Defiler

From 2d4chan
Jump to navigation Jump to search
"Relaaaaax. I'll invent new stuff. Like... spider robots with daemons in, and they have claws and stuff. They'll defile things. Maybe they can be called Defilotrons. It'll be sweet. And they'll have a gun on their chests, and tiny little heads. What? Why are you looking at me like that? You just wait. We'll rock this place all to hell."
- Abaddon the Despoiler
So here's this giant enemy crab.

The Chaos Space Marines don't have a lot of their own vehicles at their disposal; whilst the loyalists have all kinds of nifty-cool tools fresh out of the Adeptus Mechanicus' foundries, the Chaos Marines have to make do with equipment that is antiquated in contrast. In many cases, their technology is capable of bridging the gap; the Chaos Marines field a number of weapons no longer in use with the Astartes (man-portable autocannons, for example). In other cases, their technology is inferior; the Chaos legions lack anything resembling Landspeeders, Whirlwinds, or Razorbacks, for example.

But it's not all bad. Chaos Space Marines are nothing if not inventive. And thus they came up with a vehicle that is as horrifying to look at as to be attacked by - the Defiler.

Often jokingly called a giant enemy crab, the Defiler was supposedly first conceived by Failbaddon, which would make it one of his only successes, but its true origins are tacitly believed to lie with the Word Bearers. The Defiler was made to provide Chaos Marine forces with a legitimate alternative to Dreadnoughts for close support; historically, Chaos dreadnoughts were made with older and less-perfected tech, ensuring that every single moment that the pilot was installed in his sarcophagus, he was set alight with horrifying agony. This generally results in Chaos Dreadnoughts having outbursts of pain-and-rage-induced Hulk Syndrome and fucking up every goddamned thing in sight.

Suffice to say, this was proving problematic, and the Chaos marines sought a new way to get close-support that was less-likely to say, fire off a Plasma Cannon at its squadmates in a fit of rage over them not turning down the fucking Pat Benetar when the Dread's pilot has a headache. The answer came in an unexpected way - a Daemonically-Possessed machine with no actual crew, bound with rune-inscribed wards and sworn to obey its master. Whilst many daemons are driven halfway-mad by their imprisonment within the engine, the Defiler's occupant gets its head in the game when combat starts, showing blind loyalty to its master - and relishing in its power to blow things up and make shit dead.

As a possessed machine, it is completely fearless; destroying the Defiler will free the daemonic essence trapped in the machine, so whether it runs around killing things or gets destroyed by a Meltagun blast, the Defiler is kind of win-win for its occupant. Indeed, when a Defiler is destroyed, its pieces are often refurbished by the dark gods to create new bodies for the fiends that combine both daemon-flesh and mechanical components, known as Soul Grinders.

Overview

Interestingly, it looks like they are making out some weird mechanical mating ritual...kinky

The Defiler is a powerful beast. By default it's got as much armor as a Dreadnought, has 2 Dreadnought Close-Combat weapons power fists, a Battle Cannon, a Reaper Autocannon, and a Heavy Flamer - quite a bundle of weapons for both close-combat and ranged assaults. Even better, it's highly upgradeable - the Reaper Autocannon can be replaced with a Twin-Linked Heavy Bolter (for shredding infantry) or Twin-Linked Lascannon (for vehicle-busting). It can also exchange its Heavy Flamer for a Havoc Launcher, enabling it to launch reasonably-effective frag missiles out to a long distance for additional fire-support. Additionally, you can tack a second Havoc Launcher on the side to flick some extra rockets. To make it even better it's been given Daemonic Possession, which means it's almost immune to Crew Shaken/Crew Stunned results, and has a 5+ invulnerable save. Topping it all off, it has solid armor (AV 12 front and side armor), with only its rear armor being a vulnerable point (AV 10) and 4 hull points, giving it some pretty decent staying power.

Alternately, it can exchange the Reaper Autocannon for an additional power fist, giving it +1 attack for each, and giving it a walloping 5 attacks on-the-charge. He also can exchange Heavy Flamers for power scourge, which could add another +1A (if you chose to use it's profile instead of fist - its "only" S8 compared to the fists S10), and also lowers the WS of enemy models in BtB contact, which is cool, considering Defilers own pathetic WS3. Paired with the fact that it has Fleet, this makes the Defiler capable of causing serious damage to anything unfortunate enough to get caught up in its crabby claws, especially commander units and vehicles.

Whether you use it as a shooty walker, a melee-only walker, or some blend between the two (it can easily pull double-duty), the Giant Enemy Crab Defiler is guaranteed to be a giant fire-magnet, and enemies will devote truly retarded amounts of weaponry in an effort to hit its weak-point for massive damage. Unless they have a Lascannon type weapon, then they just one shot the damned thing, since it's not hard to land a shot on the back from far enough away.

In its standard configuration, it is good at every task but it doesn't exactly excel at any of them. It will lose out if made to compete against a more specialized vehicle of its size. So it will be outdone at long and medium range by a hellfire dreadnought, out-artillery'd by a basilisk or whirlwind, and out-melee'd by a crushing claw carnifex or pair of deffdread (you can field two with 4 DCCW's and riggers for exactly same points). But it makes up for this by being able to perform just about every needed task with the exception of anti-air duty, and if it has Twin-Linked Autocannons or Lascannons even this is debatable, though the lack of the anti-air rule hurts quite a bit. Mind, when dealing with actual Forge World-made aircraft, a Havoc Squad full of Autocannons or Flak Missile Launchers is usually the best option for the points, since Chaos lacks any dedicated anti-air vehicles.

The Drawbacks

The Defiler is a mighty vehicle and in all seriousness one of the overall most-flexible options Chaos has; it's as ubiquitous for the traitor legions as the Leman Russ is for the Imperial Guard. However, the Defiler has a number of very notable drawbacks on the tabletop. First and foremost, it's a very big vehicle, and a very obvious one at that - the model is roughly the size of a Land Raider, and this means Ordnance and blast weapons are less-likely to miss the damned thing. It also means that its vulnerable side (its back) is much larger than those of other vehicles.

Secondly, the Defiler's being Demonically possessed means its WS and BS are only 3 - average at best compared to the good accuracy of most Marine units and vehicles. Whilst every non-battle cannon weapon the Defiler can mount is twin-linked (ergo reducing the problems it may have with accuracy), the close-combat weapons it has are not so fortunate, causing the Defiler to rely on volume and sheer force to damage enemies in close-combat (it will miss about half the time on average, but will fuck up whatever it hits when it does).

Thirdly, the Defiler, due to its very large size and middling accuracy, is surprisingly vulnerable to being Tarpitted. This is because even with its considerable melee punch and fleet, it is particularly large and vulnerable to being tied up by expendable dick units like Conscript Squads (especially if they're used by a certain general who can replace them for free), Termagaunts, Scarabs, or Kroot which force it to spend valuable time mulching them as opposed to doing its valued job of raping vehicles and commander units. Take care to make sure that the Defiler is kept out of melee range of tarpits unless it's actively trying to get stuck in. With those new Necron Scarab rules, you should probably definitely avoid leaving your Defiler anywhere near a horde of those little vehicle-eating buggers.

Counter argument: Okay, wait a moment. You have a fucking giant crab with a giant S8 AP 3 LARGE BLAST and you're getting tarpitted? That's not even mentioning the potential Havoc launcher blasts, or the heavy flamer! Not to mention that with fleet it is quite likely to be able to run the fuck away. The ONLY TIME that a defiler can be tarpitted is if it's immobilized (because it ignores shaken and stunned). But other than that, you should be able to blast those conscripts/Termaguants/Kroot or especially SCARABS (vulnerable to blast, motherfuckers! Also Instant death) into tiny little pieces. Seriously! Even munching on a giant 50 man conscript blob with a Kommissar won't take too long, and doing that would pretty much earn it's points back. So basically, keep moving backwards and blasting the fuck out of that tarpit unit. Even better, bring TWO defilers and keep them both moving back flinging Str 8 pie plate goodness. Even the biggest blob of conscripts would take maybe a turn or two to mow down to a manageable size, so that even if they charge you with the 10 surviviors, you'll mulch them in CC, defeating the purpose of tarpitting.

Counter counter argument

It's less about being tarpitted in the sense of tied up until the end of the game. It's about holding the defiled down for a turn or so until you can stick a multimelta up its tailpipe. Engaging with a disposable squad forces you to use it in certain way and one that is far less dangerous for your enemies than getting his important units or commander ground into a fine paste. Even holding its attention for a turn is frequently enough to deal with it, and while it might be an even trade in points you are losing an extremely valuable piece in exchange for some chaff that exists to be sacrificed.

Also it will lose and lose badly to dedicated melee walkers or monstrous creatures like the Furioso or Trygon due to the aforementioned accuracy problems. So keep it away from those fuckers unless you want your pretty little vehicle to end up a smoking wreck (ideally, engage them from afar, where at the very least your battle cannon would be able to deal some damage, as it has ordnance).

Counter counter counter argument

I would just like to remind you guys that a 50 man blob of conscripts costs 200 points, more if you add the mandatory comissar or priest to keep them from running away. So much for a "sacrificial" unit. Also, as stated above, you have both the battle cannon and the twin-linked heavy flamer as useful tools at your disposal to get rid of incoming tarpit units. If you still get stuck you dont know how the play the game.

Gallery

See Also

The Traitor Legions and Warbands of Chaos
Chaos
Legions
:
Alpha Legion - Black Legion - Death Guard
Emperor's Children - Iron Warriors - Night Lords
Thousand Sons - Word Bearers - World Eaters
Legion
Offshoots:
Apostles of Contagion - Bloodborn - Broken Aquila
Foresworn - Mouldering Claw - Plague Fleet - Prodigal Sons
The Consortium - Warband of Subsector Aurelia
Fallen
Chapters
(Including
Judged):
Adharon's Reavers - Blood Gorgons - Company of Misery
Corpus Brethren - Crimson Slaughter - Deathmongers
Death Shadows - Invocators - Lords of Decay
Oracles of Change - Red Corsairs - Shriven
The Brazen Beasts - The Flawless Host - The Scourged
Skyrar's Dark Wolves - Steel Cobras - Voidrippers
Unknown/
Other:
Apostles of Minthras - Claws of Lorek - Disciples of Destruction
Dragon Warriors - Extinction Angels - Hakanor's Reavers - Punishers
The Cleaved - The Purge - The Pyre - Sons of Malice - Sons of Vengeance
The Reborn - Violators - Warp Ghosts - Bleak Brotherhood