Everybody and welcome back to the chronicling podcast.
I'm here with John today to talk about the warlord supplement for
aux. We were planning to do the
entire part of the aux in one episode, but it just became just
too much and two hours in we decided to and the do Harvard,
because when we got half done, so we have to come back for
another part sometime later in the month or or next Month.
See how we go? And now schedules.
And that kind of thing, but hopefully this will give you
some kind of idea about how Hawks operate in Epic Space
Marine. Then why they're so incredibly
fun and entertaining to play and I'd only for yourself, but for
your opponents to. So yeah, hopefully enjoy that in
other news. The fanzine is very closed now,
to being released and we will try to get either a sort of like
a separate website off Facebook that you people can.
Download it and that kind of thing and share it or whatever.
So that's shaping up really well and will definitely feature epic
for sure. I asked John if you wanted to do
some articles for epic in the future, he's quite Keen to do
that. Maybe later on in the year, I'm
going to do some Articles about, you know, getting into epic
words, what do you need? And basically based on the bike
last flight podcast, we do here on the basis of what, you know,
what is epic. Now, why is it so different from
any other system that gains worships ever made?
And why is it, you know, been around for so long, why is it
survived so many different cycles of versions come out and
fan-made rules like net effect in that kind of thing?
And I think there's a there's a reason why I think there's
something very special about Epic.
Eric that people will, I think understand over time.
I am uploading the battle at me and John played remotely to
YouTube today. So the time they get to hear
this, it should not be too far away from being uploaded me know
and had a great chat last night after talking with John in the
show and please check out that as well.
Owen brings to us the second part of the story that he
started with his dwarf character in deep into the deep in them in
deeper than in the in the tunnels and mines of this
Dwarven Realm. Facing the goblins.
And it's really really fantastic to listen to and I think this
will be like an ongoing story. They'll just continuing on and
on for as long as I want you know I want imagination will let
him so that's been really good. So check that out.
Other news the call of the Crown entries are coming in thick and
fast on Facebook. So thank you for that.
There is a an actual pinned post.
Now at the top of the group that people, Be posting their entries
into, so just check that out. If you weren't aware of that, if
you're not on Facebook and that's not your place to post
up, please send it to the Gmail account, so that I don't miss it
because I always every month I'll miss something.
And so this is trying to just to collate everything in one place
that just makes it easier for me.
So, during later this week, I'll be able to put them all together
and make a little video for YouTube that will come out
probably next week and I'd say Just giving people a few more
days time to get stuff in. So I don't miss anybody, that's
the main thing. So, apart from that, I think we
can get onto the show and in please, thank John as well for
his time. I mean, he's taking a lot of
time out of his weekends to do this.
So please remember to thank John for his time and effort and he's
knowledge. I mean he's really knowledgeable
at that. All this was stuff that a lot
more than I am. And he can, he can talk about
hitting it, you can explain it at Break dates Breakneck speed
like a cold speed, you know, driver one of these McCoy
machines and he can just, you know, spit it all out very
quickly and very concisely and very clearly, which is great.
So I'm glad John can help me with these breakdowns of the the
armies and the factions and that kind of thing.
So I hope you enjoying them and I think next week I've got an
interview With another gentleman from Poland, which have great
great. And then I think Ben's going to
join me in a couple weeks time or three weeks time to talk
about Manowar again. So, yeah, we got a lot of stuff
planned, of course, ethics and epics going to be featuring as
well in the future too. So yeah, a lot of good content
for you guys coming up, so hope you enjoy it.
Okay, well enough of me. Let's get on with the show.
Okay, and we are officially recording and I'm here.
With John again. John Webb.
How you going mate? Yeah, let's talk about how you
doing today. Not too bad.
Maybe it's, it's the evening now, but it's afternoon for you.
You just had a nice walk. You were telling me with your,
with your partner. So how's the weather over there?
- how's everything? It's cold.
It's actually just a training by looks of things.
So, yes, they was miserable today.
This morning was quite bright but no, it's raining and cold
again now because it's England. Yeah we do, isn't it?
That's it might, that's it. Stable supply of rain and cold
weather in England. I've experienced up lived there,
so I know all about it today. We had a really nice long day so
the first motives to Seattle they like I guess it's just gray
and rainy all the time. Those are also like England.
Yeah, you know, missing out on anything than I but yeah, it's
been beautiful day. He made absolutely amazing.
Yeah, it's about 10 degrees but the sun was so warm.
I just, I just sort of Bunker down down the Living room had
the windows open like the curtains opened just sat there
and slept in the sun, when it to the pot, the outsides freezing,
they like the wind was cold, but I left open the the, the, the,
the door like this. If we could do like a door to
our bedroom, like a sliding door that opens up to the small
balcony. And I left it open in the
morning thinking, oh, it's such a beautiful day, I'll do a bit
of a tearing of the room and my wife come up this evening at
10:00 said, did you leave a window open?
And I said, no. City.
Sure, I said yeah. So often the benefit that our
bloody hell. Sorry, I forgot about that.
So it's been, it's absolutely freezing cold.
Freezing bullet cold and luckily she wasn't, she wasn't in a bad
mood, think thankfully. So I've got away with it.
Yeah, that's but anyhow, that, that aside make we had it.
We do great remote game last night.
Was that your first experience playing a remote game.
Certainly, my first game of a peck.
We've played Made a bit of a play silver Tower Warhammer
quest, which is obviously a gridded board game.
So yeah, kind of a lot easier because you don't worry about
the movement and measurement of stuff.
But no that was certainly the first pretty sure that's the
first war game. I've played like in the flesh
but simultaneously remotely. So yeah, quite quite interesting
challenge but I think we got through quite well I think so.
It was with a tentacle dipping. My internet just dropped out
halfway through which is just wonderful and then we
reconnected and went on with the game but Yeah, about to spoil
the results but I'm going to upload the video hopefully
tomorrow. I'm just downloading it now.
But yeah, it's want to get your thoughts on about your.
So the people that were interested in doing remote game,
whether it be epic or anything else.
But I know board games works perfectly because of that grid
format. You know, you're not sort of
worried about, you know, movement or distances or line of
sight or anything like that. Can you give us a bit of a, give
you feedback on it? Me.
Ya know, I think I like on the whole.
It works fine. Like the one thing that possibly
wouldn't, would you take it up to the next level as a kind of
an overhead camera? But obviously, you know, you're
doing this kind of just partly of necessity Polly of fun.
So I think it's absolutely fine what we did.
If we could have a camera looking down from above, it just
gives that slight more clarity for where things are.
There was a couple of moments where there was Commerce going
on and I couldn't see what was going on.
But on the whole, I think we did pretty damn well with it.
And yeah, there's a fun little roller coaster of a game and
like they won't spoil the results but it went To the wire.
Yeah, I just I think the hardest part is of course you're trying
to you know, I'm trying to explain to you how to move the
pieces and then you're trying to interpret what I've said.
And course in my brain, it makes perfect sense and you're talking
about. So like let's go to the left.
I'm like, no, no, sorry the right my left.
Yeah, yeah backwards. What's going on?
But no, I think it was good fun, wasn't it?
Yeah, it was good. It was good fun.
But it was a good game. Yeah.
We saw it and we certainly
enjoyed ourselves. We thought we'll have a bit of a
Sort of a look at the warlord supplement because we both play,
also both play squats or both have those forces.
And I thought we'd better do that before having the podcast
today because we're going to unbox it as you as you as you
like and just sort of go through the York section of the book,
which is the first part of it and just go through this weird
and wonderful range of various different units and the all
culture in and maybe a sort of a summary but this is very much
Have I think we've sort of talked about this before.
This is very much coming from the road Trader Days Of Orcs.
And of course, that carried on through all the, through second
edition. And I don't know what happened
beyond that, but but I think that's because it's like, to me,
it's the kind of, this is the Pinnacle of Autumn, this is
where, like, say that kind of fear were you, I'd be.
Here we go. And one of the oils off the back
of a rogue Trader into second edition.
And, and then, after 2nd edition, You start to see a lot
of the kind of the, the flavor and texture of the different
Clans slip away, and they just basically became the same walk
but with a different kind of hat on.
So, for me, this really is, you know, this and the second
additional quote code eggs. Truly are the best that looks
ever were. And really, you know, showed
off, that there was a difference between the Clans and they had
differences, abilities, and different approaches to war and
it's just, yeah, never better than this.
This is this is if you want to really know orgs, this is where
you come for sure. Yes, it's just exploded.
I was I'm sort of getting into Second edition again.
And I've got some Orcs and really wanted to get into the
the old-fashioned never played aux and second edition before.
So I'll look through the the Codex and I was quite a little
bit disappointed because you know, I play you know, I'm
looking obviously playing Orcs now.
In Epic Space Marine. They actually have more rules
more detailed rules about the different Clans that the how
they interact with each other. They're more personalized like
they have, they have their own sort of inbuilt psychology in
the, in the, in the different Clan.
So they behave differently. Lee they've sort of just just
just took all of that out in second edition which is a real
shame, you know. Plus you know of course they
couldn't include every single weapon and all the different
kinds of wonderful engineering. The Orcs have in there in that
technology and that kind of stuff, but it would have been
nice to have like like the Mad boys behaving differently or,
yeah, which you got in row Trader in in?
Yeah. Yeah.
Really in depth. So yeah, you're right like a lot
that went in and it's interesting as well like and I
guess that's partly because the kind of, you know, the
limitations of casting at the time and I guess the focus of
40K versus epic but there's none of the really interesting
vehicles in in 40K second edition.
You get the kind of the Colts speed so you get your bikes and
your bogeys on your wall tracks, but you don't get, you know, all
the amazing variety of your battle wagons and you know, lung
Buster and Gob smashes and brain crashes and there's none of
that. So yeah, I know what you mean.
I mean. Yeah, other than like kind of
what weapons you can choose. There's not a huge amount of
difference between the Clans whereas you know comments
talking about different Clans in Epic.
There is a clear distinction between them in Epic.
So I think what you're saying is basically the best game as well,
it sounds like I think it is I think that to play to play 40K.
It's definitely my first choice. You know.
I do have an affection for seeing the addition because
yeah, I think I think anybody who played 40K, the 90s would
feel the same. I think it's Got its own.
It's very much on a very very smaller scale which I really
like only a handful of figures. So it's really really nice.
But on the grand scale of things and when I really want to get
into a particular Army and flavoring Army, I think yeah I
think epic does that for me before we get into that any
hobby updates at all John since we last talked?
Yeah so lost last year, I spoke. I've wraps up that 3,000 points
of of chaos for epic. So, just taking a slight break
from epic, kind of tricked myself into doing it really.
So, I've got a kind of a couple of mates from from various
places and very, you know, dwma stuff.
We've got a little pain in group kind of paying support group.
And we also feel like our what we do in the new year.
Did I saw when we do a little, you know, 25 points of 40K, just
as a kind of a, you know, a little challenge to ourselves
and having, you know, new year, new Army, kind of thing.
So, I've been working on that and I've just done just finished
the first six space. Means that all the time.
I'm just like God, I wish I was painted at Big open Button
buying a big. So I've just picked up a bunch
of demon engines because I think my plan is I'm going to try and
do another thousand to two thousand points of corn.
For the first half of the year to kind of bulk my my epic
caocao. So I've been picking stuff up
but no pain as yeah I did prepare some cards but haven't
gotten to the table. Yeah and it's just think of now
I've got this kind of this roadblock of I've got 15 more
Space Marines to Pain. And then it kind of.
Once I finish there, maybe as a kind of tree, I can go back to
painting, you know, epic proper models.
So that's kind of where I'm at ready and it was, it's amazing.
Like, it's taken me a month to paint six face, Mary's, which
seems ridiculous. But I don't know what happened.
Like, I've been painting every day.
Same as usual, but they've just been a bit of a slog but no
apart from that. Just yeah, picking up picking up
some more epic really. Looking forward to getting back
and you know, my plan is to kind of do a kind of a nice mix of
some Demon engines and some infantry to really start to
round out my my epic chaos. Laughs.
But yeah, hopefully Sarah goes after that and you post it up
recently. I think you and Sam posted up
some painted Deborah's mechanicus Titans is that right?
Yep. Yep.
So tight and Christmas except I think it's Christmas.
So over the Christmas period, we were home for two weeks and
obviously, nobody's really going anywhere right now.
So we just kind of hunkered down and yeah, 10 games of Titanic
has over the Christmas period, which was really enjoyable.
We've both Did now to war hounds each and a half of a Reaver.
So we both got the lower legs of a rivet I and fully painted and
well I get some time. I'm going to finish prepping the
top half for each of us are here.
She's a filthy whore a straighter and I'm a staunch
loyalist. So yeah, I'm the lesbian
Metallica because I can only paint models read.
It's just this weird thing I have and she is an as-yet
unnamed Noble. Aligned traitor Legion.
So they're all kind of like Turquoise and green with rust
and grime and ver degree all over them.
So it's really good fun. And I don't know if you played
Titanic has yet. Not yet right now?
Haven't you haven't? You sent me a remote game of
that? Be cool.
Yeah, maybe we should try that. Like it's really like, it's
quite funny. We were playing yesterday and I
started thinking about that. I was playing Titanic us at.
So I was trying to trick myself up with what I was trying to do
because I was thinking in my head, I was playing Titans
again. So some of the stuff I was doing
with my slasher. I'd almost Accidentally started
playing it. Like I was saying to a certain
number of rotations of the model during an advance because he's
on this or has. Oh wait.
No. That's the wrong version of
Epic. Yeah, but it is it really.
Is it such a like I might be biased a friend of mine did
write it but I do think it's a really solid edition of the
game. It Like it lacks because it's
only Titans you do kind of miss some of that, you know, the the
maneuverability and they're kind of the fun that you can have
with with a Never full game of Epic.
But it's it's a really clever little system.
Is its it. I think it Blends the best bits
of like all of the different epochs of happened and if you
like giant robots, it's very similar to Naval Combat.
So you're very limited number of models of quite a limited number
of things you can do. So it's about like getting the
best maneuvering. And Best use of the resources
that you've got in hand and there's just enough like like
extra little special tricks you can do.
So there's not just the same game over and over again and you
know we did a really good mix of like some of the games we
played, what kind of straight points break?
Some of them were specific scenarios with funny custom
rules so we really did try and mix of all of it.
And actually what I found was normally I think of myself as
quite a kind of a Point Break in a tournament style gamer but
actually I really enjoyed the narrative scenarios more so
there was one where I had to explode a kind of a fact.
Three. They've been overrun by chaos.
It was one of those. These giant were monsters,
anything up out of the ground and trying to buy art irons and
you know obviously it disrupts the kind of fair balanced nature
of the game but it just makes for a really fun experience
because you're not you know you're not worried about the
result. You're just trying to have a fun
story and you know yeah just yeah, it's great.
And when you're when you're sticking your generator in the
red and exploding plasma generators and Titans popping
off fallen over and landing on each other.
It's Really, really good fun. It's that it's not funny.
Thing of it was always ethic and Titans that I loved.
And then when I transferred into war machine, it was because the
kind of I was fellow Titans. Got sidelined a bit with the
newer editions of Epic, it's a war machine, came along as eyes,
the giant robots and they kind of like almost wrestling with
each other and throwing each other around.
And and and I was Miss that, you know, the star of the show
should be the massive robots because they're amazing.
And so that's why that occurs is a game only of massive robot, so
they can only be the star of the show.
So it's really nice to get back to that.
You know, and you blow the arm off of a tie-in and it kind of
limps away and you're trying to finish it off, it comes back
with some clever little trick. It's just, yeah.
We'll, we'll try and set up a game and I'll take you through
some of the basics. Even, you know, to war house
goes to war hounds, which is kind of a small, as you Flow gas
or, you know, 11, Reaver against, to what has even that
is quite a challenging game, quite an in-depth game, whereas
normally think our if I brought, you know, five Space Marines
against five Space Marines, there's not a lot going on
there. So it's a game that scales
really, really well. And, you know, we've really not
The envelope, in terms of how big you can go.
I think the most we had was about four or five times each on
the table and a couple of nights.
So, you know, it's still a long way to go.
You have, you know, five, ten fifteen twenty Titans if you
really want to go for it. So yeah, lots of play but I
really do think if you're someone who enjoys epic and
enjoys that scale of gameplay, but is interested in Titans and
very, it's very tactical and it's very Resource Management,
like do like Resource Management games because you've got off.
I just, if I just do this, I'll get the edge, but then there's
the risk. It's going to, you know, I like
the classic one is war hounds. You can push their engines to
make them run faster, but if you do, there's a chance, it
overcooks your engine and then your legs mellow off and then
you will have died. So, it's that real thing, but I
really need him to be, you know, up on the flank out of line of
sight, but if I do that, there's a chance.
The rivets are going to burst and the plasma is gonna go, you
know, super nuclear and he's going to be a crater.
So really good fun, really recommend it.
Cool - yeah, I'm really, really Keen to play it.
I don't think I'll be getting a chance anytime soon here.
So I think you're my only hope mate.
Okay. Well, I'll tell they're like it
I'll have to figure out a way of bringing the camera on the
ceiling. I've got to do something like
yeah I'm thinking of re jigging my house.
So I have this mad plan to turn because my sitting room is my
gaming room but I don't want to, I need to build a partition wall
in a kind of lighting rig on the ceiling to truly make this the
gaming room of my dreams, so we'll see.
We'll see what happens. Okay, wait, that sounds good.
Alright, and yeah, they look really Stick the the especially
the red color you're using, which is I think that P3 paint
or something, isn't it? Yeah, this is yeah, not really
nice with the sort of Hazzard stripes and everything on him so
if you're even wants have check them out.
They can go and check it on Facebook.
I think the Epic middle Hammer group, I think, yeah, I just,
it's quite a funny. Someone posted an ad video, they
wanting some Miniatures and they'd used some of my
Miniatures. For the example of this is what
I look for us at us. Funny?
How you just your stuff gets around, if you get know a lot of
people see it. Although, you know, quick.
Google search. So if the puncture your Ox will
come up. If you know if you've been
putting them up there. If people are Googling epic aux
surely you're going to be near the top man.
Probably because I'm the only crazy bastard still doing all
this old stuff. It was sort of moved on in this
is weird. Precious few.
Exactly after a game yesterday, I'm sort of like I'm almost
ready to just do just to go deep back into epic again and start
painting more. More and getting terrain built
and all this kind of stuff. So yeah, I'm just, I just love
the game so much of this don't have many opportunities to play.
It's a lie. So hopefully that will change in
the future with with maybe a couple of guys here that want to
play it and try it out. I've got one guy, who's Keen to
give it a go and if that's the case and if he wants to take
Elder, that would be awesome. Then I'll have every reason to
paint it like house Army and go go toe-to-toe with the Elder.
So Yeah, be brilliant. And then he'll Blitz, let's get
on to the main focus of this show, which is, of course, the
Orcs on the wall or supplement and John.
If, if you like to, just take us away and take us down to the
memory lane down here in New, York's going to jump in on page
for. I think there's a little bit of,
you know, gum from the start of the book, viewer full drawing on
page. 38 brilliant. That's okay.
It's me as Adrian Smith. I was in a bad mood, kind of
Knob with a crazy custom boat with all sorts of crazy stuff
going on in the background, looks like they're scrapping
with the old, right? She does a swooping Hawk.
Just yeah. It is a couple of striking
scorpions in the top left. So, yeah, I just sort of tells
you everything you need to know about aux.
They're, they're brutal, they're scary, but a kind of funny too.
There's all sorts of crazy little details.
The metals that little girl swarming all over him.
Banging things with hammers and spanners and what not just pure
awesome. What?
I just brilliant fantastic piece.
Yeah. So the Orcs are a tough brutal
and remarkably successful race and rank among the most powerful
warriors in the whole galaxy for a significant part of the known
space. But the sprawling territory is
divided among thousands of individual Warlords were all
time ever to unite against the Imperium.
It's unlikely Humanity would survive for long and I think
that that is the the true will key thing of all they want to do
is fight and if there's no one around to fight, they'll fight
each other, whereas if they stop to think about it, they could
take over the universe, but I guess if they did, then there'd
be no one to fight. So maybe they like it, the way
it is, choosing an orc Army. So this was something I was
going to bring up with you, actually.
It's kind of funny. So we've discussed before the
way you build an epic Army, as you buy your company and for
each company can have up to five support cars and one special
card. And then when you think about
all the different forces in second edition Epic, Almost
every Army breaks that rule in some sense, which is really,
really good like funny or has a kind of a weird spin on it.
And so will, you know, will talk about Elder and house later?
We've already spoken about the Imperium and so Space Marines, I
would say the ones that do it the purest like they're the most
pure vanilla, you know, 151 kind of self for your cards.
And then the Imperial Guard kind of does that because the God
command rule against a bit weird Orcs do it.
So they're gonna follow you by a company for every company can
have up to five support card. And I'm for a for every company
can have up to one special card, so same as every other Army but
then they bring in all their crazy.
Walking us that just kind of just turns that just a little
bit on its head and you have to it's not as simple as it sounds
I guess. So you're all Force represents
either a part of a very large wall or maybe an entire smaller
work like other forces troops are chosen using the Epic Army
cards in the orc armies. The company type cards are
called Clans, and each card represents.
One of the six different Clans, there are actually seven.
Never mind other armies, such as baked, Marines, are allowed as
many companies as they can afford, but also can only ever
have a maximum of six Clans racket seven.
One of each that's a rule actually that I think as time
went on that has always maintained like remained a rule.
But if you're playing a truly ludicrously large game, I think
a lot of people basically say, you can take two of any Clan
once you've had one of every Clan.
So if you know, if you get your seven clans, you can start again
and from the top and double up, but to build an army, big enough
to fill more than one of every Clan.
Card is already pretty crazy rather than adding more clown
cars to form a bigger Force, the or player must send
reinforcements to one or more of his Clans to make a bigger
formations. The system means that always
behave in a different way to other armies.
Their formations are larger and more powerful, but there will
usually be less of them. So that's that thing is like,
yes. It's like the, the other armies
but no, it's also not. If you look at an old crime card
other the snake bites. So even in the basics, it's like
this is a thing but there are counters to it.
So get used to this with aux because it's going to happen
again and again. You'll see that consists of only
two formations the command unit formed of several knob stands
and the boys mobbed formed of about a dozen boys towns.
Knobs can fly separately but it's a good idea to keep them as
close to your boys as possible. Because up formations can only
be given orders if there are knobs nearby, its rulers
described in the special or command rule, which will come
onto a minute. So great points cost, build your
army for every Clan you can have up to five support one special.
So that's simple. However, Then it gets a bit
weird so the support and special cards Works slightly differently
to other armies in other armies. The support special cars act, as
independent formations. But in orc armies, sometimes
they actually reinforce the existing formations or they
provide an entirely new formation separate from the
clan. So basic org golf Clan consists
of a command unit of eight golf knobs, plus a boys mob of 15
stands. And if you start adding support
cards to that, they would actually mob up with those
formations rather than creating their own new formations.
So if you added Boys counts rather than be like a new
Detachment of boys. They would actually more Bop
with the existing boys, so the 15 would then go to 19.
We're going to 23 and so on and so forth for the more cards you
added. So you can really start to build
these huge chunks of, you know, just walls of walk flash.
Same with the knobs. If you had an object cards, they
would bulk out, the existing, knobs, not form, a separate
second unit of knobs, then you can also add, you know, tank
support cars, artillery all that kind of stuff.
And again, they will be Part of that Clan, they will form their
own Detachment, but if you add, you know, the same card again.
So if you added two formations of golf got rippers, they would
become a Detachment of six, not two detachments of three.
So it's that we think of Orcs. They also feel happy when
there's more rocks around them. So rather than, you know, go off
doing their own little thing. They tend to kind of stay as a
big Clump and I'll tend to Buddy up with their, you know, saying
mates. If that makes sense of, you
know, same tanks were same tanks and infantry with same infantry,
then to further complicate things.
Some support cars can only be chosen for particular Clan.
Whenever this is the case, the name of the card will indicate
it. So the examples given got flung
Buster's clues. In the name, lung Buster's can
only be built and driven by goff's.
So, coughs, get lung Buster's snake by Squig offs.
Only snake bites can trained the squiggles and bringing it to
battle. So they are the animals.
It gets quick offs, however, because there's always a caveat
with orgs, the deaf Clans because their death cries don't
really believe in ownership in the way most people do, shall we
say so deaf plans have a A bit of borrowing tanks and we'll get
from other clans and so they can take support cards that feature
other clans typing. So they could take some cloth,
lung Buster's, borrow them, maybe give them a lick of paint.
So the godstone notice that they're missing or don't know
where they've gone and all of a sudden you could feature golf
carts bad moon card, so on and so forth.
In your death, got death girls Clan.
So that's kind of a basic thing as you start to build an army,
you'll get used to it. You'll, um, you'll talk about a
little bit of, come on, roll in a minute, and breakpoints, and
stuff. And I think Josh, if Let you go
through that, you'll see how the starts to come together.
But I think it's I think of you know the first thing you do is
you break out the Crown's. Look at the Clans work out which
climbs you want and what that unlocks for you and then you
start to piece together your clan or clams off the back of
that. So do you want to take us
through the Orca model? Get just give me a sec - yeah,
don't worry, I just muted my mic visit.
I was this clipping. I was just clipping things and
shaving like metal of. I've got
into your introduction there. So, here we go, the Orca bandru,
like I'm going to, I want to read this.
Verbatim on the on the text here.
Also respect strength and power, they like loud noise and enjoy
fighting more than anything. Anything else also a really
strong especially good Fighters may be adopted by an org knob,
the head of an orc household and if one of them fights, well, he
might get to take over the household on the death of his
master. In other words, he fights his
way up to the become a powerful knob in his own, right?
The admiration and loyalty, which other aux feel for knobs
goes beyond mere Clan. Is the boys will do anything.
And knob tells him to do in the knobs, see it as their duty to
command and look after other aux as the most courageous.
And battle-hardened talks, the knobs are usually found in the
thick of battle naturally. The boys like to stick close and
knobs to make sure they don't miss out on the fun.
If there are no knobs nearby. Other also will tend to follow
their natural inclinations to reflect this.
We have the special or command rule so you can only give an
order to a nor formation if there is a commandment within 10
centimeters, so that's roughly Really important.
And I sort of I've always made this mistake when I play it all.
So early on, I had because I'm used to playing squats.
I had I had stuff all over the place and then had no knobs to
command them. So I sort of sort of screwed
myself many times, doing this, that's really important to have
your command units within 10 centers of your other
formations. The commanding, it does not have
to be knobs from the same Clan as the formation.
So that's also important. So you can have different knobs
from different. Clan was or different formations
giving orders to your other detachments and that kind of
thing. It might be another Clans knobs
or it might be different command units.
Such as a wall, boss or a warlord and I think the if you
take like a tight like a garden tour a slasher they also have
knobs or bosses commanding them so they also have like a 10 cm
radius around them as well that command other units.
Now in the case, if there is no command unit within 10, there's
Orcs will become confused and follow their Natural Instincts.
Now, this is what I really love about playing auction in 2nd
edition. Sorry, in the ignition epic
because they have special rules for each individual Clan and
they'll behave differently, which is just brilliant.
So, in this case, no, order count is pleased for them.
This applies to boys mobs and all other all, formations,
including ball, boys and bike, boys.
The Orcs response won't necessarily be very sensible at
the time. That there is little you can do
about this. Aux instincts are very hard to
overcome the other or troops, not affected, our Command units
and a few special cases such as gargan.
Sand, Gilbert grinder battle fortresses because I think all
the gibbet Grinders in the skull, hammers are actually
driven by knobs themselves and the gardens to.
So all formations which have no command unit within 10 cm will
react rather differently because of their distinct nature of the
Clans. Now, each Clan has a different
Aunt way that they'll behave. So, let's go through each one of
those. So snake bites will not shoot,
but may we move towards the nearest enemy at up to not up to
a normal rate. So I think the normal rate is
like, 10 cm, so they just moved 10 cm towards the enemy.
If they enter close combat they will fight normally the state by
its feel that close combat is somehow more.
Proper for a talk, then shooting and they all always happiest
when fighting in close quarters. Note that snake bites don't have
to move but Don't want them to sorry but I don't have I don't
have to move them if you don't want them to is an options.
That's pretty cool. So you don't have to move them,
you don't want to. That's right, that's always
nice. That's what happens with the
steak bites. If not within 10 to 10, 10, 10,
10 minutes of the command unit. For the Gauss, they must move
between normal and double rate towards the nearest enemy.
And I really like coughs. I mean, I don't really need a
command unit but with them because I want them to get him
to hand combat because at the other, the best in handy in
combat, they have no choice. If enemy are already Within the
Goths, normal remove, at the start of the turn, they must
charge them. They may not shoot, but if they
enter close combat, they will fight.
Normally, golf's are enthusiastic hand hand Fighters.
They're good at it too and their natural response to an enemy
threat is to stop it quick. And yeah, I love taking my gosh,
for this reason, I wanted to get him in hand combat, don't need
them command units, just charge and get them in there and bad
moons will not move but they will shoot at the nearest enemy
within range during the first fire Signal, the close quarter
of the combat phase. The baboons are the richest of
the orc Clans. So they always have plenty of
ammo and this makes them more than happy to blaze away at
anything and range. And me and John talked about
this before. He really likes bad ones because
they have a minus one modifier. Using a weapons that are really
good at taking down Shields, or taking an armor off and peeling
armor off vehicles and that kind of thing.
Next is evil sons and this is the, this is the clan that I
usually take. Take.
And this has happened to me that I have that have had them, not
with, in command range is quite funny.
So the evil Sons will not shoot, but they always move towards the
farthest table Edge at between normal and double rate and they
can move into close combat with anything in their way.
All Orcs love, going fast and evil Sons, find it particularly
exhilarating to hurtle tool around in buggies, or battle.
Wagons. This strong Instinct for
Mobility affects them. Even when they're on foot,
making them want to keep moving about.
This is such a great rule because I had in one game with
Gordon. I had them on the on the very
far right hand corner and they basically just hurdle to cross
to the other side of the table at full speed.
It was just brilliant to see them.
Do what's this awesome. So I love the psychology behind
the evil sons and all the other clans.
To now, the death skulls will move towards the nearest
objective that normal rate and we'll shoot at enemy units.
Within 25 cm in the Advanced Fire segment, this goals Avid
looters and believe that the best way.
Weapons and equipment can be found where the fighting has
been fiercest like near objective for example.
So I really like Des calls to because there will go towards
the objective, which is really important and they can shoot as
well, which is great and blood. Axes will move it normal rate
towards the nearest table Edge. No good.
And will only shoot at enemy units within 25 cm of the
advancing fire segment. Once at the edge of the table,
they will stop moving blood. Axles are well known as
treacherous humi love and gets. So they will invariably take the
The slope off to a quiet corner of the battlefield.
If no knobs are watching them. Yeah and blood axes can't trust
them. Okay.
And then colder speed aux come from all over the different
clams. But are united by their
addiction to going very, very fast.
If they are out of command, they will not shoot, but they will
move it double normal rate. And the direction chosen by the
orc player, There Will Roll Along as in a straight as a line
as possible and use up all of their movement.
If they possibly can Can the speed cultists will enter close
combat with any animals, they get in that, get in their way
and I hope you enjoyed all that that, that sort of a bit of a
breakdown, but that's how they work.
I really like how the command rule affects the aux.
Maybe it's a bit of a, it's a bit of a handicap in some cases.
But I just love the psychology behind all the different Clans
and they all behave very differently.
Yeah, I agree. I think it's such a such an
entertaining texture that they've added a game.
Where, you know, if you know the background of the you know you
know all the bad news are rich in a sense, have the big guns so
yeah, they'll basically like hang back and be like, let me
show off all my awesome d'accord and you do not get my hands
dirty, whereas golf. So like we just want to punch
yourself in the face so they're going to run into battle.
So it's it's not only is it like it's funny but it's also like
it's accurate to the nature of the Orcs And and you can be a
little bit tighter with it. So it's always, it's never
great. Like, if you To take it off your
hands in the middle of a battle. That's never a great time, but
you can try to mitigate it as much as possible.
Obviously, one way of doing it is taking more knobs.
Knobs are expensive. However, and you know, there's,
you know, maybe if you want about a report, they are quite
nasty as well. So you don't necessarily want
themselves around babysitting. I think a couple of things that
are really important to kind of pay attention to.
When you're doing this is that, you know, the first rule of you
can let knobs from one clan that border another clan Art from his
death skulls isn't there? That nobody trusts?
Yeah, so one thing I often will do is either swap, you know, the
warlord who's not. He's the biggest biggest of all
knobs or, you know, swap him into.
Maybe he'll be driving with the vehicles from a clan and then
the Infantry will hang back with some knobs from a different
things. You can actually swap your knobs
between the Clans it or, you know, because it's not about
being with them as being near them.
So you can think about that and any other things worse.
Think about. Well, what happens if they do
come out of Come and what's their natural instinctive order
it. So that's why we say with the
bad moons because don't forget the instinctive Behavior,
doesn't just affect the Infantry, affects everything in
that Clan. So all the support cards that
you bought, for that Clan become of that type.
And so if you take, you know, shark attack guns or artillery
pieces with a bad moon Clan and then all your knobs get blown
away, they will still continue to shoot.
They weren't necessarily sure what you want them to, but they
will sit still and shoot wears if they were goff's.
You know, all of a sudden your artillery guys are picking up.
The Guns of running across the table screaming, which is the
last thing you want me doing. So you can, you know, plan for
the worst. And I think with the Hawks, it's
always best to plan for the worst because they, they're,
they're amazingly good at self sabotaging, like, nothing
funnier than org plan. And, you know, talk about the
game yesterday, 50% of my plan went exactly to plan and any
other fifty percent. At the end of 2001, I was like,
I'm gonna have to think of something else now because this
hasn't gone the way I was expecting it to you know, it's
true of all armies but you know there's just things will happen
with Orcs that just Fully catch you off guard, and then you have
to scramble to kind of catch itself up.
And I think thinking about, you know, who the Clans are how they
behave, what their instinctive orders will be really help you
build, you know, if you want to pay.
So that's if you going to be a more Christian walk is kind of
brutal. So if you're a thinker, if
you're a bad, moon player, I think of myself as a walker.
So I want to be like as cunning as a can with a little bit of
brutality. If you're a golf player, I think
you're more of a Gorka who's the Brew, but cunning God, and
that's what we like. Our let the dice decide I'm just
going to run. Screaming at me.
I'm Ian passion with an axe so it does depend, what Kyle?
Yeah. Absolutely.
I think yeah we we make a good. The two contrasting flavors of
Ogden their brutal but Cannon or cunning but brutal you decide.
But yeah I think you know one of the great things with the boxes
you can just let it ride. You know, if you're if you're a
gambler if you're someone who just likes to roll dice to see
what happens, the also brilliant for that because they're you
know, they're good at what they do.
They're very focused at what they do as well.
So it's very rare that you'll miss playing org unit cause it's
kind of got one job. It does it well but then you
know when we come on to some of the super weapons and the crazy
weapons, the randomness that can kick off.
You can have these crazy moments of your chain reactions and
weird events and things going bizarrely.
Strange and it just it's fun playing Orcs, right?
So yeah, the awk command rule you've got to keep it in mind,
you've got to keep your units together.
So I think you will often see with an orc Army you'll have two
or three Clans and they'll stay very compacted, which does make
them A bit of a target for artillery but you know there's
enough boys that if a few fall over just keep running, don't
worry about them. They're pretending you you know
you'll dominate a few areas rather than spread yourself thin
the across the border. If you start to spread aux out,
they start to come across her because all the time, come on
breaks down and they get stranded or they get isolated or
they just don't quite, you know, they they work in numbers.
So if you're gonna be an old player, think about numbers and
think about yeah, really targeting that kind of, you
know, two or three points on the battlefield.
So we'll move on to make boy custom repairs.
I'll take this one out of your arrest, you can you can.
Yeah, I'm just putting another putting together and just
putting together my my pulse of rockets at the moment is basing
those. So you take over John, whatever
from that, you somet, boys, for those who don't know and can't
tell from the name their the mechanics of the orc Army.
So when an orc is born or spawned because they spawn out
of mushrooms. Every so often and talk will be,
you know, will crawl Up out of the ground with kind of an
instinctive love of vehicles. So they're the ones who build
the guns, they customize, the vehicles, they they do a lot of
the kind of the mechanical tinkering, they build the
Gorgons, they build the spaceships, you know, they're
good to have around and the more micboys you've got, the more
customization can happen. So as a kind of a default rule,
you're allowed one McCoy card / Clan.
So if you have a look at the clan cards, sorry, if you have a
look at the support cards, if they've got a spanner it means
it's a Mac boycott. So, what that means is, you
can't imagine just, you know, throw a hundreds of make boy
Vehicles because they're rare. They're, you know, they're quite
exclusive. However, some Clans can have
more. So evil, sons are quite good.
They tend to have met boys about so they can have to make boy
support cards and blood axes. I guess they steal a lot of
stuff so they came up, stolen the Met Ball vehicle on the way,
they can also have to learn the cult of speed kind of up to 5.
So if you really, really love my boys culture speed and evil
Sons, which is What I used yesterday, although ironically
had no Meg White cards in my Army but they're the kind of
Clans that you want to go for and what you'll always find with
the McBride cards is that they are the kind of the the weird
superweapons. So it's you know it's things
like the mcvoy speedsters shock attack guns.
Just yeah the weird stuff and the added benefit for that is
not only do you get a really cool weapon but for every Mac
boy card, you get, you get to custom repair cars and there's a
deck of customer account repair cards in the, in the Box.
Shuffle them up and for every to make bike, sorry for every meant
by vehicle. You get to these cards and
what's so fun about these is that random.
So you might get, you know, the super sticky bombs.
So you give those to a clan of golf's or something but he's
amazing stink bombs, the really powerful make them even better
in close combat. You may get something really
useless like a red paint job which makes a vehicle faster.
And for some reason you've gone for an entirely foot base Clan
because the thing is the Mac boys don't really know what
they're doing. They're just you know they're
dreamers it's an instinctive thing, their creation so they're
just you know they're crazy out there guys.
Just think. Uh-huh.
What happens if I screw this onto a vehicle and paint this
bit, this color and it had this wizzy little device and then
looks around and nobody's got the vehicle to put.
Those are so shame. I'll just put on the scrap Heap
and, you know, find something better for it in the future so
they're they're they're random. But every so often like I say
with all this every so often the random just all cliques together
and you get this insane, you know, super combo other times,
it's utterly useless so, you know, you get a fuel-injected
balls for your ball, boys. If not taking us White balance
is completely useless card, so never rely on them but it's just
that little extra bit of crazy talk fun that just maybe we'll
just give you that little bit of edge in close combat, as you
know, is a couple of classic combos.
Yeah, be a red paint jobs on your evil Sons to make them
faster. Jump packs for your mad boy, so
that if they do ever decide to go the right way, they get there
that much faster grenades for your cloak comback Clans.
So that's kind of the last of the special rules as it were.
So That those are the rules that Define the faction.
So your Clans and the vehicles that they can take all the cars
they can take, you've got the command rules.
So keeping your knobs around and making sure there's someone to
shout out, orders are the boys and The McCoys and The McCoys
Vehicles. So now we go on to the the model
profiles. Okay, so page a translator and
sit much. Do you want to take it off or do
you want me to take it off? I can't take it.
Just give you a break man and just take off.
I'll try one of the best I can. Okay, but I'm sure most people
are familiar with aux and the different Clans and if not, it
should be, if they're not distribute this.
This page basically page. 8 just gives it like a brief, very
brief overview. If you want a more detailed,
look at each individual Clan. I really suggest picking up and
I don't have the myself. I need to get those at some
point and Nigel Stillman wrote a whole series of books for the
aux. I think they came up with three
different books for rogue Trader and I looked through the PDFs
and they're just gorgeous and they just go.
Through the entire lot, you know, like they've gone into so
much detail that I think they've had more, I don't know.
But I've maybe also have a had more written literature about
them in 40K than any other faction.
I may be wrong, but to give three books dedicated auxes just
unbelievable. So this just breaks down very,
very casually so bad moons Orcs quite sensibly, use their teeth
as currency. So as the baboon's teeth grow
faster than anyone else is there the rich First of all, the orc
Clans, which is very handy, isn't it?
The other walks don't see this as an unfair Advantage after
all. It's it's if you are hard
enough, sorry. If you just stop it up.
So, that see, this is an unfair Advantage.
After all, if you're hard enough, you can always bash a
bad moon on the head and steal his teeth, which is a pretty
good way of doing it. Isn't it baboons have an
expansive and effective weapons. We are the best and most
elaborate armor and fought them. Most Gordy and colorful clothes
in Vivid yellow and black patents.
And I really like the bad moon color scheme, the black and
yellow. And I do intend to building a
Built, My Own clan of bad moons in the future death skulls,
after after a battle that his skull boys.
Descend on the wreckage and cell which weapons equipment close
decoration and anything else, they can get their hands on.
They are tremendously good at school, scrounging and looting.
Some would say stealing and as a result they carry all sorts of
weapons. Found supposedly, they are
superstitious and often paint their skin bright blue, as a
good luck token, their clothes often patched and ragged.
And as a mass they look like brown and Dusty.
Okay? So you probably remember that
this calls, especially second edition, 40K, they're all got
the second edition 40K. They have all the heavy weapons.
They like heavy weapons squads of disco balls.
Snakebite snakebite boys. Great comfort in traditional
orchid. Values.
They cling to the old ways long since abandoned by other walks
and shun certain aspects of technological innovation, they
prefer to wear pale gray or light brown clothes.
Derived from animal skins and furs.
So as their claim suggests they have the the ball was that they
ride those balls and that kind of thing.
I don't actually have any snake bites but I understand and using
that Clan as a as another really fast and effectively Good and
hand combat with the with those guys.
The ghosts, the ghosts of the most aggressive, all the Orcs
are say which is saying something they Pride themselves
on being the most awkward of all the Clans carrying most
destructive weapons and fighting even harder than the rest.
God's like to get where the fighting is as quickly as they
can, and attack the enemies enemies.
At Close Quarters, they prefer to wear black, which is the only
proper or he color as far as they're concerned.
Sometimes with the red trim, or Black and White Checks, which is
probably But then most notably for is the black and white
checks on their uniform and black and red is their main
colors, the blood axis, all the other clans, just trust the
blood axis because they associate themselves with filthy
humans they wear military patent camouflage clothes, very
unlucky, salute and two other human human issue things which
no self-respecting wolf would ever do.
They've been known to deal with human mercenaries and even with
the Imperium although such Affairs are often conducted
through third parties or disguise him.
Officials to maintain a pretense or proper or key Behavior.
As a result, the blood axis have human style equipment, which
they have traded with humans. Blood X, boys, mobs, even have
rhinos and carry them around. My taxes are not you not trusted
by other aux. They have a bad reputation of
being treacherous gets who will quite happily joined, the wire,
then, run off and let you down. Once the going gets tough, other
all start like the blood, axes of much and won't obey blood
acts and Nod. Herbs for this reason, blanik
snobs can't give orders to all some other clans and so don't
count as a command in it to other aux, that's interesting.
They can also take the land. Raiders, I believe, as well as,
well, as well as rhinos, for yours as well.
So, the evil Sons evil, Sons a strangely and control be
attracted towards fast vehicles and Loud Noises.
Actually, this is true of all loss but in the case of the evil
Sons the attraction especially strong evil sounds like to wear
red a color which also associate with speed.
Okay. So the breaks down Sort of the
overview of the different Clans. And then they go down to
different troop types in a column down the bottom.
So I'll just quickly go through those.
So that means they move 10 cm, they don't have to saving throw,
which none of them do it. Now that the Infantry do that
have any saving throw, they have a plus-one to their closest all
Factor. They carry a Bolter which is a
range of 50 cm that one attack dice.
They need a 5 plus T but they have this - to save modify which
is huge. I think that's as good as a knob
actually in talk knob in terms of Heuristics their skulls
saying, 10 cm none, the plus 1, du Clos assault carry Bolter 57
arranged one attack, dice, five plus, but no save modifier.
The state B, pretty much everything, the same as the
disco's, but they have a plus to their clothes, assault.
Fact, which is good. The Goths have a plus 3 to their
clothes are sold factor and the only thing that differentiates
just differentials then between the other factions as they have
a - 1 save modify to their weapons, which is great when
they shoot, Um, the blood acts me, 25 cm on that bolt also the
24/7 because they close range. That's true.
The the blood axes. Again, plus one closes salt,
they got 50 cm range. One attack dice flight plus to
hit knows. No, save modifier evil Sons
tennis. If it is none one, plus one
closes, all Factor, carry a bolt.
If you descend meters range, one attack dies, 5 plus didn't know
say modifier. So yeah, they're very, very
similar in some aspects but but they do have some variation
includes assault factor or the same modifiers or range in the
case of the coughs. Yeah, I think it's really
clever. Like likes a first glance, an
old boys. No boys.
No boy. When you actually start to break
down through the combination of their, you know, their their
natural behavior and kind of how they play.
I think you do start to see that that real mix.
And then I think the other thing that's really interesting to
note is when you actually look at how the Crown's break out,
they actually differentiate themselves in terms of How you
you like what? You get when you build that
clown as well, and kind of what that means.
So if you look at a golf Clan, it's the most expensive Clan 650
points. But for that 650 points, you get
eight stands of knobs. So a you've got will come on,
two, knobs in a minute. Yeah, you've got more knobs who,
which means you're more orders for longer.
And also means more backer which will come on to and then you get
your 15 boys. Slow-ass are shorter range.
They've been about 20 percent me, arrange bolt with their
altars but they have got the - 1 save mod which is big and then
that plus 3 in closer Soul. So, you know it gives you a
really clear, you know, get up the table, get into close
combat, put the boot in having a good time.
You compare that to the bad moons who look very similar to a
slightly cheaper. They've only got four.
Knobs. Not a otherwise, the same but
all of a sudden you've got that they've got the longer range.
They've got the - to save mode. They've got the different
instinctive Behavior. I know I can see these Guys are
actually there possibly supposed to be more of a shooting unit.
And what I like about them is they're kind of get to the kind
of the the first or second line of objectives dig in, you know,
settle down on first fire, which doesn't sound very or key.
But when you've got a - to save mod, 50 cm ball got all of a
sudden you're halfway up the table.
You're reaching into the Enemy Lines and you're actually
starting to cause trouble with those.
I'm having, it's the plasma guns.
They're carrying was doing the, the damage there, as we said
snake bites, very similar. But also they've got those ball
boys. So, You've got another kind of
faster unit that can reach out and it's quite good in close
combat death, skulls, you sort of feel for the desk girls,
really because they're thing, is there the cheek Clan?
I guess like that, another No-Frills nothing exciting about
them, but they are the cheapest of all the Clans.
If you're just looking for numbers, which is very important
a desk as Clan is kind of an interesting one because they are
cheaper than all the other plans, but acts is an evil Sons.
What I like about these two is one of the things I find quite
difficult with auxes speed. Read.
So that's why I tend to take a cock speed a lot but, you know,
for the boys getting up, the table is really important
because when you're ready going to 10 centimeters, and you've
only got a short range gone to get involved in the fight,
you've got to be up the table and the evil signs in the blood
axis, both bring their own transport vehicles, and that is
really, really useful. In terms of getting up the board
and getting yourself kind of where you need to be to hold an
objective. So, yeah, like a really, really
interesting thing is like, when you pick your clan, You're not
allowed to repeat clowns like we said and that's your thing of
really insanely big game. So think about what are you
trying to achieve? You know, if you take
classically say golf's, everyone always pick scoffs totally
understand why really good in close combat.
So many extra knobs which are a surprisingly shoot unit that can
catch people out. Like I've I've dropped a Elder
warlock tighten in one round of shooting with golf knobs which
people just wouldn't expect them to be able to do but they really
can reach out with their guns. And that may be a, you know, a
bad moon, Clan, force of heavy support, or you think that you
know I want I want somebody can reach up across the table or
take a plan that brings its own transport.
So we've all signs of blood axes, just, you know, think
about what you're trying to achieve with your army and that
will kind of naturally lead you to which of the Clans you need.
And again, it's kind of my club. My classic guide is, you know,
one company per thousand points, the way the Mob Rules work.
And we'll talk about that. Perhaps once we've gone through
some of the different profiles, you You don't want to spread
yourself thin, you don't want, you know, because it could be
very selfish of. You can say three Clans, what
you'll find is, you start losing games really quickly because
whilst you've got a lot of troops, they're very, very easy
to break. Whereas if you take fewer larger
plans, it's a much higher breakpoint and they stick around
in the fight a lot longer. And it's that thing with aux
where they give away no victory points and tell all of a sudden,
they give away all the victory points.
So if you can delay when the victory points start being
schooled, you can win games even though you've taken a real
battering because they Just have never managed to kill enough
Force to break you and as a result, you've given nothing
away. So it's a really fascinating
Army to play. And it's a really fun Army to
build because it's all these different builds and all these
different ways of thinking, and it's always that balance between
how many Clowns versus what's the break point for us?
What I want them to do. So, yeah, it's amazing.
What you can do out of a book, bought it right?
Like six different flavors of old boy and that's before we
View From Beyond gone, beyond the basic building block of
this. This Army.
Yeah. Painting wires.
They're really interesting as well.
I really Like, painting the aux because of that.
It's got a, such a wonderful flavor of ranges of colors that
comprised of all the different Clans and vehicles, and that
kind of thing. So, yeah, find a pipe.
The painting process is really interesting as well.
I don't think that's something that really got lost as well
like after 2nd edition. And, you know, there was, you
know, she wasn are we didn't like the kind of like the
explosion in the paint factory. Look of an orc Army and I was
like, no, no. That's the thing.
That was so good about it. Yeah, you could just look at an
army and you could see all that's the golf score.
They're in the black and that's the bad news because they're in
the yellow and you all kind of started to just become kind of
like brown and silver. Yeah and you were like could be
could be any Clan like there's there's no there's no real
flavor to it. They're just they're just Orcs
now rather than oh no these are bad news and he's a godsend and
like you say that thing with the second edition book where each
of the clowns had a thing they did.
So you could take, you know, your basic desk old boys.
But of course people just took desk or lures because they were
the ones with heavy weapons and then you know, the crazy
costumes and whatever and also you could be like now that like
Really exemplifies what the characteristic and nature of
that Clan is in that unit, you know, snake bites would be on
the boars bad. Moons would have two guns golf's
would be the close combat guys with the bolt as the axe is Evil
songs would be driving around on the vehicles.
It you can just see those flavors coming out.
Whereas, when when it just came off boys with kind of Third
Edition onwards in anyone could just kind of do anything, they
just lost so much of like charm and character.
Hmm, that's true. Matt, yeah, we just talked to
that bit about that before and I talked about my dislike for the
the the later epic awk models and color schemes are just just
terrible. It might just mean they just
became flat and uninjured. Yeah I did you know exactly had
three books in Rogue Trader, three whole books one of which
was purely narrative, one of them had no rules in it at all.
Yeah. And all of that went away and
they just became you know dustox just aux.
And you like, how could you lose?
You know, as crazy anyway. What can you do?
Every single, you know, Space Marine chapter has its own book
and you know every company has its own description and then
Orcs the most varied and exciting race got turned into
just Orcs. What a tragedy it was.
That's why we just displacing. In addition, it go any further
than that, beats the year is 1995.
And there it is. It isn't this house or in this
room? It actually.
Yeah, cool. So, let's talk about loops
because I was doing great. So with every Clan.
You get some knobs and you can add some more knobs.
And I think my feeling is knobs of the secret weapon.
So are you need them because of the command rule, but be you
need them because they're one of your best shooting units.
So OG knobs speed, 10. Same as you are.
You rest your boys? Sadly, no saving throw.
It's one of the things I think is very prevalent in second
edition epic. Very few infantry models have
saving throws which is interesting close so factual for
those. So that's a pretty big closer,
so factor. And then the really interesting
bit is the 50 cm arranged. Not long range, they're medium
range, but on the whole year old boys are going to be going up
the table. Anyway, two dice each hang on
fives - to save. So like I say you can you can
believe it or not kill times with these things.
And I just think people don't expect them to kick out to dice
each. So your golf mob has got eight
stands of knobs. The 16 dice hit on five minutes
to save fuel to strip Shields. If you want to take out tanks,
these are the guys that actually do it.
Surprisingly, well, And, you know, they're going to be in the
thick of it. And if they do get charged,
well, they can first fire because their command unit, so
they can shoot as they get charged, don't wanna, you know,
don't want to give anything away, but that might be
something that perhaps happened in the game yesterday.
And yeah, I just think they're, you know, you pay for them.
But what you get is worth the pay because they just really are
to me one of the greatest infantry units in the game and
then if you, if you Really, really liked all that and you
want to do it even better, you get the war boss and the
warlord. So this is a special card, the
very similar but the difference is kind of who comes with them.
So I tend to run a war boss in most armies.
Like, once you get Beyond two clans, I think it's essential.
So the war boss is the, the chief of smaller version.
He is a robust and who is very similar to a no.
But he's got a crucial factor of 5.
And he comes with five strands of knobs and to battle wagons.
So they're really good for either.
If you've got a kind of a tank group that you want to move up
the table, or you've got a mob that you want to kind of put in
vehicles and drive across the table, the world was really good
for that. What they're also really good
for is actually artillery. So if you've got a lot of
artillery, well, bad moons and you must say the back of the
table and you're worried about losing command.
Keep the artillery at the back on its own, but put the war bus
with it and he'll sit there babysitting the artillery and
making sure they will behave and, you know, fire at the right
time. So it's a really flexible unit
there, or you can, you know, you can send them off on their own.
I think it's very dangerous, but if you going to go and like,
grab an objective or, you know, reach across the table, they can
do that. I think that's a risky use of
them, but it is there. The warlord is the the true
leader of the? The biggest of all the was very
similar. However, Go closer factor of
seven and he has on fours. So even better than an old piece
of. He's the biggest of all knobs,
massive close, sole factor, and very accurate shooting there to
die sitting on Falls Again, by that - to, and he actually comes
with three Stompers as well as the the battle wagons and the
knobs. So that's that's quite an
interesting little unit there. I tend to split The Stompers off
because I believe you can split them off because I think yeah
the stompasaurus every mob. So what I tend to find there is
why that can be quite helpful is like you say if you've got a
gargan they can give orders. So you buddy The Stompers up
with the garden and create a kind of a little like you know
War engine more but they plot across the table doing their
thing and then the wall or do you kind of use in the same way
as the war was be? As an artillery Captain will be
as a kind of advanced Captain. But either way like I say on the
whole that will be the First or second special card.
I reach for when building a clan building an army and once you go
beyond two clans, I really do think.
If you don't take one, you are playing with fire.
All right, cool. So onto the ball, boys.
So, boys are a snake by special. You get some with your clan.
The interesting thing with that is obviously, they have to
remain in command coherency of something.
So if they're hanging out with the normal snake bites, they're
not taking advantage of their 20 cm move.
You might find you knob or bikes that are the classic kind of I
need something to move up the table and being command seems
Weird evil sudden Warbucks driving around with, with both
snake bites, but it is an option close off at 4-4, so very good
MLA again. Only 15 cm range on their
Boulders and hang on 6s. So don't rely on them to be your
gun line but really, really good for ya.
Reaching out, stealing those little objectives.
Forming a skirmish screen at the front of your army, just yet,
nice little Cavalry unit that can contain, yeah, cause some
trouble. And as we learned yesterday,
clothes still fighting for is a pretty meaty.
I think your, your squad With the bikers, their clothes, all
phases of form. Five really did a number on me,
I just yeah, I'd forgotten how good that could be, and you are
winning. Most fights with a sub factor
that really, really cool. And these can go into forests,
we talk about NSA, they. Yes, so that's yeah, that's a
clarification from Titan Legions.
So we're not, we're not on too tight Legions yet will come
around about. Yes, they did get the the
clarification that unlike bikes ball boys can go into words
because it turns out the pigs can walk around trees, which is
handy. So they're really good for them
and it's a classic moment in issue 1.
I ate my first ever white dwarf, which I think we've discussed
before the tight Legions battle report.
I think it's Gavin versus Andy, isn't it?
Sorry. Gave us is Edward and the boys
go into the forest to steal objective and it really catches
him out because he's not expecting, you know, them to be
able to do that because traditionally bikes couldn't do
that. And as a result, it Means
they're completely immune to attack.
So he's got his aeroplanes flying around, but they can't
see them because they're under the trees.
And then he's just got no way of taking that objective back
because there's no infantry nearby to go and capture it.
So really, really handy for that sort of thing.
Yeah, it's kind of a fast-moving objective, grabbing a little
unit that can cause some mischief and catch people off
ground off guard. So really, really cool.
So that does that is obviously a clarification religious.
If you you know if you read the rules here they do suffer the
same restrictions as vehicle. So if you are playing pure Space
Marine, they cannot go into words.
If you're playing the title Legions, with a slight
clarifications that were made, they can.
So there's a they added Cavalry as an option essentially.
So it's slight addition, tweak there, but depends on you as
ever chat with your opponent before.
The start of the game to work out which version of the rules
were playing experts, boys. So similar, Oh, these are the
kind of the the mechanized version of ball, boys.
I guess so. Evil Sons on the whole and if
you've bought yourself a coat of the uh sorry no they're not
Nicole speed is the knobs, bikers are in the coal speed,
but if you're, if you're playing evil sounds or you're playing
Cosby, do you? There are good choice, 30 cm.
So really, really fast. Put them on charge.
You can reach out across the table, you can grab objectives,
you can get into other. Let's say people's artillery.
On the back line I wouldn't know about that sort of thing.
Really good unit, Christoph X plus 3.
So decent in a fight. Again only that 15 cm range So
those so they're not going to be winning any gunfights anytime
soon, but what they can do is, you know, catch your opponent of
God either. No I'm here.
I'm here. I'm here I'm just getting Mike.
I was getting my cards out of my box.
Yeah. No work.
No sir. Yeah.
So a really, really good objective grabbing fairly decent
in close combat thing. I said I'd use them for perhaps
not direct assaults, more sneaking up on artillery or back
line units or you know, characters and stands.
There kind of stranded out on the road or mopping up.
Yeah, really cool storm, boys next.
So these are your York's that have got weird ideas about
polishing their boots and wearing helmets uniforms and all
sorts they're quite interesting because they can form their own
little independent unit. So unlike other Orcs who would
have to eat a more Boppin stick around with their knobs?
They actually have their own knob with them so they can
actually be kind of helpful for again, if you want to just sneak
off, break that off from another clan and it Go and capture an
objective. They can do that.
That the knob that's in their unit cannot give orders to any
other folks. So they can take orders but they
can't give orders of that make sense.
Yeah, so it's one of those things.
Like, I tend not to use them too often.
I have got a card of storm boys. That has come out every now, and
again, I find they're quite useful as a couple of little
cars like this that I use for that kind of You know, defending
my Baseline. If I you know, if I've got some
objectives, I want to sit on or sneaking up a flank to just
capture isolate objectives, that are maybe not being looked after
properly 10, cm move closer face with 150 CM die sitting on five.
So basically, they are all the boys to all intents and
purposes. I think the the main differences
are that that Independence and also if you get the jump pack
neck boy repair card. These are a good Target.
It for the jump packs too. Kind of bound their way forward
and really suddenly become a nice scouting unit, so they
won't work all the time. I wouldn't have a build a kind
of a, you know, core strategy around hundreds of storm boys,
but our fun little addition. Yeah, next infantry unit is that
the garrotte sort of Gretchen? These are really, really good
for burning points and bulking out Clans and what I mean by
that is there any 50 points? Can't you get for stanza crops
for that? You're not going to expect much
out of them. Are there - one closer sole
Factor, so they are - good in combat.
So don't expect to win any advice anytime.
Soon, they've only got 15 cm range on their guns, although
they do help for. So they're a bit more accurate
than old boy. What they are good for, is
bringing up your break point, and we haven't really discussed
breakpoints yet. But essentially, the bigger,
your clan, the more you've added to it, the harder it is to break
the clan to give away any victory points.
So, groups are a really good way.
Way of, you know, if you've got a couple of a couple hundred
points left at the end and you haven't maxed out your support
cards, throw us a client of Graz in there, sticking out the
front, so they kind of catch the bullets.
First, that's the trigger Graz life.
They do have to stay within 10 centimeters of an awk formation
and they sort of followed them around.
So like I say I tend to, you know, if you're gonna take a
foot slogging, crown of golf's, stick some grass out the front
of them, and they'll just sort of get in the way, you know,
they'll be the first to die. It is good because it means you
go first and alive and they're just bringing that break point
up stopping your crown from breaking.
So, again, not not the core of my strategy, but it's that, I've
got 50 points left over. What should I do?
Oh, I know I'll add a couple of extra models to kind of bulk out
the clan. They were onto the Mad boys and
it's incredible really that even in a game at the scale that epic
is they've managed to get. The Mad boys behavior chart in
here. It's not as not as.
In depth, as the, the 40 K 1 is only one of them.
Got 10 of them. But it's still an incredible
table. So the Mad boys, it's kind of,
you know, Ox already pretty Dopey but these are the ones
that maybe got dropped on their head too many times or maybe to
take a bullet that did more harm than than others.
And so they, they mop up, they form the Mad mob and what's
interesting there as well as it's all the Mad boys in your
army get together so that you know, the 4 stands per card.
But if you took, you know, some snakebite mad, boys, some golf
mad boys. So on so forth, it actually will
just form one giant mob. They wouldn't stay independent.
And you have no control over them.
This is the basic way of doing it.
So, each turn, you, you place where your orders in the normal
way, and then once all is revealed, then you roll from our
boys. So there's a one in three chance
of getting first fire Advanced or charge.
So, never ever have a plan for Mad boys, because whatever it
is, they'll disappoint you and do their own thing.
But sometimes they do really good things.
So they're just kind of a random, you know, Risky, random
chance thing. And again, they're free, I think
if I remember correctly. So they cost you know points and
I guess that's the that's the right call is an appointment.
Yeah. It's it's they they will
probably not do anything for you, but they haven't cost you
anything other than the support card slot.
So if you've got support costs, lots left over.
There is no harm in just filling up with a whole bunch of mad.
Boys, just spending a whole bunch of free points to get this
giant mob of completely out of control.
Probably athlete useless, but you just never know.
Orcs. What then gets really
entertaining is not only their orders random but then when they
start taking damage their behaviors does getting random as
well. So every time the unit takes
casualty, or if the unit is broken, they have to take a
magic. So they don't take morale checks
in the normal sense. Instead you roll on the map was
charts, at-6 chart and it could be anything from they leg off
the table or they suddenly become convinced that you know,
such and such as a really important place.
And so they'll go racing across to go capture it or they become
obsessed with close combat and all of a sudden they're, you
know, they're closed. So Factor spikes massively, so
you never, you never control it. You never you never and
Commander, that unit, and on the whole do now, Aang, but
sometimes you get a result that just makes them beyond great.
So again, it's that it's that classic.
If you're over, if you're a gambler, if you're an Okie
Gambler and I think most all players probably are gamblers.
These are the guys that kind of personify that and just yeah,
you know, for the price of free, you can't ask too much of them,
and then sometimes I'll just do something Bonkers.
So really, really entertaining little unit.
They are the world points are a similar kind of thing.
So, with a lot of Of these kind of guys, it's just that kind of
I just need to soak up the last few points.
So while boys, 50 points are nice and cheap, they're just
little close combat, guys. They formed their own unit.
And again, if there's multiple formations, they just all block
up 10 cm speed and what's good about them as the three, plus,
three closer salt. So they're decent in close
combat, no guns. So, it's just that thing of the,
you know, if you want some more boys and you go, Combat, Focus
Clans. That snake bites golf's, couple
stands a wild boys. It's a cheap way of bulking
those numbers out and just giving you that kind of again
that's Skirmish line at the front with their little axes and
shields you know they they they are Warhammer fantasy Orcs that
yes and appeared in 19 appeared in 40K basically so really
really good fun. Big fan of the world boys.
Yeah probably probably the only six mil fantasy aux they ever
made. Yeah.
All their fancy ministers and six million.
Absolutely. And in the final infantry kind
of one of my Favorites right here.
The freebooters. So the freebooters are special
card, so it's always a tricky one.
I really like the freebooters because they're free, not just
because their name is free, but they actually cost free.
But it does come at the cost of a special card and obviously
your Gardens are special cards. You're running a mix of special
cultural War, boss has a special cards.
It's a, it's a price to pay because it does soak up a
special card. But again, it gives you that
really nice little formation of totally independent aux.
So they they have a knob. They do their own thing.
They can be completely isolated. And again it's that if there's a
you know, an objective out on a flank that you think all these
guys can just grab that or they can defend this.
They can buy me some time. There are really really good
call to do that tense. I may move closer effects of
one. So like all the rest of your
boys, normal bowl is 5 plus 2 here.
So they're not spectacular in terms of their combat ability,
but it is just that thing of they've got the boss and they
can do their own thing. So if you just are worried about
the number of Of you know, zones of the board that you can
compete in and you need more because as I say, if you're
taking a big or Clan, you're not gonna be able to spread that out
much, it's got to stay quite compact to be truly effective.
The freebooters can help you mitigate that by giving you just
another option or another distraction.
And again, for the price of free, you can't expect too much
from them. So really, really like I'm a big
fan of free booze. I think it's partly cuz I just
love the idea of pirate walks if I'm brutally honest.
Like, I love Pirates, I love Ox. Stick a part of how Nan OG.
I mean, so yeah that's kind of the end of the orc infantry.
We're now into the vehicles and I'm going to hand it over to
yourself if you want to take us through some of them.
Yeah, sure. No problem.
Take a break made a have that have a sip of coffee or tea, or
whatever you got there. Let's have a look at the first
one. That's a war buggy.
So what does it go back and do it?
Well, it can move 30 cm so it's quite fast.
It actually has a saving throw over 6 Plus, which was probably
doesn't sound like much. But, you know, it is better than
nothing. It's got a close assault, a
factor of plus 2, which is not too shabby for a while, buggy
autocannon which is range. 25 cm score.
One attack dice at 8:05, but no save modifier.
Don't think that come with any sort of special rules as such
Going through here. No, they don't.
So and I believe they are part of your culture speed Clan and
you can purchase 0 separately, I believe in a separate Detachment
or separate support card. The next the battlewagons
probably the most common vehicle that you find amongst most
Clans. They'll have some kind of
Transport. These are pretty good, because
I've got a saving throw for plus, which is quite quite nice
for it. Transport moving 25, which is
not too shabby. I got a close-up factor of plus
1, also, a than order Cannon, which is got 250, cm range.
Want to take 2 is 5 plus to hit, they can go up to three strip
stands. Okay?
So yeah, I think most Clans organized, into 15 stands, /
Clan. So you'll come with what 55
battle wagons in most cases. Except for goff's, they don't
have battle wagons in their Clans and except for the snake
bites that have their their ball boys and you can buy those
separately to. I often do that as well.
When I'm making my clients, I've got some spare points.
I think they're 50 points for three battle wagons.
I think they're pretty good. 100 100 points are okay.
I don't have the cards in front me so mad, so yeah, but yeah,
they're really good. If you've got some other troops,
you want to transport to get across the table really quickly.
I think battlewagons a really good choice because of the good
that saving through a good movement.
It and decent sort of working on reducing gun.
Yeah, pretty good 50. I think the the difficulty for
me with battlewagons is if your clan doesn't come with them.
Yeah, it's soaks up all your support.
So like yeah, if you're taking coughs it's really helpful to
put them all in vehicles. But if you put your gaussian
vehicles, you very quickly run out of support card slots
because of course it's 33 battlewagons postcard.
So that's only nine stand. So you need, you know, enough
for the boys which is two formations.
Then you got the knobs in something, so you end up
spending three. Normally, three of your support
slots, just to give them transport versus our.
If I just take a, you know, the death skulls or the evil Sons,
they come with that baked in. So it's a it's really helpful.
Like I find infantry without transports.
That doesn't have a ranged. Long-range weapon is quite
difficult to use but the opportunity cost of having to
soak up all your you know, those juicy command supports velocity
can be filling with read fun, fun.
Weapons is a heavy price to bear.
But, you know, it got more on the road, getting into your
opponent's face is a thing of beauty.
So sometimes that's the price of doing business, isn't it?
You know, that's a man. Yeah, I don't mind spending an
extra 200 points on getting some extra battle wagons just and a
good in close combat to the not bad.
Like they just did this good support all around so I find
them is a good option and it's something that's pretty
relatively cheap. Now, moving along, we've got a
weird Boyd. Battle tower.
Now I don't actually have these and I would love to get a couple
of these because they're sold in a blister of to, but you can use
one. I think there are 150 points,
but John will probably correctly.
Just 100 just under points. Okay.
Well, that was our thing. Yeah, my dad, but this is only
though that is yeah, Batman's only that's it because of
course, bad moons are the the we boys.
They're the only ones that can obtain.
This psychic power and control the wire and they need Boys
around them. They need to be really Centered
in a massive Boys, in order to draw that power in order to
release their psychic energy. Now, I'm not used these before
in a game, I've never seen them used before and maybe maybe a
long, long time ago when Chris was playing aux, I think he had
these in them, they look pretty devastating.
So just going through the rules very quickly.
In the end phase of every term. Work out, how many, how much
power? The we boy has soaked up from
the Orcs. Surround him for every old boy
or table stand within 25. Cm of the web Bui automatically
soaks up one psychic energy point for every all the vehicle
bike. Stand Dreadnaught stomper or
Tilly peace within 25. Cm.
Yeah, we boy soaks up half an energy point if there's a
gargant within 25. Cm the work the we boys soaks up
D6 energy points, so Goggins act as a focus of all keenness and
so concentrate, psychic power. So, keep a record of this total.
This is a number of points. Your weed boy, will use in the
next turn. So by the sound of this and I
think this has come up in an FAQ or something, they can't release
it. Release their psychic power on
the very first turn of the game. They've got to wait until they
concentrate all that psychic energy and build it up in the
end phase. Then if the total reaches 20 or
more, that weird boy may have overloaded.
So in which case his head explodes, here's Des.
Is that it's not a really good outcome for him.
Is it really? So if the total number of energy
point is 20 or more roll, a D6, if the rollers are six to pull
weird boys, physical swollen, bonds gives way and the whole we
boy at our plus any troops within d 2 to 6 cm are destroyed
in the flashes psychic Force so that's probably the worst role
you can get especially for your second turn to study.
Second term is something assuming the way boy survives
you can use this psychic. Forced to shoot one or more
special psyche. Bolts in the combat phase.
The number range and effect of the attack varies depending on
the number of psychic points accumulated as the tower is
raised far above the ground. The weed we can shoot his sight.
He bowled over the heads of troops in front of him so long,
as he can see, the target he can fire at it, if the Weebly makes
no psychic tax, the energy he has accumulated is automatically
flared off sending a bright sheet of power across the sky.
Now, the model itself is really really cool.
Love the really long Tower. That's like a like a wizard
style basically on the on the chassis of a battle wagon.
It looks like a really cool evocative looking piece bases.
Got a little table here at the bottom, it's got the energy
points and it goes from one up to 26, plus, and it gives a
range depending on how many energy energy points you've
soaked up during the turn. So, for example, going rather
lower end. So, if you've got 125 points,
only 25 cm range. Only one attack dice hitting on
a 6 plus with the S1 modifier. And it sort of stacks up all the
way up if you get like 26 plus. And if you pass your test,
obviously, you've got a range of 20.
So at 200 CM 8 attack dice hitting on 2 plus with a -5 save
modifier which is huge. So yeah, that's just devastating
so they can be devastating on their day I guess.
But I would love to try this guy's out there.
Good fun is that it's that thing likes a term one.
They can't shoe. Yeah, I guess I think of like,
you know, if you ever see a bad moon tower on the table, kill it
because if you don't, it's going to ruin your day.
So you have to kind of, you know, the or player has to be in
turn one. Get them close enough to the
boys to soak up energy but out of line of sight so they can't
be killed and then turn to they then have to like move into line
of sight of something so they're quite tricky to use.
But the reward for that is like say that, you know.
So you get the rough either 20s where you want to be, you know,
four shots hitting threes with the minors for Save modifier.
That's, you know, that's taken heavy.
Tanks off the table us putting damage into tightens its that's
messing, it's huge. Yeah.
And it's a talkie risk-reward thing as its cause if you're a
gambler, the web or battle tower is like absolutely your jam.
No, I definitely want. I definitely want to get at
least one of those on the table. I was even thinking about just
making one out out of bits and pieces, just as a temporary
solution before I get an actual model.
But ya know, these really cool. Okay, moving on to page 16 We've
got one of my favorite vehicles with the offices that giblet
grinder Battle Fortress and the model.
So cool. Kev Adams such a genius when he
designed all the vehicles for the Orcs.
They just have so much character and it does look like a little
miniature Fortress. Atop a massive death rolling
machine with all kinds of Chimney steam pipes.
It's got like a little kind of like a fantasy style.
I think of it as cool but Of hatched thatched-roof not,
that's roots, not that it's something else tiles wins.
Yeah, it's like, tar, roof. Kind of things on the top.
It's also cool. A lot of vehicles had that's
very similar, sort of aesthetic to it.
These are great because they can move 15 centimeters which is not
really great but when they charge they get to Triple their
move. No, that's the skull amethyst I
was at the school Hammer. Yeah.
Is it? Okay, let me just check.
I thought it was the giblet grinder, but maybe you're right.
Sorry because this column is the one with the big boiler on the
back of it, isn't it? Okay.
All right, we'll hang on. We'll just go through it.
Yeah. So let's go through it.
Can move a triple. So yeah, the grinder.
No, Jimmy Graham is one of the death roll on the front, which
is great for mowing people down, right?
Okay, okay. So yeah, it's got the death roll
under on it which basically as the name suggests it will roll
over infantry and crush them based on a dice roll.
So I just want to go through the rules.
Just go from the start here. So I'm going to sort of confuse
myself which is quite easy to do.
So the Roll. It will squash any trip standard
giblet. Ground moves over on a 45 or six
on a D6, as a death. Roll of flattens, anything
that's path. This monstrous Babble Fortress
can move through woods and Rubble at no penalty, which is
great. This combined with a speed of
15, makes a good look going to Symposium removable for all its
great size. Okay.
So that's a really, really handy thing.
I didn't actually realize it go through woods and Rubble.
So that's something I'll definitely use and utilize in my
future games actually. And I've never actually I think
I may have gone over some troops before.
I'm not really sure but I think was really all that effective.
But yeah it's great. If you got like a massive
Imperial Guard or something that has a lot of entry and you just
and you need to get them there that's the only problem.
Okay. What's the next Special Rule?
Okay so they don't not subject to the or command will because
they actually have a powerful talk knob driving this thing
plus a whole dozen or more Gretchen and off since not lie.
Things helping him out. So you can always give Gilbert
going to orders, even if it's, if it isn't with intense a and
or command unit of course, so battle forces can't act as
command units themselves, so they can't give orders to other
units. But but sometimes several of
them will attack together on a flank or punch through the line
at one point. While the orc Clans attack
elsewhere, Gilligan, it is so big and carry up to five troop
stands. In addition to its normal crew,
most of whom managed to cram inside but quite a few, hang on
the outsides. Anyway, for a thrilling ride,
which was quite cool. If they actually modeled on some
Orcs hanging on the outside, it would be quite cool.
Now, it's got a really good saving through of one or more.
More nerdy 6 and I believe that surround the entire Gillett
grinder, I could be wrong. The means the good guys
impervious it's one optional, wonderful round fortunate okay
so it's wonderful okay shut up from the okay yeah less shot it
from the rear flank which means it won't get that particular
safety through. Rendering Imperial Garden space
ring tactical troops help us against it in close combat the
gliders a terror crushing enemy infantry and vehicles as it
rolls over them because of this Unstoppable momentum the good
look round. It can't be Pinned in close
combat by anything smaller than a super-heavy tank.
Will tighten if trip stands or lighter Vehicles?
Engage a good look round and close combat, you can simply
move past them. The Next Movement phase is
possibly crushing some of them with this death, roll it as it
moves. Okay, so it's carrying a twin
turrets of autocannons, which have 50 cm range, they have five
attack dice, they can throw up, which is quite cool hitting on
the fire + or - 1 save mode. And I think that's basically
that covers the good look grinder there.
Yeah, the weird wrinkle with them is they don't add to a mop
so they don't add to the breakpoint.
They don't have to the victory points given away.
Each one has its own unique, you know, single model for.
So even if you had to have four of them in a golf Clan, they
still become for individual tanks, not one group of 4, so
that's unusual. Yeah.
That, that ability to kind of come on themselves, ridiculously
high close soil, plus a, on the coast.
So the depth roller, I think if you can find a, you know, a unit
of of independence of storm boys would be quite good.
If you throw some storm Boys in here, or if, you know, if you
again if you like to gamble, you could put three of these With
all your golf sin and just drive across the battlefield.
So you you wouldn't have the knob.
So you will fall out of command range for your golf, boys.
But if, you know, if you get them into close combat and they
start doing their instinctive Behavior, that's kind of what
you want to do anyway. So they do make a really good
armor to kind of armored vest off and I you know, if I am
going to take kind of immobilized go Force, I'll put
the knobs, you know, take two, two cards of battle wagons on
one of these and you put five of the knobs and there's five and
about a wagon and then the boys get the other battle wagons and
it makes quite Why're, you know Speedy little kind of unit to
kind of get you guys up there. They are a little bit slower
than the skull hammer. So the skull hammer is helpful
because it can keep up with the other vehicles.
Whereas this one slows you down a little bit but yeah, it's such
a cool model and it's, you know, it's got a nice guns on it.
It's got a ridiculous clothes. So fact, yeah.
Really, really good fun. The other gibber grinder.
Really love them. If you can chat, you can charge
Lea. Yeah.
So you can move them. Yeah, no of course you got the
first yeah. But Like it is going to Route
outpace it and that's yeah. So if you were using a kind of a
part of the, the mobilized force, it will get left behind a
little bit or I have to slow. That was the mistake I made
yesterday, is I'd forgotten that it was the skull handles the
fast one and so I put one of these in my evil sons and then
that slow the unit down because I've had the skull hammer, it
would have been faster because of the whole trickle charge
because it's got the big boiler. So we've been able to keep up.
So yeah, it's slightly confused myself in the game yesterday.
Day. But well you know it's still
it's got it survived - lot better.
Well yeah yeah, yeah. That one plus save was kind of
driving around in front of you or your poor squat.
You guys got as being like you can't touch me.
What do you do? They tell us that end up circle
of attention? Because every time I take one of
these bloody things, I love them but they always die.
They always die every time I take them so I take three and
then one of them will get there. That's a that's the all keyway
right? That's true.
I usually take one of these. Is and the to skull Hammers, and
also, I've got that's all I've got at the in my collection at
the moment, but, yeah, I really like them.
I really like taking. I know, they don't sort of add
to your break point, which is a shame, but I think they pump out
a fair bit of damage, like 55 attack dice.
Oh yeah. I like things that can throw a
lot of dice at things and I think they're really good at
anti-infantry or like vehicles and that kind of any help.
Lung bursters next ones are golf vehicle, only pretty, there's
nothing. Really Ali special about them at
all. They're going to 20 cm move - 3
+ saving throw which is quite good.
They got A plus one to close the salt Factor they carry a battle
Cannon which is a 50 Cent arranged one attack, nice 5 + T
analyze to save mode so there may be good at taking out more a
heavily armored vehicles. The range is not too bad but
still but look at the move of 20 centimeters which can get them
up, you know, in the first turn and they can still pumping
something out on the advanced phase or bandsaw.
So here not too bad. I don't actually have any of
these. I like need to get some of
those. At some point and experience the
fun. They're fun little Tang.
Like, I've got a couple of cars worth.
I think if you don't play, you know method, gold.
There is a basically, you will never take a lumber store if
you're paying attention because they have exactly the same stats
as the gut Ripper. For exactly the same points, a
perfect. The got room has a better
clothes, sole Factor. So, it's just, it's a gut Ripper
with no clothes assault Factor. And it's a real shame.
So with, with net epic, which is also the fan remake, they tweet
it. So this one had the better
ranged attacks, kind of balance that out, but as it stands,
like, it's really frustrating. I've paid a lot of them because
they to me are like I really is a quintessential or key tank.
Like it's is the classical tank. But it is you are kind of
penalizing yourself by taking them because there's a better
choice for the same points that fits the same slot in the gut
Ripper. So it's a real shame because I
like to have, you know, three languages three got rivers or
six of these. Because it just looks really
cool and you can build like that really nice.
Like if you want an orca kind of tank force, the Goths.
Do it really well but in yeah and it kind of vanilla Space
Marine they are unfortunately, overshadowed by the got Ripper
and it's just comes down to the point.
You have two points slightly different or if they had the
better range that would completely balance out.
But for some reason, GW wrote to start lines, identically just
make one better than the other one with one tweak that makes
the second one, you know it you know.
If you're that kind of person, if you're if you're not on the
player for somebody just like to pay for fun, I think they're
great. I think if you're, you know, if
you're, if you're counting your points and you're really one
Peak efficiency got represent every time but it's a beautiful
again. It's that Kev Adams, sculpt,
beautiful. Little model really chunky
little tank. Yeah.
Just a shame that they don't have a, I think 75 Samia, Grange
Bank, perfect. That's all they need.
And I think that's what they're I think did to them.
Cool. Okay.
We'll definitely get to knit a big at some stage in the future
and to have a look at it because I Never played it.
But I know that's probably a no, that's the evolution of second
edition, but but anyhow, yeah, okay.
Well, let's move on. Let's go to the skull, hammer
Battle Fortress. This is probably one of my most
preferred vehicles for the Orcs. Again, it's a bit similar to the
good look round as we just talked about and John was right.
These do have the triple rate when they charge, they can move
up to 45 cm when they charge, which is awesome, which is
really, really cool. They have a 1 plus all around
saving through this time and they have a plus for close-up
factor which is pretty good. But I wouldn't gamble on getting
it into close combat with anything.
That's got a higher close close assault Factor than than it.
It's got a battle can with a 75 cm range.
This time it throws two dice hitting on 4 plus or the minus 2
and carry 5 stands as well. So I think between the two I
think this One's probably my choice between this and the good
luck grinder personally. So yeah, very, very similar in
even the design aspect to it as well, between that and the
Goodlett rinder. But as Johnson's got this,
massive boiler thing in the back that sort of propelling giving
its propulsion and allowing it to move so quickly.
So next, I'm going to the brain, crusher.
I thought this was a golf vehicle that I don't think it
is. Actually, it doesn't say
anything in the notes that this gives it any special rules has.
This is yeah, any clanking, take it.
It's a bad moon tank, trust me. But if you read it, you'll
understand. Okay.
Great. Okay, alright.
So basically, I don't actually have these but I love the
models. I think I love that little
little parapet on the top here. It's got like a little roof and
it's got another little thatched roof, like a fantasy building.
On the back of, it's just brilliant design work.
Let's go to move in a 15 cm is going to saving through a 4 plus
which is nice. No claws, assault Factor.
So it's at zero, it's got a brand Crusher Cannon, which is
100 centimeters. And this is one thing that I
really like about this particular vehicle has got a lot
of, it's got a really good range on it.
It's got one attack dice, three plastic, hit with a -3 save
modifier. So these are really good at
well, crushing the brains and I've an armor of these heavily
armored Opponents, especially against against things like
squats where you have a lot of 1 plus vehicles with shields, and
that kind of thing, which is strictly Shields down.
Get a brand Crusher to hit them with our three plus two.
Hit roll, which is a really amazing.
I think it's one of the best vehicles actually for the aux.
And I think I really need to get it on my shopping list at some
point of those. Maybe I like my answer.
Those I don't think there's a better gun in the orc Army.
I don't think you want to meet at you.
When I'm sad the back of your board on first fire, probably
with your wall orders, the kind of the artillery captain and you
know, surrounded by something other artillery pieces.
Yeah, it really likes. I take it with a bad moon.
So that, even if it does fall out of Commander, can still just
sit there and shoot. That's why I call it a Badman
tank. Yeah, it you don't want the
front. You don't want anywhere near
combat. You want it.
Sound the back but it is the the quintessential orc artillery
tank and just yeah, that that accuracy I think it'll catch
people out. People don't expect logs to be
shooting, they don't expect all to be hitting on 3s and they do
not expect that - very safe mode so it's a really they're not
they're not cheap. I think they 200 points of card.
I want to say there should be around that.
I'd say yeah I want to yeah 200 points 3 so they are not cheap
which is why you do not want them, you know, up the front
getting getting into trouble but it's it's just such Such a such
a cooler vehicle at it, and it looks awesome.
That kind of wagon that slate roof with a little liked.
Our are ridiculous, but adorable and just, yeah, really catches
people out. They, they don't expect talks to
be quite as a sort of. I said, to you yesterday, the
orchestra shooting Army that people don't expect anyone
thinks of them as a close combat Army.
But certainly in second edition, there was so many clever little
weapons. And so many ways of, you know,
doing the shooing that people just don't see coming.
Yeah, I think I'll be playing Orcs really wrong because I
truly, Open as a close combat unit and I don't even use my
knobs to shoot. It's really sad.
I always put them on charge orders and I think I've just
been missing a queue there. I think with aux, I just wanted
to just touch on the brand Crusher, because of that little
turret of the top there. It says, here, the brand Crusher
Cannon feels almost the entire body of the tank because it's
such an enormous long-barreled Cannon the front of it.
And so, the crew of the squash together with a small town, over
the guns breach, which vibrates with the concussion of the
Cannons recoil. This could well be.
The reason the gun is called the brain crush.
Oh, it's crushing the, the the brains of the Orcs And Gretchen,
and something's in the little Tower there.
So it's a great model. I did have the opportunity to
get these from goodnight in Australia, but unfortunately
little towers and the top one missing which is sad.
So I'll have to get them elsewhere.
Anyhow moving on. Page 18, you're eating something
may. So just take a break, eat
something at your lunch or whatever, I'll just keep going
mate. Okay, so the trooper is a heavy
armor. Talk battle tank actually have
some of these but I'm actually, I don't have the original is
about the the later versions of them.
So they just look visually like these two massive mechanical
Claude arms in front of the tank and the bit like a, see, a
turret with a cannon on top of it.
It moves 70s are at 20 centimeters.
It's going to sit. Three plus saving throw the
clothes assault factor of plus 4.
Let's go to battle cannon with a 50 cm range, one attack dice
five, plus two, hit with the -2 and it's a golf only tank.
So that's basically that one. There we go down.
Now to the Bone, Crusher, and the Bone Breaker, Very, very
similar in look and style. Aesthetically speaking, that is
they do have the the bone crushing the bone bracket can
run over enemy strip stands much like the good look grinder,
they're simply move, over them, each stand suffers a hit on the
4 plus and if the troops aren't squashed or make their saving
throw, assuming they had one the Bone Crusher.
And don't break a yeah we'll kill them.
So anything that they go overhead on the four plus they
don't have a saving throw. They're dead.
So that's only four trips though.
I think only I think only Terminators have a 6 Plus save
and some of the some of these squats and Chaos ones dude.
Yeah come on stance is very very few models of that safe.
Yeah. Like the kind of you know the
gutter if of the bone crunch of the bonebreaker, they're all
really good. Kind of medium, medium tanks,
like the good and infantry support their good as a kind of
if you want to just a little Tang company.
You know the battle Cannon Pretty decent, you know, set of
5. Cm range for up to hit - to
save. That's a decent little gun or
you can go for the oil to kind of do some more, Auntie imagery
one kicks out to shorts. Yeah.
That, you know, they they became the kind of the quintessential.
All? They became the plastic kit that
gone into tight Legions. Yep, I've got a couple of paying
some uppers, it's not some cloth ones and some evil Sons I want
to say and yeah they just kind of cheap, No Frills No Nonsense,
all tanks, that all. Yeah, just cause mischief.
And like you say, if you get into an Imperial Guard company,
you start rolling over the top of them, you can really squash
them umi's, as the, all sorts of a leave.
Leave a kind of a fine mist of red where, where an infantry
company used to be. So, I'm going to question for
you, John got a question for you.
Okay? So we just talked about like
having bikes and that kind of thing, the trikes is Vehicles.
If the death roller goes over them, will they affect the bikes
or they were only in Puerto Rico, because they His vehicle
so that we can drink Kool-Aid know, it's gonna brighten up,
only being treated to be squashed.
Okay. Now I'm going to hand this over
to next part of four units of The McCoys.
Speedsters, I have no room. Yeah, I've no experience
playing. I just I'm just putting them
together now bill. I think there's a given a lock
on to. Yeah.
I'm going to love them. I know I've read through them
and look at amazing. But yeah, I would love you to go
through those made of you can no worries.
So the, the McCoy speedsters or the mobile wagons essentially,
there are five I've and they all do something, slightly
different, and you can take them as a support cards.
You can buy one as a support card there.
You know, if you if you're playing a normal client, you can
only have the one met by card. If you're taking evil sounds,
you can have more as we discussed and they do give you
those make boy repair cards. So, really helpful or if you're
someone like me, who just loves them out, boys, you can take the
mick boy, Renegade special card, which lets you take, McCoy
Vehicles, which is just insane at a discount 600 points, but
that's getting you a kind of a 200-point discount on those
things. So, each of them is a 30 cm plus
2D 6-speed model, which is crazy.
So they're, they're ridiculously fast in all honesty, and they've
also got a special save so they're saving.
Throw is dependent on how well their force fields going.
So each of these has a force field every time you have to
take a save If the roll a D6 and have it.
So essentially The D3 and that tells you what your save is
going to be. So on a one or two, you have a
1, plus a Von a three or four, you have a 2, plus a 5, and a 5,
or 6 year 3 plus 8. So they're quite survivable.
They can be anything from completely Unstoppable to a
decent safe, but you do that every time they hit so it's a
random chance and then it comes down to what do you want to put
on the back of it? There's as I say five options.
So the oh, sorry it's not entirely true, I've saved Spit
it out. So this is just a Speedster so
we'll go through each of them separate because it's slightly
different. So the Speedster is the shooting
based make boy vehicle. So everything I've just said is
true but this is specifically for the speedsters so you can
have a Speedster With Rockets or a Speedster with a custom
Cannon. Both really, really powerful
range weapons, both will really mess with Titans, take out a lot
of inventory cash for Blanca off guard.
So the Rockets you have to 210 Arrows points.
And the way it works is you roll the artillery dice.
I want to say I'm pretty sure that's how it works.
Oh yeah, so you choose to Target its direct.
So you can't do the the the targeting models of lot of
cycling issue things within line of sight.
You roll the artillery dice to find out how many barrels
points. It is so between 2 and 10,
barage then roll to anything. The template - to save, however,
if you're all the misfire that's bad, you've jammed.
So you don't get to fire that turn back, but jumps out and
fixes here. So Rockets are really good for
putting down some pretty nasty, artillery shots tend to go after
him through with that but you can pop a few tanks, the cannon
similar but instead of barrage is number of dice.
So you again, you you choose your target, you roll that Dice
and you get between two and ten attack dice.
So it could be a fairly mediocre two shots or an Incredible 10
shots. 52 here. So, no, amazingly accurate, but
fairly decent. And if you're getting 10 dice,
that's quite a lot ice to be rolling.
And again, that - to modifiers is really powerful, but if
you're on a misfire shows gone off in the breach and you
actually have to take an armor, save it - to on your Speedster
as the, you know, the the bullet goes off in the barrel and
possibly blows your vehicle up. So classical key Riverboat
gambling. You, you get a really powerful
weapon but there's a chance. It get it kind of takes you out
rather than the enemy. Both really, really good fun.
I would normally take at least one of each in a renegade Mac
group. Like, you get those five choices
and you're allowed up to eight, so you can double up on two or
three. So, it's some interesting
choices if you just like lots of DACA to of each of these is a
really good way of building that Renegade met card out.
So then we'll move on to the next to the Renegade Vehicles.
So the bubble trucker, this one's weird.
This is the one that I struggle to use, not because it's bad.
Bad, but just because it's, it's truly random.
So similar rules again. You get that slightly random
speed slightly round with saving throw close sole Factor the
Bobble chucker. So, this is a gun that literally
Chuck's Bubbles as the name suggests.
So, in the beginning of game you take for bubble, Chuck account
is for each bubble. Chucker in your force, one of
them will say hit and three will say Miss and he Shuffle those
into a carp or a container. And when you shoot the ball
chucker you pick two of those counters without looking at them
and you place them on the thing that you're shooting within 50
cm vehicles or tighten so there's no shit.
He's infantry, shoot them tanks or Titans.
So you place down the counters next to the model and you don't
reveal them until the opponent's turn.
So what they've done is they find these bubbles that are
literally like you know, like children's you know bubbles onto
the tank or into the time? Ian's gun, and you have to
specify what gonna is with the tired.
And it's created this kind of this, this shimmering bubble
around the weapon. In the opponent's turn, when
they come to shoot that weapon, they say, what's being shot and
then you flip the counters over, if you flip Miss counters, that
is fine. The bubble pops, time, fires as
normal. If it's a hit, however, the
bubble has worked and essentially, the bullet is
trapped within the bubble and immediately bounces back onto
the tire. So, titles here, automatically
makes any savings froze. With saving modes as
appropriate, can't use Shields because this is literally
happening inside its Shields. And If it's a tighten, it hits
the weapon but it fired. So it's a really it's a really
silly random entertaining weapon your opponent can choose not to
shoot the gun and so the end of the turn, the end of their turn,
the vulture counter goes away and so you can Shuffle the next
shot. So, it's that thing of like, it
doesn't work that often because it's only a kind of a one in
four chance if you pull in the counter.
But when it works, you know, when you put that on, you know,
in Paris, two Titans plasma cannon, or you put it on over
your wall or Titans. The last last gun and then you
bounce that shot right back onto the time firing.
It's just hysterical. So if you like if you like
random, if you like crazy, you know, your plan, aux you
probably do. This is a really fun weapon to
do that. The fourth option is the list of
dropper. And this is a saint my partner,
she plays a lot of walks and she loves the lift dropper.
So again slightly slower. This was only 20 cm plus 2D six
but it's still that kind of random movement speed of vehicle
safety. Special saving throw same as
before plus you closer so factor and it becomes the list dropper
which is this weapon which is this gigantic kind of magnetic
energy based force field, generating insane got on the
roof. It basically creates this energy
field that drags things around. Throws them up in the air drops
him down. Smashes them through their
friends. It's a great fun.
So the way it works is you got range of 75 and you need a 4
plus 2 here. Here if Sue gets here, it has to
make a saving throw with a - for modifier.
If it passes it saved us, then nothing happens.
You've felt a basically lateral and drag it if you do latch on,
if they feel their armor. Save the vehicles lifted high up
in the air. So it's in trouble.
The oak bed designates where they want to drop the vehicle
within 16 6. Cm of the point was lifted from
and then you roll to scatter it. So if you're on a hit, bang on
target. You, drop it down.
If you're on a narrow, it This cat has to be 6 centimeters from
the point. You've chosen the vehicle that's
been picked up and dropped is automatically destroyed.
If you can pick up infantry, but it's rarely you'll pick up a
drink. If the model is struck by a
vehicle or sorry, another model of the same or lesser type of
itself. So an infantry model lands on an
entry model. Kills both of them tank lands on
a tank. Kills both of them and it's true
model. Angela tank.
Only comes the Infantry model so you you know same type of high
will kill. So this is really, really good
for the things like super Heavies.
Tank companies, things like that.
You can, you can grab one tank, pick it up in the air and then
Smash It Down on another tank and you know, kill two for the
price of one. So again, it's a totally random
risky gamble as weapon. But when it works, you know,
when a Beyblade company loses two of his pain blades to one of
these, it's a bad bad. Time can't pick up Titans.
The two big come pick up buildings, but they can be hit
by Falling things. So if you hit a Titan with a
falling tank, they'll lose a shield.
And if you hit a building, you could any damage it with
super-heavy tank, Northern take save, if it was a very they
break. So I wouldn't bother worrying
about, you know, tanks and Tighter.
Sorry times and buildings, particularly this is for killing
tanks and in an entertaining fashion as well.
So I really Any cool little vehicle.
And then the final one and this is one is an interesting one
because it has no offensive capabilities whatsoever.
But it has really, really good defensive capabilities.
So the make my dragster say that again 35 CM + 2 6 Speed, 3 up
savings rate. So this one's got a fix, saving
throw unlike the rest. However what it's also goes the
deflector Shield. So the fact of Shield is
basically a giant force field bubble.
That's projected out the top and it surrounds both itself and in
anything nearby. So the The bubble is 6
centimeters away. I want to say I'm not sure
that's all right. Yeah.
So yeah uses the god of belly gun, which is the large thing,
which is a 12 CM diameter. So it is, it's essentially 6m is
round or you can use the actual template.
So, throws up this 12 CM bubble and if a weapon is shot and the
line of sight crosses, that template there is a chance that
the shop bounces off of the template.
So what you do is you roll the scat advice.
If you're all the hit, there's the force field.
The bubble is felt to take effect and the target is hit as
normal. I'll take the same Trail as
normal if you want an arrow, then the shot is bounced off in
the direction, shown and travels the remaining range of its
weapons. So if you're a firing a weapon
with a 50-cent me range and is 30 cm away from the bubble.
The bounce with every 20, cm in the direction rolled on the
scatter, then hits the first thing in that path.
So it's one of those things where it's really, really good
for, you know, if you're trying to move, coughs up the ball and
you want to keep them safe. Chuck one of these in the middle
of the book, The Unit. We'll throw this bubble up
around them and protect them. It is random because sometimes
the balance will be just as effective.
You know. Maybe it won't necessarily at
the thing of targeting but it's still bounce into something else
of equal value about of the fourth order, hit your troops,
hit your got whatever it may be but it's you know, it's they
really got a one in six chance of going through and then a five
or six chance of weirdness and it just is Invincible otherwise
you know it's this this crazy crazy device.
Again, it's a gambler's like all the mcboyd vehicles of the
gamblers. If you like gambling, if you
like Randomness if you like whacking us, I think these guys
are entertaining. Whether it's just the one that
you're adding into your, into your clan as a kind of your
backup. Or if you're taking the special
card, you're taking eight of them.
They're never not going to be entertaining like they're just
such another. They to me are the best other
than the great Garden. They are the best Miniatures in
the orc range. Like I absolutely adore these
flight Vehicles there because they're the like the That boys
pride and joy vehicle. So like, yeah, funny enough,
I've got the picture. You said up on screen where you
show them, like they're that beautiful kind of drag racing
super Sleek beautifully, you know, curved lines exposed
engines, massive exhaust pipes. I just think they're so cool and
I've got, I think I've got three of each of these if I'm
perfectly honest because I want like one for my golf.
Someone from a bad news, one from Evil sons, who are my kind
of my three favorite Clans and they're just such You know, gave
it to me earlier that they're the kind of the curved smooth
aesthetic that I think really defines the second Vision orgs
that got lost in the change to Third Edition on was when they
became these kind of clumpy clunky revolving on watching
together. Yeah and these just looks so
classy and you know there's the mark Gibbons drawing.
I'm just looking out with the kind of communities in is it is
dragster grinning away with his goggles on.
There's a he was pouring out the exhaust Banner on the roof
crackling energy. This this crazy mesh grill, on
the front with smoke pouring out of it.
Big evil, slow flaming skulls drawn on the front.
Like these guys are the, you know, the Biker Boys of the orc
world, and the kind of the Madia greasers.
And they've got all these custom vehicles and they're driving
around that. You can imagine that like no
drag racing each other up and down the strip and in their
leather jackets with their shades on I didn't there.
So evocative and these vehicles are just so entertaining to use,
you know. Don't expect them to perform
perfectly every game. But yeah, when it works, when
you get that Bubble Up on the thing, when you get 10 shots out
of your Metal Rack or your your your canning rack is there just
hysterical and just so much fun. So yeah, huge fan, huge, huge
fan of the Mac, what cards, the subtle differences between them.
Takes a little bit of time to get it into your head as to what
they do. But yeah, you know, you got
three sort of offensive ones, one defensive one, and then one
weird one. So between the five, I'm sure
there's a McCoy vehicle for you and bringing those.
Those extra, you know they'll give you two met while repair
cards each as well. Like just really, really good
fun. Fun things to add to the force,
can't get enough of them. Nice.
But I really look forward to trying them out.
I've got the models here to say that I'm going to paint up over
the next couple weeks or so, and hopefully, we can add those to
our games in the future. Now, we're almost through the
vehicles. I've just got a couple more here
that also want to touch on and give John a bit of a break.
So on this on page 20 and 21, they have to enter He's here.
One for the war track. The war track is a pretty simple
standard kind of vehicle much much like a like a war buggy but
has a autocannon fit on the back of it.
It's got a 30 cm move 6, Plus saving through 1, plus close
salt factor. It's got a range of 50, cm one
attack dice five, plus two hit, no save modifier Department.
That's just that's, that's all it does is pretty vanilla the
other ones a scorcher. With a name that might suggest
that does actually Scorch and burn things.
Now, this doesn't come with a template.
It's just basically has a range of 15.
Cm has one attack dice or four plus two hit, but it ignores hit
modifiers for cover which is quite handy.
It's got a 30 cm move 6 Plus armor save and A1 Plus to its
close assault Factor. Okay?
So it's nothing really too exciting there.
If you need something to dig out your, your opponent in buildings
or cover and that kind of thing, they're quite useful.
Now, going into the page 22, we've got some knob War bikes.
These are part of the cold speed Clan card and I think you can
get these independently as a support card as well from
memory. Okay.
So they're going to move into 30 cm they got a saving throw a 6
Plus which is quite cool being a war bike.
They've got a closes all Factor plus 5 which is huge.
They got bowles's which are 25 cm range to attack dice which is
nice 5 plus and a minus to save. Mods are just like normal knobs
but just on bikes which Move faster, the close-up actors play
five is really, really nice too. Okay, then we go on to page 24,
and we're going to hit some of the evil Sons Vehicles which
will starting off with the evil Sons, bow burner.
So, these are can only be taking with the evil Sons Clan.
So we take the clan card. You can take these as added
support this much. Like the scorcher can move 30
centimeters of saving through a 5 plus, which is a bit better.
Look at the +1 close-up factors. Got a scorcher, which is 15 cm
range through one attack dice for plaster hit And it ignores
hit modifiers for cover. The next one is a table Smasher,
which I love this design. I just love the models, they do
terribly my games, but I just love the Miniatures very much
and they have a mover 25 cm. So again, with quite quick
because saving through a 5 plus 0 close salt Factor the armed
with an auto Cannon, which is 50 cm range.
One attacked is hitting over 5. Plus no save modifier.
And again, they're evil Sons only.
And then finally, we have an evil son, spleen Ripper really
cool-looking design on this. This this particular vehicle
actually have these now to complete my three, the trio of
the evil Sons Vehicles, they have a move of 30 cm again
really fast, Fire Plus save, 30 close salt factor, that a battle
Cannon, which is 75 centimeters, one attack dice for plus to hit
of the -2. So I look forward to taking
these against some heavily armoured opponents of some
vehicles and that kind of thing in the future.
The next entry is the Mac-10 boy, Tim Bots, which I really
love the models are just outstanding.
I just I could have, I could have an entire Army of these
guys. I just love them all so much.
Basically, they look like miniature Gardens and they just
so cool, so much character. So these they they work a little
bit differently. So they're not they're
independent so they're not, they don't, they're not subject to
the awww c'mere rule, which is quite good.
So they receive instructions from the mech, boy, who is
doubtless, concealed, nearby them.
So they have some kind of neck boy in control of these things,
remotely Okay, so they have to issue commands to these guys a
little bit differently. So, to represent these problems,
you have to place orders for tin pots at the end of the movement
phase. So then, I move knows you place
your orders for these guys. I usually tend to forget this
and after reminding myself during the game.
So on the first turn of the game place, the and reveal orders as
normal, at the end of the movement.
Phase Place another order. A candidate face down next to
your Tim Watts mobs. So you've got to sort of think
ahead of what you're going to do.
Basically, I like to place them and dig them in somewhere in a
building or something, because they've got a high saving
through on an objective and just keep on first fire orders for
me. Personally, these are the
orders, which you will use next term.
So that once you place at the end of the moon phase, this
means that you will have to judge the situation carefully.
To predict what their best. All is of next term will be, you
may choose any of the following orders, so charge.
Tim Watts charge 20 cm in a straight line towards the
nearest enemy unit. I must enter close combat.
If they can Tim wants, may not fire when they are uncharged
orders Advance. The 10 B Advanced 10 cm in a
straight line towards the nearest enemy unit and fire at
them in the Advanced Fire segment.
First why the team must remain stationary and fire at the
nearest enemy unit in the first five segments and fall back.
The tin box move between 10 centimeters and 20 centimeters
directly away from the nearest enemy unit.
That can W may not fire when they run for back orders to go
through their stats. They have a For 10 centimeters,
that is saying through a 4 plus, which is really good.
So you stick them into like a like a building or something
like that, to increase the difficulty to hit them, they
become really nice and dug in the closest Salt factor of plus
4, which is really handy as well.
So they do get in close combat. They're going to No Doubt win
the fight. In most cases they're fitted
with an order can which is 2572 range.
It's not violent, not really crash hot in terms of range but
they do throw it to attack die sitting on four plus which is a
A little added benefit for them, but they don't have any Targets
save modifier. Okay.
Alright. Now I'm going to hand it back
over to John because again, this is another unit.
I don't actually have in my collection, I've never used
them, but I know they're really powerful.
So John take away with a micboys shock attack gun Lee.
So the shock attack got, this is the bane of my existence when it
comes to me playing with my Imperial guys, my time legion, I
think it's a weapon that perhaps people under value because they
don't quite understand the wrinkles, but it's rules.
Sighs. So, we'll go through it again.
I think it's again, it's John's and make boiling.
It turns out, I love the concept of micboys.
I love my boy weapons. They're just both in 40K and in
Epic, like there, whether fun exists in this Force.
So the shock attack gun, I think the other thing interesting as
well about this. And I think we may have spoken
out it before before I even knew what wama was.
I witnessed some guys playing a game and they had a shark attack
gun and they explained to me what it was and how it worked.
And it just grabbed my attention and grab my And straight away.
So I guess I have a weird affinity for this weapon because
it's kind of the first thing I ever knew about what we'll
Hammer was. So it's a marvelous all
convention and it basically teleports modeling's through the
warp into tanks into armor into into your brain if you're really
unlucky and I think that the thing that people need to
understand is into Titans but we'll get on to that.
So the way it works is you can only fire on first file.
So you have to you know pick your pick a Target scale and
We're good. Good position for line of sight,
be on a hill or with clear line of sight.
So we want to shoot. It's got unlimited range and can
be fired against any Target within sight.
So you pick your Target and then you rob a scattered ice into D6
to determine the distance scatter just like a barrage.
It's not very accurate. If you're on a direct here and a
double on the to D6, then it's not things of not only landed on
their target, but if pretty realized inside it, if that
happens. Target's destroyed automatically
without enormous savings flow times, another large Fighting
Machines. The diagram damage chart in a
random location to work out where you here, she was bypassed
automatically and no armor, Savers allowed for Titans, which
would be invaded by snoring's in this way.
So sounds really, really nasty. It's unlikely because you need
to hear and a double. But if you can get that, that's
the perfect role. That is the Small Things
appeared. You know, in the princess chair
or in the kind of command Coppola of your little and
Raider. And your poor crewman is having
a fight for his life against the Hall of gibbering.
And, you know, insane frenzied Stallings if you don't get that.
But you do get the double other. Direct hit you hit the target
area. Something's pop out of the air.
It's around Target. The number of songs that make it
through the warp is somewhat uncertain.
And many of those who do a reducer helpers catatonic state,
which means the effectiveness varies.
So what you do is you melee fighter and of close combat, the
to D6 scatter role is the closest all Factor, so it's not
going to be great. You guys to score between 3 and
11, But why this is important is what happens next.
So if you're fighting infantry or whatever then you've got to
find your hands, you know, if you've got a fairly High
scatter, ironically, that's better because it means you got
higher. Close, the sole factor a low
scat means a locust has sole Factor so it doesn't guarantee a
kill. But what it does guarantee is is
Mischief. So you can avoid imperatives as
normal, your opponent rolls the to D6.
Now as they close the sole Factor, you just Take the to D6
that you roll so you don't get the extra 26 as normal.
So the chance of you winning that combat is Slim If you are
attacked by more than one shark attack Garden.
Then each attack after the first, as the dye 6 as normal
Whatever is hit. Basically then cannot shoot for
the rest of the term. So Target survives which they
probably will. They cannot shoot the rest of
the turn. Because they are busy fending
off this. This year frenzied mob of
Starlings. And this to me is the secret
power of the shock attack on. Its, it's not about how much it
can kill. It's about how much it can stop.
Because if this is on first fire and you target at iron, you are
nearly impossible to kill the tire iron.
But as long as you get that template touching it, the time
kind of shook the rest of the turn and that is huge that is
why it is the bane of my existence because I've got my
rivet iron and he's ready to you know mow down a Mob Of Orcs,
he's got his rocket pod, ready to go, he's got his Leo's
Gatling boat, was ready to go and then a bunch of snot-nosed.
Turn up and start causing Mischief in the, in the princess
chair. At all, the sunlight and does
nothing for the rest of the turn, and also in that entire,
you know, all the offensive capability that Titan is
nullified not because it's dead, but because it can't do anything
other than, you know, fend off these Stallings that are running
around in front of all the moderato a and, you know,
tripping over switches and you know, causing Mayhem.
And I just think a lot of people don't know.
They they go, oh, it can't kill. The Titans was useless.
Like, no, no, no. It's not about killing.
It's about stopping the tie and or stopping the super heavy or
whatever is the target from being able to function in it, in
the way it is expecting to do for the rest of the turn.
And the fact, you know, you get for under cars, you get four
shots at it as well. You know, Sam has shut down my
entire River Time. Battle company, turn off the
term of these guys, and they do my head.
And they, you know, soon as they're on the table, I'm
sending I'm aircraft after them. I'm sending Scouts eyes off
them, like whatever it takes, because if you don't get them
off the board, they are going to shut down your big expensive
targets. And there's Basically nothing
you can do. So really, really entertaining.
Don't think of them as a Kill Shot.
Think of them as a really really effective tool for messing with
your opponent's plans. And that is why I love the shark
attack on its. Yeah, it's just it's I mean,
it's painful when you're on the receiving end of it but it's
hysterical, if your opponent likes to bring Titans,
introduced him to the business end of a shark attack garden and
you will ruin their day. Like it's, it's crazy.
Really, really Funky Little Weapon.
Yeah. You've got to have a plan to
deal with them, because they will just take your toys off the
table as a result of their, they're crazy, silly rules.
So, yeah, look really full to using these at some point in the
future. When I get the actual models on.
I got to, I think I got to two of them at the moment.
So I need another, I think about it three.
I think it's because I've got a couple and, you know, I don't
know if I'm ever gonna need more, maybe to sound.
So I may have some spares for you.
And I next grew up in the attic. I'll I'll see what things are
exactly if you need a couple to finish a star card.
I probably have got spares of these guys believe or not.
Yeah, cool to me. That will there be excellent.
I just yeah, just need enough to get me.
Just one support card of them. So I can finish off my Golgotha
Workforce, any help John. I've just sent you a message.
Manage many people probably didn't see it.
We've reached two hours and we haven't, we haven't covered.
Not even halfway, we're not even halfway.
So I think we're gonna have to cover this in a two-part episode
show, which is incredible. I mean, two people wanted rules
in a game and to be totally immersed, in within a particular
faction, it you don't go past second edition, 40 space with
epic because it has everything made us quit.
Yeah, so much depth to it. It's incredible.
It's a lot more in depth than second edition 40K in a lot of
ways. So I hope people it's crazy.
Yeah, yeah. With this defendant not even
halfway through the 6. Mm math, combat game.
Yeah, I think I know. That's the, that's the, that's
the beauty of it because the rules are not so complex, but
it's just everything that sort of added to your army is that
have so many sort of independent rules, it's the sheer variety of
and that's, that's why I love. That's right.
Like yeah, to have, you know, 10 different variations on battle
tank. It's you can't complain that
they're adorable. Yeah.
So I'm sure everybody enjoyed listening to this.
If they've never heard of the aux or what they do, or what
they were about in Epic Space Marine, I'm sure they're going
to feel some love for them now. Because yeah, we're halfway
through this is said, we still gotta cover some more weird and
wacky, artillery pieces for them.
We've still got the gardens to go over.
That's both the great gargant, the /e gargant and the McCoy
gargant. So we'll have to cover that in a
separate episode. Sorry guys, we couldn't do it
all today, but I'd I just don't want poor old John.
They sitting there for his entire afternoon on in his time.
I don't think that's fair. So, So John, thank you so much
again, mate. For your wise words of wisdom
and experience or the Orcs, I've really enjoyed.
Just sitting back and listening to you as I paint order myself
up my hobby. And I'm sure other guys have
done it too but we'll have to organize it a day and time to
come back again main revisit it at some point.
A couple couple weeks in the future.
So nice. So I'm very you know, there's
still do squats to go as well. So we've still got plenty to
talk about automate, come on. Yeah I hope I think the squats
will be probably we can probably get that.
In a done in an episode, I don't think there is an extensive, as
the Orcs, but, yeah, walks have a lot of stuff.
So that's why we're gonna have to split in two episodes.
But, yeah, I think the squats we can do in one I think, looking
like, going through the pages here.
So all right, mate will take care.
Thank you very much again, and have a great, great afternoon.
And thank our worries. Please, thank your partner, Sam
for level, or you again, for a couple of hours on this Sunday
made or whatever. So, Until next time my friend
take care. Yep.
You too, mate. We'll catch up soon for more
rockiness, definitely for sure, man.
Okay, mate. Take a mate.
All right. Bye-bye.