What’s In Your Saim-Hann Warhost?


Working up a new Saim-Hann army for 5th edition? Currently play Saim-Hann? Am I the only wild-rider that uses vypers? As a Saim-Hann player what are you building or playing and why?

1750 Saim-Hann Eldar List




HQ: Farseer W/ Jetbike, Singing Spear, Rune Armor Runes of Warding & Witnessing, Spirit Stones, Guide & Mindwar

Troops: Warlock W/ Jetbike, Singing Spear, Destructor, 4 Regular Jetbikes, 1 Shuriken Cannon Jetbike

Troops: Warlock W/ Jetbike, Rune Armor Singing Spear, Destructor, 4 Regular Jetbikes, 1 Shuriken Cannon Jetbike

Troops: Warlock W/ Jetbike, Singing Spear, Destructor, 3 Regular Jetbikes, 1 Shuriken Cannon Jetbike

Troops: 11 Storm Guardians 2 W/ Fusion Gun
Transport: Wave Serpent W/ Spirit Stones, Twin Linked Scatter Laser, Twin Linked Shuriken Catapult

Fast: 2 Vypers W/ Star Cannon, Twin Linked Shuriken Catapult, Spirit Stones, Holo-Fields

Fast: 2 Vypers W/ Star Cannon, Twin Linked Shuriken Catapult, Spirit Stones, Holo-Fields

Fast: 2 Vypers W/ Bright Lance, Twin Linked Shuriken Catapult, Spirit Stones, Holo-Fields

Heavy: Fire Prism W/ Prism Cannon, Twin Linked Shuriken Catapults, Spirit Stones Holo-Fields

Got Game?






Out of curiosity where do you play 40K and how often? Gaming club, tournaments, casual play with friends?

I play most of my games at a 40K club in White Plains, New York on Monday nights. We have about thirty or so members with a wide play range from neophyte to warmaster. The club holds painting nights, and apocalypse events along with trips to games day and grand tournaments. If I’ve got a free weekend I also play at a comic book/game shop in White Plains that has open tables for 40K which is pretty much the same guys playing at the club.

Battle For Salvation Continues





Continuing the club’s 40K campaign saw 1200 point battles vs. tau, eldar, space marines, world eaters, and of course orks. If you live in the Westchester, NY area and are looking for a 40K club- http://games.groups.yahoo.com/group/BattleforSalvation/ .

Eldar Tactics For Fighting Space Marines


Tactics for fighting space marines are very straight forward- deny them their armor save and stay out of rapid fire range. Originally I wrote my Saim-Hann list to go up against space marines since about 80% of the gaming club plays them. Star cannons on my vypers guided by my farseer beat the 3+ save and the speed of my jetbikes and vypers gives me a shot at staying out of rapid fire range. Vehicles are hit with a brighlance or wichblade, from the side or rear where the armor is weaker- again using the speed of my jetbikes to get me there. As far as special characters go, any chaplain on the table is target # 1. With litanies of hate, a good selection of wargear, and making any squad joined fearless I try to take him down with mindwar and failing that star cannon shots if possible. Librarians aren’t much of a threat due to runes of warding as they tend to fizzle themselves out trying to use psychic powers.

The main strategy I use is to get the marines out in the open away from any cover saves and hit them with as much AP 1/2 shots as possible backed up massed shuriken shots. How to get them out in the open? One trick I use is that once one of my jetbike squads has taken losses and is no longer a scoring unit (assuming it hasn’t ran) is to move it next to a marine squad in cover in such a way that the marines can shoot/rapid fire it if they move out of the cover. Of course waiting with a lane of fire, as far away as possible so it isn’t obvious is my group of star cannon vypers ready to light them up.

Vyper Swarming



Beyond using range and terrain to protect your vypers I try to mass the fire from my six vypers on one target at a time, this way there is no to little threat of return fire downing my vypers. The above two pictures illustrate my movement this way, grouped together firing on a single target, wiping it out, and then moving on.


Eldar Singing Spears


For three points is there ever a reason not to take a singing spear for your farseer or warlock? Combined with a jetbike I have found them to be better anti-tank then my brightlances or prism cannon. Use the jetbike speed to get close enough to throw the spear in shooting and then close to assault if the vehicle isn’t destroyed. Have my farseer cast guide on herself before she throws it is even better. Is this wargear broken for only three points?
Warhammer Eldar Miniatures 40K Games Workshop Titans

Real Saim-Hann Jetbikes


If you are starting out with Saim-Hann Eldar, a simple conversion you can do to enhance the style of your warhost is to replace the odd looking leather jackets of your jetbike guardians with a regular guardian torso. Why is the jetbike guardian wearing leather anyway?

[Games Workshop Eldar Jetbike/Photo]

[Eldar Guardian Torso Front/Back]

Crushing The Greater Good: Eldar Tactics vs. Tau


Continuing to look at my Saim-Hann tactica, tau have been another challenging army to face with my warhost. With cheaper troops (fire warriors) and the firepower to match my eldar I always seem to be outnumbered and outmatched. Most of the battles I have fought have ranks of fire warriors in the back with stealth suits infiltrating forward, supported by battle suits either on the table or deepstriking. Throw in a hammer head with a rail gun and the lists are pretty intimidating.

I’ve found that taking first turn is almost more important then ever when facing a tau skimmer heavy army. Not only do I need to get my vypers and grav-tanks moving first for the skim, but I need to use my mobility and long range/ high strength weapons to try and knock out the tau skimmers before they can get going.

Next up is the stealth suits in that they infiltrate so they can get close enough to do some damage first turn and you have to roll night fight to see them which means you have to get pretty close to them to get off any reliable shots. I try to mind war any models holding a fusion blaster and that massed shuriken shots of my jetbikes is often enough to wipe out a squad.

Dealing with ranks of fire warriors in the rear like it is warhammer fantasy is where the problem is at. If your opponent is smart and puts them in cover hitting them with AP killing weapons is lessened due to cover saves. If they are set up with good lanes of fire and no cover along the way there is no way to outgun them. What I have used to work is to take larger jetbike squads with a warlock w/ destructor. I try to move up as close as I can behind cover and then turbo boost out if I can’t make it in one turn to the fire warriors. Either way I want to assault them since they are worse then even eldar guardians in assault- same with tau sniper teams, and suits. The timing and placement of the assault is key:

I want to get into base to base contact heavy on one side so I can first hit them with destructor from my warlock and some shuriken catapult shots to whittle down the numbers. Moving into assault I want to engage my jetbikes so I don’t kill all the fire warriors in my turn. The reason for this is that I don’t want to wipe out the FW squad in my assault turn and then be sitting out in the open with my jetbikes at the start of the tau turn. I want to kill some FW’s and then consolidate in, followed by winning in my opponent’s assault phase. This way I can get a massacre roll, then move up to 12” and then assault 6” into the next unit. Since you can’t shoot into close combat that negates the Tau shooting advantage.

The Saim-Hann Brotherhood



Fellow blogger and 40K player Glenn has a quite striking Saim-Hann army with a sweet autarch and farseer conversion.



Saim-Hann vs. Khorne Berserkers






Continuing the club campaign my territory on the map came under attack from a group of khorne berserkers led by a daemon prince, defiler, predator, and a group of raptors. We played on an agri-bord for terrain with my opponent wanting to play the terrain “as-is” as opposed to area terrain. Having faced my Saim-Hann before he wanted to give them no place to hide since the setup effectively gave me no terrain to hide behind while giving all his units except for the defiler and prince a place to hide blocking my shots so he could rush forward and engage. Campaign rules were supposed to be all area terrain but we agreed to roll it off with the outcome being the terrain is what you see is what you get. I rolled well and took first turn which I desperately needed to get me skimmers moving and jetbikes into range since effectively I was now playing on a board with no terrain.

Planning things out for a moment I decided to rush everything forward, shoot like crazy and then move/turbo all my surviving units to the other side of the board next turn to hopefully divide his forces and concentrate all mine on one side at a time.

I moved and opened up with everything I had, star cannons, pulse lasers, shuriken cannons & catapults and either hit nothing of failed to glance/pen the defiler. Nothing! Taking his turn my opponent advanced and fired his defiler’s cannon taking out a group of my jetbikes along with some predator fire which stunned a vyper. The daemon prince tried warptime and doom bolt which was both defeated and peril of the warp with my farseer’s runes of warding- sweet!- 3d6 psychic tests are nasty! With losses that could have been worse I fat moved to the left as one of my jetbike groups stayed behind to take on the approaching raptors and continue to draw in the berserker squads which were rumbling forward in rhino’s. I took down a few raptors with shuriken fire from my jetbike squad and scored a wound on the prince from mindwar.

Moving to his turn my opponent continued to shoot with the defiler, predator and prince who got off his doom bolt taking out two of my vypers as holofield failed me. Loosing my left behind jetbike squad to the raptors now made victory look bleak. Realizing I had to now go all out my farseer moved away to engage the defiler hitting it with a singing spear before destroying it in the assault while one of my vypers and jetbike surrounded one of his berserker loaded rhinos before my falcon penetrated it with its pulse laser killing the entire squad inside as they couldn’t embark. With my other vyper I moved behind the predator and popped it with shots into the rear armor.

Now shifting the game back to my favor the remaining chaos forces surged across the board taking out another vyper with some very lucky bolt pistol shots while the prince again took a wound from my runes. With the last turn at hand retreated all my forces away and out of range as my falcon killed the daemon prince with a parting pulse laser shot effectively putting me just ahead in victory points. With no further shots/targets for the berserkers to shoot at the game ended with my Saim-Hann successfully defending my territory from my opponent.

Saim-Hann Eldar vs. Ultramarine Scout Company




Continuing the club’s Battle For Salvation 40K campaign we moved onto the next round @ 1100 points which had my Saim-Hann warhost attacking an Ultramarine scout army backed by a jump pack chaplain and a whirlwind. Mission was seek and destroy on an agri-terrain board.

Setup for the Ultra’s was parking the whirlwind in the corner, deploying the chaplain forward and infiltrating the rest. How I wish I was playing Space Wolves with a Rune Priest’s chooser of the slain! I deployed clustered to keep away from when his scouts infiltrated with all my forces to the center and my falcon to the far right. Playing on a smaller 2/3 size board his infiltrating scouts were all over me as I took first turn in the hopes of wiping out a squad or two to reduce some numbers. First turn of shooting wiped out one squad with two others loosing a marine or two from cover saves against my star cannons and regular saves from my shuriken weapons. My opponent played very well except perhaps isolating one squad by infiltrating it on my side of deployment which I wiped out with two vypers. He kept his scouts in cover which made them much harder to kill with so many cover saves and his whirlwind hit ever turn downing two of my vypers!

After loosing a few of my jetbikes I pulled back and concentrated on massing all my vyper and jetbike shots on one unit at a time using terrain to block return fire, etc. as the scouts pulled back to their deployment zone. In the end I just couldn’t kill enough of them and the game ended in a draw with the Ultramarines repulsing my attack on their territory.


Games Workshop Eldar Jetbike Box Set

Games Workshop Eldar Vyper Jetbike Box Set

Tactics For Fighting Necrons


I’ve gotten a few emails recently asking for some advice on how to deal with necrons with a Saim-Hann list. Going over a few of my past battle reports and posts here is what I have learned from my experiences.

Personally I have found Necrons to be the hardest army that I have faced with my Saim-Hann, accounting for the majority of my losses with my warhost. I attribute this to the mistake of thinking of them as space marine equivalents since they have rapid fire weapons, a 3+ save and a T of 4. When I have won (and crushed) my necron opponents it was because I addressed the three unique parts of the necron army that I faced.

The first taken into account the we’ll be back rolls of the nercon warriors- take them out and on a 4+ in the next turn they get back up from self-repair. What worked best for me was to keep my distance from large necron warrior squads sniping them with my jetbike shuriken cannons focusing on one enemy squad at a time to mass my fire. I had to change charging in with my jetbikes and blasting away with shuriken catapult fire and warlock destructor fire. What was happening if I charged in was that I was maybe knocking the necron unit down to 2-3 ‘crons only to have a good number of them get up next turn and then rapid fire me to death. Assaulting is also out since even necron warriors are surprisingly tough for non dedicated assault eldar units. With the necrons hitting you on a 3+ along with a S & T of 4 & the we’ll be back roll means they are surprisingly resilient in the assault.

Next up is dealing with the necron lord. Most that I have encountered run with a veil of darkness which allows a deepstrike move each turn with any necron unit within 6” and a resurrection orb which allows a more powerful we’ll be back roll. The veil of darkness is a powerful piece of wargear by which the lord can deepstrike next to one of your units along with a large warrior or immortal squad and then rapid fire. I’ve lost a lot of lone jetbike squads that were sniping out at the edge of the board this way. First thing to do is mindwar the necron lord to get him off the table, but with multiple wounds and a LD of 10 this will be difficult. Barring that I’ve had good luck with keeping my units close together or around large groups of terrain to make deepstriking a risk. If my opponent is brave or luck and does veil in and take out one of my units I make sure there are others around to at least take out the lord and the squad he veiled in with.

Finally there is dealing with any necron destroyers since they can match the speed of your jetbikes and the firepower of vypers. Given their toughness of 5 you will want to hit them with shuriken cannons, starcannons, etc. to beat their toughness and score wounds.


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Most Memorable Mindwar?


Fellow farseers, what is your most memorable mindwar? Mine? It was the first battle of my newly painted Saim-Hann warhost where I faced off against the Flesh Eaters Space Marine chapter. Charging my ranks of jetbikes and guardians was a force commander decked out with a jump pack, power fist, and a lightning claw. He was painted very well and carried a flowing banner. I moved my jetbike farseer out and asked my opponent who is commander was. After a short rant of how uber bad ass he was by my opponent I called mindwar on him, passed my psychic test and hit him for five wounds in the roll off.

5th Edition: Eldar Warlock Or Farseer


Continuing with some ideas for the transition to 5th edition I've been toying with dropping my jetbike warlocks from my list. While I have had great success with them & destructor and have made many cases for playing them, maybe it is time to switch things up a bit. If I drop my warlocks I can add in more jetbikes, two guardian squads and another farseer from the current range of models I have painted up for my Saim-Hann warhost. Having really wanted another jetbike farseer for some time I could now actually work it into my list. Two 'seers casting mindwar will be fun, but casting guide twice on two different units will make an even bigger difference to my list. In 4th I have been playing my jetbikes very aggressively and they worked well with the warlocks, in 5th I see them hanging back and shooting with the shuriken cannons before moving out to claim and contest objectives.

See All You Mon-Kei Soon...


Eldar Brightlance Revisited


Experience over the past few games with the club’s campaign has me thinking about dropping the brightlances on my vypers and wave serpent. I was running them for the anti-tank vale of dropping front armor to 12 via the lance but unless I am facing a land raider or leman russ tank the lance is wasted. I’ve found the maneuverability of my jetbikes with a singing spear to be even better at tank hunting. Then there is the issue of only one shot hitting on a 4+ which required my farseer to be tied up guiding the brightlances as opposed to my marine killing star cannons. 4 shots on the scatter laser seems like a better choice even with its AP 6.

Saim-Hann Vs. Tau -Recon-



Setting up for a 1000 point recon game my Saim-Hann warhost faced off against the club’s strongest Tau player. I deployed with my vypers, farseer, and jetbikes center, along with a falcon and a smaller group of jetbikes to the left. Tau deployed two groups of fire warriors in cover along with a rail gun hammer head in their deployment zone, infiltrated two stealth suit teams into my deployment zone, and held a group of suits and an HQ suit in reserve for deep strike.

Being that the mission was recon I had hoped to take firs turn so I could pass it to my opponent. Having faced Tau quite a few times I planned to not try and out shoot them, but rather to hang back and snipe with my jetbikes and farseer, and then turbo boost/fast move everything at the last turn into his deployment zone. The only thing really holding me back was the fact that his suits had infiltrated and with first turn movement could shoot at my vypers- who wouldn’t benefit from skimming yet, and that his hammerhead could be in position to shoot at my falcon- who again wasn’t skimming yet.

Indeed I took first turn and decided to gamble it off allowing Tau to go first, while hoping my holo-field held up and first turn wasn’t a massacre. Stealth teams moved up as predicted along with the hammer head taking aim at my falcon. Stealths shoot rolling so/so taking out three of my jetbikes while the hammer head fires and misses its rail cannon shot.



With my gamble having paid off my vypers and jetbikes moved out to gang up on the stealth suits while my falcon moved and took aim at the hammer head. Firing off the falcon’s pulse laser I hit with one shot and glanced on the six. Lucky. Rolling on the glance table I scored another six destroying the hammer head. Very lucky.

Opening up on the stealth teams I brought both of them below scoring as one broke and ran while the other one held. Mindwarred the sergeant with the fusion/melta weapon vaping his mind as the Tau are no match for Eldar psychic powers with no way to counter and lower leadership rolls for mindwar.

A devastating first turn for the Tau but there was still more then a good chance to pull off a win with his suits and HQ suit coming in from deepstrike. HQ landed next to the group of jetbikes near my falcon and fired off downing one while the second group of suits tried to land behind my falcon for a rear shot but scattered into my jetbike unit killing them.

With nothing to stand in the way of the Eldar advance I moved out to wipe all the Tau from the board. Falcon pulse laser fire instantly killed the Tau HQ suit as one of my jetbike groups finished off the remnants of the stealth team. Pulling around to the other side of the board with my vypers and jetbikes I wiped out the first fire warrior squad as my farseer mindwarred another Tau fire warrior to further insult the Tau.

The remaining fire warrior group held and retuned fire stunning one of my vypers as my entire warhost then descended on them and lit them up with the fury of the stars for a complete massacre.

Way Of Saim-Hann





Saim-Hann Warhost





Eldar Vs. Tyranids 2



Saim-Hann Vs. Tyranids





2008 Games Day Tickets Are On Sale


Tickets for the Baltimore 2008 Games Day just went on sale. Are you planning to go?


Warhammer 40,000: History Of The Saim-Hann Eldar



Saim-Hann (lit. Quest for Enlightenment) is an Eldar Craftworld. It regarded by other Craftworlds as anything from a slightly wild and dangerous place to a nest of barbarians living on the edge of Eldar society. They have developed the Path of the Eldar in a much more flexible way than other Eldar. It is still a form of control over Eldar life, but it allows Eldar to experience the more wild and carefree ways of old. This practice is regarded by other Eldar as being dangerous, as it was just those sorts of feelings and experiences that led to the Fall of the Eldar.

It is said that Saim-Hann was one of the first Craftworlds to escape the Eldar homeworlds before the birth of Slaanesh. It still maintains many links with the somewhat primitive Exodites.

The Warriors of Saim-Hann are proud, boisterous and aggressive, and use fast, mobile troops with a high quantity of Jetbikes. Young Guardians are always trying to outdo each other in contests of speed, and particularly in battle. Their symbol is the Cosmic Serpent, and they wear red armour with contrasting black and white detailing. They also tend to use striping techniques on their vehicles.

Almost every member of Saim-Hann is part of a Wild Rider family, including the seers, and this allows them to field many specialists who ride Jetbikes and Vypers. The families are maintained in a feudal hierarchy by one Eldar and the rule is passed down through hereditary tradition. The closest family to the 'Chief' forms the Kinsmen who form the ruling elite of the family. The families will decide for themselves whether to go to war and the Kinsmen will then guide the chief in battle. (Source: Wiki)

Warhammer 40,000 Apocalypse

Dire Avenger Awesomeness

A recent battle against a fellow Eldar player has me rethinking dire avengers in my list. Ten strong with blade storm