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![[Post New]](/s/i/i.gif) 2007/12/14 23:48:02
Subject: Equipping defilers?
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The Last Chancer Who Survived
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My bitz arrived today, gonna be building my defiler this weekend
So, so I wanna gear it up for close combat, or keep the autocannons? I'm thinking I'd really just be using the battle cannon, and if it gets blown off or can't shoot for a turn I can try and fleet him closer to the other guy for assaults. At first I was going to go with the autocannon & missiles, but would I be better off with the 2 close combat arms for 5 attacks? Or will I really not get too many chances to get to assault with it since it'll get shot up?
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![[Post New]](/s/i/i.gif) 2007/12/15 01:15:21
Subject: Re:Equipping defilers?
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Slaanesh Chosen Marine Riding a Fiend
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The primary use of the defiler is to shoot the Battle Cannon.
If that gets blown off but the defiler doesn't die, try to get into CC. So give it 2 extra CCW.
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![[Post New]](/s/i/i.gif) 2008/01/01 15:02:55
Subject: Equipping defilers?
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Fresh-Faced New User
England
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I go for the middle road one with the reapers and ccw and the other with the flamers(not that effective but its red so burn baby burn)and ccw, these are also base cost in points so more for other stuff.
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its not enough to win others must fail!! |
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![[Post New]](/s/i/i.gif) 2008/01/01 17:14:08
Subject: Equipping defilers?
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Fixture of Dakka
.................................... Searching for Iscandar
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If you give it more CCW instead of extra shooty weapons, people will keep shooting it until it's immobile or dead.
Defilers aren't good vehicle units, but you sure don't let one get into your army!
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![[Post New]](/s/i/i.gif) 2008/01/11 19:39:46
Subject: Equipping defilers?
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Manhunter
Eastern PA
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2 spare ccw's here as well.
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![[Post New]](/s/i/i.gif) 2008/01/11 21:31:05
Subject: Equipping defilers?
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Dominating Dominatrix
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I suppose flamers are rather useless, since their mounted way too much behind. can't he have lascannons?
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![[Post New]](/s/i/i.gif) 2008/01/12 00:28:23
Subject: Equipping defilers?
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Fresh-Faced New User
glasgow, scotland
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I decided to fit magnets to the weapons and swap depending on terrain and/or opponent. They attract a lot of fire and i tend to capatilise on this and decoy them. I say them as i use three in Apoc games mostly.
Can't go wrong with easy to cut magnets and vehicles for flexibility.
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Glasgow Ned: 2pts
Drunk (see slow and purposeful USR)
WS 5 , BS2 , S2 , T4(5) , W3 , I(spec.) , A (D6) , Ld5 , Sv 6+.
If big brother/sister in close proximity(6'')T +1.
Roll D6 for no. of attacks.
Always strikes first due to being a ''shady wee bas''.
+5pts. for buckfast bottle (Sv becomes invulnerable).
Immune to psychic attacks due to being ''pure mad mental , by the way''.
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