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		<title><![CDATA[Latest posts for the thread "1500 saim hann list"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "1500 saim hann list"]]></description>
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				<title>1500 saim hann list</title>
				<description><![CDATA[ Basically, I keep everything in reserves then come on and focus my army on whatever weak points I can in the other guys army and then contest/claim objectives late game. I have 36 points to spare too if anyone has suggestions on where to spend them (or shift points around for some awesome)! =) Thanks in advance!<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:310<br /> <br /> 2 autarchs on bikes, laser lance, mandiblaster, reaper launcher=155 each<br /> <br /> -These guys are there for the +2 to reserves roll and to give <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 10 to my troop jetbikes. They have good annoyance factor with the reaper launchers (and can add to hurting <span class="glossaryitem" onmouseover='gp(9);'>av</span> 11 vehicles with the other cannons in the jetbike squads) and add some last resort close combat capability (12 <span class="glossaryitem" onmouseover='gp(149);'>ws</span> 6 s6 power weapon attacks are nice!).<br /> <br /> Elites:225<br /> <br /> Fire dragonsX5=80<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, stones, cannon, vectored engines, star engines=145<br /> <br /> -This <span class="glossaryitem" onmouseover='gp(149);'>WS</span> is just there to get the fire dragons in the other guy's face and or in a safer place for a next turn strike. That extra 12" from starengines can get that <span class="glossaryitem" onmouseover='gp(149);'>WS</span> behind some <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain or just that much closer to where it needs to go. This is my landraider killer =).<br /> <br /> Troops:304<br /> <br /> 2 squads of 6 jetbikes with 2X cannons @152 each<br /> <br /> -These guys are just going to hang back taking whatever potshots they can with autarchs and just score late game or not die in <span class="glossaryitem" onmouseover='gp(316);'>KP</span> missions.<br /> <br /> Fast Attack:280<br /> <br /> 2X vypers with scatter laser/cannon=140<br /> <br /> 2X vypers with scatter laser/cannon=140<br /> <br /> -These guys actually survive all my games for some reason. I keep them back and hidden taking potshots at transports and then bring them up with the rest of the army to finish squads with their 14 shots per squadron; they put out some nice firepower/hurt. <br /> <br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span>:345<br /> <br /> Night Spinner=115<br /> <br /> -this guy applies pressure to elite armies forcing those scary (<span class="glossaryitem" onmouseover='gp(84);'>lol</span>) dangerous terrain tests and also slow down horde armies. I find this adds a nice pressure/utility element to the army and have had good results with it.<br /> <br /> 2X fire prisms @115 each<br /> <br /> -Pretty standard fire prisms, they put the hurt on tanks (sometimes) but I've found that they excell at getting angled shots on disembarked troops with their combined s6 ap3 or s9 ap2 blasts (and no cover hopefully). All in all they add some good solid firepower vs all kinds of threats.<br /> <br /> <br /> So, with this list, I am basically hoping to minimize incoming fire by going second and coming in at the end of my second turn and hoping to deliver surgical strikes to key enemy units as per missions (fast units/transports thus rendering the enemy unable to deal with my speed).]]></description>
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				<pubDate><![CDATA[Sat, 6 Nov 2010 18:25:44]]> GMT</pubDate>
				<author><![CDATA[ mortetvie]]></author>
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				<title>Re:1500 saim hann list</title>
				<description><![CDATA[ For the extra 36 points I'd go for spirit stones on the night spinner and fire prisms.<br /> <br /> I'm also a fan of having at least 3 scoring units, so I might consider dropping one Vyper in favor of a 3-man Jetbike squad.<br /> <br /> High armor will give you trouble, as if your opponent can neutralize your Fire Dragons it's going to be an uphill battle.  The good news is high armor is becoming more and more rare, especially at the 1,500 point level.<br /> <br /> Overall it's a nice list and a unique strategy.  The 2 Jetbike Autarchs with Reaper launchers add a nice fire support element.  Plenty of firepower to get a decent round of shooting off at the opponent.  ]]></description>
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				<pubDate><![CDATA[Mon, 15 Nov 2010 06:44:30]]> GMT</pubDate>
				<author><![CDATA[ nickthewise]]></author>
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				<title>1500 saim hann list</title>
				<description><![CDATA[ Only problem i can see is cover. The enemy getting time to position himself in areas of cover, and/or getting to pop smoke before you shoot will probably get him lots of cover saves to minimize your damage. <br /> <br /> Pretty awesome though, my buddy has been running Saim Hann for over a year now. He usually runs a similar army but has no night spinner or autachs. He gets more jetbikes and uses farseers for fortune and guide. He rarely loses because he always turbo boosts onto objectives at the end of turn 5 and 6 so that way the enemy can't hold any. He does have a lootttt of draws though. =P ]]></description>
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				<pubDate><![CDATA[Mon, 15 Nov 2010 06:52:22]]> GMT</pubDate>
				<author><![CDATA[ Smufflez]]></author>
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