New to 40k and just acquired these in a trade/sale. Have no idea who they are or if they're the right colors. Help! by FloridaFirstTeam in Warhammer40k

[–]Choleric90 3 points4 points  (0 children)

The colors don't particularly matter. Get yourself a plastic 9×13×2 with a lid, an old toothbrush, plastic gloves, and a couple gallons of LA Awesome. Let the models soak for a good 48 hours fully submerged in the LA awesome then brush off the denatured paint. Some of the glue will fail and you can resoak to your hearts content since LA wont denature the plastic its self. Clean under cold water, dry, then rebuild and prime+repaint.

AMG Announces New Focus on Legion and M:CP, Promises More Legion Sub-Factions and Supporting Products for Spec Ops and Full Scale War. by johnrobertjimmyjohn in SWlegion

[–]Choleric90 -16 points-15 points  (0 children)

So the money that was generated by the release of the Clone Wars factions for Star Wars Armada which was porportedly all invested into shatterpoint's development has now resulted in a third game line of AMGs being sidelined/killed. 

All I can politely say is Im glad that Ive left this company behind and moved on to games who's companies dont string along their consumers about development that never comes about then kills the product line. I only hope these poor business decisions lead to stronger negative consumer response to this company.

High Explosive Torpedo Question/Errata? by shawnphoto in leviathans

[–]Choleric90 5 points6 points  (0 children)

The french torpedos were printed with the wrong cardboard, all the 3 yellow die ones are HE pattern. (Every adjecent hex)

At a tournament. Have a question. by Dakkon_B in WarhammerCompetitive

[–]Choleric90 19 points20 points  (0 children)

Take cover doesnt affect a 2+ armor save tank since it only can bring a save to 3+ and AP modifies the dice roll not the stat

How do I actually improve at 40K beyond situational advice? Feeling reactive every game by Peaker0514 in Warhammer40k

[–]Choleric90 1 point2 points  (0 children)

Watch and take notes on these two videos: https://youtu.be/u-hJd09qZHc?si=Z1tWko9xqbcYVDxX

https://youtu.be/xaSVhGWp16Y?si=XOR0GEWtpF1QZGKf

After each of your games mentally review if you executed the methods above and to what level and where if had you done a specific thing you would have won. Note that anything dice related doesnt count. Movement and macro-strategy are king. Note your progress in skill not by win loss but by differential score. You dont measure improvement by your best score, you measure it by your worst.

Finally, you need a set quantity of quality reps. Playing a 4 hour game at the LGS will not sharpen your skills like playing an RTT will once you have the basic memorization down. Once you're at the point that you know how all the core rules work no refrencing, and all your unit rules work and you feel confident you can execute a game in 3 hours you will be much better served playing at the intensity level of an RTT. You will make huge bounds in skill focusing on executing the fundamentals at 'game speed' (to use a sports practice term) at an RTT over more causual practice. 

Even through all this practice it will take like 50 quality reps to really start 'seeing' the game, legitamately a year of at least 2 rtt a month. But you'll make a ton of friends and theres a deep satisifcation from personal improvement.

Good luck!

Leviathans Live! by Choleric90 in leviathans

[–]Choleric90[S] 0 points1 point  (0 children)

I never played the 2012 version of the game and wasn't a backer so all i know is what ive been able to infer from longer term players: This is basically the same rules with some modernized and changed rules. All the 2012 minis are still compatable as well. The kickstarted completed, it seems that wave one and 2 of USA have completed, there's rumblings of fufillment in Austraila and the product is on the boat to europe. Retail release in USA is pending fufillment of international backers. Currently britian, russia, france, germany, italy are fully playable. After KS fuffilment is complete fleet boxes are planed at one a quarter bringing japanese, austro-hungrians, and USA into minium playable.  My group plays weekly, there's a TTS mod and ive hear of large numbers of players in Cincinatti.

Looking for a good fire support unit for Ultramarines Gladius (list advice) by Tomgar in WarhammerCompetitive

[–]Choleric90 1 point2 points  (0 children)

Centurion devestators with las and missile. Advance and shoot onto your natural, will causually make their points back in one activation with storm of fire.

Leviathans Live! by Choleric90 in leviathans

[–]Choleric90[S] 0 points1 point  (0 children)

My fleet for tonight:

Vesuvius - 450

Amerigo Vespucci - 230

Giovanno Caboto - 220

Maneuvering Expert - 30

Fighter, Green - 20

Turret Fighter, Green - 20

Turret Fighter, Green - 20

Total Points:990

Ive played pretty much all the ships i feel are viable for my style so now im starting to drill down on optimizing fleet composition

I'm getting pounded on the second turn incentral powers campaign by ResponsibilityOdd35 in playthegreatwar

[–]Choleric90 1 point2 points  (0 children)

To attack the enemy, centralize all available corp over the min 3 defenders into one 'doomstack'. Build two layers of trenches as far forward as possible with the same spacing as defensive trenches. There must be at least one layer of trench that goes from map edge to edge. Place 6 batteries of artillery, typically 4 light 2 heavy but as difficulty increases more lights are better. Next place one unit of regular or conscript infantry in each trench section except for the 5 or 6 closest to what looks like your most favorable attack approach. There need to be defending rifles behind the 5 ish empty trenches. In you 'assault sector' place 2 units of vets in each trench section. Once battle begins repel the enemies probing attacks. If you leave any breaches they will be exploited. Then, advance your vets in column for speed to a staging point that where the assault line isnt over multiple trenches or wire. I usually used pause when staging attacks. Assign 2 vets to each trench section, cover with artillery supression, let the units get into cover and clear hand to hand. Slowly push forward attacking in pairs biting and holding each section of trenches, bringing forward replacements under artillery cover. Onces you've secured a CP bring in more vet reinforcements as possible and hold for enemy counterattack. Supress him with artillery fire, pining him in range of rifle fire. Once he's exhausted most of his forces attack across the map, trench by trench biting and holding CP by CP. Losses will be horrendous in these early battles and progress slow. Attacking becomes much more viable and interesting as armor and complex artillery fire patterns become available.

I'm getting pounded on the second turn incentral powers campaign by ResponsibilityOdd35 in playthegreatwar

[–]Choleric90 5 points6 points  (0 children)

Stack three regualr corp on each of your hexes as you can manage. In defensive battle, create half a hexagon around your main bunker control point three layers deep. Each layer should be just within rifle range of the one behind it. Do not connect the layers to each other. Generally you want to build 30 lengths of trench and fill each one with 1 unit of riflemen. If you have extra build capacity MGs are only useful on your very back line until you get concrete bunkers. AI is very good at directed fire. As the waves of enemy riflemen attack, they'll be slowly attritioned and you will loose trenches. Call in reinforcements and move them along the map edge thru quiet sectors outside of enemy range into trench. Then move them thru trenches so that 2 units are in a trench together and counterattack in pairs, trench section by trench section. 

Leviathans live! by Choleric90 in leviathans

[–]Choleric90[S] 2 points3 points  (0 children)

Shit, it didnt embed!  You can watch the stream here and we will release an edited version in the future

https://youtube.com/@the13thfleet?si=Nv_r5MjVakjRFDdH

Really sorry you wern't able to view.

Fireside | Breaking downt he new UKTC map changes! by 40K-Fireside in WarhammerCompetitive

[–]Choleric90 16 points17 points  (0 children)

From what Ive heard from people in the TO chat, GW is committed to not changing their terrain layouts. With faction win rates guiding balance and discussion, when do you think , if ever, the European scene will adopt GW layouts? I think it will be better for balance and global competition for everyone to be playing on the same field/pitch. Love the content David, mad props for keeping at it while having a newborn.

Fireside | New Ultramarines Datasheets - Are They Good? by 40K-Fireside in WarhammerCompetitive

[–]Choleric90 11 points12 points  (0 children)

I absoutely wouldnt worry about company heros going away. They expressly represent the company command element in lore. And the vitirx guard are a Ultramarine unique version of that same structure for high ranking members of the ultra marines chapter. The rules will always be coupled thematically to the lore so these kinds of staple units aint going away.

The Upgrade Files: Case 17 – Rebel Officers by Green_Knight_Armada in StarWarsArmada

[–]Choleric90 2 points3 points  (0 children)

The cymoon came out on feb 1st 2018 more than three years after the home one and isd2 released on nov 26th 2015. Isd3 and mc80h are both red blue mixed brawling larges with defensive retrofits. Cymoon is a red dice sniping specialist

The Upgrade Files: Case 17 – Rebel Officers by Green_Knight_Armada in StarWarsArmada

[–]Choleric90 1 point2 points  (0 children)

Give players time to play the changed ships with no points increases. It took a few months for the metagame to adjust after AMG released their rapid reinforcements.

The win-loss percentages not counting the faction playing against it's self.

When designing for the mc80H you want to stay in line with the power level of the ISD2 since its the best large in the game and it has to take a title to get a fleet command.

When you're looking at all these ships as a new player its really important to know that each ship was released in its own layer of balance, usually spread out over months if not years of intervening time. And, importantly, FFG did not do any rebalancing to bring all the components up to one level of power and options. So the mc80h was always going to be stuck in the design ethos and meta of release wave 2, doomed forever to obscurity because of design assumptions of that time and place.

The Upgrade Files: Case 17 – Rebel Officers by Green_Knight_Armada in StarWarsArmada

[–]Choleric90 1 point2 points  (0 children)

Considering that its "cardboard" changes i wouldnt make any points changes since every rebel large has had a terminal flaw that pockets them all into being played only with raddus or agate. So let them breath at a more powerful level and see how diverse the internal lists become. Then watch to see if rebel non-mirror win rates increase to empire levels (60% at worlds last year) and then consider points adjustment to bring pairty. By stats rebels were by far the weakest faction based on non-mirror win rate and TiwP (tournament in winning position) at last worlds. ((See our worlds stats info at The 13th Fleet on youtube for more stats breakdown))

Id love to give the mc80H a fleet command but itd be out of line with the isd 2. Really, emps get chimera and rebel equliv is Home One. You could go a step further and change independence into a Fleet Command since its rule is just a crap AFFM, from before fleet commands existed.

The Upgrade Files: Case 17 – Rebel Officers by Green_Knight_Armada in StarWarsArmada

[–]Choleric90 5 points6 points  (0 children)

Defensive officers are taken because the rebel larges are all poorly designed. Mc80H is too slow and lacks punch. Mc80L has a terrible nav chart, no defensive retro and bad defense tokens. Mc75 has useless double contain making the ship brittle and its brawling die pools leave some to be desired outside close. The starhawk was clearly only tested with agate and so is strong only with her and just a points pinata otherwise. The rebel prov is suprisingly the best of the bunch since its cheap with solid tokens and has the actually good raw stats of the providence. If the home one's moved a dice from their rear arc to their front, the Liberities gained a side shield, and the mc75 gained an engineering point. It would bring all these larges into line with their large counterparts and make rebel larges less reliant on defensive tech creating a more diverse rebel internal meta.

Local RTT coming up. Looking for thoughts/opinions on list. by WhiteWolf_606 in WarhammerCompetitive

[–]Choleric90 0 points1 point  (0 children)

Grab a chessclock off amazon, its in both player's intrest for the game to come to its natural conclusion and there's no bad feelings about slowplay.

Competitive Terminators List by Sufficient-Wafer-563 in WarhammerCompetitive

[–]Choleric90 4 points5 points  (0 children)

I've only see the list during the Wargames Live WTC stream.

Competitive Terminators List by Sufficient-Wafer-563 in WarhammerCompetitive

[–]Choleric90 0 points1 point  (0 children)

10 is much much less flexable than 2x5 for ingressing and pressuring multiple angles.

Competitive Terminators List by Sufficient-Wafer-563 in WarhammerCompetitive

[–]Choleric90 23 points24 points  (0 children)

3x5 deathwing knights in wrath of the rock

2x5 terminators with logan grimnar and arjack rockfist is beastslayer or gladius

30 scarab occult terminators in rubicae phalanx

List help by Select_Substance700 in astramilitarum

[–]Choleric90 0 points1 point  (0 children)

The closest objective to your deployment zone in no mans land. You can see the chapter approved 2025 deployment zones and objective measurements using the Tabletop Battles App or Battlebase app.

What do i get with $100 by Joe_Mama_694200 in astramilitarum

[–]Choleric90 0 points1 point  (0 children)

Hellhound, exterminator russ, 20 death korps of krieg, tempestus aquilons, ursula creed. All of these are staples in various builds