1500pts Saim-Hann vs. Tyranids - Warhammer 40K Fantasy
 

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  1. #1
    Eh? sovietspace's Avatar
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    1500pts Saim-Hann vs. Tyranids

    Saim-Hann Vs. Tyranids - 1500pts
    Capture & Control - Pitched Battle


    It's another battle report from me!

    This was another game against Alex and his multi-coloured Tyranid horde. However, to add a bit of spice I will be using my Saim-Hann Eldar. I've not played with this army since 4th Ed., but I wanted to prove I still love them! I've had to proxy some of the models (using Falcons as Wave Serpents) so I apologise for the un-painted models!

    Army Lists



    I was using an Eldar list based Dire Avengers and Wave Serpent - mainly because I think these are the most efficient Eldar units by far. Of course I still had my Jetbikes and Vypers for some of that Saim-Hann flavour! Alex on the other hand seemed to be trying to get as many models on the table as he could, and he out numbered me almost 2 to 1.

    Deployment



    We rolled for mission and got Capture & Control with Pitched Battle deployment. Alex won the roll off and chose to deploy and go first. He spread his horde across the table, with most of the heavier stuff (Carnifex, walking Tyrant) on the left side.



    For my deployment, I did my best to hug cover, concealing my Jetbikes behind the large ruin and doing my best to hide the Serpents. I planned to move over to the right* as soon as I could, to destroy the weaker flank of his army. After that I could hopefully destroy his force piecemeal and then zoom for the objectives near the end of the game.
    *When I say left and right I am referring to the maps.



    When it came to starting I decided to try to steal the initiative (being the impulsive fellow that I am) and typically rolled a 6. After due consideration I realised this was a bit foolish - I was hunkered down in good cover and could have forced Alex to move out into the open first. But, once the dice was rolled I was committed. I haven't played Saim-Hann since 4th Ed. at it appeared to be showing!

    Turn 1



    So I began as I'd planned, moving towards the right of the board to attack Alex's weakest side. The Farseer began by casting Fortune on his own bike squad, as he would for the entire game. They then Turbo-boosted, doing their best to make use of cover. The Serpents and Vypers moved rightwards and down the flank. Shooting could have been better - I managed to gun down a Zanthrope on the left (as I was rather afraid of their Warp Blasts!).



    In response to my move to right, the majority of Alex's horde moved left - he seemed to be rightly focused on the objectives. His winged Tyrant soared to the central building and proceeded to gun down three Jetbikers (despite their 3+ save with re-rolls!). His other shooting as ineffective.

    Saim-Hann: 1 Objective Tyranids: 1 Objective

    Turn 2



    As I was unwilling to go up against the bulk of Alex's force I spent my turn moving further down the flank, hoping to see an opening to strike. My main concern was the Flyrant, who might be in charge range of my Jetbikers (something I did not want to happen). To this end the Farseer cast Doom on the abomination. With this aid it took all my Serpents and the bike's Shuriken Cannons to down the beast - much to Alex's annoyance. The two Vypers shot last, and managed to gun down 6 Gaunts directly in front of them.



    Seemingly realising that his 'nids on the left would perish if they stayed put, Alex ran them towards the bulk of his force, using the Gaunts as a screen. The rest of the horde continued on its path, rounding the right side of the central building, advancing ominously on my objective. The Fortuned bikes this time survived the majority of Alex's shooting, loosing one of their number to the Carnifex. The retreating Warriors on the left also managed to down a Vyper.

    Saim-Hann: 0 Objectives Tyranids: 1 Objective

    Turn 3



    With time pressing on I figured that I had to start really making a dent into Alex's tyranids. If I didn't start whittling down numbers now I would be simply overwhelmed in the later stages of the game. The plan was to kill all the 'nids on the left flank, with the Dire Avengers supported by Jetbikes and Serpents. The key was to make sure that nothing survived to charge me - allowing the Avengers to hop back into their transports next turn, ready to rinse and repeat. To that end most of the army moved down the table, with the Serpents unloading their Avengers right in front the of their targets.



    The exception to this was the Wave Serpent with the Fire Dragons, that retreated back to my deployment zone in order to start weakening the Carnifex. If the plan went well I would be able to double back with the rest of the army and secure my objective while sacrificing one Serpent and Avenger Squad to contest the 'nid objective.



    Well, it almost worked! Though it took the combined fire power of all the Avengers, two Serpents, the Vyper and the bikers I managed to destroy Alex's entire left flank - bar one irritating Warrior on 1 wound! Curses! Still, as long as the rest of the army was mobile I figured I could cope with one Avenger squad tied up for a turn.



    Unfortunately for me it seemed that I has miscalculated dramatically. I made the crucial mistake of not assault moving my Jetbikers back, something I always forget when I've not used the host in a while. Because of this Alex's Ravaners, whose effective charge range always astounds me, were able to reach my Jetbikers & Farseer. To add insult to this injury a Spinegaunt Brood was just in charge range of the Dire Avenger squad that couldn't be charged by the remaining Tyranid Warrior. Hmmm, this was not how is was supposed to go!

    Tyranid shooting produced no casualties (which was probably just as well). Combat was also not a disaster. The Raveners killed a biker but suffered wound for their trouble. The Spinegaunts also killed 1 of their opponents but also received a casualty in return. The enraged Warrior attempted to avenge the loss of his brood but was promptly cut down by the Exarch before he could strike. But, despite the fact his charges were far from brutal, Alex's units has successfully tied down my Army, some thing a Saim-Hann player does not want!





    Saim-Hann: 0 Objectives Tyranids: 1 Objective

    Turn 4



    With the game possibly nearing its final stage I needed a plan to get myself out of the mess I found myself in. To this end the Dire Avengers not in combat hoped back in their Wave Serpent and zoomed towards the 'nid objective in order to apply some pressure there. The other Avenger Serpent left its squad fending off Spinegaunts in order to get back to my deployment zone and bolster my defenses.

    Shooting was okay, with the Vyper killing 2 Warriors in the central building (shuriken cannons & Warriors do not mix well!) while the two Serpents in my deployment zone caused three wounds on the carnifex. I can't recommend Starcannons and Bright Lances enough! Combat was a mixed bag - the Jetbikes lost one and were unable to damage the Ravaners (despite two singing spears), but the Avengers killed 7 Spinegaunts for no loss. 3 of these kills was due to the fearless rules, god that hurts 'nids!



    During his turn Alex launched his forces at my objective - the two Gaunt squads taking it for the Great Devourer, supported by the Carnifex. The parts of his force lagging behind turned, to discourage the Wave Serpent at the bottom of the board from coming any closer. To stress this point the Tyrant blew the Starcannons from atop the skimmer.



    In combat Alex was absolutely gutted to find his Carnifex was just 0.2'' out of charge range to my bikes (we cut a range ruler to 6'' just to be sure)! In the other combats the Ravaners continued on their theme, killing 1 more biker. The Avengers managed to finish off the Spineguants and were able to consolidate back towards my deployment zone (perhaps they just ignored the Carnifex in their way!?).

    Saim-Hann: 0 Objectives Tyranids: 2 Objectives

    Turn 5



    If I was going to save the game it was now or never. My plan was fairly simple. I hoped to use the Avenger/Serpent on its own to gun down the entire Gaunt Brood on Alex's objective. Regardless of weather my guys survived the reprisals, if they could wipe out the Gaunts Alex had no other scoring units in the area and wouldn't be able to claim his own objective. At the top end of the board I knew I had to down the Carnifex - if it made a charge I was pretty much done for. I had to hope that I could kill it and have enough firepower to wipe out the Gaunts on my objective, or at least contest with the as yet unused Fire Dragons. I was working for a turn 5 draw or hopefully a turn 6 win.

    So, the plan began. The lone Serpent ignored its damage and dropped off its cargo within shooting distance of the Gaunt Brood holding their objective. In my deployment zone my units got themselves into better firing positions. So shooting began. After shooting the Vyper and the two Serpents the Carnifex was still annoyingly standing. This meant that I had to use my Dragons to finish it off which was frustrating as I hoped to use them to shoot and charge one of the Gaunt Broods.



    On to the Dire Avengers... With the intervening Carnifex finally down the first squad of Dire Avengers ignored the Warrior on their left and unleashed a Bladestorm into one of the Gaunt Broods, killing it outright. Hoping to do the same thing, the Avengers on Alex's side of the board readied their catapults. However my luck didn't hold and after the Shuriken had flown there were still 3 annoying Gaunts remaining - fearless due to the proximity of their Tyrant. With one objective contested (by Fire Dragons) and one held by the Tyranids I had to hope there would be a turn 6.



    Alex used his turn to try and secure the objectives he had. His Tyrant moved to cover the three remaining Gaunts on his objective (role reversal anyone?), while his central mob of Warriors and the Zanthrope reversed course again.



    In the shooting phase the 'thrope shot off the Bright Lance from the Fire Dragon Serpent and the Tyrant shot 4 of the Avengers facing it. The real star however was the lone Warrior that had moved out of the central building. Leveling his Barbed Strangler at the Avengers in front of him, he managed to miss them completely and scatter into the densely packed Gaunts and Fire Dragons, killing 4 from each squad! Not what I wanted!

    In combat the same Warrior charged the Avenger squad, hoping he might have better luck with his claws. He was naturally killed by the Exarch before he lifted a talon. The remaining Spinegaunts charged into the now severely depleted Fire Dragons and managed to kill 1 for no loss, leaving the Exarch bravely contesting the objective alone. In the prolonged Jetbike combat, a Ravaner was finally brought down, although the Jetbikers suffered another loss.

    With Alex's turn over I went to roll the dice for random game length. Knowing he would win if the game ended Alex jokingly said 'anything but a 1'. As I threw the dice into the air I responded with 'No, I bet I get a 2!'.

    Well. Its a funny old world isn't it...

    I now hate the number 2.

    Game Ends Turn 5
    Saim-Hann: 0 Objectives Tyranids: 1 Objective


    Tyranid Victory

    Well, another close game with Alex. We have been playing together for ten years now so we are getting fairly clued up on each others tricks (though I still lead on the overall game tally!). This leads to very hard fought games were every decision and mistake really counts. In this case I think my failure to assault the move the Jetbikes out of combat range on turn 3 really cost me. If I'd have those Shuriken Cannons to add into the mix I think I probably could have mounted an effective counter attack.

    With my Eldar list it all comes down to when you strike - I think I chose the right time, but just executed it badly! And of course Alex played a great game as usual.

    I hope all enjoyed the report.

    Last edited by sovietspace; January 31st, 2009 at 14:08.

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  3. #2
    kut maar krachtig forumjayz's Avatar
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    well Soviet this is where that seer counsil you don't like would have been great. and why didn't you mindwar anything all game? the Whichblades of a counsil simply cut through anything with High thoughness. even your farseer on his own with fortune and doom could ahve take down the big beasties in his army.

    but overall a bit more agression in combat with the Farseer could have really turned the game around. but It was as you said a hard fought game with both players making the best of their expereince allthough the taking first turn part Really hurt your game. I'm also wondering why you didn't just reserve some stuff like fritz always suggestes you can't shoot at what isn't there

    but overall a nice game and as always a well writen report and as for the last move you could have just moved the wave serpent up fully and keep the Dire avengers inside and jsut contest the objective that way. then i would have been a draw .

    But I can't say I would have done better especially because I'f never played against tyranids so great job and next time you will pull out the win

    Cheers Jayz

  4. #3
    Eh? sovietspace's Avatar
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    First off, cheers for your comments - as I said to you earlier, the only way you learn is through constructive criticism!

    Quote Originally Posted by forumjayz View Post
    well Soviet this is where that seer counsil you don't like would have been great. and why didn't you mindwar anything all game? the Whichblades of a counsil simply cut through anything with High thoughness. even your farseer on his own with fortune and doom could ahve take down the big beasties in his army.

    but overall a bit more agression in combat with the Farseer could have really turned the game around.
    It's an interesting opinion (and I know Fritz swears by it) but I just don't see the Seer Council as a combat unit - except against Guardsmen and the like. Yes you wound on a 2+ but the fact that witchblades don't ignore armour saves just sucks! As my Farseer and Warlock (armed with spears) only get one attack anyway, even a 4+ save is hassle. Admittedly in the Ravener combat they performed especially badly (a crazy amount on 1's to wound), but I still never charge in with them normally. For me a SC is only effective because it can cause a stupid amount of destructor wounds before any charge. It also helps if you have Banshees or Scorpions to back them up (hell, most Eldar units rely on working togther). But my list is essentially a shooty force. I hope you follow my logic, perhaps I'm just missing a trick

    As for mindwar, its 18'' range really sucks against 'nids - especially the sort that Alex plays. If I'm in range to mind war he is often in charge range with Flyrant, Ravaners or other Beasts (12'' move, fleet, 6'' charge). Also, although I love the concept of mindwar it has become a running joke amongst me and my mates that it never works for me. My Farseer once failed to melt the brain of a standard Guardsman

    Quote Originally Posted by forumjayz View Post
    I'm also wondering why you didn't just reserve some stuff like fritz always suggestes you can't shoot at what isn't there
    Normally I would consider it, but there was enough cover for me this time (given the short range of 'nid anti-tank guns) and I dislike the random nature of reserves. It was my own stupid fault stealing the initiative that ruined what was otherwise a fairly good set-up! Doh!

    Quote Originally Posted by forumjayz View Post
    and as for the last move you could have just moved the wave serpent up fully and keep the Dire avengers inside and jsut contest the objective that way. then i would have been a draw .
    As for that, I have no snappy excuse for you. Damn!
    A very good idea indeed, I wonder why I missed it...

    Anyway, I didn't mean to take your points apart like that - I just thought you might like to know my reasoning! I'd also love to hear what you think about my seer council thoughts

    Anybody brave enough to chip in?
    Last edited by sovietspace; February 1st, 2009 at 15:34.

  5. #4
    kut maar krachtig forumjayz's Avatar
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    well if the farseer
    But my list is essentially a shooty force. I hope you follow my logic, perhaps I'm just missing a trick
    well if the farseer is the support type I suggest you change his set-up. drop mindwars get the stones and go for fortune with doom and GUIDE! this way you can get some of your guys to Actually hit stuff. The Guide can be great if you would ever consider a Fire Prism 1 less extra scatter dice Is HUGE! so either go for the full set-up mode or go CC but try not to stay in the middle.

    further mode I would drop the singing spears if you are shooty that means that if you can throw the spears they are going to hit you back next turn. just keep with the schurikan cannons and guide them. the amount of shots will ruin anyone's day . the sheer combination of guide and doom will be tremendous.

    If you want to Mindwar jsut try to screen you farseer with iether the bike squad or something else. that way you can still do it and when it fails you are still save .

    as for the DA inside the wave serpent trick. that's why frits has star engines, just move the wave serpant 24"and BOOM he has a 4+ cover save and he's contesting the objective . it's very nasty and oh so very Siam Hann. if the game goes for another turn he will first have to crack the tank. and after that the DA are still there and you had last turn so Either get some shooting done or just keep contesting

    Hope this all makes sence

    Cheers Jayz

  6. #5
    kut maar krachtig forumjayz's Avatar
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    Oh and btw your models look Awesome mate can we bother you for another Army Picture of what you ahve so far here on L-O bet theres a lot of peopel that would love to see this

    Cheers CJ

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