"TIE Mauler, copy."
TIE Mauler is an Imperial land-based modification of the TIE Fighter appearing in the Empire at War and its Forces of Corruption extension: it has the same cockpit and weapon as the Fighter but loses its flight capability in favour of travelling on the ground with two large treads. A unit of five can be constructed from Tier 2 at the Light Factory for 800 credits (160 each).
Because of its origins, TIE Mauler is very fast and maneouvrable, and is well-suited to hit-and-run attacks. Its main weapon doesn't do a lot of damage per shot, but is very rapid-firing. The main use of the Mauler, however, is to run over infantry with its treads, something 2-M Repulsor tanks cannot do. Because of its high speed, the Rebel Soldiers cannot flee and are powerless against one. The Rebel Infiltrators don't have much chance either: their rifles wouldn't do enough damage to it, and they simply wouldn't have enough time to throw the Thermal Detonators at them. Even Missile Plex soldiers wouldn't have time to do much if you catch them by surprise and wouldn't stand a chance against more than 1 Mauler.
Maulers should only engage in combat with other vehicles if they have overwhelming numbers at their side, due to their low health and lack of shielding. While 5 Maulers can destroy a single T2-B Repulsor Tank without sustaining a loss (assuming that it was unupgraded), they will lose in even combat to anything besides Swamp Speeders. All in all, the 2-M Repulsor Tanks are much tougher and bettter at dealing with vehicles and buildings, and so the Maulers should specialise against infantry.
The TIE Mauler's special ability is to self-destruct by overloading its engines, doing Thermal Detonator-like damage in the same area. However, it takes about 3-5 seconds for it to be activated and it has to stand still the whole time, so if you want it to go out in a blaze of glory, you should use the ability while the vehicle still has at least a third of the health bar left. In the engagements against large numbers of tanks or turrets, if you cannot have them flee for some reason, the best course of action would be to determine which Maulers are getting shot at, pause the game and send the intact Mauler towards the tanks to self-destruct: the AI would continue firing at the other Mauler and ignore the kamikaze until it is too late, thus winning the otherwise hopeless engagement and maybe even saving some vehicles from the group.