Switch Theme:

Forgefiend, maulerfiend or Land Raider ?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Dangerous Duet






What do you think ia the most useful between a Forgefiend, a Maulerfiend and a Land Raider ?
It's because I'm about to buy a bunch of things for my Iron warriors list and this will greatly affect what I'm going to buy (I won't buy a terminator lord and 10 khorne zerkers if it ain't to ride them in a land raider)

 
   
Made in gb
Longtime Dakkanaut





Depends if you want a melee charge army or a dakka shooty army. Landraiders are always fun and good way to get your lord into combat with a unit of elite backup. Forgefiend are good at shooting but really you want 2 of them and ideally sitting on top of a skyshield landing pad.

Maulerfiends are just a bit meh. Lasher tendrils don't have an effect on krak or melta grenades so even if you don't get shot down before seeing combat you're unlikely to be slaughtertastic.
   
Made in nl
Tzeentch Aspiring Sorcerer Riding a Disc





wtnind wrote:
Depends if you want a melee charge army or a dakka shooty army. Landraiders are always fun and good way to get your lord into combat with a unit of elite backup. Forgefiend are good at shooting but really you want 2 of them and ideally sitting on top of a skyshield landing pad.

Maulerfiends are just a bit meh. Lasher tendrils don't have an effect on krak or melta grenades so even if you don't get shot down before seeing combat you're unlikely to be slaughtertastic.

I agree with this. The fiends are not very good for their points cost imo. If you play a lot of MEQ with for example lascannon preds they can glance them to death on the first turn (or more likely cripple or blow weapons off). Thats the rough part for Maulerfiends, because they have to cross the field and will most likely attract a lot of fire.

Forgefiends are good if used as mentioned above, it makes them less vunerable. Protection is really important because every roll of a 4+ with lascannons has a chance to blow up your 175 point fiendy. Even full lascannon preds are cheaper then barebones forgefiends and with BS 4 in the new edition Ive been having a lot of fun glancing vehicles to death on the first turn, for example eldar AV12.
Landraider is always a decent addition, good survivability, but it should fit into your strategy.

This message was edited 1 time. Last update was at 2013/02/18 12:22:26


Sorry for my spelling. I'm not a native speaker and a dyslexic.
1750 pts Blood Specters
2000 pts Imperial Fists
6000 pts Disciples of Fate
3500 pts Peridia Prime
2500 pts Prophets of Fate
Lizardmen 3000 points Tlaxcoatl Temple-City
Tomb Kings 1500 points Sekhra (RIP) 
   
Made in gb
Regular Dakkanaut





Here's the thing about Maulerfiends -- they're quite cheap in terms of points. One of them is only a little more than half as expensive as a land raider. Furthermore, you should rarely, if ever, run only one Maulerfiend. It's the same rule for Land Raiders -- one Maulerfiend is a fire magnet, two maulerfiends means that one will get through. You should treat the Maulerfiends as inexpensive initiative grabbers. Your opponent needs to destroy them quick, because they're actually really fast, and will definitely destroy whatever they hit (if you've got the magma cutters too). You would use them much as you'd use a Dreadnought in a Drop Pod. I'd actually run them with magma cutters instead of lasher tendrils -- most infantry is running with only 1 attack anyways that can hurt them (krak grenades). It's only if you see yourself running into a bunch of terminators that using Lasher tendrils would be productive. So yes, taking two is actually quite nice to run as distractions for your other things. They're a threat that your opponent must deal with first, much like a vindicator.

Forgefiends are nice, but their standoff range is a bit short at 24". Also, when you're doing a standoff, your AV12 and 5++ will not help you out that much. Being in CC like the Maulerfiend helps keep it safe from all that shooting.

The decision to use Chaos Land Raiders or not depends on whether you want an assault unit that really cares about staying alive. If you want to get a Terminator Lord into combat, it's either LR or DS. If you want to use Khorne Berserkers, you use a LR. It's worse than the Loyalist LRs, but is cheaper. The Chaos LR also gets the worst loadout: it wants to be sitting back as a firebase shooting, but it needs to be an assault transport as well.

If you've got extra cash to spend, go for two maulerfiends. If you need more points for your money, go for Land Raiders.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

This is how I've been viewing my land raiders lately

What's the Cost
A predator with AC/LC sponsons is 115 points.
A rhino is 35 points.
Together they are 150 points.
The land raider is 230 points, and has the slightly better firepower capacity as the predator. The TL HB is less than the AC, but the TL LCs hit 8/9 of the time, so their close to 1/3 better than the predator.
Therefore my 'cost' to upgrade the models from the rhino + predator to land raider is 80 points.

What do I get for it?
Your trading your rhino out for an AV14 all around transport.
* This means your not going to give up first blood with your transport.
* This means your transport is not going to be destroyed by anything other than heavy long range firepower or melta -- which we see much less of today
* This means you have somewhere safe to sit if your facing triple helldrakes
* This means if the beast pack of doom comes in your face, you have somewhere safe to sit while you scurry away to your next objective.
* Mobile cover. Land raiders are BIG, so its easy to hide units behind them. You can even hide a daemon prince behind one.
* When only 1-2 models is left in a squad, you have a safe bunker to hop in to keep them alive till end of game.
* Its a safe spot for your dirge caster. You can expect it to stick around when the enemy gets close

Is it worth it? At this time I can't tell you. You don't want to get caught up with the idea of just keeping your units huddled in them. You want to use them like rhinos -- keep your guys in them on turn one if you go second, they deploy out and start shooting on turn 2. Keep them behind your guys and just use them for fire support.

This message was edited 2 times. Last update was at 2013/02/18 13:17:38


 
   
Made in us
Longtime Dakkanaut




 labmouse42 wrote:
This is how I've been viewing my land raiders lately

What's the Cost
A predator with AC/LC sponsons is 115 points.
A rhino is 35 points.
Together they are 150 points.
The land raider is 230 points, and has the slightly better firepower capacity as the predator. The TL HB is less than the AC, but the TL LCs hit 8/9 of the time, so their close to 1/3 better than the predator.
Therefore my 'cost' to upgrade the models from the rhino + predator to land raider is 80 points.

What do I get for it?
Your trading your rhino out for an AV14 all around transport.
* This means your not going to give up first blood with your transport.
* This means your transport is not going to be destroyed by anything other than heavy long range firepower or melta -- which we see much less of today
* This means you have somewhere safe to sit if your facing triple helldrakes
* This means if the beast pack of doom comes in your face, you have somewhere safe to sit while you scurry away to your next objective.
* Mobile cover. Land raiders are BIG, so its easy to hide units behind them. You can even hide a daemon prince behind one.
* When only 1-2 models is left in a squad, you have a safe bunker to hop in to keep them alive till end of game.
* Its a safe spot for your dirge caster. You can expect it to stick around when the enemy gets close

Is it worth it? At this time I can't tell you. You don't want to get caught up with the idea of just keeping your units huddled in them. You want to use them like rhinos -- keep your guys in them on turn one if you go second, they deploy out and start shooting on turn 2. Keep them behind your guys and just use them for fire support.


They are also assault vehicles....

   
Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

Land raider.
AV 14 fire magnet, resist a lot, makes foot slogging assault troops usefull (think berserkers, MoK chosen, terminators, all your lords...)

   
Made in gb
Regular Dakkanaut




West Browmich/Walsall West Midlands

it depends entirely what you already have in your list and what you want your army to do...

that is the short answer anyway

of course if you want to do a drop off job then the trusty LR will do you fine, just don't expect it to last too long though, some players still bring enough meltaguns and other long range weapons to shoot you're ass off and other nasties.

if you are going for the more firepower side then forgefiends will do "ok" i say that because as usual it depends upon what enemy you are fighting, and you have to run them in pairs as you know what happens when you take one . Though after what my two did to a Dark Eldar army last week well... my list made up on the fly for a 1500pt game ended up winning two games and rather shockingly ending a 1 1/2 year win streak for the DE player all in one night not to mention pretty much tabling him twice av12 is a sweet spot where it buggers DE over slightly not to mention i made a few saves (and a cheeky regen or two ) and i play Dark Eldar as well so i learnt how not to fight forgefiends...

just my humble view


A humble member of the Warlords Of Walsall.

Warmahordes:

Cryx- epic filth

Khador: HERE'S BUTCHER!!!

GW: IG: ABG, Dark Eldar , Tau Black Templars.
 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Forgefiends are great with dual hades at light to medium anti-tank work and I'm finding quite reliable as anti-flyer.

Maulerfiends can be decent but they need to be run in numbers and it's always important to remember they don't get a lot of attacks so they can be bogged down easily.

Land raiders are the only assault transport in the codex so it's a one stop shop. However, with only the mars pattern available it's kinda a crap shoot since you really want it to function as a heavy bunker rather than an assault tank to make the best use of those lascannons.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in mx
Morphing Obliterator





Mexico

I haven't tried it yet but i plan on running 1 or 2 maulefiends as complements to my spawn/juggy lord, 3 units that ignore difficult terrain, and move 12 iirc if the mauler got fleet as well, but even if it doesn't it has lots of movement.

The idea es to charge some high priority unit with the spawns and at least 1 maulerfiend with the lasher tendrils, i see them more as support for assault units than an assault unit on its own.

CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in us
Regular Dakkanaut





I like to run 3 maulerfiends with my Emperors Children as it give them much needed Anti Heavy Vehicle as well as a forward mobile threat. Those along with my Nurgle Spawn keep my enemy away form my expensive gunline of 3 units of noise marines and whatever havocs I feel like using.
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

Tactic I like to use is putting a group of cultists inside and around the back of the land raider. Give it demonic possession and keep having your cultist get in and get out as many times as you can over the course of the match. If you roll a one it eats a cultist(4 points) and recovers a hull point. Give you a invuln save too.

Black Templars 4000 Deathwatch 6000
 
   
Made in us
Longtime Dakkanaut




I found that I get better chooting and more resiliency with Obliterators as opposed to Forgefiends. I ran my FF with a head mounted plasma and arm mounted cannons for 200pts.

The Maulerfiend has stayed in the list. I run 1-2 Sorcerers and they each take 3 telepathy powers. I usually get Invisibility and an Invisible Maulerfiend is great. He'll run through terrain for a 2+ save and it really scares my opponent.

My last Game I had an invisible Maulerfiend in combat with the Swarmlord forever. The Swarmlord could only hurt the Maulerfiend by smashing. With tendrils that meant only one attack per turn and he needed 5's to hit him.
   
Made in us
Longtime Dakkanaut




 conker249 wrote:
Tactic I like to use is putting a group of cultists inside and around the back of the land raider. Give it demonic possession and keep having your cultist get in and get out as many times as you can over the course of the match. If you roll a one it eats a cultist(4 points) and recovers a hull point. Give you a invuln save too.


I've been playing with this tactic myself but where are you seeing that it gives it an invulnerable save?
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

Mixed up the rules :S been a while since I played CSM (november) since its in military storage currently.

This message was edited 1 time. Last update was at 2013/02/20 05:06:16


Black Templars 4000 Deathwatch 6000
 
   
Made in us
Stalwart Space Marine



Seattle, WA

Neither, you want Obliterators and Havocs.


 
   
Made in us
Battleship Captain




Oregon

Don't forget the new cheaper las predator. It's an easy way to bump up your heavy AT firepower.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 minigun762 wrote:
Don't forget the new cheaper las predator. It's an easy way to bump up your heavy AT firepower.
Seriously.

At 140 points, you can pack a heck of a lot of lascannons.

I've been bringing AC/LC or triple LC predators as they are much more durable than havocs.
   
Made in us
Banelord Titan Princeps of Khorne






 labmouse42 wrote:
 minigun762 wrote:
Don't forget the new cheaper las predator. It's an easy way to bump up your heavy AT firepower.
Seriously.

At 140 points, you can pack a heck of a lot of lascannons.

I've been bringing AC/LC or triple LC predators as they are much more durable than havocs.


Yea, the problem I always run into is lack of FoC slots for everything I want. Maulerfiends, Land Raiders, Predators, Havocs and Oblits all come from Heavy Support, and I personally want at least 2x Maulerfiends and 2x Preds and still want a Land Raider...lol. (Except I don't play 2000 points usually).

Chaos has a similar problem in the Fast Attack section. I want 2x Spawn and 2x Heldrakes....

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Longtime Dakkanaut




 labmouse42 wrote:
 minigun762 wrote:
Don't forget the new cheaper las predator. It's an easy way to bump up your heavy AT firepower.
Seriously.

At 140 points, you can pack a heck of a lot of lascannons.

I've been bringing AC/LC or triple LC predators as they are much more durable than havocs.


Yeah, I love the triple Laz Pred.

Been playing around with a list that runs one of those flanked by 2 Land Raiders. First turn or two I use all those Lazies to take out any Melta/Haywire threats and then cruise around at will with my Raiders.
   
Made in us
Crushing Clawed Fiend



Eau Claire, WI

I think they are all different. The maulerfiend really doesn't interest me, but I have had some amazing luck with my forgefiend (both in blowing stuff up, and staying alive). I liek the landraider, but I feel like it is a huge target for everyone. I usually have the experience of being able to use it for turn one to move up and then it either gets wrecked from being glanced to death, or it just blows up, and my guys inside are out in the open and I usually a couple to the explosion.

So going by my experience I would say go with the forgefiend. (I do the autocannons, not the plasma cannons, purely for range reasons.)
   
 
Forum Index » 40K General Discussion
Go to: