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The harsh winters of Khador have given rise to many wild beasts but none may be as deadly as the Manhunter, whose blinding ferocity helps claims as many victims as the terrible Khadoran winter.
|See also How to Read the statblock|
- Axe (x2) - 0.5" reach, P+S 11 melee weapon.
- Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
- Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
- Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
Thoughts on Manhunter
Manhunter in a nutshell
The Manhunter is a pure combat solo without any secondary utility function (unlike the Blighted Nyss Warlord, for example). As a fire&forget missile, one can deliver crushing damage to the unguarded flanks of your enemy, or go full kamikaze, and take down something important before biting the dust. With 2 initial weapon-master attacks with an outstanding MAT, the manhunter hits what it swings at, and kills what it hits. That comes with an adequate mobility and some above-average defense against ranged threats, so most of the time the Manhunter has no problem reaching his prey and delivering some punishing blows. Also, his presence can be really annoying in scenarios, thanks to Tough, Stealth, and that he can survive most of the blast damages thanks to his ARM (that's some thick fur hat for sure).
Combos & Synergies
Manhunters benefit greatly from any threat extension or protection spells and abilities. Weigh your options though, whether or not it worth to burn a spell on a solo. Most obvious mentions:
- Butcher1 - Fury and his Feat; that is nearly 20 points of damage against an ARM20 target.
- Irusk1 - an excellent recipient for Battle Lust, and his feat can make its survival to the next level. Reveille can also help you with unexpected knock-downs. Irusk2's Solid Ground also worth a note.
- Strakhov2 - Last Stand is an excellent spell for assassination runs.
- Vlad1 - what not to like on Signs and Portents?
- Vlad2 - his feat is all about making super solos out of ordinary soldiers; why not put it on a solo with awesome damage output already?
- Yuri the Axe gives them Treewalker. Beside the extra defense in forest, the real benefit is that it allows the Manhunter to ignore forests for LOS; and who doesn't like sitting 6 inches in a forest where no one can see you, then come bursting out of the trees to apply axe to face?
Drawbacks & Downsides
- No secondary functions. It kicks teeth in, and that's about it.
- Currently the only theme force he's allowed in is the Jaws of the Wolf "Jack-theme", and he is not your first pick for a free solo.
Tricks & Tips
- Though his threat ranges are predictable, that's not necessary a bad thing. One can hardly ignore the threat posed by a single Manhunter, so feel free to use him as a board controlling tool. Opponents will often commit extra effort to neutralizing the threat, often over-committing and leaving other models unprotected (or un-dealt with).
Originally released in Warmachine: Prime (2003)
Other faction models