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What's the consensus on the 'proper' size for a unit of harpies. I've got 6 now, is that likely to be enough? I'd prefer to keep the unit cheap/expendable, as its low leadership means its likely to flee off the board if it gets hit with much of anything.
Low leadership doesn't usually bother me with flying creatures. I try to keep em near the general until they are ready to make a charge.
Harpies are pretty cheap, I'd be tempted to take as many as I could
I usually use 8 if I recall. That's enough to jump a warmachine crew safely as well as take on most small to medium units of enemy skirmishers. I find that they have a much greater threat value than actual attack value.
No more NG spearmen, thanks! Now I need some pump-wagons!
Harpies have the beasts rule meaning unless the General is a Beastmaster they cannot take his or her Ld. 5-7 as they are a small strike team able to get anywhere and take on most anything you need them to. Even if they don't break a gun crew they still tie them up which is one less gun firing. Anyway 5 to 7 i believe is the best place for their numbers to be at.
"He made it look easy. Even though it never was. He never stopped fighting for what he believed in...or for what he believed his country should be."-Captain America the Death of a Dream
I'd say 6. 5 is ok if you dont have the points, but preferably 6.
Any unit size between 5-8 will take a leadership test after losing 2 to shooting. You really dont want them taking any tests, but if they DO, its better than a small squad flees off of the table than a larger squad of 7-8+
Theres also no advantage to having 7-8+ once they reach combat. A war machine crew will only be 4 strong at most, which means only 5-6 harpies are fighting anyway. They wont grant a rank bonus. and 5-6 should outnumber a WM crew.
Its easy to say 'well if a few go down before combat, then atleast if Ive got 8, I'll still have 5-6 in combat' BUT, like I said above, if they take shooting casualties they will probably flee and never rally anyway. So thats not really a good logic to use.
Those are my reasons for thinking 7-8+ isnt a good idea.
If you want lots of them, take 2 small squads, not 1 big one.
Dark Elves - Game #28 vs High Elves: Draw
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Thanks for the update on the beastmaster ruleHarpies are 0-1 so you cannot take two unitsOriginally Posted by Manu_Forti
The more the merrier!
Ghouls are much cheaper, so this is easier to do with them. But I take 9 ghouls so that three must die to a round of shooting before they take a ld test. At 8, only two must die. Of course, if one dies the first round and more die the second round, it's a different story. But nine has worked well for me.
Granted that's a different unit and, as said, a cheaper one, so it's a bit apples and oranges.