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  1. #1
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    HQ for Saim-Hann ?

    I've looked around in the army list section for a solid choice of HQ but didn't find anything I'd like.
    Please as much feedback as possible what works and doesn't.
    Thinking about 1-2 units of Jetbikes and I don't see any juice in the Wild rider chief.
    Thinking a Farseer would be better so that I also can take warlocks. But should I mount him ? give him and a few warlocks a serpent and just hang around with fortune and yell "here we are, SHOOT !" There are many combos but I haven't been playing Eldar that much and least Saim-Hann .....


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  3. #2
    Member SandwichBoy's Avatar
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    You don't like the Wild Rider chief? You realise you can make a +3 saving unit of 5 twin-linked Shuri-cats and 6 Shuri-cannons that reroll missed CC attacks when they charge? That's 18 strength 6 shots, 10 rerolling str 4 shots and 34 attacks on the charge. It may be expensive, but that is one fast, deadly retinue.

    Also, if you've got a decent screen, Nuadhu is pretty crazy as he's an independant character VEHICLE. Charge him into str3 or even Str4 troops if you're feeling lucky and he'll be popping them off left and right with next to no risk to himself. Stunned or shaken hits? Ignored. Keep him close behind a screen of bikes and he's safe from everything but ordanance. Not bad at all for a measly 75 points.

    Considering how mobile Saim-Hann armies are and how dependant on supporting troops the better Farseer powers are, you pretty much have to have them either Jetbiked or sitting in a falcon. I wouldn't put a Farseer in a wave serpent as it's easier to kill on average than a falcon.

  4. #3
    The Orange Grey Knight MiketehFox's Avatar
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    I was looking at Saim-Hann (Still am) And I liked the Wild Rider Chief. They Also provide a good chance to convert the bikes or riders to make them stand out, and as stated before, they can amass a large amount of shots and can just sweep through some units in a single turn. Throw in J-S-J with 6 Shurikan Cannons and you can weaken them even more before you 'rush' them.

    It'd be worth it I think.

    Pity you can only take 1 Falcon thought.

    Mike

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    Master of the Ravenwing Anacron's Avatar
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    Quote Originally Posted by MiketehFox
    Pity you can only take 1 Falcon thought.Mike
    Don't get me started. Having the normal 3 choices, being banned from taking Wraithlords or support platforms, a 0-1 on War Walkers and 0-1 on Dark Reapers seems a much fairer way to represent Saim-Hann.

    Back on topic though, in my Saim-Hann army I take a bargain-bin Farseer - Fortune & Singing Spear - in a Wave Serpent with Dire Avengers. Not everyone's cup of tea, but together they work well for me. I've converted an excellent Wild Rider Chief (Kivena Arethea), so I'm going to get her some converted Kinsmen sooner rather than later. Don't discard the entertaining conversion & painting opportunities of the Wild Rider Chief.
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  6. #5
    LO Zealot Heiromyo's Avatar
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    Oh, I think the Wild riders are quite a cool idea :/

    Anyways farseer and bodygaurds then mounted on jetbikes. Give farseer fortune *hint hint*
    Downside is they won't benefit from having 2 attacks for having pistol and sword.

    I wouldn;t agree with an avatar though, since the army is meant to be speedy the avatar just won't do, he's been eating too many dougnuts
    "Adapt to heaven and enjoy ease; oppose it and toil in vain. None can deduct from the reakoning, or force what is fated." - Three Kindoms, lesson of life.

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  7. #6
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    Definitely mount the 'seer. Witchblades and S-Pistols with warlock body guards.

    Farseer
    Fortune
    W-Blade
    S-Pistol
    Jetbike

    Jetbike Warlock
    W Blade
    S Pistol
    Enhance

    Jetbike Warlock
    W Blade
    S Pistol
    Enhance

    roughly two hundred points, for a very decent unit. enhance + enhance... their WS should be like 6 or 7, same with initiative, so theyll prolly attack first, prolly hit, and then all it takes is a 2+ to wound. If witchblades were power weapons this unit would be BROKEN.

    jetbikes aren't great IMHO, but as you are playing Sam Hainn it would be very unfluffy to just field 6 vypers. very unfluffy.

    4 squads of 6 Jetbikes, two Shurikannons per
    2 squads of 2 Vypers, each w/starcannon

    your elite need the serpent. it just wouldn't fit to have Scorps slog it across as their biker comrades whizz through the battlefield.

    I would take a squad of drags, a squad of scorps, and a squad of wg. all three of which are anti-tank beasts. (scorps need haywires) 9 scorps w/ nades, exarch, scorps claw. 9 drags w/exarch, pike, tank hunter. 5 wg w/warlock, singing spear, conceal.

    give each a wave serpent. one of the serpents at least should have TL bright lances...

    definitely want a very kitted out falcon for Heavy Support

    Falcon
    Spirit Stones
    Holo field
    Starcannon
    Shurikannon

    210 pts.

    this thing (for me) has mooned broadside battle suits. repeatedly. I might've had trouble, but he had burst cannons not Smart Missile Pods. very fun. I know its dumb. but it's fun. and i do it because i can. ;p

    i don't actually play samm hain (thus no opinion on wild riders, whatev troop choices, etc.) I hope that this helps you.

  8. #7
    Favored of Tzeentch Viktor's Avatar
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    Quote Originally Posted by farseer_seele
    Definitely mount the 'seer. Witchblades and S-Pistols with warlock body guards.

    Farseer
    Fortune
    W-Blade
    S-Pistol
    Jetbike

    Jetbike Warlock
    W Blade
    S Pistol
    Enhance

    Jetbike Warlock
    W Blade
    S Pistol
    Enhance

    roughly two hundred points, for a very decent unit. enhance + enhance... their WS should be like 6 or 7, same with initiative, so theyll prolly attack first, prolly hit, and then all it takes is a 2+ to wound. If witchblades were power weapons this unit would be BROKEN.
    Enhance does not stack...
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  9. #8
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    Thanks for all the good feedback on this one.
    Well I like the idea of having a wild chief cause of conversions and fluff but he and his kinsmen are very limited in what they can achieve. Let's say you take him and his kinsmen of 5. That's 265 pts with nothing.
    So upgrade them with cannons + 65 points for the chief and 2 riders. And throw in a powerweapon for the chief as well for +12. Tha's all in all 342 points, and what can you do with it ? ..... Kill weak infantry, everything else will chop them up. Unless all you gonna do is to shoot the cannons and back off ..... so that's 342 point of 3 cannons. Doesn't matter how I look at it the points cost are way to much. There's no chance that squad can take their own points back in VP. Sure you can hide them and try get an objective but if your opponent knows the value of that unit he'll come after it just for the VP's.
    That's why I don't like it (hope it explains).

    A Farseer and warlocks on the other hand opens up another dimension of how to play. You can support nearby units with powers, go tankhunting with singin spears, go kill big monstruos creatures or lock down big juicy squads. That's how I look at it from playing vs Eldar and reading the codex from the inside out. Sure gameplay is far better than reading to learn what works but this seems pretty clear anyway.

  10. #9
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    You could put a Farseer on a jetbike and give him mind war to deal with troops and singing spear to deal with vehicles and have him hit and run. Reletively cheap but effective. You could give him 2 warlocks with jetbikes and destructor and go around reaking havoc!

    I don't play sain-hann so I don't quite know all the rules and restrictions but I hope this helps.

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    Destructor ?

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