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We Live in an Electric Universe pt. 2 - theories, hypotheses, evidence, and proof inside.
- Electric currents on Earth / in space - The current mainstream theory is that electric currents that create Earth's magnetic field are due to a dynamo effect in the Earth's molten core (lol). Notice how in a dynamo model of generating electric currents, the system always requires (electro)magnetism. Rotating/oscillating magnetic fields can also produce electric currents. They go hand-in-hand. However, according to mainstream scientists, a magnetic field is generated by sloshing "currents" of liquid molten iron in the core of Earth. Moving iron around, regardless of how hot or pressurised it is, has never shown to create magnetism. Electromagnetism due to an electrical current connected to the sun is what creates the Earth's magnetic field and may actually be generated in Earth's crust, not the core/mantle. All planets have a magnetic field, weak or strong because there is an electric current flowing from the sun to every body in the solar system. Despite that, Venus has a powerful magnetotail and the magnetic fields on Mars and Venus still exist and should not be considered electromagnetically dead.
- Comets - they are not icy bodies or 'dirty snowballs' as famously called. We have literally landed on a comet - the Rosetta probe and there was 0 evidence of ice or water on the comet. Comets are electrical bodies that give off their 'jets' because of a change in electrical potential as they have a very large, elliptical orbit. Meaning, the further out the comet gets, the less electrical potential the sun has an effect on the comet. As the comet approaches near the sun (as far away as Pluto/Uranus) the electrical potential starts to change and the comet's coma begins to form and gets bigger and bigger as it approaches the sun. Proof of theory - more evidence for theory.
- Earth's water - The water found on Earth most likely came from Saturn. As the isotopes found in water on Saturn is nearly identical to the isotopes found in water here on Earth. This is because the Earth used to orbit around the parent star Saturn in the relatively recent past. Water would mist down from Saturn continuously and populated the Earth with its now oceans before we left its close orbit/influence as Saturn entered the Sun's environment/atmosphere. Saturn was captured by the Sun. Saturn did not form with the other planets billions of years ago. There is too much missing mass in our solar system as well as other solar systems scientists have observed for the accretion model to work. Accretion/nebular hypothesis is debunked.
- Planetary/galactic formation - The same scientists that think the moon was formed by a collision have absolutely 0 idea as to how solar systems and planets form. They don't form due to accretion. That is an unproven hypothesis that has never been observed in space. Stars and planets are formed on long strings of plasma filaments called Birkeland currents and this theory HAS been observed in space as well as recreated in laboratories. Russian astronauts performed several experiments in space with plasma. Watch what happens when plasma and dust is electrically charged and exposed to 0 gravity. It forms crystalline, lattice-like structures. It forms into helical DNA spirals. It creates mini-galaxies. Watch the damn video! Funny how scientist can create an absolutely absurd hypothesis of dark matteenergy to explain the rotation of galaxies but never even bother to consider electromagnetism can be the force behind galactic rotation. See, dark matter and energy was magically created because the stars on the outer edges of galaxies have the same revolutionary speed (or velocity) as the stars near the center. This is not the same thing we observe in our local solar system as evidenced by the fact that the planets in the furthest orbits from the sun revolve much slower than the inner solar system planets. To rectify this problem scientists created dark matter.
Electric Universe theory asserts that there is a model of spiral galaxy formation that has long been demonstrated by laboratory experiment and ‘particle in cell’ (PIC) simulations on a supercomputer. But, the particles are charged and respond to the laws of electromagnetism. This seems … obvious … when … more than 99.9 percent of the visible universe is in the form of plasma … Plasma responds to electromagnetic forces that exceed the strength of gravity to the extent that gravity can usually be safely ignored. This … suggests why gravitational models of galaxies must fail … [C]omputer simulations have been backed up by experiments in the highest energy density laboratory electrical discharges—the Z-pinch machine [that] … verify each stage in development of the PIC simulations … [T]he beautiful spiral structure of galaxies is a natural form of plasma instability in a universe energized by electrical power. >Continuing with the Electric Universe arguments, “[o]ne of the reasons for the assumption of large amounts of Cryogenic (or Cold) Dark Matter (CDM) in the Gravity Model is to explain the observed rotation of galaxies … However, there is another way stars could be made to orbit a galaxy in this fashion. Michael Faraday found … that a metal disk rotating in a magnetic field aligned with the axis of the disk would cause an electric current to flow radially in the disk … Galaxies are known … to possess magnetic fields aligned with their axes of rotation, and they also have conducting plasma among their stars. Assuming that currents exist in the plane of the galaxy similar to the equatorial current sheet known to exist in the Solar System, then the conditions appear to be similar to that in a Unipolar Inductor or Faraday Motor … [I]t is at least possible that it is these electrical effects that are causing the anomalous rotation that we see, not some huge quantity of invisible Dark Matter.
- Additional material - Primer Fields Part 1 of 3. If you take nothing from this post, this should be the one thing you watch and leave with. It is an absolutely mind-blowing piece of evidence that visually and scientifically demonstrates the role of electric currents in shaping the microcosm (atoms) and the macrocosm (stars, planets, galaxies, etc.) Please watch all 3! They are totally worth it. Here is his channel - David LaPoint. There is a group of scientists and engineers called the Safire Project that recently created a machine based off an electromagnetic nuclear plasma model of the sun and has even recreated elements within their plasma chamber showing how stars can electrically transmute/create new elements from hydrogen. This is the best video I've seen on their demonstrations from last year. If you watch this and it doesn't blow your fucking mind, I don't know what else to tell you. This is an excellent video explaining their nuclear plasma reactor. Here is their channel. In Zero-G, Static Electricity Walks on Water. Why does static electricity in zero gravity cause orbital mechanics in water? Is it just a coincidence? Is this somehow fundamentally different than the supposed "curved space-time" hypothesis? Space-time, which is supposedly "nothing", can be warped? Ken Wheeler with the YouTube channel Theoria Apophasis also has revealed tons of secrets about the nature of magnetism. He is a bit difficult to listen to as his arrogance and insulting language can be somewhat off-putting, but if you can tough it out, he will show you some amazing things. This is a playlist I've compiled of all the relevant evidence and mind-blowing data that backs up everything that I've discussed here today. Feel free to browse or save that playlist. It's taken me several years to compile it all as I've been interested in the Electric Universe theory and plasma cosmology since 2016-2017. If you have an open mind it will change the way you look at the YOUniverse, yourself, and your place in it.
I was going to explain how the Sun has a recurrent micronova every ~12,000 years and we are due for one in our lifetimes but that would add an additional several paragraphs and I want to stick to the cool aspects, not the doomsday ones. If you're interested in more about that subject check out the Suspicious Observers cosmic disaster playlist, the Diehold Foundation playlist and his website. Robert Schoch, Graham Hancock, and Randall Carlson are also experts on the subject of cosmic disasters and the cyclical nature of catastrophe in our solar system as well as here on Earth.
Everything you've been told about our solar system/universe is wrong. Dead wrong. Except that the Earth is a globe. That's still true, lol. Don't let the flat earthers tell you otherwise.
I think this is enough to get people started down the rabbit hole as this post could be 10x longer if I wanted it to be. I hope y'all can absorb this information with an open mind. And if you agree with it, please bookmark/save it and share it with friends and family!
Space Marine Fast Attack Selection Opinions (open debate)
I'm not going to give a numerical rating since efficacy depends on the mission, and I'll do the list according to their current Battlescribe order which is mostly alphabetical (Salamander v27 Unbound). In addition, since it's unreasonable to expect every player to have EVERY index - I will be lacking Chapter Specific strategies, stratagems, relics and so on.
So, that being said: Let's a go!
- Assault Squad
For the most part I would say this unit is 99% useless since they aren't enough of a discount cheaper than Vanguard Veterans, but there are a few things. First of all, being a non-elite is kinda a big deal for marines... I'm not sure if it's enough of a boon in this case, and is a moot point if you just run extra detachments for more elites.
The Sarge can take a combat shield, which means it can be upgraded into shield relics - but I feel this is a failing since VVs can take the shield in any slot - not just the Sarge, so if you are using the Combat Shield to take hits for the team you are in a position where you'll likely lose the sarge first.
- Attack Bike Squad
Community Feedback: Attack Bike Squads seem to be a popular source of HBs and MMs even without the attache Bike Squad. They are also the cheapest way to complete a Brigade Detachment if you don't need your FA slot. In terms of high mobility melta they out damage equal weight of Land Speeder so a triple of attack bikes can do a lot of damage.
Furthermore, being W4 means they can eat any D3 that is meant as a dedicated anti-gravis (IE: Eradicator) and keep on ticking
- Bike Squad
This unit is why I don't think Attack Bike Squads are viable any more, since you can get all their benefit by attache, and Attack Bikes didn't gain an extra wound the way regular bikes did... but they are still a great addition to a Bike Squad if you really need a high-speed multi-melta. That's 5 high speed meltas
In terms of competition against Eradicators it's tough, you do get an extra melta via the bikes, but no Total Obliteration... but that's ok, because this is a Fast Attack selection!
- Deathstorm Droppod
I never could get them to work in 8e, but 9e looks very promising for them. Any ChapteDoctrine benefit to increase their accuracy helps since they land at BS4... which is another buff since you don't land at BS5 and need Iron Hands to get them to even shoot properly.
They're even allowed to shoot at characters as long as you respect the standard Look Out, Sir rules - whereas they couldn't shoot them before.
I mean, to put it another way... you can drop one of these on an AM tank pit and on a chain of lucky rolls instant kill every Leman Russ and Basilisk they have. This requires a miracle though... like 3 miracles at least. It's VERY inconsistent and people tend to prefer consistency over swing. I love swing though, so this is a unit I love now.
- Inceptor Squad
But that's just the gun, they have more - their movespeed matches that of Land Speeders and are debatablely more useful. I just wish they gained an extra attack or got a +1 on Hammer of Wrath or a Power Scythe for the sarge or something. Plus, if you were planning on using Intercessors for SMGs... an Inceptor is basically a twin-SMG only better; absolutely destructive on turn 2/3
I don't touch the plasma... that stuff is scary for a Gravis (:<) but if there's a niche for non-charged plasma, these guys might be the best source.
EDIT: I'm told that plasma inceptors are rather good due to their high speed (and flight) - i have something of an anti-plasma bias due to their high individual model cost, so in fairness - they are one of the strongest sources of on-demand plasma due to being able to put out an average of 4 shots PER model, a lot more than Hellblasters. May be the most on-demand plasma available period, aside from perhaps massive Scion assistance.
Community Feedback: I overlooked something really that I shouldn't have.. the blast rule. Due to being 2x plasma you can use the guaranteed 6 shots against applicable targets with a superior profile even without overcharging. Secondly, while being the cheapest source of on-demand plasma there is value in having a Kamikaze Nuke when it will win the mission. Such tactical details in the comments below are VERY worth reading.
- Invader ATV
I can't even really ADD anything to that, they're REALLY good. They even beat many other non-melee units in melee due to having A4 (crappy profile, but still - you can add 1 or 2 extra guardsmen with those)
In terms of a single-shot multimelta I would prefer the Attack Bike attached to a Biker Squad due to the extra protection so for a singular invader I would prefer the Onslaught... but they SQUADRON, that means 6~9 cap on a great platform.
- Land Speeder Tempest
They lost all their special rules, but in exchange they are functionally the same grouping as the other Land Speeders and can safely be called "The 4th variant"... they're a Typhoon with an Assault Cannon, no more/no less
- Land Speeder Tornado
- Land Speeder Typhoon
On the flip side, on large tables those 48" missiles combined with high move speed lets you kite infinitely against everything except AIRCRAFT... but since the bulk of the missions don't favor that, I don't see any utility here. (Example, it would be a STAPLE on Death or Glory since they can just dash off to the side and you'll NEVER catch them)
- Land Speeder
Of all the Landspeeder variants this one is weirdly the most viable due to not having any fat on it - it may only be an HB, but it doesn't waste any points doing that.
Their ability to buff Whirlwinds is..... a thing. If you are already using Whirlwinds then these guys can increase your output by a minimum of 25%, which helps now that Whirlwinds can't be buffed by auras.
So.. I never got to run anyone over.
Outriders.... ... kinda let me do that! Sure, it's not a Baneblade using Crush Them or a Malcador doing it for free; but they have a best-of-all-worlds shooting profile with that twintercessor rifle, they also have that chainsword and "possibly" 6 attacks on the charge (7 for the Sarge)
I think the Outrider Sarge might be a fair target for the Master Artisans stratagem since that chainsword with 7 attacks can be upped to D2
Their only downside is their unit size... 3 is rather small for a unit that BEGS to be running full 9s, plus they don't have any heavier weapons.
But at least you get to roadkill W1s with extreme gimmickness.
- Scout Bike Squad
Use only where a flying melta is required
Of course, it's really weird to me that so many anti-air weapons have blast when there's no squadronable Aircraft that I know of.
Frankly I would prefer a Landspeeder+Whirlwind than this. It's the same price and you're exchanging 3 lascannons for just a heavy bolter, but you gain line-of-sight bashing.
I'd only use it where you need flying lascannons and don't want to use a Stormtalon/Stormhawk.
On the flip side, the Thunderstrike has probably the safest Sweep and Clear since they can yeet any small scale deep strike team
Their biggest downside is not being allowed to go up to 6 men.
Also, their autocannon is a niche target for the Master Artisan stratagem since you get a D3 autocannon, 3 shots, with S/T advantage over T5 gravis... could see niche play.
If you don't care about overwatch... frankly these guys are still pretty decent since they have high speed and long range, making them among the best units on missions like Death or Glory
- Tarantula Turret
Fast Attack is a great slot and massively improved over 8e. I still feel Assault Squads haven't found their niche when there's VVs - and the same goes for Scout Bikes Vs. Regular bikes. The splitting of landspeeders into essentially 7 different units (if you count the primaris ones) just feels silly when they don't have too many differences between them.
Inceptors are the unit I most changed my mind on spending the last 2 hours writing this - I went in being disgruntled that they aren't D2... but then bounced back by thinking of them more like Mastercrafted SMGs.
Invader has that glorious Medic-combo of course. I also lament that Outriders and Suppressors can't go up to 6.
This is a short breakdown of SOME missions and how the FA slot might perform depending on terrain. I left out any missions that don't really give any FA advantage
- Incisive Attack - Landspeeders can really clean up Sweep and Clear objectives while also providing end game power if they don't degrade (primaris). You can take Surgical Assault early and then bring your speeders back to your own base
- Encircle - the Encircle progressive objective is easy to hold with landspeeders, but particularly with Scout Bikers due to outflank letting you drop in on turn 2... if a player is committing resources to holding the 4 centre objectives they might not be able to contest a Scout Bike unit in their own base harassing them with 30" grenades
- Crossfire - Suppressors are the only non-vehicle unit that can shoot diagonally from point A to A or point B to B if there's 3~5" terrain in the centre of the map due to gaining added height. Of course, if the middle is a crater instead of a building (during map set up) then any 48" and most 36" should be able to do it just fine.
- Forward Push - Outflanking scout bikes can score easy 8s in theory, but since the action has to be started before the reinforcements step this is more difficult than at face value... but if your opponent overestimates that fact then you can exploit that to have more valuable units elsewhere. Secondly, if you want to be extra offensive then the high-speed options in the FA slot can help counter enemies attempting to take your 8-pointer as well
- Shifting Front - Outflank for Test Their Line
- Retrieval Mission - Minimize Losses can be done with FA options due to superior kiting ability, but I don't recommend it since there's 4 objective markers that are more important.
- No Man's Land - GREP
- Scorched Earth - Deathstorm Drop pod can hit 4 objective markers at the same time and is tall enough to reach over many terrain pieces... however I think marines should favour defence instead of offence on this one
- Vital Intelligence - Deep strike critical to scoring data-intercept and land speeders can do sweep and clear tactics to grab more data terminals. The map is also huge and diagonal so having extra speed is very important. There's zero points for holding only 1 objective marker, so you need to be FAST
- Sweep and Clear Crusade - Sweep and Clear has Secure and Sweep. Since the markers can be virtually anywhere it helps to have a combination of high speed, outflank and deep strike units so that you can concentrate on esoteric parts of the map. This is true for almost all Crusade missions
- Supply Drop - everything comes down to a strong turn 5 and having either high defence or high speed can help you secure that final marker.
- Assassinate - This is a VERY fun mission BTW, I highly recommend it. While snipers will probably help more than Fast Attack, being able to get behind the enemy warlord with flying units to help potentially bypass Look Out Sir. This is a case where I might take 2 VVs and 2 Assault Squad just to make sure that Warlord is body checked into oblivion
- The Relic - grab with a suppressor or inceptor and just... fly away to victory. a 10x of Assault squad can grab the relic with their front man and 'claim' it with their rear man for extra distance.,, if you daisy chain your models you can lose your entire unit and still deposit the relic like 20" away towards your own zone
- The Ritual - Assassination on Steroids, another great mission - since the Warlord gets 4++ for free on this mission having a lot of small arms can help wear them down and Fast Attack can excel at that
- Raze and Ruin - unlike the earlier mission, the Raze(action) takes place at the end of your movement phase, not the start; and is completed at the end of your turn. This means your Fast Attack (Deep Strike) units can ninja this action at pretty much any time, anywhere, unless dedicated defenders are left on every single objective marker.
- Firestorm - Invader ATVs can pretty much win this mission just by existing
- Hold at All Costs - high speed flying units can try to squeeze into the center, but a strong vehicle rush would probably be better. A deathstorm drop pod would be a huge investment given how small this match is, but the defender using it would be unassailable for the most part.
- Death or Glory - Defender can kite to win, attackers will benefit from having high-speed and/or deepstrike/outflank to kill any stragglers that are attempting to do the same.