Maulerfiend
Ahhhh, its out to get me! NOOO! The Maulerfiend is a very nasty unit that I recommend you give a thorough examination - especially if the model suits your tastes. Like the Defiler, it has a 5+ invulnerable save, a 5+ It Will Not Die save, Daemonforge, Fleet and Daemonic Possession. Unlike the Defiler, it only has 3 Hull Points, but moves 12" and ignores both difficult and dangerous terrain when moving and charging. It has no ranged weaponry, but due to its maneuverability it is more easily hidden and it has some nasty melee capabilities. All of that, and it is far, far cheaper than the giant crab. The implications of 12" movement and fleet or the ability to re-roll charge distance, as well as ignoring terrain for movement and charging are staggering - this is the fastest walker in the game. And when it gets into combat, it hits harder than its profile would indicate; WS3, I3 and 4 attacks at S10 AP2 (including the extra
CCW) doesn't sound like much (especially the measly initiative), at least until you get to the juicy options the Maulerfiend has. You come with a pair of magma-cutters base: both provide a total of one automatic hit resolved at S8 AP1 I1 Armourbane as long as the Maulerfiend hits with at least one attack (the magma cutter attack is resolved against an already hit model, so they are less useful against single-wound models), and double that PER magma cutter if all of your attacks hit. This makes the Maulerfiend a potential wrecking ball when sent against any ground-based vehicles, and even makes it a threat against most walkers - as long as they aren't dedicated combat walkers, they are unlikely to destroy a Maulerfiend before it hits back and destroys them. Seriously, it will on average destroy a Land Raider or Monolith on the charge. Remember how fast this is too? When the winds of chaos are in your favor, a Maulerfiend charge can result in upto SIX high strength armor penetration rolls delivered against a vehicle.
The other is lasher tendrils - for a slight increase in points, you get a TWO SETS of these which each reduce enemy models' in base-to-base attacks CHARACTERISTIC. Sadly, the emphasis here lies on "characteristic", meaning the number of attacks described in the unit's profile. Additional attacks such as ones the models receive for charging and/or having two (or more) close combat weapons are not affected by the lasher tendrils, as these are attacks, and not part of the attacks characteristic. Thus, lasher tendrils are pretty useless, actually - the only type of unit they will be useful against, apart from
HQ ICs, are monstrous creatures - but the latter usually decide to go for a smash attack when trying to down an AV12 walker anyway. Things like powerfist guys at best lose 1 attack since they happen to be sarges who have 2 base attacks, but still get a total of 2 powerfist attacks when charging. Also, almost all Space Marines come with Krak Grenades, which means the Lasher Tendrils won't make a difference to them. They will marginally help against walkers by stripping one of their two attacks from their profile, and will be more useful againdt exotic walkers like furioso dreadnoughts. Thus, Maulerfiends should primarly be used as tank wreckers and not tarpit units - a Maulerfiend doesn't care about whether a Rhino or a Land Raider is the prey - both will more than likely be wreckage once it charges. If you manage to charge your opponents' most expensive vehicle (typically a Land Raider or Leman Russ), I would recommend using the Daemonforge in that turn. Seriously, it is worth it to make sure your Maulerfiend makes its points back. As great as I feel they are, especially given their low points cost, be aware that the lack of any ranged weaponry means they are essentially useless against flier-heavy army lists. Also remember that the large size can't always be hidden behind terrain, as much as the speed of the Maulerfiend will allow you to abuse cover. Whilst it is cheap enough to use with little regret, and its inherent speed means it will probably make its points back on turn 1 or 2 when it inevitably charges, the Maulerfiend needs to be used delicately; mech-heavy opponents will be scared to death of it, and target it appropriately, but the fact that you need to get into close combat to be able to wreck vehicles means the Maulerfiend makes a prime target for enemy melta weaponry. Use with caution
Forgefiend
The more popular of the two 'Fiend' variants and perhaps not without good reason, the Forgefiend loses the Maulerfiend's mobility and close combat potential but instead provides staggering mid-ranged firepower. The goodies of being a daemon engine are all there, and unlike the Maulerfiend, the Forgefiend can quite happily sit in your backfield and lay waste to your opponents. The Forgefiend is also a large and immensely frightening target, like the Maulerfiend - it will draw copious amounts of attention from your enemies. Don't be surprised if it is the first thing they attempt to destroy - remember to grin devilishly when it passes that lucky invulnerable save against a penetrating hit from a multi-melta or lascannon (it will happen more times than you would think) or regains a lost
HP via
IWND. The Forgefiend can be equipped in four configurations, based upon its weaponry - similar to the Maulerfiend, this will change what targets you commonly choose. The first loadout is standard - two Hades Autocannons. Remember how nasty Psybolt Dreadnoughts used to be before
GK players got shafted with the new dex? The Forgefiend wants a word - 8 S8 AP4 Pinning shots. The only issue is BS3 and no twin-link, meaning you will be prone to a bad roll - by the same token, you might be treated to an ungodly amount of hits. You average four hits, more than the Psybolt Dreadnought of yore. In that sense, you are doing the same job as one of the most points-efficient tank-hunters in the game. Just be aware that you are quite a bit more expensive, have more in-built randomness in your shooting, and a shorter range, though you offset this by being a lot more durable. Nevertheless, activating Daemonforge in combination with a full volley from both Hades Autocannons can spell instant doom for most 3
HP enemy vehicles - and the idea of not being able to suffer crew shaken or crew stunned makes the Forgefiend that much more of a reliable anti-tank platform. The volume of high strength shots also makes for a good anti-flyer unit, though the Forgefiend's biggest weakness is its relative uselessness vs. heavy infantry, and also monstrous creatures with a good armor save such as Riptides.
The second option is to keep the autocannons but give it an Ectoplasm Cannon to replace its head. Ultimately, for a decent increase in points, this will make you quite threatening to infantry as well as vehicles. 8 S8 AP4 Pinning shots will hurt almost anything, but adding a S8 AP2 blast makes you far deadlier to infantry (especially
TEQs) and in essence gives you an additional S8 shot against vehicles. Be aware that the Ectoplasm Cannon has a 24" range whereas the Hades Autocannon has a 36" range, meaning that taking Ectoplasm Cannons will put you in range of weapons such as Psycannons, multi-meltas, assault cannons and so on. Also be aware that you can only fire two weapons if you move as a walker. I haven't seen this loadout used as yet but it is an option to consider.
The third loadout is to switch the autocannons for ectoplasm cannons for free - changing your role from a tank-hunter/sort of multi-purpose unit to an almost strictly heavy-infantry hunter. Deepstriking termies will piss themselves, especially Draigo's shiny dozen when faced with 3 instant-death plasma blasts a turn. Want to make their Paladins cry? As much as a smart Grey Knight player will put Draigo at the front of their Draigowing, remember that such army lists tend to have two units of Paladins. Either shoot the unit without Draigo or get around to the side and shoot their flanks. The Forgefiend will make its points back very quickly as long as you score some hits - again though, be careful to remember that the 24" range of your guns will subsequently put you in psycannon range. The last option is triple ectoplasm cannons, and it will make Terminator-heavy armies weep - this goes without saying. But again, be aware that this loadout is only effective if you remain stationary, so replacing the fiend's head for that amount of points might not really be worth it. Still, the funny thing about the Ectoplasm Cannons and their Gets Hot! rule? The Forgefiend has to roll a 1, then fail a 4+ save, then fail a 5+ invulnerable save, then fail a 5+ It Will Not Die roll to really lose that
HP. Yeah.
Now that I've got the options out of the way, we can talk about application - my personal recommendation is the standard Hades Autocannon loadout. The 36" range means you can stay out of range of most anti-tank weaponry, and you will provide a punishing amount of firepower. It also means the Forgefiend can provide a decent threat to fliers - 8 shots will only average 1 or 2 hits, but S8 means it can easily punch a hole in most fliers. The Ectoplasm Cannons are devastating, but prone to scatter and will make the Forgefiend far more vulnerable to short-ranged anti-tank weaponry. Your smaller range also leads to your fiend having to move up and ultimately be charged by fast moving units that may not necessarily destroy it but tie it up for most of the game, given how it is a walker - 2 WS3 I3 S6
AP- attacks per turn won't get you anywhere quickly.
At the end of the day, the Maulerfiend/Forgefiend is a staple unit in the Chaos Space Marine roster that really doesnt feel out of place in any army. Its broad range of configurations grant you the freedom to use the variant best suited for your army. Lacking anti-tank? Take the hadesfiend. Lacking AP2? Take the ectoplasmfiend. Your army plays fast and agressive and/or is mechanized and you want a cheap unit that can harrass both infantry, monstrous creatures and tanks? Take the maulerfiend.