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Made in us
Unfortunate Ungor





D/FW, Texas USA

I just happened upon a defiler kit for a decent price and thought I would enjoy modeling and converting it. Has anyone actually fielded one with any degree of success?

Chris

J. Christopher "Supremus Probrum" 
   
Made in ca
Infiltrating Broodlord






They are good, but much much better with 2 (or even 3). They get blown up extremely quickly, as people are scared of the model, so thats why you need more than 1\. However, for their points theyre worth it.

Tyranids
Chaos Space Marines

 
   
Made in us
Martial Arts Fiday






Nashville, TN

I regularly run three with my Khorne army.

They are great!

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Stormin' Stompa






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Sitting one at the back of a defensive (ie Plaguemarines) army is also an effective way to use a single Defiler.
   
Made in us
Wrack Sufferer





Bat Country

Short Answer: no.

But it will be fun on the table, get it, convert it, paint it and enjoy it.

This message was edited 2 times. Last update was at 2009/08/19 23:48:56


Once upon a time, I told myself it's better to be smart than lucky. Every day, the world proves me wrong a little more. 
   
Made in us
Unfortunate Ungor





D/FW, Texas USA

Thanks guys. I have it pretty much assembled and just started the greenstuff work on the body. As far as weapons options, what is your general consensus?

J. Christopher "Supremus Probrum" 
   
Made in us
Wrack Sufferer





Bat Country

Cam2designs wrote:Thanks guys. I have it pretty much assembled and just started the greenstuff work on the body. As far as weapons options, what is your general consensus?


Magnetize them, you'll want to swap them out in frustration. Then you'll find a config you like.

Also, pics please.

Once upon a time, I told myself it's better to be smart than lucky. Every day, the world proves me wrong a little more. 
   
Made in ca
Infiltrating Broodlord






Cam2designs wrote:Thanks guys. I have it pretty much assembled and just started the greenstuff work on the body. As far as weapons options, what is your general consensus?


2 close combat arms. That's it.

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Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

And I'd disagree with Night Lords here. 2 CCW makes them less durable, as they can't do anything after being immobilized and weapon destroyed. They attract fire, and with more guns it'll remain a threat longer. I use mine as a gunboat and a vulture, hunting weakened targets. I usually leave it with the Reaper and Heavy Flamer. The Reaper is vastly superior for busting transports over the Battlecannon, and the TWIN LINKED (it is amazing) Heavy Flamer helps for dousing down targets who are in cover. I sometimes switch the Flamer for a Havoc Launcher if I know I'm not going to be getting in range, but I've found I prefer the take-all-comers load out.

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Made in us
Wrack Sufferer





Bat Country

Night Lords wrote:
Cam2designs wrote:Thanks guys. I have it pretty much assembled and just started the greenstuff work on the body. As far as weapons options, what is your general consensus?


2 close combat arms. That's it.


The Defiler is at times a walking contradiction. When you kit it out for CC your losing the effectiveness of the battlecannon as you have to run it up the field and charge it into the enemy denying the use of it's better ranged weapon. If you give it a lot of ranged fire power your ignoring it's CC ability. That's why it's not really that great, it doesn't specialize effectively.

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Made in us
Perturbed Blood Angel Tactical Marine





2 CC arms is good, since it has fleet of foot, you'll wanna just bum-rush the enemy.

Drink deep of victory and remember the fallen.

Gwar! wrote:Sanguine has it spot on.
 
   
Made in us
Wrack Sufferer





Bat Country

Sanguine Sympathy wrote:2 CC arms is good, since it has fleet of foot, you'll wanna just bum-rush the enemy.


Forgot to mention, 2 CC arms is free. So do that... more points to spend on better stuff.

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Made in ca
Infiltrating Broodlord






DarkHound wrote:And I'd disagree with Night Lords here. 2 CCW makes them less durable, as they can't do anything after being immobilized and weapon destroyed..


Having a 150 point autocannon turret that cant rotate doesnt do anything for you either, and provided its not immobilized, a weapon destroyed on the battlecannon doesnt instantly make it a giant waste of points if it has 4 CCWs.

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Mira Mesa

Typeline wrote:
Night Lords wrote:
Cam2designs wrote:Thanks guys. I have it pretty much assembled and just started the greenstuff work on the body. As far as weapons options, what is your general consensus?


2 close combat arms. That's it.


The Defiler is at times a walking contradiction. When you kit it out for CC your losing the effectiveness of the battlecannon as you have to run it up the field and charge it into the enemy denying the use of it's better ranged weapon. If you give it a lot of ranged fire power your ignoring it's CC ability. That's why it's not really that great, it doesn't specialize effectively.
You don't have to ignore its CC ability. At WS and I 3, it really isn't a rock star CC unit anyway. It is a bully unit regardless of how you equip of it.

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Made in ca
Infiltrating Broodlord






Typeline wrote:
Night Lords wrote:
Cam2designs wrote:Thanks guys. I have it pretty much assembled and just started the greenstuff work on the body. As far as weapons options, what is your general consensus?


2 close combat arms. That's it.


The Defiler is at times a walking contradiction. When you kit it out for CC your losing the effectiveness of the battlecannon as you have to run it up the field and charge it into the enemy denying the use of it's better ranged weapon. If you give it a lot of ranged fire power your ignoring it's CC ability. That's why it's not really that great, it doesn't specialize effectively.


At times yes. Though I dont use one in my fluffy NL list, I wouldnt mind having one in the backfield sometimes to help rid of deepstriking terminators. Against orks the battlecannon is all you really need, as theyll be coming to you where you can then hold your own in CC.




Automatically Appended Next Post:
DarkHound wrote:
Typeline wrote:
Night Lords wrote:
Cam2designs wrote:Thanks guys. I have it pretty much assembled and just started the greenstuff work on the body. As far as weapons options, what is your general consensus?


2 close combat arms. That's it.


The Defiler is at times a walking contradiction. When you kit it out for CC your losing the effectiveness of the battlecannon as you have to run it up the field and charge it into the enemy denying the use of it's better ranged weapon. If you give it a lot of ranged fire power your ignoring it's CC ability. That's why it's not really that great, it doesn't specialize effectively.
You don't have to ignore its CC ability. At WS and I 3, it really isn't a rock star CC unit anyway. It is a bully unit regardless of how you equip of it.


Hitting on 4s and going before anything can hit it anyways. Whats the problem here?

This message was edited 1 time. Last update was at 2009/08/20 00:56:18


Tyranids
Chaos Space Marines

 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Night Lords wrote:
DarkHound wrote:And I'd disagree with Night Lords here. 2 CCW makes them less durable, as they can't do anything after being immobilized and weapon destroyed..


Having a 150 point autocannon turret that cant rotate doesnt do anything for you either, and provided its not immobilized, a weapon destroyed on the battlecannon doesnt instantly make it a giant waste of points if it has 4 CCWs.
A 150 point TL autocannon turret that can rotate 45 degrees after being immobilized and weapon destroyed is worth more to me than a Defiler that didn't have that autocannon and was also immobilized and weapon destroyed. For the latter Defiler, he gets to just ignore it, but for the former he has to keep shooting at it. This isn't to say I've never seen all CC Defilers work, and I have seen them work wonderfully. I just disagree that 4 CCWs are the only viable load-out.

EDIT: The problem is that anything really equiped to deal with it will kill it. It rocks against rank and file infantry, but against Terminators, Dreads, any MC, it flounders. It is great in CC, just not against things that can fight back.

This message was edited 1 time. Last update was at 2009/08/20 01:05:58


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Made in us
Grisly Ghost Ark Driver





NC

I think they are good, but you need to have multiple vehicles on the field at the same time. Screen it with a rhino and blast away.

Falcon Punch!


 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

I love my defiler. Yeah, SM Dreads will normally beat it down, but Defilers are beast against any assault unit without power fists, meltabombs, or MC's. They can drop entire squads of things like Banshees and Harlequins every turn. I love my defiler, tho it is situational

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Made in ca
Decrepit Dakkanaut





Everything is situational. The Defiler, to my mind, is best suited to advancing while softening the enemy with Battlecannon fire, then blowing smoke and rushing for an assault.
   
Made in us
Fixture of Dakka



Chicago, Illinois

1 Lash Daemon Prince 160 points

20 terminators w/ 4 Chainfists 680 points

3 Defilers w/ CC upgrades ; 450 points

The sound of your opponents sphincter tightening so hard he won't crap for a week ; Priceless.

For everything else there's Chaos.

This message was edited 1 time. Last update was at 2009/08/20 02:52:35


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Painlord Titan Princeps of Slaanesh






Dallas, TX

I've dropped the autocannon, it just never really does much. Two shots at BS3, even if they're twin-linked.... I'd rather spend the shooting phase running at the enemy to get into cc.

The defiler's just so much safer in cc. A 10-man guard squad with a meltagun is a serious threat while at range, but in cc that squad won't do anything at all. Even terminator squads aren't that scary really unless they have chainfists. With just powerfists, 1/2 of their attacks will do nothing, and 1/3 of the rest will do light damage that will likely be ignored. I'll take those odds, to rid myself of half an enemy terminator squad.

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Made in us
Fixture of Dakka



Chicago, Illinois

I don't care what anyone says 3 defilers running at your front line fleeting forward and firing smoke with Rhinos is terrifying.

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Made in us
Nurgle Veteran Marine with the Flu




Pennsylvania, USA

I wish they would bring back indirect fire capabilities to the defiler. Having a unit like that gives you some more strategic options and would make the defiler a better choice over the other heavy support options.

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Made in us
Violent Space Marine Dedicated to Khorne





well i think you have to decide ahead of time before you make the list what you want it to do.

if you want it to be more about shooting then take out the heavy flamer and keep the auto cannon, if you want to be close combat take out the autocannon. because if you want to be moving forward, the heavy flamer will actually be of use because other units could possibly be around it. and if you want to have it sit back you won't be hitting anything with a flamer.
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

No, I like it in the up front and personal way it is now. I just want it to be armor 13 and WS4

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Made in us
Nurgle Veteran Marine with the Flu




Pennsylvania, USA

Spellbound wrote:No, I like it in the up front and personal way it is now. I just want it to be armor 13 and WS4


Who are you responding to? If that was at me:

Indirect fire was an additional way of firing, not a replacement for direct fire. Why would you prefer less options instead of more ? I would also take AV12 all around, if they made it AV13 all around I'd jump for joy but I really doubt they would do that. When you get into assault and they're hitting your AV10 it makes them even less great for CC.

Maybe they could make different defilers for the different gods. A khorne defiler with much greater CC capabilities(and maybe shorter range weapons instead of a cannon, crusader style), nurgle has decent all around with better armor, tzeentch might have an additional psyker power (or...flight? =D), and slaanesh would have increased Initiative and CC ability just behind khorne. Right now they just have a lot of attacks , bad armor, and a decent long range shot for a fair amount of points.

This message was edited 3 times. Last update was at 2009/08/20 08:26:31


In the embrace of the great Nurgle, I am no longer afraid, for with His pestilential favour I have become that which I once most feared: Death.

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Mira Mesa

Hitting rear against a walker? No my friend, they do not do that.

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Nurgle Veteran Marine with the Flu




Pennsylvania, USA

DarkHound wrote:Hitting rear against a walker? No my friend, they do not do that.


Well, there was a large thread dedicated to walkers being immobilized and being able to assault their rear armor due to them no longer having the ability to turn and face(which is what grants them the ability to only be hit on their front armor in assaults). Regardless, the point I was making is that AV10 in the rear is a problem , definitely for shooting, and if you rule that immobilize = rear armor assault. Even if they had AV14 in the front it doesnt matter when it is fairly easy to outflank and hit the weaker armor. It is an additional liability for an already so-so unit.

I love defilers to death, I really do, but that is mostly for the model and for how they operated in past editions. Currently you need to take at least 2-3 and I have better things to fill those slots with that don't have those kinds of issues.

This message was edited 4 times. Last update was at 2009/08/20 09:03:28


In the embrace of the great Nurgle, I am no longer afraid, for with His pestilential favour I have become that which I once most feared: Death.

-Kulvain Hestarius, Death Guard  
   
Made in us
Rotting Sorcerer of Nurgle





I'm in the same plague infested boat.
I use a defiler at 1850 really only for the model itself (heavyly coververted from the normal model of course).

It's just a big distraction, anything else it does is a plus.

Is it worth it? It depends on what are the definition/scope of worth, which is different to everyone.

I'd say it's 'worth' a try, as it is one of TWO unique items in the heavy support that is truely CHAOS.

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Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
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Made in us
Banelord Titan Princeps of Khorne






I have been having alot of success running 2+ defilers, 2+ dreadnoughts, 2 Demon Princes, and a Greater Demon. It's like Chaos 'zilla!

Also, the twin autocannon and twin heavy flamer come in handy more often then not.

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