Back in 5th, the Hawks were relatively unused for
a couple of reasons. Skyleap was
expensive to attach to a unit and with reserve rules being what they were, the
Skyleap/Grenade Pack combo was not reliable enough for cost, and didn’t pack
much noticeable punch against a lot of armies given the prevalence of
mechanised infantry. They had haywire
grenades, sure, which gave them a valid role of vehicle takedown, for whoever
wanted an alternative to the Dragons.
Unfortunately, that was one of their only real roles, as their
anti-troop weaponry was lacklustre and they were too brittle for their points
cost. 22 points a model was crippling,
and even then you needed to pour points into the unit to get an Exarch with
Skyleap and maybe a decent gun. The
third reason (for me at least) was the models.
Not particularly bad looking models, but models that were spectacularly
annoying to put together and transport.
We’re talking metal models with two individual wings apiece which had to
be attached with poor contact points. It
was nearly impossible to transport them without the wings falling off and was
very frustrating. So I never used them
in my games, which was a shame.
Thankfully, all of these points have been addressed in one
way or another, which is glorious.
There’s a lot of trash talk about finecast, but it is so much better or
these models than metal ever was. The
lightness of the material and the ease with which it adheres to superglue are
major benefits and they can now transport well unless you’re really careless
about it. Also, as I’ve gone for a
piratical/raider theme with my craftworlders, the Scourge models fit in very
well as alternatives. Scourges look
freakin’ amazing, so I’m very happy that I have a ready-made excuse to use them
in my Eldar lists!
The first change you’ll notice skimming through the book is
that they are now noticeably cheaper, at only 16 points apiece, a significant
reduction. All to the good. The next change is the weaponry. The Lasblasters have been improved, their
strength and AP remaining the same, but being improved from Assault 2 to
Assault 3. They’re probably not going to
obliterate units with that, but it’s very nice to use to peck away at infantry
from a respectable distance. The Grenade
pack has been improved as well, giving an extra AP (down to 4 now) and also
rocking some Ignores Cover, which is spectacular. Perfect for their ant-infantry duties and
excellent counters for Nids, Tau and Guard.
The size of the blast depends on the number of models in the unit, so
you’ll want to have a minimum of 6 in there to get the large blast. Thankfully, the Hawks still have their
Haywire grenades and with the confluence of vehicle combat rules and Hull
Points are far more dangerous than they were in 5th. This is going to really put pressure on a lot
of opponents to put down the Hawks as a priority, as even one or two surviving
Hawks can deal significant damage to vehicles and have the manoeuvrability to
strike almost where they please.
So that’s equipment.
What about the special rules?
Well there are two big ones (over and above the army-wide race
rules). The first is they all have Skyleap
as standard, although that rule has been altered a bit, both for the good and
the bad. The bad is that you can no
longer use it to escape from combat.
Technically bad, but if your Hawks are in a non-vehicle assault, then
things are going poorly for them anyway.
Besides, you’ve got an exarch power for that problem should you be
concerned about it. The good part is
that Skyleaping now puts you into Ongoing Reserves, meaning that they will
automatically turn up again next turn, taking a lot of the uncertainty out of
the power. Speaking of the lack of
uncertainty, the second ability is the Herald of Victory (rather presumptuous,
isn’t it?) meaning that, if the entire unit has that rule, then they don’t
scatter. Boom. You can use these special rules to nasty
effect in the game, contesting objectives in the late game, repeatedly
bombarding enemy holding units or stealth troops, putting pressure on backfield
vehicles, all manner of things. Not to
mention that when you Deep Strike in, not only do you get the Grenades, you
also get a ton of shots and with
battle Focus, you can retreat into cover afterwards, or at least spread out to
mitigate templates. Bear in mind you
have Fleet as well to reroll that run move if you don’t like it. A very aggressive
playstyle presents itself for this unit.
Almost Dark Eldar-style… One more
tactic to remember is that Ongoing reserves are automatic, so you can deploy
the Swooping Hawks and then Skyleap them on turn 1 for an automatic turn 2 Deep
Strike rather than relying on the vagaries of the dice.
The Exarch is useful, but nowhere near as necessary as he
once was. The usual characteristic
upgrades present themselves and you have three powers to pick from. Night Vision, which is occasionally useful,
given the propensity of the Hawks to stay at range. Not critical by any means, but at 5 points it
doesn’t have to be. Marksman’s Eye
(allowing precision shots at 5+) is cool, but I don’t think the Exarch really
has the ranged weaponry for this to be worthwhile. Hit & Run is probably the most worthwhile
power for him I think. Combat is really
not where the hawks are meant to be and if you can escape it, then do so. Expensive though.
Finally, we have equipment.
You can give the Exarch a power sword, but see my previous comments
about Hawks and assault. I think there
are better uses for those 10 point. You
have two guns, one of them is a S5 Lasblaster and the other is a Lasbalster
with Blind and AP3. I’m not sure on
these. Marksman’s Eye will stack fairly
well with these, allowing you to snipe out sergeants and special weapons guys,
but I would really think about where else those points could be spent before
purchasing any of these.
So that’s my view on the Swooping Hawks. Holy hell, they’re awesome now!
But does their Phoenix Lord follow suit? Baharroth will be next in the firing line.
2 comments:
Loving the tactics keep it up.
What happened to your Dark Eldar skirmish idea?
Commorragh went the same way of most of my projects: into the mental file misleadingly labelled: 'I'll get back to that', just like my Iron Hands Codex and 90% of all the fiction I write.
Sad, but true. I really do want to get back to it at some point though...
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