![]() ![]() In fact, for almost any permutation of units you pick, a Manta will lose both the mission and the combat to that unit, a dual insult. A Warhound or Phantom might be bad, but they at least let you play the game- a Manta does not.įor comparison, you could instead take about 400 Imperial Guardsmen, who will not only let you score objectives, but also will kill the Manta long before the Manta kills them. Most superheavy units are pretty terrible, but the Manta’s combination of bad ballistic skill, middling defenses, and a complete inability to participate in the actual scoring parts of the game render it easily the absolute worst of the category. The Manta is hot garbage, one of the worst units in the game. The Manta can also transport units, including up to two hundred infantry, four Devilfish/Skyray/Hammerheads, and eight battlesuits (as long as they have nine or fewer wounds.)Īhahahahahahaha. Finally, a quaternary battery of six Markerlights and ten Seeker Missiles round things out. Its tertiary battery is sixteen Long-Barreled Burst Cannons (36″ S5 AP0 Dmg1 Assault 4) and two Missile Pods (36″ S7 AP-1 DmgD3 Assault 2). Two Heavy Rail Cannons (72″ S14 AP-5 DmgD3+6, Heavy 2, successful wounds also cause d3 mortals) are the main weapons, while six Ion Cannons (60″ S7 AP-2 Dmg2 Heavy 3) serve as the secondaries, which can be overcharged in the usual fashion. Its armament is slightly better, though still lackluster in terms of its points. ![]() Its datasheet has fewer special rules than your average Space Marine, which is pretty bewildering for such a nominally-impressive unit. Nothing about being a mobile command center. Nothing to represent being an orbital spacecraft. Apart from those variations of standard rules, a Manta does not have any other special abilities. Beyond that, it comes with Dispersion Shield for a 4+ invulnerable save and a unique version of Explodes, which does d6 mortals within 2d6″ on a 4+, or 2d3 mortals within 3d6″ on a 6+.Īnd… that’s it. It has the same Hard to Hit, Supersonic, and Airborne rules that all aircraft do, though it also comes with the Hover rule so it can ditch its minimum movement and -1 hit penalty to move like a more conventional vehicle for a turn if it wants- a rarity in xenos factions. The Manta, despite being a massive centerpiece model and arguably the most impressive thing that Forge World makes, is actually… pretty boring in terms of its rules. For all of this, you end up paying a grand (and I do mean grand) total of two thousand points on the nose- exactly enough to fit into your next tournament, if you are so inclined! Special Rules and Wargear More damning, however, is weapon skill 4+, which is extremely low and drastically limits its firepower output. It does have twelve attacks… albeit at weapon skill 6+, making them essentially moot. ![]() Sixty wounds is about as high as you will ever see, though only a 3+ save is a bit comical. Its statline is about as silly as you would expect- movement 20″-60″ is fairly standard for flyers, while strength and toughness eight are both a bit on the low side for such a massive model, but not unreasonable. The Manta is the largest of all Tau units, representing a massive orbital flyer. ![]()
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