OK, just took 4.2.1 Saim-Hann to Sydney Titans, wit h the following list:
Quote:
Wild Rider Host 400 pts
8 Jetbikes, 1 Vyper, Wild Rider + Chieftain
Wild Rider Host 350 pts
8 Jetbikes + Farseer, 1 Vyper, Wild Rider
Wild Rider Host 275 pts
5 Jetbikes + Farseer, 1 Vyper, Wild Rider
Shining Spear Host 350 pts
8 Shining Spears, 2 x Exarchs
Swords of Vaul Troupe 250 pts
3 Falcons, 2 Firestorms
Swords of Vaul Troupe 250 pts
3 Falcons, 2 Firestorms
Night Spinner Troupe 175 pts
Hornet Troupe 200 pts
Hornet Troupe 200 pts
Vampire Hunter 275 pts
Vampire Hunter 275 pts
Two narrow wins (Necrons and Adeptus Mechanicus), and one convincing defeat at the hands of some Vraksians. As these were my 3rd, 4th, and 5th games ever, I'm not going to make too many comments about list balance because I have no real idea of how to separate my inexperience from balance... So, ahead!
Hornets: 4 for 200 seems good. They hit hard, but are very very fragile if targeted, which is as it should be. That said, I found them far better as dedicated AT units than as scouts, to the point that I'd actually prefer them to lost
scout in return for a points drop/more units. Basically, these fill the role that Vypers would have if they could do more than place BMs. Maybe I'm just bad at screening. Great at AT fire, which is good because nothing else in SH is: I'd always want 2 units at 3k, and would be interested in how it feels to run 3.
Vampires: I was lucky to not face very much AA, and they did quite well for me. I do feel that the Pulsars should be 45 cm, though: don't air-mounted weapons only lose 15 cm range, normally? This wouldn't actually change very much, but would provide a way to snipe Hydra formations and similar (which is hard otherwise, with the lack of heavy aircraft or decent artillery). Good units, and never managed to dominate the games I played. 275 seems fine: there aren't actually that many targets they excel against, but a good utility unit.
Jink save: I think I made... maybe 3 of these over three games? Didn't make much difference, but was nice to have. Ambivalent as to whether this stays, but should probably be added to S-H Shining Spears if it does. If this gets removed, I'd definitely want to add
Walker to bike units in return (they're better than normal Eldar bikers, and that should be represented some way).
Other comments: I don't see why I'd want to take the scout bikes over Hornets, ever. This could be me underestimating the importance of garrisoning them (I suppose they can trigger first-turn assaults?), but in a list that struggles to get a good activation count I don't see them as justified.
In general, this list really struggles against armies with long range firepower (looking at you, Vraksians). Everything seems built around crushing assaults with the bikers, but if you can't close range without dying in a wall of overwatch fire that won't happen (could also be that I just wasn't aggressive enough, and should have taken the hits on the chin). Added to this, the initiative 2+ on Wild Rider formations means it's *very* easy to double-fail that key activation roll at the top of turn 2, leaving a lot of fragile bikers to die in the open. Has there ever been any discussion of bumping Wild Rider hosts to 1+?
I won two of my three games, but didn't manage to get any Blitzes (couldn't get enough units to the blitz guards to overwhelm them: no air assaults or heavy artillery made this hard), or BTSes, or TSnPs. I feel that winning with this army should be very possible with more practice, but that getting 4-0, 5-0 crushing victories would be pretty implausible (far more so than BT Eldar). Comments on this?