I recently took two Manticore artillery pieces to CanCon, and was truly suprised by the results.
Firstly, an explanation of their weaponry. A Manticore fires between one and three large blast templates, either directly or indirectly (barrage), with the highest strength in the game, and ordance to boot. Whilst they won't breach space marine armour, the sheer amount of wounds these tanks can generate really packs a punch.
Firing indirectly against units that aren't in area terrain, but have both intervening cover and an insufficient armour save can absolutely destroy the unit/s. We're talking Orcs, Eldar, Tau, Tyrannids, Guard, etc... You fire using the multiple barrage rules, and if you can still draw line of sight, then you can subtract your ballistic skill for the initial round. Just remember, you can't move when firing indirectly, and don't forget the minimum range.
Firing directly is absolute gold against anything that has sufficient armour save not to need cover. You still fire one to three shots, but you don't use the multiple barrage rules - instead, you resolve each shot separately! Thus you can maximise wound potential, subtract your ballistic skill from all shots fired, and you can move from hiding into line of sight, for a very suprising volley! Firing directly also conveniantly ignores the minimum range rule.
When shooting at vehicles. Obviously, if you can, fire directly in all cases - if they aren't going to get a cover save, or use a cover save, then this is by far the more accurate option. However -- when shooting at any vehicle that is in cover with intervening terrain, the manticore effectively ignores the coversave! Try to draw any line of sight if possible (remembering you can rotate but not move) in order to subtract ballistic skill from the scatter, but realistically most medium to large vehicles you should hit. Because barrage hits the side armour, this often will instantly penetrate (rolling 2d6 pick the highest), and there is always the potential for multiple hits from the one shot.
Don't forget that when the centre of the hole is not over the enemy vehicle (thus making you half strength), you still roll 2d6 for armour penetration. If the side of the enemy vehicle is 12 or less, you can still cause a lot of damage (very helpful for those blasts that scatter!)
A number of other advantages/tricks with the manticore.
- The manticore also pins enemy units at -1 leadership - given that it is a barrage ordanance weapon. Versing Space Wolves that were lead by leadership 8 Wolf Guard, I believe I pinned a total of 6 enemy units during the course of the game! (Without any other penalties to leadership). Because the Manticore is nearly guarenteed to cause at least a single failed armour save, this can be effective (as well as combined with Psyker squads and other tricks).
- The manticore also generally causes instant death. Tyrannids in particular are no longer immune to this - and as it typically pierces their armour, this can be devastating to warriors and what not. Also, the ability to do so many wounds, and force armour saves to be taken across the board, means you have the ability to wipe out space marine (and other) heroes with ease - if they fail that armour save, they aren't getting up.
- Tau have a technology that makes their vehicle count as obscured when the enemy is firing from more than 12 inches away. However, the barrage rules state that you resolve the shot coming from the centre of the hole, rather than coming from the firer - so this rule is ignored when the Manticore is firing indirectly.
- Those unkillable monoliths? Firing a manticore directly gives you a pretty good chance of hurting it. Each blast is very likely to hit, due to the size of the monolith, and penetrates the vehicle on a 5+ (rolling 2 dice) - not bad! That's what - 55% chance for penetration with each hit? And a 2/3 chance of getting at least a glancing.
- The manticore can be extremely effective when shooting at Walker squadrons. I had one direct hit on the centre walker of a squadron of three - and even though my blast was half strength on the other two, I penetrated and destroyed all three walkers (rolling 2d6). This was helped by only needing a 4+ to destroy them, thanks to the immobilise/squadron rules.
The manticore truly is a marvel - with the ability to destroy enemies without being in line of sight, obliterating both enemy vehicles and infantry, with stronger armour penetration than a Basilisk, more fire power, and the overwhelming use of cover these days, the Manticore is a must-have. Almost every single opponent that I played in the tournament commented on how destructive these units were.
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Monday, February 15, 2010
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