FlingitNow wrote:
Sorry I miss understood Skyblight though it was 3 of any mix of Harpy Hive Crone. If that's the case then don't switch.
In this edition all the
HVC can do it strip the odd
HP where as the
HC does that job far better. It's tentaclids are likely to strip more
HPs by the time they run out than the
HVC will all game and 1 S8 Ap2 autohit a turn is better than a
HVC once the missiles are gone. So in this Edition the
HC > Harpy (even though in the last the Harpy was probably better).
As for did Nid
FMCs receive a boost or nerf in this Edition consider both the changes as the strengths of the Nid
FMCs. Ok nerf to VS hurt particularly the Hive Crone, though the Dakka Flyrant and Harpy now just know to always fire guns instead so no great loss. Land and assault is only an issue if you want to assault and neither the Harpy nor
HC particularly do. Whilst your Flyrant flies around shooting daring the opponent to shoot him. If they shoot him and ground then you can assault, if they don't you have synapse flying around with impunity firing twin linked Devourers and possibly Warp Blast everywhere. Likewise the nerf to smash only matters if you intend to assault. Then add in that unless they ground you in the psychic phase no one ever gets to shoot a grounded
FMC and you only ever have to take 1 per turn so no
ML shining in your eye forcing a lascannon hit followed by some Bs4-5 shooting from a nearby unit aftery you've grounded. This is a HUGE boon to
FMCs. So Nid
FMCs are largely uneffected by the nerfs and fully utilise the biggest boon. Yes thry certainly got a big boost this edition.
The
HVC, at Str9, can strip a hull point off of just about anything. So can the Tentaclids. But the Tclids hit on a 4+, and you have 4 of them. Assuming that you hit with them, they wound on a 2+, with a pen on a 6. The
HVC vs.:
AR10 (Walkers): Wounds on a 1+, Pens on a 2+
AR11 (Rhinos): Wounds on a 2+, Pens on a 3+
AR12 (Many vehicles, Dreads): Wounds on 3+, Pens on 4+
AR13 (Bigger tanks): Wounds on 4+, Pens on 5+
AR14 (Land Raiders): Wounds on 5+, Pens on 6+
Now, the tentaclids are better against the big fellas, for sure. But then again, if a tentaclid misses, it just plain misses. The
HVC can scatter and still have a shot at doing damage to SOMETHING. Against the smaller tanks, the increased pen chances (sure, no insta-pop, but everything on the Pen chart is still pretty useful, in most cases) more than make up for this.
And to say that you will get a Str8 AP2 VS every turn is to assume that you will have a bunch of units arrange in a 12-24" box formation. You will not get two
VSs in a row from one
HC against one vehicle unless some very interesting grounding happens. The
HVC can concentrate fire every round on one target MUCH more effectively, while bombing soft targets.
The land+Assault and Smash changes DO affect the game dramatically. Many people ran a Winged Assassin Flyrant, especially as a 3rd
HQ in a Skyblight. It opened up the tactical option to murder vehicles in assault, or to hit a squad that is poorly suited to face such a creature. It was the one decent way to get us into assault with ANY chance for success. Changes to Smash makes an already chancy idea worse, and changes to Land+Assault make it a moot point. It means that if your
HC or Harpy gets grounded during shooting, your only option is to take back off ASAP. If you grounded them pre 7th, they would usually just die, that is true. But if they didn't die (or if they had not changed the Smash rule), that grounded
HC could just jump over real quick and have a GREAT shot at killing most vehicles, and a pretty decent shot at popping a AR14 vehicle.
You seem to use
FMCs a very, very specific manner. I used them in whatever way made most sense at the moment, and several times that meant assault in 6th Ed. Not as often as "get airborne and shoot," but often enough I liked having the option. That option is all but gone now. Taking the extra hits from VS made HCs MUCH more limited in ground attacks (still pretty swanky in dogfights), and the changes to Land-Assault and Smash all but removed any tactical flexibility in assaults. This means that, while I might stay on the board longer (they usually lasted a while anyway, because people were dumping buckets of fire into Flyrants), I generally will still inflict fewer wounds and pickup fewer vehicles, a role it was once very well-suited for). Hence, the Harpy. I can do roughly the same amount of damage to vehicles, plus I have a large blast weapon vs soft targets.