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I just started playing again and I broke out my swooping hawks which I have never used before because I wanted to try them out.
I used 9 man unit w/exarch ( I know expensive) anyway I had intercept and withdraw, I was having trouble with a landraider and so i deep striked my swooping hawks down behind it so I could assult it with haywire gernades. I was told by the other guys that once they have deepstuck that they cannot move at all all they can do is shoot. I couldn't find anything in the rule book so I would like to know if the is true because if it is, the swooping hawks are just going to be sitting there. They ended up getting charged and killed by his command squad.
My other question is when can you use withdraw, the rule seems to say that it can be used only in the movement phase. So is that my movement phase and/or the other guys movement phase as well? Cuz if I canm only do it on my movement phase the way i am reading it, is that you cant use them until turn 2, when held in reserve, they fight turn two but cant move, I can take them off the board on turn 3 with withdraw, and try and bring them back on trun 4 right? That means you dont get much use out of them during a 6 turn game, if you are lucky and you want to use withdraw you will only have them for half the turns, dosent seem very useful.
Any thoughts or tatics with them would be helpful, Thanks
Hi, welcome to one of the most underrated Aspect units in the book.
I use hawks all the time and they tend to work for me.
First off, to answer your questions, no you are not allowed to assault after you deep strike. So to get the best use out of the hawks deepstrike them behind cover then in your next turn jump pack them (12"), fleet them (+D6") and assault (+6"). The speed that they can move often easily surprises people who don't regularly face them (I still remember fondly when they got a first turn charge on an excorsist parked carelessly at the front of my mates deployment zone).
The unit I tend to run is 6 Swooping Hawks with an Exarch with Skyleap, Intercept and a power weapon, as well as an Autarch with a fusion blaster. This means that even with a bad scatter they still have a chance of popping a tanks with the fusion blaster, and the Autarchs improved reserve rolls rule is still in effect, making them much more likely to come back on.
As for skyleap you can remove the unit (and any attached autarchs) during your movement phase. Subject to normal DS'ing rules they aren't allowed down before 3rd turn so I often deploy them normally and if no better targets are available skyleap them and leave them off the board for turn 1 before attempting to deepstrike turn 2. By removing them at the start of your phase, and sneakily placing htem out of sight, your opponent can sometimes forget about them.
Also, don't be afraid to throw them away - if they tie up an enemy assault unit deep within their deployment zone then the hawks have just distracted the enemy and disrupted their attack allowing you to bring (most often) greater fire control and supremacy to the now piecemeal attack.
That's all I'm going to put now, as it is 1 in the morning and I should probably sleep before I go to work, I'll continue my thoughts and ramblings later if you are interested.
Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon
Thanks, I guess it makes sense to leave them on the board for turn one, I did just get an autarch with wings so maybe I will use him with them. I forgot that tehy can move that fast in onw turn as well. Appreciate the help.
One other question do you think that the sunrifle is worth the points? I like the pinning part.
keep in mind the sunrifle is assault 6, already pretty tasty. low strength but importantly, the exarch is BS2. that will make up for difficulty in wounding T4 troops.
after their initial arrival they are then free to attack whichever they need infantry or armour.
just make sure they stay safe. 21 points for T3 and 4+ save is expensive, and a certain amount of caution is very necessary. some eldar units can act alone, but these guys are not one of them. when suppported they can devastate enemy squads.0:
Fortes Fortuna Adiuvat
Thomo gave some very good advice (rep mate)
paddy, be very carefull, spraying things with hawks tends to have very little effect, low str and pants AP means Meqs dont tend to notice, the sunrifle and fusion gun will help a little but that is a lot of points to spend on killing 2 MEQs
Everything you have been told is a lie!
So what's the best way to support Swooping Hawks? I would think something that can keep up with them and provide the much needed close combat support they lack.
So with that in mind Shining Spears seem like the best option.
I like The idea of deep striking hawks near spears for the mutual support. The grenade packs and lasblasters can soften up an enemy unit for the devistating spear charge. On the following turn you can have thespears hit and run while the hawks intercept any vehicle or spray a unit with lasblaster/sunrifle fire.
the flexibility of hawks makes tehm dificult to support, they are better as the supporting or free basing unit, but ultimately given their kill power is very low, twining them with something like spears is a waste of spears which are better employed hunting tought, high points stuff that the hawks wont be able to hurt
Everything you have been told is a lie!
I find that Guardian Jetbikes work well with spears. Both are fast, but the jetbike are tougher and, with a warlock and enhance, can be better in melee. If you soften up an enemy with lasblasters the jetbikes may be able to take them. Doom on a jetbike farseer (to keep up) is a great idea as well. Dooming Space Marines makes the lasblaster better that str 4 (net effect.)
'An open mind is like a fortress with its walls unguarded and its gates wide open' -Blood Ravens
on a note of support with the autarch, ALWAYS REMEMBER HE HAS HAYWIRE GRENADES TOO! for fun split him from the squad and charge another vehicle, hes almost garenteed to stun it.8Y
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