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Old 30 Nov 2006, 15:23   #11 (permalink)
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Default Re: loophole

I have to disagree on the "inaccuracy" of grenade packs. While, yes, they do scatter, they only scatter D6", so even if you do scatter, it's not going to be THAT far off, it's not like a basilisk. Plus you can usually position it so that even if it scatters, it'll still hit something.

I'm concerned about the skyleaping after deep striking because I always read it as they sacrificed their movement to skyleap, and they can't move after deep striking. I'll have to review my codex...
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Old 30 Nov 2006, 16:25   #12 (permalink)
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Default Re: loophole

Quote:
Originally Posted by Falstead
Swooping hawk lasblasters have a range of 24" and they're assault weapons >

You can move your hawks their full distance and shoot their full range still, making them a very flexible unit that can pump out a lot of firepower (especially with a delicious Sun rifle)

The one downside is that all those shots are only strength three (though the AP got a bump in the new codex, guardsmen beware). However the volume of fire, high ballistic skill and doom can all help make hawks quite a dangerous threat.
Ok, I stand corrected on the range issue. But Doom - what's the range on that? Can you count on your Farseer keeping up with the Hawks in order to reliably doom the unit the hawks are going to shoot?
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Old 30 Nov 2006, 16:37   #13 (permalink)
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Default Re: loophole

Doom is also 24" so it has quite a long range, and doesn't require LOS.

A Farseer could quite easily target something that the hawks would want to shoot, especially if he's mounted on a jetbike.

Whats cool about doom is that it means that your army has a clear target to focus on (and annihilate!) that turn.
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Old 30 Nov 2006, 17:00   #14 (permalink)
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Default Re: loophole

The problem with doom is that it has to be cast at the beginning of the turn, so you can't move then cast it. However I usually place my farseer towards the front with the rest of my advancing troops, so its usually close enough to doom something for the swooping hawks to move toward and shoot at.
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Old 30 Nov 2006, 23:13   #15 (permalink)
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Default Re: loophole

Yes, I thought the subject would be good for beginners, but I've been wondering what are swooping hawks good at killing best?

(OK I'm kinda still a beginner but I mean people who just started and got their codex)
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Old 30 Nov 2006, 23:15   #16 (permalink)
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Default Re: loophole

Quote:
Originally Posted by Autarch Uthlanar
Yes, I thought the subject would be good for beginners, but I've been wondering what are swooping hawks good at killing best?
2 things: GEQ's and non-WS vehicles.

GEQ's because of the high volume of ranged firepower they can output- and pie plates.

Non-WS Vehicles due to Haywire grenades, and the nifty Intercept Exarch skill.

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Old 30 Nov 2006, 23:48   #17 (permalink)
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Default Re: loophole

To point out what Yriel is saying, five swooping hawks with an exarch have about a 30-35% of destroying a skimmer, such as a devilfish, or hammerhead, and similar results to rhinos or even land raiders on a single charge. They can get their points back in a matter of two turns given the opportunity, but chances are fairly low.

Warp Spiders however, are much better at taking out higher toughness targets, especially marines, and can take out Tau battlesuits with ease.
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Old 01 Dec 2006, 01:49   #18 (permalink)
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Default Re: loophole

Quote:
Originally Posted by Yriel of Iyanden
Quote:
Originally Posted by Autarch Uthlanar
Yes, I thought the subject would be good for beginners, but I've been wondering what are swooping hawks good at killing best?
2 things: GEQ's and non-WS vehicles.

GEQ's because of the high volume of ranged firepower they can output- and pie plates.

Non-WS Vehicles due to Haywire grenades, and the nifty Intercept Exarch skill.

Actually Hawks are good at dealing with ANY Vehichle. WS or not, because it says that they hit all vehichles on a 4+
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Originally Posted by Rafe (Autarch Kiardras)
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Old 01 Dec 2006, 04:34   #19 (permalink)
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Default Re: loophole

"What can Swooping Hawks Kill" Well for example:
Guardsmen, gaunts, fire warriors, dark eldar, kroot, and orks.

That's what swooping hawks are good at taking down. But to take it more generally, basically anything that meets at least two of the four following criteria should be shot at by swooping hawks:
1) Toughness 3
2) 5+ or worse armor save
3) Low leadership
4) Large numbers

As long as you can maximize the use of that 24" range, these kids usually are really effective for me. And I still take them against marines and they still work wonders.
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Old 01 Dec 2006, 14:41   #20 (permalink)
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Default Re: loophole

Quote:
Originally Posted by Falstead
Quote:
Originally Posted by Yriel of Iyanden
Quote:
Originally Posted by Autarch Uthlanar
Yes, I thought the subject would be good for beginners, but I've been wondering what are swooping hawks good at killing best?
2 things: GEQ's and non-WS vehicles.

GEQ's because of the high volume of ranged firepower they can output- and pie plates.

Non-WS Vehicles due to Haywire grenades, and the nifty Intercept Exarch skill.

Actually Hawks are good at dealing with ANY Vehichle. WS or not, because it says that they hit all vehichles on a 4+
Against vehicles with a WS, like the Dreadnought and War walker, you can't even use grenades against them unless they are stunned... so them hitting on a 4+ will be with melee attacks. Not very effective indeed. (Or they could shoot... which ... is also not very effective against tanks)
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