Mythic Battles: Pantheon is full of beautiful miniatures, as well as being a great game. Of course, everyone has their favourites, and the Manticore is one of mine. I think he’s a wonderfully frightening beast.
This new $18 add-on brings the terrifying Manticore to your game. It includes:
- 1 Manticore miniature.
- 1 Dashboard with stat clip
- 5 activation cards
- 1 special scenario
So what’s a Manticore anyway, and how does it fit into Mythic Battles: Pantheon?
It was in the deserts of Persia that the Manticore was found. He was introduced to the Greeks by a Greek doctor who visited the court of the Persian king. Some say this was Asclepius himself, others ascribe the account to a lesser known figure. Whatever the truth of the matter, it was Apollo, father of Asclepius, whose interest as aroused.
How it ended up in Greece no one knows, but it soon crept its way into the dark corners of the Greek mind. It preyed on the feeble-minded and gullible, building cults to itself out the easily swayed. Its vicious raids served as retribution for those who fell from its grace, and as a fearsome portent of its might.
Apollo saw this foreign monstrosity ravaging his people, and took it upon himself to banish the Manticore to the deepest and most obscure corner of Tartarus. Wherever Apollo found the beast’s cults he wiped them out, doing his best to erase all knowledge of the monstrosity from the Greek mind.
And then, when the Manticore had been all but forgotten, the gates of Tartarus were flung wide, and as the Titans escaped few noticed one more black shadow on the land…
In game the Manticore is a versatile and potent unit. It is the first 5RP unit released, and it is worth every point.
Its basic stats put it on a par with the Hydra or Cerberus. However, it’s quite a different beast. It lacks Cerberus’ Guard talent, which makes its role very different. It cannot regenerate like the Hydra, meaning it cannot pile in to the enemy with quite the same abandon. So what’s so good about the Manticore, and what’s it’s role?
Mainly, the Manticore serves to sow chaos and death across the battlefield in a rampage of carnage. It’s fast. A basic move of 2 is bolstered by the ability to fly, which means that it can ignore enemy units and terrain to get at whatever or whoever it wants. The crowning glory in its mobility is its 5 activation cards, 1 more than either Hydra or Cerberus. One more activation card than normal might not sound like a lot, but it’s a big thing, believe me. It’s effectively a 25% increase in an already high speed, or a 25% increased chance to have a card in hand for retaliations…
Which brings me to wreaking carnage.
A basic 8 attack and defence is already potent, and that’s before we consider the Manticore’s Powers. The first, Vile Presence, is Passive, so is always in effect. This gives -1 attack and -1 defence to every unit in the same area as the Manticore, so its 8 attack is always against a reduced enemy defence. Then it has the Scorpion’s Sting. At the end of its activation, the Manticore gets a free additional 5 dice attack with a range of 1, just in case something needs finishing off. And no counter-attack is allowed against this sting either, which makes it particularly powerful. Of course, something this large and unpleasant also has Block to stop its foes sneaking off, plus Mighty Throw to smash its enemies out of the way.
As a package, the Manticore is a devastating unit, able to fly about the board delivering death wherever it pleases, and able to reduce the effectiveness of any foe. Hardly surprising Apollo took exception to it wandering about.
The Manticore model itself is the centrepiece of this set, but let’s not forget the scenario. This pits the Manticore against 3 Heroes who don’t want to see if running their lands after it claws its way out of Tartarus. The scenario can be played as 1 vs 1, 2 vs 1, or 3 vs 1, with one player taking the Manticore and the others controlling one or more Heroes.
Voice of Olympus