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Made in de
Ragin' Ork Dreadnought






Ingelheim am Rhein, Germany

My brothher has a bunch of them and they always do only one thing: Flying around, shooting Orks/Marines/Deamons but not hard enough, so they die when its the enemys turn. My question: is there a pecial way of using them? Or are they jut crap

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Made in us
Sneaky Sniper Drone




the great white north

the latter i fear.

Tau theme song: jump around 
   
Made in pl
Kelne





Warsaw, Poland

Just use their points for something else. Awful models, awful rules.
   
Made in us
Pestilent Plague Marine with Blight Grenade





They are pretty bad, but if your brother feels the need to field them, the best way is in squads of 5 with an exarch, using skyleap. You can have them skyleap the turn they deepstrike, causing a yo-yo effect, dropping grenade packs everywhere. If he does this strategy he'll want to leave them on the field turn four (or five if he wants to risk it) and have them try and contest objectives.
   
Made in se
Implacable Skitarii




Sweden

Aye, one of the sweetest models but unfortunately they are pretty much crap. I love the concept of flying around and dropping haywire grenades and then taking off again but they dont work that way. Basically you're paying 22pts for a model that has the same survivability as a guardsman.

WH40k - Blood Angels, Eldar 
   
Made in gb
Proud Phantom Titan







.... As some one who has used them and had success here's how you do it.

The unit should be no more then 5 man strong. They will always deep strike (for the blast)(behind cover if possible) and turn after they arrive they will make a 19-24" move (M=12",S=D6",A=6") and will try to kill an expensive tank.

The goal of this unit is to be a target rather then another of your units. They will die, but i always think of Vultan form flash Gordon ... "Second wave DIE!" (could have been dive but really it amounted to the same thing)
   
Made in de
Ragin' Ork Dreadnought






Ingelheim am Rhein, Germany

Tri wrote:.... As some one who has used them and had success here's how you do it.

The unit should be no more then 5 man strong. They will always deep strike (for the blast)(behind cover if possible) and turn after they arrive they will make a 19-24" move (M=12",S=D6",A=6") and will try to kill an expensive tank.

The goal of this unit is to be a target rather then another of your units. They will die, but i always think of Vultan form flash Gordon ... "Second wave DIE!" (could have been dive but really it amounted to the same thing)


Hey, if you look at it that way they ARE effective! I do waste alot of fire on them, so they serve at leat one purpose . Sadly i only have one expenive tank wich will be wrecked before the hawks get to do anything. the demon guy doesnt have tanks, and if the sm guy is with we will play apoc an theyll be on one team. Well, maybe my bro should get something else for the points, even though he loves the models.

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Made in gb
Proud Phantom Titan







MrMerlin wrote:Hey, if you look at it that way they ARE effective! I do waste alot of fire on them, so they serve at leat one purpose . Sadly i only have one expenive tank wich will be wrecked before the hawks get to do anything. the demon guy doesnt have tanks, and if the sm guy is with we will play apoc an theyll be on one team. Well, maybe my bro should get something else for the points, even though he loves the models.
105pts that has killed me more monoliths then i care to mention. I can't wait till they get new rules like the dark eldar Scourge did.
   
Made in us
Sneaky Striking Scorpion



Minneapolis

Hey, if you look at it that way they ARE effective!


No they aren't. They're like a whirlwind that doesn't ignore cover.

I've used them quite a bit, and rather like them. They're a skirmishing trouble shooter. They have long enough effective range that they can stay out of a lot of reprisal range that isn't by unnecessary firepower (lootas, devastators, predators etc), and generally are low on the threat list. They're better used in a hybrid/infantry force so that there are other infantry to be shot at.

Of course, this means they aren't that competitive. But that doesn't mean they're hopeless. Don't expect them to accomplish anything on their own, but use them to support a squad that needs it that turn. Also, haywires aren't useless either. Even just disabling a tank can be effective.

I would recommend staying away from the skyleap constant jumping up and down. It is in no way worth the cost. Rather, look at the grenade pack as a bonus when they deepstrike, and use skyleap to get yourself out of trouble, or keep you off the table if you come on too early.

Overall, just try to stay at range, and lend support to people who need it. They have extreme mobility and so can apply pressure basically wherever it's needed (not a lot of pressure, but a bit of help). I run mine as a squad of 7 with an exarch with sun rifle and both powers. This means they aren't horribly expensive (just under 200 points), have enough shots to do some damage, especially if shooting at a doomed squad, as well as have a chance for pinning (VERY nice when it goes off). They also have enough haywires that they should be able to do some damage to tanks, even if it's just immobilizing or taking off the main gun. Plus, they have enough models to be able to take a few casualties, as well as have ablative wounds for the expensive exarch.
   
Made in gb
Proud Phantom Titan







Ail-Shan wrote:This means they aren't horribly expensive (just under 200 points).
.... Yep used to run them like that but sticking to 5 man no upgrades they're a much more reasonable price. If I did take the exarch then the only thing I would give him is incept.

I don't bother with skyleap, they just deep strike the once if possible shoot something and next turn try to kill a tank. They arrive later in the game and normally are still a low priority target. However they've contested objective and generally helped me tidy up the board (Drop pods and other non-threatening vehicles)
   
Made in us
Sneaky Striking Scorpion



Minneapolis

Well the main advantage of skyleap is it gives you options. You can start on the table. You can start on the table and then jump on the first turn if your opponent deploys in such a way to threaten them. You can come on from the table edge (which isn't a bad idea if you think your opponent will be coming to you. It allows you to assault tanks when you come in), and if there's nothing good, you can jump. If you deepstrike too early or into a bad position, you can jump. It gives you a lot of control in a game where there otherwise isn't a lot.

And I love the sunrifle because it really makes use of the Exarch's high BS. Should get 5 hits a turn with it.
   
 
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