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Offline moc065

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The Wildriders call to arms, Saim-Hann Campaign notes
« on: December 18, 2007, 11:10:15 AM »
**The Wildriders call to arms, Saim-Hann Campaign notes**

This is where Saim-Hann players should post their lists, discuss tactica, scenerios, and Accomplishments for the upcoming/ongoing POC conflict campaign. Please register for the conflict within that specif thread before posting in here... Oh and if your not part of the Saim-Hann POC, but wish to join, PM me and I will set things up. If you are unsure of how Saim-Hann armies function or their theme then follow this link to read about Saim-Hann in the 4th Edition (Sorry I didn't link the project directly; but not all members can access that). 

Current particapants and their lists are:
Saim-Lucsters Wildriders - moc065
T'Aennahn Tad'ehl - SeekingOne
Geamhradh's Breath - frosteldar
Craftworld Tir Solor - srintuar
Arith Karun - igbunker
Tiusich Dinillainn  - Mordekiem
House Stormwind Windrider Host - Volo

Saim-Hann rule, now lets prove it.

Cheers and Happy Gaming.
« Last Edit: February 22, 2008, 11:42:41 AM by moc065 »
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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #1 on: December 18, 2007, 11:11:20 AM »
    Come brothers and sisters, follow me as we hunt across the skies! Come, “Chosen of Khaine”, and see how our prey, the gangly “Mon-Keigh” flee! There is no place for them to hide under the pale face of Lileath the moon, nor under the sun, the face of Asuryan. Feel the rush of the wind against your skin and hear her keening cry in your ears. Listen to her call well, for are we not the “Wild Riders”, the “Children of the Storm”. Enjoy the hunt brothers and sisters, let the sword swing and blood spill. Feel the beat of your heart in your chest and know that you yet live.   Fear not death brothers and sisters, for she is old and slow, and will never catch the “Windrider Host”. It is our enemies who are afraid; for each kiss of our weapons brings the sweet oblivion that they crave by oppsing us.   Follow me brothers and sisters, for battle awaits. (Excerpt 3rd Ed. and 4th Ed. Codex Eldar.)
     The time of war is upon us. I the Wildrider Chief call you to arms and ask you to gather you families to fight for the glory and honour of Saim-Hann. Although all of the Craftworlds are threatened as well so it is time to lay old grudges to rest and deal with the task at hand; "Crushing the Mon-Kiegh".  I can asure you that we, the Wildriders, will be joined by numerous cousins (allies) in our battles to come. But in the time honoured tradition Saim-Hann I ask that you pledge your families allegance to this quest and fight using your family forces in small but elite and brutal forces. I advise that all families stick to one of our time honoured tactics of "Casualty Conservation" for the very existance of our race is threatened. Thus the time is here to assembly your (1500pt) family; make sure that the (1000pts) core of your family is accessable at all times, and that you are ready to lead your Strike Force where it is needed to preserve the Eldar way.


Here is a Link to the Campaign Thread where you can read the Story as it progresses.

The Campaign is over now; but feel free to check through this thread to see how the Saim-Hann worked to become successful in retrieving the Artifact.


Week 1 Summary **Planetfall** Mission 1 is Seek and Destroy at Omega level, using up to 1500pts. 
SeekingOne - vs SMurf's
     As T'Aennahn Tad'ehl touched down in the Nightmare system they quickly recognized that the enemy was using cowardly tactics, entrenching well before Dawn, and never fully coming out from their cover to fight; thus the enemy forced Eldar casuatlies as the initial groups of "Swift Warriors" made planetfall. Throughout the day the Eldar attempted to close on the enemy; but cover was light and the casualties slowly continued. As dusk fell many Eldar had still not even seen any Mon-Kiegh let alone assault them; and thus, some Eldar were resigned to allowing the Mon-Kiegh to keep their dominence in certain areas.
Frosteldar - 1K vs SMurf's
     As Geamhradh's Breath tried to make Planetfall they too incountered difficulty; due to the terrain and the Mon-Kiegh already being "Dug In" they had difficulty to arrive as a whole. The infantry used Concealment as best they could, and the enemy gained nothing initially. As the Eldar arrived they utilized their speed to try and gain advantage of the battle field; but without all of their units making planetfall together, it was tough to make a synergetic battle. Geamhradh's Breath had serious difficulty with locating the enemy SMurf's during initial shooting; however, the Assaults went a little too well as entire units of SMurf's went down to the Laser Lance. Thus the enemy continued to shoot the assaulters in subsequent fighting even though many a SMurf (vehicle) also was down by the remaining Eldar. Both armies continued to vie for control; but as Night falls, No clear domanance was asserted.
moc065 - 1.5K vs Tau
Volo - 1.5K vs Blood Angels
     "Saim-Lucster's Clan" find the enemy already being "Dug In" so they tentatively drop off their Fire Dragons to do a little rapid survey of the area; intel indicates the area is usable and so the rest of Saim-Lucster's Force arrives in short order. The "Swift Holders of Secrets" take advantage of the terrain to continually gain control of the battle field. And although they do take a few casualties initially they quickly take overall control. Thus they start to assert their domence over the Mon-Kiegh. "Saim-Lucster's Clan" had no difficulty targeting the Cowardly Tau; and in general they were abe to fend off most of the Tau shooting due to good possitioning.    "House Stormwind Windrider Host" takes up in the same manner, and due to lessons learned already they take even fewer casualties. The two battle fields quickkly turn into a Route as Blood Angels and Tau are erradicated almost to the last soldier. Saim-Lucster and Aelonian having most of their forces still intact, decide to leave the Battle field early (before Dusk is even setting) in an effort to help Bretheren in Planetfall; as there were absolutely no enemy left in their respective areas.


Week 2 Summary **Evaluation** Mission 2 is Recon at Gamma level, with a maximum of 1000pts (+1CP for no enemy in DZ). 
moc065 - 1K vs Necrons
frosteldar - 1K vs Dark Eldar

     The Necrons take the initiative advancing with a classic “Pincer & Anvil” formation on the Eldar; thus the wile "Saim-Lir" commands his smaller force to use their speed to get optimum positions in an effort to clip the “Pincers”. The Necrons quickly shake the Falcon, and  start to cause a few casualties on the Eldar; but with the arrival of the Spiders and an unconventional assault by the Jetbikers, the Eldar regain the initiative quickly.  With the “Pincers” decimated the “Anvil” of the Necron force tries to regain the initiative; but the "Holders of Secrets"  never let up. And as the Eldar push through to the enemy Deployment Zone, the cowardly Necrons try to make one last feeble attempt but fail to assert any dominion over the Speedy Eldar. After Geamhradh's Breath finally gained their Planetfall, some of their nasty cousins the Dark Eldar tried to recon through them; however, the eldar quickly and handily stopped the Dark Eldar recon and caried out their own recon in return. Thus Geamhradh's Breath was able to assert their dominence completely.


Week 3 Summary **Gathering Runes** Mission 3 is Secure and Control at Gamma with up to 1500pts. (+1CP if all Loot Counters are controlled.)
Mordekiem - 1.5K vs Orks
   The forces of Tiusich Dinillainn were rushing to the front to assist and were ambushed by Orks. And all but one falcon was able to make it out with a single artifact.  Another artifact was kept out of the enemies hand by a valiant squad of avengers, but the remianing 3 fell into the greenskins hands.
I will do a further batrep and story later, but for now I must report that my forces were utterly destroyed and in disarray.
SeekingOne - 1.5K vs Imperial Guard
   T'Aennahn Tad'ehl manage to crush their flank, but the centre and the other flank put up a stout resistance, and my casualties were severe. In the end I lost more units, but managed use my mobility to control more counters, which ensured a draw despite unfavourable difference in victory points for destroyed units.
frosteldar - 1.5K vs Deathwing
   The Geamhradh's Breath task force discovers 5 relics and encouters fierce resistance from the local demons.  Casualties are high as the demons prove especially resilient and difficult to eliminate, but they are slow.  The Eldar use the terrain and their speed to eliminate components of the enemy army and claim 3 relics, however one is too distant and another still heavily guarded by the demons.  Victory is bittersweet, but the task force claims the relics and continues their search for Cerwendas.
moc065 - 1.5K vs Ultra-SMurf's
   Saim-Lucster sees the Mon-Kiegh evenly spread out in front of him, and they too are vying for the 4 relics that are known to be in this area. Thus he decides that the SM’s must be eliminated in the most aggressive manner possible, so the enemy vehicles are quickly isolated and destroyed, and then the “Swift Warriors” rush in to work on the SM infantry. The SM’s respond with a fury of action, taking many Eldar lives, while being more resilient than they first appeared. The two forces continued to exchange blows throughout the battle but in the end, Saim-Lucster and his forces have 2 Relics in hand while the SM looking Daemons manage to escape with 1 relic while the 4th Relic proved to a worthless shard of glass.
srintuar - 1.5K vs Black Templar
   The Tir Solor meet High Marshal Helbrecht leading an advance guard of black templars along with Bromethius the Master of Sanctity, and Lethemar the Emperors champion. They sought to destroy cursed deamonic artifacts that they had detected on this planet. However, Farseer Aedris Faen had other ideas. He had to recover the lost runes in order to save this planet from a daemonic incursion, and the foolish mon-keigh were fighting only to doom this world. The Templar mechinzed column was ambushed by the eldar skimmers, and the brothers were soon fighting through the wreckage on foot. The ven-dread Fury however, destroyed one wave serpent, and Letharmar lead his battle brothers to exterminate the witch Faenya and her remaining storm guardians. A Shining Spear charge delivered a mortal wound to The High Marshal, who was forced to teleport off-planet. Bromethius however, avenged the high marshal, and destroyed the spears. Aedris Faen was locked in combat with Bromethius long enough for some jetbiking guardians, and the crew of the falcon to recover two of the precious runes.


Week 4 Summary **Piercing the Veil** Mission 4 is Take and Hold at Omega with up to 1500pts. (+1Cp if "Keybearer" unit is within 6" of Mission Objective)
frosteldar - 1.5K vs SMurf's
   The Geamhradh's Breath strikeforce entered the gate area in shifts, slowly drawing the enemy out and eliminating the demons in lightning strikes or suppressing fire.  Many of the extremely resilent Daemons were guarding the gate while lesser demons move around the edges, attempting to disable the Eldar.  Through patience and tenacity the Eldar eliminated and pushed-back the demon hordes to get the keybearer unit in contact with the gate.  It opened in a display of Eldritch light and the Eldar units moved through one at a time, bringing their casualties with them.  The Daemons had been denied and cautiously the Eldar moved into unexplored realms, aware that they were now deep within enemy lines.
Volo - 1.5K vs Blood Angels
   House Stormwind Rider once again faces the Daemon in the gize of Blood Angels and although the battle turns out brutaly they manage to assert their domenence over the Great Enemy.
igbunker - 1.1K vs Imperial Guard
   The Arith Karun move their Jetbike squads to flanks the guardsmen and attacks them through the battle, When Hela-Finnail comes on he supports the Dire Avengers and the Pathfinder on the left to harass the IG infantry squads all game. The Falcon barrels in and unloads; but falls to enemy fire shortly there after. Fulgan and his FD crew having dismounted wreck havok amoung the IG Daemons. The Eldar hold the obj with their "Keybearing" Dire Avengers’s, Hela-Finnail and the Jetbike squad; thus the enemy withdraws away form the Objective as the Eldar domenence is clearly asserted.
moc065 - 1.5K vs Necrons
   Saim-Lucster and the Daemon Lord (Necron) spend a long time gathering their forces and viying for position and control of the battle field. When the Wild Riders take the initiative they do it in full force; but the Daemons Necrons respond just as well. There is a brief exchange and then the Saim-Hann slower show their synergy on the battle field; thus in the end the agressive manner and shear brutality of the Wild Riders vanquishes all of the Daemon Necrons back to the Warp.


Week 5 Summary **Moria-Gehna** Mission 5 is Cleanse at Gamma with minimum 1000. (+1Cp if if you play Omega with reverse Dusk & Dawn, +1Cp if there are no enemy Scoring units at End Game.)
moc065 - 1.5K vs Dark Angels
   Saim-Lucster has found himself very poorly positioned in a ruined city facing an infantry group of Daemon DA. He quickly calls his forces to re-position more stratigically; but many of his Wildriders are lost in the shuffel. The Battle looks almost hopeless until Saim-Lucster himself leads the Shining Spears and Warp Spiders in several co-ordinated "Lightning Strikes". The Daemon DA are caught off gaurd as the "Swift Warriors" switch from a subversive shooting force to an all out CC Strike Force; and although many of the Eldar are lost in the Battle, virtually none of the Daemon DA survive to recount the battle. Another enemy has learned one of secret held by "The Holder of Secrets", and that is a very simple one; "Never underestimate the striking power of the Wildriders, especially when Saim-Lucster himself takes the lead position."
igbunker - 1.1K vs Chaos Space Marines
SeekingOne - 1.5K vs Imperial Gaurd

   New reports came to farseer Hela-Finnail, and to the T'Aennahn Tad'ehl. Although both forces met different looking Daemons, they both found the enemy advacing on them. They saw this as a chance to take advantage of the situation and both Farseers called for their forces to "Mount up". The battles were feirce, the Daemon CS-Marines and IG  fell onto the Eldar with a hellsih fury. Their were many deaths on each side but when the Daemon forces strength was spent the Eldar managed to hold the upper hand; thus once again asserting the Dominence of the Wildriders over the Great Enemy.  [/colour]

Week 6 Summary **Manoa Weand** Open until 24 Feb 08 Mission 6 is Strongpoint Attack from the Raid missions with 1000pts minimum. The Eldar should be the attackers. (+1 CP's for use of altered FOC, and +1 CP's for Eldar control all bunkers at end game.)
igbunker - 1.25 K vs Imperial Guard
   Hela-Finnail Survays the battle feild, 2 bunkers that must fall, one was located in the center and the other on the left flank. The warlock coldras walked over to the farseer. What shall we do Hela-Finnail? Move all units to the left flank and get the pathfinders into the building between the 2 bunkers. "Fear not death brothers for she to old and slow" Hela-Finnail thundered loud enought for the imperial guard to hear before jumping on her jetbike and screaming off to battle. The guard deployed spread out over the entire battle feild unilising what ever cover they had, this made the battle long and bloody. 1/2 way threw the battle to Hela-Finnail's terrior she hear multiply sounds of tracks grinding to meet the eldar and suddenly 2 bassys and a leman russ rolled into veiw, "Leave them to me fulgen said as him as his remaining dragons disengaged to destroy the retreating tanks. At the end it was a very close match with both sides holding 1 bunker; but the Eldar slightly more present.
moc065 - 1K vs Crimson Fists
   Saim-Lucster and Saim-Lir rush one flank hoping to use their Altered Force in a "shake and bake" manouver on the Daemons in the Left bunker. The plan works well with the Eldar going through the Left Flank ind easily into the Center; over time the Eldar fully assert themselves over the Daemons that are almost wiped out completely.
Volo - 1.5K vs Blood Angels
   Stormwind house uses a classic "run and rush" darting in and out to obliterate the Daemon BA.... the Bunkers fall in no time affording less cover and the Banshees rip through the enemy in CC.


Week 7 Summary ** The Gauntet **
frosteldar - 1.5K vs SMurf's
   Geamhradh's Braeth found itself using an alternate force and in an area with little terrain to use its subversive style. They also found themselves facing an almost all infantry Daemon Space Marine enemy. As they coverd open ground to reach the "Artifact" many of the Daemons succumbed to their own "Bloodlust" incinerating themselves in the quenshing fire of Plasma.... Once they reached the Artifact, the Swift Warriors quickly manouvered to retreat back into the Warp and thus regain their proper place in time and space. However, they soon found that although they had given many of hte Great enemy a final "Cold" resting place, Death had also laid its "Icy" fingers on just as many of the "Frost-Eldar".
moc065 - 1.5 vs Dark Eldar
   Saim Lucster and his Altered Force are grasping at the artifact, all that stands if their way is a few (OK, a lot) of Daemon Dark Eldar. Both forces start the battle with the bulk of their force on the battle field, and although the Wildriders initiate the battle there is very little actually damage to either force initially as they are both using more subversive tactics. As the reserve Saim-Hann units arrive their entire force goes into overdrive, isolating and then shooting and assaulting Daemon units in a relentless manner. Thus in the end, Saim-Lucster and his Wildriders not only gain the objective; but they easily make it through the enemy force to leave the area.

CaHG
« Last Edit: March 3, 2008, 09:32:54 AM by moc065 »
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Offline moc065

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #2 on: December 18, 2007, 11:12:03 AM »
OK, I got some data from Gutstikk in regard to the rating system and such... Please pay close attention to this.

There is indeed a rating system, looking like this:
Massacre:       +5 campaign points to POC
Major Victory: +3 campaign points to POC
Minor Victory: +1 campaign point to POC
Draw:            nothing gained, nothing lost
Minor Defeat:  deactivation of player
Major Defeat:  -1 campaign point to POC and deactivation of player
Anihilation:     -3 campaign points to POC and deactivation of player

     With early reactivation of a player costing the POC 1 campaign point. This cost is to represent the setback caused to the POC to bolster the forces of its member, who otherwise would have to sit out 1 week to repair their damaged force by themselves. It actually works out nicely because if a POC can time-manage its games, it saves some campaign points by having a player who is deactivated sit out [especially if that player is unavailable that week anyways].
     Participants will only get to play each mission for campaign points once, and only in the week that the mission is open. This is because of the nature of the campaign; the battlefront is going to move towards the final destination, which is the resting place of the artifact Cerwendas. Because some POCs vastly outnumber others at the moment I am trying to limit the spread of campaign points so that there is at least the possibility of the ones who are behind moving ahead.
     Generally, the matches will always have a 1500pt "ceiling" and no floor, though some missions may have a lower ceiling and the first mission will be a 1500pts match [as the POC enters the nightmare system in force]. Additionally, there will be some games where an opportunity exists to earn some bonus points, and some where defeat may be a bit more costly.
     All missions will be using VPs - some will be the special scenarios, which have less VPs available and these will be towards the end [as they will be more difficult in general]. These missions also have modified FOCs in some cases, meaning players may not have their entire force available.




     No battle reports. There will be a simple chart based on margin of victory, and the margin of victory is all that will need to be submitted to the organizer. Games can be against any player, provided they are the right mission as outlined in the thread. And a participating player need not participate in every game - indeed, a particular POC may not be able to have all of its members do so, though at least 1 member must [because otherwise there is no real advancing to the next phase].

So all a participant needs to do is the following:
1) Get the requirements from the thread for the current week. (I will post them above as I get them)
    - Each POC will determine which of the participants get deployed each week. (We will use as many as possible)
    - This could be all of them, or as few as one.
    - Lists that are not deployed will recover after sitting out for one mission.
2) Play a game using the mission described in the thread
    -This game must only feature units and builds from the army list originally submitted.
    -A player can play games smaller than the full 1500 if desired, selecting units
     from their army list to the appropriate point level.
3) A player submits the margin of victory for the game, as well as whether or not they won. (Please post hem as new threads as its easier for me to find them and make the appropriate updates, also try to update your own Stats within your Approved List Post itself)
4) If the player does not score high enough, they become deactivated. (There is no embarrasment in defeat, as we all have them, the important thing here is to have fun, learn a few tricks, and eventually to crush the Mon-Kiegh.)
    - A deactivated participant must request early reactivation from their POC organizer,
      or miss one week to repair their forces.
    - As a result, it will be important for a POC to gauge which of their army lists
      are most critical to a particular mission, and ensure those lists get reactivated.
    - Reactivation comes at the cost of Campaign Points earned by the POC, so if
      many participants need reactivation, it could set your POC back considerably!

So, for the purposes of batreps, those ought to be limited to a single thread per POC in the batrep forum (All that will happen here is that I will start the Campaign Thread in the BatReps section, and give a paragraph write up for each participant weekly.... SO I need to have some sort of results form each of you each week - even if you sat out) What will be going on over here is simply administration, and much of that will be done behind the scenes where possible, and where relevent it will appear in the campaign thread. I am not sure if standings should be posted weekly or remain hidden - both options have their merits.

This should be a pretty easy campaign to run in theory, is very malleable, and is designed to ensure members get to take part. Especially with the assistance of an organizer from each POC. (Yes, anyone who wishes to hellp me out is more than welcome.... PM me if there is anything in particular you wish to take care of).

The best part is that no matter what, it will be an Eldar victory. Just, which faction will come out on top? (As usual)

CaHG
« Last Edit: December 31, 2007, 07:03:10 AM by moc065 »
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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #3 on: December 18, 2007, 11:12:43 AM »
Accomplishements

Current particapants and their Stats are:
G   W    L    D     Host / Player
   
7    7    0    0      Saim-Lucsters Wildriders - moc065
3    1    1    1      T'Aennahn Tad'ehl - SeekingOne
5    3    0    2      Geamhradh's Breath - frosteldar
1    1    0    0      Craftworld Tir Solor - srintuar
3    3    0    0      Breaga Hela-Finnail - igbunker
1    0    1    0      Tiusich Dinillainn - Mordekiem
3    3    0    0      House Stormwind Windrider Host - Volo         
23  18    2    3      Total
   
Active are in Blue
De-activated are in Black

Standings: After Week 1 (4 Games played for Saim-Hann)
1st: Saim Hann, Alaitoc
2nd: Biel-Tan
3rd: Iyanden
4th: EldarOnline
5th: Ulthwe
The Saim-Hann take their rightfull place as leaders in this quest, the Alaitoc also assert themselves very well; thus many a "Mon-Kiegh" are quelled and planetfall is a success for many Eldar Hosts.

After Week 2 - Standings: (2 more games played for Saim-Hann; total of 6 now)
1st: Saim Hann, Iyanden
2nd: Biel-Tan, Alaitoc
3rd: EldarOnline, Ulthwe
The Saim-Hann retain their place quelling "Mon-Kiegh" wherever they are incountered. The Alaitoc domenence over the "Mon-Kiegh" slipped a little; but the Iyanden, stepped forward to fill the gap. Thus the Eldar continue to assert their domenence over the "Mon-Kiegh" in this quest to expand their search for the prescious artifact.

After Week 3 - Standings: (5 more games played for Saim-Hann; total of 11 now)
1st: Iyanden
2nd: Saim Hann
3rd: Biel-Tan
4th: Alaitoc
5th: EldarOnline, Ulthwe
The Iyanden take over the Dominent possition in the Nightmare Sysstem as the Saim-Hann withdraw slightly to re-evaluate the Great Enemy; thus the Saim-Hann gather to plan the best way to distroy the Great Enemy.

After Week 4 - Standings: (4 More games for Saim-Hann for a total of 15 now)
1st: Iyanden
2nd: Saim Hann
3rd: Biel-Tan, Alaitoc
4th: Ulthwe
5th: EldarOnline
The Gate has closed behind us and with the Iyanden resiliency leading the way, the revitalized Saim-Hann have begun their quest to to once again "Spearhead" the search for the presious Artifact. We seriously need to make a big push this week to take down as many of the Great Enemy as we can.

After Week 5 - Standings: (3 More games for Saim-Hann for a total of 18 now)
1st: Saim Hann
2nd: Iyanden
3rd: Alaitoc
4th: Biel-Tan
5th: Ulthwe
6th: Eldar Online
The Eldar forces have now arrive at the damned city of Manoa Weand, with the Saim-Hann Spearheading the search through a network of temples that dominate the alien landscape. As the Eldar approach the most secluded of these temples the Daemons pour forth from hiding, adopting their alien forms and starting a standoff which the Eldar must break through to recover the artifact. The seers report that the Shrine of Cerwendas in the Temple of Ishar Bennanesika transcends time. While the artifact remains on the altar, it can be taken from any point in time. Thus the Saim-Hann look to their Bretheren; Iyanden, Alaitoc, Biel-Tan, Ulthwe, and Eldar in general to back them up and approach the artifact as required to assertain it before the Great Enemy does.

Week 6 Standings: (3 more games for Saim-Hann for a totla of 21 now)
1st: Saim Hann
2nd: Alaitoc
3rd: Iyanden
4th: Biel-Tan
5th: Ulthwe
6th: Eldar Online
The call of Cerwendas falls silent and the artifact rests in the hands of those who seek it... for now... The POCs set their forces to secure the escape of the warhost carrying the artifact, acting as a spearhead to break through the daemons that block their way. The more enemy that the Eldar can clear from their path, the better their hopes of escaping the crone-world with the artifact in their hands. And, as before, the gate remains open for a short time only... Thus Saim-Hann leads the final push to get the Artifact and escape with it, while Alaitoc, Iyanden, Biel-Tan, Ulthwe, and Eldar Online are closely behind to ensure as many Eldar as possible escaper before time/space/warp closes and traps them for-ever.

Week 7 Standings: (after 2 more games for a total of 23)
1st: Saim Hann
2nd: Alaitoc
3rd: Iyanden
4th: Biel-Tan
5th: Ulthwe
6th: Eldar Online
     The Saim-Hann lead the Eldar in the retrieval of the Artifact. And eventhough there is significant honour in being the Leading faction, the true glory goes to all the Eldar as they once again Quell The Great Enemy. For without the support of the Alaitoc, Iyanden, Biel-Tan, Ulthwe, and those "Vanilla" Eldar the Saim-Hann surely would not have been as succesful.


*** The Saim-Hann Host ***
(list of figures that the Players took to assemble all of the various Hosts)

HQ - 11
Autarch’s - 4
Farseer’s – 6
Fuegan – 1 

Elite - 45
Fire Dragons – 28
Harlequins - 6
Banshees - 10
Serpent - 1

Troop –  132
Jetbikes – 59; Including JB Warlocks - 7
Guardians Defenders – 20; with Warlocks - 2
Dire Avengers – 41
Pathfinders – 7
Wave Serpents – 5

Fast Attack – 49
Shining Spears – 20
Warp Spider's – 17
Swooping Hawks – 6
Vypers – 6

Heavy Support – 12
Falcon – 8
Fireprism – 4

Saim-Hann rule, now lets prove it.

CaHG
« Last Edit: March 3, 2008, 09:16:31 AM by moc065 »
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Offline IGBunker (-Hela - Finnail-)

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #4 on: December 19, 2007, 04:25:51 PM »
hey guys, my 500 point ( dont worry im buying more!!!) list is up in the tatics/ list fourm if anyone wants to have a look at it.

i think im my 1k point army ill be the only saim hann player to use rangers ;D but what can i say i love my rangers
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Offline Mordekiem

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #5 on: December 19, 2007, 11:54:08 PM »
Hello,
I don't play Saim Hann specifically, I have my own craftworld (Elysia), but I would like to lend myself to your cause as an ally.  I use jetbikes, vypers and transports and have a fast, hard hitting shooty force.  Everything has the ability to move up to 24".
I usually play 1850, but will work on creating a 1.5/1k list that will hopefuilly meet your standards.
Mordekiem

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #6 on: December 20, 2007, 07:06:29 AM »
good to see ya, welcome to the wild riders.

i dont think your alliance will be a problem, but mocwill tell ya for sure!

cheers
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Offline Mordekiem

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #7 on: December 20, 2007, 10:17:46 PM »
Great!  I have been toying around with a reason to add more jetbikes and this will give me that oppurtunity.  :)
Mordekiem

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #8 on: December 21, 2007, 09:27:03 AM »
    Come my Bretheren; for death can not catch us, she is old and slow. I the Wlidrider Cheif have called my family to war and I ask that for the good of all Eldar, you do the same. The time is here when our very existance is at stake, all the "Mon-Kiegh" That which must be destroyed have seamed to join together in an effort to overwhelm and destroy us. We must, for the sake of all Eldar, put aside our past feuds within our own Craftworld and with those distant cousins from the other Craftworlds; so that we may withhhold our place of honour in the Multiverse. I will personnally be leading my closest family members in battle to strike out at the enemy. Although all have stepped forward, I have hand selected some of my most potent and battle hardened family members to fight with me as a very swift though small Elite force. We will strike at the enemy in such a manner that he never sees us coming and by the time he realizes what is happening, we will be striking somewhere else. This is the time my Bretheren to use our most brutal tactics of patient subversion, as every lost "Finnaidann" Swift Warrior is a small victory for the Mon-Kiegh, and as such must be avoided. Use the strengths of each of your families to fight these small battles as I direct you; thus we will quell the Mon-Kiegh and show some of our true power to our cousins. 

Here is the List that I will be going with.

moc065 / "Saim-Lucster's Clan"  Holders of the Secrets ** indicates units removed for 1k Games

HQ -  16.9%
(130) ** Autarch -1; "Saim-Lucster" Holder of Secrets with Jetbike, Laserlance, and Fusion gun.
Used for Combined Assault with the Shinging Spears and for Anti-tank.
(123) Farseer – 1; "Saim-Lir" Hand of Secrets with Jetbike, Mindwar, Runes of Warding and Singing Spear.
Psycher suppresion and pure Support

Elite - 7.5%
(113) Fire Dragons - 6; "Man-Kian" Fiery Death (Exarch) with Dragons Breath Flamer and Crackshot.
Anti-tank and for Tough infantry

Troop - 15.5%
(76) Jetbikes - 3; 1 Shuriken Cannon.
Harrasment, Herding and VP Denial
(156) Jetbikes's – 5; "Jaiz-till" Storm Slayer (Jetbike Warlock) with Singing Spear and Destructor, and 1 Shuriken Cannon.
General Versatility as well as added Anti-tank

Fast Attack - 35.6%
(187) ** Shining Spears - 4; "Shad-Rillie" Glittering Spear (Exarch) with Skilled Rider and Withdraw.
Didicated Assault
(174) Warp Spider's - 6; "Larstill-Istu" Silent-Blade (Exarch) with Extra Death Spinner, Power Blades, and Withdraw.
Firepower and resilience
(173) Swooping Hawks - 6: "Larstill-Mair" Swift-Blade (Exarch) with Sunrifle, Intercept, and Skyleap
Anti-tank, Mobile Sniping and VP Denial

Heavy Support - 24.3%
(185) Falcon - 1; Pulselaser, Shuri-cannon, Shuri-cat, Holo-Fields, Spirit-Stones, and Vectored-Engines.
Transport and some Firepower
(180) ** Fireprism - 1; Prismcannon, Holo-Fields, Spirit-Stones, and Vectored-Engines.
Firepower and VP Denial

1497:  8 Scoring units, 34 Figures.

Stats: Games Played = 7     Wins = 7     Losses = 0     Draws = 0  [/b]

     The list is designed to showcase a number of different units that all have speed as their primary asset; and can work together to exploit synergy through coordinated firepower and/or assault punch. This is a very subversive army when played correctly, the key is to set up in a manner that allows coordination of the units later on while affording early protection. The next stage is to gain table control through selective movement and prioty target elimination, without incuring casualties, as casualty conservation is its number one priority. Once tabel control is established enemy units are dealt with through isolation tacitcs to devide and conquer through shear wheight of firepower/assault punch, or through use of Hit and Run style attacks to attrition an enemy out. Finally the army uses its speed to have the units always support each other throughout the task until the Mission Objective can be clearly assertained. 




Game 1 moc065 - 1.5K vs Tau
     The Eldar find the enemy already being "Dug In" so they tentatively drop off their Fire Dragons to do a little survey of the ares, after a quick survey, they call the rest of hte Force down in short order.... The Eldar take advantage of the terrain to patiently gain control of hte battle field.... And although they do take a few casualties initially they quickly take control, and start ota ssert their domence..... The Eldar had No difficulty targeting the Cowardly Tau; and in getneral they were abe to fend off most of hte Tau shooting due to good possitioning....  Once the Eldar started to close on the enemy Tau, the end came very quickly as the Tau were routed completely off the Battle Field. Saim-Lucster having most of his force still intact, decides to go leave the Battle field early and help other Eldar in their Planetfall as there are no enemy left in his area.

Game 2: moc065 - 1K vs Necrons (did not use the Fireprism, Shining Spears, or the Autarch)
     The Necrons take the initiative advancing with a classic “Hammer & Avil” formation on the Eldar; thus the wiley Eldar use their speed to get optimum positions in an effort to clip the “Hammer” before working on the Anvil. The Necrons quickly shake the Falcon, and  start to cause a few casualties on the Eldar; but with the Warp Spiders Deepstriking in, and other unconventional tatics/assaults, the Eldar regain the initiative quickly.  The Hammer of the Daemon Necron force just start to recover when the Eldar adjust their stratagy again and turn the tide on the stoic machines; thus with some heroic advances and timely assaults the Eldar took control. With the “Hammer” decimated the “Anvil” of the Daemon Necron force tries to regain the initiative; but the Eldar never let up. And as the Eldar push through to the enemy Deployment Zone, the cowardly Necrons try to make one last feeble attempt but fail to assert any dominion over the Speedy Eldar. 

Game 3: moc065 - 1.5K vs Ultra-SMurf's
   Saim-Lucster sees the Mon-Kiegh evenly spread out in front of him, and they too are vying for the 4 relics that are known to be in this area. Thus he decides that the SM’s must be eliminated in the most aggressive manner possible, so the enemy vehicles are quickly isolated and destroyed, and then the “Swift Warriors” rush in to work on the SM infantry. The SM’s respond with a fury of action, taking many Eldar lives, while being more resilient than they first appeared. The two forces continued to exchange blows throughout the battle but in the end, Saim-Lucster and his forces have 2 Relics in hand while the SM looking Daemons manage to escape with 1 relic while the 4th Relic proved to a worthless shard of glass.

Game 4: moc065 - 1.5K vs Necrons
   The Saim-Hann are once again faced with the Daemon Necrons, and this time they come out in full force and have adjusted their battle plan to try and neuter the Eldar. Saim-Lucster and the Daemon Lord (Necron) spend a long time gathering their forces and viying for position and control of the battle field. When the Wild Riders take the initiative they do it in full force; but the Daemons Necrons respond just as well. There is a brief exchange before the Saim-Hann show their synergy on the battle field; thus in the end the agressive manner and shear brutality of the Wild Riders vanquishes all of the Daemon Necrons back to the Warp. Saim-Lir places the Key into the Artifact to ensure more Eldar progression with this continueing fight agains the Great Enemy.

Game 5: moc065 - 1.5K vs Dark Angels
   Saim-Lucster has found himself very poorly positioned in a ruined city facing an infantry group of Daemon DA. He quickly calls his forces to re-position more stratigically; but many of his Wildriders are lost in the shuffel. The Battle looks almost hopeless until Saim-Lucster himself leads the Shining Spears and Warp Spiders in several co-ordinated "Lightning Strikes". The Daemon DA are caught off gaurd as the "Swift Warriors" switch from a subversive shooting force to an all out CC Strike Force; and although many of the Eldar are lost in the Battle, virtually none of the Daemon DA survive to recount the battle. Another enemy has learned one of secret held by "The Holder of Secrets", and that is a very simple one; "Never underestimate the striking power of the Wildriders, especially when Saim-Lucster himself takes the lead position."

Game 6: moc065 - 1K vs Crimson Fists
   Saim-Lucster and Saim-Lir rush one flank hoping to use their Altered Force in a "shake and bake" manouver on the Daemons in the Left bunker. The plan works well with the Eldar going through the Left Flank ind easily into the Center; over time the Eldar fully assert themselves over the Daemons that are almost wiped out completely.

Game 7: moc065 - 1.5 vs Dark Eldar
   Saim Lucster and his Altered Force are grasping at the artifact, all that stands if their way is a few (OK, a lot) of Daemon Dark Eldar. Both forces start the battle with the bulk of their force on the battle field, and although the Wildriders initiate the battle there is very little actually damage to either force initially as they are both using more subversive tactics. As the reserve Saim-Hann units arrive their entire force goes into overdrive, isolating and then shooting and assaulting Daemon units in a relentless manner. Thus in the end, Saim-Lucster and his Wildriders not only gain the objective; but they easily make it through the enemy force to leave the area.


Cheers and Happy Gaming.
« Last Edit: March 28, 2008, 11:57:19 AM by moc065 »
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Offline SeekingOne

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #9 on: December 22, 2007, 02:59:55 PM »
** indicate the units that will be removed to make the 1K list.

T'Aennahn Tad'ehl
(Fiery Wind family host)

HQ 14% / 21%

(140) Autarch
- Bike, Lance, Mandiblasters, Fusion gun
               
(178) Farseer **
- Bike, Spear, RoW, Spirit Stones, Fortune, Doom
                  
Troops 29% / 41%
                  
(152) 6 x Bikes
- 2 x Shuriken Cannon
                  
(134) 4 x Bikes
- Shuriken Cannon
including Warlock with:
- Destructor, Spear
                  
(322) 10 x Dire Avengers **
including Exarch with:
- Shimmershield, Defend, Bladestorm
Mounted in Wave Serpent with:
- T/L shuricannons, spirit stones, vectored & star engines

Fast Attack 40% / 27%
   
(202) 4 x Shining Spears
including Exarch with:
- Cannon, Skilled Rider, Withdraw
                  
(202) 4 x Shining Spears
including Exarch with:
- Star Lance, Skilled Rider, Withdraw
            
Heavy Support 17% / 11%

(170) Prism
- Upgraded shuricannon, Holo, Stones
                  
Total Cost: 1000; 20 models (19 bikes, 1 tank), 5 scoring units
Or: 1500; 32 models (20 bikes, 10 infantry, 2 tanks), 6 scoring units

Stats: Games Played=1     Win=0     Loss=1     Draw=0
« Last Edit: January 15, 2008, 04:11:54 AM by SeekingOne »
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Offline IGBunker (-Hela - Finnail-)

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #10 on: December 23, 2007, 10:12:08 PM »
hey guys,

ive made my 1k list up and its posted were my 500 point list was (in the same tread) anyone mind looking at it, i dont wanna double post to bump it up

TYVM
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Offline frosteldar

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #11 on: December 27, 2007, 11:32:18 AM »
Deighgoath (Icewind) Craftworld Rapid Strike Force of the Reodh Eldarten (Frost Eldar) - Geamhradh's Breath


Here is the list that I will be going with. ** indicate the units that will be removed to make the 1K list.  Each squad has its tasks listed in the following form: Primary / Secondary / Backup

HQ 14.1% / 9.4%
(140) Cathar-Spear of Light (Autarch): Jetbike, laserlance, mandiblasters, and Fusion gun.
Close Combat punch/Anti-Vehicle/Reserve help
     
Elite 11.3% / 18.4%
(113) 6 Fire Dragons; Fire’s Whisper (Exarch: Tendall-Flame’s Form) with Dragons Breath Flamer and Crackshot.
Anti-Vehicle/Anti-Infantry
     
(162) ** 6 Harlequins; Shadow in the Stars (Shadowseer: Raedan-Myth’s Song) all 6 with Harlequins Kisses.
Close Combat punch/Anti-Vehicle

Troop 28.7% / 19.1%
(152) 6 Jetbikes; Storm’s Wrath with 2 Shuriken Cannon.
Shooting Harrassment/Anti-Vehicle

(134) 4 Jetbikes's; Storm’s Flame and Warlock (Kael-Blade of Flame) with 1 Shuriken Cannon and Singing Spear and Destructor.
Anti-Infantry/Anti-Vehicle/Close Combat

Fast Attack 26.3% / 27.7%
(202) 4 Shining Spears; Razors of Light and Exarch (Gwain-Star’s Light) with Skilled Rider, Star Lance, and Withdraw.
Anti-Infantry Close Combat/Anti-Vehicle

(60)  Vyper; Geamhradh’s Talon with Shuriken Cannon and Shuriken Cannon upgrade.
Fire Support/Anti-Vehicle/Anti-Infantry

(152) ** 5 Warp Spider's; Warp Dancers and Exarch (Yenar-Strider in the Darkness) with Extra Death Spinner, Power Blades, and Withdraw.
Anti-Vehicle/Anti-Infantry/Close Combat

Heavy Support 19.6% / 25.4%
(195) Falcon; Fury of Geamhradh Pulselaser, Scatterlaser, Shuri-cat, Holo-Fields, Spirit-Stones, and Vectored-Engines.
Transport/Fire Support/ VP denial

(185) ** Falcon; Icelance Pulselaser, Shuriiken Cannon, Shuri-cat, Holo-Fields, Spirit Stones, and Vectored-Engines.
Transport/Fire Support/ VP denial

Totals 996: 6 Scoring Units, 23 figures.
or 1495: 9 Scoring units, 35 Figures.

Stats: Games Played=5     Wins=3     Loss=0     Draw=2
« Last Edit: February 28, 2008, 07:48:44 AM by frosteldar »
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Offline Gutstikk

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #12 on: December 30, 2007, 11:11:36 AM »
Just throwing this link in here because I didn't notice it as I checked back through:

POC Campaign Mission Thread

This is where the missions and all info relevant to the campaign will be updated. As it will remain locked, questions [should they arise] can be passed along via Moc065.

Once the lists have been registered you can continue using this thread to discuss who will [and how to] approach each mission, and whether you need to engage in any special actions. Keep your Campaign Points scores secret though - only discuss your actual score via PM, as knowledge of your score may affect how your rivals make their decisions.

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #13 on: December 31, 2007, 10:19:51 AM »
Craftworld Tir Solor

HQ – 8.6%
(130) Farseer -1, estorm, runes of warding, spirit stones, doom.
   
Elites – 6.6%
(100) Fire Dragons –5, Exarch, firepike.
   
Troop – 42.5%
(135) Guardian Defenders – 10  scatterlaser, warlock, conceal.
(150) Wave Serpent: EML’s, stones, vectored engine.   

(132) Storm Guardians – 10 , flamer*2, warlock, enhance.
(145)  Wave Serpent,   scatterlasers, stones, vectored engines.

(76) Jetbikes - 3,  1 shuri-cannon.
   
Fast Attack – 29%
(202) Shining Spears - 4, exarch, withdraw, star lance, skilled rider.
(60) Vyper - 1, shuriken cannon, shuriken cannon upgrade.
(174) Warp Spiders - 6, Exarch, twin spinners, power blades, withdraw.
   
Heavy Support – 13%
(195) Falcon - 1, scatter laser, vectored engines, holo field, spirit stones.

1499: 8 Scoring units, 43 Figures.


To reduce the list to 1000 points,
Drop the Warp Spiders (174)
Drop the StormGaurdians and their Serpent (277)
Drop the Vyper. (60)
« Last Edit: January 8, 2008, 10:34:37 AM by srintuar »

Offline Gutstikk

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #14 on: January 1, 2008, 11:50:11 AM »
Keep in mind that you needn't use the same reduced list in every game under 1500pts.

In a 1500pt match you would obviously use everything.
In a 1000pt tanke and hold, you would use your more resilient ir fast-objective-grabbing units.
In a 1000pt recon, you would select your fastest units. These might not be the same as those you would select in a 1000pt take and hold.

You might want to think about that, as smaller missions will allow you to select units from the whole, giving some flexibility. Also, while 1000 is the smallest mandatory size, this by no means suggests you should rule out a 1250 match, or a mission where a handicap could net you some extra points.

Consider these notions very carefully. Variety is the spice of life.

Offline moc065

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #15 on: January 3, 2008, 07:10:44 PM »
Submitted for igbunker, who PMed me his list.

Igbunker / Breaga Hela-Finnail "Decieving Agility of Agression"

HQ, 22%
(123) Farseer – 1:  Jet bike, mind war, Runes of Warding, singing spear
(205) Fuegan – 1: 

Elites, 5%
(80) Fire dragons – 5:

Troops, 43%
(139) Jet bike squad - 4: Jetbike Warlock, Enhance, Singing Spear , and 1 Shuri-cannon.
(139) Jet bike squad - 4: Jetbike Warlock, Enhance, Singing Spear , and 1 Shuri-cannon.
(129) Dires Avengers - 6: - Exarch, power weapon & shimmershield, Blade storm and Defend.
(168) Pathfinders - 7

Fast Attack, 9%
(70) Vyper – 1: Scatterlasar and Shuri-cannon
(75) Vyper – 1: Bright Lance

Heavy Support, 24%
(185) falcon – 1: Pulse, shuri-cannon, cat,  holo feilds, S-stones, and V-engines
(185) falcon – 1: Pulse, shuri-cannon,  cat, holo feilds, S-stones, and V-engines

Total- 1498, 9 Scoring Units, 32 Figures. 

I'll get him to repost with names, storyline etc later on. And igbunker, we still need a name for your host (although I did give it one), and if I made any mistakes; please forgive me, it was late at night.

CaHG
« Last Edit: January 4, 2008, 06:09:53 AM by moc065 »
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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #16 on: January 4, 2008, 12:50:38 AM »
Here is my list:
1k/1500
HQ 15/10%
153-Farseer with jetbike, spear, stones, guide, doom
Elite 11/8%
113-6 dragons; one upgraded to exarch with Dragons Breath Flamer & crackshot
Heavy 21/27%
205-Falcon with Scatter laser and shuricannon upgrade; Holo, stones and VE
190-Prism with shuricannon upgrade, holos, stones and VE
Fast Attack 7/5%
70-Vyper with Scatter laser and shuricannon upgrade
Troops 46/51%
76-3 jetbikes with shuricannon
76-3 jetbikes with shuricannon
152-10 avengers with exarch, dual cats and BS
150-Waveserpent with stones, VE and EMLs
152-10 avengers with exarch, dual cats and BS
150-Waveserpent with stones, VE and EMLs

---------
995/1488


1k list has 6 scoring units, plenty of firepower, 3 jetbike units, 1 vyper and transports for the both of the 2 infantry units.  The 1500 list only adds 2 units, but they add alot of firepower and 2 more fast scoring units.  Everything in the list can move up to 24" on it's own or in a transport.
Mordekiem

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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #17 on: January 4, 2008, 06:33:31 AM »
Here is what I submitted to Gutstikk for your list Mordekiem:

Mordekiem / Tiusich Dinillainn “Honoured Protectors”

HQ 10%
(153) Farseer –1: Jetbike, spear, stones, guide, doom.

Elite 8%
(113) Fire Dragons –6 ; Exarch with Dragons Breath Flamer & crackshot.

Troops 51%
(76) Jetbikes –3: shuricannon.
(76) Jetbikes –3: shuricannon.
(302) Dire Avengers and Wave Serpent – 11: exarch, dual cats and BS; serpent with stones, VE and EMLs.
(302) Dire Avengers and Wave Serpent – 11: exarch, dual cats and BS; serpent with stones, VE and EMLs.

Fast Attack 5%
(70) Vyper –1: Scatter laser and shuricannon.

Heavy 27%
(205) Falcon –1: Pulse, Scatterlaser, shuricannon, HF, stones and VE.
(190) Prism –1: shuricannon, HF, stones and VE.

Totals 1487, 8 Scoring Units, 38 Figures.

Your math was pretty close (total was off) and I gave it a name for your, I hope you don't mind. Anyway..... This is the format I would like you to modify your list to fit, but you can still put in your 1K division if you like.

Thanks for all your patience so far guys, and thanks for the lists... this puts us at 6 players registered with lists, so every game will be important. Good luck to every one and remember.

Eldar Rule !

CaHG
« Last Edit: January 4, 2008, 07:36:49 AM by moc065 »
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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #18 on: January 4, 2008, 07:32:17 AM »
One last request guys, Please go through your posts in this thread and clean up your lists... also if there are any unnecessary post you ahve in here, simply drop them.

igbunker, you should also add post with your list so its in your name not mine.

I have contacted Volo, so hopefully we will be a host of 7 instead of 6.... and how would you guys fell about late arrivals to the campaign? Yes, No, Why or why-not.

CaHG
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Re: The Wildriders call to arms, Saim-Hann Campaign notes
« Reply #19 on: January 6, 2008, 07:58:14 PM »
Fisrt few posts are updated for Week 1, Check them out plese.

CaHG
Join POC: Saim-Hann
or Read the Guide to Eldar
or read the Guide to Necrons


And Click here if you like Magic The Gathering

 


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