So we begin. The Aspects of Khaine
version two. We start this reboot and retool with an Aspect that is
a favorite of mine. The Swooping Hawk. The Hawk is associated with
Vengeance and Retribution in the Eldar mythos. The spirit of a
murdered soul would come back to inhabit a hawk and hover above its
killer to mark his or her guilt. I personally like the Hollywood
version loosely based on Native American folklore. A Crow bringing
back a vengeful spirit to avenge itself, but I am a child of the
90's. I digress......
So the Swooping Hawks are Avengers.
The bring retribution to the enemy. So how do they do this? Well
with mobility. They are Jump Infantry, so you have the mobility to
move around the table and engage targets. Now some of the other
fringe benefits of being Jump Infantry do not really help the Hawks a
whole lot. They are Fleet so they get to re roll charge distances
already so using the jump packs in the assault phase only really
gives you Hammer of Wrath attacks. This is kind of nice as it gives
you more attacks. Since they already hit at strength 3 you are more
or less getting bonus attacks that may thin the herd a bit before
your main attacks. You should not really be charging units though.
Swooping Hawks are not close combat troops. They are mobile anti
vehicle and anti infantry.
Swooping Hawks are armed with
Lasblasters which are 24” Assault 2 weapons with a strength of 3.
Basically its a lasgun with a higher rate of fire. Volume of fire
does damage and should be directed on light targets. Imperial
guardsman, Kabalite Warriors, Chaos Cultists and the like are decent
targets. Especially after the unit has been softened up by a large
blast form their Grenade packs upon entry. If the unit is deep
striking. Which in all fairness it should be doing.
I do Start the Hawks on the table
though. Usually when they are in more of an anti vehicle roll.
Their survivability tends to go down drastically though when switched
to this roll. Especially when its a decent sized unit and your
opponent realizes they are all armed with Haywire Grenades. These
combined with the Exarchs powers makes even Land Raiders nervous.
The Exarch Has the option of Taking
Skyleap and Intercept. Now formerly Intercept gave the unit no worse
than a 4+ to hit vehicles regardless of how fast they moved. Now
with the mechanic changed and the FAQ updated Intercept now says that
vehicles, except walkers, count as weapon skill 0. SO basically the
Hawks auto hit with Haywire grenades in an assault. Being able to
throw them to remove a hull point or possibly more is pretty handy as
well in the shooting phase. I am a big fan of Haywire Grenades.
Sadly the only units in the current codex that have them is the
Swooping Hawks and the Autarch. This can be a great combination
though. Since the Autarch can be armed with more potent weaponry
they can split off from the unit to bring the weapons to bear, you
can more easily open up transports, like chimeras, without assaulting
them and blast the occupants with las fire from the Swooping Hawk
unit. There are lots of possibilities. This gives the unit utility,
which is awesome in an army of specialists.
Skyleap and the Grenade packs make for
some fun now as well. Since the Deep Strike Mishap table is not
quite as deadly and the FAQ states you can Skyleap on the Turn you
arrive, you can bomb units pretty much every turn. As I see it using
the Skyleap power means that the unit enters ongoing reserves when it
uses the power. So this means once you actually come in from
reserves you could Skyleap at the end of every movement phase and
come back the next turn automatically. This has lots of uses besides
keeping the Hawks alive and still be semi useful. The real big use
of this I see is being able to claim objectives in games where fast
units can claim, or just contesting objectives in general.
The Exarchs weapons are decent. You
have the Hawks Talon which is a strength 5 AP 5 assault 3 or the
Sunrifle, my favorite, which is a strength 3 AP 5 assault 6 with
pinning. Pinning is always a nice bonus, as is the really high rate
of fire. The Sunrifle really bolsters the fire power of smaller
units.
Baharoth, the Phoenix Lord of the
Swooping Hawks brings the Fearlessness as well as Hit and Run to the
table. Sadly it specifically says it only affects the Swooping Hawk
unit in the codex. This comes in handy when dealing with Walkers.
If charged or if you charge you can leave the combat after delivering
your haywire grenades. Baharoth even just by himself gives you a
maximum of 4 Large blasts that you can drop if all your units arrive
on the same turn, which is far more likely given reserves arrive on a
3+ and automatically on turn 4.
So there you have it. An overview of
the Hawks in 6th. Next up is my namesake and favorite
Aspect. The stalkers of the dark. The sons of the fallen one. The
Striking Scorpions.
Until then
Blood Runs, Anger Rises, Death Wakes,
War Calls!!!!!!!!!!!!!!!