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You play [[Tau]] and are in an [[Apocalypse]] game. You need firepower. You need to get your troops into battle without them being shot up by that [[Reaver Battle Titan]] your opponent fields. You need big. You have a LOT of disposable income and incredible modeling skills. You, my dear [[neckbeard]], need a '''Manta'''.
You play [[Tau]] and are in an [[Apocalypse]] game. You need firepower. You need to get your troops into battle without them being shot up by that [[Reaver Battle Titan]] your opponent fields. You need big. You have a LOT of disposable income and incredible modeling skills. You, my dear [[neckbeard]], need a '''Manta'''.


The Manta is one of the largest, heaviest, [[dakka]]est and most expensive model ever made by [[Games Workshop]], [[Warlord Battle Titan|second only to a particular walking rape machine that could solo an entire apocalypse formation.]] Sold at £1,066 (or roughly $1300 for those from Glorious Nation of Americaland) it is prohibitively expensive even by [[Forge World]] standards. Seriously, you could get yourself a good laptop, next generation console and desktop for this kind of money. It is notably the only model in the game that has a gun that can't reach the other end of the model. It is roughly as wide as two [[Thunderhawk|Thunderhawks]] are long and one and a half time as long, sports enough weapons to lay waste to entire armies and is able to carry an army on its own. Intended as a superheavy drop ship, it can pull double duty as a small spacecraft to defend Tau capital ships from enemy action and can be employed as a [[Titans_40k|Titan]] hunter. The funny part? It's the size of a Fury interceptor. Which, canonically, Imperial carriers hold 1000-2000 of. Makes you feel sorry for the "fighters" launched by Tau starships against other warships, doesn't it? Despite that, a single Manta is equal in firepower with most other factions bomber ''wing'', and quite capable of ''destroying an escort ship on its own'' with a lucky roll. Furthermore, it EATS enemy interceptor ''wings'' thrown at it on 4+. Makes you wonder just how low-tech imperial small space craft are if something equal in size is outperforming ''dozens'' of them by that much. Or perhaps GW is really really shitty at keeping scales consistent between different books let alone different game systems.
The Manta is one of the largest, heaviest, [[dakka]]est and most expensive model ever made by [[Games Workshop]], [[Warlord Battle Titan|second only to a particular walking rape machine that could solo an entire apocalypse formation.]] Sold at £1050 (or roughly $1385 for those from Glorious Nation of Americaland) it is prohibitively expensive even by [[Forge World]] standards. Seriously, you could get yourself a good laptop, next generation console and desktop for this kind of money. It is notably the only model in the game that has a gun that can't reach the other end of the model. It is roughly as wide as two [[Thunderhawk|Thunderhawks]] are long and one and a half time as long, sports enough weapons to lay waste to entire armies and is able to carry an army on its own. Intended as a superheavy drop ship, it can pull double duty as a small spacecraft to defend Tau capital ships from enemy action and can be employed as a [[Titans 40k|Titan]] hunter. The funny part? It's the size of a [[Fury Interceptor]]. Which, canonically, Imperial carriers hold 1000-2000 of. Makes you feel sorry for the "fighters" launched by Tau starships against other warships, doesn't it? Despite that, a single Manta is equal in firepower with most other factions bomber ''wing'', and quite capable of ''destroying an escort ship on its own'' with a lucky roll. Furthermore, it EATS enemy interceptor ''wings'' thrown at it on 4+. Makes you wonder just how low-tech imperial small space craft are if something equal in size is outperforming ''dozens'' of them by that much. Or perhaps GW is really really shitty at keeping scales consistent between different books let alone different game systems.


Interesting enough it comes with quite a few models on its own: 2 [[Devilfish]], 2 [[Hammerhead Gunship|Hammerheads]], 8 [[Battlesuit]]s, FOUR DOZEN seated (and therefore useless in a regular game) Fire Warriors, eight Drones, and one seated Ethereal (also useless unless you make a floating space pope throne). So you could theoretically subtract the cost of those models (between 450 and 500 dollars). The cost is still absurd.
Interesting enough it comes with quite a few models on its own: 2 [[Devilfish]], 2 [[Hammerhead Gunship]]s, 8 [[Battlesuit]]s, FOUR DOZEN seated (and therefore useless in a regular game) [[Fire Warrior]]s, eight Drones, and one seated [[Ethereal]] (also useless unless you make a floating space pope throne). So you could theoretically subtract the cost of those models (between 450 and 500 dollars). The cost is still absurd.


==Weaponry==
==On the Tabletop==
The primary weapons of the Manta are a pair of [[Heavy railgun|Heavy Railguns]], the largest weapons in the Tau arsenal. Their regular shots have as much power as the [[Superheavy Laser Weapons|Imperial laser weapons most commonly found on Titans]]. While lacking a blast radius that these weapons normally have, the regular munitions of the Heavy Railgun are more than capable of laying waste to an [[Imperium|Imperial]] Titan. Its second mode of fire is using Sub Munitions: while not as lethal as the regular shots they prove a very real threat to [[MEQ]] forces and can even deal significant damage to large [[Tyranids|Tyrannic Bio-Organisms]].
Want to field a Manta? That'll be well over 1800 points. The guns increase the cost by nearly 600 points, for a grand total of 2469 points for the entire thing. What do you get for this, aside a massive resin paper press? For starters, a T8 3+ beast with '''60 wounds'''. It deteriorates over time, but you have to lose half your wounds to start noticing anything. And paired with a 4++ save, your life expectancy just went up a lot. And with 20"-60" Supersonic movement, it can be wherever it wants to be during a battle. And with BS2+ that won't drop to 4+ until you have less than 10 wounds, it remains effective in combat. Hilariously it also has 5 attacks at WS5+ S8, so while it's not very effective in combat it can hold its own in a fight. The Manta can also opt to hover, getting a 20" speed and stops being a flyer. It also has the odd rule that it adds 12" to the measured distance of weapons used against non-flyers, to symbolize how high up it is.


Its secondary weapons are six long-barreled Ion Cannons. Nearly as potent as [[Plasma]] weapon and with one helluva range, they chew straight through anything that does not wear Terminator armor at a frightening speed with 3 shots per weapon.
The Manta caries an entire army's worth of heavy weapons:
*It comes with a pair of Heavy Rail Cannons. Two shots of S18 AP-5 D2D6 that deal an additinal D3 Mortal Wounds on a 6+ Wound roll, and deal double damage against Buildings and Titanic targets, this will really ruin the day of any Titanic unit it hits. Sure, with only 2 shots a single miss will really hamper your damage output, but with S18 you'll need T10 to not get wounded on a 2+. If both hit you're looking at an average of 14 wounds, discounting the extra Mortal Wounds from rolling sixes. Powerful against vehicles and other large units, but nigh useless against blobs. And as a Macro weapon the Manta can move and shoot with the thing.
*Six long-barreled Ion Cannons make up for the Manta's secondary armament. Clocking in at 18 S7 AP-2 D2 shots this will really ruin the day of any [[TEQ]] that gets hit by it through sheer attrition alone. While you could opt to overcharge them to turn the weapon into a Heavy D3 gun which is 2D3 against units with 10 or more models, units that are the prime target of the Ion Cannons rarely come in those sizes. And while you could easily tank the Mortal Wounds suffered from rolling ones it's not really worth it.
*'''Sixteen''' Long-barreled Burst Cannons bring the pain in the form of a trand total of 64 S5 AP0 D1 shots. This can eat several units of [[GEQ]]s in one turn, so assign your shots carefully and don't forget you don't have to blow your entire load in one turn. Aim at the right targets and they'll serve you well. If you're feeling ballsy they could even turn them against vehicles: a tank with less than T10 and with a 3+ save can expect to eat 6 wounds on average. Not your preferred targets, but it can be done.
*Two Missile Pods. Nothing special here: four shots of S7 AP-1 DD3 can support your Ion Cannons against targets with worse saves than 2+ and could be used to finish up tanks.
*Ten Seeker Missiles. Using them is simple: slap 2+ Markerlights on any tanks with a maximum of 8 Wounds, and no matter how tough it is you can evaporate it with a single salvo. You can do this only once per battle, but it's worth it.


As its tertiary weapons the Manta sports two [[Missile Launcher|missile launchers]]: one being a regular [[Missile Pod]] that is for all intents and purposes as good as an [[Autocannon]]. The second is actually a bay containing ten [[Seeker Missile]]s, allowing for a quick barrage of deadly anti-vehicle fire against enemy flyers for when its primary weapons are in use.
Another draw of the Manta is that it's also a transport. If you can somehow still afford an army after this, it can carry 55 models in its upper deck and 145 in its lower deck. 55 models for the upper deck translates into 3 Strike Teams with 2 Drones each and a Pathfinder team with 2 drones as well. The final spot can be filled by an Ethereal, a [[Cadre Fireblade]], an additional Drone for the Pathfinders or, by technicality, [[Shadowsun]].


Finally the Manta sports no less than 16 drone-controlled long-barreled [[Burst Cannon]]s all aimed in different directions. While they are the least potent of the Manta's weapons, the sheer balls-out power that these weapons provide [[Dakka]] (you will always have at least 24 shots no matter the direction the enemy comes from) and devour anything the size of a [[Imperial Guard|Guardsman]] that dares to come close. Even the largest of creatures can be taken out by the sheer magnitude of fire these weapons can pump out. A potential maximum of 96 LB BC shots a turn! Put ALL the markerlights on a manta. Do it!
The lower deck can transport 145 models who are Infantry or Drones. This is a total of 12 Fire Warrior squads with 2 drones each, or a variety of Pathfinders, Stealth Battlesuits (which is allowed) and sniper teams, as well as Ethereals and Fireblades. It can also transport [[Kroot]] Carnivores and Shapers, but no Riders or Hounds. It can additionally carry eight XV8 or XV9 Battlesuits, so no Broadsides or Ghostkeels. Coldstars are allowed however, as is Shadowsun. Because of poor wording it can additionally transport four Devilfish or Hammerheads, on top of the 145 Infantry/Drone units and Battlesuits, meaning that you can fit more than an entire army in there.
[[Image:Foam-manta.jpg|500px|thumb|right|For Tau to scratch build, it will be so.]]


==Transport==
As for tactics: plonk it down and watch your opponent bring everything they have to bear in a failed attempt to kill it. Devour chunks of his army with it, then use the rest of yours to finish the battle. Big targets die first, with units that pose a threat to the rest of your army going next so your other forces are more difficult to deal with.
The Manta is unique in that it has two separate decks that it can carry troops on: an upper one designed for Fire Warriors and Drones, and a lower one designed for vehicles and [[Battlesuit]]s.
[[Image:Foam-manta.jpg|300px|thumb|right|For Tau to scratch build, it will be so.]]
 
===Power Ratings===
The upper deck can hold 55 models: four full squads of Fire Warriors, Breachers, Pathfinders or or even more squads of Stealsuits, six support drones and a seat for the Commander, who can only be an Ethereal (including Aun'Shi), [[El'Myamoto]] or [[Shadowsun]] (who despite her armor is ''not'' Bulky).
The Manta has a nice round 100 Power, which makes it an army in its own right. Tactics remain the same: plonk it down and let 'er rip.
 
The lower bay can carry up to 145 models. Of these there can be 8 Battlesuits or 4 Broadsides (count as 3 and 6 each), up to 4 vehicles ([[Devilfish]], [[Skyray Missile Gunship]]s or [[Hammerhead Gunship]]s, and yes [[Rage|you can load up the Devilfish with Fire Warriors without them costing any cargo space]]) that cost 30 space each. Now if you have done the math you will realise that this is a total of only 144, leaving 1 space for an additional model. See the previous paragraph for hints on how to fill that spot.


==Verdict==
==Verdict==

Revision as of 16:00, 10 October 2017

I am become death, destroyer of wallets. I supposed we all thought that one way or another.

You play Tau and are in an Apocalypse game. You need firepower. You need to get your troops into battle without them being shot up by that Reaver Battle Titan your opponent fields. You need big. You have a LOT of disposable income and incredible modeling skills. You, my dear neckbeard, need a Manta.

The Manta is one of the largest, heaviest, dakkaest and most expensive model ever made by Games Workshop, second only to a particular walking rape machine that could solo an entire apocalypse formation. Sold at £1050 (or roughly $1385 for those from Glorious Nation of Americaland) it is prohibitively expensive even by Forge World standards. Seriously, you could get yourself a good laptop, next generation console and desktop for this kind of money. It is notably the only model in the game that has a gun that can't reach the other end of the model. It is roughly as wide as two Thunderhawks are long and one and a half time as long, sports enough weapons to lay waste to entire armies and is able to carry an army on its own. Intended as a superheavy drop ship, it can pull double duty as a small spacecraft to defend Tau capital ships from enemy action and can be employed as a Titan hunter. The funny part? It's the size of a Fury Interceptor. Which, canonically, Imperial carriers hold 1000-2000 of. Makes you feel sorry for the "fighters" launched by Tau starships against other warships, doesn't it? Despite that, a single Manta is equal in firepower with most other factions bomber wing, and quite capable of destroying an escort ship on its own with a lucky roll. Furthermore, it EATS enemy interceptor wings thrown at it on 4+. Makes you wonder just how low-tech imperial small space craft are if something equal in size is outperforming dozens of them by that much. Or perhaps GW is really really shitty at keeping scales consistent between different books let alone different game systems.

Interesting enough it comes with quite a few models on its own: 2 Devilfish, 2 Hammerhead Gunships, 8 Battlesuits, FOUR DOZEN seated (and therefore useless in a regular game) Fire Warriors, eight Drones, and one seated Ethereal (also useless unless you make a floating space pope throne). So you could theoretically subtract the cost of those models (between 450 and 500 dollars). The cost is still absurd.

On the Tabletop

Want to field a Manta? That'll be well over 1800 points. The guns increase the cost by nearly 600 points, for a grand total of 2469 points for the entire thing. What do you get for this, aside a massive resin paper press? For starters, a T8 3+ beast with 60 wounds. It deteriorates over time, but you have to lose half your wounds to start noticing anything. And paired with a 4++ save, your life expectancy just went up a lot. And with 20"-60" Supersonic movement, it can be wherever it wants to be during a battle. And with BS2+ that won't drop to 4+ until you have less than 10 wounds, it remains effective in combat. Hilariously it also has 5 attacks at WS5+ S8, so while it's not very effective in combat it can hold its own in a fight. The Manta can also opt to hover, getting a 20" speed and stops being a flyer. It also has the odd rule that it adds 12" to the measured distance of weapons used against non-flyers, to symbolize how high up it is.

The Manta caries an entire army's worth of heavy weapons:

  • It comes with a pair of Heavy Rail Cannons. Two shots of S18 AP-5 D2D6 that deal an additinal D3 Mortal Wounds on a 6+ Wound roll, and deal double damage against Buildings and Titanic targets, this will really ruin the day of any Titanic unit it hits. Sure, with only 2 shots a single miss will really hamper your damage output, but with S18 you'll need T10 to not get wounded on a 2+. If both hit you're looking at an average of 14 wounds, discounting the extra Mortal Wounds from rolling sixes. Powerful against vehicles and other large units, but nigh useless against blobs. And as a Macro weapon the Manta can move and shoot with the thing.
  • Six long-barreled Ion Cannons make up for the Manta's secondary armament. Clocking in at 18 S7 AP-2 D2 shots this will really ruin the day of any TEQ that gets hit by it through sheer attrition alone. While you could opt to overcharge them to turn the weapon into a Heavy D3 gun which is 2D3 against units with 10 or more models, units that are the prime target of the Ion Cannons rarely come in those sizes. And while you could easily tank the Mortal Wounds suffered from rolling ones it's not really worth it.
  • Sixteen Long-barreled Burst Cannons bring the pain in the form of a trand total of 64 S5 AP0 D1 shots. This can eat several units of GEQs in one turn, so assign your shots carefully and don't forget you don't have to blow your entire load in one turn. Aim at the right targets and they'll serve you well. If you're feeling ballsy they could even turn them against vehicles: a tank with less than T10 and with a 3+ save can expect to eat 6 wounds on average. Not your preferred targets, but it can be done.
  • Two Missile Pods. Nothing special here: four shots of S7 AP-1 DD3 can support your Ion Cannons against targets with worse saves than 2+ and could be used to finish up tanks.
  • Ten Seeker Missiles. Using them is simple: slap 2+ Markerlights on any tanks with a maximum of 8 Wounds, and no matter how tough it is you can evaporate it with a single salvo. You can do this only once per battle, but it's worth it.

Another draw of the Manta is that it's also a transport. If you can somehow still afford an army after this, it can carry 55 models in its upper deck and 145 in its lower deck. 55 models for the upper deck translates into 3 Strike Teams with 2 Drones each and a Pathfinder team with 2 drones as well. The final spot can be filled by an Ethereal, a Cadre Fireblade, an additional Drone for the Pathfinders or, by technicality, Shadowsun.

The lower deck can transport 145 models who are Infantry or Drones. This is a total of 12 Fire Warrior squads with 2 drones each, or a variety of Pathfinders, Stealth Battlesuits (which is allowed) and sniper teams, as well as Ethereals and Fireblades. It can also transport Kroot Carnivores and Shapers, but no Riders or Hounds. It can additionally carry eight XV8 or XV9 Battlesuits, so no Broadsides or Ghostkeels. Coldstars are allowed however, as is Shadowsun. Because of poor wording it can additionally transport four Devilfish or Hammerheads, on top of the 145 Infantry/Drone units and Battlesuits, meaning that you can fit more than an entire army in there.

As for tactics: plonk it down and watch your opponent bring everything they have to bear in a failed attempt to kill it. Devour chunks of his army with it, then use the rest of yours to finish the battle. Big targets die first, with units that pose a threat to the rest of your army going next so your other forces are more difficult to deal with.

For Tau to scratch build, it will be so.

Power Ratings

The Manta has a nice round 100 Power, which makes it an army in its own right. Tactics remain the same: plonk it down and let 'er rip.

Verdict

If you field a Manta, you are automatically That Guy. Nobody else would buy, paint and field this mothermucker. While having a staggering amount of Dakka, it is hardly the most cost-effective way to get it. If you want the Titan-killing power of Heavy Railguns, field the Tiger Shark AX-1-0 instead: it costs only a third of the points and a sixth of the cash. Use the rest of the points and money elsewhere, stuff your Fire Warriors and Battlesuits in an Orca and drop them from there. Even just fielding this thing is a pain in the ass due to its HUEGness, and collectors would be better off spending money on cheaper models. The Manta is so ridiculous that in Battlefleet Gothic it gets a 4+ save because fuck you, that's why.

Scratch-built Manta

Whenever monetary resources are not available, sheer skill and enthusiasm can allow a dedicated 40k fan to get his/her own Tau manta, as shown by some awesome people who have managed to build their own mantas using foam, carboard, etc. The example shown to your right used only $40 of foam plus required tools and extra materials. Of course this is hard work, but hey! You are a smar/tg/uy! You get shit done! And because Forgeworld wouldn't let a filthy xenos aircraft be the costliest thing they ever sell, the Imperium's Warlord Titan!

Forces of the Tau
Command: Cadre Fireblade - Ethereal - Ethereal Guard - Tau Commander
Troops: Drone Squadron - Fire Warrior Team - Pathfinder Team - Stealthsuit Team
Auxiliaries: Gue'vesa - Kroot (Great Knarloc - Kroot Carnivore Squad - Farstalker Kinband
Kroot Hound - Krootox - Lesser Knarloc - Shaper
) - Nicassar - Vespid Stingwing
Structures: Drone Sentry Turret - Remote Sensor Tower
Tactical Support Turret - Tidewall Rampart
Battlesuits: Battlesuits (XV02 Pilot Battlesuit - XV15 Stealthsuit - XV22 Command Suit
XV25 Stealthsuit - XV46 Vanguard Void Suit - XV-8 Crisis Battlesuit
XV86 Supernova Battlesuit - XV88 Broadside Battlesuit - XV9 Hazard Battlesuit
XV95 Ghostkeel Battlesuit - XV104 Riptide Battlesuit - XV107 R'varna Battlesuit
XV109 Y'Vahra Battlesuit - KV128 Stormsurge Ballistic Suit
KX139 Ta'Unar Supremacy Armour
)
Vehicles: Devilfish - Hammerhead - Hover Chair - Piranha - Sky Ray - Tetra - Swordfish
Flyers: Barracuda - Razorshark - Remora - Sun Shark - Tiger Shark
Kor'Vattra: Manta - Orca - Automated Fighting Drone
Automated Barge Drone - Automated Bombing Drone