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Much like the Forgefiend in 8th, if you liked the Maulerfiend previously then you’ll enjoy it in 8th edition. It remains a solid, and affordable choice to Chaos Marines. It remains largely unchanged from 7th, all things considered anyway.
So, if you like walkers, daemons, and smashing things then read on and see what I think of the Maulerfiend.
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 Maulerfiend slowed down a bit in 8th edition, now only moving 10″ instead of the previous 12″. Still, at 10″ it still has an average threat range (charging), of 17″ – 22″ in a perfect world.
It comes equipped with two Maulerfiend Fists (x2S, -3AP, 3D), and has 4 attacks. The base cost of the Maulerfiend is 140pts (includes the fists).
Where the Maulerfiend suffers a bit is its WS4+. However, for those times when something absolutely has to die then you can use the Daemonforge stratagem for 1CP. That will let you re-roll all hits and wounds for the phase.
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.
The Mauler has the Daemonic rule (5+ invulnerable save) and Infernal Regeneration. So, at the start of each of your turns you automatically heal a wound. That’s a very welcomed change from the old It Will Not Die rule in 7th. If you couple Infernal Regeneration with a nearby Warpsmith then you can keep the daemonic dog going for a long while.
There are only two options available to the Maulerfiend: Magma Cutters and Lasher Tendrils. The Lasher Tendrils will run you 12pts and they are well worth it. Where previously these were defensive weapons, under 8th they’ve become offensive. Now, Lasher Tendrils give you 6 attacks at user strength (6), and -2AP at 2 damage.
While the Tendrils are weaker than the fists, this still gives the Mauler a total of 10 attacks in the fight phase. That’s nothing to sneeze at! Again, couple this with the Daemonforge stratagem and you can really mangle a unit or a model.
The Magma Cutters have become pistols. The profile is: pistol 1, 6″, S8, -4AP, 3D. It’s neat, but you’re only getting 2 shots for the pair of Magma Cutters with a BS4+. So, it’s not all that great. It’s neat you can fire them while you’re in combat, being pistols and all, but I’d rather have the extra attacks the Lasher Tendrils offer to clear the combat and not be stuck in it to begin with.
Oh, ironically (I think), the Magma Cutters are also more expensive than the Tendrils at 16pts. This makes the Lasher Tendrils the clear choice to me.
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? Right…?
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 140pts for an extremely fast-moving walker that packs a punch, has an invulnerable save, and heals wounds – 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)?
Rules - 8/10
Options & Wargear - 8/10
Cost - 10/10
Effectiveness - 9/10
Point for point, the Maulerfiend is one of the best units in the Chaos codex. It's fast, cheap, and does its job damn well.
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