Sunday 21 April 2013

Solo Profile: Manhunter

The Manhunter (or Huntress, if you use the variant model) is the pinnacle of of melee solos available, it's stats are some of the best across the range of similar solos and it's abilities aren't shabby either. Often likened as a cruise missile due to the way it's generally used, Manhunters tend to run forward and do as much damage as they possibly can as the turn after they're likely not to be around to do much else.

As mentioned before Manhunter's stat line is a good one, with decent SPD, STR, DEF and ARM, as well as a MAT just shy of Butcher's, with damage boxes to boot. This generally ensures that the Manhunter is fast enough to get up the board whilst not being easy to kill from far away, however if he gets stuck in melee with models with the ability to CMA or have a naturally high MAT chances of survival tend to drop off quite sharply given that such models will normally have enough POW to kill your Manhunter in one hit.


Moving on to the Manhunter's weapons, they boast two medium P+S Axes, with Weapon Master. On the charge this means that Manhunters average damage output is 26, enough to take a column off a regular Khadoran jack and then dish out more damage with the second attack. Whilst Manhunter's are capable of taking on and damaging heavy warjacks, I'd advise that if your opponent is fielding any light warjacks that you use the Manhunters to deal with them, as more often than not a pair of Manhunters will scrap a light warjack in a single activation (and given their abilities a good counter to Cygnar Hunter light jacks)

Being a Khadoran woodsman the Manhunter comes with Pathfinder, Advance Deployment and Camoflauge. In addition to all this Manhunter bring Stealth, increasing his long range survivability which makes him a good harassment model as it allows you to use the Manhunter to skirt round an opponent's lines and hit support models hidden towards the back table edges or even warcasters if you get lucky.

Manhunters are very useful and very risky models to use, they have great potential for damage, but somewhat similarly to Doom Reavers, they can be fragile getting up the board if your opponent is fielding a large amount of AoEs or sprays. Best fielded in pairs due to their low cost, Manhunters can also be pushed into an anti solo/bodyguard role keeping models safe from pesky models such as Gorman Di Wulfe or Eiryss. If you choose to field Manhunters I'd suggest also fielding Yuri the Axe, granting Tree Walker (DEF buff whilst in melee in a forest) to both Manhunters and Kossite Woodsmen, Yuri has the ability to take on infantry squads while the Manhunters go about their roles. Other syngeries of note include Old Witch, who's 4th Tier allows her to create extra forests for your Manhunters to lurk in as well as having spells to generate cloud effects to trigger camoflauge, Zerkova and Strakhov similarly work well with Manhunters, serving as a bodyguard for the otherwise fragile Zerkova or providing support on the flanks with Strakhov with a greatly increased threat range in conjuction with his feat. Other than these both Butcher and the Vlads are both good at boosting Manhunters effectiveness, Butcher through his Feat, Vlads through Signs and Portents ((pVlad) extra dice on attack and damage rolls dropping the lowest), Transferance ((eVlad) allows freindly faction warrior models to spend focus to boost attack and damage rolls) and Hand of Fate ((lVlad) Signs and Portents under a different name, with the option to upkeep).

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