Friday 15 June 2012

Unit Analysis: Tau Manta


This thing is a BEAST.  The first problem with fielding one, before we even get to it's rules, is that the kit costs 1500$ and is almost a meter across.



Anyways, this thing has always been beautiful, but now, as of the second edition of Imperial Armour Apocalypse, it is so much better.  It's heavy railguns are no longer twin-linked...twice as much destruction upfront.  It's long barreled ion cannons rest the same, being three in number and twin-linked.  This update tells us that the sixteen long barreled burst cannons just got a whole lot better, having twice as many shots, higher strength and lower AP.  The missile pod now also fires blasts. The total transport capacity was also upgraded to 200, which is good...I guess...

That's it for how it's changed recently, let's REALLY look at it now.

It has AV13, 4++, ten structure points and a monstrous transport capacity, including infantry, tanks, battlesuits and beasts (hounds).  It can fire two Str D AP1 shots a turn.  That means that any vehicles caught in the blast are automatically penetrated and and +2 to their damage table roles for it being ap1 ordinance primary weapon and destroyer.  That means that normal vehicles are destroyed with ease and superheavies are picked apart with relatively high chance of success! Take that, landraider!  Due to being destroyer, any troops it hits are dead, with only inv. saves being valid, and it causing ID (not that you should fire solid shots at infantry, ever).

Alternatively, you can fire a 10" S7 AP3 blast, truly terrifying for troops and hordes.  Or, both, since you can have two railguns!  But really, a 10" blast that can only scatter 2" maximum is god damn terrifying. Two's even worse.  At bs5 (with the manta's networked markerlight...yeah, it does that too) scattering a max of 1"...you simply won't miss. Anyways you know what's great? One-shotting a Baneblade.  Really.  Having the +2 means that on a 4+ it suffers a chain reaction, pretty much any result forces permanent damage (none of this "gun crew shaken" crap). And being able to fire twice at BS5 due to your markerlight, you almost cannot miss.  So you can kill two baneblades in a turn. And then fire 16x6 LB burstcannon shots, 9 TL Ion Cannon Shots, 2 missile pod blast shots, 1 networked markerlight shots and, with markerlight support, ten seeker missiles.  Something to note, the burst cannons are drones controlled which, I am assuming since it is not clarified, means BS2. Oh well, it also has a blacksun filter.


Really, titans stand no chance against it.  It is a flyer so their blast weapons (read: Every weapon except for the Vulcan Mega Bolter) cannot hurt it.  Also, driver stunned because gun crew shaken, which is good.  It's secondary weapons (missile pod, ion cannons, seeker missiles) are designed to strip away voids before it places two railgun shots on it's target, and kills it.

PROS:
Can one shot super heavies
Blasts can't hit it
Melta is a joke against it
Ridiculous firepower, amazing anti-horde
Massive transport capacity
4++
BS4
Model is so large you could play a game on top of it
Flyer
10 Structure points
AV13
Model large enough to hit most of table with it's weapons, due to covering half the board.

CONS:
2000 points (you read that right)
Hit it at normal BS (rather than normal flyer rule where you hit on 6's)
Model large enough to get hit from most areas on table.
Drive damaged=chain reaction

And that's really all their is for cons.  I love mantas.  Basically, you get a nearly-unkillable flying fortress of death to deliver your troops and erase titans and super heavy tanks.  This is the only time we will ever have guns bigger than IG (other than pulse rifles compared to lasguns) more accuracy than Space marines, more abilities than Eldar and more killy than anyone.  Mantas get the thumbs up from me.  Now if only Forgeworld didn't charge an arm, a leg and both your kidneys for it.  Really, if you want it you have to sell them your firstborn's soul.

Still worth it.

Anyways, as you have no doubt noticed, I haven't mentioned manta tactics beyond "kill big stuff" and "carry your troops".  That is simply because the manta is so beastly (and large) that you are largely wasting your time trying to use it with finesse, honestly just use it to drop 100 stealthsuits on your target, and watch them cry.

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