With Warhammer 40K 9th edition few weeks away, how do I anticipate my Saim-Hann warhost playing?
A few definitions first, followed by an autarch approved attack plan.
Certainly there is no right or wrong way to play Saim-Hann, the craftworld has all the same units as all the others, just painted red, in addition to the various aspect warriors.
In building a narrative army I wanted to focus on the two well known units of the craftworld- jetbikes, vypers, and grav-tanks- get as many of these on the table depending on the size of the game.
In the past editions of 40K this lead to the tactic of phase overload- putting all my units on the table that excel in one area of the game- the movement phase, and using that to isolate and destroy opposing units.
Fast, hostile, aggressive.
Something only Ravenwing players could understand.
Equally important was the use of psychic powers- space elf magics that could take advantage of the speed and be in the best position on the table to unleash those powers.
My plan for 9th is to run the list in very much the same way.
But what about the changes to the rules?
I expect most of them to be tweaks or updates with a more command points added.
BUT, if there are any radical changes, like different flight modes for jetbikes or grav tanks, that will be the starting point of any radically new tactics- how can I use them, especially if the primary missions of the game changes?