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![[Post New]](/s/i/i.gif) 2012/10/11 19:29:22
Subject: Uses for Maulfiends?
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Brainy Zoanthrope
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Hello
Tried Maulfiend recently. it sort of worked, managed to charge and explode Land raider. died next turn pwned by hammernators inside.
But i kinda feel my opponent woun't let me do it the next time, and if he would have no land raider, destroying some rhino wouldn't be worth the 125pt i payed for maulfiend.
Does anyone have any idea of other uses (preferably tried out) for those mechanical creepers?
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This message was edited 1 time. Last update was at 2012/10/11 19:29:47
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![[Post New]](/s/i/i.gif) 2012/10/11 20:43:08
Subject: Uses for Maulfiends?
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Sneaky Kommando
Gothenburgish
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I think it's to be considered a fire and forget missile.
Aim it at something big and expensive that you want dead that has an amour value (say a landraider, leman russ demolisher/fortification).
The one of the following will happen:
A) it reaches the target and demolishes it.
B) your enemy pours a godawfull amout of shots into it, leaving the rest of your army safe.
If you aim it at something that carries things inside, try to have something that can assault 'em. Spawns for example, can keep up with the fiend.
I plan to get a fiend of each type to accompany my Defiler and allied IG artillery for my Iron warriors. All these daemon engines take a dissproportionall amount of firepower to take down, with regenerating HP, 5++, and ignoring stunned/shaken on 2+.
Both of the fiends are OMG cheap considering their resilance, and potential of causing destruction..
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This message was edited 1 time. Last update was at 2012/10/11 20:48:56
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![[Post New]](/s/i/i.gif) 2012/10/11 20:45:26
Subject: Re:Uses for Maulfiends?
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Twisted Trueborn with Blaster
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From what I've seen, pretty much agree with Jag. Throw it at a vehicle and if that vehicle is a transport, have something ready to charge the contents.
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![[Post New]](/s/i/i.gif) 2012/10/11 21:05:56
Subject: Uses for Maulfiends?
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Bounding Ultramarine Assault Trooper
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Jag_Calle wrote:All these daemon engines take a dissproportionall amount of firepower to take down, with regenerating HP, 5++, and ignoring stunned/shaken on 2+.
Both of the fiends are OMG cheap considering their resilance, and potential of causing destruction..
I think this really, really depends on the type of firepower you're facing. Against a high volume of S6-7 shots like scatter lasers or autocannons, which rely on glancing something to death, IWND, the 5++ and ignoring stunned/shaken make for a very resilient vehicle. None of these abilities are nearly as effective against dedicated anti- AV like lascannons or melta, which are looking to simply penetrate you (eyebrow waggle). The 5++ isn't as useful because you're making fewer saving throws, and the other abilities may not come into play at all.
At the end of the day, it's just a Dreadnought with a 5++. The Maulerfiend seems worth the points, thanks to the speed and threat level, but I'm not so sure the Forgefiend has the staying power to justify the price tag, despite the coolness of the Hades autocannons.
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1st and 2nd Company - 5000pts
86th Ultramar Regiment - 4000pts
Hive Fleet Kraken - 3000pts |
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![[Post New]](/s/i/i.gif) 2012/10/11 22:24:56
Subject: Uses for Maulfiends?
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Sneaky Kommando
Gothenburgish
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The only melta the forgefieend has to worry about, is the deepstriking kind, and lets face it, not much will survive that.
Its range on the Hades is enugh to keep most other melta away. The real danger is lascannons/railguns. And if those are shooting at it, it means they're not shooting at something else, say your Defiler or landraider.. Both who can deliver alot of pain. A defiler parked on good cover can reach out far with its battlecannon. New template rules making it dangerous against almost any vehicle, if it runs out of MEQ to splatter.
Multiple threats is the new chaos game ...
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![[Post New]](/s/i/i.gif) 2012/10/11 23:15:27
Subject: Uses for Maulfiends?
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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Roboute wrote:At the end of the day, it's just a Dreadnought with a 5++. The Maulerfiend seems worth the points, thanks to the speed and threat level, but I'm not so sure the Forgefiend has the staying power to justify the price tag, despite the coolness of the Hades autocannons.
I've been pondering the value of a forgefiend in reserve.
now as a marine player, I know I don't like S8 plasma cannons. No sir, not one bit!
With such a large scary looking target, with scary cannons to boot, I can see alot of firepower coming into my 175+ plasma cannon walker.
Ahhhh, I said the key word there. Walker. A static plasma cannon will force any marine in its LoS into cover, or be vaped. Even TEQ's won't cross an open field covered by a plasma cannon- it's madness. A forgefiend has the same upside I saw in my plasma cannon dreadnoughts- It moves and shoots. It is not static- what other plasma cannons can you get in C: SM that are mobile? This is the value of a plasma cannon dread.
So I'd like to get a forgefiend, keep it in reserve and have it walk on turn 2-3 (which is probable, especially if I take IG allies for my cultists) and pop shots at an angle that catches a marine squad out of cover. I can avoid the first turn torrent of fire, guarantee a volley hopefully against something out of cover that my helldrake isn't going to baleflame who's probably going to arrive on the same turn.
Thoughts?
Automatically Appended Next Post:
Wasn't that its old game  ? Target saturation and all that?
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This message was edited 1 time. Last update was at 2012/10/11 23:15:58
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![[Post New]](/s/i/i.gif) 2012/10/11 23:31:31
Subject: Uses for Maulfiends?
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Ichor-Dripping Talos Monstrosity
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The Maulerfiend very much reads as a 'kill a vehicle' missile.
With 3-4 Str10 attacks, with 1-2 bonus Str8 attacks. Then it'll get shot to death because people will be scared of it.
I'll possibly try out the Maulerfiend, it's 125pts and a CC monster, but at the end of the day, the 175pt 8 Str8 AP4 Forgefiend will be my fiend of choice (2 of them even!)
But once I've got my 2 Forgefiends, 2 Heldrakes, CSM Landraider and Defiler... THEN I'll go for Maulers
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![[Post New]](/s/i/i.gif) 2012/10/12 06:58:02
Subject: Uses for Maulfiends?
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Ladies Love the Vibro-Cannon Operator
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Ovion wrote:The Maulerfiend very much reads as a 'kill a vehicle' missile.
With 3-4 Str10 attacks, with 1-2 bonus Str8 attacks. Then it'll get shot to death because people will be scared of it.
I'll possibly try out the Maulerfiend, it's 125pts and a CC monster, but at the end of the day, the 175pt 8 Str8 AP4 Forgefiend will be my fiend of choice (2 of them even!)
But once I've got my 2 Forgefiends, 2 Heldrakes, CSM Landraider and Defiler... THEN I'll go for Maulers 
Well, at the end I think that CSM is best played as a shooty, disruption, and counter-strike force, since an assault is hard to pull off these days. Here both Fiends would have their place.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2012/10/12 18:33:09
Subject: Uses for Maulfiends?
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Regular Dakkanaut
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I could see Maulerfiends ran with a squad of bikes as one hell of a fast left hook. Using outflank provided by characters, and it makes it a really strong deathstarish unit.
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![[Post New]](/s/i/i.gif) 2012/10/12 19:19:07
Subject: Uses for Maulfiends?
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Warp-Screaming Noise Marine
Canada!
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Well one thing you can think about for the Mauler fiend, is that it allows you to turn some heavy slots into something resembling fast if that is the idea you're working with.
Another thing to keep in mind, is if you are planning on playing chaos zilla he's one of your cheapest effective options.
Lastly they are decent grabber units. They move fast and can pick their targets, they are pretty effective against a lot of units and they are sorta awkward to kill. 125 points is not bad for that sort of jerk.
The real fatal tragedy of the Maulerfiend is his rather sad number of attacks. You figure a great big moron that can move at speeds like that could be mushing quite a few guardsmen a turn, but really he seems to only have his heart half in it.
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It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2012/10/12 23:31:54
Subject: Uses for Maulfiends?
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Longtime Dakkanaut
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True, as one of the fastest Heavy units in the game, it would seem ideal as part of a mobility-themed Chaos army.
That speed could also come in handy for grabbing objectives late in the game, if you can keep it alive that long.
Pretty terrible for anti-horde - but then so is a lascannon
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![[Post New]](/s/i/i.gif) 2012/10/13 06:58:27
Subject: Uses for Maulfiends?
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Sneaky Kommando
Gothenburgish
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Sure it can't take out bigger squads, but with lasher tendrils, it should still be able to take out smaller units.
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![[Post New]](/s/i/i.gif) 2012/10/13 15:58:22
Subject: Re:Uses for Maulfiends?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Its good at munching MEQ squads and vehicles, and small non-SS terminator squads.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/10/13 17:43:17
Subject: Uses for Maulfiends?
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Homicidal Veteran Blood Angel Assault Marine
HIDING IN THE METAL BAWKSES!!
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Big fire magnet, since it moves pretty fast your opponent cant really ignore them.
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![[Post New]](/s/i/i.gif) 2012/10/13 22:18:50
Subject: Uses for Maulfiends?
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Been Around the Block
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I'm going to build one for my all-comers army. Sending him after the heaviest armor with a squad of bikers running with him seems like a pretty effective strategy. Smash the machine with the fiend, and cut down infantry that could hurt it with the bikes. It's a hell of a distraction early on, and give my foot mobs a better chance of crossing the field.
If he gets to a piece of armor or a fortification, he's going to wreck it. If you can back him up, you might even be able to do it twice.
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