Brother Eleysium Posted September 4, 2013 Share Posted September 4, 2013 The title of this topic pretty much says it all, I am building a Word Bearers army and I was wondering what my brothers at the B&C thought about the Maulerfiend and the Forgefiend. Are they worth it? Have you had more success with one variant over another? If so, please feel free to share your experiences and or opinions of each so I can decide if the model is worth the money, because it sure does look sweet! Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/ Share on other sites More sharing options...
the jeske Posted September 4, 2013 Share Posted September 4, 2013 In a void ? maybe . In most lists. Not realy for the forge even with 2 FoC and maybe for an assault list for the mauler. But considering the cost of 3-4 maulers it is better to just run demons. They cost more per model , but FMC is better then av 12 vehicles and they have better utility then maulers[ maulers do nothing to flyers, have no rewards, no psychic powers etc]. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446410 Share on other sites More sharing options...
minionboy Posted September 4, 2013 Share Posted September 4, 2013 Maulerfiends are absolutely worth it, I've got 3 and will probably build a 4th for my Black Legion allies! Forgefiends are a different story though... Unfortunately out of the 3 configurations that you can run them, none of them are really worth the points compared to other options, like Havocs and Obliterators. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446441 Share on other sites More sharing options...
A D-B Posted September 4, 2013 Share Posted September 4, 2013 I've seen it go both ways. In one game, our campaign's Alpha Legion player wrecked two Leman Russes with his Maulerfiend, and it became one of those moments you get at gaming weekends where everyone cheers and talks about how cool it looked, even months later. The next game, that same Maulerfiend was taken to pieces by the eldar in midfield, purely because they were so terrified of it reaching their lines. It achieved a grand total of nothing, except being the most hilarious fire magnet imaginable. So Maulerfiends/Forgefiends made it onto the Christmas and birthday lists of pretty much every Chaos player I know, but not with the same load-outs. Double/Triple-ectoplasma-cannon Forgefiends are absolute death on legs to Grey Knight Terminators (and my main opponent is a Grey Knights player; I like things that reliably murder 2+ saves) but the thing seems pretty keen to explode from its own Gets Hot! rolls. That said, you get some tasty defences against it, as both types of 'Fiends are interestingly more durable than their armour saves would suggest. I think if it's pretty much the only non-infantry thing on the table, you're going to lose it before the paint's even dried. If it's one of many walkers and daemon engines, or bundled up in a mechanised army, it can be lethal. Here are some cool insights about it, from 1D4chan's Chaos Marine Tactics article, and Imperator Guides' Chaos Marine Tactica, both of which are comprehensive and freaking awesome: Maulerfiend - Ahh, its out to get me! NOOO! Anyway, the Maulerfiend is a very nasty unit thatI recommend you give a thorough examination - especially if the model suitsyour tastes. Like the Defiler, it has a 5+ invulnerable save, a 5+ It Will NotDie save, Daemonforge, Fleet and Daemonic Possession. Unlike the Defiler, ithas 3 Hull Points, it moves 12" and ignores both difficult and dangerousterrain when moving and charging, it has no ranged weaponry, it is more easilyhidden and it has some nasty melee capabilities. All of that, and it is far,far cheaper than the giant crab. The implications of a 12" movement, theability to re-roll charge distance and ignoring terrain for movement andcharging are staggering - this is the fastest walker in the game (that I know of).Walkers usually suffer from a lack of mobility - this ignores all of that andis quite capable of first turn charges. And when it gets into combat, it hitsharder than its profile would intimate; WS3, I3 and 3 attacks at S10 AP2(including the extra CCW) doesn't sound like much, at least until you get tothe juicy options the Maulerfiend has. You come with a pair of magma-cuttersbase - each one provides an automatic hit resolved at S8 AP1 I1 Armourbane aslong as the Maulerfiend hits with at least one attack (the magma cutter attacksare resolved against an already hit model, so they are less useful againstsingle-wound models), and double that per magma cutter if all of your attackshit. This makes the Maulerfiend a wrecking ball when sent against any ground-basedvehicles, and even makes it a threat against most walkers - as long as theyaren't dedicated combat walkers, they are unlikely to destroy a Maulerfiendbefore it hits back and destroys them. Seriously, it will on average destroy aLand Raider or Monolith on the charge. Remember how fast this is too? The other is lasher tendrils - for a slight increase in points, you get a pairof these which each reduce enemy models' in base-to-base A characteristic byone. Hidden power fists, walkers and monstrous creatures won't look so nastywith one attack. Whilst this is great in practice, ultimately I find it is lessuseful against most targets you will face - namely Space Marines. Almost allSpace Marines come with Krak Grenades, which means the Lasher Tendrils won'tmake a difference to them. They will definitely help against other walkers andthe like, but are less useful against grenade-toting infantry. Mind you, it canmean life or death when charging into quite a few units in the game - it is agood upgrade, and the power fists will still keep you threatening to vehicles.Despite this, I find the Maulerfiend's best application to be as a siege enginethat barrels straight towards your opponent's most threatening/expensivevehicles. Maulerfiends don't care about whether a Rhino or a Land Raider is theprey - both will more than likely be wreckage once it charges. If you manage tocharge your opponents most expensive vehicle (typically a Land Raider or LemanRuss, etc), I would recommend using the Daemonforge in that turn. Seriously, itis worth it to make sure your Maulerfiend makes its points back. As great as Ifeel they are, especially given their low points cost, be aware that the lackof any ranged weaponry means they are essentially useless against flier-heavyarmy lists. Also remember that the large size can't always be hidden behindterrain, as much as the speed of the Maulerfiend will allow you to abuse cover.Whilst it is cheap enough to use with little regret, and its inherent speedmeans it will probably make its points back on turn 1 or 2 when it inevitablycharges, the Maulerfiend needs to be used delicately; mech-heavy opponents willbe scared to death of it, and target it appropriately. A very good choiceoverall. Forgefiend- The more popular of thetwo 'Fiend' variants and perhaps not without good reason, the Forgefiend losesthe Maulerfiend's mobility and close combat potential but instead providesstaggering long to mid-ranged firepower. The goodies of being a daemon engineare all there, and unlike the Maulerfiend, the Forgefiend can quite happily sitin your backfield and lay waste to your opponents. The Forgefiend is also alarge and immensely frightening target, like the Maulerfiend - it will drawcopious amounts of attention from your enemies. Don't be surprised if it is thefirst thing they attempt to destroy - remember to grin devilishly when itpasses that lucky invulnerable save against a penetrating hit from amulti-melta or lascannon (it will happen more times than you would think). TheForgefiend can be equipped in four configurations, based upon its weaponry -similar to the Maulerfiend, this will change what targets you commonly choose.The first loadout is standard - two Hades Autocannons. Remember how nastyPsybolt Dreadnoughts are? The Forgefiend wants a word - 8 S8 AP4 Pinning shots.The only issue is BS3 and no twin-linked, meaning you will be prone to a badroll - by the same token, you will be treated to an ungodly amount of hits. Youaverage four hits, the same as the Psybolt Dreadnought. In that sense, you aredoing the same job as one of the most points-efficient tank-hunters in thegame. Just be aware that you are quite a bit more expensive, have more in-builtrandomness in your shooting, and a shorter range, though you offset this bybeing a lot more durable. The second option is to keep the autocannons but give it an Ectoplasm Cannon toreplace its head. Ultimately, for a decent increase in points, this will makeyou quite threatening to infantry as well as vehicles. 8 S8 AP4 Pinning shotswill hurt almost anything, but adding a S8 AP2 blast makes you far deadlier toinfantry (especially TEQs) and in essence gives you an additional S8 shotagainst vehicles. Be aware that the Ectoplasm Cannon has a 24" rangewhereas the Hades Autocannon has a 36" range, meaning that takingEctoplasm Cannons will put you in range of weapons such as Psycannons,multi-meltas, assault cannons and so on. I haven't seen this loadout used asyet but it is an option to consider. The third loadout is to switch theautocannons for ectoplasm cannons for free - changing your role from atank-hunter/sort of multi-purpose unit to an almost strictly heavy-infantryhunter. Want to make Paladins cry? As much as a smart Grey Knight player willput Draigo at the front of their Draigowing, remember that such army lists tendto have two units of Paladins. Either shoot the unit without Draigo or getaround to the side and shoot their flanks. The Forgefiend will make its pointsback very quickly as long as you score some hits - again though, be careful toremember that the 24" range of your guns will subsequently put you inpsycannon range. The last option is triple ectoplasm cannons, and it will makeTerminator-heavy armies weep - this goes without saying. And the funny thingabout the Ectoplasm Cannons and their Gets Hot! rule? The Forgefiend has toroll a 1, then fail a 4+ save, then fail a 5+ invulnerable save, then fail a 5+It Will Not Die roll. Yeah. Now that I've got the options out of the way, we can talk about application -my personal recommendation is the standard Hades Autocannon loadout. The36" range means you can stay out of range of most anti-tank weaponry, andyou will provide a punishing amount of firepower. It also means the Forgefiendcan provide a decent threat to fliers - 8 shots will only average 1 or 2 hits,but S8 means it can easily punch a hole in most fliers. The Ectoplasm Cannonsare devastating, but prone to scatter and will make the Forgefiend far morevulnerable to short-ranged anti-tank weaponry. You also invite being charged byfast moving units that may not necessarily destroy it but tie it up for most ofthe game - 2 WS3 I3 S6 AP- attacks per turn won't get you anywhere quickly. Thejoy of the Forgefiend is that you can magnetize the arms - and as the pointscosts are free, you can quite readily switch its guns out for other guns onceyou've seen what your opponent is using. This won't work at tournamentshowever, or any game where you are required to clearly mark down what weaponsit is using. In friendly games though, most opponents either won't notice orwon't care. I would avoid sticking the third ectoplasm cannon on the Forgefiendfor modelling reasons, though it is certainly a good idea for gaming purposesas you can always either use it with the gun or not. The Forgefiend's role willchange based on what you equip it for - my general advice is to keep it wellaway from enemy units and minimize any potential damage it may receive throughLoS-blocking terrain. A very good choice overall - like the Maulerfiendhowever, it requires finesse. Forgefiend: Whoever decided that CSM needed Daemon Dino-bots - well, thanks! Forge Fiends come with a pairof Hades Autocannons, which throw out an absurd amount of dakka (that's 8 S8AP4 pinning shots a turn, making Psyflmen Dreadnoughts blush). Furthermore,they can be upgraded with 3 S8 plasma cannons for free: two replacing the gunarms and the last one (for +25 pts) replacing the damn thing'sface! Deepstriking termies will piss themselves, especially Draigo's shinydozen when faced with 3 instant-death plasma blasts a turn. On top of this,like all other daemon engines it has a 5++, fear, IWND and Daemon Forge, whichcomes in very handy with this guy. Alternative Opinion: Opponentfielding fliers? Pop a Forgefiend down with a pair of Hades Autocannons. 8Shots give it excellent odds of hitting - even if it's only on sixes - and it'sStrength of 8 will cut though almost any flier (including the Stormraven) as ifit were made of paper mache. This machine can be incredibly versatile over it'scousin with the right setup. Allying with Chaos Daemons for a cheap TzeentchDivination psyker turns this bad boys into monsters. Rerolling to hit is HUGEat BS 3, and against enemy fliers. Pop Daemon forge that turn and watch theenemy cry as its fliers implode. Maulerfiend: Theother Daemon Dino-bot. What the Forge Fiend is to shooting, the Mauler Fiend isto close combat. Comes with a pair of power fists and magma cutters, which deala meltabomb hit that can strike non-vehicle models, too! This big mother canalso move at 12", ignore difficult terrain and has Fleet on top of that!Lasher tendrils reduce Dreadnoughts/Dreadknights/Terminators to A1. You usethis thing to run down other vehicles, charge isolated infiltrator squads, bustopen fortifications and close combat backup should things not go just asplanned. Also has all the Daemon Engine tricks of 5++, fear, IWND andDaemon Forge. Maulerfiends are not designed to hunt infantry. Lasher tendrilsor not, even a single powerfist/thunderhammer attack will put it down. Taketwo, keep the magma cutters and use it for its intended purpose, charging anddestroying vehicles and fortifications. If nothing else, the Dinobot tagteamwill draw considerable fire away from your other units. Many players willstruggle to stay cool under pressure in the presence of two Maulerfiendscharging headlong into their vehicles. Alternative Opinion:You really shouldn't take lasher tendrils as this guy's main focus should bevehicle destroying and not tarpitting which is done for cheaper by a Helbrute. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446461 Share on other sites More sharing options...
the jeske Posted September 4, 2013 Share Posted September 4, 2013 8 Shots give it excellent odds of hitting - even if it's only on sixes - and it's Strength of 8 will cut though almost any flier (including the Stormraven) as if it were made of paper mache. hmm that is not accurate . 8 shots hiting on +6 , do not wreck av12 on avarge roll.That is not counting jinking. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446468 Share on other sites More sharing options...
minigun762 Posted September 4, 2013 Share Posted September 4, 2013 I find Maulers to be the better overall choice. #1 Much cheaper then Forges. #2 Provide reliable Anti AV13+ #3 Pair well with Spawn, Bikers or Rhino squads. #4 Very fast with a high threat range. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446470 Share on other sites More sharing options...
A D-B Posted September 4, 2013 Share Posted September 4, 2013 I find Maulers to be the better overall choice. #1 Much cheaper then Forges. #2 Provide reliable Anti AV13+ #3 Pair well with Spawn, Bikers or Rhino squads. #4 Very fast with a high threat range. I agree, but I like the Mauler head a bit less than the EctoForger one. So a few of our campaign folks have an 'Ectoplasma head that doesn't shoot ectoplasma' policy. Because that head is freaking rad. "They're just plasma coils. Yeah, connected to the thing's power generator. Naw, it's not a gun, I swear." Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446474 Share on other sites More sharing options...
derpasaurus Posted September 4, 2013 Share Posted September 4, 2013 I've found my forgefiend is usually either a complete Billy Badass or a total waste of points. There's no "oh he did ok," he'll either hit on or about averages and pin stuff/break small tanks/instant death warlords and be a total nuisance for my opponent all game long, or he'll glance something once and die in a massive fireball, wounding way more than s3 should be capable of.I like it though, haha. It works well in a list with lots of armor saturation so your opponent has to decide what to shoot at. It doesn't need cover because probably the best you'll get is equal to it's invuln save. It has a 3 foot range with 8 shots or a 2 foot range with up to 3 s8 ap2 blast templates. And as others have said, it's more durable than it's stats suggest. I barely ever make IWND saves, but my invuln percentage is waay above average. Super annoying for my opponent to pen with a lascannon and watch me make a 5+ on open ground.Also, it looks AWESOME. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446510 Share on other sites More sharing options...
Brother Eleysium Posted September 4, 2013 Author Share Posted September 4, 2013 Well, that about sums it up. Very disappointing to hear that the Forgefiend is kind of a bust, I definitely like the model much better than the Mauler, but oh well they're both sweet. Thanks for all the help guys, and any future thoughts are definitely welcome. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446511 Share on other sites More sharing options...
A D-B Posted September 4, 2013 Share Posted September 4, 2013 Well, that about sums it up. Very disappointing to hear that the Forgefiend is kind of a bust, I definitely like the model much better than the Mauler, but oh well they're both sweet. Thanks for all the help guys, and any future thoughts are definitely welcome. I wouldn't call it a bust, dude. Double Hades cannons and an ectoplasma cannon not only looks unbelievably cool, it's pretty killy. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446519 Share on other sites More sharing options...
Brother Eleysium Posted September 4, 2013 Author Share Posted September 4, 2013 Well, that about sums it up. Very disappointing to hear that the Forgefiend is kind of a bust, I definitely like the model much better than the Mauler, but oh well they're both sweet. Thanks for all the help guys, and any future thoughts are definitely welcome. I wouldn't call it a bust, dude. Double Hades cannons and an ectoplasma cannon not only looks unbelievably cool, it's pretty killy. I hear yah, I just don't want to sink too many points into something that doesn't return them. Maybe I'll just buy two of them!!! Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446533 Share on other sites More sharing options...
minigun762 Posted September 4, 2013 Share Posted September 4, 2013 I find Maulers to be the better overall choice. #1 Much cheaper then Forges. #2 Provide reliable Anti AV13+ #3 Pair well with Spawn, Bikers or Rhino squads. #4 Very fast with a high threat range. I agree, but I like the Mauler head a bit less than the EctoForger one. So a few of our campaign folks have an 'Ectoplasma head that doesn't shoot ectoplasma' policy. Because that head is freaking rad. "They're just plasma coils. Yeah, connected to the thing's power generator. Naw, it's not a gun, I swear." I agree 100%. I don't see it being an issue because the Mauler doesn't have access to any kind of range weapon, so no chance for any confusion. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446534 Share on other sites More sharing options...
A D-B Posted September 4, 2013 Share Posted September 4, 2013 I find Maulers to be the better overall choice. #1 Much cheaper then Forges. #2 Provide reliable Anti AV13+ #3 Pair well with Spawn, Bikers or Rhino squads. #4 Very fast with a high threat range. I agree, but I like the Mauler head a bit less than the EctoForger one. So a few of our campaign folks have an 'Ectoplasma head that doesn't shoot ectoplasma' policy. Because that head is freaking rad. "They're just plasma coils. Yeah, connected to the thing's power generator. Naw, it's not a gun, I swear." I agree 100%. I don't see it being an issue because the Mauler doesn't have access to any kind of range weapon, so no chance for any confusion. "Well you see, Aaron, the reason your lame joke doesn't work is because..." Keep talking, Minigun. I'll kill your Warsmith in the Black Legion series. Just keep talking... Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446540 Share on other sites More sharing options...
Scribe Posted September 4, 2013 Share Posted September 4, 2013 I quite like maulerfiends in bunches, as its almost impossible to use it wrong. 'I move fast, assault far, and can only punch things...seems like a good back fielder!' :p Its cheap, and in groups can really put the fear of the Gods in someone. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446548 Share on other sites More sharing options...
d@n Posted September 4, 2013 Share Posted September 4, 2013 I have been on the receiving end of 3 forge fiends, being supported my a war smith and they can desamate whole army's by them selves in a few turns Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446551 Share on other sites More sharing options...
Brother Eleysium Posted September 4, 2013 Author Share Posted September 4, 2013 I have been on the receiving end of 3 forge fiends, being supported my a war smith and they can desamate whole army's by them selves in a few turns Okay, so maybe I should just buy a few and be done with it. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446571 Share on other sites More sharing options...
Gumo9 Posted September 4, 2013 Share Posted September 4, 2013 I decided to go against current wisdom and run an ectoplasma fiend. I have only used it in one game so far but it was the man of the match. It soaked up an enormous amount of fire from my Tau opponent (ended the game with only one wound down) and took out bunches of kroot, fire warriors and a few battle suits. Must admit that i fancy running a maulerfiend now as well. G Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446722 Share on other sites More sharing options...
SRSFACE Posted September 4, 2013 Share Posted September 4, 2013 Every time I've ran it, something has gone horribly wrong. There was one game I assaulted a Dark Eldar venom only for one of the Wyches inside to snap fire a Haywire Grenade that OF COURSE hit and OF COURSE rolled penetrating hit and OF COURSE caused it to explode and OF COURSE I failed my daemon save. That said, Maulerfiends are pretty good if you run them in pairs. The Forgefiend, I just don't really care for it. Every time I've tried to run mine, it's underperformed pretty badly. For the same point cost you could just roll with a Defiler and those things are more reliably awesome. I will say, even if it's underperforming on the table, it's one of the coolest looking models in all of 6e. It's also super easy to magnetize it to run all the different options between both fiend types. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446810 Share on other sites More sharing options...
Kythnos Posted September 4, 2013 Share Posted September 4, 2013 You come with a pair of magma-cuttersbase - each one provides an automatic hit resolved at S8 AP1 I1 Armourbane as long as the Maulerfiend hits with at least one attack (the magma cutter attacks are resolved against an already hit model, so they are less useful against single-wound models), and double that per magma cutter if all of your attacks hit. This part in the linked tactic post above actually confused me. Is the common way to play this, that each magama cutter grants the bonus hit(s) separately, leading to 2/4 bonus hits, if you hit with some or all of your attacks? So far I always assumed, that they were counted together as one piece of wargear, so that you'd only receive 1/2 bonus attacks. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446851 Share on other sites More sharing options...
minigun762 Posted September 5, 2013 Share Posted September 5, 2013 I find Maulers to be the better overall choice. #1 Much cheaper then Forges. #2 Provide reliable Anti AV13+ #3 Pair well with Spawn, Bikers or Rhino squads. #4 Very fast with a high threat range. I agree, but I like the Mauler head a bit less than the EctoForger one. So a few of our campaign folks have an 'Ectoplasma head that doesn't shoot ectoplasma' policy. Because that head is freaking rad. "They're just plasma coils. Yeah, connected to the thing's power generator. Naw, it's not a gun, I swear." I agree 100%. I don't see it being an issue because the Mauler doesn't have access to any kind of range weapon, so no chance for any confusion. "Well you see, Aaron, the reason your lame joke doesn't work is because..." Keep talking, Minigun. I'll kill your Warsmith in the Black Legion series. Just keep talking... ... Warsmith Bob charges out from his trench, promptly trips over razor wire, falling onto an unexploded artillery shell and becomes a post-human fountain of metal shards and red gore. He is not missed ... Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446862 Share on other sites More sharing options...
Xenith Posted September 5, 2013 Share Posted September 5, 2013 This part in the linked tactic post above actually confused me. Is the common way to play this, that each magama cutter grants the bonus hit(s) separately, leading to 2/4 bonus hits, if you hit with some or all of your attacks? So far I always assumed, that they were counted together as one piece of wargear, so that you'd only receive 1/2 bonus attacks. The magma cutter clarification is in the FAQ released last April. They count as a single weapon, granting 1 or 2 bonus attacks. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3446870 Share on other sites More sharing options...
Emperors Immortals Posted September 5, 2013 Share Posted September 5, 2013 I run 2 maulers against IG using my MoK fluff list, twice theyve wrecked a Russ squadron and bogged a flank, the other times they were taken down with krak missiles and vendettas I thoroughly recommend them. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3447059 Share on other sites More sharing options...
Kythnos Posted September 5, 2013 Share Posted September 5, 2013 This part in the linked tactic post above actually confused me. Is the common way to play this, that each magama cutter grants the bonus hit(s) separately, leading to 2/4 bonus hits, if you hit with some or all of your attacks? So far I always assumed, that they were counted together as one piece of wargear, so that you'd only receive 1/2 bonus attacks. The magma cutter clarification is in the FAQ released last April. They count as a single weapon, granting 1 or 2 bonus attacks. Thanks, good to know I played it the right way. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3447238 Share on other sites More sharing options...
Captain Idaho Posted September 5, 2013 Share Posted September 5, 2013 Every time I've ran it, something has gone horribly wrong. There was one game I assaulted a Dark Eldar venom only for one of the Wyches inside to snap fire a Haywire Grenade that OF COURSE hit and OF COURSE rolled penetrating hit and OF COURSE caused it to explode and OF COURSE I failed my daemon save. That said, Maulerfiends are pretty good if you run them in pairs. The Forgefiend, I just don't really care for it. Every time I've tried to run mine, it's underperformed pretty badly. For the same point cost you could just roll with a Defiler and those things are more reliably awesome. I will say, even if it's underperforming on the table, it's one of the coolest looking models in all of 6e. It's also super easy to magnetize it to run all the different options between both fiend types. You can't overwatch using grenades. Throwing grenades stipulates you can opt to throw a grenade in the shooting phase instead of shooting a weapon. Maulerfiends are one of those choices that are great when they charge, rubbish when the opponent makes it his business to kill it. So take 2 and other assault options. Don't rely on a Maulerfiend to perform your assaults exclusively and wonder why it gets shot dead! (Not directed at anyone in particular) Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3447284 Share on other sites More sharing options...
nurglez Posted September 5, 2013 Share Posted September 5, 2013 My forgefiend has done amazingly well, and then rubbish. It has all the downsides of a vehicle, yet it can damage any unit on the table. Bs3 is annoying, but I like to use it alongside autocannon havocs. I think the forgefiend is slightly over costed but still like it. I've never tried tripple plasma, as I like something that can hit flyers/flying mcs. Link to comment https://bolterandchainsword.com/topic/279447-forgefiend-and-maulerfiend-are-they-worth-it/#findComment-3447285 Share on other sites More sharing options...
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