You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Tactics and Secrets “Lethal Tank. Funny Name.” - Marketing slogan, Kentish and Company Military Public Relations
You might be getting the impression that the Wolf Strike set has more than a little heavy firepower in it. If you are one of these, this weeks’ Sneak Peek won’t disappoint! It’s time to get familiar with the Mantueffel Attack Tank, the counterpart to the Carnivore introduced a few weeks ago. All versions of this monster give you tracked speed mode, a 0/10 range with 2 ballistic targets, high defensive values, few repair markers, 360-degree arcs, speed values of at least 8, and starting damage values of five. Yes, you heard that right. Five. If the Carnivore is the hammer, the Mantueffel is the anvil.
Republic of the Sphere, Green (93 pts.) This unit might have the label ‘green’, but it’s anything but. Indeed, this version probably has the most staying power of any of the Mantueffels, with a starting defense of 22, Heavy Armor for half the dial, and ten clicks of life. An initial speed value of 8 gets it where you need it to go, and a beginning attack value of 9 with some Improved Targeting means it’s also accurate. You don’t have any special abilities on your damage value, but with attack and defense values like this, you won’t miss them.
Clan Jade Falcon, Veteran (96 pts.)
No reduced range here – it’s 10 like all the other Mantueffels! Like most of its’ Clan brethren, this tank is all about delivering pain. Five points of Armor-Piercing pain that is, and an attack value of 10 pretty much means it’s going to happen. A starting defense value of 21 and several clicks of Decoy make this tank a vexing target to hit. And, of course, it has mid-late dial Improved Targeting, making this tank a useful piece even after it’s taken some punishment.
Bannsons’ Raiders, Veteran (96 pts.) Jacob always gets the best toys money can buy. What does 96 points get you? Five Anti Personnel damage, an attack value of 9, a beginning defense value of 21 with Heavy Armor, and 8 movement with a click of Infiltrate to start it where you want it! You’ll keep your attack and defense special equipment for half the dial… but remember, your dial is a little shorter than other Mantueffels. Did we mention that there’s no repair markers? A little planning and you should be able to keep this vehicle in tip-top shape for the entire battle!
House Davion, Elite (99 pts.) Victor would be proud; this unit is all about options. Your starting stats are most impressive, with a 10 attack, 5 damage (with Armor Piercing for a goodly part of the dial), and defense of 21 with Hardened Armor. Pretty spiffy! However, you may want to push it one click. If you do, your attack will drop a bit and you’ll lose your Hardened Armor, but you’ll gain Evade for four clicks and pick up Heavy Armor instead. There’s only one repair marker here, and it’s toward the end of the dial. How tough is this tank? Even after taking four damage, it’s still got 4 Armor Piercing damage, a move of 7 with Evade, and an attack of 8.
Design Notes The Mantueffel Attack Tank is an existing design from the BattleTech universe, and the familiar eye will notice the biggest change is the location of the medium lasers that this unit carries. Relocated from the turret, they can now be found on the main body of the tank. Other than that, the addition of some nice lines are the only changes that were made to this already fine unit. The Mantueffel Attack Tank was built in 3-D by David Choi.
P-061 Lieutenant, Bannson’s Raiders (17pts.) That’s it. I have a new favorite light ’Mech combination. I’m going to take a Bannson’s Solitaire, that light Agility gear from a few weeks ago, and this light ’Mech pilot, which gives you +1 on movement and +2 on attack. I’ll let you figure out the math and the abilities on this one. Suffice to say it’s pretty nasty.
G-175 Extended-Range Ammo (17pts.) On the other hand, that neat Bannson’s ’Mech combination isn’t as useful if it gets hit several times before it even gets close to you. This gear is for light-class ’Mechs, and, like its’ Assault-class big brother from Firepower, doubles your ballistic range (to a maximum of 16) at the cost of -2 on your attack. Pair this Gear with a good pilot and ‘reach out and touch someone’ takes on a whole new meaning
NOW we’re talking! This Situational Alliance combines the hard-hitting ethos of House Steiner with the ballistic proficiency of the Wolves. In short, choose a friendly unit with ballistic range type on one or more of its’ damage values. Lose the existing damage special equipment on those weapons for the turn. Gain Armor Piercing instead. Yes, have some!
SQ-006 Caesar’s Cohorts
This Squad card is all about creating mobile ranged combat formations. You’ll need LRM Batteries, Padilla Anti-Missile Tanks, Ravager Battle Armor, and Saxon APCs to make this work. Elements of this squadron get a modest move bonus when they’re part of a movement formation. However, the REAL benefit is the +1 damage bonus the primary attacker gets when the Cohorts attack as a ranged combat formation! And as always, Cohorts may create formations with each other even if they don’t share a Faction symbol
Quick Note: Figure Gallery stats for these Sneak Peeks will go live on 9/7/06.
10" range? That's a major waste of points, but still, considering this is one of the first units I don't like, WS is still looking to be an awesome set.
Yes 10" range sucks. BUT. This is the FIRST tank that REALLY meets most every requirement to be a pretty damn good tank.
Multiple targets so it can always ignore firing out of base contact.
360 deg arc + 0" min so it can always defend itself from basers
Ballistic damage so it can waste infantry in a hurry.
The HD one having HA can essentially ignore infantry and even some artillery.
The WH Kelswa is good. But after that first shot you generally WILL be based by a good player and subsequent shots from it will be noneffective unless you manage to keep it clear of his basers at all times. You have no such worries with this tank.
Yes 10" range sucks. BUT. This is the FIRST tank that REALLY meets most every requirement to be a pretty damn good tank.
Multiple targets so it can always ignore firing out of base contact.
360 deg arc + 0" min so it can always defend itself from basers
Ballistic damage so it can waste infantry in a hurry.
The HD one having HA can essentially ignore infantry and even some artillery.
The WH Kelswa is good. But after that first shot you generally WILL be based by a good player and subsequent shots from it will be noneffective unless you manage to keep it clear of his basers at all times. You have no such worries with this tank.
This will be worth keeping an eye on.
I'm with you. I like this tank, for all the reasons you mentioned. Can't wait
to get the Davion version so I can load it into a Merc. Zahn. :devious:
Light Mech extended range ammo? I'll be needed a few of these. That will give Katana's "Nyx" an 4AP with a RCAO out to 22". And for under 160 points.
And even if you don't like the tank, it looks very cool. I can see some good kitbashes coming out of this one.
Let me get this straight. SQ cards gives you back points? I doubt I'll be using this one, but the idea of having a few Saxons loaded with Ravager BAs all moving at +1 and then a seprate formation with LRM battery and Padillas Anti-Missles to give +1 damage sounds good.
Light Mech extended range ammo? I'll be needed a few of these. That will give Katana's "Nyx" an 4AP with a RCAO out to 22". And for under 160 points.
And even if you don't like the tank, it looks very cool. I can see some good kitbashes coming out of this one.
Let me get this straight. SQ cards gives you back points? I doubt I'll be using this one, but the idea of having a few Saxons loaded with Ravager BAs all moving at +1 and then a seprate formation with LRM battery and Padillas Anti-Missles to give +1 damage sounds good.
Not quite. They cost 5/150 default, but you get back points from that for every element you have at least one of in your force.
The Mantueffel is an enigma in competitive play. You can't drop it for more than 16 reach (in a Bishop or Merc Zahn). Attack value is average, not outstanding. But everything else about the tank is fantastic. You may even survive a return shot from many targets.
Does the 10 range completely kill it in high-level play, and relegate it to just-for-fun games?
A while back, Noeticist and several others had a thread about vehicle formations in competitive play. They were looking for a particular set of criteria that would make a tank usable in formation against a Mech of similar point value (to the formation). A minimum set of speed, attack, damage, and defense was needed.
The best tanks for this seemed to be the DF Glory and the Hi Regulator II. Even they fell just a little bit short, though, and were retired from play shortly after that thread was started. Now with unretirement, they could be back.
My point is this: can the Manteuffel be used in formation in serious play? Does it have a combination of abilities that lends itself to non-transported uses? My gut tells me no - and I really want to like this tank! But in my experience, tanks without transports are prey. And transported tanks with short ranges are prey to transported tanks with longer ranges.
A while back, Noeticist and several others had a thread about vehicle formations in competitive play. They were looking for a particular set of criteria that would make a tank usable in formation against a Mech of similar point value (to the formation). A minimum set of speed, attack, damage, and defense was needed.
My point is this: can the Manteuffel be used in formation in serious play? Does it have a combination of abilities that lends itself to non-transported uses? My gut tells me no - and I really want to like this tank! But in my experience, tanks without transports are prey. And transported tanks with short ranges are prey to transported tanks with longer ranges.
Well, there have been a couple of CJF tanks/vehicles that seemed to work well enough outside of a transport.
The classic one is the CJF Cizin. The '3 pack' of Cizins is a pretty good threat to most vehicles or mechs. It packs enough firepower, has a relatively high DV for the price and has a high enough AV, especially in formation.
The CJF Tokugawa also seems to be able to work outside of a transport. Extremely high AV, very good DV and very quick. In formation with, say, an R10 with a Kelswa/Carnivore inside, it's a great changeup.
The CJF Mantueffel (working from my expertise) almost makes it. The price and speed are just a bit too high and low, respectively. If you did something like a Saxon/Random Infantry, R10/Kelswa, Mantueffel formation, that might work. I'd sooner toss in a Toku, but I think it's doable.
Now, this isn't to say that I believe it to be a viable option in high level play, but at the local level it might be viable. Say, a PHI, Kelswa drop in formation with a Saxon/Mantueffel and some assorted support. Not the worst army ever.
The classic one is the CJF Cizin. The '3 pack' of Cizins is a pretty good threat to most vehicles or mechs. It packs enough firepower, has a relatively high DV for the price and has a high enough AV, especially in formation.
The CJF Tokugawa also seems to be able to work outside of a transport. Extremely high AV, very good DV and very quick. In formation with, say, an R10 with a Kelswa/Carnivore inside, it's a great changeup.
Thanks for the comments, Highdancer. It helps to have someone that has tried it successfully!
Of course, both these tanks are much cheaper than a Mantueffel. I do recall someone running the Cizin in packs, and it worked quite well. Maybe that tank has the potential to work. But as you pointed out, the Mantueffel will not quite make it.
Range too short, DV too low, no CNC version. All I need to hear, really :P. Too bad, too, had such high hopes for it. Query - why do all tank DVs except for old Kelswas suck so bad?
However, that being said...anyone else dig through the Wolf Strike set listings and notice that the Vixens are up? Standout units there. The Bannson's Raiders version is especially vicious, with Evade and Agility on the bloody dial. Scott/Mila, and then you can either go Decoy for the ranged combat headache or Pulse for the painage, and anyone Charging you to get through the Evade defense is going to have to deal with Agility. I love that combination; 'Jack' has got to be my favorite medium 'Mech ever. Why oh why did the CNC Vixen have to lose that Evade?! It's still a good 'Mech - a 16" 3 Capacitor gun is a hell of a toy for a light, even one that costs like this does, but without the Evade it's only good, not the knockout I was praying for.
It's interesting to see that the Kurita one is set up for melee combat, though, and it does have the Evade. Not only that, but it's a Kurita light that starts with 8AV. Low for anyone else, susprisingly high for initial Combine attack. And it's got the 14" energy gun and option for that new light Agility, though Scott is a requirement there. Still, the late-dial Brawling makes it a Charge threat even on its last click. As a sometime Kurita player who's been very disappointed in the guys for a while...I'm impressed.
Still wish the Nova Cats would loosen the purse strings just a smidge every now and then. Yeah, I know, paradigm is for mostly-white dials, but still. Would it kill them to tune the acuators a bit more?
Yes 10" range sucks. BUT. This is the FIRST tank that REALLY meets most every requirement to be a pretty damn good tank.
Multiple targets so it can always ignore firing out of base contact.
360 deg arc + 0" min so it can always defend itself from basers
Ballistic damage so it can waste infantry in a hurry.
The HD one having HA can essentially ignore infantry and even some artillery.
The WH Kelswa is good. But after that first shot you generally WILL be based by a good player and subsequent shots from it will be noneffective unless you manage to keep it clear of his basers at all times. You have no such worries with this tank.
This will be worth keeping an eye on.
I'd be perfectly happy with all of your points if this thing didn't cost 90+ points. The problem is that this tank becomes a nice big target for 'Mechs, since it's easy to outrange and outmaneuver, and it provides so many VC1 points. Who needs to base it? Just shoot at it from 14" away and it can't return fire. Or even from 12" away. I
I would happily take on, one-on-one, any of the Manteuffels with a single Republic Po II Heavy Tank. My single unit army would cost less than half of the Manteuffel. Just by having the same speed and an extra 2" of range, I'll bet my Po can eliminate the Manteuffel before it can touch my Po. Sure, they're never going to be one-on-one in a real army - the Manteuffel will have support to base the Po so that it has to take the basing penalty. Of course, my Po can bring more support than the Manteuffel can.
Even a 12" range would have made a big difference. Or a lower cost. But with a 10" range and a 90+ point cost, I have a hard time considering this unit over others that cost less.