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I still prefer the shield generator with it's 5+. It usually saves a shot or two that allows my impulsors to live another round and be a pain to my opponent as he shoots them again and not my lancer, or dreadnought, etc.

 

 

Edited by Helias_Tancred
2 minutes ago, Helias_Tancred said:

I still prefer the shield generator with it's 5+. It usually saves a shot or two that allows my impulsors to live another round and be a pain to my opponent as he shoots them again and not my lancer, or dreadnought, etc.

 

 

Yeah I was thinking the shield was still the way to go.

hopefully distract from my stormraven and dreads for another turn or two.

The gun options are pretty mediocre.
If you have just one Impulsor then the shield is definitely go-to.

If you have two or more then giving them the Comms Array could have some play since you'll likely have quite a few units under the 6" umbrella to proc some 5+ rolls to get a free CP.

I wouldn't fault anyone for not bothering though and just sticking to the shield.

The Impulsor definitely has some play. Combined with a squad of Hellblasters and a Techmarine, it gives some pretty mobile firepower. The Impulsor can eat the MWs from any overheats and then the Techmarine can heal it back up.

 

The other option is to use it as a staging piece for a melee unit (preferably one that can Advance and Charge but this is not essential). Turn 1 you move the Impulsor forward, preferably into a position where it is out of LOS from serious shooting. Then the squad inside provides a charge threat against any enemy getting too close. Most players prefer a cheap squad like Assault Intercessors with a Captain but some people go for Bladeguard Vets led by a suitable Character.

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