Maulerfiend Review

Maulerfiend Review – Even Better in 8th Than Ever Before

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.

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General Info

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.


Maulerfiend vs Command Squad
Me catch you!

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.

Maulerfiend Wargear

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.

Note: If you want to magnetize a Maulerfiend to also be a Forgefiend then I’ve got you covered.

Mauler just want hug!


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)?

Chaos Space Marines (8th Edition)

Maulerfiend Review
  • 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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I absolutely love Maulerfiends and do not regret getting a second one. Running two together are easily more than twice as good as just running one. More threats = high chance of your opponent make poor choices.

And with the FAQ draft from GW stating that only one model per unit can use grenades in close combat the Maulerfiend’s survivability increased a lot.


Best walker…ever. (non super). It took me six killa kans and a deff dread to kill one once.


I am liking this sort of review! Pity they can’t be taken in packs though.

So Forgefiends and Defilers next please.



MaulerFiends are one of my favorite Units. I do wish they had a couple more Attacks, and that the KDK ones didn’t cost an extra 5 Points for no reason (OK, yeah, they get Furious Charge, but that only makes a difference if both Fists get blown off), but still, in either CSM or KDK, I love them for the Points.

Speaking of which, you know what’s better than running two MaulerFiends? Running three of them :D I can’t wait to get my fourth together and painted up and on the field.

Personally, I wouldn’t take more than half of them with Lasher Tendrils. Most of the things that can really hurt you have relatively few Attacks per Model, and are also the kinds of things where the extra Hits from the Magma Cutters are really nice to have.

It Will Not Die and DaemonForge have both been incredibly frustrating Rules for me. Calling DaemonForge on anything I’m not auto-hitting pretty much means I’m going to whiff completely, and I don’t think I’ve ever had IWND kick in on a MaulerFiend that wasn’t Immobilized. Those get themselves back up to full HP regularly :P


They do seem like a great choice for my Thousand Sons in 8th and all. A pair would really help keep things at a distance.

Kenneth Raymond
Kenneth Raymond

I loved using these to annoy people. (I preferred the forgefiend with triple plasma, which once killed 15 black Templars in a single shooting phase. It then proceeded to ignore all the heavy weapon fire directed at it (8 5+ invulnerable saves in a row) before it got charged by chaplain grimaldus and spent the rest of the game locked in combat with him.)
In one game (of 7th) I had a mauler fiend absorb ten lascannon shots, a plasma blastgun maximal hit, an orbital strike, 3 meltas and four krak missiles in a single turn. (My luck was beyond good with my daemon saves. Cursed earth helped a bit too mind.) Nothing attracted then survived more heavy weapons than one of these. THSS terminators were my go to unit to stop them. (If you had them you didn’t need to allocate your entire heavy weapon contingent to remove one maulerfiend.