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Made in gb
Regular Dakkanaut



Cardiff, South Wales

I'm picking up some swooping hawks (for completeness as much as anything) & I'm wondering if they are useful at all beyond deep strike & haywire grenading a Basilisk type tank who's hanging out at the far table edge before leaping into the distance.

Thanks for any advice given.
   
Made in ca
Regular Dakkanaut




For under 100pts 6 Hawks are amazing for their grenade pack alone. A large blast that ignore cover will really put he hurt on any GEQ lurking in the back, waiting to objective grab. The 18 shots after to finish them off doesn't hurt either. End game, if they are alive, the can also be used to contest objectives and/or Linebreak. Lots of utility for their points cost.
   
Made in us
Longtime Dakkanaut





Central Oregon

My wife's Hawks kill my nids pretty efficiently.

   
Made in us
Executing Exarch





The Twilight Zone

Swooping hawks are fantastic at several roles, and suck at almost all the others. The good news is, they fill niches that most eldar lists are lacking, or could use dedicated specialists in.

Always take at least six, as clarence said. The large blast will put a dent in any compact infantry unit, and when you throw in the lasblasters they will massacare anything not in power armor or better. Even against small units of MEQ(devastators, long fangs, etc) you can drop them with sheer number of shots, at a very affordable price. When hawks drop in, their first priority is to thin out hordes, or remove small/large units lurking in a hard to reach or hard to hurt area. If the hawks manage to survive, they can either continue to massacre footsloggers, or switch to their other specialty of haywiring heavy armor. If you use them to tank hunt, go after the biggest, nastiest, ugliest armor you can reach.

What makes hawks really good is their no scatter drop, allowing you to use them as a surgical knife, setting up for the 1-2 punch of infantry and armor. If possible, drop them out of rapid fire range so survivors can't dakka you back. Also avoid any Ap4 or better, such as heavy flamers on basilisk and chimera hulls. Use battle focus after you shoot to get them into cover, or further away from danger. If you think you need it, drop in close and throw a plasma grenade. On the next turn the hawks have a 14"-24" charge range, and with fleet expect closer to 24". If used correctly, hawks can disrupt and make their points back in spades. Sometimes they get shot to ribbons, but even then they draw fire away from the rest of your army. A few armies like draigowing, deathwing, guard parking lots, nurgle CSM, flying circus etc mitigate their impact, but even in these matchups they find a use. All for less than 100 points is an absolute steal.

One last thing to consider is the exarch. Getting Bs5 on the grenade pack and a 3+ save in the unit is worth it to me. I also like to spring for the sunrifle, so I have the Ap3 and ability to blind. It still comes in at a very affordable cost, but adds a lot more utility and impact. Leave it at home if points are tight, but I strongly suggest taking the exarch and rifle if you can afford.

This message was edited 1 time. Last update was at 2014/03/03 05:55:36


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

 Dr. Serling wrote:
On the next turn the hawks have a 14"-24" charge range, and with fleet expect closer to 24". If used correctly, hawks can disrupt and make their points back in spades.
You're sure?
I thought Jump-pack troops could only use their packs in EITHER movement OR assault.
But, as you didn't mention Hammer Of Wrath, I take it you mean to jump close, and charge from there. If using haywire grenades, that makes sense.

I agree with the Exarch and Sunrifle though. Even if you don't kill the unit you sheet, it doesn't matter if they can't hit you back.

6000 pts - Harlies: 1000 pts - 4000 pts - 1000 pts - 1000 pts DS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
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"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
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Made in us
Executing Exarch





The Twilight Zone

 Skinnereal wrote:
 Dr. Serling wrote:
On the next turn the hawks have a 14"-24" charge range, and with fleet expect closer to 24". If used correctly, hawks can disrupt and make their points back in spades.
You're sure?
I thought Jump-pack troops could only use their packs in EITHER movement OR assault.
But, as you didn't mention Hammer Of Wrath, I take it you mean to jump close, and charge from there. If using haywire grenades, that makes sense.

I agree with the Exarch and Sunrifle though. Even if you don't kill the unit you sheet, it doesn't matter if they can't hit you back.


The hawks are fleet, meaning they can use their jump packs to move, then use fleet to re roll charge range. I know I was not specific, but I meant when you charge tanks and use the haywires. The hammer of wrath works in a pinch, say you have 1-2 models left in a unit you shot up, and your close.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
 
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