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Impulsor and Devout


Schlitzaf

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As the topic title says, while we cannot declare even if we disembark. Nothing says we cannot use Devout Push. So any ideas how could utilized that? Or jisr a gimmick needing to be tossed into drawing board
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Using it to tie up something important turn 1, and then Tenacious Assault it on their turn, doesn't seem like a terrible play.

 

Unfortunately, you can only use it on one unit of 5-6 guys, and there aren't any super punchy Primaris units where that will really hurt. But hey, that's 5-6 extra Primaris bodies in combat on turn 1, which could help bulk out any other first-turn charges you can pull off, and a thunder hammer Intercessor sergeant can still do decent damage. The Impulsor itself can then do things like soak overwatch or bad-touch shooty units for the rest of the game.

 

It might also make a decent distraction carnifex - on turn 1, just advance and pop smoke, threatening some back-line unit like a Thunderfire on turn 2. Then they either waste a bunch of shooting to take out your 100-point vehicle with 11 wounds and a 4++, or they lose their artillery next turn, and either way that's a win for you.

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Yeah I've been wanting to try this out. I would take a unit of 5 intercessors, make them veteran and give the sgt something juicy like the Sword of Judgement or a Thunder hammer. Put a LT with them for re-rolls and I think it would compliment nicely with incursors, Invictor and a phobos captain up front and/or drop pod units. Making them veteran gives the sgt the same number of attacks as a character. 4 TH swings on turn one is no joke. 

 

 

 

I'm thinking a Primaris Captain with the burning blade and Warlord trait that says he always fights first. Have some intercessors with him. 

 

Remember you can only burn the strat on one unit. 

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I think this combo is kind of a waste of points for BT.

If you just use Reivers with combat knives you get that extra attack from the CP spend on veterans.
Reivers are also 5 points cheaper than intercessors.

So if you give the Reivers Grav chuts then you can put them anywhere 9" away from an enemy unit. 

With our re-roll of charges you have a good chance of getting into combat too. Which would only cost you 10 points per 5 man squad.

 

And you save 75 points on not using the Impulsor.

 

 

Yeah I've been wanting to try this out. I would take a unit of 5 intercessors, make them veteran and give the sgt something juicy like the Sword of Judgement or a Thunder hammer. Put a LT with them for re-rolls and I think it would compliment nicely with incursors, Invictor and a phobos captain up front and/or drop pod units. Making them veteran gives the sgt the same number of attacks as a character. 4 TH swings on turn one is no joke. 

 

 

 

I'm thinking a Primaris Captain with the burning blade and Warlord trait that says he always fights first. Have some intercessors with him. 

 

Remember you can only burn the strat on one unit. 

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Yeah I've been wanting to try this out. I would take a unit of 5 intercessors, make them veteran and give the sgt something juicy like the Sword of Judgement or a Thunder hammer. Put a LT with them for re-rolls and I think it would compliment nicely with incursors, Invictor and a phobos captain up front and/or drop pod units. Making them veteran gives the sgt the same number of attacks as a character. 4 TH swings on turn one is no joke. 

 

 

 

I'm thinking a Primaris Captain with the burning blade and Warlord trait that says he always fights first. Have some intercessors with him. 

 

Remember you can only burn the strat on one unit. 

 

I think its better to use the strat on getting the character into combat no? Safer against retaliation, high chance to hit, and the infantry can go off shooting some chaff for that turn. Primaris Captain will give you 6 attacks with the burning blade that hits on 2s rerolling. The vet int squad hits on 3s with no inherent re rolls. The CP cost is the same too if you take the sword of judgement on the sarge. 

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I think this combo is kind of a waste of points for BT.

 

If you just use Reivers with combat knives you get that extra attack from the CP spend on veterans.

Reivers are also 5 points cheaper than intercessors.

 

So if you give the Reivers Grav chuts then you can put them anywhere 9" away from an enemy unit. 

With our re-roll of charges you have a good chance of getting into combat too. Which would only cost you 10 points per 5 man squad.

 

 

And you save 75 points on not using the Impulsor.

There are definitely cheaper and more effective ways to just get bodies into combat. The Impulsor combo is nice because:

  • It can't be screened out
  • It can't fail a charge roll
  • It can't be Overwatched
  • It can happen on turn 1
  • It can deliver something with a decent melee weapon

This gives it a pretty unique niche. It's not just for getting extra bodies into combat somewhere, but specifically for getting them into combat immediately and guaranteed in a place where your opponent would really like them to not be. Sometimes that may be worth its cost, even just for 5 models.

 

 

I think its better to use the strat on getting the character into combat no? Safer against retaliation, high chance to hit, and the infantry can go off shooting some chaff for that turn. Primaris Captain will give you 6 attacks with the burning blade that hits on 2s rerolling. The vet int squad hits on 3s with no inherent re rolls. The CP cost is the same too if you take the sword of judgement on the sarge.

Depends what you're using it for. The Captain is probably killier against anything with a decent save, but the squad is better at wrapping things or claiming an objective. Also, with clever positioning, the squad will block shooting at the captain while being unshootable themselves, and then the captain can Heroically Intervene on their turn, while that doesn't work the other way around.

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I think this combo is kind of a waste of points for BT.

 

If you just use Reivers with combat knives you get that extra attack from the CP spend on veterans.

Reivers are also 5 points cheaper than intercessors.

 

So if you give the Reivers Grav chuts then you can put them anywhere 9" away from an enemy unit. 

With our re-roll of charges you have a good chance of getting into combat too. Which would only cost you 10 points per 5 man squad.

 

 

And you save 75 points on not using the Impulsor.

There are definitely cheaper and more effective ways to just get bodies into combat. The Impulsor combo is nice because:

  • It can't be screened out
  • It can't fail a charge roll
  • It can't be Overwatched
  • It can happen on turn 1
  • It can deliver something with a decent melee weapon

This gives it a pretty unique niche. It's not just for getting extra bodies into combat somewhere, but specifically for getting them into combat immediately and guaranteed in a place where your opponent would really like them to not be. Sometimes that may be worth its cost, even just for 5 models.

 

 

I think its better to use the strat on getting the character into combat no? Safer against retaliation, high chance to hit, and the infantry can go off shooting some chaff for that turn. Primaris Captain will give you 6 attacks with the burning blade that hits on 2s rerolling. The vet int squad hits on 3s with no inherent re rolls. The CP cost is the same too if you take the sword of judgement on the sarge.

Depends what you're using it for. The Captain is probably killier against anything with a decent save, but the squad is better at wrapping things or claiming an objective. Also, with clever positioning, the squad will block shooting at the captain while being unshootable themselves, and then the captain can Heroically Intervene on their turn, while that doesn't work the other way around.

 

 

Very true! 

 

I think the best flexibility here would be to instead spend the CP on the character instead of the squad. Give the sarge a hammer or a fist to be threatening. But I don't think the CP to make them vets, then the extra CP on top of that to give the sarge the sword of judgement is really worth it. I'm already spending lots of CP on my master of sanctity, chapter master, aurellian shroud, and witchseeker bolts. 

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I think reivers aren't a good alternative to this. I'd sooner run more incursors than reivers. Sure they get the extra attack for free but you can't drop them til turn 2 and then unless you buff them they have a 56% to make the charge.

 

Intercessors are also troops, have better guns, and the Sgt can have a TH which can't be killed until the rest is dead. This unit has a massive threat range of at least 23 inches.

Edited by Acebaur
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Reivers however can make almost sure close combat in T2, if it has Phobos character to back it up. Deep strike with a character who has Shoot and Fade, and then shooting, make the 6+d6” advance move forward, and then use Devout Push to pile-in 3”.
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I think this combo is kind of a waste of points for BT.

 

If you just use Reivers with combat knives you get that extra attack from the CP spend on veterans.

Reivers are also 5 points cheaper than intercessors.

 

So if you give the Reivers Grav chuts then you can put them anywhere 9" away from an enemy unit. 

With our re-roll of charges you have a good chance of getting into combat too. Which would only cost you 10 points per 5 man squad.

 

 

And you save 75 points on not using the Impulsor.

There are definitely cheaper and more effective ways to just get bodies into combat. The Impulsor combo is nice because:

  • It can't be screened out
  • It can't fail a charge roll
  • It can't be Overwatched
  • It can happen on turn 1
  • It can deliver something with a decent melee weapon

This gives it a pretty unique niche. It's not just for getting extra bodies into combat somewhere, but specifically for getting them into combat immediately and guaranteed in a place where your opponent would really like them to not be. Sometimes that may be worth its cost, even just for 5 models.

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I am confused as to how it does all these things because it's rules say nothing about, no failed charges or overwatch. Now if you are referring to Stratagems I would argue to take that out of your list because every transport can have those. Depending on the wording of course. But I am not sure of any rules that specifically state they are for the impulsor.

 

Now for the other points, I agree because it has the fly key word it can just hoover over the enemies which for a transport is nice. Along with that, have the turn one charge is also a wonderful choice to have. I would argue however that for BT it's a waste of resources being that we are not in the Assault doctrine. 

 

Lastly the point made for "It can deliver something with a decent melee weapon" doesn't make sense either. Right now, the only units it can transport are

Intercessors, Incursors, infiltrators, and reivers. (apart from single model charter units of course)

None of these have any melee weapons other than the reivers that get the combat knives. They all have the same state lines as well. So comparing them you need to take into account what you will be using them for and that where reivers are the only melee. I'll admit though, their melee could be much better too, but that is your only option, again, besides characters. 

 

So to spend 75 point minimum for the impulsor, 80 for the 5 man reivers, and then spending around 90 points for the primaris character to go in seems like just a waste of points because none of those things are good combos from what I can tell. They are just a minor disturbance rather than a hard punch like they should be for a turn 1 maneuver. 

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Devout Push bypasses charge rolls and Overwatch because it literally isn't a charge.

 

There are no stratagems that are specifically restricted by the IMPULSOR keyword, but Assault Ramp allows you to disembark and move, but not charge. This interacts well with Devout Push, which isn't a charge.

 

By "deliver something with a decent melee weapon", I mean a character or an Intercessor sergeant. Reivers just have combat knives, which aren't very threatening to anything over T4 and/or with an armor save.

 

The Intercessors themselves won't be very dangerous without Shock Assault or Assault Doctrine, but that's not the point. This is a way to tag a unit that could otherwise not be tagged that turn, or deny an objective that would otherwise be the opponent's. If the target is fragile enough that eight S4 attacks and three thunder hammer attacks threaten it, even better (and some high-value targets are that fragile, eg Thunderfires or heavy weapon teams or some characters), but its primary value is disruption, not sheer killiness.

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After some thought and consideration, this is how I would run this combo if you wanted to get some mileage out of them. 5 man Intercessors with Veteran(yes I think it's definitely worth the CP) with a Thunder hammer on the sgt. Accompanying them is a Lt, with the Honor Vehement(pretty much the only time this relic is worth taking)

 

This gives you a unit with a 27ish inch threat range, that is going to get out rapid fire something and then walk into combat with 21 attacks(5 of which are Thunder Hammer). That thunder hammer also can't be picked out, so they must kill 10 wounds worth of marines to get rid of it. Swing them into high priority enemy targets like tanks and heavy guns and let them go to town. You can also give them Gene Wrought might for a lite version of our super doctrine. 

 

minimum cost for this combo is  249, but the Lt can also buff other nearby units as well, like Incursors, Invictors and anything that is dropping in like pods. 

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Why a Lieutenant over a captain?

Because he gives a reroll to wound which is important with a lot of S4 attacks. Also odds are that you will have a captain up field anyway in the form of a phobos captain, Helbrecht or a captain dropping in by pod.

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That's one hell of an assumption to make given the extreme mobility of the unit.

 

Not really, especially if you are going first or have Helbrecht or captain coming in a pod. All it takes is planning your deployment correctly. If you have a phobos captain with the crusader helm then he has a 9" bubble as well. 

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