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In game, none have been implemented. The Harpy special attack is that, a special attack, it'll always land afterward. There's no way to mitigate or avoid it.
Tactically wise, in this specific mission I suggest you refrain from crossing the 75% line in the map. It's scripted, whenever you come too close to the Harpy, it start doing it's bombing attack. So as long as you don't "trigger it" it won't bother you. You can then take your time wiping most Tyranids on the map and only when you're ready should you rush the Harpy and kill it ASAP.
It's nothing more than bad game design. This fight, while not being the worst, is irritating. The devs have made a lot of such decisions like the other scenario where you need to "rush in" to save Battle Sisters.... that are always 2 blocks aways from Tyranids much much more powerful than they are. Who are always in horrible positions..... as if the Battle Sisters had no idea about how to defend an area. Or should I talk about how puny the range of most weapons are ? What, wait, did I just heard Assault Cannon or Melta guns ? Naw, the dev certainly aren't forcing us into melee and flamer range are they ?
lol
If you have 4 units in a row the Harpy considers that a "juicy" target and will likely strafe it. If you have 3 units in a row (of 4 squares) the Harpy might strafe them but it ignores anything less than that and will likely use its turn to spawn a pair of floating spores that move slowly and explode on contact like a mobile mine.
I do not know if the Harpy airstrike has a recharge timer or it is more like Carleon's command ability which requires Momentum, not time, to recharge and an Action Point to use.
I believe the strafe ability can be used every other turn. It's deadly and somewhat spammable which is why I'm not surprised OP has taken issue with it.
For any players like me who takes pride in not losing a single unit per match it's also a huge bother ^^.
The best ways to mitigate that effect (in addition to good positioning) are to take an extra Sanguinary Priest (his healing skill removes poison effects), or to go with a more armour-heavy army since mechanical units are immune to poison anyway.
I was curious, however, about two things. First, what effect does the Harpy's other special attack (when it flaps around and screeches) actually have? I know from testing in skirmish mode that it's supposed to reduce your momentum, but I've never actually seen it actually do anything.
Second, how dangerous are spore mines anyway? They don't seem anywhere as damaging as the ones in Dawn of War II. Still, out of habit, I tend to take them out quickly, but I can't recall them even harming a melee unit.
Harpy strats :
1- Best strat is to use a checkboard pattern leaving one space between every toop. That way, the harpy will never use it's strafing attack.
2- Secondary method, you can clean up most of the map without triggering the Harpy and then rush for the kill and end the mission before much harm has been done.
3- You can use a armor heavy army as the poison doesn't affect armored units and they do seems to take less damage from the strafing attack.
4- You can also bring 2 medic to mitigate the poison and heal up.
Medic last because it's more reactionary than proactive and also worst case the Harpy will damage and poison 4 units which is more than what you can heal in the same turn.
You are correct that the unit size does make a difference in the accuracy loss when shooting through them, however. The Dreadnought has a bigger impact as he counts as a large-size unit, I think.