I'm new to space marines but i intend to run this squad with a primaries librarian for extra punch. :D It's mega fun. And they don't lose on unit abilities that much either. Blasting from an Impulsor with a Librarian is really fun.
@aleksandarilic7666 Units that are in a Transport can't use any datasheet abilities while inside the transport, but once they disembark from it they can get the buffs from the Librarian
@@slippyboi6361 Of course, i just meant that the loss of d. ability when in transport isn't as much of an inefficiency unlike with Sternguard for example.
It's slightly larger than the Rhino by a few millimeters, so for my "Primaris except they're Heresy models" army I am using a Rhino that is slightly bashed to be in place of a Impulsor, glad it isn't garbo
That's the first thing I notice every time I see it on the model. It's a bit too cute for 40k, I think. It reminds me of that old graffiti drawing of the guy with the big nose looking over the wall saying "Kilroy was here"
Something fun I keep doing with my Impulsor is I start it on the board with Intercessors inside it. The ints hop out for extra movement from disembarking, then the Hellblasters embark and firing deck. Reason is, it lets Azrael get his starting CP, missing it T2 instead of T1.
Don't put Intercessors inside, put Incursors. Incursors have Scout 6", if every model has Scout, Scout is conferred to the Dedicated Transport. You Scout move the Incursors in the Impulsor 6", First Turn you disembark, move the Hellblasters up to the Transport and embark, the transport then moves ad your Hellblasters or whatever just made an 18" move.
Mental 😂 GW: Our fans are too stupid to treat a model inside a transport as a separate model lets make it easier by pretending the transport has 10 arms and 5 plasma guns that's logical
even better, if the tank dies from hazardous in your shooting phase, the hellblasters get out, and then get to shoot again because they now have a turn to shoot. Any that die get to shoot again! Leeroyyyyyyyyyy
These seem SOOOO good in Black Templars. Primaris Sword Breatheren+character support fits. Plus they get a free multi melta added on so you get some real damage out of them.
I had been thinking about this though and it might be more worth it to invest in a Land Raider. Having a squad of 5 and a leader is okay, but Helbrecht makes SBs such a powerful unit that I want him taking way more than 5. Then, at that point, what points do I have to go spending on impulsors? Truly, I have a predicament here!
If you could charge out of it like a land raider, it would be amazing. Sadly you can’t so it remains a good transport for plasma intercessors or in over to redeploy, or as a “tank” in smaller games since it is very cheap.
As a new Templar player (previously just Guard) I'm picking up two combat patrols to save some money and get some choice units. I'm looking forward to having two of these guys zipping around the battlefield dropping my kit-bashed assault intercessors and providing fire support to my very melee oriented army.
They have been good and jus better now I run sternguard in them with great results. One of my current lists is three with sternguard and three with under us. And for my BT I run 3 with sword brethren and 3 with blade guard.
I feel like Impulsors with Transport 7 would be actually nutty good. It's a very subtle change--it certainly doesn't let you put an extra unit in--but it *does* let you put in the 6 size squads+a character. Which feels totally natural, and the way it ought to be, and how you did impulsors in the past (with a 5 man bladeguard+character)
Don't understand why the multimelta option isn't available for any chapter - seems out-of-step with the Primaris' everyone-gets-the-same-units thing... I get that it's on the upgrade sprue but multimeltas aren't hard to find. Maybe they'll cheer me up by putting a plasma cannon on the Dark Angels' sprue in their refresh?...
You can get five bladeguard vets in a squad instead of six, so you could attach a character and put them in the impulsor. You're still paying the full price for six, though, so not very efficient.
ANTI-FLY is great 2+ / 4+ to wound regardless of toughness vs units with FLY keyword which are more units then just Aircraft and some you might not expect - example - Aeldari Warp Spiders have the FLY keyword
Incursors in here with scout 6 is crazy good. 6" pre game move, 12" move, D6" advance, and 3" disembark. Drive up to vehicle and drop a mine on em, shoot them, and give your whole army +1 to hit it.
I ran one the other day with some hell blasters in the back, reasonably tanky but would not go as far as to say meta. as it is not as stong as the raider which does the job better in my experience.
Which might be worth it if a 5 man goes down, it's not like Bolter Discipline for a 10 man wasn't one of the bigger problems for it. 285 is a lot. Then again, 200 is also a lot so if you really want to play them you may as well get the 85 and be more tanky.
85 is cheaper now than 100 for Infiltrators to safeguard the blob of no reinforcements behind the lines. But then you have +1 from Heavy weapons while you are stationary
Worth mentioning the Black Templars variant with the multimelta. It's a solid platform for getting Eradicators into melta range safely while not having to sacrifice a full turn of shooting with them. Firing 5-6 melta shots for an 85 point transport with three gravis in it is pretty solid. Edit: I thought Eradicators had the Tacticus😢 keyword. Sad.
got back into 40k just near the end of 9th ..went back to my black templars got the combat squad .. was using this for my swords Breathern and I was thinking of the Emperors champion with them .Probably not Efficent but I like the feel of it ..I want them into melee as quick as I can while the rest of my foce moves up the field supporting them.
You forgot Infernus Marines Auspex! They're one of the best things to put in here. Toss them in an Impulsor with fragstorm launchers, the missile array, and stubber, and watch it delete hordes. Also a great unit to disembark in the midboard and threaten overwatch. All that for 170 points is a steal for all the anti-infantry work it does
The repulsor can hold up to 12 astartes or 6 elites (jump packs, gravis, terminators, etc) it seems that the repulsor surpasses the impulsor as a transport in every way. Is it worth the point cost in your opinion?
The Impulsor's big use is probably going to be in carrying marines that both want to be close but also can make use of the firing deck: Sternguard, Hellblasters, even something like Infernus Marines. Things that get more active by benefiting from the Impulsor's movement, but then also remain on the board longer because people have to chew through the Impulsor first. Someone mentioned using one to salvage Desolators...which might work which a shield dome to give them additional tankiness for the cost, but at 200 I'm iffy. If the codex drops one or both units in points that could be really cute. Of course the codex was probably printed before the update so we might be getting nerfed lol
Impulsor are less than half than Repulsors so they have a different role. I personally prefer the Repulsor but for the cost, the Impulsor might have a place as a cheaper, throwaway transport to get units up the board rather than the Repulsor's role as a more valuable damage dealer/transport that would hurt to lose.
A small aside, but the Gladiators are built from an Impulsor kit and they do have all the parts, the Gladiator is just additional sprues. With some cheeky magnetization you can actually have the Gladiator moonlight as an Impulsor when needed while still having both be completed. It won't solve the money issue with you going full mechanized and having both the Gladiators and the Impulsors, but it can be useful if/when Gladiators are not great but Impulsor up the board with the boys is.
Kind of a nice lazy way to have different Gladiator configurations. Doing that or getting Impulsors at a good mark down price (I found a couple 20% off this morning) is probably the way to go. I might shield dome them if I tried that, though. Make the Impulsor more tanky and essentially have a 285 point desolator squad that has high toughness, an invuln save, and speed.
Honestly at 200 points for the squad you may as well. I think the idea is good but the bigger problem is the cost of 5 desolators makes that cost more than two Gladiator Lancers. If they ever reign back in the cost but keep the cap at 5 for a squad, there might be some cheeky nonsense with them.
I suspect the main reason they didn’t want to allow not Primaris in them is because they would be perfect for three lascannon devestator units so you roll up and shoot something in the tits with 12 lascannons and scoot away. Vanvets have…chain axes and the only specialized shooting outside of tacticals anymore. Saw a guy running his vanvets as regular assault marines, ah that’s pretty funny though.
Marneus calgar and ursula creeds "gain cp" abilities happen "at the start of your command phase" so they should not count towards the 1 cp limit because the 1 cp limit only applies to cp gained outside "the start of the command phase"
I'm absolutely getting an impulsor for my Black Templars because 5 sword brothers with Helbrecht would make an insane team to just drop into the heat of battle
We Black Templars prefer Land Raiders for transport, due to being able to assault after disembarking a moved Land Raider, more room to fit in 12 models ( enough for Helbrecht+Castellan and a full squad of Sword Brethren ), what really matters is what the side sponsons should do with either tge Godhammer Lascannons ( pairs well with the MM ) or some up close bbq with the Redeemer.
The only effective way of running these I can see is to have Sternguard or Hellblasters start in it and start it in reserves. Then rapid ingress in deployment zone or relatively safe location. Otherwise, they get focused down and destroyed first turn if you don't win the initiative - they seem resilient on paper, but in practice, they just crumble to anything but low strength weapons. This has happened to me every game, no matter how well I try to hide it.
5 hellblasters or 5 sternguard in it with chief librarian tigres all can shoot out of top and tigres adds alot of shots in 18 and the tank takes the wounds if he super charges it
@@dhobson5439 firing deck rule for 10th does say it is vehicle that counts as firing the weapons not the models embarked within in the forum posts i have seen most people agree it is legitimate for now
I run Tigurius and a Sternguard Vet squad on board (Which is technically illegal, as due to a Typo Tiggi is missing the Tacticus keyword, but all my oponents were fine with it). Adding a shield generator has allowed me to pull off some cheeky shenanigans, including ramming a Necron warrior squad with Tank shock😂
If you're watching this after June 2024, the max capacity has been upgraded to 7, so 6 bladeguard + a leader is now viable like he discusses in the vid around the 5 min mark. Lets go!
Someone said you can toss hellblasters in, then shoot everything besides hellblaster, then overcharge hellblaster and if it kills the impulsor then the hellblasters get to disembark and then shoot
i played my nephew with the blood angels combat patrol vs my tau combat patrol, and the impulsor singlehandedly steamrolled me. Now i'm realizing that we didn't even play the firing deck rule for it
@@WilhelmScreamer well got mine magnetized so i can just swap them out. but don't know what to take, so some experience with what people like and why is nice :)
i think you can still do that, RAW. it requires you make a silly little 0.5" or whatever move using the ability such that you still end a movement within 3" of the transport. RAW still says no embarking and disembarking "in the same phase" when it should probably read "in the same turn", but unless there's an errata doc out there or TOs say different, i think it still works
To be honest, I'm using it for either a delivery vehicle for either a squad of Bladeguard accompanied by the sword&board Captain, and sword&board Lieutenant from Indomitus/the 9th ed starter sets, or for a 5-man Primaris Sternguard Veteran squad and Primaris Lieutenant with bolt rifle and Bolter Discipline. It's got Firing Deck 6, and a good speed, so the Sternguard can get into Rapid Fire range fast.
Thats what i tought too, online downside: they can online choose 1 weapon (rokets or indirekt) And correct me if l'm wrong, but the still got the heavy key word (hitting on 4+)
Call me crazy, but it seems like putting one of these with a 5 man squad equivalent to putting an 85pt character with the squad, except that character adds 9 wounds to the squad, an extra set of guns, and allot of speed.
So how does Assualt Vehicle ability work with Assualt Intercessors? They CAN get out after an advance but can't charge? What's the incentive behind that? I really can't get my head around the ability...
@SaintGraeme Yeah, at first, I thought it'd be a cool way to ferry Vulkan He'Stan and a squad of 5 Infernus onto his targeted objective or to get guns in range. But He'Stan doesn't have the *TACTICUS* keyword(yet, fingers crossed for update), so that idea simply doesn't work.
Are Infernus Marines that bad points wise that they don't get mentioned here? I could see them fire out the firing deck and double down on the anti-infantry variant. Makes it especially good when defending an objective with overwatch.
That's why i asked in the first place. Like the Marines cost the same as the impulsor itself. That's 17 points for an intercessor with a S5 flamer (- the CCW that the sarge cannot get). @@timunderbakke8756
I notice that you point out that it's expensive. I suggest buying the Gladiator tank for an extra fiver. It comes with all the bits for an Impulsor AND the Gladiator. Magnetise the crap out of it & you get 4 tanks for the price of one(ish)
2x eliminator squad in a Impulsor , instigator carbines and sniper rifles, is the sauce. Disembark, shoot, use the free move to re-embark, shoot again when the Impulsor shoots - and if it was stationary, it gets the Heavy buff too, since it counts as being armed with those weapons fully. Gooddbye enemy characters. They have not fixed this rule...for now. Works for any unit with move shoot move. Consequence of pretending the unit no longer exists and the vehicle itself gets their weapons. GK and some other armies have units that can do this too.
@@hendrikworung1967 correct. Disembark in movement phase, shoot in shooting phase, re-embark in shooting phase, then impulsor takes its shots in shooting phase. Im not saying its Working As Intended but its certainly legal and played this way for now.
I believe only one captain is allowed to use Rites of Battle per battle round. "Once per battle round, ONE unit from your army with this ability can be targeted by a stratagem for 0CP..." makes be believe RoB is limited to one use per battle round as all captains have the same ability. Also, you are only allowed to generate 1 extra CP each turn.
I'm trying to assemble an Implusur right now. I'm almost finished with my model, but when I was looking for the back section of the armor, I realized that this vehicle's transport compartment is open! Such a stupid design in my opinion. Making an open-topped troop carrier.
Wait, you cant load Desolation squads??? You think they would do a little damage that way... moving fast actually gives you a LoS so you dont take penalty of Ind. Fire
Damn i still can’t wrap my head around why they dont let full squads of 10 intercessors or 5 gravis. I don’t care about scale personally. At some point you have ti make concessions for gameplay.
Nah, the low transport capacity means that anything that benefits from its use is better off in a land raider or repulsor, because you want bigger units for combos etc. Bladeguards might be alright except you can't include a leader. Very, very meh.
They should give it the option to remove the top hatch option for more transport capacity. Even if if its just to 7. Seeing as how that part is removable with the kit lol.
Only reason I own one is because you got one with the BA combat patrol, which supplemented the units I wanted - I paid £72 then and now it's £95 (which is what you'd pay in the UK, it's actually £83 and £110 here). Rather than buy more of these, I just use a gladiator and pop off the main weapon. I'm sure you could magnetize the turret mount but I didn't. Aesthetically the grav tanks are a failure, ugly, awkward and they don't get fly anyway, so there's no reason they don't just have tracks. Since CQC is largely worthless at the moment, I'd go with hellblasters. Shame you can't put devastators in it since GW's idiotic and arbitrary restrictions apply. To be honest I don't know what marines are supposed to do in 10th, they don't really have an identity and by far most of the datasheets are worthless. People were scrounging for worthwhile units as it was and the "pruning" sure didn't help, neither did the points update which just increased points on everything people used and decreased things that aren't worth bringing. I don't think detachments will do anything remotely interesting unfortunately, seems we're stuck with a god-awful system for half a decade before GW will admit their train wreck.
Dont forget, even if you earn CP from calgar, since its stated that his ability tiggers at the beginning of the command phase, you can still earn the CP from the inpulors ability
Has this been clarified by GW or at a tournament? The rule "Outside of the CP players gain at the start of the Command phase, each player can only gain a total of 1CP per battle round, regardless oft he source" seems to hinge on whether CP is short for "command point" or "command points". The text above it in the rules mentions "CP (command point)". It seems unintended, unless Calgar's rule was written specifically to make the intital CP into 2 and still allow addtional sources of farming. I really wish GW would hire a WotC rules writer to work for them and avoid using an abbreviation which only serves to add confusion to a simple rule. They could have written "any command points" or "the single command point" just as easily.
Infurnus marines making it a fire boat is a lot of fun, don’t know about good competitive but I love it.
Do you want to drive by Wurf du Flammen some goons? Accept no substitutes.
I'm new to space marines but i intend to run this squad with a primaries librarian for extra punch. :D It's mega fun. And they don't lose on unit abilities that much either. Blasting from an Impulsor with a Librarian is really fun.
"firetruck"
@aleksandarilic7666 Units that are in a Transport can't use any datasheet abilities while inside the transport, but once they disembark from it they can get the buffs from the Librarian
@@slippyboi6361 Of course, i just meant that the loss of d. ability when in transport isn't as much of an inefficiency unlike with Sternguard for example.
It's slightly larger than the Rhino by a few millimeters, so for my "Primaris except they're Heresy models" army I am using a Rhino that is slightly bashed to be in place of a Impulsor, glad it isn't garbo
I would like to see that army if you ever decide to share
I'd like to see it too
"Brother, I can't hear shit" is all I think when I see that little marine head poking out the hatch.
That's the first thing I notice every time I see it on the model. It's a bit too cute for 40k, I think. It reminds me of that old graffiti drawing of the guy with the big nose looking over the wall saying "Kilroy was here"
Hahahahaha
Something fun I keep doing with my Impulsor is I start it on the board with Intercessors inside it. The ints hop out for extra movement from disembarking, then the Hellblasters embark and firing deck. Reason is, it lets Azrael get his starting CP, missing it T2 instead of T1.
Don't put Intercessors inside, put Incursors. Incursors have Scout 6", if every model has Scout, Scout is conferred to the Dedicated Transport. You Scout move the Incursors in the Impulsor 6", First Turn you disembark, move the Hellblasters up to the Transport and embark, the transport then moves ad your Hellblasters or whatever just made an 18" move.
Just let me stick my full infernus marine squads in a rhino, god
Drop pod
Just do it. Nothing is stopping you.
@@AzkuulaKtaktu drop pods are cool. I like drop pods. I also like rhinos.
@@McCowski unlike legends being good for casual play, this one is actually explicitly prevented by the rules.
@@WilhelmScreamer the rules, in this case, are in place to sell the primaris transports. They are unreasonable. I believe in you.
ps : instead of losing an hellblaster the impulsor takes 3 mortal wounds when hazardous test are failed by hellblasters shooting from inside.
Mental 😂
GW: Our fans are too stupid to treat a model inside a transport as a separate model lets make it easier by pretending the transport has 10 arms and 5 plasma guns that's logical
even better, if the tank dies from hazardous in your shooting phase, the hellblasters get out, and then get to shoot again because they now have a turn to shoot. Any that die get to shoot again! Leeroyyyyyyyyyy
As a blood angels player it makes me consider a second combat patrol set
I picked up that combat patrol for my imperial fists as you can build them without the BA pads, it is an awesome box for value.
I bought a second black Templars combat patrol just for that reason. Plus it gave me crusaders which are ridiculously cheap
My friend threw a 5 man team of Infernus marines in this puppy along with a Librarian and man did it go nutty especially with the rockets
Full mechanized Primaris is, however, really cool
It’s like that cutscene from Halo Reach (tip of the spear)
These seem SOOOO good in Black Templars. Primaris Sword Breatheren+character support fits. Plus they get a free multi melta added on so you get some real damage out of them.
I had been thinking about this though and it might be more worth it to invest in a Land Raider. Having a squad of 5 and a leader is okay, but Helbrecht makes SBs such a powerful unit that I want him taking way more than 5. Then, at that point, what points do I have to go spending on impulsors? Truly, I have a predicament here!
If you could charge out of it like a land raider, it would be amazing.
Sadly you can’t so it remains a good transport for plasma intercessors or in over to redeploy, or as a “tank” in smaller games since it is very cheap.
As a new Templar player (previously just Guard) I'm picking up two combat patrols to save some money and get some choice units. I'm looking forward to having two of these guys zipping around the battlefield dropping my kit-bashed assault intercessors and providing fire support to my very melee oriented army.
They have been good and jus better now I run sternguard in them with great results. One of my current lists is three with sternguard and three with under us.
And for my BT I run 3 with sword brethren and 3 with blade guard.
I feel like Impulsors with Transport 7 would be actually nutty good. It's a very subtle change--it certainly doesn't let you put an extra unit in--but it *does* let you put in the 6 size squads+a character. Which feels totally natural, and the way it ought to be, and how you did impulsors in the past (with a 5 man bladeguard+character)
I've put death company intercessors with a chaplain in the impulsor. Gets them to the mid board reasonably well
Love my little pickup truck. Battle bus for Hellblasters!
Edit:
*Plasma Taxi* ❤
Dreaming about trying to acquire the Impulsor is what finally got me into 40k a couple years ago. 😌
Don't understand why the multimelta option isn't available for any chapter - seems out-of-step with the Primaris' everyone-gets-the-same-units thing...
I get that it's on the upgrade sprue but multimeltas aren't hard to find.
Maybe they'll cheer me up by putting a plasma cannon on the Dark Angels' sprue in their refresh?...
Also, for some reason, the guys inside get better at shooting if they have a Techmarine shouting angrily at them.
IT in the 41st Millennium is very aggressive.
@@ravenRedwakeHave an internet cookie, friend. 🍪
All it took was the Tech to tell the guys to turn their guns off and back on again.
You can get five bladeguard vets in a squad instead of six, so you could attach a character and put them in the impulsor. You're still paying the full price for six, though, so not very efficient.
Just wish I could put Vulkan He’Stan and 5 Infernus together in the Impulsor. :(
You can take Adrax with a squad of 5 infernus in an Impulsor
Why can't you?
@@UnexpectedInquisitionthe impulsor specifies "tacticus or phobos" only
Ah yea, pity
But Vulkans special rule u just need to see the unit, he doesn't need to be in it.
I have two for Templars. I like to load the sword bros in with a character and go bludgeon heretics
I have this with the missile array. It's a better taurox. Using it to drop off death company into the field and pop a shot off at a tank.
ANTI-FLY is great 2+ / 4+ to wound regardless of toughness vs units with FLY keyword which are more units then just Aircraft and some you might not expect
- example - Aeldari Warp Spiders have the FLY keyword
Also Nightbringer, Wraiths, Spyders, Tomb Blades, Annihilation Barage and Lokhusts and Scarabs from Necron Code
I used my impulsor with the black Templars. It ended up being a lynchpin delivering my sword bros and taking out a redemptor
The best thing about the Impulsor is the best way to get one is to buy a Gladiator and some magnets
Nitpick but I'd LOVE to be able to transport a full baldeguard squad plus a captain. Just want that transport to be 7!
Incursors in here with scout 6 is crazy good. 6" pre game move, 12" move, D6" advance, and 3" disembark. Drive up to vehicle and drop a mine on em, shoot them, and give your whole army +1 to hit it.
Thank you someone dropped this strategy! Idk how he missed this cause to me it's the most no brainer use for the impulsor.
Yeap, its awesome. attach a phobos lieutenant to it and you get to move another d6" in the shooting phase too.@@TigOleBitties504
I ran one the other day with some hell blasters in the back, reasonably tanky but would not go as far as to say meta. as it is not as stong as the raider which does the job better in my experience.
5 man desolators on board and it becomes a rocket taxi.
Which might be worth it if a 5 man goes down, it's not like Bolter Discipline for a 10 man wasn't one of the bigger problems for it. 285 is a lot. Then again, 200 is also a lot so if you really want to play them you may as well get the 85 and be more tanky.
85 is cheaper now than 100 for Infiltrators to safeguard the blob of no reinforcements behind the lines. But then you have +1 from Heavy weapons while you are stationary
Worth mentioning the Black Templars variant with the multimelta. It's a solid platform for getting Eradicators into melta range safely while not having to sacrifice a full turn of shooting with them. Firing 5-6 melta shots for an 85 point transport with three gravis in it is pretty solid.
Edit: I thought Eradicators had the Tacticus😢 keyword. Sad.
I thought Eradicators could not go in it because they are Gravis
too bad they can't carry gravis 🥲
That sure would be great if you could put Gravis marines in it. But you can’t so it’s not.
got back into 40k just near the end of 9th ..went back to my black templars got the combat squad .. was using this for my swords Breathern and I was thinking of the Emperors champion with them .Probably not Efficent but I like the feel of it ..I want them into melee as quick as I can while the rest of my foce moves up the field supporting them.
If only my long fangs could ride an impulsor... would fit perfectly witht the firing deck 6.
You forgot Infernus Marines Auspex! They're one of the best things to put in here. Toss them in an Impulsor with fragstorm launchers, the missile array, and stubber, and watch it delete hordes. Also a great unit to disembark in the midboard and threaten overwatch. All that for 170 points is a steal for all the anti-infantry work it does
I just kitbashed one into a Battlewagon, jokes on you humies
I have two of them, would only really use the one and take the other to use add on pueces to turn it into a gladiator via murmillo kit
The repulsor can hold up to 12 astartes or 6 elites (jump packs, gravis, terminators, etc) it seems that the repulsor surpasses the impulsor as a transport in every way. Is it worth the point cost in your opinion?
Mostly if you are making good use of the firing deck. Makes great results
Yeah and you are limited in what you can carry with the impulsor no ? Phobos and tacticus ?
Its also got the memey wall of guns
The Impulsor's big use is probably going to be in carrying marines that both want to be close but also can make use of the firing deck: Sternguard, Hellblasters, even something like Infernus Marines. Things that get more active by benefiting from the Impulsor's movement, but then also remain on the board longer because people have to chew through the Impulsor first.
Someone mentioned using one to salvage Desolators...which might work which a shield dome to give them additional tankiness for the cost, but at 200 I'm iffy. If the codex drops one or both units in points that could be really cute.
Of course the codex was probably printed before the update so we might be getting nerfed lol
Impulsor are less than half than Repulsors so they have a different role. I personally prefer the Repulsor but for the cost, the Impulsor might have a place as a cheaper, throwaway transport to get units up the board rather than the Repulsor's role as a more valuable damage dealer/transport that would hurt to lose.
I was using an atv for fast melta support for my black Templars then realized I could do the same thing for 15 more points with this thing 😂
A small aside, but the Gladiators are built from an Impulsor kit and they do have all the parts, the Gladiator is just additional sprues. With some cheeky magnetization you can actually have the Gladiator moonlight as an Impulsor when needed while still having both be completed.
It won't solve the money issue with you going full mechanized and having both the Gladiators and the Impulsors, but it can be useful if/when Gladiators are not great but Impulsor up the board with the boys is.
Kind of a nice lazy way to have different Gladiator configurations. Doing that or getting Impulsors at a good mark down price (I found a couple 20% off this morning) is probably the way to go.
I might shield dome them if I tried that, though. Make the Impulsor more tanky and essentially have a 285 point desolator squad that has high toughness, an invuln save, and speed.
How about a desolation squad firing 5 superkrak missiles every turn? Sounds like some nice anti-tank
Honestly at 200 points for the squad you may as well. I think the idea is good but the bigger problem is the cost of 5 desolators makes that cost more than two Gladiator Lancers.
If they ever reign back in the cost but keep the cap at 5 for a squad, there might be some cheeky nonsense with them.
I suspect the main reason they didn’t want to allow not Primaris in them is because they would be perfect for three lascannon devestator units so you roll up and shoot something in the tits with 12 lascannons and scoot away.
Vanvets have…chain axes and the only specialized shooting outside of tacticals anymore. Saw a guy running his vanvets as regular assault marines, ah that’s pretty funny though.
Marneus calgar and ursula creeds "gain cp" abilities happen "at the start of your command phase" so they should not count towards the 1 cp limit because the 1 cp limit only applies to cp gained outside "the start of the command phase"
I've got two that I'm hoping to at least build in time for our gaming group's new 40k league! Wish me luck!
I'm absolutely getting an impulsor for my Black Templars because 5 sword brothers with Helbrecht would make an insane team to just drop into the heat of battle
I think the centurions are looking amazing especially deep striking with assault. I am gonna run unit of both.
Whats that got to do with the impuslor??
@@william9557 really?
@@Mike-bq7goyeah, really. I'm curious too.
What's the point about deepstriking Centurions when the subject of the video is the Impulsor ?
For casual play, I am very happy to make them and the rhino interchangeable as far as numbers go, max ten marines
They are nice and quick but I'm already holding out for a big plastic Mastodon fleet 😅
We Black Templars prefer Land Raiders for transport, due to being able to assault after disembarking a moved Land Raider, more room to fit in 12 models ( enough for Helbrecht+Castellan and a full squad of Sword Brethren ), what really matters is what the side sponsons should do with either tge Godhammer Lascannons ( pairs well with the MM ) or some up close bbq with the Redeemer.
Personally loving the hellblasters in the back of this thing!
you can still take 5 bladeguard I think, you just pay the pts for 6?
The only effective way of running these I can see is to have Sternguard or Hellblasters start in it and start it in reserves. Then rapid ingress in deployment zone or relatively safe location. Otherwise, they get focused down and destroyed first turn if you don't win the initiative - they seem resilient on paper, but in practice, they just crumble to anything but low strength weapons. This has happened to me every game, no matter how well I try to hide it.
5 hellblasters or 5 sternguard in it with chief librarian tigres all can shoot out of top and tigres adds alot of shots in 18 and the tank takes the wounds if he super charges it
i think buffing the impulsor with a techmarine so everyone on the firing deck hits on 2+ is pretty strong
Does that currently apply?
@@dhobson5439 firing deck rule for 10th does say it is vehicle that counts as firing the weapons not the models embarked within
in the forum posts i have seen most people agree it is legitimate for now
I run Tigurius and a Sternguard Vet squad on board
(Which is technically illegal, as due to a Typo Tiggi is missing the Tacticus keyword, but all my oponents were fine with it).
Adding a shield generator has allowed me to pull off some cheeky shenanigans, including ramming a Necron warrior squad with Tank shock😂
If you're watching this after June 2024, the max capacity has been upgraded to 7, so 6 bladeguard + a leader is now viable like he discusses in the vid around the 5 min mark. Lets go!
Someone said you can toss hellblasters in, then shoot everything besides hellblaster, then overcharge hellblaster and if it kills the impulsor then the hellblasters get to disembark and then shoot
I think the impulsor is fine for what it is but my problem is the main units that I want to transport are gravis which require a repulsor
i played my nephew with the blood angels combat patrol vs my tau combat patrol, and the impulsor singlehandedly steamrolled me. Now i'm realizing that we didn't even play the firing deck rule for it
interested to hear about what people chose to take as the wargear Comms, Shield dome, or others.
and why :D
The missile laumchers are harder to forget compared to the shield or comms that are prone to blending in
@@WilhelmScreamer well got mine magnetized so i can just swap them out.
but don't know what to take, so some experience with what people like and why is nice :)
Ragnar/Primaris Lt/bladeguard in one is great.
Anyone using it to push some incursors up the field to get into a position to spot safely?
glad my box of combat patrol space marines kind of just got buffed overall
Can eliminator squad still cheese this model by disembarking firing their weapons then jumping back inside with their move and use the firing deck?
They haven't addressed it yet so RAW it still works
@@RBTGames guy I play against does it so just checking
i think you can still do that, RAW. it requires you make a silly little 0.5" or whatever move using the ability such that you still end a movement within 3" of the transport. RAW still says no embarking and disembarking "in the same phase" when it should probably read "in the same turn", but unless there's an errata doc out there or TOs say different, i think it still works
To be honest, I'm using it for either a delivery vehicle for either a squad of Bladeguard accompanied by the sword&board Captain, and sword&board Lieutenant from Indomitus/the 9th ed starter sets, or for a 5-man Primaris Sternguard Veteran squad and Primaris Lieutenant with bolt rifle and Bolter Discipline.
It's got Firing Deck 6, and a good speed, so the Sternguard can get into Rapid Fire range fast.
5++ | 6+++ FNP | 5-man Templar flamebus? Let's gooooo! :D
Could you not put a desolation squad in it to use it as a fire base?
Thats what i tought too, online downside: they can online choose 1 weapon (rokets or indirekt)
And correct me if l'm wrong, but the still got the heavy key word (hitting on 4+)
Call me crazy, but it seems like putting one of these with a 5 man squad equivalent to putting an 85pt character with the squad, except that character adds 9 wounds to the squad, an extra set of guns, and allot of speed.
So how does Assualt Vehicle ability work with Assualt Intercessors? They CAN get out after an advance but can't charge?
What's the incentive behind that? I really can't get my head around the ability...
I've been using with sternguard vets since leviathan hasn't really been doing anything
Devastator squad with 4 heavy flamers and combi weapon on sergeant. Gets them where they need to be fast
You can't put devs in an impulsor, they must be in a rhino.
Everything and their mothers have invul 4+ in 10th Edition but the Shield Dome is still 5+ 😢
Anything about the Impulsor that Salamanders can take advantage of? Or is it best for the non-codex-compliant chapters?
Everyone seems to think that a small infernus squad would be fun, but idk if it would be good. I just know the salamanders love their flames lol
@SaintGraeme Yeah, at first, I thought it'd be a cool way to ferry Vulkan He'Stan
and a squad of 5 Infernus onto his targeted objective or to get guns in range. But He'Stan doesn't have the *TACTICUS* keyword(yet, fingers crossed for update), so that idea simply doesn't work.
Are Infernus Marines that bad points wise that they don't get mentioned here? I could see them fire out the firing deck and double down on the anti-infantry variant. Makes it especially good when defending an objective with overwatch.
That feels like a lot of points invested in the trick. It would be fun for sure but I’m not convinced it’s going to really be worth while.
That's why i asked in the first place. Like the Marines cost the same as the impulsor itself. That's 17 points for an intercessor with a S5 flamer (- the CCW that the sarge cannot get). @@timunderbakke8756
Loving the videos, kepp it up
The Marine's ute is good now!
I notice that you point out that it's expensive. I suggest buying the Gladiator tank for an extra fiver. It comes with all the bits for an Impulsor AND the Gladiator. Magnetise the crap out of it & you get 4 tanks for the price of one(ish)
Disapointed it cant take firstborn. Heavy bolter devesators in this would have been very fun.
FIRETRUCK! fill with Infernous
The "when pigs fly" transport.
2x eliminator squad in a Impulsor , instigator carbines and sniper rifles, is the sauce. Disembark, shoot, use the free move to re-embark, shoot again when the Impulsor shoots - and if it was stationary, it gets the Heavy buff too, since it counts as being armed with those weapons fully. Gooddbye enemy characters. They have not fixed this rule...for now. Works for any unit with move shoot move. Consequence of pretending the unit no longer exists and the vehicle itself gets their weapons. GK and some other armies have units that can do this too.
In core rules, it said that you can't disembark and embark at the same phase
@@hendrikworung1967 correct. Disembark in movement phase, shoot in shooting phase, re-embark in shooting phase, then impulsor takes its shots in shooting phase. Im not saying its Working As Intended but its certainly legal and played this way for now.
@@UnexpectedInquisition ah interesting....
good thing it doesn't have FLY, Guard Hydras would swat anything with FLY keyword, not just aircraft but anything that flies.
They were already good now they're great.
So on that Rule for the Comms Array can you farm CP's from Spending Capt Free Stratagems?
3 capts =~1 extra CP a turn...? if you are lucky more.
I believe only one captain is allowed to use Rites of Battle per battle round. "Once per battle round, ONE unit from your army with this ability can be targeted by a stratagem for 0CP..." makes be believe RoB is limited to one use per battle round as all captains have the same ability.
Also, you are only allowed to generate 1 extra CP each turn.
Light anti-tank, Impulsor with Belicatus and 2 Eliminator squads with Lasfusils...
Never played 40k yet but can I not put the desolation squad inside for shooting?
I'm trying to assemble an Implusur right now. I'm almost finished with my model, but when I was looking for the back section of the armor, I realized that this vehicle's transport compartment is open! Such a stupid design in my opinion. Making an open-topped troop carrier.
Will be able to advance and shoot in Firestorm Assault as all it's weapons become assault
Lmao was just looking for this video like 30 minutes before it was published. Cheers!
it costs more then Carnifaxes should cost so its doing good on that front
Wait, you cant load Desolation squads??? You think they would do a little damage that way... moving fast actually gives you a LoS so you dont take penalty of Ind. Fire
Damn i still can’t wrap my head around why they dont let full squads of 10 intercessors or 5 gravis. I don’t care about scale personally. At some point you have ti make concessions for gameplay.
Repulsors already do?
Nah, the low transport capacity means that anything that benefits from its use is better off in a land raider or repulsor, because you want bigger units for combos etc. Bladeguards might be alright except you can't include a leader. Very, very meh.
They should give it the option to remove the top hatch option for more transport capacity. Even if if its just to 7.
Seeing as how that part is removable with the kit lol.
Only reason I own one is because you got one with the BA combat patrol, which supplemented the units I wanted - I paid £72 then and now it's £95 (which is what you'd pay in the UK, it's actually £83 and £110 here). Rather than buy more of these, I just use a gladiator and pop off the main weapon. I'm sure you could magnetize the turret mount but I didn't. Aesthetically the grav tanks are a failure, ugly, awkward and they don't get fly anyway, so there's no reason they don't just have tracks.
Since CQC is largely worthless at the moment, I'd go with hellblasters. Shame you can't put devastators in it since GW's idiotic and arbitrary restrictions apply.
To be honest I don't know what marines are supposed to do in 10th, they don't really have an identity and by far most of the datasheets are worthless. People were scrounging for worthwhile units as it was and the "pruning" sure didn't help, neither did the points update which just increased points on everything people used and decreased things that aren't worth bringing. I don't think detachments will do anything remotely interesting unfortunately, seems we're stuck with a god-awful system for half a decade before GW will admit their train wreck.
It’s like how back in the day it was just better practice to buy a predator kit instead of a rhino.
I love them, though i wish they had higher trans capacity
To expensive to buy for what it does may as well buy a land raider
I thought that but honestly... no. You can get three for the price of one landraider which is relatively easily removed by most armies.
Dont forget, even if you earn CP from calgar, since its stated that his ability tiggers at the beginning of the command phase, you can still earn the CP from the inpulors ability
Has this been clarified by GW or at a tournament? The rule "Outside of the CP players gain at the start of the Command phase, each player can only gain a total of 1CP per battle round, regardless oft he source" seems to hinge on whether CP is short for "command point" or "command points". The text above it in the rules mentions "CP (command point)". It seems unintended, unless Calgar's rule was written specifically to make the intital CP into 2 and still allow addtional sources of farming.
I really wish GW would hire a WotC rules writer to work for them and avoid using an abbreviation which only serves to add confusion to a simple rule. They could have written "any command points" or "the single command point" just as easily.
@@jamesdunsterville8168 well I would imagine "CP" is total because it's not "xCP" like it states elsewhere
Does the Incursors ability for +1 to hit a hit target still work from the firing deck…?
unit abilites inside transports dont work
Cheers!@@quistk2492
Bro you really going to neglect the hilarity of infernus squads? Marines finally got what orks had.
I’d love to just be able to Toyota hilux that thing with (2) 3 man las-fusil squads