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Made in us
Dakka Veteran






++ Outrider Detachment +1CP (Aeldari - Craftworlds) [111 PL, 2001pts] ++

+ HQ +

Autarch Skyrunner [6 PL, 122pts]: 5: Mark of the Incomparable Hunter, Banshee Mask, Craftworlds Warlord, Reaper Launcher, Shuriken Pistol, Twin Shuriken Catapult

Farseer Skyrunner [7 PL, 135pts]: 2. Doom, 3. Fortune, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

Warlock Skyrunner [4 PL, 70pts]: 5. Quicken/Restrain, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

+ Elites +

Wraithguard [20 PL, 240pts]: Wraithcannon, 6x Wraithguard

+ Fast Attack +

Shining Spears [14 PL, 279pts]
. 8x Shining Spear: 8x Laser Lance, 8x Twin Shuriken Catapult
. Shining Spear Exarch: Laser Lance, Twin Shuriken Catapult

Vypers [12 PL, 240pts]
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Aeldari Missile Launcher, Shuriken Cannon
. Vyper: Shuriken Cannon, Starcannon

Vypers [12 PL, 240pts]
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon

Vypers [12 PL, 240pts]
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon

+ Heavy Support +

Night Spinner [8 PL, 145pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 145pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 145pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

++ Super-Heavy Auxiliary Detachment (Aeldari - Craftworlds) ++


++ Total: [111 PL, 2001pts] ++

Created with BattleScribe


Idea is to use Autarch with bubble of vypers all zipping around the flanks to smash one area of the board at a time. Concentrating all vyper Fire.and night spinner fire and shining spears in one part of the board to clear it out. Deploying as much of my stuff out of range or line of sight as possible. Quicken the spears. Webway drop the wraith.

Vypers can move 20” per turn and fire all heavy weapons no penalty rerolling ones.

For horde armies I still have in turn 1 shooting

27 Shuriken Cannon shots.
32 shuriken catapult shots
6d6 night spinner shots.

8 laser lance shots
Reaper launcher autarch
9 bright lance shots
6 wraith cannon shots.

All with a massive threat bubble. Everything moves 16 or 20 inches. With doom going off. Even the anti personnel weapons have a good enough chance of wounding the big targets. The night spinner for example with 3 of them able to hit anywhere on the board from behind cover with a boat load of strength 7 shots that Rend and do 2 damage that can add up quickly. The key to this list I think is using mobility to stay in cover and then the ability to massively concentrate firepower into any area of the map.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

The Wraithguard unit is a bit out of place.
It cannot keep up with the speed of the other units.
I'd consider 5 Fire Dragons in a plain Serpent.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut




Alternatively, drop the first pack of Spears down to 8 and you'll have room for a whole second squad, plus enough points left over to grab Star Lances for the exarchs.

Or go crazy and drop a full team of Scatter Laser / Shuricannon Windrunners instead. Yeah it's a terrible idea, but it's the only other unit that can really get mileage out of the Craftworld trait, and that much massed fire wouldnt necessarily be a bad thing against hordes, or as a primary screen between your AT Vypers / Leaders and the enemy.

This message was edited 1 time. Last update was at 2018/08/14 12:05:10


 
   
Made in us
Dakka Veteran





Took the wraithguard out and put a hemlock and one more shining spear in. I’ll be able to rapidly get the hemlock anywhere on the table with great heavy hitting weapons and jinx to help knock out serious targets. Jinx doom combo with focused fire kills anything. And with many psychic powers going off it will be hard for the enemy to deny them all. It’s more “Saim Hann” with the flyer as well. Dropped a crystal targeting matrix and gave the exarch a star lance as well


++ Outrider Detachment +1CP (Aeldari - Craftworlds) [101 PL, 2002pts] ++

+ HQ +

Autarch Skyrunner [6 PL, 122pts]: 5: Mark of the Incomparable Hunter, Banshee Mask, Craftworlds Warlord, Reaper Launcher, Shuriken Pistol, Twin Shuriken Catapult

Farseer Skyrunner [7 PL, 135pts]: 2. Doom, 3. Fortune, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

Warlock Skyrunner [4 PL, 70pts]: 5. Quicken/Restrain, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

+ Fast Attack +

Shining Spears [14 PL, 312]
. 9x Shining Spear: 9x Laser Lance, 9x Twin Shuriken Catapult
. Shining Spear Exarch: Star lance, Twin Shuriken Catapult

Vypers [12 PL, 240pts]
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon

Vypers [12 PL, 240pts]
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon

Vypers [12 PL, 240pts]
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon
. Vyper: Bright Lance, Shuriken Cannon

+ Heavy Support +

Night Spinner [8 PL, 140]: Twin Shuriken Catapult

Night Spinner [8 PL, 145pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 145pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Flyer +

Hemlock Wraithfighter [10 PL, 210pts]: 4. Protect/Jinx, Spirit Stones

++ Super-Heavy Auxiliary Detachment (Aeldari - Craftworlds) ++


++ Total: [101 PL, 1999] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2018/08/14 12:41:10


 
   
Made in gb
Lord of the Fleet






London

You're putting a lot of points and faith into some rather flimsy vehicles, you sure they'll be able to handle it? If you don't get first turn it'll be quite easy to neutralise a fair portion of your anti-armour abilities.
   
Made in us
Dakka Veteran





Cover cover cover. And phantasm to redeploy to cover. I think that because vypers can move 20” and Saim hann can shoot heavy weapons with no penalty. It costs me nothing to deploy very conservatively behind cover. And if anything looks like it’s going to have easy shots on me then I can always do phantasm and redeploy three units before the turn starts. My army is not reliant on command points so it won’t hurt me any to do that. The idea for using the vypers is to “slice the pie” using cover. It’s a term used for room clearing in urban combat. You edge around the cover just enough to get shots off. So have the vypers kind of “peeking” out as they round the cover and alpha strike units that they are exposed to. While staying out of line of sight and range of as much as possible.

This list is heavily reliant on smart deployment and clever positioning through the entire battle. The vypers can split up or remain together. As long as they are hugging cover the entire time for survivability. And as one vyper unit gets wounded. I can rapidly move them to the back more and cycle up another vyper unit to be the front line unit in range of most danger and cast protect on them or fortune. Or both.

This message was edited 1 time. Last update was at 2018/08/14 13:32:03


 
   
Made in us
Agile Revenant Titan




Florida

I've seen a near all Vyper themed Saim Hann army do well at a local tourney; matter of good play, good matchups, and folks unfamiliar with that style of list.

It may be worth looking into breaking your army down into multiple detachments. With the number of HQ, FA, and HS, I am fairly sure you can get at least two detachments out of your current list.

Best of luck.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Not sure how Vypers fare if they are used as the main battle line.
I've used them to fill gaps in the battle line.
There is this one pesky Khorne Berzerker who refuses to die. Okay, I have one Vyper left which hasnt shot yet ...

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Dakka Veteran





The idea is to not have a static line but a shifting ball of very fast high lethality units that can avoid parts of the enemy force while engaging others.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Outrider detachment only allows 2 HQ. Fortunately, you have 3 Heavies, so you can split out the 3rd HQ into a Spearhead detachment and get another CP.

-

   
Made in us
Dakka Veteran





Don’t underestimate 9 bright lances rerolling wounds with -1 to all saved. Lol.
   
Made in au
Annoyed Blood Angel Devastator





I'm with wuestenfux, don't know how vypers would fair as a core. When I use vypers they get value since they stay alive far longer than their mediocre toughness should allow. Here it just feels like they'd die pretty hard and fast? Also obsec.

Do let us know how it goes though, seems fun!
   
Made in us
Dakka Veteran





I am hoping the enemy will shoot them just enough that they don’t die so I can rotate them away from the front of the pack. And then if they are killed they waste las cannons and other heavy weapons with lots of power that overkill them. Because to reliably wound them you need serious strength. Boltguns are not reliable.

And their profile doesn’t degrade either. And if I can focus down all their heavy weapon stuff they will have nothing left to deal with them easily. For objective secured any suggestions for cheap troops? Or what to drop?
   
Made in ca
Swift Swooping Hawk





Oklahoma

I would drop a night spinner in favor of a wave serpent with 3 shuriken cannons and vectored engines. Then you could drop 1 squad of 3 brightlance vypers to bring 2 x 5 Dire Avengers and 5 Rangers. With any extra points you could upgrade the serpent more or bring another warlock to buff your 10 man squad of shining spears with protect, enhance, or empower depending on the game.

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd take Fire Prisms instead of Night Spinners all day long.
They can shoot twice if they dont move far enough.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut




Prisms also have a similar weapon profile in their Dispersed mode (albeit at 1 damage) to Spinners (A(2)D6 S6 AP-1 D1 vs A2D6 S7 AP0 D2). Anything you're really relying on that D2 to do work on is generally going to have a chunky armor save, and as much as I love shuriken rending its just not reliable. With 16" of movement they can pretty readily redeploy upfield if you're ok with losing some efficiency in shooting for a turn.

All of that with linked fire, 60" range on their main gun and the versatility of the firing modes. Anything the Vyper pack tries to pop with their BLs the Prism can generally do better, for a lower price point.

Swapping in three naked Prisms requires 50 points dropped, which you can do get by swapping all the BLs down to Starcannons with one double Shuricannon to cover the last 5 points.

Alternatively, go down to double Shuricannons on the Vypers and drop them to a separate Biel-Tan detachment with the Warlock as the HQ. You'll lose Seer Council to do it, but will give your heavy zoomers a built in Autarch aura so your regular fellow can babysit the prisms to give them the rerolling 1s while he's sniping characters with a rocket launcher. Going that route *should* free up enough points to upgrade to CTMs + Shuricannons on the Prisms, giving them some mobile armament outside the main gun.

This message was edited 5 times. Last update was at 2018/08/15 12:29:17


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

With three Prisms, you could switch the bright lances of the Vypers to pure shuriken weapons.
This would give your army far more S6 dakka.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Dakka Veteran





I think on paper you’re right about prisms. In practice what if you need to move. Then no pulsed laser discharge. What if the enemy uses cover to remain out of line of sight and you have to move. The real game is never perfect. The vypers and night spinners aren’t on paper the hardest hitting most point efficient. But they will always have the movement to get a shot. Or with night spinners don’t need line of sight. When concentrating fire I can safely assume I will always bring the full weight of all units to bear each turn. I’ll give it a shot with the vypers and night spinners first to see how it works in practice.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Okay, go for it.
But enemy units which remain out of line of sight are rare out there.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut




warpedpig wrote:
In practice what if you need to move. Then no pulsed laser discharge. What if the enemy uses cover to remain out of line of sight and you have to move.


Then you move, use Linked Fire, and punish the enemy by shoving a ten-pack of Shining Spears in their face. Board control is just as important at taking enemy models off the field, and if you can dictate where they're going with your heavy artillery, you have the tools to hurt them with the (more) mobile components of the army.

Yes, PLD is nice, but it isn't the end all be all of using Prisms.

This message was edited 1 time. Last update was at 2018/08/15 13:06:05


 
   
Made in us
Dakka Veteran





It’s a good idea to use them to funnel the enemy into an area and then use shining spears to charge. Definitely worth a try. I have all the units to do any of these lists. Anyone ever use swooping hawks.
   
Made in ca
Swift Swooping Hawk





Oklahoma

Swooping hawks are situational. They're decent when your opponent has models with T3, but they need doom to do consistent damage. Seems like your list could use some starcannons on the vypers or more shuriken. That'll save you the points you need to try out fire prisms

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in us
Dakka Veteran





Yes I suppose starcannon spam with doom is quite nasty. And has double the shots. Still love the idea of night spinners being totally in cover and raining shots down anywhere on everything. Necron quantum shielding would have more trouble dealing with starcsnnons as would Primaris.
   
Made in fi
Locked in the Tower of Amareo





warpedpig wrote:
I am hoping the enemy will shoot them just enough that they don’t die so I can rotate them away from the front of the pack. And then if they are killed they waste las cannons and other heavy weapons with lots of power that overkill them. Because to reliably wound them you need serious strength. Boltguns are not reliable.


Bolt guns wound on 5+. With numbers that's actually pretty good. I got my knights lose not insignificant amount of wounds last tuesday simply due to sheer weight of numbers. Yes it wounds on 5+. But 3 dice rolling for 5+ is more reliable than 1 rolling for 3+. Or even 2+ for that matter.

BTW can't you split up vypers bit more? Outrider has more than 4 slots right? Unless vypers get benefit from having more models in squadron having them in squadron just increases vulnerability and reduces flexibility for little gain. Since outrider HQ minimum is 1 I would rather split up for good and have 3 outrider detachments. Extra benefit of extra 2 CP

2024 painted/bought: 109/109 
   
Made in us
Dakka Veteran





I was under the impression that if you take 3 of the same unit that’s the maximum allowed.


But you can actually have 3x outriders with 1 HQ and 3x vypers and not break any rules for spamming units?
   
Made in fi
Locked in the Tower of Amareo





Aaaah sorry my bad.

2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut




warpedpig wrote:
I was under the impression that if you take 3 of the same unit that’s the maximum allowed.


But you can actually have 3x outriders with 1 HQ and 3x vypers and not break any rules for spamming units?


It depends on how strictly your gamespace is holding to the rule of three. Also keep in mind that you'd be more than doubling the number of drops you have during deployment, and sacrificing the 20" move speed on your Vyper teams.

As for Starcannons versus Shuricannons, I'm very much in the Starcannon camp. They're great all arounder weapons, especially with Doom and Jinx in play. However, since your Vypers cant swap out their second Shuricannon for a Starcannon you're still going to need to get them into the 24" range band to get their full efficiency.

Not saying don't do it, but going from Starcannons to double Shuricannons would net you an additional 40 points to play with. Just something to think about.
   
 
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