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Made in us
Decrepit 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.


75 + 18 points for a brick that doesn't do much later. You can see it coming. The range is D6" so its not hard to be sure that units are 4" apart if your opponent is dumb enough to spend 558 points that amounts to a single smites worth of damage per turn.
   
Made in us
Abel





Washington State

It would be a great transport if Primaris Marines had a dedicated assault unit. From the current Primaris model range, it can't transport the one unit that really needs a transport- Aggressors. It could have been great if I could transport say, five Intersessors with a powerfist or thunderhammer sergeant, and a Gravis Captain. But alas, we cannot.

When I field Hellblasters, it's a unit of 10, in cover, with a Capt, Lt, Apothecary, and Ancient in the "castle", usually on an objective. They don't move and kill anything that gets within 30". Putting five into a transport with a character just so they can get closer to the enemy to threaten or get rid of a key unit... isn't that what Inceptors are for? I mean, that's what I use mine for, and they do the job very well. I hate the static nature of "The Castle", but it's one of the most effective tactics Primaris Space Marines had vs. a lot of armies. With the release of the Executioner, Eliminators, and Suppressors, I don't use Hallblasters anymore. I find those other three units free up my army to move around, and give me more options in dealing with the enemy.

There might be a combination of a particular army, with a specific strat, on a certain unit from that army, that would make the Impulsor awesome, but I can't think of one.

If I was going to use 'em, I'd use three or four of them and try to make the rest of my army as mobile as possible to get "stuck in" ASAP, but Intersessors have fantastic range on Bolt Rifles, plus awesome strats, Careful placement of objectives during set up, and deployment means giving my opponent an objective or two, but I've been able to move an Intersessor squad onto any objectives I've needed. I know the value of having one fast unit that can get to a place on the board fast, but as noted above, 8th edition is not a transport friendly edition and unless you take the force field option on the Impulsor, it'll get popped fairly easy by any anti-tank weapon.

Solid 'meh' tank, until Primaris get a dedicated close combat unit.


Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
Made in gb
[DCM]
Procrastinator extraordinaire





London, UK

Just wait for the Black Templars to get their chance and then they'll be really useful!

   
Made in us
Decrepit Dakkanaut





 Tamwulf wrote:


Solid 'meh' tank, until Primaris get a dedicated close combat unit.



Vet Intercessors with a TH are pretty baller. Stick them with auto bolt rifles to BRRRT when they come out.
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Galef wrote:

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


why do feel like these transports need that rule? you can't charge out of an impulsor and the listed transports are all open-topped. Giving the assault rule to something like the admech transport would make more sense (especially since its modeled after an actual assault vehicle)
   
Made in us
Ultramarine Chaplain with Hate to Spare






 VladimirHerzog wrote:
 Galef wrote:

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


why do feel like these transports need that rule?


Because it's a new model.

you can't charge out of an impulsor and the listed transports are all open-topped. Giving the assault rule to something like the admech transport would make more sense (especially since its modeled after an actual assault vehicle)


Yeah, dismount and fire is the sort of thing you want with special/heavy weapons. Which are exactly the thing the transportable units lack. It might just be Hellblasters.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

I get the impression they know exactly what to do. The new book is full of synergies, powerful units and combos.

-~Ishagu~- 
   
Made in fi
Courageous Space Marine Captain






 Ishagu wrote:
I get the impression they know exactly what to do.

The Iron Hands are a clear proof that they obviously don't.

   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

Well, they tuned them too high. They'll tone them down.

You saw how fast they nerfed the Scorpius and Ultras combo.

-~Ishagu~- 
   
Made in us
Decrepit Dakkanaut




>Assault Vehicle
>You can't assault if you use the rule
>Most Primaris units have enough range to not need the rule
>Another example of a transport that's open topped but it doesn't like Passengers shoot out of it

0/10. Current uses are WAY too niche.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

Slayer-Fan123 wrote:
>Assault Vehicle
>You can't assault if you use the rule
>Most Primaris units have enough range to not need the rule
>Another example of a transport that's open topped but it doesn't like Passengers shoot out of it

0/10. Current uses are WAY too niche.


I can think of multiple uses for the tank which are highly competitive.

You are incorrect.

-~Ishagu~- 
   
Made in ca
Fireknife Shas'el






 Daedalus81 wrote:
 Tamwulf wrote:


Solid 'meh' tank, until Primaris get a dedicated close combat unit.



Vet Intercessors with a TH are pretty baller. Stick them with auto bolt rifles to BRRRT when they come out.


This is my plan

   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

I don't think the Impulsor is terribly OP, however I think the issue is that many/most other transports (Trukk, Chimera, Devilfish, Taurox/Taurox Prime, Rhino, etc) are overcosted or undercapable.

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in de
Nihilistic Necron Lord






Germany

 VladimirHerzog wrote:
 Galef wrote:

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


why do feel like these transports need that rule? you can't charge out of an impulsor and the listed transports are all open-topped. Giving the assault rule to something like the admech transport would make more sense (especially since its modeled after an actual assault vehicle)


There is no need to charge when you use the assault vehicle rule. You can disembark within 1" of enemy models. Assault vehicle is a special rule, which has nothing to do with the general disembark rule from the core rules. It allows you to disembark after the vehicle moved, and there is no restriction that you must stay away more than 1" from enemy models.
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 p5freak wrote:
 VladimirHerzog wrote:
 Galef wrote:

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


why do feel like these transports need that rule? you can't charge out of an impulsor and the listed transports are all open-topped. Giving the assault rule to something like the admech transport would make more sense (especially since its modeled after an actual assault vehicle)


There is no need to charge when you use the assault vehicle rule. You can disembark within 1" of enemy models. Assault vehicle is a special rule, which has nothing to do with the general disembark rule from the core rules. It allows you to disembark after the vehicle moved, and there is no restriction that you must stay away more than 1" from enemy models.


don't spread lies.
The assault vehicle rule alows you to disembark (an action that itself says you cannot place models within 1") after moving. Look at the skystrider Warlord trait for harelquins, it says the same thing " Your Warlord can disembark from a Transport even after it has moved."
   
Made in us
Decrepit Dakkanaut




 Ishagu wrote:
Slayer-Fan123 wrote:
>Assault Vehicle
>You can't assault if you use the rule
>Most Primaris units have enough range to not need the rule
>Another example of a transport that's open topped but it doesn't like Passengers shoot out of it

0/10. Current uses are WAY too niche.


I can think of multiple uses for the tank which are highly competitive.

You are incorrect.

You mean the Invul bubble I can get elsewhere or the Bombardment you can't spam.

Nah.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Decrepit Dakkanaut





 p5freak wrote:
 VladimirHerzog wrote:
 Galef wrote:

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


why do feel like these transports need that rule? you can't charge out of an impulsor and the listed transports are all open-topped. Giving the assault rule to something like the admech transport would make more sense (especially since its modeled after an actual assault vehicle)


There is no need to charge when you use the assault vehicle rule. You can disembark within 1" of enemy models. Assault vehicle is a special rule, which has nothing to do with the general disembark rule from the core rules. It allows you to disembark after the vehicle moved, and there is no restriction that you must stay away more than 1" from enemy models.


Dude...you are constantly making over the top posts and it's more and more clear that you do not understand the rules...
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

You don't think that being able to remove a Knight's invul from more than 30" away is something worth considering?

This message was edited 1 time. Last update was at 2019/10/16 17:21:32


-~Ishagu~- 
   
Made in us
Steadfast Ultramarine Sergeant






Personally I think this vehicle is better for strong shooting than assault units. A reminder the assault rule doesn't let you assault, so what are you gonna do unload a choppy unit and let it get peppered?

For what it's worth I think I'll run 2, 1 for hellblasters and 1 for intercessors. Hellblasters get the dome and intercessors a support weapon, probably the rockets. As for stuffing hellblasters in this instead of just going with plasma inceptors. Inceptors come in turn 2, hellblasters are in rapid fire range turn 1
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Ishagu wrote:
You don't think that being able to remove a Knight's invul from more than 30" away is something worth considering?


slayer never said it wasnt....

>Assault Vehicle
>You can't assault if you use the rule
>Most Primaris units have enough range to not need the rule
>Another example of a transport that's open topped but it doesn't like Passengers shoot out of it

0/10. Current uses are WAY too niche.


and you can already do it with a bike librarian at 26" which will usually be good enough.
   
Made in de
Longtime Dakkanaut





 Ishagu wrote:
You don't think that being able to remove a Knight's invul from more than 30" away is something worth considering?


It definitely is. Getting the Primaris Libby into position was a major pain until now.
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

Exactly. The Impulsor has some great uses. You can even deliver a squad alonside the Librarian.

-~Ishagu~- 
   
Made in gb
Longtime Dakkanaut





UK

 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 you can only use 1 per turn, even if you have 6 of them. And your opponent only needs to spread out his castle a bit for it to become pretty weak. My Eldar tend to spread out so if you want to spend nearly 600 points to do my army D3 MWs per turn, help yourself.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Decrepit Dakkanaut




 Ishagu wrote:
Slayer-Fan123 wrote:
 Ishagu wrote:
Slayer-Fan123 wrote:
>Assault Vehicle
>You can't assault if you use the rule
>Most Primaris units have enough range to not need the rule
>Another example of a transport that's open topped but it doesn't like Passengers shoot out of it

0/10. Current uses are WAY too niche.


I can think of multiple uses for the tank which are highly competitive.

You are incorrect.

You mean the Invul bubble I can get elsewhere or the Bombardment you can't spam.

Nah.


No my unimaginative friend. I'm talking about being able to remove invuls from enemy units from 30+ inches away.

I'm talking about moving around the board quickly, or creating mobile MSU armies.

You think so basic in terms of tactics and utility.

Yeah the Jump Pack Librarian has been doing the same thing for a while, and MSU was already taken care of in terms of mobility via Strats (Ultramarines redeployment, Raven Guard and White Scars shenanigans).
Im.correct they don't fulfill a need.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Steadfast Ultramarine Sergeant






 Karhedron 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 you can only use 1 per turn, even if you have 6 of them. And your opponent only needs to spread out his castle a bit for it to become pretty weak. My Eldar tend to spread out so if you want to spend nearly 600 points to do my army D3 MWs per turn, help yourself.


Let's just say all 6 could fire on turn one it's what 6-18 dead guys per unit provided enough units are within the D6 range after each hit.

That's a hell of a lot of hoops to jump through and I don't think it would be broken if possible. D6 range has the potential to just totally whiff too. It's a neat little weapon choice I'll give it that. But considering how lethal this edition is the invuln just provides way more
   
Made in us
Decrepit Dakkanaut




 BertBert wrote:
 Ishagu wrote:
You don't think that being able to remove a Knight's invul from more than 30" away is something worth considering?


It definitely is. Getting the Primaris Libby into position was a major pain until now.

Jump Pack Librarians existed for a while if you wanted to do that and won't cost you all those extra points.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in de
Longtime Dakkanaut





Slayer-Fan123 wrote:
 BertBert wrote:
 Ishagu wrote:
You don't think that being able to remove a Knight's invul from more than 30" away is something worth considering?


It definitely is. Getting the Primaris Libby into position was a major pain until now.

Jump Pack Librarians existed for a while if you wanted to do that and won't cost you all those extra points.


They move only 12", though, and deep strike doesn't get them close enough to the target to use Null Zone.

I also prefer Primaris, so I'm quite happy that my Librarian finally got a ride.
   
Made in us
Decrepit Dakkanaut




 BertBert wrote:
Slayer-Fan123 wrote:
 BertBert wrote:
 Ishagu wrote:
You don't think that being able to remove a Knight's invul from more than 30" away is something worth considering?


It definitely is. Getting the Primaris Libby into position was a major pain until now.

Jump Pack Librarians existed for a while if you wanted to do that and won't cost you all those extra points.


They move only 12", though, and deep strike doesn't get them close enough to the target to use Null Zone.

I also prefer Primaris, so I'm quite happy that my Librarian finally got a ride.

You don't NEED to Deep Strike. You just run up behind some buildings or one of your larger vehicles and then advance and pop it.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

That's not as good though, is it? It's not 29+D6" effect on turn 1

-~Ishagu~- 
   
Made in us
Decrepit Dakkanaut




 Ishagu wrote:
That's not as good though, is it? It's not 29+D6" effect on turn 1

There's already tons of movement shenanigans that cost very little CP, and heck there's even Warlord traits too. Why would you spend 100 points on something with that little use that can go to maybe a TFC, when the CP are a good resource to use instead?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
 
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