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.