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Made in at
Slashing Veteran Sword Bretheren






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.

This message was edited 15 times. Last update was at 2014/12/04 11:19:23


2000 l 2000 l 2000 l 1500 l 1000 l 1000 l Blood Ravens (using Ravenguard CT) 1500 l 1500 l
Eldar tactica l Black Templars tactica l Tau tactica l Astra Militarum codex summary l 7th ed summary l Tutorial: Hinged Land Raider doors (easy!) l My blog: High Gothic Musings
 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
Made in us
Dakka Veteran






I'm a big maulerfiend fan myself. In fact I ran 3 in my last couple tournament games. Where are you getting 8 attacks from on the maulerfiend's charge though? 3 base, 1 for 2 weapons, if all 4 attacks happen to hit that should only be 2 magmacutter hits added on for a total of 6.
   
Made in at
Slashing Veteran Sword Bretheren






Fair point. I misread the magma cutter description.

2000 l 2000 l 2000 l 1500 l 1000 l 1000 l Blood Ravens (using Ravenguard CT) 1500 l 1500 l
Eldar tactica l Black Templars tactica l Tau tactica l Astra Militarum codex summary l 7th ed summary l Tutorial: Hinged Land Raider doors (easy!) l My blog: High Gothic Musings
 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

I did the same thing. It's odd that each Lasher Tendril adds an effect but the Cutters are essentially one item.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Dakka Veteran






Yeah, the lasher tendrils are disappointing too in the sense that a lot of people miss it only reduces the attacks characteristic. That means people still get the bonuses from 2 weapons or from charging so it rarely reduces the number of attacks of anyone at all. Shoulda been a free side-grade imo.
   
Made in at
Slashing Veteran Sword Bretheren






 lessthanjeff wrote:
Yeah, the lasher tendrils are disappointing too in the sense that a lot of people miss it only reduces the attacks characteristic. That means people still get the bonuses from 2 weapons or from charging so it rarely reduces the number of attacks of anyone at all. Shoulda been a free side-grade imo.


You sure it works this way?

My understanding is that attack bonuses are applied before they are subtracted - not the other way round. If for example a Black Templar Initiate squad (thats standard space marines armed with bp+ccw) charge a Maulerfiend, each would have 3 attacks (1 base, 1 for 2ccws and 1 for charging). Each set of Lasher Tendrils would subtract 1 attack each, leaving everyone with 1 attack per guy.

This message was edited 1 time. Last update was at 2014/09/17 10:00:31


2000 l 2000 l 2000 l 1500 l 1000 l 1000 l Blood Ravens (using Ravenguard CT) 1500 l 1500 l
Eldar tactica l Black Templars tactica l Tau tactica l Astra Militarum codex summary l 7th ed summary l Tutorial: Hinged Land Raider doors (easy!) l My blog: High Gothic Musings
 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
Made in us
Dakka Veteran






 Sir Arun wrote:
 lessthanjeff wrote:
Yeah, the lasher tendrils are disappointing too in the sense that a lot of people miss it only reduces the attacks characteristic. That means people still get the bonuses from 2 weapons or from charging so it rarely reduces the number of attacks of anyone at all. Shoulda been a free side-grade imo.


You sure it works this way?

My understanding is that attack bonuses are applied before they are subtracted - not the other way round. If for example a Black Templar Initiate squad (thats standard space marines armed with bp+ccw) charge a Maulerfiend, each would have 3 attacks (1 base, 1 for 2ccws and 1 for charging). Each set of Lasher Tendrils would subtract 1 attack each, leaving everyone with 1 attack per guy.


The problem is that the wording says attacks characteristic and not just the number of attacks the model makes. The attacks characteristic is what their profile lists and it does not include the in-game bonuses like having 2 weapons.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

I... have to agree with lessthanjeff on this one. That wording is, sadly, very constraining. If it's the case, it doesn't matter how attack bonuses apply in order, since it only hits the characteristic.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Dakka Veteran






Believe me, I wasn't happy with that either when I realized the distinction. I frequently run several in my lists and liked having a combination of the two but it's really hard to justify the points increase for how it's worded.

It made me as sad as when I realized the dark eldar reavers don't actually have twin linked gun like 90% of other bikers.
   
Made in us
Daemonic Dreadnought





Eye of Terror

I always loved the idea of the Forgefiend, and actually own several. But I could never seem to get them to work out, they are such a big target.

I would be interested in hearing how people use them in 7th edition and what kinds of buffs you use to make them more survivable / potent.

   
Made in us
Stubborn Dark Angels Veteran Sergeant





my friend runs 2-3, they are pretty cheap and efficient I haven't seen anyone take out more than 1 of them a turn.

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in no
Dakka Veteran




I prefer the Maulerfiend, as I feel that one of the things CSM do best right now is rush-lists (spawn, bikers, Maulerfiends, allied daemons etc.), and provide anti-tank to such a list, whereas the Forgefiend doesn't really really bring a lot of synergy to the army.

I can see the Forgefiends benefitting a lot from Divination (either through CS or Daemons), but I haven't gotten to try this out to see how efficient it is.
   
 
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