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Made in de
Nihilistic Necron Lord






Germany

 wuestenfux wrote:
 p5freak wrote:
How can anyone think its not OP ?? The orbital comms array for 18 pts., which is the same as orbital bombardment, which is 3 CP. If you take 6 impulsors with OCA you save yourself 18CP. And you can bombard your enemy castle back to the stone age.

Sounds devastating.
But you don't take it as a transport option.
Transports are tactically very useful even for Marines.


I can take it as transport as well.
   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






 p5freak wrote:
How can anyone think its not OP ?? The orbital comms array is 18 pts., which is the same as orbital bombardment, which is 3 CP. If you take 6 impulsors with OCA you save yourself 18CP. And you can bombard your enemy castle back to the stone age. Its even better than orbital bombardment, because its doesnt have to be visible to your warlord. Its just one point on the battlefield, no LOS needed.


You should give that rule another read

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in de
Nihilistic Necron Lord






Germany

 Jidmah wrote:
 p5freak wrote:
How can anyone think its not OP ?? The orbital comms array is 18 pts., which is the same as orbital bombardment, which is 3 CP. If you take 6 impulsors with OCA you save yourself 18CP. And you can bombard your enemy castle back to the stone age. Its even better than orbital bombardment, because its doesnt have to be visible to your warlord. Its just one point on the battlefield, no LOS needed.


You should give that rule another read


Orbital Comms Array
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.


I see nothing that says that its only one OCA use per battle. Each model can use its OCA once per battle.

This message was edited 1 time. Last update was at 2019/10/16 07:27:50


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

Better hope your game runs to 6 turns then...

And besides, Orbital Bombardment isn’t exactly overwhelmingly powerful. It’s obnoxious when it goes right, but generally doesn’t do a massive amount of damage. If you wanna put 6 of them taking up points instead of CP in your list then be my guest.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in de
Longtime Dakkanaut




 p5freak wrote:
How can anyone think its not OP ?? The orbital comms array is 18 pts., which is the same as orbital bombardment, which is 3 CP. If you take 6 impulsors with OCA you save yourself 18CP. And you can bombard your enemy castle back to the stone age. Its even better than orbital bombardment, because its doesnt have to be visible to your warlord. Its just one point on the battlefield, no LOS needed.


There's lots of that. E.g. you take Ion Bulwark on a Castellan or Valiant, you save yourself 18 CP for Rotate Ion Shield. It's even better because you're also still free to use Rotate Ion Shield elsewhere.
   
Made in de
Nihilistic Necron Lord






Germany

 JohnnyHell wrote:
Better hope your game runs to 6 turns then...


Why ? Are you saying you can only use one orbital comms array per turn ? You can use all 6 in one turn.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

 p5freak wrote:
 JohnnyHell wrote:
Better hope your game runs to 6 turns then...


Why ? Are you saying you can only use one orbital comms array per turn ? You can use all 6 in one turn.


I am. You can’t. Re-read the very first sentence of the rule.

In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage.


Do please tell me how you’re firing all 6...

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in us
Longtime Dakkanaut





Yes, totally OP. their cost to buy is OP. They orbital struck me right out of my chair.
   
Made in gb
Ridin' on a Snotling Pump Wagon






I'm considering four for my Iron Hands, loaded up with Auto Bolt Gun Intercessors.

That's....that's quite a lot of pin point dakkadakka.

Might go for Shield Dome, might go for the Missiles.

Either way, likely backing them up with a pair of Repulsor Executioners to knack enemy armour.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in de
Nihilistic Necron Lord






Germany

 JohnnyHell wrote:
 p5freak wrote:
 JohnnyHell wrote:
Better hope your game runs to 6 turns then...


Why ? Are you saying you can only use one orbital comms array per turn ? You can use all 6 in one turn.


I am. You can’t. Re-read the very first sentence of the rule.

In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage.


Do please tell me how you’re firing all 6...


Do please tell me where it says "In your shooting phase, only one model from your army....."

I dont see the red marked word in the OCA rule.
   
Made in ca
Commander of the Mysterious 2nd Legion





 Vankraken wrote:
Not sure it's OP but it shows a huge problem with points cost for other similar units (rhino).


Rhino has double the troop capacity.

Opinions are not facts please don't confuse the two 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

 p5freak wrote:
 JohnnyHell wrote:
 p5freak wrote:
 JohnnyHell wrote:
Better hope your game runs to 6 turns then...


Why ? Are you saying you can only use one orbital comms array per turn ? You can use all 6 in one turn.


I am. You can’t. Re-read the very first sentence of the rule.

In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage.


Do please tell me how you’re firing all 6...


Do please tell me where it says "In your shooting phase, only one model from your army....."

I dont see the red marked word in the OCA rule.


You don't ned it. This is a new level of ridiculous... how many models are allowed to use this in your Shooting Phase? "One model from your army". One. "Only one" would be tautologous.

Even without "only" it precludes your interpretation that "one model from your army" means "these six tanks".

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in pt
Fireknife Shas'el




Lisbon, Portugal

It's an almost 100p transport with 4++ and Fly. I think it's pretty okay.

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Fixture of Dakka






I just wish my Starweaver gets cheaper or better now, at 99pts with less toughness, less wounds, it should be cheaper.

   
Made in ca
Commander of the Mysterious 2nd Legion





 Amishprn86 wrote:
I just wish my Starweaver gets cheaper or better now, at 99pts with less toughness, less wounds, it should be cheaper.


how fast is it and whats it's transport capacity?

Opinions are not facts please don't confuse the two 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

You can only use 1 orbital comms array per turn, the rule is very clear on that.

-~Ishagu~- 
   
Made in gb
[DCM]
Procrastinator extraordinaire





London, UK

I think considering the power level of marines currently, the impulsor is a pretty powerful tank. Not OP like some of the combos that are out there but it's a very good tank for less than 100pts.

   
Made in gb
Hungry Ork Hunta Lying in Wait





... Oh do I wish my Khorne Berserkers could lift this vehicle for themselves... It would suit Chaos so much more!

Over loaded in rules and equipment and undercosted (rhino is 72 points, that extra 20 points is an INSANE amount chucked on)
   
Made in fi
Courageous Space Marine Captain






 p5freak wrote:
How can anyone think its not OP ?? The orbital comms array is 18 pts., which is the same as orbital bombardment, which is 3 CP. If you take 6 impulsors with OCA you save yourself 18CP. And you can bombard your enemy castle back to the stone age. Its even better than orbital bombardment, because its doesnt have to be visible to your warlord. Its just one point on the battlefield, no LOS needed.

Yes, but orbital bombardment has never been worth 3 CP. And without the shield these are pretty easy to kill. I really think the shield is the thing you want to take most of the time. It is a transport, you want it to deliver its cargo in one piece. Removing the invul for a huge 'kill this unit ASAP' marker on your transport doesn't seem like a great move to me.

   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






 p5freak wrote:
Do please tell me where it says "In your shooting phase, only one model from your army....."

I dont see the red marked word in the OCA rule.


The only rule that gives you permission to use the OCA tells you to that one model from your army can use it. Not two, not three and definitiely not six.

Which is the same wording as all the non-stacking aura-effects, btw.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Ridin' on a Snotling Pump Wagon






 Crimson wrote:
 p5freak wrote:
How can anyone think its not OP ?? The orbital comms array is 18 pts., which is the same as orbital bombardment, which is 3 CP. If you take 6 impulsors with OCA you save yourself 18CP. And you can bombard your enemy castle back to the stone age. Its even better than orbital bombardment, because its doesnt have to be visible to your warlord. Its just one point on the battlefield, no LOS needed.

Yes, but orbital bombardment has never been worth 3 CP. And without the shield these are pretty easy to kill. I really think the shield is the thing you want to take most of the time. It is a transport, you want it to deliver its cargo in one piece. Removing the invul for a huge 'kill this unit ASAP' marker on your transport doesn't seem like a great move to me.


I think a mix.

Planning to take a total of four, as noted above (I'm yet to properly work out my list, only playing around with concepts at the moment).

Shield Domes do make decent sense, for the obvious reasons. But then, I'm wondering if I might half and half with Orbital Arrays?

Dropping some splash damage Mortal Wounds early on definitely appeals, and I can potentially use the Shied Dome ones to screen the Orbital ones?

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in gb
Regular Dakkanaut






 Ishagu wrote:
People are talking about Hellblasters in an Impulsor.

It's cheaper and better to teleport in Inceptors.


That may be the case, however have you seen an inceptor? The most hideous Primaris model there is... Whereas Hellblasters are actually passable (was even considering getting some for my thus far entirely first-born army).

Mind you with 30" of range on their Plasma Incinerators, I wouldn't personally feel the need to shove them in an Impulsor.

For the Emperor and Sanguinius!

40K Blood Angels ; 1,500pts / Kill Team: Valhallan Veteran Guardsmen / Aeronautica Imperialis Adeptus Astartes; 176pts / AoS Soulblight Gravelords; 1,120pts  
   
Made in fi
Courageous Space Marine Captain






 Darian Aarush wrote:

That may be the case, however have you seen an inceptor? The most hideous Primaris model there is...

No, they look cool.


   
Made in gb
Ridin' on a Snotling Pump Wagon






 Tyranid Horde wrote:
I think considering the power level of marines currently, the impulsor is a pretty powerful tank. Not OP like some of the combos that are out there but it's a very good tank for less than 100pts.


Certainly is.

Sure, it's transport capacity isn't great, but the tank itself, unusually for comparatively light transports, has a fair amount of firepower.

I'm torn between keeping the cheapo Stormbolters, and upgrading to the Frag Launcher things. Storm Bolters have superior range of course, and a set number of shots. Frag Launcher things can, potentially, get more shots (and will on average) - but there's still that potential to fluff the shots roll, and end up with two.

Considering I reckon I'd use mine quite aggressively, I can easily see myself always being in rapid fire range - so probably gonna stick with Storm Bolters, so I've got a distinctly known quantity of shots to factor in each turn.

Oh, and an Ironhaill Heavy Stubber.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in us
Fixture of Dakka






BrianDavion wrote:
 Amishprn86 wrote:
I just wish my Starweaver gets cheaper or better now, at 99pts with less toughness, less wounds, it should be cheaper.


how fast is it and whats it's transport capacity?


16" base, 6 transports, 2 shuriken cannons only, T5 with 6 wounds, No options. It does have -1 to be hit, but that doesnt mean anything anymore honestly.

   
Made in gb
Regular Dakkanaut






 Crimson wrote:
 Darian Aarush wrote:

That may be the case, however have you seen an inceptor? The most hideous Primaris model there is...

No, they look cool.



We'll have to agree to disagree on that one... Give me an assault marine with a jump pack and a chainsword any day.


Automatically Appended Next Post:
 Ishagu wrote:
 Darian Aarush wrote:
 Ishagu wrote:
People are talking about Hellblasters in an Impulsor.

It's cheaper and better to teleport in Inceptors.


That may be the case, however have you seen an inceptor? The most hideous Primaris model there is... Whereas Hellblasters are actually passable.


Lol looks ARE important!


This message was edited 1 time. Last update was at 2019/10/16 12:03:17


For the Emperor and Sanguinius!

40K Blood Angels ; 1,500pts / Kill Team: Valhallan Veteran Guardsmen / Aeronautica Imperialis Adeptus Astartes; 176pts / AoS Soulblight Gravelords; 1,120pts  
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

There is a fair bit to like about flying into battle on a pickup truck:

I would say if you want to have a more mobile game with Primaris this thing scratches the itch.
The other vehicles are a huge points-sink.
I tend to take-on the Ork hordes in my games so these keep me a good distance from the blobs of death.
It is good to see many options on how you want these to be used so it is not OP but very useful in many cases.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Amishprn86 wrote:
BrianDavion wrote:
 Amishprn86 wrote:
I just wish my Starweaver gets cheaper or better now, at 99pts with less toughness, less wounds, it should be cheaper.


how fast is it and whats it's transport capacity?


16" base, 6 transports, 2 shuriken cannons only, T5 with 6 wounds, No options. It does have -1 to be hit, but that doesnt mean anything anymore honestly.
On the one hand, Starweavers arguably provided a more vital function for its faction. It's cargo is more fragile and always needs to get close. With Bolter Discipline, other Plasma options available (Inceptors) and not really being melee units, Primaris don't really NEED a transport, but Harlies kinda do.

But on the other hand, if any vehicle should get the Assault Vehicle rule, it really should be Starweavers, Raiders/Venoms & Ork Trukks long before Marines get a vehicle with that ability, so it is odd. I do agree that Starweavers should absolutely be cheaper than an Impulsor given the relative durability and special rules it has. If Starweaver had the Assault Vehicle ability, then the costs could be the same

-

   
Made in nl
Longtime Dakkanaut





 Galef wrote:
 Amishprn86 wrote:
BrianDavion wrote:
 Amishprn86 wrote:
I just wish my Starweaver gets cheaper or better now, at 99pts with less toughness, less wounds, it should be cheaper.


how fast is it and whats it's transport capacity?


16" base, 6 transports, 2 shuriken cannons only, T5 with 6 wounds, No options. It does have -1 to be hit, but that doesnt mean anything anymore honestly.
On the one hand, Starweavers arguably provided a more vital function for its faction. It's cargo is more fragile and always needs to get close. With Bolter Discipline, other Plasma options available (Inceptors) and not really being melee units, Primaris don't really NEED a transport, but Harlies kinda do.

But on the other hand, if any vehicle should get the Assault Vehicle rule, it really should be Starweavers, Raiders/Venoms & Ork Trukks long before Marines get a vehicle with that ability, so it is odd. I do agree that Starweavers should absolutely be cheaper than an Impulsor given the relative durability and special rules it has. If Starweaver had the Assault Vehicle ability, then the costs could be the same
Its GW's problem with marines. "We don't know what to do so lets just throw a dozen special rules at every unit".
There is no reason why Space Marines should have the one vehicle in the game where you can disembark after moving.
There is no reason why Space Marines should be the only faction to have turn 1 deepstrike.
   
Made in us
Fixture of Dakka






 Galef wrote:
 Amishprn86 wrote:
BrianDavion wrote:
 Amishprn86 wrote:
I just wish my Starweaver gets cheaper or better now, at 99pts with less toughness, less wounds, it should be cheaper.


how fast is it and whats it's transport capacity?


16" base, 6 transports, 2 shuriken cannons only, T5 with 6 wounds, No options. It does have -1 to be hit, but that doesnt mean anything anymore honestly.
On the one hand, Starweavers arguably provided a more vital function for its faction. It's cargo is more fragile and always needs to get close. With Bolter Discipline, other Plasma options available (Inceptors) and not really being melee units, Primaris don't really NEED a transport, but Harlies kinda do.

But on the other hand, if any vehicle should get the Assault Vehicle rule, it really should be Starweavers, Raiders/Venoms & Ork Trukks long before Marines get a vehicle with that ability, so it is odd. I do agree that Starweavers should absolutely be cheaper than an Impulsor given the relative durability and special rules it has. If Starweaver had the Assault Vehicle ability, then the costs could be the same

-


Yes and thats the problem, Quins are already overcosted, and with a almost must transport that isn't doing its worth (I play 10 of them at times in tournaments, when 5 can be killed in 1 turn thats a problem).

Starweavers are 41% more costly than Venoms for 21% more abilities (16% more survivable b.c 4++, and str 6 base guns)

Having a SM transport that is basically the same thing minus the open top (Open top shouldnt cost more, it should lessen the survivability, not do both) for the same cost just makes me sad for my quins. Not saying Impulors are OP, its what is needed b.c of the 300% mark up in power, it just shows how other things needs to be looked at as well.

This message was edited 2 times. Last update was at 2019/10/16 13:43:30


   
 
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