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Made in se
Cultist of Nurgle with Open Sores




Sweden

I just bought a Forge/Maulerfiend kit, without really checking out what they are capable of (I just think they're cute ^^).
Now, looking into the codex I find the Siege Crawler rule, which states:

"Maulerfiends can move up to 12" in the movement phase and are not slowed by difficult terrain (even when charging). In addition, in close combat, Maulerfiends add +1 to armour penetration rolls against buildings."

Now, very few walkers can move more than 6'' in their movement phase without running, so with that in mind I'm having trouble interpreting the rule.

Does it mean that the Maulerfiend can move 12'', fire his magma cutters, and then charge without a hitch? Or would a 12'' move count as moving at cruising speed, like it would for a tank, for instance?

I can see how an angry metal armadillo powered by evil would be able to move 12'' without a problem, but it would be unusual, so I'm checking with you.

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Made in us
The Hive Mind





Yup - 12" in the movement phase and 2d6 inches for assault. After firing.

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Made in se
Cultist of Nurgle with Open Sores




Sweden

Pretty damn good for only 125 pts.

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Made in ca
Twisted Trueborn with Blaster




Fredericton, NB

Magma cutters don't have a shooting profile....

Anyway he can move 12" and charge 2d6

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Made in se
Cultist of Nurgle with Open Sores




Sweden

 Lightcavalier wrote:
Magma cutters don't have a shooting profile....


Yeah I just read that in the codex. I was convinced they used the template for some reason.
Anyway, thanks for clearing that up!

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Made in gb
Nihilistic Necron Lord




The best State-Texas

 Lightcavalier wrote:
Magma cutters don't have a shooting profile....

Anyway he can move 12" and charge 2d6


Don't forget, he also has fleet for re-rolling that charge distance!

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Made in us
[DCM]
Tilter at Windmills






Manchester, NH

And for re-rolling his Run distances!

Yup. He's really fast. Which is good, given how fragile AV12 vehicles have become in 6th.

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Made in us
Longtime Dakkanaut




Drakes and Fiends are more beast than machines. GW pretty much gave the Mauler the beast special rule with out the fallback penalty.
   
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Stone Bonkers Fabricator General





Beijing, China

barnowl wrote:
Drakes and Fiends are more beast than machines. GW pretty much gave the Mauler the beast special rule with out the fallback penalty.


if you could force them to fallback they would still fallback at 3d6

same with spawn

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Made in ca
Regular Dakkanaut




Even better then just moving and assaulting,


Move 12", run possibly 6" and then assault 2d6 for a max of 12, that's 30" max first turn, craziness!!

This message was edited 1 time. Last update was at 2013/01/28 22:18:48


 
   
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Dakka Veteran




You can't run and charge. Even fleet doesn't allow it in 6th edition.
   
Made in ca
Regular Dakkanaut




Mhmmm but walkers can
   
Made in us
Longtime Dakkanaut




You cannot charge after running with a walker.
   
Made in gb
Decrepit Dakkanaut




Ub3rb3n wrote:
Mhmmm but walkers can

No such rule exists. If you disagree, page and paragraph
   
Made in ca
Regular Dakkanaut




Sorry I read it wrong, the rule is

Under the walker section
"They can make a 6" move in the movement, run in the shooting and charge in the assault phase, just as infantry can"

I thought just as infantry can meaning that's how they do it, and the continuation of the move run and assault meant they could do it in one turn.
   
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I can see how that might be confusing.
   
 
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