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The following is a thread written on saim-hann tactics on another forum. I thought it was so good and so well written, that I'd post it here for your edification.
Saim Hann Tactics: Dirty Tricks
Scribed by: SkeeterGod
Let me start out by commenting on the organization chart. The first thing people notice is that troops and fast attack have been swapped. What people ignore is the deletion of two heavy slots and two elites slots. What this means, in short, is you have to make your heavy weapons fast. The same with elites, make them fast. For the HQ you are given a new choice, the wild rider chief and his kinsmen. This army is designed to be fast. Since vehicles are what make them fast, and cost a lot of points, it means this army will be small.
You will need an HQ for most missions. For smaller games take a farseer with guide as that choice. The guide will come in very useful, as most of the army is BS 3. Some players put him on a jet bike this eats points but is very deadly. A farseer on a jet bike with guide, spirit stone, fortune, and singing spear is around 200 points. The other option is to leave the farseer on foot with just guide, cc weapon and pistol for 81 points and have him ride inside your falcon. (More on falcons later) Guide is a ranged benefit and doesnâ€™t require line of sight. The other option for larger games is the Wild rider Chief and his kinsmen. The chief fully decked out will cost 102 points. A kinsman is 40 points each with an option for a shuriken cannon for 20 more points. You can equip half of your kinsmen with the cannon making a pair of kinsmen run 100 points. So a full Wild rider HQ is going to set you back 602 points. There is also a bonus of family banner for 35 points that allows you to re-roll all missed to hit rolls. They have a better weapon skill and higher initiative than the average guardian and so make excellent assault troops. They are allowed to re-roll any failed difficult terrain tests so feel free to zoom through the trees. With a 3+ save they will get shot to shreds very quickly so use the jet bike tactic of hit and run; move 12 inches, fire, move 6 inches into cover or out of sight. Then when the enemy gets closer shoot to thin him down and then assault. The wild riders have base 2 attacks and so assaulting will get 3 with re-roll if you have the banner. This can be quite devastating to everything. (33 attacks with re-rolls will even kill off space marines.) They can be joined by a warlock with enhance and this makes them even more deadly. They are still Eldar so donâ€™t go frontal assaulting. Work your way around behind the enemy, and then pick very carefully that which you assault.
Next in my discussion will be the heavy support. There is only one choice really: The Falcon. Arm the falcon with a bright lance. It already carries a pulse laser and twin link shuriken catapults. You will probably never use the catapults so donâ€™t bother to upgrade them. With the farseer inside your falcon, guiding the pulse laser and bright lance, they will be like twin-linked weapons and this greatly increases your kill ratio. Give the falcon Crystal Targeting Matrix (CTM) a Holo Field (HF) and a Spirit Stone (SS). This gives it excellent survivability and allows you to stay back and shoot. Move 6 inches you can still fire two weapons and reduces all hits to glancing only. Shoot from range. The main weapons have a 48-inch range so stay back 48 inches and shoot. The falcon also acts as a big priority target for your enemy. He will start sending his stuff after it allowing other parts of your force to maneuver for better shooting. As well as bringing your enemies into your guns with clear fields of fire. One note here â€śKEEP MOVING!â€?
You get to re-roll failed difficult terrain tests so feel free to use cover, get into trees to get hull down, and to block line of sight.
Dirty trick: In a pinch the falcon can also be a rescue vehicle. Because it is purchased as a heavy support not a transport it can pick up any body and carry them away. So if your stormies get into trouble and their WS has been shot down you can zoom in and pick up the survivors.
Next in my discussion are your fast attack choices. You have jet bikes, and vipers. Swooping Hawks have been moved to the elite category. You were drooling over your six slots, but now have only 2 choices. So lets talk about jet bikes. They are fast, can move 12 inches. They have a special ability called hit and run, (see Wild riders) plus being Saim Hann they can re-roll failed difficult terrain tests. You get a shuriken cannon for every 3 bikes, and have a 3+ save with a toughness of 4. A warlock can join them. With enhance they have a chance of surviving Hand To Hand (HTH) combat, with destructor they can eliminate chunks of enemy squads, with conceal they get a cover save that might just get them close enough to be effective. Give the warlock a singing spear and now you have anti armor ability. On the down side they cost 35 points each, so squads are considerably expensive. You have to get close as the twin linked shuriken catapult has a 12-inch range. Being guardians on a bike makes them a mediocre troop type. It is very challenging to use them effectively and win.
Now on to Vipers. The standard viper is a good buy except it has some short-range weapons that if you can hit your enemy, then you can be hit. With an armor of 10 and open topped you will be taken out 2/3rds of the time that you get hit. So in come the wonderful upgrades. My favorite is the star cannon, range of 36 inches strength six armor piercing of 2. This weapon adds 15 points but gives you more range and better armor penetration. These vipers are your basic anti troop choice. I must digress here. Take your vipers in as many separate squads as you can. Avoid full squads. You get six slots so instead of two 3-viper squadrons, take six separate vipers. This forces your opponent to waste shots, as his hits arenâ€™t distributed among whole squads. It will take six of his units just to shoot at your vipers. If your taking jet bikes then spread out your vipers among the remaining slots. Now back to weapons. The down side of this vyper is its BS3. So take multi shot weapons. This means shuriken cannon, scatter laser, and star cannon. If you use the bright lance it makes the vyper an expensive tabletop decoration. Chances are it will miss especially when you need it to hit the most. Of course your farseer could guide it but then who would guide the falcon? So stick to multi shot weapons. Next there are two upgrades that get argued over a lot. The CTM and the HF. The CTM will allow you to stay behind cover and shoot and deny your opponent the chance to hit it. The HF will make any hits roll two dice and take the lower result. This usually gives it a second chance to continue on. You will lose the vyper only about one-third the time. Either upgrade has proâ€™s and conâ€™s so you will have to play test them and see for yourself which works for you. Avoid the scythes, and vectored engines. Being Saim Hann you already get to re-roll failed difficult terrain tests and hopefully you wonâ€™t be getting assaulted. The two main things to keep in mind with vipers are to shoot from range and â€śKEEP MOVING!â€? A few tactics are keeping them in sectors, and use them to clear away one unit at a time. Six vipers with star cannon will kill off a hive tyrant and its guard in one shooting phase. The next turn they can take down the carnifex, and so on. The star cannon is also the premier marine killer in the game. Two or three vipers will wipe out squad after squad of the armored mon-keigh. After a sector is clear move on to the next. If the enemy has been driven back you can speed 24 inches to claim board quarters. Remember it can speed 24 inches. Use this to get out of trouble. Sometimes it is worth not shooting so you can get behind cover or out of range. Keep separated so that ordinance can only get one, and also so any assaulting troops can only get one. Remember it is a skimmer so assaulting troops need a 6 just to hit. Plus since it is a vehicle it can move out of contact and shoot the troops who just tried to kill it. Another point is since it is a vehicle it isnâ€™t considered HTH so technically you could shoot at the troops assaulting the vyper. The other tactic for vipers is the â€śwolf packâ€? attack. Out of six vipers, two will zoom to get behind the enemy unit blocking retreat, the other four shoot causing enough casualties to force a panic check. If the unit falls back it gets cross-fired. Usually there isnâ€™t any thing to fall back. But sometimes for large hoard armies like orks this works. Make sure to know what direction they have to fall back and get between them and their way out. Use them together to wipe out one enemy unit at a time. Eventually he will run out of things to shoot you with and then the game is yours. Have them work as a team. Imagine the wagon wheel with the spokes as lines of fire, and the target is the hub. Since the main weapon is pivot mounted and the armor is 10 all around donâ€™t worry about facing the enemy. Instead think ahead, in what direction will it drift if stunned?
A Dirty trick is to use vipers that have their weapons shot off as moving cover for other units. Also let the bodies of your vipers stay on the battlefield. A wave of vipers crossing wide-open spaces will either clear out the enemy or at least provide cover for the units that may follow. Another dirty trick is at the last turn zoom to the four corners of the board to deny your enemy uncontested control. Another dirty trick, if cover is available land in it so your hull down. Then tell your opponent you have landed and that way a disabled result wont destroy you.
The last choice for your fast attack is the shining spears. These are jet bikes with a higher BS. Use them as an exarch delivery system. Use the minimum size squad, give the exarch a bright lance and with the two exarch powers of skillful rider and evade he never takes difficult terrain tests and his save becomes invulnerable. Use this squad as your primary tank and transport hunter. The other two are there to look pretty and to become casualties if needed. They could charge into HTH and get a strength 5 attack but they will suffer and will give your enemy a lot of points quick. The three-soul squad cost 220 points, which is also the same point cost as a fully kitted falcon. I use them in larger games and they have proven to be very good at vehicle killing, so much so that my opponents will concentrate on killing them. Leaving my vypers to wreak havoc on his troops.
Now for troop choices; You have guardian squads and dire avengers. I recommend the storm guardian. You can give that squad grenades that will kill tanks, fusion guns and or flamers, as well as a warlock with enhance. I love stormies and they fit with the fluff. If you canâ€™t put them into a wave serpent then they can Fleet Of Foot (FOF). This allows them to be fast. Haywire grenades work wonders on anything they hit. A unit of 9 with a warlock could use the warlocks witch blade/singing spear to a least stun a dreadnaught and then haywire it giving strength 3 troops the ability to kill anything. The warlock with enhance give the stormies a WS of 4. This means your enemy wont be able to hit as often. A pair of flamers will cook down almost any type squad to a more manageable number, assault and wipe them out. Giving them a pair of fusion guns makes them great anti armor. A great tactic is to have the stormies surround a rhino, then shoot it with the fusion guns, killing all the marines inside without a fight. Stormies can cause all sorts of mischief, but are covered by other writers so I will stop telling you just how great the stormies are. The dire avengers make a good farseer bodyguard. The farseer can guide them making them devastatingly good shots. They have good armor and are decent in HTH. Steer away from rangers as they cost more and their numbers will be ineffectual. Above all try to take the troops not necessarily for the troops but for the wave serpent (WS). Another vehicle with either twin linked bright lance or twin linked star cannon, is a good thing. Sometimes you have to make your squads only 5 strong depending on the points.
The WS is a good all around vehicle. With its twin link heavy weapon that can move and fire, and a force field that reduces any incoming ranged fire to strength 8. With a 12 armor this means you will only get damaged half the time. In addition if you moved at least 6 inches those hits will only be glancing. Since you only have one weapon that is effective feel free to move 12 inches. Once again you get re-rolled failed terrain so use cover. It is far better to not get shot than to hope you make your save. Same thing as for vipers, leave the wreckage on the battlefield to provide cover for the troops it had inside. When you have the points give it a SS and star engines, this will increase the survivability greatly. Find holes in the enemy lines and get there. Then drop off your stormies and shoot the furthest threat to those troops. A CTM isnâ€™t a practical choice, as you will have to move towards the enemy sometime during the game to let out your troops.
Last but not least is the elite choice. The big thing here is you only get one. I cannot dare to tell you which aspect to use here. Every body has their favorite, and mine are the swooping hawks. They deep strike, and against lightly armored troops they shred them with the flashgun fire. The exarch with web of skulls and sustained assault will be able to eliminate whole squads of the enemy every turn. Send them into the rear to after the enemy heavy support like biovors, devastator squads, zapp guns, etc. Work them along the rear area and try to position them to get cross fire or to be able to assault units that donâ€™t fall back. In city fight I switch to warp spiders as they can move through walls and donâ€™t have to take difficult terrain tests. The warp spider weapon is more than able to take out rhinos, raiders, crisis suits, etc. The key is to remember that they are not storm troopers. A frontal assault will only give points to your opponent. Try to use cover, work your way around to spend the least amount of time in the open.
All in all, the Saim Hann makes for a very challenging army to use. You must be a thinker general to effectively use them. They most definitely are not a swarm army. You must preserve your units and destroy the enemy. To do this you must use range and cover. Try to plan at least one move ahead, and soon you will find yourself winning more than losing. You will lose, there will be times you are annihilated, persevere and keep trying. Soon you will learn what I have mentioned and you will become a champion player. Above all have fun.
Jack of all trades, master of none.
This is well writen but he/she is wrong about falcons you can't mov 6" fire two weapons and get only glancing hits, you must move more than 6" to get this benifit hence can only fire one weapon, not much benifit under TVR since our weapon a S6 but if you move less than 6" you don't get destroyed be immoblised results.
Yeah, it is pretty good but there are one or two errors/contradictions, it does form a good start point
Everything you have been told is a lie!