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Thread: Swooping Hawks

  1. #1
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    Swooping Hawks

    'Ello

    I went to my local GW to buy my friend a box of swooping hawks. While in there, I realised just how wonderful models they have. I couldn't help but to buy myself a box, too, and went straight into painting. I also based them with a piece of metal stick, to make them look as gliding through the air with their sleek, elegant wings.
    Ok, cut to the chase; I was thinking of an army, with the most aspect shown being the Swooping Hawks. I don't mean all FA slots full of 10 hawk squads, but like, 2 squads of 6, just for the loks and fun of it. The question is how will I be able to get the most out of them. I don't care if they suck or not, but should I use them for tank hunting? they're fast and manoeuvrable and the haywires do the job good. On the other hand they're also awesome against infantry, with multiple shots and the grenade pack. Help me out here! Thanks

    Sorry for the huge chunk of letters


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    LO's Shadow Captain Lost Nemesis's Avatar
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    If you want your opponents to hate you, use the squads of 6 as you say and take an Exarch with Skyleap. A grenade pack dropping on your enemies every turn, just about.. very nasty. You could also take an Autarch somewhere else in the list so they get a +1 to their roll to come in. You can Deep Strike, lay the grenade pack, then Skyleap back into the air all in the same turn, as per the 5th edition Eldar FAQ (linked in the Eldar Index stickied at the top of this forum).

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    It could annoy my opponents and freak them out. Can they deep strike, shoot, and then jump back to the skies in the same turn? I found no restrictions to this in the codex (or my bad english didn't). And my Hq will definetly be an Autarch. I'll use the Baharroth model. Thanks nemo!

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    830 (x8)

    Quote Originally Posted by Clearasil View Post
    It could annoy my opponents and freak them out. Can they deep strike, shoot, and then jump back to the skies in the same turn? I found no restrictions to this in the codex (or my bad english didn't). And my Hq will definetly be an Autarch. I'll use the Baharroth model. Thanks nemo!
    You can do that indeed; it was a hot topic for a long time, people saying you can or you can't, etc., but if you check out the FAQ, it says you can do it in the same turn. That ends that debate.

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    Unfortunately skyleap has to be done in the movement phase. So no you can't shoot and then jump back into the sky. If you wanted you could land, drop a grenade, and leap up again, but that's a bit silly. The biggest issue is that when u land from deep strike your models are in base to base contact and very vunerable to blast templates. You could run them in the shooting phase to disperse them.. but if that's the case why not skyleap? So most will let them shoot and risk the return fire, then move and shoot next turn, perhaps enroute to assaulting a tank etc. I would make my list extremely mobile if i had two units of them. Say, a unit of warp spiders, two unites of jetbikers, some mounted fire dragons, etc.

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    Yes, my army will consist of multiple Wave Serpents and medium range specialists like Spiders and Dragons. I'm still thinking wether to include 2 units or not, but I'll post the list soon

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    Sorry about that, didn't catch the "shooting" part of that post. You can't shoot with them and use Skyleap in the same turn, as Skyleap (as said) happens in the Movement phase. But why is there no point in dropping grenade packs then Skyleaping? You essentially have an impossible to kill unit dropping templates every turn, until you want to use them for something else. Not bad at all.

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    I personally like to use Hawks as long range harrassment against lightly armored infantry with limited range on their guns i.e. spinegaunts, orks, and even IG if you've got good cover. An Exarch with a Sunrifle helps you lay down pretty good firepower, and coupled with 24" assault guns, that means you should generally have the inititive when it comes to shooting first, and as long as you're not expecting to drop masses upon masses of Space Marines every turn, you should be okay. A secondary and tertiary role includes going after tanks and skimmers with their long movement and intercept, or as a pre-emptive assault unit. Really all three options for the Exarch make pretty even choices. A Sunrifle is good against things like nids, a Hawks Talon adds a little more punch against orks, and a power weapon helps to even the odds a little in close combat. Of course, if you're going to just jump and dump with them, you don't really need to church up the Exarch with fancy guns.

    I wish they were a little bit harder hitting, but its one of those things I take because I like the models and the fluff, so I'm willing to compromise a bit on effect.
    I think you need to spend more time on your floor.

    2500 Black Templars
    7-3-3

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    Also look at the wargear options that the Exarch can take, with Doom Swooping Hawks shooting is deadly to non-MEQ armies (especially IG). Personally I like the Sunrifle, as Assault 6, Pinning is nasty against anyone (especially with doom).

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