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bearing in mind most of my enemys are near enough all infantry and im thinking of getting the pheonix lord for the swooping hawks... I prefer swooping hawks but theres a chance I could get both but whitch one first???
I think Warp Spiders are better against infantry, the amount of high strength shots they can put out should mean they score a lot of wounds and they have the speed of the hawks but more firepower. As it sounds like you wont miss the anti tank haywire grenades the hawks have I'd definately take the spiders.
personally i'd avoid either. I have in the region of 27 swooping hawks, tho only 5 warp spiders, but haven't found a useful way to field either of them yet. The warp spiders are preferable, their s6 shooting can at least do something to armour and the jump packs allow them to escape out of assault range after shooting. The 3+ is also a very noticable improvement on the 4+ of the hawks. Hawks seem to struggle to kill anything. hitting on 3+ wounding on 5+ isnt exactly great without doom, but doom is best employed elsewhere (banshees etc) and why would you shoot a bunch of s3 shots at something you're about to slaughter with banshees anyway. The only real use i can see for hawks is DS/Skyleap every turn making use of the grenade pack, but at 132 points per unit for that, it's pretty damn expensive.
you have to play warp spiders to get how good they are, they are the only mainstay in my army. high volume of high strength shots coupled with 12'' movement and a warp jump move and a good save make spiders invaluable with staying power. i still try and use hawks as i love the idea of jumping in dropping a grenade pack shooting and then getting out of there with skyleap,but, in practice they get shot up easily and thier impact is negligible in most of my games.
the only reason, and i stress the only part, warp spiders are not in my list is because of the theme. i had to fight my guy a lot not to include them.
the reason you don't see warp spiders in a lot of the more competitive lists is because these lists are most of fully mech, which leaves no pace for jump infantry.
they work well in mixed or footslogging lists.
they are fast, have a good save, have an excellent rate of fire with good strength shots - meaning meq, geq, AV10 and av11 are all viable targets and have a bit of a punch in cc thanks to power blades and hit and run. all in all, they are one of our top tier units.
i didnt mention halve my enemy is ork sluggas so know whats your answer???
Even with AP-, Warp Spiders are twice as effective at killing Boyz, and also have a better save to be able to weather the return fire. The Grenade Pack will help with evening out their killing ability, but that's only one turn, and the Hawks are still going to die quicker. Pumping out 22 S6 shots a turn brings a versatility at killing tanks and all kinds of infantry that's really hard to replace. Spiders are really a great unit, and Hawks are simply lackluster.
jack glover you really have to understand that what works in theory from the rulebook doesn't always translate into games. in theory the hawks make perfect horde killers but in practice it doesnt quite cut it.
Totally agree with Mulelock, they just don't cut it, the S6 as opposed to S3 makes all the difference. I don't think the hawks have ever justified their cost in any game, maybe once when they took out a tank with haywire grenades.
If you want to beat an ork horde, get something they can't hurt, like more Wave Serpents/Falcons/Vypers. (IMO that is pretty much the name of the game against all matchs up. Have to many skimmers to kill quickly, roll up one flank, pick off some things throughout the game, tank shock objectives).