space wolf Posted July 10, 2021 Share Posted July 10, 2021 So I have yet to play a game of 9th, still very much in the ay building phase. I know that most Primaris transports are a little too pricey, but is it even worth getting on of these? I was thinking maybe the impulsive for bladeguard maybe? What do you guys do? Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/ Share on other sites More sharing options...
mel_danes Posted July 10, 2021 Share Posted July 10, 2021 I recieved advice in my thread about Bladeguard to go with an Implusor. The Repulsor is a huge point sink, and in the current high damage meta it gets wiped to easily. I love the kit and have both flavors but if you're starting out and buying as you go, I'd skip it for now. space wolf, Karhedron and NKirkham24 3 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5718470 Share on other sites More sharing options...
space wolf Posted July 11, 2021 Author Share Posted July 11, 2021 Thank you! That's kinda what I figured. Old hammer math told me to always keep your transports cheap. Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5718521 Share on other sites More sharing options...
Karhedron Posted July 11, 2021 Share Posted July 11, 2021 An Impulsor with a Shield Dome for a 5++ is decent if you want a delivery mechanism for your Bladgeuard. Repulsors have a lot of guns but are very expensive and not especially durable for their points. Like the Land Raider, they pay a premium for being both a gunboat and a Transport but struggle to leverage both capabilities effectively at the same time. If you are looking for other vehicles in a Marine army, Dreadnoughts and Razorbacks both seem to hit a sweet spot at the moment. Dreads a bit tougher while RBs are just shooty enough to be good and just cheap enough to field in numbers. space wolf, Redrandy93 and Doghouse 3 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5718594 Share on other sites More sharing options...
Doghouse Posted July 11, 2021 Share Posted July 11, 2021 I have two sat unbuilt because they don't feel like they are worth it because of better options which is such a shame. space wolf and Karhedron 2 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5718606 Share on other sites More sharing options...
space wolf Posted July 11, 2021 Author Share Posted July 11, 2021 Ok thanks guys, it def seems impulsornis the way to go Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5718668 Share on other sites More sharing options...
Ishagu Posted July 11, 2021 Share Posted July 11, 2021 Impulsors are also too expensive and lost flight. Not sure they pull their weight any more than a Repulsor, to be honest. A Repulsor can do work in the right list but it depends on the army, board, etc Keep in mind the board is also smaller now. Cruor Vault 1 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5718674 Share on other sites More sharing options...
Frater Cornelius Posted July 11, 2021 Share Posted July 11, 2021 Impulsors can be decent, if you take one or two. They protect a key unit from one turn of shooting and they can act as a roadblock against more aggressive armies. Must-take? Nah. Decent option? Sure. Redrandy93 1 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5718724 Share on other sites More sharing options...
Karhedron Posted July 11, 2021 Share Posted July 11, 2021 My personal take is that it is the ability to deliver high-value cargo in the form of Bladeguard that make Impulsors viable. Putting Intercessors or similar in them seems like a waste but giving BGVs a speed boost to get to the midfield as well as cover for a turn seems decent. I agree they have definitely lost their shine compared to when they first dropped. I foot slog my BGVs quite happily in smaller games (up to 1000 points) but fancy footwork only carries them so far on larger tables, hence my preference for a Transport. Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5718741 Share on other sites More sharing options...
Prot Posted July 12, 2021 Share Posted July 12, 2021 I only take Repulsor chassis in my White Scars because they can be more easily put in reserves. The damage scale of 9th is going through the roof. If you don't have some amazing survival abilities (IE: Deathwing/Bike Apothecary/etc) then you really have no need to take any tanks in any marine army (Just my opinion, but I've tried them all and I rate them all at flat out horrible units... even the Gladiators). The Impulsor gets you one shot at moving a unit aggressively and saving it (unless you hide it most of the game or play with a plethora of obscurement). I think the Impulsor is a touch overpriced, but I still do use it for characters/Bladeguard. I still feel extremely jaded against marine vehicles (aside from Dreadnoughts) in 9th but there is some validity to the dome Impulsors in my games at least. If you include dreadnoughts/warsuits you can just about guarantee the Impulsor will be ignored, however this chews away at your infantry foot print which inevitably wins my games. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719133 Share on other sites More sharing options...
Karhedron Posted July 12, 2021 Share Posted July 12, 2021 The damage scale of 9th is going through the roof. Agreed. Firstborn Marines got a doubling of durability for a 20-30% price increase in 9th edition. Most vehicles just a price increase. There are a few vehicles that bring significant capabilities to a Marine army in 9th such as Drop Pods. But the majority are simply too fragile to be worth the points sadly. Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719147 Share on other sites More sharing options...
Prot Posted July 12, 2021 Share Posted July 12, 2021 (edited) The damage scale of 9th is going through the roof. Agreed. Firstborn Marines got a doubling of durability for a 20-30% price increase in 9th edition. Most vehicles just a price increase. There are a few vehicles that bring significant capabilities to a Marine army in 9th such as Drop Pods. But the majority are simply too fragile to be worth the points sadly. I don't even bring Drop Pods anymore thanks to the FAQ nerf to Ultramarines. I strongly believe you can go to the toughest tournament on earth with 'marines', and not miss a beat by bringing pure infantry and dreadnoughts. Edited July 12, 2021 by Prot Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719203 Share on other sites More sharing options...
Mordas Posted July 12, 2021 Share Posted July 12, 2021 Last few games I have been running a squad of 5 man BGV and foot slogging them up the board utilising the cover where I can. My opponents are usually focused on the two redemptors in my list in the first turn and only leave small arms fire hitting the BGV. But this may just be because my redemptors have a knack of taking out raiders and other priority targets in T1 recently. Karhedron and space wolf 2 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719289 Share on other sites More sharing options...
space wolf Posted July 12, 2021 Author Share Posted July 12, 2021 Hmmm, this has given me a lot to think about. I certainly have concluded that dreadnought spam is certainly a VERY viable option....but I have such a cool idea for a transport conversion. Which is kinda why I asked the question. But it seems in general, if you're going to take one, the impulsor is what you want. Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719315 Share on other sites More sharing options...
BLACK BLŒ FLY Posted July 12, 2021 Share Posted July 12, 2021 (edited) The Impulsor can protect a unit like Eradicators or Hellblasters and get them into the sweet spot for targeting a hard enemy unit. Make sure to take a shield dome. Edited July 13, 2021 by Black Blow Fly mel_danes, Mordas, space wolf and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719324 Share on other sites More sharing options...
Prot Posted July 13, 2021 Share Posted July 13, 2021 The Impulsor can protect a unit like Eradicators or Hellblasters and get them into the sweet spot for targeting a hard enemy unit. Make sure to take a shield dome. I do think the dome is essential even with the nerf. I do see more and more obscurring terrain as the game is becoming a shooting gallery in 9th... So I don't use vehicles as much I find. Also important to note that with the stealth nerf to our Tactical Doctrine ability, if we get out of a transport and shoot in the same turn, I believe we count as moving. I've been trying to figure out why GW did this as it hurts UM quite a bit and I can't figure out why. I'm not a 100% sure on this but I've been playing my Eradicators without MM's anymore because of the nerf, and I also don't put Rapid fire/Heavies in vehicles anymore as a result. Also remember, Eradicators are Gravis armoured infantry. Cruor Vault and BLACK BLŒ FLY 2 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719565 Share on other sites More sharing options...
Oxydo Posted July 13, 2021 Share Posted July 13, 2021 Also important to note that with the stealth nerf to our Tactical Doctrine ability, if we get out of a transport and shoot in the same turn, I believe we count as moving. I've been trying to figure out why GW did this as it hurts UM quite a bit and I can't figure out why. I'm not a 100% sure on this but I've been playing my Eradicators without MM's anymore because of the nerf, and I also don't put Rapid fire/Heavies in vehicles anymore as a result. I believe you're refering to the 6th clause in the remain stationary FAQ section? 6. Even if a Reinforcement unit is subject to such a rule, that rule has no effect on that unit in the turn they are set up on the battlefield. This means Reinforcement units always count as having moved (i.e. they never count as having Remained Stationary). Remember that this also includes Repositioned and Replacement units (pg 363). That should only affect units coming out of a drop pod/another vehicle that's come in as Reinforcement. BLACK BLŒ FLY, Karhedron and Cruor Vault 3 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719579 Share on other sites More sharing options...
Prot Posted July 13, 2021 Share Posted July 13, 2021 Oh good. It's a small win, but I'll take it. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719645 Share on other sites More sharing options...
BLACK BLŒ FLY Posted July 14, 2021 Share Posted July 14, 2021 Devcents are like drop on in. Link to comment https://bolterandchainsword.com/topic/370960-repulsorimpulsor/#findComment-5719755 Share on other sites More sharing options...
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