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Hey Fritz,
First I would just
like to say thanks for all the insight you have given me into winning in 40k.
You(and Eldar Corsair) have even inspired me to start a Saim-Hann(ish) army.
I was thinking about
the idea of next time I play just try to kill all the other guys troops, along
with the importance of secondary objectives when I came up with this...
These are all the ways
you can score/deny points in a 40k game...
First Blood/Deny First
Blood(one in the same since only one person can get it)
Linebreaker
Deny Linebreaker
Slay the Warlord
Deny Slay the Warlord
Backfield Scoring
Backfield Contesting
Midfield Scoring
Midfield Contesting
Enemy Line Scoring
Enemy Line Contesting
Raw Killing
Power(Purge the Alien and so much more)
Now, how would you
place them in order of importance when building your army? I would say that the
answer would be different for all Codicies since some armies have easier/harder
ways of accomplishing these goals, but I am wondering specifically about a
Saim-Hann army.
Just for laughs here
is what I have come up with so far
1. Linebreaker - I
would think that this is obviously built into a Saim-Hann Army. Just make sure
to keep something alive by the end of the game.
2. First Blood/Deny
First Blood - To me most all armies should rank this as a #1 or #2 priority
since it is the only secondary objective that really gives you 2 points. The
main problem I see with Saim-Hann is Denying your opponent this if you don't
get first turn.
I can recall In one of
your vids talking about deploying your Saim-Hann that you want them in the
center of the board, so at the start of the game you have 3 directions you can
go. I kinda think that because of the Importance of First Blood that this might
not always be the way to go. With speed on your side I would think that it
would be better to castle up(or even spread out) a Saim-Hann army in deployment
to deny First Blood until you can go get it. Even if it meant seperating you
force so your juicy AV stuff was behind terrain.
3. Raw Killing Power -
This is what I think the beauty of a Saim-Hann army is. The ability to move,
isolate a target, and then rip it to shreds is what has peaked my intrest the
most about Saim-Hann. And obviously if your opponent doesn't have anything left
at the end of the game to score or contest, you win!
4.
Backfield/Midfield/Enemy Line Scoring/Contesting - Another beautiful thing
about a Saim-Hann army is that Backfield, Midfield, and Enemy Lines don't
matter to them(at least I would think it to be so). The board seems to be their
oyster since at any time you can go anywhere. And since Jetbikes are troops,
they are Scoring and Denying.
5. Deny Linebreaker -
Mainly blow away everything your opponent has that might accomplish
Linebreaker, and draw your enemy away from that side of the board. I would
think that during setup I should place my objectives as far in as possible to
keep the most out of my deployment zone as possible.
I also recall in one
of your vids that you like squads of 7 for your jetbikes, but I was thinking
why not go with minimum squads of 3 with or without a Warlock? That way the
squad can always rally since 33% of 4 is less than 1 and 25% of 4 is 1, and you
can put more Scoring/Denying/Targets on the table. The only time I would think
that it would hurt you would be during Purge the Alien missions.
So far I think I have
a good understanding about the above points. Now for the 2 points that I have
no idea about...
6. Deny Slay the
Warlord - So my big question here is, what does my Farseer and Seer council
need to fear? What do I have to watch out for, and when should I seperate the
Farseer and have him go hide in a corner?
7. Slay the Warlord -
First I was wondering just who might Mind War work on? I know it takes alot of
dice rolls, and bad things happen when we roll dice, but who does it actually
have a chance on working on? And, who should I not even bother trying Mind War
on. Are there any tricks to taking down Certain popular Warlords that you know
about with Saim-Hann?
Finally I would like
to again say thanks for all the insight you have provided me since I have been
reading your blog and watching your vids. If you never respond I will not take
it badly as I know by all the stuff you put out that you must be a busy gamer.
But any thoughts about stuff I have mentioned would be appreciated. Please feel
free to critisize away if I got something wrong as all my knowledge of
Saim-Hann so far is strictly from watching battle reports and theory.
Later,
Brad
Reply Out:
Brad, thanks for emailing! If we are talking about running a
pure Saim-Hann army, which I define as all jetbikes, vypers, and grav-tanks,
along with any foot aspects (guardians, dire avengers, fire dragons, etc.)
riding along in wave serpents, then there are two ways to aggressively win the
mission- go for the primary mission objectives, OR deny them and go for the
secondary.
More and more as I play my Saim-Hann in 6th edition
I’m finding that going for the secondary objectives is the way to go- warlord,
first blood, and line breaker.
Why?
Well, first of course there is the sneaky nature of it, just
like contesting objectives on turn five was in 5th edition for me.
It is difficult for some players to see it coming, especially if you play along
like you are going for the primary mission goals while slowly gobbling up the
secondary mission goals.
The second reason this is a viable strategy, actually almost
necessary, is due to the age of the codex and the point cost. Eldar stuff,
especially Saim-Hann is expensive! Also, if we are talking pure Saim-Hann then
allies all meched up to match are also expensive, and for me playing Saim-Hann
pure means no allies.
Against many armies and spammy allies builds we just don’t
have the model count to win multiple objective missions, so switching to the
secondary is the way to go.
Of course it is a bit difficult to do, and requires
approaching the game from a different point of view…
The three things Saim-Hann Eldar have going for them, and
what we want to exploit are the speed, firepower, and the seer council on
jetbikes.
Let’s look at some ideas on how to get the secondary mission
points.
At the start of the game I always deploy in the center using
cover, or making cover with my AV 12 hulls. First turn has me looking to see
what unit I can take out in a round of shooting to get me first blood. By being
in the center of the table, I can swing right or left on the flanks to isolate
the unit, and protect myself a bit from return fire.
Shuriken cannons, star cannons, bright lances, and scatter lasers when combined with the
mobility and their 24”+ range means lots of high strength shots to threaten a
variety of targets. The only problem here is that all my units except for the
fire prism(s) hit on a 4+- not good. We get around this through twin linking
and one guide from a farseer- usually cast on one of my vyper gunboat units-
star cannons and shuriken cannons under slung.
Next is linebreaker- easy to get without really having to
explain it, while at the same time, early on in the game I’m identifying any
potential enemy linebreaker units and looking to target them.
Slay the warlord is up next…
This could be difficult or easy depending on the warlord
being used. A Tyranid flying have tyrant warlord is easy enough to gun down,
even on needing 6’s to hit- guide, high strength low AP shots- start cannons,
lances, etc.
Space marine HQ’s that run around the table either get torrented
to death OR hit with mindwar- which yes does have a ton of dice barriers to
break through- psychic test, witch roll, LD test, invul saves, etc. BUT it is
another layer to remove that HQ and you can pick out the target.
Speed and mobility are also key to killing HQ units as it
could potentially allow you to get an angle where the HQ model is exposed and
has to take the wounds straight up or make look out sir rolls.
And then there are the HQ choices that are only taken to
fill the mandatory slot and hang out in the back not doing much- in this case
you have to ask if you can really get the warlord point while not exposing your
own warlord or losing so many models along the way that you can stop your opponent
from the primary missions.
After the first blood point on turn one we then switch over
to targeting and killing troops as quickly as we can so there are no units for
the opponent to score with. A seer council with destructors I find is mandatory
so it can doom + destructor and clean out pesky central blob units or cheap
horde troops. If the council starts taking losses and is in deep, be ready to
detach the warlord farseer and zoom the jetbike away to join another group of
jetbikes.
That is the template I try to follow when I face an army on
the table that I can’t win against going up against the primary mission
objectives.
One last point on jetbikes and killing power…
Yes, Eldar still have lots of S6 shots, and when combined
with the mobility of jetbikes and grav tanks you have the ability to apply it,
but even at 2K points our model count is SO low. You will only be able to
maintain decent fire output for three or four turns- at that point your model
losses will catch up to you, and you won’t have enough shots to kill a unit a
turn- so you have to have good target priority and act fast.
Small scoring jet bike units work in hybrid or foot lists,
but I find for all Saim-Hann bigger is better- and 7 has been the magic number
to save points, but I would prefer 10 of course, with a warlock destructor. The
jetbikes have to kill stuff, and if you can pop off a doom on the unit you are
targeting, a squad of jetbikes with twin linked catapults, cannon, and
destructor + doom can actually dish out some mean anti-infantry firepower.
Hope that helps!
-Fritz

Hi Fritz. This is a great read. I still haven't gone full jetbike, due to still learning how to get the most out of my 2 Guardian Jetbike Squads, and also because of the rumours about a new codex/warehouse full of new kits for Eldar (courtesy of Kirby). I'm not eager to throw yet another pile o' cash into the hobby when currently marvelous things could get different (read: ruined) within a year or so. But, i really, really love the Saim-Hann. Give them a decent flyer, reduce the point cost and they will wipe the floor with anyone.
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