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I'm primarily a CSM player and have been looking into starting a new Eldar army and thought that Saim-Hann looked pretty cool. I talked to a buddy of mine who plays Eldar and he gave me the basics of the army so I wrote up this list:
HQ: Autarch - 140 pts
HQ: Autarch - 140 pts
Troops 1-4: Guardian Jetbike Squadron x 6 - 212
Shuriken Cannon x 2
Fast Attack 1-2: Shining Spears x 5 - 217
I was going to put the Autarchs into the Shining Spears squads for a bit of added efficiency. As you can probably see I still have 288 pts left over and I'm stuck on what else to put in. I was thinking of a couple of Fire Prisms or some Vypers but not sure. Any criticism and suggestions would be very helpful. Thanks!
Ok, so revamped this is what I've come up with, again I have points remaining:
HQ: Farseer - 325 (I assume this is what is meant by Seer Council)
Jetbikesx4 (3 for warlocks 1 for the Farseer)
Runes of Warding
Runes of Witnessing
Troop 1-4: Guardian Jetbike Squadron x 6 - 210
Heavy 1-2: Fire Prism - 160
This time I have 365 pts left over. I was thinking about adding a couple squads of Vypers for some extra tank hunting but not sure how to build them. Was also considering either another Seer Council or another Fire Prism and a 5th Troop choice.
You may consider givinig one or two of the Warlocks in your Guardian Jetbike squads Embolden instead of Destructor, allowing a couple units to be reliable at staying in the game while others could play aggressively with the rest of the army.
Your council all have twin-linked weapons already, you could use Doom or I recommend saving 45 pts by dropping the second power. Since you have an HQ slot open still, you could spend your points on adding an Autarch into the Council which would make up them much more effective and fast in assaults. Also you should consider boosting the numbers in the Council and adding Embolden and Enhance and removing Runes of Witnessing from your Farseer. Embolden will allow you to reroll your psychic tests and striking with Initiative 5 and hitting on 3s instead of 4s makes a huge difference with only 3 attacks per model. If you give your Farseer a Singing Spear (and maybe one or two Warlocks) and have an Autarch with a Fusion Gun in that squad, you have considerable close range anti armor as well instead of relying on hitting vehicles in combat.
I would keep your two Fire Prisms and with the points you may have left try adding a Dire Avenger squad in a Wave Serpent. If you do this you could remove one of your Guardian Jetbike squads and try adding a small, cheap unit of Fire Dragons. This would make your army very resilient and powerful while keeping a solid Saim-Hann theme.
As all men must thank the progenitors, so we must endure the present that those who come after may continue the greater work.
Grab Conceal or Enhance on the Seer Council and replace Guide with Doom. Also consider adding Singing Spears, they're much better than Witchblades against armor that moves, you hit on your BS. RoW are overkill most games as well, they aren't mandatory.
I'd drop the Fields on the Prism if you need points elsewhere, if a Fore Prism takes any hit but Immobilized it's useless and Holo Fields make sure it'll be shaken/stunned all game. It's basically an expensive objective denier.
leave the jetbikes naked in groups of 6, only put them with 2 shurikan cannons, and the total cost of the units will be 152. if you want additional warlocks put them on the seer council.
Thats just my advice, i run a 1750 bike army aswell, they are tuns of fun
Why not run Warlocks? They give you a strong anti-armor presence in the form of a Witchblade or Singing Spear. Mech is very common now and Spears just tear through Rhinos/Chimeras/Trukks. Unless what falls out has Fleet you can easily escape the reprisal assault, possibly even their shooting.
Conceal is also a great power, with true LoS jump shoot jump isn't nearly as reliable as it once was. It gives you flexibility on positioning. I prefer it over Destructor but hat's a great mop up power for assaulting weak remnants of shooting units.
I say keep the Warlocks, plus they look cool.
well i guess its what your tactics are on, i like to have my seer council nice and chunky so they just turbo boost from tank to tank
Personally I'd drop the Fields on the Prisms. Fire Prisms are intimidators, your opponent will shake/stun them and than forget about it for a turn, Fields don't help that. Stones are okay, if they survive you can boost them to contest, although you have ALL Bikes so that's not a real problem.
I'd personally run the Prisms naked. Than add a Farseer to the Council. Give them both Spears, same for the Warlocks. Run one Seer with Doom and WoWarding, run the other with just Fortune.
There's a few reasons for this. One, some armies can snipe characters. Assassins, the new SW power, Mindwar, DA Mindwar and the Ork special character, all snipers. You want two Seer so losing one won't cripple the unit.
Two, one can break off to spear a separate tank or cast power on a unit the Council isn't targeting. Is this situational? Of course but it's also smart. You can also split him off to tie up a small gun unit in CC, Tau and IG will NOT eat through a Jetbike Seer and this can save your life.
Three, Seers are better fighters than Warlocks and 3 Warlocks gives you all the powers you need. Seer Councils are amazing at mopping up what your Prisms or Bikes started, especially with Enhance. No reason not to bump that up a bit more.
For Warlock powers I'd either go 2 Destructor 1 Enhance or one of everything except Conceal. You'd feel VERY bad if the unit ran after two casualties and it can happen, although odds are in your favor. I like one of each myself, 1 HF followed by a charge is often enough against anything but foot slogging Orks.
So here's my updated list:
HQ 1: Seer Council - 382
Runes of Witnessing
Singing Spears x4
HQ 2: Autarch - 140
Swooping Hawk Wings
Troops 1-4; Guardian Jetbike Squadron x6 - 212
Shuriken Cannon x2
Fast Attack 1: Swooping Hawks x5 - 132
Heavy 1-3: Fire Prism - 115
I chose to go with an Autarch for my second HQ over a Farseer mainly for his bonus to reserve rolls. I really like the tactic of keeping everything in reserve (especially the Swooping Hawks) to cut the game down by a turn or 2. I chose the Swooping Hawks mostly because I think they're pretty badass due to their Swooping Hawk Grenade Packs.