The main problem with this list is that it has almost no way of dealing with any kind of armour. Jetbikes have to reserve otherwise you are out of the game turn 1, which just leaves the 2 Prisms on the board as very obvious targets. They will get 1-2 turns of shooting if they are lucky. This means you are left with the 2 Fusion Guns + the Hawks with Haywire Grenades on the off chance they get to combat (which would require them to last a turn on the battlefield which isn't going to happen) which is b. With most people taking transports they could just safely drive everything to the objectives, laughing at your silly yo-yo Hawks attempts to hurt them before completely smashing them turn 5 when they actually have to land and fight. In a KP missions they kill your Prisms, chase your jetbikes off and then sit on their lead as you have no real way of getting that many KPs back in a limited number of turns. Even against an infantry or semi mech list the Hawks won't generate enough meaningful damage on infantry as they will see it coming and really spread out. If you really want to take Hawks I would just go with 3 minimum sized units, you are mostly just using the Grenade Pack so have no need for a full unit. They are still expensive and won't do a huge amount of damage, but fortunately none of the other Eldar FA slots are definite must have units so you can just take them as a disruption unit and see what happens.
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