Tips for playing Saim Hann
I played my Saim Hann on Tuesday, and by that I mean that I really played Saim Hann. Everything I had was hovering. I used up just about every little clear plastic thing I could find to hold up my miniatures. I even played the Saim Hann personality character known as...oh, I can't remember his frickin' name. Let's just call him the crappy version of the Vyper that dies in about 2 seconds without doing anything.
And how did I do? I got my ass handed to me. It's true. No biggie. I can lose and still have fun. But damn, I watched a Falcon AND a Wave Serpent die in the first round of battle before I'd even had a chance to move, much less fire. My jet bike squadron went down like the Titanic, bit by bit by bit. It was very sad.
But from these ashes I have learned how to play the hover army and I figured out a few tactics that I figured I'd broadcast out onto the internet to help prospective Craft Worlders from getting utterly destroyed. So, here we go.
Look, the first thing you've got to do is make sure that nothing and I repeat that nothing can be seen by the enemy on the first round of combat. This can be done a number of ways, but the most important feature of this plan is that you have to set everything you have behind crap that blocks line of sight. Everything's good if you get the first move, but if you don't none of those special "fast moving skimmer" rules apply at all, and down goes Falcon and down goes Wave Serpent. My first piece of advice is one word: HIDE!
Now, having said that, here's another piece of advice. Put people in that Falcon--preferably HQ. That means that when you're first setting miniatures up on the table, the Falcon does not go down on the table first (thus allowing your enemies to set up with a bead drawn on the Falcon for their first round of the game). Another piece of advice, don't load any of your transports with hth troups. They cannot assualt on the round that they unload, which means they'll be sitting next to a tank for a whole round, waiting to be destroyed before they can do anything. Sadly, the Striking Scorpions will have to run into battle. Take this into account before deploying them.
Now, when it is finally you're turn to move, make sure that everything that hovers moves six inches at the very least, or ends their phase without line of sight. If you don't you are screwed. If you do, you're a little safer. And I cannot stess this enough, don't send your Vypers against area affect weapons. They get two hits every time they hit you. Holo fields will not protect you enough here. My new tactic is to employ that Crystal Targetting Matrix--jump out, get line of sight, shoot, move back, lose line of sight, safe for the enemies turn. I actually, do not recommend moving crap unless you can get back into hiding at the end of the turn, but if you have to choose a vehicle to be out in the open for the next turn, choose the Vypers rather than the Falcon. They're cheaper and they're in a squadron so you can elect to have one Vyper get totally f'd up and still have one or two Vypers in prestine condition.
Good. Now for the jet bikes. First of all, the new rules give jet bikes this 24" move that makes their save invulnerable. Bad news: they can't do crap but move. However, chances are that you're only going to be barely effective with the jetbikes on the first turn and they'll probably get obliterated before getting a chance to make an effective second turn (or their numbers will be so thin that they go from being dangerous to annoying, at best). However, if you get that invulnerable save rather than attack, your chances are better to make a devastating second round attack--and be devastating. Jet bikes don't survive long enough for you to be cautious with them. So, here's the basic tactic. Overburn the first round--get your invulnerable save. On the second round, assault and then move into hth--especially if you have Saim Hann wild riders. That's what they're supposed to do. Make sure you pay for and save the banner bearer. That way you're re-rolling missed hth attacks.
The actual kill ratio of space marine to wild riders is pretty high. On an Eldar turn, any of the Saim Hann riders can be expected to kill. Before combat, each rider has a 12.5% chance of killing space marines, or 1 in 8 shuriken armed riders will kill. As for cannons, there's a 41% kill rate for each cannon (already considered the 3 shots). In hth, charging riders get a 16% chance to kill, 75% for chief with power weapon (again counting for 2 attacks for charging and also for banner re-rolls). So, for instance if I have 11 wild riders--3 with cannons (actual make up of my squad), they will kill a 5 man squad--and that's not counting the warlock (41% in hth, 12.5% in shooting phase) . These figures are all based on average dice rolls.
I'm still trying to figure out what power to give to the Wild Riders warlock. But I'm betting that either enhance or destructor are going to be the best bet.
Regardless, I thought I'd include a picture of the Vypers for those who are bored by everything written above.




