View Full Version : Swooping Hawks
15th May 2009, 04:06
My friend wants to start Eldar and he really likes the Swooping Hawks models. My question is, are they any good? and what kind of army works best with them?-mech?
Just let me know what you think of Swooping Hawks. Trying to see if they are any good. Thanks.
15th May 2009, 05:18
The models look really cool. They can fulfill both anti light infantry and anti tank. give the skyleap and they become a deadly unit. Every turn that they deepstrike, they drop a template and then the haywire grenades are decent at killing tanks too.
15th May 2009, 18:37
They would prob work fine in a mech force as they end up being used as rubber hawks anyway but they seem to excell versus hordes with the pretty beastly, if weak, fire power they can pump out but with the deepstrike scatter rules it gets risky. Bahroth(sp) is a waste of points though imo
3rd July 2009, 22:16
When the Hawks come in from reserves, do you need to roll scatter for their template?
3rd July 2009, 22:40
swooping hawk grenade pack has its own special scatter rule.
a) yes it scatters
b) doesn't scatter like normal blast weapons
12th July 2009, 20:45
Although the grenade pack isn't really worth it in my opinion, because they could be more effective just chasing a tank or shooting the unit that their grenade pack is trying to dent.
12th July 2009, 21:43
that depends on how you use your Hawks.
5 hawks (with or without an Exarch) that DeepStrike in once, the grenade pack is quite a boost since it can be placed anywhere on the table.
10 hawks with exarch; sure in the grand scheme of the game they can do more damage directly.
1-2 sets of 5 hawks with skyleap exarchs is awesome when used properly* against horde and turtle lists. (*usually requires an autarch somewhere in the list to help reserve rolls) Horde gets a slight advantage of being about to restrict landing zones, but if you can't make a decent landing zone then the rest of your list is probably not doing its job.
hint on using grenade pack via rubber-hawks.
-Moral Tests are for any phase you take 25% or more casualties (except when in close combat).
- Grenade pack is great to use on squads that are already falling back. If you cause enough causualties they with fallback again since they auto-fail moral; against turtle armies this is usually enough to push them off the board (or you just hit them again in the shooting phase for another 25%).
-When your not bombing the back lines of your opponent's army (or if your farseer is in that deep). Drop grenade packs on Doomed units to help improve its damage. But be mindful of accidentally causing that moral check, if the doomed unit falls back it might outstretch other units that wanted to hit it in the shooting phase.
12th July 2009, 22:18
Was thinking of a 8 Strong Hawks unit with Baharroth, including a Exarch with the Str 5 Rifle...forget it's name. Ended up too expensive. Still considering Baharroth.
Basically a torrent unit, but it does suffer from being caught outside with a 4+ Save, and nowadays, that ain't fun. They're good at stalling tanks, but not killing them per-se.
14th July 2009, 17:22
cant it deepstrike and leap in same turn, if so they can never be shot so are awsome
14th July 2009, 17:44
Yes they can but, you would be putting a lot of points into a unit that can't do too much.
16th July 2009, 12:31
They'll be good in Planetstrike :P The bombs start hitting on turn one.
Normally, I think they work well if you focus on the infantry, then if you still have them at the end, go for a quick Tank kill with Haywire grenades.
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