135 Comments:

  1. Replies
    1. Looks pretty awful. WS3, I3, two attacks base (and then +1 for powerfists, of course), a straight worse attack generation mechanic than blood talons... plasma cutters better just be the bee's knees because this guy is not attractive. Rules-wise, anyways.

      Delete
    2. yeah but his wargear give him bonuses, those magma cutters for eg mean for every wound/glance/pen he does he gets a free melta bomb level attack.

      Delete
    3. I agree with ronnoc what is the point of moving forward quicker? so obviously you can die quicker ? the stats are rubbish and it will be krak'd to death by anyone with access to krak grenades (cough marines!) it is expensive and not worth it. total crap - phil has done some good books but this is not like space wolves and is over priced trash! not happy

      Delete
    4. sorry my mistake, if he hits at least once he gets a bonus Magma attack, if he hits with all his attacks he gets +2 Magma attacks. Theyre S8 AP1 I1

      Delete
    5. lol, thats a good review of the book without even reading it lol.

      Delete
    6. Hopefully plasma cutters are a CCW, so he gets a full 5 swings on the charge. He really needs to be WS4 and under 100 points. There are just too many units that can do that job better.

      Now, if he was say 80 points before wargear, and you could take 2-3 counting as a single force org slot...

      Delete
    7. I don't think it's that bad. It won't kill a heck of a lot straight away, but it's fast and will cut through tanks far better than any shooting weapon Chaos seems to be getting.

      Krak grenades? Sure, you hit on 3s, but then you have to glance on 6s and get through the vehicle's 5+ invulnerable save. An entire Tactical Squad cause less than one successful glancing hit on average.

      Throw on Lasher Tendrils and it actually sounds like fun. As good as a Forgefiend? Maybe not, but it certainly fills a niche that assault armies need filled. It gets there quickly, it has a good chance of obliterating hard tanks and tying up assault troops. I don't see it as being quite ubiquitous, but I can see it will have its uses.

      Delete
    8. sadly it is costing 135pts - really annoying because it is so awful so matter how you use it . and it should have been a creature!!

      Delete
    9. I really don't see how the Maulerfiend is bad. 12 inches of movement, move through cover, 2d6 inch assault. 5 attacks on the charge at str 10, with the chance to do 1-2 str 8 ap 1 melta attacks in addition to that.

      Delete
    10. I agree anon. It seems better than a dread... for about the same points. It's fast. It has a 5+ invuln. And can regenerate lost HPs. 5 attacks on the change? Any loyalist player would kill for a dread with these rules. Personally I hope the haters don't jump on the band wagon with this army. More room for true Chaos cultists.

      Delete
    11. I agree anon. It seems better than a dread... for about the same points. It's fast. It has a 5+ invuln. And can regenerate lost HPs. 5 attacks on the change? Any loyalist player would kill for a dread with these rules. Personally I hope the haters don't jump on the band wagon with this army. More room for true Chaos cultists.

      Delete
    12. Sorry for the double post. Still learning to use my new phone.

      Delete
    13. You've obviously never played against a Blood Angels Furioso, that thing will mulch infantry at a much more reasonable price and can be taken in a drop pod. Personally, I don't really see how this thing will work, especially at such as price and an immaculate stat line - but, that being said, I was never a master tactician!

      Delete
    14. Blood Angels Furiosos with blenderhands are commonly called cheesy however. This seems like a much more balanced dread, and is more focused on destroying vehicles and buildings anyway.

      Delete
    15. Furiosos are tremendously imbalanced, so that's hardly a good comparison. They are more expensive, however, and while they can be dropped in a pod, that's a lot more points. It's not like they come with a delivery mechanism for free.

      This is still very strong. I'm surprised to read the same people who cry cheese, and hate that GW lowers points costs of things to force us to buy more models, want this to be ultra-cheesy and cost fewer points.

      Delete
    16. It looks to me that the mauler fiend is tailored to destroy buildings. 4 str 10 ap2 hits on the charge plus two melts bomb attacks. It should be able to wreck a bastion in 1 turn no problem.

      With its invuln and regen, it should be boss against other dreads and vehicles as well

      Delete
    17. given how they're pushing fortifications as something for standard play anti-fortification units definatly fill a niche. I might build one of these suckers from my iron warriors

      Delete
    18. I would agree. But not just buildings. I would say enemy armour in general. I plan to field one.

      Delete
    19. "Furiosos are tremendously imbalanced," comments like these show that someone does not actually play the game. They were hit or miss in 5th and almost totally useless in 6th.

      Delete
    20. @Anon above:
      "...are almost totally useless in 6th." Um, what? Furioso is your only source for AP2 that hits faster than I:1 in melee. Mulch up 'dem Palladins and thunderwolves with Blood fists. Blood Talons were hit-or miss at it is; fists are a much sounder investment. Grenades hitting you on WS is irrelevant; you're AV13, so krak does literally nothing, and melta bombs have to survive your S:10 AP:2 punishment with retarded WS. That is a melee walker done right; this mauler-thing can sit in the corner with the old crazy chaos dread and put on its dunce cap.

      Delete
    21. What is with everyone saying grenades are some sort of uber weapon? If you are throwing them, the entire squad can throw a single grenade, and melta's cannot be thrown. This means that a squad of marines has one chance to glance the armor at a range of 8".

      Even in assualt, a squad of ten marines that all have krak grenades will hit with only 5 grenades, which on average will cause ZERO to ONE glancing hits. That glancing hit has a 5+ chance to regen. Chances are your marine squad does nothing.

      Grenades are not great against walkers, the fact that 6th ed. gave regular guys a chance to kill a non-immobilzed walker, does not mean it is a good chance. Grenades are best used against regular vehicles, or against an immobilized walker.

      Of course, as has been said previously, Maulers are not designed to take out troops, they are designed to be used against vehicles/fortifications. And with Pre-measureing in 6th, My mauler isn't going to just convienantly go within charge range of your large squad of guys.

      Delete
    22. Lol @ the anon thinking the Mauler is bad. You can go ahead and use your furioso. You're forgetting the fact that it has a 5+ invuln save, and a 5+ chance to regrow hullpoints. Not to mention that when the thing strikes back it's hitting you with just as many (if not more) str 10 ap 2 attacks, as well as having melta bomb attacks to use as well.

      Delete
    23. what about upgrades? the maulerfiend has all these whips around it that the forgefiend does not

      Delete
    24. @Tyler:
      The Maulerfiend has WS:3: Marines are hitting on 3's, not 4's. Chuck in a power fist, and you deal 2 HPs to a Maulerfiend a turn. If it's already taken a HP from shooting (and it should), one round kills it. Pre-measuring or not, who are you playing against that runs their vehicles away from the infantry? You can maneuver to stay away from combat units,sure, but when every single marines squad can krak it on 3's, every infantry squad is dangerous to it.
      @ Anon:
      Maulerfiend does NOT get a 5++, the eratta states that the 5++ does NOT apply to vehicles.

      Delete
  2. Little disappointing to see only 3HP on the Maulerfiend after the Defiler's 4. Still with Daemon and It Will Not Die, it should be able to make up for it (hopefully). What I'm most interested in now is how much the Maulerfiend and Forgefiend cost. As long as its at or under 200, it's fine by me.

    ReplyDelete
    Replies
    1. I've heard its a fair bit below 200, I think if memory serves me right it was in the 120-160 bracket.

      Delete
    2. That would make my day.

      Delete
    3. The Maulerfiend is 135 points. It's in the WD battle report. That is a great price for how hard this thing is to kill as far as walkers go. It also destroys tanks/buildings better than any other walker at the moment, and is quite capable of first turn charges. People are overreacting - its hilarious really.

      Delete
  3. It may be fast but the rest of the profile is unimpressive.

    ReplyDelete
    Replies
    1. The profile is just the beggining. Check out the rules. Plus, some extra options available for it. It's a beast, I assure you. Invulnerable save of 5+, the ability to recover HPs that were lost before in battle on a 5+... This bloke is going to bring some nasty options to the table.

      Delete
    2. Looking at the model itself, there's a good chance that it has the option of taking Lasher Tendrils, so that'll help its situation immensely.

      Delete
    3. WD battle report confirms that it can take Lasher Tendrils.

      Delete
    4. But Lasher Tendrils are an awful option for it, it needs to fear grenades far more than the occasional squad leader who still uses a powerfist, and if you are lobbing grenades or melta-bombs you don't care about the Lasher Tendrils -1 attack.

      Just about the only time you will want the Tendrils is against Terminators, and even then, only if they are free IMO.

      Delete
    5. Why are you charging into generic Space Marines with a giant mauler that can move this fast? This thing will serve Land Raiders a crater and tear down fortifications. He's a specialized beast.

      All of the complaints are about Marines throwing grenades at them. Great, Marines can currently do that to everything. Are they going to implement rules that say, "Protection from Grenades. Grenades are defined as..."??

      I sure hope not. Grenades mess things up. Besides, they would need 6's to glance this thing, and he gets a save, and he can recover HP's, and he's going to kill 4 marines in return, and he costs 1/2 of what that squad costs, and...

      Delete
    6. @Anon:
      You're not charging into marines, no. But you're charging SOMETHING, and what retard are you playing that spreads his guys out so they can't support eachother? You charge a predator, you wreck it. The Tacticals next to it move up, melta off a HP, charge you, and you die.
      "marines do that to everything." Exactly. MCs are competitive because they have aromr saves and 4+ wounds. Furiosos are AV13 and so immune to Krak. The Maulerfiend is netiher, and so is crap.
      Maulerfiend does NOT get an invuln, rules specifically states that Daemon vehicles cause Fear, deploy like daemons (in Codex:Daemons only), and ignore Shaken/Stunned. They do NOT get the invuln.

      Delete
    7. While I agree that its certainly not the most over powering thing on the battlefield, its a bit harsh to call it "crap". Just because its not some underpriced, overpowered block of cheddar, its "crap"? Seriously, this mentality is EXACTLY why I only play with close friends and as far away from the FLGS as possible.

      Delete
    8. I wouldnt' call a Furioso under-priced, or over-powered; it's simply competent. Same thing goes for a Trygon. The Maulerfiend isn't over- or under-priced, from what I can tell; it's appropriate. It's just that the things that those points pay for are bad. It cannot do its job well(fighthing things in melee without being in danger). And bear in mind that 'crap' is far from 'unusable'. There are crap units that get trotted out.

      Delete
  4. BoK has suggested before that the MF will be 135pts and the FF 120pts, so they should be solid. On the other hand, Ahriman not getting Divination is total arse-gravy.

    ReplyDelete
    Replies
    1. In wd, mf with tentacles 135, ff with 3 ectoplasma 200.

      Delete
    2. 3 ectoplasma for 200 is way too damn much. IG get Leman Russes with 5 plasma cannon shots, 3 of which are immune to "gets hot" for cheaper than that, and they have better armour.

      Delete
    3. And also lack and Invuln save and the ability to regen HP's. Gotta look at the *whole* picturfe, dude.

      Delete
    4. And also lack and Invuln save and the ability to regen HP's. Gotta look at the *whole* picturfe, dude.

      Delete
    5. If someone focus fires it, the chance to regen a single HP on a 5+ doesn't matter. The invuln I'll admit I forgot about, and grant you that one.

      Delete
    6. No, if someone focus fires, and kills it, the chance to regen a single HP on a 5+ doesn't matter. If they don't drop it then they'll just have to waste that many more shots the next turn to try again. IG's is also more expensive, probably, doesn't Insta-Kill marines, and isn't a walker in close combat. Never underestimate a str 7 to 8 jump, it's one of the biggest jumps in the game IMO.

      Delete
    7. Vol and Draconik get it. People never look at the whole picture. They scan a stat, think of something sort of similar from another book, and insta-whine if they aren't identical. Keep in mind that these are the same people who will cry if they don't get something unique and different.

      First of all, Lemun Russes don't serve the same function, so there's no real way to compare. Lemun Russes also aren't going to move across the battlefield with 12" + Fleet and tear something down. Lemun Russes don't get an invulnerable save or the ability to regen HP's.

      Focus fire is the best argument? Everything in Warhammer 40,000 can be focus-fired. If your reason for not playing something is because of that, then you shouldn't even be playing. Besides, an opponent has to spend a good 800-1000 points of shooting, on average (or an entire turn) just to kill a single 135 point monster. The owner of the Maulerfiend should be delighted by that notion.

      Delete
    8. I wasn't taking about the Maulerfiend, I was talking about the Forgefiend. 200 points for what amounts to 3 plasma cannons is way too damn expensive on an av 12 platform with 3 HPs.

      Delete
    9. the picture ic tu off and there's proably room for Anahgraim to have other schools, most likely he can indeed take divination

      Delete
    10. A leman Russ with all those plasma cannons is 205 points, roughly, and gets completely bitch-slapped in cc. AND it can only move 6" AND it's cannons are S7, not S8. Not to mention, speaking from experience, an IG player would KILL to get a 5+ invuln on his lemans, lol. Forgefiends rock. I will gladly take AV12 in exchange for all those benefits

      Delete
    11. Which would be nice. Too bad that the 5++ from Daemon doesn't apply to vehicles. No, it doesn't. The Eratta gave daemonic vehicles fear. They did NOT get the invuln. Check the Codex:Daemons FAQ.

      Delete
    12. Let me save you some research, the Demon Errata; A) Doesn't apply to other Codices, and B) Says nothing about demonic vehicles not getting invul saves. The WD battle also references them using the 5++ left and right, so yeah, they have a 5++

      Delete
    13. Then why did the eratta to Codex: Daemons not give them a 5++?

      Delete
    14. To the Soulgrinder you mean? Maybe they never intended it to have a 5++, so they clarified that, despite the new rules, it doesn't. It has a unique Daemon rule, not the USR, they just happen to share a name. Either way, WD is GW, and they reference the unvul several times. So until a FAQ comes out both the FF and MF have a 5++.

      Delete
    15. You may also be working off of the 1.0 FAQ? The 1.1 has the world vehicle twice, once for boon of mutation not hitting a model in a vehicle, once for vehicle hull points. I don't have a copy of 1.0 to reference, but I would guess they maybe said vehicles don't get it, then realized that was poor wording and just errated the Soulgrinder's Daemon rule. FAQs are codex specific anyway, so it would apply to CSM. When they errated the Eldar Harlies but not the Dark Eldar ones in the 1.0 FAQs they were two distinct units.

      Delete
  5. I'm pretty sure its just cut off and he really can take from all schools

    ReplyDelete
    Replies
    1. Look at the grammar, those are the only ones he's getting. He should totally have gotten Divination as well, even if it was unique to him in the codex.

      Delete
    2. One of the greatest servants of the Lord of Fate having precognitive abilities? Nonsense.....

      Delete
    3. Sometimes you just have to give up the fluff battle for balance. If CSM had access to Divination they would be able to forewarning a basic 20 man CSM squad with Mark of Tzeenth, and they would all have a 3+ invul. Squat that on an objective and it's not going anywhere for a while, and it's not that expensive.

      Delete
    4. Hell you could approach it from a fluff perspective. A champion of the lord of fate knows better than all that there is no future that is for certain.

      Delete
    5. Tyranids called, they want a word with you about fluff vs balance :)

      Delete
    6. @Vol: THANK YOU!!! There is nothing i hate more then hearing people bitch about fluff/mechanics. Its a balance thing people, sheesh! Its a codex NOT by Matt Ward, so its going to have balance within it. Since Kelly (all praise the Kelly) worked on it, I promise you its going to have FUN and interesting rules on the whole.

      Delete
    7. But can it be competitive? This is the question that will make or break it as it does with most armies and saying that, I feel you'r pain Dalinair.

      Delete
    8. Of course it CAN be competitive. Orks are still seeing 2-4 showings in the top 8 of major events after all these years. Spaces Wolves are obviously strong, and Dark Eldar have almost half-a-dozen competitive builds, but a smaller player base (as do all niche Xenos).

      Phil Kelly writes amazing stuff. Even Ward's latest book, Necrons, wasn't OP fanboy garbage. No single unit in that book is OP, it's just a dart board of strong choices. Much like Blood Angels.

      Heck, Tyranids had a top 8 showing recently, and they are supposed to be garbage; they also perform well in team events.

      Chaos will be just fine.

      Can they be competitive? That depends on the player. If you suck as a player, then no, it won't be competitive.

      Delete
    9. All I read is alot of chaos players moaning about stuff already and people was telling the DA trolls to stop it, be happy your codex is done and its by phil kelly it is going to be an amazing army to play with or agaisnt every codex has stuff which isn't good and stuff which is amazing its all to try and balance the game.

      Delete
    10. What weird 40k meta are people living in that BAs have a codex full of strong choices? They had a half finished codex that ward gapstopd with stuff from codex SM. Despite being a huge percentage of large tournament armies they still fail to make it into the top 10-16 at most tournaments.

      Delete
  6. I hope so, but then again BoK has also previously reported that he's only getting the ones we can see.

    ReplyDelete
  7. Good info, but wouldn't it have just been easier to do a screenshot?

    ReplyDelete
  8. Ahriman might get Divination - look at the next line. "Disciplines" is cut off at "Di-", so there would certainly be room for Divination on the above line.

    ReplyDelete
    Replies
    1. No sorry, but Di is for disciplines in this case

      Delete
    2. Which is what he wrote. He meant that there is still room above the cut off disciplines word for Divination.

      Personally I don't think that is the case though. The disciplines seem to be sorted alphabetically so Divination should be right after Biomancy

      Delete
    3. The four disciplines listed there are in alphabetical order, which would put Divination right after Biomancy... It's not there, guys...

      Delete
    4. Awww....they didn't make Ahriman an under-priced uber-character so let's all cry about it..

      Can't fit the fluff into everyone's rules. Besides, Chaos would win 5/6 of the games by default then.

      Chaos Player: "Ahriman will Forewarn that 20 man CSM unit."

      Other Player: "Okay."

      Chaos Player: *rolls* "Pass. Okay, so they have a 3+ invulnerable and will sit on that objective all game."

      Other Player: *scoops up books and toys and leaves*

      Delete
  9. Shame Ahriman doesn't have Divination being a Corvidae and all. I was looking forward to dueling my Friends Eldrad in a battle of the fates oh well. Hmm the Tzeentch powers I find slightly lacking but Ahriman being able to use 3 witchfire powers is impressive indeed and it doesn't say he can't use the same power twice or thrice so that's rather interesting. Biomancy seems interesting granting my Rubric marines FNP is enticing. Master of Deception guaranteed makes for very interesting tactics to employ. Doesn't fully meet my expectations but maybe they were too high. I'm just dying to know what his dreaded Black Staff's unique power is. Here's to hoping its a game changer.
    - ChosenofTzeentch

    ReplyDelete
    Replies
    1. Except the rule book says you can't use the same power twice, and his rules only allow for 3 shooting attacks a turn, doesn't say cast the same power more than once so rule book trumps that idea

      Delete
    2. Well we don't even know his rules do we? Currently he can use the same power as many times as he want, maybe he'll be allowed to use the same witchfire attack more than once at a time.

      Delete
    3. He's already cheaper than before, more powerful than before, and has psychic ability unmatched in 40k (in terms of offensive prowess) and you guys want to find how to cheese it out further?

      Good gravy, people. When you have the codex, have sampled every unit within it, and have about 35 games under your belt, then your opinions on it will be valid.

      Delete
  10. So am I doing the math right one this? Maulfiend is 2A base +1 for two power fists and + 1 for charge so 4 on the charge. If you hit once you get 2 magma cutter attacks as it has two of them. If you hit with all 4 you have a total of 4.

    So 4 on the charge at Str 10 I3 and up to a max of 4 Str 8 I1 attacks from the magma cutters?

    ReplyDelete
    Replies
    1. Each power fist is +1 attack. So it's 5 attacks on the charge. As far as I know magma cutters are one attack if you hit, 2 attacks if you hit all of your attacks. Good point that there's two though, that might change things.

      Delete
    2. Each ccw is +1 attacks after the first weapon for walkers. Since he's only got two powerfist that would put him at +1 attack. If he had a third he'd +2.

      Delete
    3. Ah, my mistake. I thought it was +1 for each weapon. I must've been thinking of the defiler's extra CCWs. Still not too shabby!

      Delete
    4. Only DCCWs stack beyond +1 attacks... so yeah even if he had 10 power firsts he only gets a +1 attack.

      Delete
    5. I'm pretty sure they stated the powerfists are no different when they're on a vehicle.

      Delete
    6. So much misinformation, so here's a quote from the rulebook to set all you fools straight:

      "If a Walker is armed with two or more Melee weapons, it gains +1 bonus Attacks for each additional weapon after the first."

      That means, with 2 Powerfists he gains +1 attack, with 3, he would get +2 attacks, etc.

      Please read the rulebook before you try and tell people the rules.

      Delete
  11. Not a huge deal, but Finecast Ahriman has an updated paint job on GW. Looks nice. So does Kharn.

    ReplyDelete
    Replies
    1. The Kharn model is the exact same since the second edition book. The just added the finecast background in photoshop

      Delete
  12. The maulerfiend is going to be a waste of space. Each codex does have a dud entry so this could be the one for chaos.

    AV 12 and I3 mean that any squad with melta bombs, and no amount of hull points will save your 120 points from destruction. In comparison the noghtscythe is 100 points, a flyer and has great ranged ability with special transport rules. For 135 points I expected more...

    ReplyDelete
    Replies
    1. I3 means jack shit. If someone's using melta bombs they're I1. You're forgetting the fact that this thing has a 5+ HP regen, ignores shaken and stunned on a 2+, has 5 attacks on the charge, as well as up to 2 (maybe 4) melta bomb attacks basically. Not to mention it moves 12 inches in the movement phase and has move through cover. Yes we're aware the night scythe is 100 points. Most of the necron codex is really cheesy. With DE and now (hopefully) Chaos, Kelly has moved away from cheesy shit, and makes units that are genuinely balanced.

      Delete
    2. He is fine if it cost is 135, the job of this big guys is take out armored unit, not infantry, and if he get charged by then, well it has 5+inv,fear, hull point regen; sounds pretty cool for 135p

      Delete
    3. The 3 (now 4) Anons posting after the first are correct.

      Except about the Necrons being cheesy. They aren't. They are just new and play differently. The Night Scythe doesn't fulfill the same role on the battlefield the Maulerfiend does and thus shouldn't be compared at all. Furthermore, how's a Night Scythe going to hold up to a Helldrake?

      Please understand people, Necrons were effectively the first book with 6th edition rules comprehensively in mind. As more codices make their way out, flyers will be dealt with. Not rendered obsolete, but there will be more ways to shoot them down.

      GW seems to be going for mixed armies are the best armies, instead of pick a unit and paste it x6 throughout the army.

      Delete
    4. As the most hardcore necron player since they were first nnounced in WD i have collected them.

      NS cheesy? You know they can barely handle av13 and camt touch av14. The NS will need 6's just to pen thesr vehicles....

      But that's why i always keep mine loaded with warriors amd Stormteks hehe.

      Delete
    5. Considering it's a cheap flyer that circumvents any penalties for having a flying transport, it's pretty bullshit.

      Delete
    6. The ONLY thing i will admit is cheesy for Nectons is a tactic i discovered personally:

      Take Anrakyr the Traveller, and ally with something that has a big heavy support unit(vimdicator) during the shooting phase fire the vi.dicator as normal. Then use Anrakyr's MitM to make it fire AGAIN! This is legal as his power is not a shooting attack or pyschic power.

      Delete
    7. So assuming the FF hades autocannons that are assault 4 each, i can make them fire 16 Str 8 Ap 4 shots!!!!

      Delete
    8. Doesn't anrakyr's power state to pick an enemy vehicle? And last time I checked you have to roll to hit, and I'm pretty sure you can't purposely hit your own models.

      Delete
    9. Page 112:

      Units in your army treat AoC as ENEMY units that cannot be SHOT or targeted with PYSCHIC powers.

      Delete
    10. MitM is neither a shooting attack or pyschic power.

      Delete
    11. And last time i checked you dont use the BS of him. Rather just a 3+ against an enemy unit and i hack you.

      Delete
    12. Good luck getting that by an opponent. Still seems like you're clutching at straws to do that.

      Delete
    13. No. Theres nothing that says i cant. And ive only done it in one game.

      Delete
    14. No. Theres nothing that says i cant. And ive only done it in one game.

      Delete
    15. It makes no sense. The whole point of that power is to control an enemy vehicle to make it fire on its own side. Using it to control your own vehicle to fire on the enemy side AGAIN makes no sense; and is clearly not what the ability was intended for.

      Delete
    16. Perhaps the Necron is not happy with the primitive races's rate of fire ;)

      Delete
    17. And even if it wasnt "intended" can i still do it? Yes i can.

      Imagine, 6 Ectoplasma gun shots, or making a Titan fire twice! >:)

      Delete
    18. You can still do it, but again, you'll have to come up with a damn good argument to explain that one to your opponent. Same with the DE players trying to argue that Dark Eldar counted as Eldar as far as psyker powers went.

      Delete
    19. There is really no current argument against it. Allies except batbros are counted as Enemy units. His ability lets him select one Enemy unit vehicle to control. It is not being targeted with a pyschic power or shooting attack.

      Delete
    20. It's an argument of RAW against RAI. The intention of that ability is that you control an opposing players vehicle and shoot his own things; not that you control your own vehicle to shoot at the enemy again. I'm not going to continue in an argument of RAW against RAI; I'm just explaining to you, not everyone's going to take something like that at face value.

      Delete
  13. Why is there hate in the Maulfiemds?

    12in move, then rerollable assault. Assaults with 2 powefists, then melta cutters....

    And 5+ invul plus ability to regain HP!

    ReplyDelete
    Replies
    1. because people are expecting some sort of uber melee unit, or a "chaos fusio" but what we got is a tank and fortification cracker.the MF'll eat land raiders for breakfast

      Delete
    2. Yeah. Mauler for vehicles, Forgefiend for elite shooting.

      Delete
    3. It is basically a chaos ferioso, FFS it generates additional S8 attacks... on average on the charge a ferioso will only generate 2-3 additional attacks. Ones that are not ap2 and don't cause instant death to marines mind you.

      Delete
    4. This thing does decently against infantry as well. If it charges, it will hit with two attacks on average and then generate two more auto-hits, all of them killing on 2s. Plus, a 10 man tactical squad will average one glance at best against the Maulerfiend. If they don't have a power fist, then they can say goodbye to the world in a few turns.

      Say you charge and get lucky with four hits. That's cool, you've just killed 6 marines from 7 attacks (1 on average will fail to wound). They may glance you - you have the +5 invulnerable save after all. Already, the Maulerfiend is very close to making its points back. Next turn, you get one-two hits and it is bye-bye squad.

      I can very much see these being run in pairs in a lot of army lists.

      Delete
  14. The mauler is chaos' version of a necron scarab unit. It's fast, ignores all terrain (even when charging) and will utterly dominate any AV target it hits. The only thing it fears is immobilization.

    ReplyDelete
  15. And on the subject of the furioso, they nerfed the blood talons to ap 4, so it chews through medium and light infantry, but not space marines or termis.

    ReplyDelete
    Replies
    1. "nd on the subject of the furioso, they nerfed the blood talons to ap 4, so it chews through medium and light infantry, but not space marines or termis."

      no they did not. go troll somewhere else.

      Delete
  16. no they didn't, they are ap3... they are lightning claws

    ReplyDelete
  17. Yes, chaos are out. Another 2 weeks of posting about then I guess..... And then... It's over! Well I look forward to seeing what isn't chaos and what te future has to hold for possibly sisters/eldar/tau. While DA will probably be next. Yay...........

    ReplyDelete
  18. People whining about the Maulerfiend need to pull their heads in. 135 points for a 12" moving walker that ignores difficult terrain when moving and charging, a +5 invulnerable save, a +5 regenerate hull points roll at the end of each turn, 4 S10 attacks on the charge that can generate up to 2 (or 4 depending on rule) S8 armourbane attacks at I1 and AP1 (his normal attacks are AP2). He also gets +1 on the damage chart against fortifications, for +2 with normal attacks and +3 with bonus attacks. It also causes fear and can take a free upgrade to reduce enemy attacks by 1.

    Yeah, good luck against that thing. It is a cheap siege engine that moves ridiculously fast and is guaranteed to chomp any ground vehicle or fortification when it charges. Even enemy walkers should be afraid. Also, given the emphasis on glances in the new edition, good luck killing something that can save them, ignore them and grow them back! 135 points. That is a bargain.

    ReplyDelete
    Replies
    1. Oh, it also has FLEET. Yeah. As if ignoring difficult terrain and moving 12" wasn't amazing enough already, it can re roll charge and run distances. Yeah. It also can do a once pre game re-roll Armour penetrations and to wound rolls. Plonk two of these things on the board and watch your opponent sh!t bricks. Our old coded lacked the means to deal with Land Raiders effectively. Now we have something that is virtually guaranteed to wreck one on the charge.

      Delete
    2. Watch your opponent bring 3 doomscythes or Warrior spam them with Gauss and rape them HARD.

      Delete
    3. Lmao. Gauss spam won't work against daemon engines, not the way you think. It ignores a third of the glances with its +5 invulnerable save, and also can regrow any it loses. I think you mean "watch this thing hide and get shot at ineffectually and then charge and wipe out Necron units through Sweeping Advance".

      And how many points would it take to bring this thing down again? Lots. It is 135 points. Stop clinging to straws. This thing is a monster and a bargain.

      Delete
    4. If you shoot 3 doom scythes at this thing, and spam all your warrior shots at it, I'd be happy. You've wasted the majority of your shooting on a 135 pt walker.

      Delete
    5. Enemy walkers should be afraid? Uhh unless it's a rifleman, St 10 at I4 attacks will destroy this thing. Immobilized walkers are now hit on rear armor, so yeah.

      Delete
    6. What? You do realize a normal Dreadnought only has a small chance of blowing this thing up? The Dread goes first, hits with one, maybe two attacks, and will get a pen or two, one of which will likely be saved by the invul. The dread then has to hope he blows the Maulerfiend up, or it will annihilate him. Four on the charge, two hits plus two auto-hit meltabombs attacks.

      Delete
    7. I worked it out. If the Maulerfiend charges into a Dreadnought of the standard variety (one gun, one DCCW), then yes, the Maulerfiend would win. The Dreadnought wouldn't destroy the Maulerfiend on average. The Maulerfiend would, however, wreck the Dreadnought in return.

      And what happens if you put it up against other walkers? Like a Deff Dread - the Maulerfiend is likely to blow it up before the Deff Dread can attack. A Blood Talon Furioso? Maulerfiend wins. Other lightly armoured walkers? Maulerfiend again wins. The invulnerable save is basically its 'FU' to loyalist Dreadnoughts who have 2 attacks usually.

      Delete
  19. I don't even play chaos ... and I love the maulerfiend :D

    ReplyDelete
  20. What's up with people saying marines are going to hit the Mauler on 3's with grenades. Did they change the rule where you can't hit a non-immobilized walker with grenades on anything other than a 6? Or is that just for melta bombs?

    ReplyDelete
    Replies
    1. Grenades now hit at WS against walkers.

      Delete
    2. Even melta bombs?

      Delete
    3. I think so, yes.
      It's a nerf to walkers, sure, but it means that charging a walker into a unit that can only hurt it with grenades no longer results in almost automatic victory for the walker.

      People just have to learn to use walkers differently, I've had great success with Chaos Dreadnoughts in 6th Edition. Yeah, the Dreadnought that everyone says is useless.

      Delete
  21. The sky is falling! They gave us a walker! Oh no!

    STFU people.

    ReplyDelete
  22. So there's a possibility that a Maulerfiend can get either 2 or 4 additional attacks because there are two and not only one Magma Cutter?

    ReplyDelete
  23. man if my Broadsides look at the maulerfiend its a pen hit.

    ReplyDelete
  24. Who does Phil kelly think he is joking? Ahriman cant use divination even though that was his specialty when he was a loyalist!!

    ReplyDelete

 
Top
Related Posts Plugin for WordPress, Blogger...