- Chaos Spawn Review – Mutated Beyond Reason
- Obliterator Review – Weapons? We Got Weapons
- Chaos Space Marines Unit Review – The Few, the Proud, the Fallen
- The Chaos Sorcerer and How to Make Him Effective
- Maulerfiend Review – Unleash the Daemonic Hound
- Defiler Review – What’s My Battlefield Role?
- Forgefiend Review: So Much Dakka
Continuing on with this series, which I seemingly forgot about until checking site stats and finding its done relatively well, here we are with the Maulerfiend in the Chaos Space Marines unit reviews. As always, I’m not a competitive gamer, so I just like to share my experiences, not dictate how you should utilize something.
A big fast daemonic robot-thing that smashes stuff. What’s not to love about the Maulerfiend? This model quickly became one of my favorites when the 6th edition Chaos codex dropped so many years ago. I absolutely love walkers in 40K. I just love big robots in general. So, to get a model that looks awesome (I think, though I know many dislike it), and can leap across the board in short order, and I was sold.
Rules & Info
The best feature of the Maulerfiend is its ability to move 12″ a turn. On top of that, it has Fleet. Oh, let’s not forget that it’s not slowed by terrain at all thanks to the Siege Crawler rule. The icing on the cake is Move Through Cover. No Dangerous Terrain tests here. There’s few things in the game of 40K that this thing can’t chase down. Siege Crawler also adds 1 to the pen results on buildings, but how often does that matter?
It comes equipped with two Power Fists, giving it 4 attacks on the charge. While this isn’t as good as a standard Space Marine Dreadnought (damn loyalists!), it has some options (see below), that really help it out in combat.
Where the Maulerfiend suffers a bit is its WS3. Odds are you’re hitting on 4’s anyway, but those retaliation attacks are often hitting you on 3’s. Plus, it’s only I3, so Marines are planting Krak Grenades on you with 3’s to hit, and before you swing. Still, they need 6’s with those Krak Grenades to glance the Mauler, and if they do then there’s the 5++ (invulnerable), to try to shrug it off.
While I3 isn’t great, it’s not often an issue when fighting infantry. The stuff that infantry has which will seriously hurt a Maulerfiend is normally I1. If you’re lucky then you’ll remove that threat before it happens. If not, again there’s the 5++ to help the Mauler out.
One of the most often forgotten rules the Maulerfiend has is Daemonforge. Once per-game you can declare you’re using this at the start of the assault phase. For that turn you can re-roll failed armor pen results, and failed to wound rolls. Very useful when something has to die that turn. Just pray to the Chaos Gods that you don’t roll a 1 after though, or else the Mauler will lose a hull point.
Let’s not forget the Mauler has It Will Not Die. It’s not a roll you want to bank on, but getting back a hull point on a model that gets a lot of attention is great.
Something I really like is that the Maulerfiend is in the Heavy Support area. It’s not going to compete with other fast units from Fast Attack, meaning you can get a very fast list with Chaos. I also find that many of us CSM players don’t pull much from Heavy Support, so there’s little competition for its slot.
Lastly, the Maulerfiend has Daemonic Possession, so you can shrug off (assuming you don’t roll a 1), those Shaken and Stunned results.
There are only two options available to the Maulerfiend: Magma Cutters and Lasher Tendrils. The Lasher Tendrils will run you 10pts, but they are well worth it. The Lasher Tendrils reduce attacks of models in base contact by 2, to a minimum of 1. Also, the effect is cumulative. So, if you run two Maulers then it’s -4 attacks to those basing both of them. Doing this will let the Mauler hunt down really nasty things like Knight Titans and Daemon Princes.
The Magma Cutters are additional attacks you make at I1. If the Mauler gets 1 hit the it gets 1 Magma Cutter attack, but if it hits with all of its attacks, then it gets 2 Magma Cutter attacks. The attacks are S8/AP1 with Armorbane. Using these is great if you plan to hunt down vehicles, but I don’t often use them. Between 4 attacks on the charge at S10, and the option to Daemonforge, rarely do I find myself wishing I had the Magma Cutters.
Use on the Battlefield
The Maulerfiend, plain and simple, is a threat to anything. I use mine to chase down and neutralize threats I want gone fast.
Getting into combat with infantry isn’t exactly what the Maulerfiend excels at, however, it’s still useful to tie down things you don’t want moving. For the most part, I will use my Mauler to go after monstrous creatures, and to crack open transports and tanks. You just have to be careful to not let your Mauler get too far ahead of your army, which is easy to do with its fast movement. The Mauler is a priority target for any opponent, so presenting it too early to your enemy, without the proper support, will just see it nuked before it does anything worthwhile. But, if you keep it in check, and support it properly, then it can win you games.
Speaking of target priority, running two Maulers is great. As I said, people will gun for it early, so having a second one is never a bad idea. You can also gamble a bit more when you run them in pairs; one should live, right? Having two also lets you really utilize the Lasher Tendrils and Magma Cutters. Do the 2 x Lasher Tendrils for the -4 attacks, or mix it up to reduce attacks and get some bonus attacks with Magma Cutters.
Either way, try to keep them together and after the same target. There isn’t much that will stand up to two Maulerfiends, and you can even manage to pound through an infantry unit.
At a base cost of only 125pts for an extremely fast-moving walker that packs a punch, has an invulnerable save, and It Will Not Die, it’s a steal. It’s not invincible, and there are some fights you don’t want, but you can’t go wrong taking 1, 2, or 3 of these in your list.
Any fellow Chaos players have something to add? How do you use your Maulerfiend(s)?