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Post by deathbymelancholy on Mar 19, 2018 11:50:17 GMT
What makes the harpy and siren so awesome? I'm just coming back after a year+ of being away so I fully admit to not being up to speed on everything. I can see them being solid, but they are still lights. Am I underestimating flight? The guns? Help me out here.
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Post by elladan52 on Mar 19, 2018 12:17:09 GMT
What makes the harpy and siren so awesome? I'm just coming back after a year+ of being away so I fully admit to not being up to speed on everything. I can see them being solid, but they are still lights. Am I underestimating flight? The guns? Help me out here. For the Harpy it's mainly the guns. ROF 2 is the big money maker, in my opinion. Bolstered by rat 6, pow 13, range 12, and Thunderbolt. Getting 2 shots out of a single model is a big deal, and range 12 is a good range for such a powerful gun. For the Siren it's a mix of ranged and melee - the gun is cool, those less obviously powerful. It can still usually kill 2 warrior models a turn, though it is only range 10. I take them mainly for their melee ability. Blessed, magical, pow 14 w/1" range is pretty solid for a light, and in the lists I take then in I always can increase that by at least 4. Vyros2 loves them both because the Sirens out damage the Griffons and you can create an effective gunline with them and still bring half a dozen lights to build synergy. They make a great case for making use of the jack marshal benefit in Legions of Dawn - 2 pow 15 shots from a Harpy is crazy, and a Siren hitting at pow 16 mat 8 weaponmaster is just gross.
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dagowit
Junior Strategist
Posts: 171
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Post by dagowit on Mar 20, 2018 10:28:38 GMT
You might be underestimating the guns. One or two turns of thinning out the enemy before the lines close can make a significant difference.
The Siren has surprised me as a beatstick. With Concentrated Power and a free charge from Lanyssa, they can actually soften hard targets. Blessed and magical weapons make sure that they perform even against buffs. Oracular Vision makes them significantly more durable if you have focus to spare. They are decent against infantry where they often shoot a model and make it walk around a fellow unit member for a back strike.
The Harpy has been great for pushing models on the edge of zones (or putting a few points of damage on heavier targets. Over the course of a game, a Harpy did about two thirds of the boxes on a Sacral Vault my infantry couldn't touch). In addition, Flight is very useful if you play with as much terrain as my local group does.
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chuggyg
Junior Strategist
Posts: 474
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Post by chuggyg on Mar 23, 2018 19:03:53 GMT
The Harpy has one of the best guns in the game for its points value.
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Post by HubertJFarnsworth on Apr 17, 2018 13:26:59 GMT
Bit of minor threadomancy, but I decided to try a janky Helynna list over the weekend after a couple months playing Grymkin. The idea was to build a Ret list that can take a punch by leveraging the Unyielding change to see if Destors became more usable. Additionally, I was looking to overcome the core problem I've had when trying to play Helynna in the past of going too hard into the battlegroup and ending up with no models to score circles or contest consistently since Rhythm always makes me want to back up after shooting. I used two of each of the Vyre lights because they're amazing; Harpy guns with Hand of Destruction seem like money and flying Rhythm is just good stuff, plus on Feat turn the Sirens can be ARM20 lights with Oracular for holding zones or just P+S 16 (with Arcanist) punches with Hand.
Legions of Dawn Helynna -Sylys -Harpy -Harpy -Siren -Siren -Griffon (for speed and because I don't own three Sirens) -Chimera -Banshee (for an anchor) Max Destors Destor Thane (for Unyielding) Dawnguard Scyir (for Tactician and because a 4-point free solo is more useful than free Arcanists)
I played against Aiakos2 in Black Industries, list was roughly this Aiakos2 -Withershadow -Deathjack -Inflictor -Kharybdis -Seether -Slayer 2 Warwitch Sirens Denny 0 (Week 2 v1) -One of the arc nodes, I honestly still can't tell them apart
Whatever else filled out the list ended up being of little consequence. I won't write out a full battle report since this thread is just about the Vyre lights so I'll skip to the parts that mattered.
Bottom of one Aiakos feated and got DJ roughly a mile and a half down the board to kill my Banshee and Chimera. Kharybdis killed a couple Destors and I was left with the two of them in my face. I ended up having Helynna charge DJ to push him out of melee with a Destor so that the Harpies could knock him down. End up getting DJ dead, opponent decides to have Kharybdis kill my objective and play for scenario. I ended up with a Slayer and Inflictor standing in front of Helynna after killing a Destor, Kharibdys only a few inches away with nothing between him and the Magister, and Aiakos sitting comfortably at 3 CP.
So into the tank I went. I had two Harpies on my left that weren't engaged but had heavies breathing down their necks and two Sirens on the right, one of which was (I thought) in Kharybdis' front arc and one that was too far away to do anything. So I asked if Aiakos had Stealth and as it turns out he does not. He was camping two and in walk n' shoot range of the Harpies, but I had those two heavies in the way of where the Harpies wanted to stand. He was also partially behind the objective and screened by Witches and Withershadow.
So I decided it was go big or go home time (also it was a bye round at an event I was running and actual games where starting to finish up). Had Helynna charge the Slayer and push it closer to my table edge to clear a landing zone and lands HoD on Aiakos, Harpy 1 flutters into range and hits Aiakos for like 11 damage on the first shot, then gets the knockdown (he was pushed into a solo that was right behind him so no RNG issues) and does more damage. Harpy 2 has to fly over the Slayer (couldn't find any other way to clear the landing zone w/o blocking LOS or ending up engaged) and the free strike knocks out it's gun and Cortex. Still, with a knocked-down target and HoD it hits both attacks and puts in about five total damage. So at this point Aiakos has no camp, is knocked down, and has two health left. I'm scrambling to find any attack I can, but between a forest, screening models, and the objective I just can't get LOS. Astute readers, however, may have already seen what it took me a minute to realize; Withershadow and Warwitches have Stealth, plus my closest Siren was not, in fact, in Kharybdis' front arc.
Siren sauntered in to range, took an unboosted shot at Captain Knocked Down, and boosted for the kill.
The moral of the story is that Harpies are insane, potentially undercosted, and enable plays that would otherwise be impossible. The combination of high native RAT (for Ret jacks), long range (for Ret jacks), high POW (for a light), ROF2, and the mobility provided by Flight makes them an absolutely vicious gun platform. Honestly the only downside to them is that you have to be careful about positioning or you might Thunderbolt their target out of range. Sirens are solid as well, hit hard for lights, and do weird things to your opponent's dice math, occasionally forcing them to over-commit to killing a light. The fact that their gun has RFP and can potentially net you a second kill is, IMO, just gravy.
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