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i was just wondering how some of you used your swooping hawks, i have never taken them and i'd like to try them out. With their high point cost and low armor/toughness how do you keep them alive long enough to get to that tank you wanna take out? and after assaulting that tank i'm worried that they'll get shot to pieces and assaulted in my opponents turn. how well have your swooping hawks worked against tanks? what roles besides tank hunting have you used them for?
They are pricey and lack punch to break armour on MEQs, as tank hunters they are moody as they are not difficult to kill and cant charge the turn they deep strike
the main use for hawks at the moment appears to be take a small unit, give it an exarch with skileap and nice to have a gun with 6 shots, then deep strike, drop a grenade pack, then immediatley skyleap and DS next turn, repeat until end of game when you deep strike on to an objective or table quarter
result a lot of big templates, not horrific against Chaos, marines or necrons, but rather painful for IG, Nids or any light troop/hoard army
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sorry to budge in with a question but do the swooping hawks rule say that for example they come in turn 2 then cant leave till turn 3 then ds on turn 4. I was just wondering cause this dousn't really seem that impressive since theyll only be able to do it maybe 2 times.
"They shall all taste OBLIVION!,.....which tastes like Red Bull, which is disgusting."
That same question has been answered here: http://126.96.36.199/~librariu/foru...hlight=Skyleap
The short of it is that yes they can. Im not sure when you use skyleap though... I get the idea from the thread and Chered's above post that it is after the shooting phase, but I think it should be in the movement phase as it makes more sence... will look into it later when I get home...
I'm not a huge fan of Skyleap because a squad of Swooping Hawks can generally do more damage to a unit by shooting it rather than relying on a grenade pack.
I take a unit of 7-8 Hawks, and an Exarch w/ a sunrifle. This unit is really great at engaging lightly armored enemies through shooting, and if you have the 5 points to pay for Intercept they can be a threat to anything (though intercepting a vehicle is risky not only because of the potential explosion, but because your squad will be open to return fire afterward).
I still take Skyleap for versatility, though I don't use it every turn. It's good if you need to Deep Strike but the mission doesn't allow for the rule: just set up the Hawks in hiding and jump them off the table in the first turn. It's also good if you need to get to another side of the board quickly, and since the Hawks have a very specific list of targets the Skyleap power is great for getting them in a place where they can engage the enemy against whom they'll be most effective.
The one problem I'm having with Swooping Hawks (apart from the fact that they are fagile) is judging the range to enemy targets. The 24" range is really nice to have, and if you're clever you can position the Hawks in such a way as to prevent return fire, but I've only used them in a handful of games and so haven't become too adept with range guestimation yet.
IF you play to win (AKA powergame) then you just yoyo
If you play it fluffily then you DS, and use the grenade pack to take out most of a unit, landing in a place where that unit is the only one that can shoot you, you then finish it off with your shooting and move on, either by moving or using skyleap)
problem is the yoyo is probably the killer, which is why they are as prone to abuse as they were in the old codex - as an exarch delivery system
Everything you have been told is a lie!
I would try not to DS to start with playing either way - I've been using hawks and find as soon as they drop in they get blasted by something. I find it's better to start them on the table and clear some room before trying to use skyleap regularly.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
ok i think i understand their role a little better now, and i can see that they'd definately be a threat to a low toughness/lightly armored army, and would probably be decent at taking out space marine scouts hiding in some woods, but what kind of tactics would you guys use if you were figting chaos marines, necrons, or a space marine army with no scouts? would you just try to hide them from getting shot or assaulted as much as you can and take a table quarter/ objective on turn 6? or would your tactics be the same?
I would probably employ swooking hawks as I would do normally against lower infantry armies. Their lasblasters may not be a amazing but they can pull their weight quite easily with a high volume of shots. Their 24" range does mean they can safely deep strike from a decent range unlike some other units who need to deep strike close to rapid fire. Remember you can land the big blast marker on top of whatever you intend your Hawks to shoot at so you can stack the damage.
As with the general theme with the Eldar army the Hawks will need support from the rest of the army, so when they deep strike they arn't alone, but if such a senario does happen and they come in too early you can just send them back up with skyleap.
Against vehicles I'd rate them better than what Cher lets on. They are equipped with Haywire Grenades and combined with an Exarchs Intercept skill they have a high chance of destroying a tank on the charge. Also because of their wings and fleet of foot ability they can for certainly engage a vehicle 19" away or up to a possible 24" (depending on the fleet of foot roll). So even if they can't assault on the turn they deep strike in I wouldn't under rate them just because they have a lower armour value than some aspects.
Skyleap is used in the movement phase. It seems you could use it each turn but would forfeit the shooting phase. Since you are relying on the reserve role each turn they would not be completely reliable. Their template is kinda wimpy so using skyleap each turn would make the squad into a fairly expensive, unreliable, low strength, unkillable artillery unit.