Tag Archives: Imperial Army

Rogue Trader Collection – 13/01/22

So the diorama for Marneus is starting to come together. All that’s left to do is perhaps tidying the bear up a little and finishing the marine Guard.

On top of this I’ve ordered from Etsy some mini banners for the 1st and 2nd companies as well as the chapter banner which I’ll hand on the wall behind Marneus.

The chapter banner
The 2nd Company banner
The first company banner

Once these arrive and are placed the model will finally be finished!

Datasheet Review – Astra Militarum Manticore

In my summary post of 2021 I promised that we would be posting more tactica and army lists in the coming year. What better way to start that than with a kit I received for Christmas?

So the first question is what should you build? As with all tank kits I personally feel they’re way to expensive to build as a single kit with set loadout so like with all my other kits I will be magnetising the kit to make both the Manticore and the Deathstrike – I’ll post a how to once I’ve figured it out myself! 🙂


Courtesy of the GW 40k app and Warhammer+

The Manticore is almost a standard go to unit for competition Militarum lists, with board wide range not needing line of sight and 2D6 shots hitting at S10. You only have four rockets per game, but on average a single rocket can deliver 3 hits and will wound T5 targets on 2+. But you’re probably not going to want to expend your ammo on troops, but the enemies much loved tanks however are a different kettle of fish. This will wound most tanks on 3+ meaning out of your seven shots, two to three will wound on average, with one or two of those likely to get through the targets armour after the -2 AP. With D3 damage per hit which can be improved to a flat 3 damage if you give Tank Aces: Full Payload, this will mean you’re taking on average between two to three wounds off your target in the turn (or 6 with Full Payload).

Target Toughness/SaveAv ShotsHitsWoundsUnsaved
T6+ with 3+ Save73.52.31.5
Up to T5 with 3+ Save73.52.91.9

Now that doesn’t sound ground-breaking, but remember that’s average, if you’re rolling well and you have Full Payload equipped the tank will do a further three wounds for each unsaved hit, that’s some serious punch.

The drawback is the Militarum ballistic skill, with 4+ only half your shots may hit your targets. You can improve this, firstly with an additional five points you can purchase an Augur array which will allow you to re-roll a single failed hit roll per battle for that Manticore, well worth the points if successful.

For one CP you can also use the Direct Onslaught stratagem from Psychic Awakening: The Greater Good. This allows the Manticore to add 1 to its hit roll if it can see it’s target.

I would take two Manticores in any list where I’m looking to include them. Keep them out of sight and just use them to bombard enemy high toughness targets. You’re taking two for redundancy options as your opponent will soon destroy them once he realises what they can do.

Make sure you include the 5pt Hunter-Killer missile for the single S10 shot that’s AP-2 and can do D6 damage (or flat 6 if you have Full Payload equipped). Worth the points! I then choose the Heavy Flamer and Stubber for defensive purposes in case anyone decides to charge it.

Manticore (160 points)
Augur array
Heavy Flamer
Heavy Stubber
Hunter-Killer missile