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Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

I just picked up my first impulsor last week and I suddenly started seeing people say "the Impulsor is dead!" which I presume to be related to its shield dome and the loss of its grav wave.

Now the real question is what is the best kind of set up for using an Impulsor in 9th edition? Go cheap? Have fun with Comm arrays? Missile fun times? Truck around some assault intercessors?

I actually like the model and I really want to see it in my games. Plus that bugger is expensive compared to something like a rhino!

Or should I just have some fun and dust off my Repulsor and fill it with Eradicators?

17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Regular Dakkanaut




I use mine as a way to catapult my bladeguard to the center of the table.
   
Made in us
Dakka Veteran




 generalchaos34 wrote:
I just picked up my first impulsor last week and I suddenly started seeing people say "the Impulsor is dead!" which I presume to be related to its shield dome and the loss of its grav wave.

Now the real question is what is the best kind of set up for using an Impulsor in 9th edition? Go cheap? Have fun with Comm arrays? Missile fun times? Truck around some assault intercessors?

I actually like the model and I really want to see it in my games. Plus that bugger is expensive compared to something like a rhino!

Or should I just have some fun and dust off my Repulsor and fill it with Eradicators?


You can't fill it with eradicators.
   
Made in us
Ork Boy Hangin' off a Trukk





SecondTime wrote:
 generalchaos34 wrote:
I just picked up my first impulsor last week and I suddenly started seeing people say "the Impulsor is dead!" which I presume to be related to its shield dome and the loss of its grav wave.

Now the real question is what is the best kind of set up for using an Impulsor in 9th edition? Go cheap? Have fun with Comm arrays? Missile fun times? Truck around some assault intercessors?

I actually like the model and I really want to see it in my games. Plus that bugger is expensive compared to something like a rhino!

Or should I just have some fun and dust off my Repulsor and fill it with Eradicators?


You can't fill it with eradicators.


You can put 5 eradicators in a Repulsor.
   
Made in us
Dakka Veteran




Sorry was stuck on impulsor.
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

SecondTime wrote:
Sorry was stuck on impulsor.


Well they didn't exactly try to make it easy to tell the names apart.

17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Dakka Veteran




That being clarified, is it a good idea to shell out for a repulsor to carry eradicators? The eradicators are almost better off as a punching bag for the enemy, right?
   
Made in us
Blackclad Wayfarer





Philadelphia

The Salt Mine wrote:
I use mine as a way to catapult my bladeguard to the center of the table.


I'm going to buy one literally to make a Bladeguard Bomb

Similar to TH/SS Terminators in a Land Raider in 3rd-6th that was common to see. Basically move out and delete a unit

It's not that durable but on the right terrain it's great. That and the IH + 6+ other Dreads taking target priority while it sits in deployment behind a building as a counter unit for deepstrikers

This message was edited 2 times. Last update was at 2020/10/22 17:02:25


   
Made in us
Regular Dakkanaut




 Stevefamine wrote:
The Salt Mine wrote:
I use mine as a way to catapult my bladeguard to the center of the table.


I'm going to buy one literally to make a Bladeguard Bomb

Similar to TH/SS Terminators in a Land Raider in 3rd-6th that was common to see. Basically move out and delete a unit


I don't really use mine as a killy unit. I send them out with the new apothecary to take center objectives and sit in the center of the board. With transhuman, 2+ 4++ 6+++ saves, and the new chief apothecary healing and resurrecting models they are a tough nut to dislodge.

The impulsor allows them to get there with a 14in move they can then disembark 3in, move 6in, and if needed advance a d6in.

This message was edited 1 time. Last update was at 2020/10/22 17:10:41


 
   
Made in us
Fixture of Dakka




NE Ohio, USA

Rather than worry about what others have to say about it, I think you should magnetize the options, field each version a few times, & see wich version suites you best.
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

ccs wrote:
Rather than worry about what others have to say about it, I think you should magnetize the options, field each version a few times, & see wich version suites you best.


That was the idea for magnetization (thankfully only the missiles/Icarus, and stormbolters are always a good choice) I just have zero experience playing with or against them and games aren't exactly something we have in abundance around here.

This message was edited 1 time. Last update was at 2020/10/22 18:46:39


17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Dakka Veteran




The 5++ still has a lot of value, I think. Lots of high STR weapons have more than 2 AP that they rely on.
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






It’s the myriad of S5 -2 you’ll miss the 4+ Inv for.

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
Dakka Veteran




I think impulsor got nerfed down to 5++.
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

SecondTime wrote:
I think impulsor got nerfed down to 5++.


I dont remember....BUT they seem to have forgotten to fix that on the App!

This message was edited 1 time. Last update was at 2020/10/22 20:44:43


17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Ork Boy Hangin' off a Trukk





SecondTime wrote:
I think impulsor got nerfed down to 5++.

You are correct.
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

I feel like Assault Intercessors are still a good fit for the Impulsor... get your Troops up front and centre fast to take objectives and, yes, hopefully get the charge a turn earlier too. As with all vehicles, taking one is too much of a juicy target so the way to mitigate this is to actually take multiple targets for your opponent's anti-tank. With that approach, multiple cheap Impulsors is the way to go, no real need to trick them out.

Once they're done with that role - or even before, if you're worried about them being taken out and screwing the units inside - you can push them forward first to act as cover for other units, by blocking line of sight to them. You could also try throwing them into units that don't have much combat punch to stop them from shooting at anything, and/or forcing them into a fall back. This is going to be a rare situation though as you're typically going to need a gap in your opponent's assault units to reach them, or to go around those units first.

Note that it's not a good idea to throw them at assault units that can happily take them out in one go, as you won't slow them down - instead they get to pile in and then consolidate so they actually start their turn much closer to you!!

This message was edited 2 times. Last update was at 2020/10/22 20:46:30


"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Pious Palatine




SecondTime wrote:
That being clarified, is it a good idea to shell out for a repulsor to carry eradicators? The eradicators are almost better off as a punching bag for the enemy, right?


Save yourself 300 points and just roll a dice at the start of the game for each eradicator you would have put into it and kill an eradicator for every '1'.


 
   
Made in us
Dakka Veteran




ERJAK wrote:
SecondTime wrote:
That being clarified, is it a good idea to shell out for a repulsor to carry eradicators? The eradicators are almost better off as a punching bag for the enemy, right?


Save yourself 300 points and just roll a dice at the start of the game for each eradicator you would have put into it and kill an eradicator for every '1'.


Yeah that transport rule SUCKS for marines.
   
Made in gb
Long-Range Land Speeder Pilot




UK

If you compare the Impulsor with all the bolters and stubbers against the Invader ATV or Storm Speeder Hailstrike, it doesn't come off too badly as a cheap mobile gun platform (tougher, similar speed and number of shots, but no S5).

Sticking any cheap obsec infantry inside will be fine for bullying objectives, assault intercessors are an obvious choice who want to be transported and will appreciate the back up firepower, but remember that the assault vehicle rule will favour a shooting oriented unit, so you might get some good results dropping regular intercessors directly on an objective and just blasting away (3 stubbers, 2 storm bolters, 5 auto rifles, grenade launcher = 35+D6 shots).
   
Made in us
Ancient Venerable Dreadnought




San Jose, CA

I've used it with assault hellblasters and liked how it works. gonna try bladeguard w either chaplain or lieutenant
   
Made in ca
Commander of the Mysterious 2nd Legion





people are saying the impulsor is dead mostly because it's not criminally under costed, it's still a solid platform to get primaris marines from point a to point b

Opinions are not facts please don't confuse the two 
   
Made in us
Committed Chaos Cult Marine





I would say despite the nerfs, the Impulsor has never been better. The biggest issue it had when it was an amazing datasheet was it didn't really have anything worth transporting so that amazing datasheet was kinda waste (even if almost every other faction would have given half the Ork teef in the galaxy to have it in their army). However, now I can think of a decent number of things that I might want to stick in an Impulsor even if it is less survivable and can't cover as much ground. Besides, with 9th edition's changes to rules an offloaded Impulsor is a smidge more worthwhile.

Since you have the model, give it a spin on the tabletop. The roof options don't have to be glued on as the dome will just sit in the recess, and the missile and stubber options can press fit into the housing (though you do have to decide on one or the other back panel. The side bolters/grenade launchers do need magnets if you want to change them out though. I haven't fielded mine yet as Covid basically halted my gaming by the time I got mine painted well enough that I will field it. That said, I for non-optimized games, I don't see the Impulsor as a unit that could ruin an army list.
   
Made in hk
Steadfast Ultramarine Sergeant




BrianDavion wrote:
people are saying the impulsor is dead mostly because it's not criminally under costed, it's still a solid platform to get primaris marines from point a to point b


It was once the marine equivalent to Eldar Wave Serpent. Not anymore now.
   
Made in us
Terrifying Doombull




Yeah, no matter what its still the platform for moving obsec infantry units upfield to take objectives. If you're using primaris, its pretty much the only viable way to do that (repulsors are way too much for that job).

Its also good for bladeguard, unless you're somehow using them as a counterstrike unit against enemies that conveniently run up and attack them.

Efficiency is the highest virtue. 
   
Made in hk
Steadfast Ultramarine Sergeant




 Saturmorn Carvilli wrote:
I would say despite the nerfs, the Impulsor has never been better. The biggest issue it had when it was an amazing datasheet was it didn't really have anything worth transporting so that amazing datasheet was kinda waste (even if almost every other faction would have given half the Ork teef in the galaxy to have it in their army). However, now I can think of a decent number of things that I might want to stick in an Impulsor even if it is less survivable and can't cover as much ground. Besides, with 9th edition's changes to rules an offloaded Impulsor is a smidge more worthwhile.

Since you have the model, give it a spin on the tabletop. The roof options don't have to be glued on as the dome will just sit in the recess, and the missile and stubber options can press fit into the housing (though you do have to decide on one or the other back panel. The side bolters/grenade launchers do need magnets if you want to change them out though. I haven't fielded mine yet as Covid basically halted my gaming by the time I got mine painted well enough that I will field it. That said, I for non-optimized games, I don't see the Impulsor as a unit that could ruin an army list.


It won't cover that many ground as you would think about anymore, it losses "fly", and with the density of terrain in 9th edition, it will have very few routes to get up front to deliver its assault cargos close to enemy, and they can now been eadily screened out when enemy place a few chaff units at choke points. So unless you play on a table with only a few Ruins, the Impulsor sucks.
   
Made in us
Ancient Ultramarine Venerable Dreadnought





BrianDavion wrote:
people are saying the impulsor is dead mostly because it's not criminally under costed, it's still a solid platform to get primaris marines from point a to point b


I've maintained transporting in and of itself is a generally bad idea. You're giving up X turns of opportunity from the transported unit in addition to paying points for the transport. Say you're making a Bladeguard Bomb. 3 Vets, the Cap, LT, and Ancient. You're paying 120 points +/- for the Impulsor, and you're also "paying" 77 points per turn you're transporting the Bladeguard bomb because they can't assault when they jump out so they're not doing anything you paid to have them for.


Automatically Appended Next Post:
 Saturmorn Carvilli wrote:
I would say despite the nerfs, the Impulsor has never been better. The biggest issue it had when it was an amazing datasheet was it didn't really have anything worth transporting so that amazing datasheet was kinda waste (even if almost every other faction would have given half the Ork teef in the galaxy to have it in their army). However, now I can think of a decent number of things that I might want to stick in an Impulsor even if it is less survivable and can't cover as much ground. Besides, with 9th edition's changes to rules an offloaded Impulsor is a smidge more worthwhile.

Since you have the model, give it a spin on the tabletop. The roof options don't have to be glued on as the dome will just sit in the recess, and the missile and stubber options can press fit into the housing (though you do have to decide on one or the other back panel. The side bolters/grenade launchers do need magnets if you want to change them out though. I haven't fielded mine yet as Covid basically halted my gaming by the time I got mine painted well enough that I will field it. That said, I for non-optimized games, I don't see the Impulsor as a unit that could ruin an army list.


I glued a bar magnet inside each side of the housing, and used some rubberized steel sheets left over from Fantasy movement trays to magnetize the end caps.

This message was edited 1 time. Last update was at 2020/10/23 06:25:41


My WHFB armies were Bretonians and Tomb Kings. 
   
Made in gb
Horrific Hive Tyrant





They can assault the turn they get out provided they get out before the Impulsor moves. So just like a normal transport. Which might not be super exciting, but you still have much more protection than not having the transport, and you dont sacrifice any mobility compared to not having it.
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

 Stux wrote:
They can assault the turn they get out provided they get out before the Impulsor moves. So just like a normal transport. Which might not be super exciting, but you still have much more protection than not having the transport, and you dont sacrifice any mobility compared to not having it.

This is how I see it. Instead of losing a turn's use, you're getting 6" of "free" movement out of that first turn for units that want to get up close.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Committed Chaos Cult Marine





Neophyte2012 wrote:
 Saturmorn Carvilli wrote:
I would say despite the nerfs, the Impulsor has never been better. The biggest issue it had when it was an amazing datasheet was it didn't really have anything worth transporting so that amazing datasheet was kinda waste (even if almost every other faction would have given half the Ork teef in the galaxy to have it in their army). However, now I can think of a decent number of things that I might want to stick in an Impulsor even if it is less survivable and can't cover as much ground. Besides, with 9th edition's changes to rules an offloaded Impulsor is a smidge more worthwhile.


It won't cover that many ground as you would think about anymore, it losses "fly", and with the density of terrain in 9th edition, it will have very few routes to get up front to deliver its assault cargos close to enemy, and they can now been eadily screened out when enemy place a few chaff units at choke points. So unless you play on a table with only a few Ruins, the Impulsor sucks.


Well I think it will cover 2" more ground than a Rhino. Which I also think is a decent transport. I didn't need Fly on my Impulsor. I needed units worth transporting with it. Which I think Primaris now have beyond maybe Hellblasters.

I suppose you'd have a point if all my army consisted of was the Impulsor and the infantry it carries. But my army does have other elements within it, and they are quite good at dealing with chaff. If the table is so choked with terrain that game becomes rattenkrieg that only makes Primaris army stronger more so for every vehicle my opponent brought. But I seriously think you over estimate how much table a can chaff can actually control unanswered.
   
 
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