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I am playing in a 500 pt. tournament, and I realized that one of the armies that I'm fighting is a Saim-Hann army loaded with vypers and my force is mostly infantry, this is my list.
Farseer (159 pts)
Singing spear, shurikan pistol, Spirit stones, Runes of witnessing, Guide, Fortune
Guardian Defenders(5) (140 pts)
Warlock, Conceal, Starcannon battery, Shurikan pistol, Singing spear
Guardian Defenders(11) (116 pts)
Warlock, Enhance, Close combat weapon, Singing spear
Dire Avengers(5) (84)
Exarch, power sword and pistol
499 pt total
As you can clearly see, the main problem that I'll have is the Vypers. The anti-tank ability in my army is slim to none with nothing but singing spears. Any advice on how to correct that without totally destroying the integrity of my list? All comments appreciated!
move and fleet of foot every turn to get to his infantery. use starcannon (or even singing spears) to shoot at vypers. might as well shoot with dire avengers at them, that would be 10 shots that hit on 3+ and penetrate armour at 6+....worth a try if there isn' another target available.
that is if you want to keep your list as it is....
Nixing the Exarch would give you the points for more normal Avengers. I'm inclined to think extra BS4 shurikats is more helpful than his powersword. Sacraficing guide and the stones for more troops might also be a good idea. A twin-link is nice, but two star cannons in place of one gives the same effect over all, and gives you redundency of heavy-weapons. More Dires can be your running game, with two star cannons doing what starcannons do.
The starcannon is the only effective weapon he has at his disposal.
The vyper can move 12'' a turn to stay out of singing spear and catapult range while still laying down shuriken cannon fire from 3 ft away. It becomes even worse if there's a ctm on the thing because it basically only needs to avoid the line of sight of the one starcannon. Kingwithoutacrown's advice is good. However a shurken cannon is just as good an anti vyper weapon but comes slightly cheaper.
Last edited by hsin_dragon; June 22nd, 2006 at 17:29.
Replace everything hsin said about shuri cannons with "scatter laser" and you'll have it right.
If you aren't up for buying new models at the least shift many more guardians over the the starcannon squad. It's the only real threat and he will be pouring fire into it. Drop guide, have the farseer join the unit and cast fortune every turn. With the extra guardians and re-rollable cover save you should be able to avoid getting routed.
Also try and fleet your remaining two squads into positions to fire at the vypers. They can bring them down acceptably well.
If you're lucky you'll get your fleeters into position after a few turns and your starcannon will bring some vypers down. However odds are you're in trouble against that and really most armies I would think.
If you're thinking of buying something I'd suggest a fire prism box. Now don't make it into a fire prism now, they suck, make it into a falcon, you've got all the pieces and then some in the prism box, just make sure you can change it again with the new codex. While I generally adivse a starcannon on the falcon, against sam hain the scatter laser it comes with will be fine, have a little creativity and add a holofield and spirit stones(I modeled it using some fake jewlery but you can do what you want).
Decide if the farseer is for guiding or fortune and only have that power to save points. Then kick either the non-starcannon guardians or avengers(probably a little of both) to make points.
Mount the other unit in the falcon.
The falcon should swat down a vyper every turn and soak up return fire. The unit inside will hopefuly swat down another and starcannon fire from your unit should keep the pressure on. Just don't let vypers fire into the falcons rear armor and try and move so that all the vypers can't fire every turn.
Drop the exarch get more avengers. Drop some of the stuff on the farseer. 159 pt is a lot for an HQ in a 500 pt game. Go with Fortune or maybe mindwar(I think it can hurt armor) and the wargear that allows 3 dice rolled for psych check. Give him spear and CCW. That spear can shoot at things too.
i play 500 games with friend, and lathough i play character heavy with maugan ra nad a kitted soliataire. but onc in a while i mob troops and i found the best way is to shield one unit with another until you can unload. sure one squad is gone, but either conceal for lasting power, then fortune i think to boost that staying power for a guardian squad with a re-rollable cover save. but one viper couldn't go amiss, sure hes gonna out-gun you there. but you'll still have some pulling power and intimidation with it there against him, still, i got1 and find its usefullness with a scatter and a shurinken cannon with a ctm too good to pass up. woed a guardsman squad out a turn if lucky, and if not it'll severly reduce it. be good for taking out the saimhann troopers
Ok fellows we have a difficult task, so we have to be more deadly than everyday.
Make mistakes and confuse the enemy - The Doctor
Tactics are nice but it is violence that wins the day.