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Made in au
Furious Raptor




Melbourne Australia

I remember reading a similar thread somewhere. But I cant seem to find it.

Anyway. Back to the topic.
I love the models, the rules(12inch movement, ignore difficulty terrain, daemon)
and the fluff too. Fit right into my Word Bearers Army.

Question number 1,
My concern here is that. Since its primary role is to hunt down vehicle(which cant be stucked in combat)
Wouldnt that leaves my precious Maulerfiends out in the open for target practice for 1 turn?

Question number 2,
Lasher Tendrils or Magma cutters?
I am thinking Magma cutters since Maulerfiend is brutal against vehicles. Hell it can even rip a Landraider a new one.


Is there a way around this. Or anyone who has play tested it can give me some opinion?

I have just magnatised 2 models today(the tendrils and cutters) and plan to run in my Double winged prince, cultist horde Word Bearers Army.

Let me know what you guys think. Thanks.


FOR THE DARK GODS
Word Bearers 6000 Points
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

They have AV12, a 5++, and It Will Not Die. That's not exactly flimsy. Otherwise, because they ignore terrain, you can hide them behind a ruin for a 4+ cover save, and then walk right through it like it wasn't even there. Plus, it's speed means you're looking at one turn of "target practice". That's not that long. Also, it's only 125 points. You're not going to get land raider durability out of that.

If you're really that concerned, though, a local at my FLGS has run a maulerfiend in front of a squad with a sorcerer. The sorcerer cast invisibility on the maulerfiend for that one turn of risk, and then it has a 4+ cover save everywhere, or a 2+ behind any other piece of terrain.

For question 2, magma cutters all the way. The unit exists to get in and do damage quickly. That's what magma cutters do. The tendrils will just encourage you to tar pit stuff, and go after targets that they're not good at going after. Plus, who doesn't like free melta hits?


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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Made in au
Furious Raptor




Melbourne Australia

 Ailaros wrote:
They have AV12, a 5++, and It Will Not Die. That's not exactly flimsy. Otherwise, because they ignore terrain, you can hide them behind a ruin for a 4+ cover save, and then walk right through it like it wasn't even there. Plus, it's speed means you're looking at one turn of "target practice". That's not that long. Also, it's only 125 points. You're not going to get land raider durability out of that.

If you're really that concerned, though, a local at my FLGS has run a maulerfiend in front of a squad with a sorcerer. The sorcerer cast invisibility on the maulerfiend for that one turn of risk, and then it has a 4+ cover save everywhere, or a 2+ behind any other piece of terrain.

For question 2, magma cutters all the way. The unit exists to get in and do damage quickly. That's what magma cutters do. The tendrils will just encourage you to tar pit stuff, and go after targets that they're not good at going after. Plus, who doesn't like free melta hits?



Hi Ailaros.

I think you might have misunderstood what I meant. What I meant was, after my fiends has cracked a LR open. then I will be out in the open. Which is sad. :( any way around that?

Invisilibility sounds like a good idea to keep it alive before it gets into combat and wreck things up. But its kind of depending on what I roll. and i need to invest points in a sorcerer(which might not be able to keep up with the fiend's speed).

But in my opinion, the reason maulerfiend shines is due to its point cost. 125POINTS? damn son. I'd take 3 of them everyday of the month.

FOR THE DARK GODS
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Made in ca
Khorne Veteran Marine with Chain-Axe






Having playtested against lists with and without LRs, I definitely recommend them (with magma cutters). As long as you've got decent AV saturation, with their stats and inherent durability they'll make it where they need to be no problem. Sure they get exposed for a turn or two throughout the game, but once you've taken out two or three of his armour it shouldn't matter. It just means he's shooting at one of your units that has already done its job.

Which is exactly what you want him to do.

Because it leaves your other units free and alive to do their thing, a.k.a. tear up the rest of the squishy bits he's fielding.

This message was edited 1 time. Last update was at 2013/08/05 09:21:47


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Made in au
Furious Raptor




Melbourne Australia

 Laughingcarp wrote:
Having playtested against lists with and without LRs, I definitely recommend them (with magma cutters). As long as you've got decent AV saturation, with their stats and inherent durability they'll make it where they need to be no problem. Sure they get exposed for a turn or two throughout the game, but once you've taken out two or three of his armour it shouldn't matter. It just means he's shooting at one of your units that has already done its job.

Which is exactly what you want him to do.

Because it leaves your other units free and alive to do their thing, a.k.a. tear up the rest of the squishy bits he's fielding.


Make sense. Alright.

It is sad that the models looks more dynamic with the lasher tendrils. :(

FOR THE DARK GODS
Word Bearers 6000 Points
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Oh, sorry. No, other than blowing up the transport with something else and then assaulting the goo inside, there's no way around it. It's one of the stealth benefits to transports that GW doesn't seem to think exists.

A couple of things, though. Firstly, if your maulerfiend just blew up a land raider, then IT JUST BLEW UP A LAND RAIDER. What more does it have to do?

Secondly, what units can be carried in a land raider that will handle a maulerfiend without having to get into close combat? The only thing I can think of is combi-melta CSM termies in a raider, but that's going to be pretty rare.

Thirdly, They have AV12, a 5++, and It Will Not Die. That's not exactly flimsy. Plus, you're looking at one turn of "target practice". That's not that long. Also, it's only 125 points. You're not going to get land raider durability out of that.



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in au
Furious Raptor




Melbourne Australia

 Ailaros wrote:
Oh, sorry. No, other than blowing up the transport with something else and then assaulting the goo inside, there's no way around it. It's one of the stealth benefits to transports that GW doesn't seem to think exists.

A couple of things, though. Firstly, if your maulerfiend just blew up a land raider, then IT JUST BLEW UP A LAND RAIDER. What more does it have to do?

Secondly, what units can be carried in a land raider that will handle a maulerfiend without having to get into close combat? The only thing I can think of is combi-melta CSM termies in a raider, but that's going to be pretty rare.

Thirdly, They have AV12, a 5++, and It Will Not Die. That's not exactly flimsy. Plus, you're looking at one turn of "target practice". That's not that long. Also, it's only 125 points. You're not going to get land raider durability out of that.




On a totally unrelated note.

If I assault the vehicle. It blows up. I am only allowed to charge at the occupants my next turn right? because 1 unit cannot charge twice in 1 turn.

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Made in us
Battleship Captain




Oregon

It's also nice to assault things like Wave Serpents or Leman Russ. Anything that's normally resistant to AT shooting.
   
Made in us
Fireknife Shas'el





United States

kissmymom wrote:
 Laughingcarp wrote:
Having playtested against lists with and without LRs, I definitely recommend them (with magma cutters). As long as you've got decent AV saturation, with their stats and inherent durability they'll make it where they need to be no problem. Sure they get exposed for a turn or two throughout the game, but once you've taken out two or three of his armour it shouldn't matter. It just means he's shooting at one of your units that has already done its job.

Which is exactly what you want him to do.

Because it leaves your other units free and alive to do their thing, a.k.a. tear up the rest of the squishy bits he's fielding.


Make sense. Alright.

It is sad that the models looks more dynamic with the lasher tendrils. :(
The Tendrils do look boss, you could convert the ends to have melta bits if you want, instead of spikes.

Also, the Maulerfiend is made for blowing vehicles up. It is 125 points. Even the most basic land raider is around 230. The Maulerfiend goes in, breaks a Land Raider open, then sits there. After eating bullets for a turn, some of which the 5++ from Daemon helped negate, it maybe gets a hull point back thanks to IWND. Then, after it already made double its points back. It does the same thing again.
   
Made in us
Battleship Captain




Oregon

Tendrils aren't that amazing as it won't help against grenade tossers and many of the units it would help against like TH/SS terminators, wraiths or MCs are also good non vehicle targets for the magma cutters.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Tendrils kind of suck. They are best against thigns with 3 attacks that can hurt you and there just arnt that many thigns out there like that. They would be ok against MCs but again they arent any better than magma cutters which will help you kill them off faster.

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Made in au
Furious Raptor




Melbourne Australia

 minigun762 wrote:
Tendrils aren't that amazing as it won't help against grenade tossers and many of the units it would help against like TH/SS terminators, wraiths or MCs are also good non vehicle targets for the magma cutters.


I would avoid all the said units above. I mean. With 12inch movement I can pretty much dictate who I want to fight(wraiths aside).

If I am locked in combat with TH/SS terminators then my fiend is as good as dead I suppose.


Automatically Appended Next Post:
 McNinja wrote:
kissmymom wrote:
 Laughingcarp wrote:
Having playtested against lists with and without LRs, I definitely recommend them (with magma cutters). As long as you've got decent AV saturation, with their stats and inherent durability they'll make it where they need to be no problem. Sure they get exposed for a turn or two throughout the game, but once you've taken out two or three of his armour it shouldn't matter. It just means he's shooting at one of your units that has already done its job.

Which is exactly what you want him to do.

Because it leaves your other units free and alive to do their thing, a.k.a. tear up the rest of the squishy bits he's fielding.


Make sense. Alright.

It is sad that the models looks more dynamic with the lasher tendrils. :(
The Tendrils do look boss, you could convert the ends to have melta bits if you want, instead of spikes.

Also, the Maulerfiend is made for blowing vehicles up. It is 125 points. Even the most basic land raider is around 230. The Maulerfiend goes in, breaks a Land Raider open, then sits there. After eating bullets for a turn, some of which the 5++ from Daemon helped negate, it maybe gets a hull point back thanks to IWND. Then, after it already made double its points back. It does the same thing again.


Yeap. But I wouldn't put too much hope on the 5++ so far I have not done well with it. Maybe the dice god will turn to my favor as I've just made the effort to magnatise both my fiends. Lol

I'd probably leave the models as it is. Its still badass without the tendrils.

This message was edited 1 time. Last update was at 2013/08/05 23:36:45


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Been Around the Block




No reason to not put the tendrils on. Just mod two to include the magma cutters.
   
Made in us
Battleship Captain




Oregon

I view the Mauler in the same light as the termicide squads of the last codex.
A trade where I trade my Mauler for a more expensive and more critical unit.
While a Land Raider is the best value target, the increase in fortifications is a bonus.
   
Made in us
Blood-Raging Khorne Berserker





New Jersey

Tendrils weren't though out very much. As someone said earlier the grenade throwers give zero F's about your tenticales. And the things that it will "help" you against will still slobber knock you. Also the magma cutters shouldn't be viewed as "free" melta hits against anything that isn't a fortification or vehicle. It's extra 8/1 hits on something you've already hit. 3 hits, 3 wounds, 3 failed saves if any apply = 0 melta hits.

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Oregon

 Goat wrote:
Tendrils weren't though out very much.  As someone said earlier the grenade throwers give zero F's about your tenticales.  And the things that it will "help" you against will still slobber knock you.  Also the magma cutters shouldn't be viewed as "free" melta hits against anything that isn't a fortification or vehicle.  It's extra 8/1 hits on something you've already hit.  3 hits, 3 wounds, 3 failed saves if any apply = 0 melta hits.


That's why I mentioned things like Wraiths, Khorne Dogs or Spawn where the unit has multiple wounds or a strong inv save where they might block one of those power fist swings.
It also has value against MCs but that's more risky thanks to Smash. Still, against a Riptide, I'll take that extra wound.

   
 
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