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I play a very fluffed form of a Saim-Hann list, which basically involves taking nothing that can't move 24" a turn or more. So far it's actually been quite successful, one tactic that works is getting a lot of small Guardian Jetbike squadrons, equipping them with Shuriken Cannons, and dancing in and out of 24". Quite slow, but works well.
The manoeuvrability also means that you can isolate and pick off enemy units one by one. However, I've found no use for Vypers, mainly due to their very short lifespan and high points-to-armour ratio...
Any thoughts from any others?
If it ain't broke, it might need fixing.
The difficult we do immediately. The impossible may take a little longer.US Army Corps of EngineersMember of Advanced 40K development team (self-appointed)
An interesting choice would be a Farseer mounted on a bike. He has a nice selection of psychic powers that do not require LoS, this will enable you to either buff up other squads using the manouvrability or act as a fast offensive Farseer. Offensively it can be interesting adding a couple of bodygaurds with singing spears. 3 Strength 9 shots against a vehicle is scary for an opponent, especially if they get re-rolls to hit. However, 2 destrutors and an eldritch storm combined with Doom is just as scary to opposing infantry.
Well Warp Spiders would work quite well, not as fast as bikes can be but they do yeild harder hitting guns and can still jump out of LoS during the assault phase. Saying this, Shining Spears would make an excellant addition, their hitting power will prove effective against heavy armour and brings in the oppitunity to use a bike mounted autarch.
Vypers with duel shuriken cannons do work well but you'll need to time it right as what ever you shoot at will need to be destroyed with no other potential shooters in range during your opponents turn. It's just a case of moving your army very quickly to a certain area and concerntrate all the hits into there. Space Marine bike armies work in the same manner, extremely effective if done right but completely dvastating to you if done wrong.
Next would be the Falcon and Fire Prism. Pretty obvious what they're for.
I wouldn't recommend wave serpant mounted squads as they're fairly expensive as well as being large models to conceal during deployement. For your existing army I would also recommend bringing in Warlocks with Singing Spears and Destrutor, this will boost anti-tank and anti-infantry potential. I myself have used this combo and have found it very effective when employed in smalls squads.
These choices would allow hit alot harder in a single turn. However, even if a little unfluffy, do consider Gaurdian Support Platforms. The shadow weaver has enough range to reach pretty much anywhere on the table, excellant as support for fast moving units but also fairly cheap to purchase.
My 1000 point Siam-Hann army which enables me to kill most opponents
looks a bit like this:
Farseer on Jetbike
Two squadrons of 8 jetbikes
Three squadrons of 1 Vyper
And a Fire Prism
Have trouble against Tau and Necrons, but most armies are not much of
Narbilu Hordes and Warmachines
Trollblood - 36 models - 1500 pnt
Khador - 65 models - 2193 pnt
Cryx - 67 models - 1446 pnt
Narbilu Games Workshop
High Elves - 58 models
Eldar - 65 models
I don't have aspects in my Saim Hann 1,500pts army either, if I expand to 2000pts I would probably take Shining Spears and Swooping Hawks.
As it is I have an Autarch and Farseer both on jetbikes. Three Guradian jetbike squads one of 5 with one cannon, two of seven with two cannons and a warlock. Two Vypers (one in each seven man squad) with cannons. Three war walkers with sactter lasers, Wraith Lord with EML and BL and a Fire Prism.
http://www.librarium-online.com/foru...ad.php?t=86879 (Jetbikes, Vypers and Walkers – Stratergy and Tactics of the Eldar light vehicle Army)
As to your bikes, I think you have not playede a lot of battles or your opponents are not good, small squads of bikes dont do much damage, particularly against MEQs, with a single shuriken cannon you achieve about 1.5 hits per turn, which equates to about a kill every 4 turns - pointless, equally terribly easy to remove, losing one bike forces a leadership test at their leadership,. which aint good
Also that tactic requires either a very static opponent with very shot range weaponry (which isnt really going to win any fights) or a huge table, a canny opponent will contain you and you will rapidly run out of space to do JSJ at 24 inches
small bike squads are better employed escorting warlocks with embolden (to stop the squad running) and a spear so they can hunt tanks, if you really want bikes to work you need to play that JSJ tactic into 12 inches and use the catapults too, this has several effects-
1. the squad suizes need to be large (9)
2, it dramatically increases the firepower fo the squad (9 cannon shots and 12 TL catapult shots equates to about 2 dead meqs per turn)
3. it opens them up to fire
4. it doesnt require huge tables/static opponents
Point 3 means that they will take casualties, but the trick is one of presenting a target rich environment, where there are just too many things for him to shoot at, typically you can use your manouverability to concentrate your army on a small part of his, with cover blocking LOS for may of his units, what is left has bike squads and the rest to deal with, this is when vypers come in to their own, if the bikes are hopping in and out of 12 inches, the vypers can sit at about 18 inches, behind the bikes, and add their firepower to the bike squads, all of a sudden the lifespan of the vypers is increased
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