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		<title><![CDATA[Latest posts for the thread "New rule for Swooping Hawks"]]></title>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ While I think swooping hawks may have been improved in the new codex, I still think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> missed a trick with them (one that was mentioned kinda in Baharroth's fluff though).<br /> <br /> Therefore, I propose the following rule:<br /> <br /> Intercept: Each model in a unit composed entirely of models with this rule may make a single attack against a flier in the assault phase using their haywire grenades.<br /> <br /> Due to the speed of both the Swooping Hawks and their target, these attacks only hit on a 5+.<br /> <br /> For each roll of a 1 to hit when making these attacks the unit must make an armour save or take a wound as they misjudge their descent and collide with the flier or get caught in an air take or similar.<br /> <br /> Baharroth makes D3 attacks with haywire grenades instead of 1 when using this rule.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 12 Jul 2013 12:26:14]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ Would be a great rule to see put in.  A lot of people thought Hawks should have some sort of anti-flyer before the Codex was even close to dropping.  It is a shame <span class="glossaryitem" onmouseover='gp(50);'>GW</span> chose to give us things like Warp Spiders and PewPewSerpents to deal with <span class="glossaryitem" onmouseover='gp(805);'>AA</span> instead of actual proper <span class="glossaryitem" onmouseover='gp(805);'>AA</span> choices.  Makes for the weaknesses in the current internal balance <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.]]></description>
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				<pubDate><![CDATA[Fri, 12 Jul 2013 13:31:04]]> GMT</pubDate>
				<author><![CDATA[ Farseer Faenyin]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ I would be let anyone use this rule against me, though I'd ask for it to only hit on a 6 or they mess up on a 1-2.  I figure equal odds for an extra ability would make them not cost any points.  Baharroth would only mess up on a 1 though due to his skill.<br /> <br /> I'm surprised that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> didn't include this.  It's fluffy, awesome, and encourages people to use new models.]]></description>
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				<pubDate><![CDATA[Fri, 12 Jul 2013 13:42:39]]> GMT</pubDate>
				<author><![CDATA[ rabid1903]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ OK rabid, that sounds fair. Hit on a 5+ and take a wound on a 1-2. Baharroth only on a 1 like you said.<br /> <br /> I might see if my local gaming group will let me playtest this once I have some hawks.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 12 Jul 2013 15:09:53]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ Kinda like vector strike, with gets hot...]]></description>
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				<pubDate><![CDATA[Fri, 12 Jul 2013 16:05:09]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ I would basically use the rules for Hawk Strike (Apocalypse Reload, page 32) from Baharroth's Tempest, with a few changes;<br /> <br /> At the beginning of your turn, a unit of Swooping Hawks can intercept one enemy flyer within 12". Move the models into base contact with the flyer. Any model wishing to strike the flyer must first pass an Initiaitve test. If the test is failed the model suffers one wound with no armour saves allowed. Any model that passes can attempt to attach haywire grenades to the flyer hitting on a 6+. Swooping Hawks who intercept cannot fire their weapons or declare an assault that turn.]]></description>
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				<pubDate><![CDATA[Sat, 13 Jul 2013 17:35:56]]> GMT</pubDate>
				<author><![CDATA[ Happyjew]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a3fae5798e2295f4eb6d8384a609c52d.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/539364/5841379.page"><b>Happyjew wrote:</b></a><br/>I would basically use the rules for Hawk Strike (Apocalypse Reload, page 32) from Baharroth's Tempest, with a few changes;<br /> <br /> At the beginning of your turn, a unit of Swooping Hawks can intercept one enemy flyer within 12". Move the models into base contact with the flyer. Any model wishing to strike the flyer must first pass an Initiaitve test. If the test is failed the model suffers one wound with no armour saves allowed. Any model that passes can attempt to attach haywire grenades to the flyer hitting on a 6+. Swooping Hawks who intercept cannot fire their weapons or declare an assault that turn.</div></blockquote><br /> Seems a bit of a long shot. You're needing a 2+, then a 6+, then another 2+ to put a single glancing hit on a flyer. ]]></description>
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				<pubDate><![CDATA[Sat, 13 Jul 2013 17:41:04]]> GMT</pubDate>
				<author><![CDATA[ The Shadow]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/eaaddc2f2263164bf921d7a32307a69b.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/539364/5841389.page"><b>The Shadow wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a3fae5798e2295f4eb6d8384a609c52d.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/539364/5841379.page"><b>Happyjew wrote:</b></a><br/>I would basically use the rules for Hawk Strike (Apocalypse Reload, page 32) from Baharroth's Tempest, with a few changes;<br /> <br /> At the beginning of your turn, a unit of Swooping Hawks can intercept one enemy flyer within 12". Move the models into base contact with the flyer. Any model wishing to strike the flyer must first pass an Initiaitve test. If the test is failed the model suffers one wound with no armour saves allowed. Any model that passes can attempt to attach haywire grenades to the flyer hitting on a 6+. Swooping Hawks who intercept cannot fire their weapons or declare an assault that turn.</div></blockquote><br /> Seems a bit of a long shot. You're needing a 2+, then a 6+, then another 2+ to put a single glancing hit on a flyer. </div></blockquote><br /> <br /> Small change:<br /> Intercept: At the beginning of your turn, a unit of Swooping Hawks can intercept one enemy flyer within 24". Move the models into base contact with the flyer. Any model wishing to strike the flyer must first pass an Initiaitve test. If the test is failed the model suffers one wound with no armour saves allowed. Any model that passes can attempt to attach haywire grenades to the flyer hitting on a 6+. If the unit contains an Exarch, any model wishing to attack hits on a 4+. Swooping Hawks who intercept cannot fire their weapons or declare an assault that turn.<br /> <br /> As I said this is based off of the special rule from Baharroth's Tempest, with the only difference being shorter range (originally 48"), and all units being within 6" of Baharroth.]]></description>
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				<pubDate><![CDATA[Sat, 13 Jul 2013 17:57:41]]> GMT</pubDate>
				<author><![CDATA[ Happyjew]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a3fae5798e2295f4eb6d8384a609c52d.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/539364/5841426.page"><b>Happyjew wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/eaaddc2f2263164bf921d7a32307a69b.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/539364/5841389.page"><b>The Shadow wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a3fae5798e2295f4eb6d8384a609c52d.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/539364/5841379.page"><b>Happyjew wrote:</b></a><br/>I would basically use the rules for Hawk Strike (Apocalypse Reload, page 32) from Baharroth's Tempest, with a few changes;<br /> <br /> At the beginning of your turn, a unit of Swooping Hawks can intercept one enemy flyer within 12". Move the models into base contact with the flyer. Any model wishing to strike the flyer must first pass an Initiaitve test. If the test is failed the model suffers one wound with no armour saves allowed. Any model that passes can attempt to attach haywire grenades to the flyer hitting on a 6+. Swooping Hawks who intercept cannot fire their weapons or declare an assault that turn.</div></blockquote><br /> Seems a bit of a long shot. You're needing a 2+, then a 6+, then another 2+ to put a single glancing hit on a flyer. </div></blockquote><br /> <br /> Small change:<br /> Intercept: At the beginning of your turn, a unit of Swooping Hawks can intercept one enemy flyer within 24". Move the models into base contact with the flyer. Any model wishing to strike the flyer must first pass an Initiaitve test. If the test is failed the model suffers one wound with no armour saves allowed. Any model that passes can attempt to attach haywire grenades to the flyer hitting on a 6+. If the unit contains an Exarch, any model wishing to attack hits on a 4+. Swooping Hawks who intercept cannot fire their weapons or declare an assault that turn.<br /> <br /> As I said this is based off of the special rule from Baharroth's Tempest, with the only difference being shorter range (originally 48"), and all units being within 6" of Baharroth.</div></blockquote><br /> <br /> I don't really like the focus on the exarch to give the squad intercepting capabilities, and also on The Shadow's comment on slightly off probabilities. I was thinking of incorporating this with deep striking Hawks, something like this:<br /> <br /> Intercept: A unit of Swooping Hawks coming in from Deep Strike may intercept one enemy flyer within 12" of the Hawks' landing position. Any model wishing to strike the flyer must first pass an Initiaitve test. If the test is failed the model suffers one wound with no armour saves allowed. Any model that passes can attempt to attach haywire grenades to the flyer hitting on a 5+. The Exarch hits on a 4+. Swooping Hawks who intercept cannot fire their weapons, throw a Grenade pack or declare an assault that turn.<br /> <br /> This, on average, gets 1.5 glances for a squad of 6 hawks with 1 exarch when coming in. I don't know, do you guys think this is balanced? Is the deep strike link completely insane or what? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 09:57:40]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ I think this version of the rule works pretty well.<br /> <br /> The high initiative of the hawks means you shouldn't fail the test often but when you do it's a dead model so there is a definate sense of risk vs reward.<br /> <br /> It makes sense that the hawks do this on deep strike as they would be dropping from above onto the flier. I think they should maybe have the option of assaulting the flier on turns they don't deep strike though.<br /> <br /> I like the idea that the exarch has a better chance of hitting than the squad. I would make Baharroth hit on a 3+ for the same reason and maybe be immune to the initiative test.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 11:31:27]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ Great, seems intuitive, viable and cool.<br /> <br /> Dear <span class="glossaryitem" onmouseover='gp(50);'>GW</span>,]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 13:38:00]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New rule for Swooping Hawks</title>
				<description><![CDATA[ They made it this way so they could sell more Crimson Hunters.]]></description>
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				<pubDate><![CDATA[Sat, 14 Sep 2013 21:08:29]]> GMT</pubDate>
				<author><![CDATA[ Seerpath]]></author>
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				<title>New rule for Swooping Hawks</title>
				<description><![CDATA[ Fliers are pretty much one of the cash cows of this edition, right next to Wraith Knights and Tau Riptides.<br /> <br /> Being more survivable than tanks and twice as deadly can only reasonably be explained so far...<br /> <br /> My friend and I have an eternal debate going, however, as to whether its greed or incompetence with the flyers.<br /> <br /> However, as for the topic at hand, it makes sense for the Exarch to be the one to hand this power out to his squad.  Regular Swooping Hawks are essentially Eldar who really like Red Bull (it gives you wings!).   But only someone who's entirely lost himself to flying could possibly hope to intercept a flyer with a jet pack reliably enough to plant a grenade on the hull.  I doubt they could honestly keep up with them in speed, so they'd have to, essentially, fly into their likely path and then either throw the haywire grenade or dance across the hull planting them.<br /> <br /> You've got to be far beyond merely 'skilled' to pull something like that off.<br /> <br /> Just a thought.]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 06:11:48]]> GMT</pubDate>
				<author><![CDATA[ NydusTemplar]]></author>
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				<title>Re:New rule for Swooping Hawks</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/19a067e8b288437190308d1a929372c8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/539364/6050511.page"><b>Seerpath wrote:</b></a><br/>They made it this way so they could sell more Crimson Hunters.</div></blockquote><br /> <br /> Getting Swooping Hawks to attack fliers would mean some pretty hefty special rules which could set a precedent (the way Eldar armies tend to do) that you don't really want in other codexes. While it would be cool, the only problem with the Crimson Hunter situation is that there are no viable options in the Elite, Troop or Heavy section to deal with air. War Walkers with S7 missiles cost way too much, and they completely missed the chance to push previously low-purchase rate models like Support Weapons by giving them an additional role to fill. My point is: "Sell more Crimson Hunters" sound a bit weak when they could've sold more of more than just Crimson Hunters.]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 10:41:53]]> GMT</pubDate>
				<author><![CDATA[ Mahtamori]]></author>
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