Manta Tweaking - correct points or not? |
baronpiero
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Post subject: Manta Tweaking - correct points or not? Posted: Mon May 22, 2006 4:07 pm |
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Joined: Sat Jul 09, 2005 1:38 pm Posts: 186
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Welcome to the boards Wargamer.
Indeed, the Manta changed a lot since V3. But all those changes were miniature driven and deserved. Look at the mini: it's a behemoth, bigger than a warlord titan or a great gargant. So to me, the DC is clearly deserved.
The problem is: evereything got up with the DC and we're stuck with a 850 pts warlord equilvelent now, which people don't seem to like for various reasons. For instance: - Me playing Tau: that's expensive, how can I get my points back if I don't face a big war engine to kill with the railcannons? Oh! here's a Gargant. Let's hunt him down. It's the only target I can get my points back on. - Opposing player: how can I prevent this overseering hard to kill thing not to get at my titan? That's cheesy!
So the two main problems are:
Weapon config is too specialized at killing ennemy titans, whereas a dropship meant to support hunter cadres during their various ground operations would rather suggest a more 'tactical' weapon config. =>Maybe we could try the heavy rails at TK(1) and drop cost accordingly.
We don't have the choice between medium and big titan, so it would be cooler to come up with an intermediate points cost for the Manta. =>Maybe aim for 700-750 pts?
Then what about the following changes: - Replace TK(D3) with TK(1) on the railcannons? As a result, the Manta would be more of a all rounder with a more 'tactical' weapon fit. - Replace armour 4+_reinforced with 5+_reinforced? Besides, this would equal to armor 13 in the taros book. - ... and drop the cost to 700 pts or something?
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Xisor
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Post subject: Manta Tweaking - correct points or not? Posted: Mon May 22, 2006 5:29 pm |
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Joined: Tue Oct 25, 2005 10:11 pm Posts: 515
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A small consideration I had: the Manta's big, it's gotta have a good deal of stocks of Railgun munitions for using against specific targets. I mean, we're clearly not seeing the weapons that are deployed against starships...are we?
In this regard, perhaps allowing a few varied 'submunitions' for the Railcannon. Perhaps that'd allow it the flexibility to actually be 'worthwhile' most games at 850pts, and not only circumstantially when you face off against a few Titans. Perhaps that is a worthwhile way to go: That is- to explore the flexibility of the Manta that we don't see at it's 'full potential'.
For one, there could be a 'scatter-drone' rail munition, one which seperates out into a few minor submunition allowing multiple targets to be hit with one railcannon? We know the main shot is 'drone-controlled' for hitting targets, so why not be converting the main bodies of the railguns akin to the Gravitic Launchers of the Tau Starships...able to launch a few shots in one go?
Xisor
_________________ "Number 6 calls to you The Cylon Detector beckons Your girlfriend is a toaster"
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Honda
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Post subject: Manta Tweaking - correct points or not? Posted: Mon May 22, 2006 6:36 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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For one, there could be a 'scatter-drone' rail munition, one which seperates out into a few minor submunition allowing multiple targets to be hit with one railcannon? We know the main shot is 'drone-controlled' for hitting targets, so why not be converting the main bodies of the railguns akin to the Gravitic Launchers of the Tau Starships...able to launch a few shots in one go?
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There's more to this idea than you might think. In 40K, Hammerheads already have a submunition shot for their rail guns. I don't see any reason why the Manta Rail cannons couldn't have a similar type of shot.
I think it's worth exploring.
_________________ Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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Ilushia
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Post subject: Manta Tweaking - correct points or not? Posted: Mon May 22, 2006 9:31 pm |
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Joined: Mon May 08, 2006 10:50 am Posts: 1189
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I believe in Epic that the submunition rounds are used for the reason why railguns can fire AP as well as AT on Hammerheads and other heavy vehicles. Hence why they're AP 4+/AT 3+ instead of just AT 3+. Broadsides can't use such weapons, so they don't get the AP ability. It might be neat to see some alternate munitions on the Manta, perhaps, but I kinda like the Scorpionfish being unique in it's multi-purpose-weapons.
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Tactica
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 1:55 am |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Just for my 2 cents - I have no desire to see a fictional clash of demiurg end up anywhere near the Tau universe.
I most definitely do not want to see a walking titan in the tau ranks.
Tau would *NEVER* align with squats.
STUNTIES - don't have skimming technology, move slow, believe in large exploding ordinance, heavy armor, hand to hand combat, and pack heavy weapons... NOT very tau at all!!
Long-bearded-hippie-stunty-freak-shows are NOT for the greater good - be gone to the intergalactic barber with the lot of you!
Tau and stunties are like oil and water... never EVER happen!

(now... braces for impact)
_________________ Rob
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Ilushia
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 2:04 am |
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Quote (Tactica @ 23 May 2006 (01:55)) | Just for my 2 cents - I have no desire to see a fictional clash of demiurg end up anywhere near the Tau universe.
I most definitely do not want to see a walking titan in the tau ranks.
Tau would *NEVER* align with squats.
STUNTIES - don't have skimming technology, move slow, believe in large exploding ordinance, heavy armor, hand to hand combat, and pack heavy weapons... NOT very tau at all!!
Long-bearded-hippie-stunty-freak-shows are NOT for the greater good - be gone to the intergalactic barber with the lot of you!
Tau and stunties are like oil and water... never EVER happen!

(now... braces for impact) | Actually... The BFG lists already have the Tau and Demiurg working together against the Orks. The Demiurg and Tau both hate the Orks. The Demiurg is motivated more by what the Tau can pay them. I DO agree that they shouldn't be giving out a titan though. I don't much like the idea of Tau with walking titans. They already have battlesuits and enough anime influence to spawn an entire genre... Do we REALLY need to give them a gigantic walking war-engine too?
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Xisor
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 2:43 am |
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Joined: Tue Oct 25, 2005 10:11 pm Posts: 515
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Fortunately these are Mk Xisor Type Demiurg, not the abominations found on this forum!
That is: - No beards - No axes - No trikes - No ancestors - No rowdy dwarfen antics
These are the Demiurg. The Commercialists who are not only aligned nearby the Tau, but are actively working in concert with the Tau Empire. Y'know, the ones seen here:
http://www.specialist-games.com/battlef....Tau.pdf
See the end of the Document.
As a slight, if jovial, riposte here:
Kroot believe in eating the dead, clobbering people in hand to hand, making money for personal gain, no using too much technology, living in trees. Not very Tau either, is it?
Kroot also happen to be the Tau's most prominent ally and largest contributor of soldiers to the Empire outside of the Shas, if my memory serves me well.
It's not really 'in the Tau ranks' either, which is fortunate.
I'm not too attached to the Demiurg, honestly!
I should think they'd be more prepared to lend out what is effectively a torpedo...of which they have tons, than a Battleship of which, I assume, they do not have tons. Walking titan or not, suggestions are good!
Xisor
_________________ "Number 6 calls to you The Cylon Detector beckons Your girlfriend is a toaster"
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Dobbsy
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 4:34 am |
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Joined: Wed Oct 05, 2005 1:24 am Posts: 4499 Location: Melbourne, Australia
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Personally,
a/ I would NEVER use a Demiurg item in my Tau army.No matter what it did. b/ I don't use the Manta because it costs too much in a 3000 pt game (the norm round here). I prefer to have more activations up my sleeve. That said, if it was required to fight a warlord (p'raps, knowing my opponent was taking one)then I would. c/ I would also use a Manta if the game was large enough to justify it. d/ I think the Manta with 1+ Init is fine at 800 points. e/ If you don't like the Manta don't use it, but don't nerf it because you aren't happy with it. Learn it's weaknesses and deal with it that way. f/ It's still not set in stone. Playtest at 800pts with 1+ init.
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Xisor
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 4:00 pm |
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Joined: Tue Oct 25, 2005 10:11 pm Posts: 515
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Quote (Dobbsy @ 23 May 2006 (04:34)) | a/ I would NEVER use a Demiurg item in my Tau army.No matter what it did. | Why, out of interest?
Xisor
_________________ "Number 6 calls to you The Cylon Detector beckons Your girlfriend is a toaster"
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Honda
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 6:37 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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(Dobbsy @ 23 May 2006 (04:34)) a/ I would NEVER use a Demiurg item in my Tau army.No matter what it did.
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Why, out of interest?
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Because it starts with a "D". ?
I think a lot of this has to do with keeping the intent of the list focused.
Adding in various units can cause the intent of the list to become diluted. Then this no longer becomes a Tau list, but some amalgamation of units that really have no association with each other, except for the fact that they are undocumented immigrants in the Tau Empire. In essence, it no longer becomes "Tau".
If you are familiar with Ancient History army lists, the Later Romans have the same issue. There's so many mercenary units in their list, that by the time it's all said and done, there's nothing "Roman" about your army.
So, I would propose that if you want to build a list that supports some Tau/Demiurg alliance, then put something together much like Nerroth has and initiate a variant development effort.
_________________
Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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Gotchaye
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 10:43 pm |
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Joined: Fri Mar 03, 2006 1:25 am Posts: 59
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In a way, it makes sense for the Tau to not run a pure-Tau list. They're just this flyspeck little Empire in the backwater of the galaxy, and their chances of survival are virtually nil. Their only chance - and this is something that they recognized early on - is to form an alliance of many equally insignificant species. That way, they might actually have the ability to ward off an attack by the Imperium, a Hive Fleet, a good-sized Waaagh, and so forth. They need a high level of cooperation to survive, and it only makes sense that they would incorporate their subjects'/allies' militaries into their own in order to fill gaps.
Unlike other small races like the Eldar or the Necrons, the Tau don't have an overwhelming advantage in logistics, speed, or efficiency. However, they lack the ability of the more widespread humans and Orks to send wave after wave of men at the enemy. They need the help.
I would suggest that the latest codex, by renaming the race the 'Tau Empire', indicates that this is the direction GW wants to take. Future codices and chapter approveds will undoubtedly add more alien races. They're not just the 'Tau with a few friends' anymore, they're an empire that draws on a multitude of races for its fighting forces.
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Nerroth
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 11:00 pm |
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Joined: Tue Aug 02, 2005 12:00 pm Posts: 573 Location: Canada
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So you've a problem with the Demiurg?
Better hand over any Ion Cannon in your arsenal - since the Demiurg sold the Tau the technology.
And while you're at it, better replace the Third Sphere list with one for Waaagh! Scraghurtz - since the Demiurg were the ones who asked Alaitoc to remove the force which would hae conquered the Tau Empire back in the pre-Damocles days.
Gary
_________________  Gue'senshi: The 1st Kleistian Grenadiers v7.3 pdfHuman armed forces for the greater good.
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Tactica
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 11:10 pm |
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CAVEAT: Although quoting Ilushia's text, this is not directed at him or anyone else - its directed at anyone empathizing with the idea framed up in the quote.
Actually... The BFG lists already have the Tau and Demiurg working together against the Orks. |
1st... BFG is a 40K spin off in a completely different dirrection and a few confirmed sitings of fleets working in concert in space do not necessarily reflect what happens on the ground.
2nd... BFG (another 40k spin off) allows Demiurg with many races at last time I played, yet the race doesn't exist in 40K or E:A....
3rd... Epic is a larger 40K game, not a smaller BFG game.
4th... So until we see Demiurg with IG, Chaos, and the host of other races on the ground in 40K - that is core design for E:A, *I* don't have any reason to contemplate them in Epic.
5th... Demiurg have NOTHING to do with tweaking the Manta. See the subject of this thread. "Stunty" fans need to get their own thread on their own forum!

Now, [pulls virtual reins] back to solidifying the Manta tweak.
Cheers,
_________________ Rob
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Tactica
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Post subject: Manta Tweaking - correct points or not? Posted: Tue May 23, 2006 11:19 pm |
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Quote (Dobbsy @ 22 May 2006 (22:34)) | Personally,
a/ I would NEVER use a Demiurg item in my Tau army.No matter what it did. b/ I don't use the Manta because it costs too much in a 3000 pt game (the norm round here). I prefer to have more activations up my sleeve. ?That said, if it was required to fight a warlord (p'raps, knowing my opponent was taking one)then I would. c/ I would also use a Manta if the game was large enough to justify it. d/ I think the Manta with 1+ Init is fine at 800 points. e/ If you don't like the Manta don't use it, but don't nerf it because you aren't happy with it. Learn it's weaknesses and deal with it that way. f/ It's still not set in stone. Playtest at 800pts with 1+ init. | a) Agreed.
b) Agreed again.
c) Currently, can't agree because it has problems. I'm not even motivated to paint up the one I own right now. The points for benefit stink unless they are tweaked. Right now, I only use it to test in the large games. As far as fun games go, it never makes the cut... even at 3K points. Just a big BTS liability that doesn't generate the payback.
With init 1 and points drop, it starts gaing functionality and points are moving in the right direction to become usable, though as a large vessel, it will never make the short list of must have 2700 point game units - but that's not the goal here either, so that's OK. 
d) Agreed, good place to start testing.
e) Absolutely agreed, and well stated.
f) Agreed
Cheers,
_________________ Rob
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Yes.
Better hand over any Ion Cannon in your arsenal - since the Demiurg sold the Tau the technology.
Why? They
sold it and it's now ours.
And while you're at it, better replace the Third Sphere list with one for Waaagh! Scraghurtz - since the Demiurg were the ones who asked Alaitoc to remove the force which would hae conquered the Tau Empire back in the pre-Damocles days
Well aren't they nice fellows? They still smell

Anyway, going by this logic doesn't this mean we should have Alaitoc elements in our list...? ?

Sorry Tac' - I'll get back on topic now.