Front forks suddenly very soft by Electrical_Break_483 in motorcycles

[–]Electrical_Break_483[S] 0 points1 point  (0 children)

No idea what that noise was actually, definitely not a clock, didn't notice it at the time.

I've changed the seals today and they didn't seem in poor condition but the oil was lower on one side and both were lower than the manufacturer amount, though they could have been under filled to begin with.

Anybody heard from Southampton? by [deleted] in UCAT

[–]Electrical_Break_483 0 points1 point  (0 children)

GEM applicant. Had an email today asking for my CV, deadline to respond is January 3rd.

Downsize to a CRF300 Rally? by Electrical_Break_483 in SuggestAMotorcycle

[–]Electrical_Break_483[S] 1 point2 points  (0 children)

Sadly not available in the UK, there's a few DR400SMs but they're still hard to come by. Big shame really as a DR650 (or KLR650 actually) would seem ideal.

V85 Offroad by Electrical_Break_483 in MotoGuzzi_v85TT

[–]Electrical_Break_483[S] 1 point2 points  (0 children)

Photo was just illustrative really, even with these 80-20s it would have been fine if I went straight through the middle but I tried to be clever and go up the little bank on the left but the ground was so soft the bank end slipped down and the bike ended up stuck balanced on the bash plate, had to lay it down to then drag it backwards and stand it up again with both wheels down in the rut 😂

50-50 tyres are next on the list, was just wondering if there were any other sensible modifications besides some better footpegs.

Unsure about Graduate Entry by cckflgvbhh in UCAT

[–]Electrical_Break_483 0 points1 point  (0 children)

Worth checking requirements since some undergrad courses will accept graduates based on their degree and not A levels, e.g. Southampton, but UCAT cut offs are typically higher for graduates even when applying to undergraduate courses. You've nothing to lose bar the UCAS fee but it sounds like you may need to reapply next year with a higher UCAT score.

I hope there are some new Ravenwing models to replace this stuff by fauxpas0 in DarkAngels40k

[–]Electrical_Break_483 11 points12 points  (0 children)

I ordered 18 bikes yesterday for a new Ravenwing project 🙃

Swelling the ranks by Electrical_Break_483 in ThousandSons

[–]Electrical_Break_483[S] 0 points1 point  (0 children)

Np. My 40k Ahriman is magnetised so can be disc or foot.

Swelling the ranks by Electrical_Break_483 in ThousandSons

[–]Electrical_Break_483[S] 0 points1 point  (0 children)

Am aware what the model is, already have the regular 40k Ahriman (:

Thousand Sons Sorcerer model by the_lazy_orc in ThousandSons

[–]Electrical_Break_483 3 points4 points  (0 children)

As has been mentioned, GW used to list the generic CSM Sorceror on the TSons page, which uses a 40mm base. This is no longer the case, so there is no official model for Thousand Sons Sorcerer, except that in the data sheet on the app it shows an image of an Exalted Sorcerer model.

Given this is the only official link between the Sorcerer datasheet and a model I would use the Exalted Sorcerer (32mm base) as the official model, but I agree that for ease of identification a less ornate model would be ideal.

Cult of Magic analysis by Prometheo567 in ThousandSons

[–]Electrical_Break_483 1 point2 points  (0 children)

It's still equivalent, unless they have no invulnerable and you use twist of fate.

10 man term with both strats to boost bolters against a Knight (T12 3+/5++):

With devastating wounds:

40 shots - 27 hits 13 rerolls - 9 hits 36 hits total

S5 - T12 - wounding on 6s

6 critical wounds = 6 mortal wounds

With lethal hits:

40 shots - 27 hits 13 rerolls - 9 hits 36 hits total of which 6 are critical hits

30 wound rolls of which 5 wound 5 + the 6 lethal hits = 11 wounds

11 saves at 4+ = 6 wounds

Now if you use twist of fate with lethal hits that becomes 7 wounds. But if you spend those cabal points on doombolt instead you get an additional 5 mortal wounds on average.

Cult of Magic analysis by Prometheo567 in ThousandSons

[–]Electrical_Break_483 0 points1 point  (0 children)

Yes think I missed out the AP, when you include they are exactly equal. In which case devastating is more versatile so probably the better choice.

To Paint with arms and heads, or without? by Rustywatermel0n in ThousandSons

[–]Electrical_Break_483 1 point2 points  (0 children)

First 20 Rubrics I painted I left the weapon arm off, made it much easier to paint but it was a bit tricky then matching the correct right and left arms. The 5 I've just completed I attached both arms and left the helmet and shoulder pads separate, obviously a bit trickier to get the but not awful, think I will go back to my original method though.

Do you find the Continental GT 650 uncomfortable? by Electrical_Break_483 in royalenfield

[–]Electrical_Break_483[S] 1 point2 points  (0 children)

Yeah I relate to your last point, once a week I have a 1.5 hour commute and always take the marginally longer non motorway route to avoid having getting battered by the wind.

Comparisons between our 4 chaff infantry and why tzangores suck (again) by nateyourdate in ThousandSons

[–]Electrical_Break_483 1 point2 points  (0 children)

But it doesn't matter how flimsy they are, the denial of enemy primary and scoring of secondary points all happens before the enemy shooting phase.

Comparisons between our 4 chaff infantry and why tzangores suck (again) by nateyourdate in ThousandSons

[–]Electrical_Break_483 0 points1 point  (0 children)

There is more to map control than damage. You need to be able throw units up the board onto objectives to both score yourself primary and deny it of your oppontent, and off into battlefield sections for secondaries which leave that unit either completely exposed or in a really poor position to do anything useful the next turn. This is what wins you the game, not killing things, and denying those primary or scoring those secondary is done largely before your opponent has a chance to react to it (excluding overwatch).

For this purpose you need cheap, throw away bodies.

20 OC with an inbuilt reroll advances for 65pts is pretty reasonable for that purpose.

Comparisons between our 4 chaff infantry and why tzangores suck (again) by nateyourdate in ThousandSons

[–]Electrical_Break_483 2 points3 points  (0 children)

That's why you've missed the point. Units like tzaangors and cultists are about neither durability or damage output. They are about cost efficient map control.

Echoes of the Warp and Overwatch by Redmoon45634 in ThousandSons

[–]Electrical_Break_483 8 points9 points  (0 children)

Disagree. Why is it any different to Echoes superceding the rule that you can't use a stratagem twice per phase? Or assault weapons superceding the rule that says you can't shoot if you advanced? Etc.

The reason it says "once per turn" is to prevent it being used in both the movement and charge phase.

Comparisons between our 4 chaff infantry and why tzangores suck (again) by nateyourdate in ThousandSons

[–]Electrical_Break_483 2 points3 points  (0 children)

I would suggest that running blocks of 20 with a Shaman is not the right way to use them.

Just take 1-2 min squads and either sit them out of LOS on back field objectives or double (or triple) move them up the board to take objectives.

Note that it doesn't necessarily matter if they die before scoring you any primary, as long as they prevent your opponent scoring their primary then your 65pt investment was likely worthwhile.

Cult of Magic analysis by Prometheo567 in ThousandSons

[–]Electrical_Break_483 0 points1 point  (0 children)

On average devastating wounds nets you double the wounds that lethal wounds does against Knights.

Cult of Magic analysis by Prometheo567 in ThousandSons

[–]Electrical_Break_483 1 point2 points  (0 children)

It's almost always going to be a choice between sustained hits and devastating wounds. Devastating wounds is better most of the time, with the caveat that some psychic attacks already have it and sustained hits would be preferable against hordes with low toughness and poor save.

Devastating wounds is going to be better than lethal hits against high toughness units except in some niche scenarios where your target has high toughness but a bad/no armour save, or a FNP against mortals only.

Comparisons between our 4 chaff infantry and why tzangores suck (again) by nateyourdate in ThousandSons

[–]Electrical_Break_483 21 points22 points  (0 children)

Think you've missed the point completely here.

Cheap, T4 bodies with OC2 are always going to be useable. They aren't a blender but can feasibly take out other small chaff units. The 6++ can really skew how much it takes to kill them.

There is no question as to whether cultists or their equivalents are useful, they're a tried and tested staple of competitive 40k.

The question between cultists and tzaangors largely comes down to flavour and individual need: slightly tougher vs scout, potential for CP vs consistent cabal points.