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Army Update: Saim-Hann Warhost


So what is the current state of Saim-Hann in the 40K game as we start nearing the end of 5th edition? By Saim-Hann I mean pure fluff- an army of jetbikes, grav-tanks, and of course vypers. Things get a bit harder with each new marine ‘dex and the increase in the power level, just not perhaps in the ways you are thinking, and yes I do have to get some more battle reports and tactics up on the blog with them- heard you and done, just so many armies to play, and of course my forays into Mordheim and Kill Teams is sucking up table time…

The problem with Saim-Hann isn’t the killing power- despite all the S6 shots, and even AP 2 shots, Eldar have never really been about gunline mass killing- not on the level of IG or even Space Marines these days. They have always had tricks or areas they excel in to magnify the killing- like speed to isolate units on the table, and of course psychic powers in support. In part isolating units has become much more difficult, and for two reasons here...



Vehicles keep on getting cheaper and more powerful- “fast” razorbacks, psychic power fortitude razorbacks, psybolts, etc. There are more of them on the table with an increase in killing power on their own. What makes it even harder is their spammed out nature. 4th edition from when the Eldar codex was written had units that were not min/max. You didn’t see seven or eight vehicles with 3-5 dudes in each since if the unit dropped below half in number it was no longer “scoring”. Now, you are scoring to the last man. This increase of Apocalypse sized armies and point levels played on a standard sized table means it is very hard to isolate and gang up on unsupported units.

So beyond the basic tactics I’ve always outlines how can we further adapt?

In objective based games spreading out the objectives, the ones you can place are more important than ever. Creating pockets of models as they cluster up to get objectives is the only way to try and isolate- this now happens mid to end game rather than the start of the game.-which also means your stuff has to last longer.

Of course we do this through the reserve game, but now running two seers is almost mandatory, actually scratch that- it is mandatory. In my 1850-2K list I run both a vanilla seer in a council, and Eldrad in a wave serpent. Two things happen here:

As the size and killing power of marine armies have grown compared to the same static line of Eldar shots actually hitting on the 4+ is more and more important. Throwing down three guides- one from the seer and two from Eldrad is massive- from the POV of my vyper gunboats. On the return side or when needed throwing up triple fortunes is key. Seers are needed more than ever to boost these two deficiencies in the Eldar codex.

Finally the razor thin line of decisive action and running and hiding the Eldar way has less room for error more than ever. Against some army builds you need to go first, deploy as far forward as you can and come out guns blazing. Even if your opponent takes first turn you have to set up far forward and try to seize- fail that and you are done in either way, vs. when you could be a sneaky git all the time.



Brief examples?

Thunder wolves backed by razorspam and long fang spam = I can hang back and be sneaky zipping around and all. Fire prisms drop blasts on the fangs, vypers go to work on the razorbacks, and then run circles around the t-wolves blasting away.

Grey Knights 6+ psybolt vehicles + 6 psybolt rifle dreads = deploying out and taking first turn and trying to seize first turn. Sucks, but only option. Wall off half the army with your AV 12 energy shield and holo-field vehicles, and use them for cover saves on your jetbikes and vypers.



Eldar aren’t dead and buried..... yet, but are perhaps both harder and more rewarding to play. Harder because they are not a point and click army- not that they ever were, more rewarding since your game has to be 100% to pull off the win.

Harlequins?

Thouoghts on the vs. Grey Knights and the changes 'knights have caused with other armies for them also in a bit.
Final word? Vs. Grey Knights Eldar are a blast to play with runes of warding. Since so few people play Eldar anymore, and many GK players have yet to face them, or are quickly becoming used to being “kings” of the psychic phase, it really sucks when a space elf chick with a charm necklace shuts them down.

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