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It’s been a while since I’ve posted a unit analysis, and I like getting an all-chapters take on units.

Let’s talk about the impulsor.

It’s got some interesting abilities and options. The ability for units to disembark after moving, stratagem to reduce charges for enemy units, decent guns (especially Black Templars). Mortal wounds are interesting.

Also drawbacks. Only has a transport capacity of 6, can’t transport gravis models, can’t assault with the models that disembarked after moving.

How are you liking them? How do you use them? Which are your favorite models to transport?

Edited by Khornestar
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The Impulsor is pretty expensive for the capacity it brings so using for shoot-n-scoot units like Hellblasters doesn't seem a good ROI. BGVs are probably the best cargo. They can still charge if they disembark before it moves like a normal transport.

Black Templars with a MM get a bit more usage out of it as the Transport itself has some teeth, not just the cargo. Hoping for a price drop in 10th.

there are 2 main problematic things - too expensive and no FLY.

 

imo it should -40 points to be on value. In comparison to other SM units it should be at least 20 points cheaper. 

The only point which could help them are massive point reductions and dataslate changes for ALL Marine vehicles.

41 minutes ago, Medjugorje said:

there are 2 main problematic things - too expensive and no FLY.

 

imo it should -40 points to be on value. In comparison to other SM units it should be at least 20 points cheaper. 

The only point which could help them are massive point reductions and dataslate changes for ALL Marine vehicles.

I had read in another of your posts that you sometimes run lists with 3x bladeguard in 3x impulsors.

How do you play that list? Specifically, how do you utilize the impulsors?

It's an overpriced box to deliver Bladeguard right now- there is really no other use because of the low slots for transportation and the cost. Of the upgrades...the only one of use used to be the shield dome, but that is now negated due to AoC, with only -4 AP weapons needing the 5+ invuln to save. I guess grabbing the ironhail stubber and the ironhail skytalon array would add in some low-grade harassing firepower for 15 points, which isn't nothing but will only really be killing off GEQ. It's a overpriced transport in a meta/edition that doesn't favor transports unless they are cheap and have enough slots for a 5-man squad and a character. 

8 hours ago, BLACK BLŒ FLY said:

The table size is small enough slogging guarantees turn 2 charges now .

 

 

This is what I’ve found for both of my Astartes armies. Cut the 6 rhinos out of my CSM lists immediately in 9th. I keep wanting to bring impulsors, but… not. :D

Edited by Khornestar

Even if you don't find you need the extra movement of an APC, being protected from small arms until you get "peeled" out of your transport is good.  Also, the disembarkation can give you an extra 3" of free movement if your APC is deployed right up on the edge of the DZ.  So whether it's the Impulsor or the Rhino, having an APC does confer some benefits.

Units are generally "good" or "bad" because of their points costs. Vehicles, especially transports, are over priced in 8e/9e. If the Impulsor was 45-60pts it would be "good." But it's only a bit cheaper than an actual tank. And it only carries 6 models. And has like no guns.

 

Make them 50pts with their options included and everyone would use some. 

Edited by Marshal Mittens
On 9/30/2022 at 9:55 PM, Khornestar said:

I had read in another of your posts that you sometimes run lists with 3x bladeguard in 3x impulsors.

How do you play that list? Specifically, how do you utilize the impulsors?

not with BGV but with Sword brethren. And because BT can have a MM you already have antitank and mobility in your list.

I have one with multi-melta in my Black Templars and it serves me very well. It always gets Helbrecht and his Bladeguard where I need them and is useful for extra fire power and zipping around to grab objectives until it inevitably explodes.

For my DIY chapter army I have two which are usually filled with 2x squads of hellblasters, apothecary and ancient between them. Had huge success earlier in the edition advancing up a flank to melt a scary target and the Impulsors contributed to whittling down infantry, but they were never amazing. 

I'm building two for my Libators force which will carry two squads of bladeguard, a captain and chaplain between them. Plan is based heavily on how my Templars have preformed but doubling up on what works. I will be missing the multi-melta though.

Overall I enjoy my Impulsors but only the Black Templar one feels worth its points for the use I get from it. The tank needs a decent points drop, and perhaps some more effective weapons for all chapters, not just Templars. I love the model though so will likely always find a use for them.

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