanging their place with my falcon and fire prism, blocking the channel with a “V” formation as I again unloaded with my jetbikes, dire avenger blade storm and the remaining vypers who could shoot. The effects were cataclysmic dropping the second warrior brood, dozens of gaunts, and a few rippers. With only the lesser bugs left, and a few at that, and unable to damage the 12 armor of my grav-tanks I pushed out of the channel using the tanks as a wedge that protected my jetbikes and dire avengers from being assaulted as they continued to fire. We called the game in turn five as the lesser bugs scattered and even with giving away the +200 points the Saim-Hann still pulled off a major victory annihilating the ‘nids.

Why Take An Eldar Jetbike Warlock?


Why take an Eldar warlock on a jetbike? At fifty five points each (with destructor) over four jetbike squads would the points be better spent on more vypers, another fire prism, or some other units? Tactically it could go either way but I have had great success with a warlock led jetbike squad- definitely worth the points if used correctly.

Riding with my warlock are five shuriken catapult jetbikes and one shuriken cannon jetbike. I use the 12”-24” movement of the jetbike to get into a position where I can single out a lone enemy unit perhaps on the flank or deep in the rear. Using the 6” assault move I harass with the shuriken cannon hoping to weaken the unit a bit and annoy my opponent before moving in for the kill. I then bring the squad close enough using the speed to get in range with destructor blasting away with it, the five twin linked shuriken catapults, and the shuriken cannon. The speed of the jetbikes often means that I can move to a position (being able to fly over my opponent’s unit) to catch the most models under the template. With a decent round of shooting I can wipe out the squad or bring them down to a few models. Being assault weapons I then move in with the assault. A warlock also gives you the tactical flexibility of using your jetbike unit in a tank hunter role with the witch blade.

40K 5th Edition Rumors?

You have heard the whispers in the warp, 40K 5th edition is coming. What to believe? What will it be? I’ve heard and read multiple accounts from friends and the usual blogs with the inside skinny and I have to say I’m a bit worried about my vypers.

Right now with the skimmer rule once I get moving 6”+ my vypers are pretty unstoppable with the spirit stones and holo-fields. 5th edition rumors whisper skimmers moving fast getting a cover save or hull down. No more glancing only. Sounds like it really screws over a skimmer heavy list as any hits that penetrate will sink me holo-fields or not. If that is the case I’ll have to strip down my vypers of the holo-fields and add more jetbikes since there is that entire troops only as scoring units rumor also.

First GW dropped my crystal targeting matrix and now the skimmer rule?

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Saim-Hann Warhost

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Saim-Hann Vs. Spectral Knights Space Marines






Streaking into battle for the first game of the new year at the club I faced off against a DIY space marine chapter on a cityfight board for seek and destroy. My usual farseer, jetbikes, vypers, fire prism, and now a falcon vs. a predator, land raider, four tactical squads (2 on the table, 2 in drop pods) a terminator squad led by a chaplain, and a land speeder.

Deployed my jetbikes & falcon center, vypers to the right, and my ‘prism to the left. Tasting the fury from my star cannons from a past game my opponent deployed his two tac. squads in hard cover and kept his tanks hull down to try and negate my bright lances.

I was passed first turn and quickly worked out a plan. Drop pods are a real weakness for me to face in that they can land so close to my units, get out, and rapid fire away wiping out a jetbike or even a vyper squad. My absolute hardest battles have been against drop pod heavy armies. With this I had to press the attack quickly and gamble them not coming in on turn two, but later. Overpower the rest of his units with my speed and fire power so I can then deal with only his ‘pods. No hanging back and shooting this game.

Terrain was a big plus in that there was a center building that I could get behind with cover- in two hops I could be on top of his units with my jetbikes to shoot and assault.

With the two tactical marine squads in cover bunched so close together my fire prism had a nice clustered target to attack which would take off the pressure of getting cover saves from my star cannons.

And finally the land raider, I love facing land raiders with my bright lances, even better when there are marines inside that I can block off with my jetbikes and hit with a penetration. Back to turn 1…

Advanced on all fronts up to the second line of buildings as my brightlance vypers tried to destroy the land raider but failed to penetrate. Vypers ripped into the tac. squads supported by my fire prism which hit completely taking down the first squad and dropping two from the second.

Space Marines met my advance with the land raider moving out and disembarking its terminators led by a chaplain in terminator armor. Speeder moved out and the tac squads and tanks opened up. Lost a brightlance vyper, the scatter laser from my falcon, and a brightlance from one of my vypers. Given how close I was to my opponent and all the rapid fire dakka, 3 assault cannons, etc. I fared very well.

Starting turn two, knowing his pods could come in, this had to be the decisive point for me. I needed to make it so when they arrived all their battle brothers would be wiped off the board.

Jetbikes finished off the remaining tactical squad with my fire prism. As all my vypers opened up on the terminators bringing them down to two. Farseer Mindwar on the chaplain managed to cause a one wound, as I destroyed the assault cannon on the speeder. Tactically I was forced to assault the chappy and terminators with my jetbikes since my opponent would have shot and then assaulted with litanies. I managed to assault the termies with my jetbikes while my warlock jetbike just made it to assault the land raider with his witchblade. Good rolling on my part took down the remaining two terminators and I stunned the land raider. Lost two jetbikes to the chappy but the rest passed their morale.

Now to the magic turn. Did the drop pods arrive? No! Moving the speeder away my opponent opened fire on one of my jetbike units with the predator killing three as they broke and ran while the land raider machine spirited a t-linked las cannon shot on my farseer which hit but was negated by her rune armor. (Nothing more satisfying then shrugging off las-cannon shots.) Chappy did horrible in the assault killing none of my jetbikes as they did nothing against him.

Turn three I shot with the fire prism on the predator missing as my farseer guided herself and singing speared the land raider immobilizing it. Bright lance vyper fire also blew off a las cannon. Chappy assault against my bikes again yielded no kills as my jetbikes managed to cause another wound. My morale broken jetbikes continued to run failing to regroup.

The space marine drop pods finally arrived as they slammed down next to my farseer and my vypers/falcon. The first tactical squad fired on my falcon destroying it as the second squad fired on my farseer with bolters and melta-guns causing a wound from the bolters and making my rune armor saves from the melta hits.

A small digression here as this is a perfect example of the distracting power of a jetbike/mindwar farseer. Many of my opponents seem to focus on killing my farseer at all costs- kind of like sinking shots into a monolith, in the end is it really worth it?

I usually keep her (my farseer) mixed in with my other units so she can’t be picked out as the closest. Knowing that if his pods came in on the turn they would probably land in front of my vypers so I moved my farseer just ahead so she could be targeted if they landed there. I had hoped my opponent would be so caught up in the mindwar and singing spear hype that he would waste shots on her instead of my vypers. I gambled that she could survive, and if I did loose her my vypers would make the mon-kei pay.

Another singing spear shot took out the land raider as massed vyper fire dropped the first drop pod tactical squad. Fire prism shots into the rear of the predator blew off its turret as the chaplain and jetbikes still battled it out. Running out of playing time the space marines got I their last turn stunning a vyper and blowing the star cannon off another.

Adding up the victory points Saim-Hann came ahead with a solid victory.