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Everybody and welcome back to 
the chronicling podcast. 

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I'm here with John today to talk
about the warlord supplement for

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aux. 
We were planning to do the 

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entire part of the aux in one 
episode, but it just became just

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too much and two hours in we 
decided to and the do Harvard, 

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because when we got half done, 
so we have to come back for 

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another part sometime later in 
the month or or next Month. 

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See how we go? 
And now schedules. 

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And that kind of thing, but 
hopefully this will give you 

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some kind of idea about how 
Hawks operate in Epic Space 

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Marine. 
Then why they're so incredibly 

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fun and entertaining to play and
I'd only for yourself, but for 

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your opponents to. 
So yeah, hopefully enjoy that in

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other news. 
The fanzine is very closed now, 

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to being released and we will 
try to get either a sort of like

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a separate website off Facebook 
that you people can. 

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Download it and that kind of 
thing and share it or whatever. 

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So that's shaping up really well
and will definitely feature epic

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for sure. 
I asked John if you wanted to do

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some articles for epic in the 
future, he's quite Keen to do 

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that. 
Maybe later on in the year, I'm 

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going to do some Articles about,
you know, getting into epic 

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words, what do you need? 
And basically based on the bike 

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last flight podcast, we do here 
on the basis of what, you know, 

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what is epic. 
Now, why is it so different from

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any other system that gains 
worships ever made? 

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And why is it, you know, been 
around for so long, why is it 

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survived so many different 
cycles of versions come out and 

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fan-made rules like net effect 
in that kind of thing? 

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And I think there's a there's a 
reason why I think there's 

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something very special about 
Epic. 

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Eric that people will, I think 
understand over time. 

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I am uploading the battle at me 
and John played remotely to 

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YouTube today. 
So the time they get to hear 

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this, it should not be too far 
away from being uploaded me know

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and had a great chat last night 
after talking with John in the 

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show and please check out that 
as well. 

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Owen brings to us the second 
part of the story that he 

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started with his dwarf character
in deep into the deep in them in

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deeper than in the in the 
tunnels and mines of this 

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Dwarven Realm. 
Facing the goblins. 

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And it's really really fantastic
to listen to and I think this 

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will be like an ongoing story. 
They'll just continuing on and 

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on for as long as I want you 
know I want imagination will let

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him so that's been really good. 
So check that out. 

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Other news the call of the Crown
entries are coming in thick and 

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fast on Facebook. 
So thank you for that. 

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There is a an actual pinned 
post. 

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Now at the top of the group that
people, Be posting their entries

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into, so just check that out. 
If you weren't aware of that, if

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you're not on Facebook and 
that's not your place to post 

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up, please send it to the Gmail 
account, so that I don't miss it

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because I always every month 
I'll miss something. 

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And so this is trying to just to
collate everything in one place 

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that just makes it easier for 
me. 

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So, during later this week, I'll
be able to put them all together

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and make a little video for 
YouTube that will come out 

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probably next week and I'd say 
Just giving people a few more 

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days time to get stuff in. 
So I don't miss anybody, that's 

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the main thing. 
So, apart from that, I think we 

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can get onto the show and in 
please, thank John as well for 

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his time. 
I mean, he's taking a lot of 

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time out of his weekends to do 
this. 

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So please remember to thank John
for his time and effort and he's

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knowledge. 
I mean he's really knowledgeable

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at that. 
All this was stuff that a lot 

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more than I am. 
And he can, he can talk about 

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hitting it, you can explain it 
at Break dates Breakneck speed 

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like a cold speed, you know, 
driver one of these McCoy 

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machines and he can just, you 
know, spit it all out very 

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quickly and very concisely and 
very clearly, which is great. 

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So I'm glad John can help me 
with these breakdowns of the the

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armies and the factions and that
kind of thing. 

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So I hope you enjoying them and 
I think next week I've got an 

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interview With another gentleman
from Poland, which have great 

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great. 
And then I think Ben's going to 

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join me in a couple weeks time 
or three weeks time to talk 

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about Manowar again. 
So, yeah, we got a lot of stuff 

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planned, of course, ethics and 
epics going to be featuring as 

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well in the future too. 
So yeah, a lot of good content 

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for you guys coming up, so hope 
you enjoy it. 

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Okay, well enough of me. 
Let's get on with the show. 

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Okay, and we are officially 
recording and I'm here. 

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With John again. 
John Webb. 

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How you going mate? 
Yeah, let's talk about how you 

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doing today. 
Not too bad. 

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Maybe it's, it's the evening 
now, but it's afternoon for you.

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You just had a nice walk. 
You were telling me with your, 

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with your partner. 
So how's the weather over there?

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- how's everything? 
It's cold. 

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It's actually just a training by
looks of things. 

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So, yes, they was miserable 
today. 

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This morning was quite bright 
but no, it's raining and cold 

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again now because it's England. 
Yeah we do, isn't it? 

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That's it might, that's it. 
Stable supply of rain and cold 

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weather in England. 
I've experienced up lived there,

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so I know all about it today. 
We had a really nice long day so

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the first motives to Seattle 
they like I guess it's just gray

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and rainy all the time. 
Those are also like England. 

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Yeah, you know, missing out on 
anything than I but yeah, it's 

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been beautiful day. 
He made absolutely amazing. 

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Yeah, it's about 10 degrees but 
the sun was so warm. 

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I just, I just sort of Bunker 
down down the Living room had 

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the windows open like the 
curtains opened just sat there 

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and slept in the sun, when it to
the pot, the outsides freezing, 

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they like the wind was cold, but
I left open the the, the, the, 

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the door like this. 
If we could do like a door to 

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our bedroom, like a sliding door
that opens up to the small 

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balcony. 
And I left it open in the 

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morning thinking, oh, it's such 
a beautiful day, I'll do a bit 

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of a tearing of the room and my 
wife come up this evening at 

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10:00 said, did you leave a 
window open? 

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And I said, no. 
City. 

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Sure, I said yeah. 
So often the benefit that our 

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bloody hell. 
Sorry, I forgot about that. 

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So it's been, it's absolutely 
freezing cold. 

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Freezing bullet cold and luckily
she wasn't, she wasn't in a bad 

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mood, think thankfully. 
So I've got away with it. 

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Yeah, that's but anyhow, that, 
that aside make we had it. 

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We do great remote game last 
night. 

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Was that your first experience 
playing a remote game. 

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Certainly, my first game of a 
peck. 

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We've played Made a bit of a 
play silver Tower Warhammer 

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quest, which is obviously a 
gridded board game. 

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So yeah, kind of a lot easier 
because you don't worry about 

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the movement and measurement of 
stuff. 

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But no that was certainly the 
first pretty sure that's the 

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first war game. 
I've played like in the flesh 

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but simultaneously remotely. 
So yeah, quite quite interesting

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challenge but I think we got 
through quite well I think so. 

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It was with a tentacle dipping. 
My internet just dropped out 

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halfway through which is just 
wonderful and then we 

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reconnected and went on with the
game but Yeah, about to spoil 

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the results but I'm going to 
upload the video hopefully 

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tomorrow. 
I'm just downloading it now. 

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But yeah, it's want to get your 
thoughts on about your. 

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So the people that were 
interested in doing remote game,

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whether it be epic or anything 
else. 

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But I know board games works 
perfectly because of that grid 

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format. 
You know, you're not sort of 

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worried about, you know, 
movement or distances or line of

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sight or anything like that. 
Can you give us a bit of a, give

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you feedback on it? 
Me. 

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Ya know, I think I like on the 
whole. 

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It works fine. 
Like the one thing that possibly

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wouldn't, would you take it up 
to the next level as a kind of 

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an overhead camera? 
But obviously, you know, you're 

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doing this kind of just partly 
of necessity Polly of fun. 

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So I think it's absolutely fine 
what we did. 

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If we could have a camera 
looking down from above, it just

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gives that slight more clarity 
for where things are. 

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There was a couple of moments 
where there was Commerce going 

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on and I couldn't see what was 
going on. 

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But on the whole, I think we did
pretty damn well with it. 

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And yeah, there's a fun little 
roller coaster of a game and 

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like they won't spoil the 
results but it went To the wire.

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Yeah, I just I think the hardest
part is of course you're trying 

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to you know, I'm trying to 
explain to you how to move the 

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pieces and then you're trying to
interpret what I've said. 

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And course in my brain, it makes
perfect sense and you're talking

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about. 
So like let's go to the left. 

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I'm like, no, no, sorry the 
right my left. 

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Yeah, yeah backwards. 
What's going on? 

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But no, I think it was good fun,
wasn't it? 

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Yeah, it was good. 
It was good fun. 

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But it was a good game. 
Yeah. 

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Yeah. 
We saw it and we certainly 

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enjoyed ourselves. 
We thought we'll have a bit of a

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00:09:02,700 --> 00:09:05,900
Sort of a look at the warlord 
supplement because we both play,

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also both play squats or both 
have those forces. 

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And I thought we'd better do 
that before having the podcast 

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today because we're going to 
unbox it as you as you as you 

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like and just sort of go through
the York section of the book, 

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which is the first part of it 
and just go through this weird 

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and wonderful range of various 
different units and the all 

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culture in and maybe a sort of a
summary but this is very much 

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Have I think we've sort of 
talked about this before. 

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This is very much coming from 
the road Trader Days Of Orcs. 

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And of course, that carried on 
through all the, through second 

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edition. 
And I don't know what happened 

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00:09:43,400 --> 00:09:49,100
beyond that, but but I think 
that's because it's like, to me,

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it's the kind of, this is the 
Pinnacle of Autumn, this is 

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00:09:51,900 --> 00:09:53,800
where, like, say that kind of 
fear were you, I'd be. 

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00:09:53,900 --> 00:09:55,700
Here we go. 
And one of the oils off the back

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00:09:55,700 --> 00:09:57,500
of a rogue Trader into second 
edition. 

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00:09:58,200 --> 00:10:02,000
And, and then, after 2nd 
edition, You start to see a lot 

187
00:10:02,000 --> 00:10:04,200
of the kind of the, the flavor 
and texture of the different 

188
00:10:04,200 --> 00:10:07,300
Clans slip away, and they just 
basically became the same walk 

189
00:10:07,300 --> 00:10:08,600
but with a different kind of hat
on. 

190
00:10:08,900 --> 00:10:11,000
So, for me, this really is, you 
know, this and the second 

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00:10:11,000 --> 00:10:14,200
additional quote code eggs. 
Truly are the best that looks 

192
00:10:14,200 --> 00:10:15,600
ever were. 
And really, you know, showed 

193
00:10:15,600 --> 00:10:18,700
off, that there was a difference
between the Clans and they had 

194
00:10:18,700 --> 00:10:22,000
differences, abilities, and 
different approaches to war and 

195
00:10:22,000 --> 00:10:24,000
it's just, yeah, never better 
than this. 

196
00:10:24,000 --> 00:10:26,400
This is this is if you want to 
really know orgs, this is where 

197
00:10:26,400 --> 00:10:29,500
you come for sure. 
Yes, it's just exploded. 

198
00:10:29,500 --> 00:10:32,300
I was I'm sort of getting into 
Second edition again. 

199
00:10:32,800 --> 00:10:35,100
And I've got some Orcs and 
really wanted to get into the 

200
00:10:35,300 --> 00:10:37,600
the old-fashioned never played 
aux and second edition before. 

201
00:10:37,600 --> 00:10:41,400
So I'll look through the the 
Codex and I was quite a little 

202
00:10:41,400 --> 00:10:43,700
bit disappointed because you 
know, I play you know, I'm 

203
00:10:43,700 --> 00:10:45,200
looking obviously playing Orcs 
now. 

204
00:10:45,200 --> 00:10:49,500
In Epic Space Marine. 
They actually have more rules 

205
00:10:49,500 --> 00:10:52,000
more detailed rules about the 
different Clans that the how 

206
00:10:52,000 --> 00:10:55,000
they interact with each other. 
They're more personalized like 

207
00:10:55,000 --> 00:10:58,800
they have, they have their own 
sort of inbuilt psychology in 

208
00:10:58,800 --> 00:11:00,100
the, in the, in the different 
Clan. 

209
00:11:00,100 --> 00:11:03,200
So they behave differently. 
Lee they've sort of just just 

210
00:11:03,500 --> 00:11:06,000
just took all of that out in 
second edition which is a real 

211
00:11:06,000 --> 00:11:09,400
shame, you know. 
Plus you know of course they 

212
00:11:09,400 --> 00:11:11,700
couldn't include every single 
weapon and all the different 

213
00:11:11,700 --> 00:11:16,400
kinds of wonderful engineering. 
The Orcs have in there in that 

214
00:11:16,400 --> 00:11:18,800
technology and that kind of 
stuff, but it would have been 

215
00:11:18,800 --> 00:11:22,400
nice to have like like the Mad 
boys behaving differently or, 

216
00:11:23,200 --> 00:11:25,600
yeah, which you got in row 
Trader in in? 

217
00:11:25,600 --> 00:11:26,600
Yeah. 
Yeah. 

218
00:11:31,100 --> 00:11:33,400
Really in depth. 
So yeah, you're right like a lot

219
00:11:33,400 --> 00:11:35,700
that went in and it's 
interesting as well like and I 

220
00:11:35,708 --> 00:11:37,700
guess that's partly because the 
kind of, you know, the 

221
00:11:37,700 --> 00:11:40,400
limitations of casting at the 
time and I guess the focus of 

222
00:11:40,400 --> 00:11:43,200
40K versus epic but there's none
of the really interesting 

223
00:11:43,200 --> 00:11:46,800
vehicles in in 40K second 
edition. 

224
00:11:46,800 --> 00:11:49,000
You get the kind of the Colts 
speed so you get your bikes and 

225
00:11:49,000 --> 00:11:52,900
your bogeys on your wall tracks,
but you don't get, you know, all

226
00:11:52,900 --> 00:11:56,400
the amazing variety of your 
battle wagons and you know, lung

227
00:11:56,400 --> 00:11:59,400
Buster and Gob smashes and brain
crashes and there's none of 

228
00:11:59,400 --> 00:12:00,800
that. 
So yeah, I know what you mean. 

229
00:12:01,000 --> 00:12:04,100
I mean. 
Yeah, other than like kind of 

230
00:12:04,100 --> 00:12:06,700
what weapons you can choose. 
There's not a huge amount of 

231
00:12:06,700 --> 00:12:09,100
difference between the Clans 
whereas you know comments 

232
00:12:09,100 --> 00:12:10,400
talking about different Clans in
Epic. 

233
00:12:10,400 --> 00:12:13,100
There is a clear distinction 
between them in Epic. 

234
00:12:13,100 --> 00:12:15,500
So I think what you're saying is
basically the best game as well,

235
00:12:15,508 --> 00:12:20,300
it sounds like I think it is I 
think that to play to play 40K. 

236
00:12:20,300 --> 00:12:23,500
It's definitely my first choice.
You know. 

237
00:12:23,500 --> 00:12:26,200
I do have an affection for 
seeing the addition because 

238
00:12:26,700 --> 00:12:29,900
yeah, I think I think anybody 
who played 40K, the 90s would 

239
00:12:29,900 --> 00:12:32,400
feel the same. 
I think it's Got its own. 

240
00:12:33,200 --> 00:12:36,200
It's very much on a very very 
smaller scale which I really 

241
00:12:36,200 --> 00:12:40,200
like only a handful of figures. 
So it's really really nice. 

242
00:12:40,200 --> 00:12:43,700
But on the grand scale of things
and when I really want to get 

243
00:12:43,700 --> 00:12:47,700
into a particular Army and 
flavoring Army, I think yeah I 

244
00:12:47,708 --> 00:12:52,400
think epic does that for me 
before we get into that any 

245
00:12:52,400 --> 00:12:54,800
hobby updates at all John since 
we last talked? 

246
00:12:54,800 --> 00:13:01,500
Yeah so lost last year, I spoke.
I've wraps up that 3,000 points 

247
00:13:01,500 --> 00:13:04,600
of of chaos for epic. 
So, just taking a slight break 

248
00:13:04,600 --> 00:13:08,000
from epic, kind of tricked 
myself into doing it really. 

249
00:13:08,000 --> 00:13:11,500
So, I've got a kind of a couple 
of mates from from various 

250
00:13:11,500 --> 00:13:13,700
places and very, you know, dwma 
stuff. 

251
00:13:13,900 --> 00:13:16,500
We've got a little pain in group
kind of paying support group. 

252
00:13:16,500 --> 00:13:18,400
And we also feel like our what 
we do in the new year. 

253
00:13:18,400 --> 00:13:22,000
Did I saw when we do a little, 
you know, 25 points of 40K, just

254
00:13:22,200 --> 00:13:24,200
as a kind of a, you know, a 
little challenge to ourselves 

255
00:13:24,200 --> 00:13:26,200
and having, you know, new year, 
new Army, kind of thing. 

256
00:13:26,700 --> 00:13:29,800
So, I've been working on that 
and I've just done just finished

257
00:13:29,800 --> 00:13:32,400
the first six space. 
Means that all the time. 

258
00:13:32,400 --> 00:13:36,000
I'm just like God, I wish I was 
painted at Big open Button 

259
00:13:36,000 --> 00:13:39,400
buying a big. 
So I've just picked up a bunch 

260
00:13:39,400 --> 00:13:41,400
of demon engines because I think
my plan is I'm going to try and 

261
00:13:41,400 --> 00:13:43,700
do another thousand to two 
thousand points of corn. 

262
00:13:44,100 --> 00:13:47,500
For the first half of the year 
to kind of bulk my my epic 

263
00:13:47,500 --> 00:13:50,100
caocao. 
So I've been picking stuff up 

264
00:13:50,300 --> 00:13:55,600
but no pain as yeah I did 
prepare some cards but haven't 

265
00:13:55,600 --> 00:13:57,100
gotten to the table. 
Yeah and it's just think of now 

266
00:13:57,100 --> 00:14:00,200
I've got this kind of this 
roadblock of I've got 15 more 

267
00:14:00,200 --> 00:14:01,900
Space Marines to Pain. 
And then it kind of. 

268
00:14:01,900 --> 00:14:04,300
Once I finish there, maybe as a 
kind of tree, I can go back to 

269
00:14:04,308 --> 00:14:07,000
painting, you know, epic proper 
models. 

270
00:14:07,300 --> 00:14:10,400
So that's kind of where I'm at 
ready and it was, it's amazing. 

271
00:14:10,400 --> 00:14:12,400
Like, it's taken me a month to 
paint six face, Mary's, which 

272
00:14:12,400 --> 00:14:14,800
seems ridiculous. 
But I don't know what happened. 

273
00:14:14,800 --> 00:14:15,800
Like, I've been painting every 
day. 

274
00:14:15,800 --> 00:14:19,400
Same as usual, but they've just 
been a bit of a slog but no 

275
00:14:19,400 --> 00:14:21,300
apart from that. 
Just yeah, picking up picking up

276
00:14:21,300 --> 00:14:23,200
some more epic really. 
Looking forward to getting back 

277
00:14:23,200 --> 00:14:26,300
and you know, my plan is to kind
of do a kind of a nice mix of 

278
00:14:26,300 --> 00:14:28,900
some Demon engines and some 
infantry to really start to 

279
00:14:28,900 --> 00:14:31,800
round out my my epic chaos. 
Laughs. 

280
00:14:31,800 --> 00:14:37,000
But yeah, hopefully Sarah goes 
after that and you post it up 

281
00:14:37,000 --> 00:14:38,500
recently. 
I think you and Sam posted up 

282
00:14:38,500 --> 00:14:42,600
some painted Deborah's 
mechanicus Titans is that right?

283
00:14:42,600 --> 00:14:43,400
Yep. 
Yep. 

284
00:14:43,400 --> 00:14:46,600
So tight and Christmas except I 
think it's Christmas. 

285
00:14:46,600 --> 00:14:50,100
So over the Christmas period, we
were home for two weeks and 

286
00:14:50,100 --> 00:14:51,800
obviously, nobody's really going
anywhere right now. 

287
00:14:51,800 --> 00:14:56,500
So we just kind of hunkered down
and yeah, 10 games of Titanic 

288
00:14:56,500 --> 00:14:59,100
has over the Christmas period, 
which was really enjoyable. 

289
00:14:59,700 --> 00:15:04,300
We've both Did now to war hounds
each and a half of a Reaver. 

290
00:15:04,300 --> 00:15:07,700
So we both got the lower legs of
a rivet I and fully painted and 

291
00:15:08,000 --> 00:15:10,400
well I get some time. 
I'm going to finish prepping the

292
00:15:10,400 --> 00:15:12,200
top half for each of us are 
here. 

293
00:15:12,200 --> 00:15:15,300
She's a filthy whore a 
straighter and I'm a staunch 

294
00:15:15,300 --> 00:15:21,300
loyalist. 
So yeah, I'm the lesbian 

295
00:15:21,300 --> 00:15:23,600
Metallica because I can only 
paint models read. 

296
00:15:23,600 --> 00:15:27,000
It's just this weird thing I 
have and she is an as-yet 

297
00:15:27,000 --> 00:15:29,600
unnamed Noble. 
Aligned traitor Legion. 

298
00:15:29,600 --> 00:15:32,800
So they're all kind of like 
Turquoise and green with rust 

299
00:15:32,800 --> 00:15:34,600
and grime and ver degree all 
over them. 

300
00:15:34,600 --> 00:15:37,700
So it's really good fun. 
And I don't know if you played 

301
00:15:37,700 --> 00:15:39,700
Titanic has yet. 
Not yet right now? 

302
00:15:39,700 --> 00:15:41,400
Haven't you haven't? 
You sent me a remote game of 

303
00:15:41,400 --> 00:15:42,200
that? 
Be cool. 

304
00:15:42,500 --> 00:15:46,000
Yeah, maybe we should try that. 
Like it's really like, it's 

305
00:15:46,000 --> 00:15:48,400
quite funny. 
We were playing yesterday and I 

306
00:15:49,200 --> 00:15:52,800
started thinking about that. 
I was playing Titanic us at. 

307
00:15:52,800 --> 00:15:54,900
So I was trying to trick myself 
up with what I was trying to do 

308
00:15:54,900 --> 00:15:56,800
because I was thinking in my 
head, I was playing Titans 

309
00:15:56,800 --> 00:15:58,400
again. 
So some of the stuff I was doing

310
00:15:58,400 --> 00:16:01,800
with my slasher. 
I'd almost Accidentally started 

311
00:16:01,800 --> 00:16:03,200
playing it. 
Like I was saying to a certain 

312
00:16:03,200 --> 00:16:06,000
number of rotations of the model
during an advance because he's 

313
00:16:06,000 --> 00:16:07,000
on this or has. 
Oh wait. 

314
00:16:07,000 --> 00:16:08,200
No. 
That's the wrong version of 

315
00:16:08,200 --> 00:16:10,100
Epic. 
Yeah, but it is it really. 

316
00:16:10,100 --> 00:16:13,100
Is it such a like I might be 
biased a friend of mine did 

317
00:16:13,100 --> 00:16:16,500
write it but I do think it's a 
really solid edition of the 

318
00:16:16,500 --> 00:16:20,800
game. 
It Like it lacks because it's 

319
00:16:20,800 --> 00:16:23,200
only Titans you do kind of miss 
some of that, you know, the the 

320
00:16:23,200 --> 00:16:26,000
maneuverability and they're kind
of the fun that you can have 

321
00:16:26,000 --> 00:16:28,600
with with a Never full game of 
Epic. 

322
00:16:28,600 --> 00:16:31,000
But it's it's a really clever 
little system. 

323
00:16:31,000 --> 00:16:33,200
Is its it. 
I think it Blends the best bits 

324
00:16:33,200 --> 00:16:36,200
of like all of the different 
epochs of happened and if you 

325
00:16:36,200 --> 00:16:40,500
like giant robots, it's very 
similar to Naval Combat. 

326
00:16:40,500 --> 00:16:44,000
So you're very limited number of
models of quite a limited number

327
00:16:44,000 --> 00:16:47,000
of things you can do. 
So it's about like getting the 

328
00:16:47,000 --> 00:16:50,100
best maneuvering. 
And Best use of the resources 

329
00:16:50,100 --> 00:16:53,500
that you've got in hand and 
there's just enough like like 

330
00:16:53,500 --> 00:16:55,100
extra little special tricks you 
can do. 

331
00:16:55,100 --> 00:16:58,100
So there's not just the same 
game over and over again and you

332
00:16:58,108 --> 00:17:00,200
know we did a really good mix of
like some of the games we 

333
00:17:00,200 --> 00:17:01,900
played, what kind of straight 
points break? 

334
00:17:01,900 --> 00:17:05,200
Some of them were specific 
scenarios with funny custom 

335
00:17:05,200 --> 00:17:07,300
rules so we really did try and 
mix of all of it. 

336
00:17:07,300 --> 00:17:09,800
And actually what I found was 
normally I think of myself as 

337
00:17:09,800 --> 00:17:13,800
quite a kind of a Point Break in
a tournament style gamer but 

338
00:17:13,800 --> 00:17:16,099
actually I really enjoyed the 
narrative scenarios more so 

339
00:17:16,099 --> 00:17:18,599
there was one where I had to 
explode a kind of a fact. 

340
00:17:18,700 --> 00:17:19,900
Three. 
They've been overrun by chaos. 

341
00:17:19,900 --> 00:17:22,000
It was one of those. 
These giant were monsters, 

342
00:17:22,000 --> 00:17:24,599
anything up out of the ground 
and trying to buy art irons and 

343
00:17:24,800 --> 00:17:28,700
you know obviously it disrupts 
the kind of fair balanced nature

344
00:17:28,700 --> 00:17:30,800
of the game but it just makes 
for a really fun experience 

345
00:17:30,800 --> 00:17:33,300
because you're not you know 
you're not worried about the 

346
00:17:33,308 --> 00:17:35,200
result. 
You're just trying to have a fun

347
00:17:35,200 --> 00:17:38,400
story and you know yeah just 
yeah, it's great. 

348
00:17:38,400 --> 00:17:43,000
And when you're when you're 
sticking your generator in the 

349
00:17:43,000 --> 00:17:46,200
red and exploding plasma 
generators and Titans popping 

350
00:17:46,200 --> 00:17:48,000
off fallen over and landing on 
each other. 

351
00:17:48,000 --> 00:17:51,300
It's Really, really good fun. 
It's that it's not funny. 

352
00:17:51,300 --> 00:17:54,400
Thing of it was always ethic and
Titans that I loved. 

353
00:17:54,400 --> 00:17:57,100
And then when I transferred into
war machine, it was because the 

354
00:17:57,100 --> 00:17:59,800
kind of I was fellow Titans. 
Got sidelined a bit with the 

355
00:17:59,800 --> 00:18:02,300
newer editions of Epic, it's a 
war machine, came along as eyes,

356
00:18:02,300 --> 00:18:04,800
the giant robots and they kind 
of like almost wrestling with 

357
00:18:04,800 --> 00:18:06,000
each other and throwing each 
other around. 

358
00:18:06,000 --> 00:18:09,600
And and and I was Miss that, you
know, the star of the show 

359
00:18:09,600 --> 00:18:12,200
should be the massive robots 
because they're amazing. 

360
00:18:12,200 --> 00:18:14,800
And so that's why that occurs is
a game only of massive robot, so

361
00:18:14,800 --> 00:18:16,600
they can only be the star of the
show. 

362
00:18:17,200 --> 00:18:18,600
So it's really nice to get back 
to that. 

363
00:18:18,700 --> 00:18:21,200
You know, and you blow the arm 
off of a tie-in and it kind of 

364
00:18:21,200 --> 00:18:23,900
limps away and you're trying to 
finish it off, it comes back 

365
00:18:23,900 --> 00:18:25,600
with some clever little trick. 
It's just, yeah. 

366
00:18:25,600 --> 00:18:27,900
We'll, we'll try and set up a 
game and I'll take you through 

367
00:18:27,900 --> 00:18:30,600
some of the basics. 
Even, you know, to war house 

368
00:18:30,600 --> 00:18:34,300
goes to war hounds, which is 
kind of a small, as you Flow gas

369
00:18:34,300 --> 00:18:37,100
or, you know, 11, Reaver 
against, to what has even that 

370
00:18:37,100 --> 00:18:40,200
is quite a challenging game, 
quite an in-depth game, whereas 

371
00:18:40,200 --> 00:18:42,400
normally think our if I brought,
you know, five Space Marines 

372
00:18:42,400 --> 00:18:44,300
against five Space Marines, 
there's not a lot going on 

373
00:18:44,300 --> 00:18:46,200
there. 
So it's a game that scales 

374
00:18:46,200 --> 00:18:48,500
really, really well. 
And, you know, we've really not 

375
00:18:48,800 --> 00:18:50,300
The envelope, in terms of how 
big you can go. 

376
00:18:50,300 --> 00:18:52,800
I think the most we had was 
about four or five times each on

377
00:18:52,800 --> 00:18:54,200
the table and a couple of 
nights. 

378
00:18:55,100 --> 00:18:56,400
So, you know, it's still a long 
way to go. 

379
00:18:56,400 --> 00:18:59,200
You have, you know, five, ten 
fifteen twenty Titans if you 

380
00:18:59,208 --> 00:19:03,000
really want to go for it. 
So yeah, lots of play but I 

381
00:19:03,000 --> 00:19:05,600
really do think if you're 
someone who enjoys epic and 

382
00:19:05,600 --> 00:19:09,400
enjoys that scale of gameplay, 
but is interested in Titans and 

383
00:19:09,400 --> 00:19:12,700
very, it's very tactical and 
it's very Resource Management, 

384
00:19:12,700 --> 00:19:15,000
like do like Resource Management
games because you've got off. 

385
00:19:15,000 --> 00:19:17,700
I just, if I just do this, I'll 
get the edge, but then there's 

386
00:19:17,700 --> 00:19:19,300
the risk. 
It's going to, you know, I like 

387
00:19:19,300 --> 00:19:21,600
the classic one is war hounds. 
You can push their engines to 

388
00:19:21,608 --> 00:19:24,000
make them run faster, but if you
do, there's a chance, it 

389
00:19:24,000 --> 00:19:26,600
overcooks your engine and then 
your legs mellow off and then 

390
00:19:26,600 --> 00:19:28,200
you will have died. 
So, it's that real thing, but I 

391
00:19:28,200 --> 00:19:30,700
really need him to be, you know,
up on the flank out of line of 

392
00:19:30,700 --> 00:19:32,800
sight, but if I do that, there's
a chance. 

393
00:19:32,800 --> 00:19:34,900
The rivets are going to burst 
and the plasma is gonna go, you 

394
00:19:34,900 --> 00:19:38,000
know, super nuclear and he's 
going to be a crater. 

395
00:19:38,000 --> 00:19:40,100
So really good fun, really 
recommend it. 

396
00:19:40,500 --> 00:19:42,700
Cool - yeah, I'm really, really 
Keen to play it. 

397
00:19:42,900 --> 00:19:45,800
I don't think I'll be getting a 
chance anytime soon here. 

398
00:19:45,800 --> 00:19:48,000
So I think you're my only hope 
mate. 

399
00:19:48,400 --> 00:19:49,700
Okay. 
Well, I'll tell they're like it 

400
00:19:51,000 --> 00:19:52,600
I'll have to figure out a way of
bringing the camera on the 

401
00:19:52,600 --> 00:19:56,400
ceiling. 
I've got to do something like 

402
00:19:56,800 --> 00:20:01,000
yeah I'm thinking of re jigging 
my house. 

403
00:20:01,000 --> 00:20:03,800
So I have this mad plan to turn 
because my sitting room is my 

404
00:20:03,800 --> 00:20:07,300
gaming room but I don't want to,
I need to build a partition wall

405
00:20:07,300 --> 00:20:11,000
in a kind of lighting rig on the
ceiling to truly make this the 

406
00:20:11,000 --> 00:20:13,500
gaming room of my dreams, so 
we'll see. 

407
00:20:13,500 --> 00:20:16,200
We'll see what happens. 
Okay, wait, that sounds good. 

408
00:20:16,200 --> 00:20:19,600
Alright, and yeah, they look 
really Stick the the especially 

409
00:20:19,600 --> 00:20:22,100
the red color you're using, 
which is I think that P3 paint 

410
00:20:22,100 --> 00:20:24,700
or something, isn't it? 
Yeah, this is yeah, not really 

411
00:20:24,700 --> 00:20:26,900
nice with the sort of Hazzard 
stripes and everything on him so

412
00:20:26,900 --> 00:20:28,200
if you're even wants have check 
them out. 

413
00:20:28,200 --> 00:20:29,600
They can go and check it on 
Facebook. 

414
00:20:29,600 --> 00:20:32,400
I think the Epic middle Hammer 
group, I think, yeah, I just, 

415
00:20:35,800 --> 00:20:37,900
it's quite a funny. 
Someone posted an ad video, they

416
00:20:38,300 --> 00:20:40,900
wanting some Miniatures and 
they'd used some of my 

417
00:20:40,900 --> 00:20:43,100
Miniatures. 
For the example of this is what 

418
00:20:43,100 --> 00:20:44,200
I look for us at us. 
Funny? 

419
00:20:44,200 --> 00:20:47,200
How you just your stuff gets 
around, if you get know a lot of

420
00:20:47,200 --> 00:20:48,500
people see it. 
Although, you know, quick. 

421
00:20:48,700 --> 00:20:50,800
Google search. 
So if the puncture your Ox will 

422
00:20:50,808 --> 00:20:52,100
come up. 
If you know if you've been 

423
00:20:52,100 --> 00:20:54,300
putting them up there. 
If people are Googling epic aux 

424
00:20:54,300 --> 00:20:55,700
surely you're going to be near 
the top man. 

425
00:20:56,600 --> 00:20:59,000
Probably because I'm the only 
crazy bastard still doing all 

426
00:20:59,000 --> 00:21:02,200
this old stuff. 
It was sort of moved on in this 

427
00:21:03,300 --> 00:21:04,900
is weird. 
Precious few. 

428
00:21:05,500 --> 00:21:12,200
Exactly after a game yesterday, 
I'm sort of like I'm almost 

429
00:21:12,300 --> 00:21:17,900
ready to just do just to go deep
back into epic again and start 

430
00:21:17,900 --> 00:21:20,100
painting more. 
More and getting terrain built 

431
00:21:20,100 --> 00:21:22,300
and all this kind of stuff. 
So yeah, I'm just, I just love 

432
00:21:22,300 --> 00:21:25,100
the game so much of this don't 
have many opportunities to play.

433
00:21:25,100 --> 00:21:28,300
It's a lie. 
So hopefully that will change in

434
00:21:28,300 --> 00:21:32,900
the future with with maybe a 
couple of guys here that want to

435
00:21:32,900 --> 00:21:35,500
play it and try it out. 
I've got one guy, who's Keen to 

436
00:21:35,500 --> 00:21:39,600
give it a go and if that's the 
case and if he wants to take 

437
00:21:39,600 --> 00:21:43,300
Elder, that would be awesome. 
Then I'll have every reason to 

438
00:21:43,300 --> 00:21:47,600
paint it like house Army and go 
go toe-to-toe with the Elder. 

439
00:21:48,400 --> 00:21:52,200
So Yeah, be brilliant. 
And then he'll Blitz, let's get 

440
00:21:52,200 --> 00:21:54,600
on to the main focus of this 
show, which is, of course, the 

441
00:21:54,600 --> 00:21:58,900
Orcs on the wall or supplement 
and John. 

442
00:21:58,900 --> 00:22:03,900
If, if you like to, just take us
away and take us down to the 

443
00:22:03,908 --> 00:22:08,900
memory lane down here in New, 
York's going to jump in on page 

444
00:22:08,900 --> 00:22:10,700
for. 
I think there's a little bit of,

445
00:22:10,900 --> 00:22:15,100
you know, gum from the start of 
the book, viewer full drawing on

446
00:22:15,100 --> 00:22:18,400
page. 38 brilliant. 
That's okay. 

447
00:22:18,600 --> 00:22:29,300
It's me as Adrian Smith. 
I was in a bad mood, kind of 

448
00:22:29,300 --> 00:22:33,900
Knob with a crazy custom boat 
with all sorts of crazy stuff 

449
00:22:33,900 --> 00:22:36,200
going on in the background, 
looks like they're scrapping 

450
00:22:36,200 --> 00:22:37,700
with the old, right? 
She does a swooping Hawk. 

451
00:22:37,700 --> 00:22:40,400
Just yeah. 
It is a couple of striking 

452
00:22:40,400 --> 00:22:44,900
scorpions in the top left. 
So, yeah, I just sort of tells 

453
00:22:44,900 --> 00:22:46,000
you everything you need to know 
about aux. 

454
00:22:46,000 --> 00:22:48,400
They're, they're brutal, they're
scary, but a kind of funny too. 

455
00:22:49,200 --> 00:22:50,600
There's all sorts of crazy 
little details. 

456
00:22:50,600 --> 00:22:53,000
The metals that little girl 
swarming all over him. 

457
00:22:53,000 --> 00:22:56,800
Banging things with hammers and 
spanners and what not just pure 

458
00:22:56,800 --> 00:22:57,600
awesome. 
What? 

459
00:22:57,600 --> 00:22:59,400
I just brilliant fantastic 
piece. 

460
00:22:59,600 --> 00:23:02,700
Yeah. 
So the Orcs are a tough brutal 

461
00:23:02,700 --> 00:23:05,300
and remarkably successful race 
and rank among the most powerful

462
00:23:05,300 --> 00:23:08,700
warriors in the whole galaxy for
a significant part of the known 

463
00:23:08,700 --> 00:23:10,100
space. 
But the sprawling territory is 

464
00:23:10,100 --> 00:23:12,800
divided among thousands of 
individual Warlords were all 

465
00:23:12,800 --> 00:23:14,400
time ever to unite against the 
Imperium. 

466
00:23:14,400 --> 00:23:17,700
It's unlikely Humanity would 
survive for long and I think 

467
00:23:17,700 --> 00:23:20,500
that that is the the true will 
key thing of all they want to do

468
00:23:20,500 --> 00:23:22,800
is fight and if there's no one 
around to fight, they'll fight 

469
00:23:22,800 --> 00:23:25,400
each other, whereas if they stop
to think about it, they could 

470
00:23:25,400 --> 00:23:27,300
take over the universe, but I 
guess if they did, then there'd 

471
00:23:27,300 --> 00:23:29,900
be no one to fight. 
So maybe they like it, the way 

472
00:23:29,900 --> 00:23:35,000
it is, choosing an orc Army. 
So this was something I was 

473
00:23:35,000 --> 00:23:36,000
going to bring up with you, 
actually. 

474
00:23:36,000 --> 00:23:38,200
It's kind of funny. 
So we've discussed before the 

475
00:23:38,200 --> 00:23:41,700
way you build an epic Army, as 
you buy your company and for 

476
00:23:41,708 --> 00:23:44,100
each company can have up to five
support cars and one special 

477
00:23:44,100 --> 00:23:45,700
card. 
And then when you think about 

478
00:23:45,700 --> 00:23:49,700
all the different forces in 
second edition Epic, Almost 

479
00:23:49,700 --> 00:23:52,500
every Army breaks that rule in 
some sense, which is really, 

480
00:23:52,500 --> 00:23:54,900
really good like funny or has a 
kind of a weird spin on it. 

481
00:23:54,900 --> 00:23:57,600
And so will, you know, will talk
about Elder and house later? 

482
00:23:57,700 --> 00:24:00,400
We've already spoken about the 
Imperium and so Space Marines, I

483
00:24:00,408 --> 00:24:03,100
would say the ones that do it 
the purest like they're the most

484
00:24:03,100 --> 00:24:08,700
pure vanilla, you know, 151 kind
of self for your cards. 

485
00:24:10,300 --> 00:24:12,400
And then the Imperial Guard kind
of does that because the God 

486
00:24:12,400 --> 00:24:15,000
command rule against a bit weird
Orcs do it. 

487
00:24:15,000 --> 00:24:17,400
So they're gonna follow you by a
company for every company can 

488
00:24:17,400 --> 00:24:20,300
have up to five support card. 
And I'm for a for every company 

489
00:24:20,300 --> 00:24:23,600
can have up to one special card,
so same as every other Army but 

490
00:24:23,600 --> 00:24:25,200
then they bring in all their 
crazy. 

491
00:24:25,200 --> 00:24:28,700
Walking us that just kind of 
just turns that just a little 

492
00:24:28,700 --> 00:24:31,900
bit on its head and you have to 
it's not as simple as it sounds 

493
00:24:31,900 --> 00:24:34,900
I guess. 
So you're all Force represents 

494
00:24:34,900 --> 00:24:38,200
either a part of a very large 
wall or maybe an entire smaller 

495
00:24:38,200 --> 00:24:41,700
work like other forces troops 
are chosen using the Epic Army 

496
00:24:41,700 --> 00:24:44,500
cards in the orc armies. 
The company type cards are 

497
00:24:44,508 --> 00:24:46,600
called Clans, and each card 
represents. 

498
00:24:46,600 --> 00:24:48,900
One of the six different Clans, 
there are actually seven. 

499
00:24:49,400 --> 00:24:53,300
Never mind other armies, such as
baked, Marines, are allowed as 

500
00:24:53,300 --> 00:24:55,600
many companies as they can 
afford, but also can only ever 

501
00:24:55,600 --> 00:24:57,800
have a maximum of six Clans 
racket seven. 

502
00:24:57,800 --> 00:25:01,100
One of each that's a rule 
actually that I think as time 

503
00:25:01,100 --> 00:25:04,100
went on that has always 
maintained like remained a rule.

504
00:25:04,400 --> 00:25:07,300
But if you're playing a truly 
ludicrously large game, I think 

505
00:25:07,300 --> 00:25:10,100
a lot of people basically say, 
you can take two of any Clan 

506
00:25:10,100 --> 00:25:11,600
once you've had one of every 
Clan. 

507
00:25:11,600 --> 00:25:13,800
So if you know, if you get your 
seven clans, you can start again

508
00:25:13,800 --> 00:25:17,400
and from the top and double up, 
but to build an army, big enough

509
00:25:17,400 --> 00:25:18,900
to fill more than one of every 
Clan. 

510
00:25:19,000 --> 00:25:22,800
Card is already pretty crazy 
rather than adding more clown 

511
00:25:22,800 --> 00:25:24,700
cars to form a bigger Force, the
or player must send 

512
00:25:24,700 --> 00:25:26,900
reinforcements to one or more of
his Clans to make a bigger 

513
00:25:26,900 --> 00:25:28,800
formations. 
The system means that always 

514
00:25:28,800 --> 00:25:30,300
behave in a different way to 
other armies. 

515
00:25:30,300 --> 00:25:32,500
Their formations are larger and 
more powerful, but there will 

516
00:25:32,500 --> 00:25:35,400
usually be less of them. 
So that's that thing is like, 

517
00:25:35,400 --> 00:25:37,100
yes. 
It's like the, the other armies 

518
00:25:37,400 --> 00:25:40,500
but no, it's also not. 
If you look at an old crime card

519
00:25:41,300 --> 00:25:44,100
other the snake bites. 
So even in the basics, it's like

520
00:25:44,100 --> 00:25:46,500
this is a thing but there are 
counters to it. 

521
00:25:46,500 --> 00:25:48,300
So get used to this with aux 
because it's going to happen 

522
00:25:48,300 --> 00:25:50,400
again and again. 
You'll see that consists of only

523
00:25:50,400 --> 00:25:54,400
two formations the command unit 
formed of several knob stands 

524
00:25:54,400 --> 00:25:57,600
and the boys mobbed formed of 
about a dozen boys towns. 

525
00:25:57,900 --> 00:26:00,000
Knobs can fly separately but 
it's a good idea to keep them as

526
00:26:00,008 --> 00:26:02,600
close to your boys as possible. 
Because up formations can only 

527
00:26:02,600 --> 00:26:05,600
be given orders if there are 
knobs nearby, its rulers 

528
00:26:05,600 --> 00:26:08,300
described in the special or 
command rule, which will come 

529
00:26:08,300 --> 00:26:12,600
onto a minute. 
So great points cost, build your

530
00:26:12,600 --> 00:26:15,600
army for every Clan you can have
up to five support one special. 

531
00:26:15,700 --> 00:26:19,700
So that's simple. 
However, Then it gets a bit 

532
00:26:19,700 --> 00:26:22,500
weird so the support and special
cards Works slightly differently

533
00:26:22,500 --> 00:26:25,400
to other armies in other armies.
The support special cars act, as

534
00:26:25,400 --> 00:26:28,400
independent formations. 
But in orc armies, sometimes 

535
00:26:28,400 --> 00:26:31,300
they actually reinforce the 
existing formations or they 

536
00:26:31,300 --> 00:26:33,700
provide an entirely new 
formation separate from the 

537
00:26:33,700 --> 00:26:37,000
clan. 
So basic org golf Clan consists 

538
00:26:37,000 --> 00:26:40,300
of a command unit of eight golf 
knobs, plus a boys mob of 15 

539
00:26:40,300 --> 00:26:42,600
stands. 
And if you start adding support 

540
00:26:42,600 --> 00:26:45,400
cards to that, they would 
actually mob up with those 

541
00:26:45,400 --> 00:26:47,900
formations rather than creating 
their own new formations. 

542
00:26:47,900 --> 00:26:51,400
So if you added Boys counts 
rather than be like a new 

543
00:26:51,400 --> 00:26:53,300
Detachment of boys. 
They would actually more Bop 

544
00:26:53,300 --> 00:26:55,900
with the existing boys, so the 
15 would then go to 19. 

545
00:26:55,900 --> 00:26:58,800
We're going to 23 and so on and 
so forth for the more cards you 

546
00:26:58,800 --> 00:26:59,900
added. 
So you can really start to build

547
00:26:59,900 --> 00:27:03,600
these huge chunks of, you know, 
just walls of walk flash. 

548
00:27:03,800 --> 00:27:06,000
Same with the knobs. 
If you had an object cards, they

549
00:27:06,000 --> 00:27:08,700
would bulk out, the existing, 
knobs, not form, a separate 

550
00:27:08,700 --> 00:27:15,300
second unit of knobs, then you 
can also add, you know, tank 

551
00:27:15,300 --> 00:27:17,300
support cars, artillery all that
kind of stuff. 

552
00:27:17,400 --> 00:27:20,400
And again, they will be Part of 
that Clan, they will form their 

553
00:27:20,400 --> 00:27:23,300
own Detachment, but if you add, 
you know, the same card again. 

554
00:27:23,300 --> 00:27:26,200
So if you added two formations 
of golf got rippers, they would 

555
00:27:26,200 --> 00:27:28,800
become a Detachment of six, not 
two detachments of three. 

556
00:27:29,200 --> 00:27:31,600
So it's that we think of Orcs. 
They also feel happy when 

557
00:27:31,600 --> 00:27:34,300
there's more rocks around them. 
So rather than, you know, go off

558
00:27:34,300 --> 00:27:36,300
doing their own little thing. 
They tend to kind of stay as a 

559
00:27:36,300 --> 00:27:39,100
big Clump and I'll tend to Buddy
up with their, you know, saying 

560
00:27:39,100 --> 00:27:40,500
mates. 
If that makes sense of, you 

561
00:27:40,500 --> 00:27:43,400
know, same tanks were same tanks
and infantry with same infantry,

562
00:27:46,600 --> 00:27:48,700
then to further complicate 
things. 

563
00:27:49,300 --> 00:27:51,700
Some support cars can only be 
chosen for particular Clan. 

564
00:27:52,000 --> 00:27:54,000
Whenever this is the case, the 
name of the card will indicate 

565
00:27:54,000 --> 00:27:55,900
it. 
So the examples given got flung 

566
00:27:55,900 --> 00:27:58,100
Buster's clues. 
In the name, lung Buster's can 

567
00:27:58,100 --> 00:27:59,600
only be built and driven by 
goff's. 

568
00:27:59,600 --> 00:28:02,600
So, coughs, get lung Buster's 
snake by Squig offs. 

569
00:28:02,700 --> 00:28:05,600
Only snake bites can trained the
squiggles and bringing it to 

570
00:28:05,608 --> 00:28:06,700
battle. 
So they are the animals. 

571
00:28:06,700 --> 00:28:09,500
It gets quick offs, however, 
because there's always a caveat 

572
00:28:09,500 --> 00:28:14,400
with orgs, the deaf Clans 
because their death cries don't 

573
00:28:14,400 --> 00:28:16,800
really believe in ownership in 
the way most people do, shall we

574
00:28:16,800 --> 00:28:20,700
say so deaf plans have a A bit 
of borrowing tanks and we'll get

575
00:28:20,700 --> 00:28:23,900
from other clans and so they can
take support cards that feature 

576
00:28:23,900 --> 00:28:27,900
other clans typing. 
So they could take some cloth, 

577
00:28:27,900 --> 00:28:30,700
lung Buster's, borrow them, 
maybe give them a lick of paint.

578
00:28:30,700 --> 00:28:32,600
So the godstone notice that 
they're missing or don't know 

579
00:28:32,600 --> 00:28:34,700
where they've gone and all of a 
sudden you could feature golf 

580
00:28:34,700 --> 00:28:36,500
carts bad moon card, so on and 
so forth. 

581
00:28:36,500 --> 00:28:38,100
In your death, got death girls 
Clan. 

582
00:28:39,100 --> 00:28:43,600
So that's kind of a basic thing 
as you start to build an army, 

583
00:28:43,600 --> 00:28:45,700
you'll get used to it. 
You'll, um, you'll talk about a 

584
00:28:45,708 --> 00:28:47,600
little bit of, come on, roll in 
a minute, and breakpoints, and 

585
00:28:47,600 --> 00:28:49,400
stuff. 
And I think Josh, if Let you go 

586
00:28:49,400 --> 00:28:52,200
through that, you'll see how the
starts to come together. 

587
00:28:52,400 --> 00:28:54,600
But I think it's I think of you 
know the first thing you do is 

588
00:28:54,600 --> 00:28:57,400
you break out the Crown's. 
Look at the Clans work out which

589
00:28:57,400 --> 00:28:59,800
climbs you want and what that 
unlocks for you and then you 

590
00:28:59,808 --> 00:29:02,600
start to piece together your 
clan or clams off the back of 

591
00:29:02,600 --> 00:29:04,100
that. 
So do you want to take us 

592
00:29:04,100 --> 00:29:09,600
through the Orca model? 
Get just give me a sec - yeah, 

593
00:29:09,600 --> 00:29:11,900
don't worry, I just muted my mic
visit. 

594
00:29:11,900 --> 00:29:14,000
I was this clipping. 
I was just clipping things and 

595
00:29:14,000 --> 00:29:15,900
shaving like metal of. 
I've got 

596
00:29:31,300 --> 00:29:36,000
into your introduction there. 
So, here we go, the Orca bandru,

597
00:29:36,000 --> 00:29:37,400
like I'm going to, I want to 
read this. 

598
00:29:37,700 --> 00:29:40,000
Verbatim on the on the text 
here. 

599
00:29:41,000 --> 00:29:44,300
Also respect strength and power,
they like loud noise and enjoy 

600
00:29:44,300 --> 00:29:47,200
fighting more than anything. 
Anything else also a really 

601
00:29:47,200 --> 00:29:51,100
strong especially good Fighters 
may be adopted by an org knob, 

602
00:29:51,100 --> 00:29:54,400
the head of an orc household and
if one of them fights, well, he 

603
00:29:54,400 --> 00:29:56,800
might get to take over the 
household on the death of his 

604
00:29:56,800 --> 00:29:59,500
master. 
In other words, he fights his 

605
00:29:59,500 --> 00:30:02,500
way up to the become a powerful 
knob in his own, right? 

606
00:30:02,900 --> 00:30:05,800
The admiration and loyalty, 
which other aux feel for knobs 

607
00:30:05,800 --> 00:30:09,000
goes beyond mere Clan. 
Is the boys will do anything. 

608
00:30:09,000 --> 00:30:12,100
And knob tells him to do in the 
knobs, see it as their duty to 

609
00:30:12,100 --> 00:30:16,700
command and look after other aux
as the most courageous. 

610
00:30:16,700 --> 00:30:19,800
And battle-hardened talks, the 
knobs are usually found in the 

611
00:30:19,800 --> 00:30:22,700
thick of battle naturally. 
The boys like to stick close and

612
00:30:22,700 --> 00:30:24,400
knobs to make sure they don't 
miss out on the fun. 

613
00:30:24,400 --> 00:30:27,500
If there are no knobs nearby. 
Other also will tend to follow 

614
00:30:27,500 --> 00:30:29,800
their natural inclinations to 
reflect this. 

615
00:30:29,800 --> 00:30:34,000
We have the special or command 
rule so you can only give an 

616
00:30:34,000 --> 00:30:36,500
order to a nor formation if 
there is a commandment within 10

617
00:30:36,500 --> 00:30:38,200
centimeters, so that's roughly 
Really important. 

618
00:30:38,200 --> 00:30:41,200
And I sort of I've always made 
this mistake when I play it all.

619
00:30:41,200 --> 00:30:44,900
So early on, I had because I'm 
used to playing squats. 

620
00:30:44,900 --> 00:30:48,800
I had I had stuff all over the 
place and then had no knobs to 

621
00:30:48,800 --> 00:30:51,800
command them. 
So I sort of sort of screwed 

622
00:30:51,800 --> 00:30:54,600
myself many times, doing this, 
that's really important to have 

623
00:30:54,600 --> 00:30:56,800
your command units within 10 
centers of your other 

624
00:30:56,800 --> 00:30:59,800
formations. 
The commanding, it does not have

625
00:30:59,800 --> 00:31:03,500
to be knobs from the same Clan 
as the formation. 

626
00:31:03,500 --> 00:31:06,800
So that's also important. 
So you can have different knobs 

627
00:31:06,800 --> 00:31:09,400
from different. 
Clan was or different formations

628
00:31:09,800 --> 00:31:12,000
giving orders to your other 
detachments and that kind of 

629
00:31:12,008 --> 00:31:15,800
thing. 
It might be another Clans knobs 

630
00:31:15,800 --> 00:31:17,800
or it might be different command
units. 

631
00:31:17,800 --> 00:31:22,100
Such as a wall, boss or a 
warlord and I think the if you 

632
00:31:22,100 --> 00:31:26,600
take like a tight like a garden 
tour a slasher they also have 

633
00:31:26,600 --> 00:31:30,600
knobs or bosses commanding them 
so they also have like a 10 cm 

634
00:31:30,900 --> 00:31:33,600
radius around them as well that 
command other units. 

635
00:31:34,500 --> 00:31:37,700
Now in the case, if there is no 
command unit within 10, there's 

636
00:31:37,700 --> 00:31:40,700
Orcs will become confused and 
follow their Natural Instincts. 

637
00:31:40,900 --> 00:31:44,200
Now, this is what I really love 
about playing auction in 2nd 

638
00:31:44,200 --> 00:31:46,800
edition. 
Sorry, in the ignition epic 

639
00:31:47,000 --> 00:31:50,100
because they have special rules 
for each individual Clan and 

640
00:31:50,100 --> 00:31:52,800
they'll behave differently, 
which is just brilliant. 

641
00:31:54,000 --> 00:31:57,600
So, in this case, no, order 
count is pleased for them. 

642
00:31:57,600 --> 00:32:00,900
This applies to boys mobs and 
all other all, formations, 

643
00:32:00,900 --> 00:32:02,900
including ball, boys and bike, 
boys. 

644
00:32:03,300 --> 00:32:06,000
The Orcs response won't 
necessarily be very sensible at 

645
00:32:06,000 --> 00:32:08,600
the time. 
That there is little you can do 

646
00:32:08,600 --> 00:32:11,200
about this. 
Aux instincts are very hard to 

647
00:32:11,200 --> 00:32:15,200
overcome the other or troops, 
not affected, our Command units 

648
00:32:15,400 --> 00:32:17,900
and a few special cases such as 
gargan. 

649
00:32:17,900 --> 00:32:22,600
Sand, Gilbert grinder battle 
fortresses because I think all 

650
00:32:22,600 --> 00:32:24,600
the gibbet Grinders in the 
skull, hammers are actually 

651
00:32:24,600 --> 00:32:28,000
driven by knobs themselves and 
the gardens to. 

652
00:32:28,600 --> 00:32:32,500
So all formations which have no 
command unit within 10 cm will 

653
00:32:32,500 --> 00:32:34,800
react rather differently because
of their distinct nature of the 

654
00:32:34,800 --> 00:32:37,300
Clans. 
Now, each Clan has a different 

655
00:32:37,400 --> 00:32:41,200
Aunt way that they'll behave. 
So, let's go through each one of

656
00:32:41,200 --> 00:32:44,900
those. 
So snake bites will not shoot, 

657
00:32:44,900 --> 00:32:48,200
but may we move towards the 
nearest enemy at up to not up to

658
00:32:48,200 --> 00:32:50,400
a normal rate. 
So I think the normal rate is 

659
00:32:50,400 --> 00:32:53,400
like, 10 cm, so they just moved 
10 cm towards the enemy. 

660
00:32:53,900 --> 00:32:56,600
If they enter close combat they 
will fight normally the state by

661
00:32:56,600 --> 00:32:58,900
its feel that close combat is 
somehow more. 

662
00:32:58,900 --> 00:33:03,400
Proper for a talk, then shooting
and they all always happiest 

663
00:33:03,400 --> 00:33:06,600
when fighting in close quarters.
Note that snake bites don't have

664
00:33:06,600 --> 00:33:11,300
to move but Don't want them to 
sorry but I don't have I don't 

665
00:33:11,300 --> 00:33:13,700
have to move them if you don't 
want them to is an options. 

666
00:33:13,700 --> 00:33:15,100
That's pretty cool. 
So you don't have to move them, 

667
00:33:15,100 --> 00:33:17,500
you don't want to. 
That's right, that's always 

668
00:33:17,500 --> 00:33:18,300
nice. 
That's what happens with the 

669
00:33:18,300 --> 00:33:20,300
steak bites. 
If not within 10 to 10, 10, 10, 

670
00:33:20,300 --> 00:33:23,400
10 minutes of the command unit. 
For the Gauss, they must move 

671
00:33:23,400 --> 00:33:25,900
between normal and double rate 
towards the nearest enemy. 

672
00:33:25,900 --> 00:33:28,500
And I really like coughs. 
I mean, I don't really need a 

673
00:33:28,500 --> 00:33:30,700
command unit but with them 
because I want them to get him 

674
00:33:30,700 --> 00:33:33,300
to hand combat because at the 
other, the best in handy in 

675
00:33:33,300 --> 00:33:37,900
combat, they have no choice. 
If enemy are already Within the 

676
00:33:37,900 --> 00:33:40,700
Goths, normal remove, at the 
start of the turn, they must 

677
00:33:40,700 --> 00:33:44,100
charge them. 
They may not shoot, but if they 

678
00:33:44,100 --> 00:33:45,600
enter close combat, they will 
fight. 

679
00:33:45,600 --> 00:33:49,100
Normally, golf's are 
enthusiastic hand hand Fighters.

680
00:33:49,400 --> 00:33:51,800
They're good at it too and their
natural response to an enemy 

681
00:33:51,800 --> 00:33:55,700
threat is to stop it quick. 
And yeah, I love taking my gosh,

682
00:33:55,700 --> 00:33:58,100
for this reason, I wanted to get
him in hand combat, don't need 

683
00:33:58,100 --> 00:34:02,100
them command units, just charge 
and get them in there and bad 

684
00:34:02,100 --> 00:34:05,800
moons will not move but they 
will shoot at the nearest enemy 

685
00:34:05,800 --> 00:34:08,400
within range during the first 
fire Signal, the close quarter 

686
00:34:08,800 --> 00:34:12,100
of the combat phase. 
The baboons are the richest of 

687
00:34:12,100 --> 00:34:14,500
the orc Clans. 
So they always have plenty of 

688
00:34:14,500 --> 00:34:17,699
ammo and this makes them more 
than happy to blaze away at 

689
00:34:17,699 --> 00:34:21,199
anything and range. 
And me and John talked about 

690
00:34:21,199 --> 00:34:23,300
this before. 
He really likes bad ones because

691
00:34:23,300 --> 00:34:27,900
they have a minus one modifier. 
Using a weapons that are really 

692
00:34:27,900 --> 00:34:31,800
good at taking down Shields, or 
taking an armor off and peeling 

693
00:34:31,800 --> 00:34:33,600
armor off vehicles and that kind
of thing. 

694
00:34:34,300 --> 00:34:36,800
Next is evil sons and this is 
the, this is the clan that I 

695
00:34:36,800 --> 00:34:37,600
usually take. 
Take. 

696
00:34:37,600 --> 00:34:41,199
And this has happened to me that
I have that have had them, not 

697
00:34:41,800 --> 00:34:43,400
with, in command range is quite 
funny. 

698
00:34:43,699 --> 00:34:46,900
So the evil Sons will not shoot,
but they always move towards the

699
00:34:46,900 --> 00:34:51,600
farthest table Edge at between 
normal and double rate and they 

700
00:34:51,600 --> 00:34:53,900
can move into close combat with 
anything in their way. 

701
00:34:54,300 --> 00:34:57,700
All Orcs love, going fast and 
evil Sons, find it particularly 

702
00:34:57,700 --> 00:35:01,100
exhilarating to hurtle tool 
around in buggies, or battle. 

703
00:35:01,100 --> 00:35:03,100
Wagons. 
This strong Instinct for 

704
00:35:03,100 --> 00:35:05,600
Mobility affects them. 
Even when they're on foot, 

705
00:35:05,800 --> 00:35:07,300
making them want to keep moving 
about. 

706
00:35:07,400 --> 00:35:10,500
This is such a great rule 
because I had in one game with 

707
00:35:10,500 --> 00:35:13,100
Gordon. 
I had them on the on the very 

708
00:35:13,100 --> 00:35:16,300
far right hand corner and they 
basically just hurdle to cross 

709
00:35:16,300 --> 00:35:19,200
to the other side of the table 
at full speed. 

710
00:35:19,200 --> 00:35:20,500
It was just brilliant to see 
them. 

711
00:35:20,500 --> 00:35:24,100
Do what's this awesome. 
So I love the psychology behind 

712
00:35:24,100 --> 00:35:25,900
the evil sons and all the other 
clans. 

713
00:35:25,900 --> 00:35:28,200
To now, the death skulls will 
move towards the nearest 

714
00:35:28,200 --> 00:35:31,300
objective that normal rate and 
we'll shoot at enemy units. 

715
00:35:31,300 --> 00:35:35,700
Within 25 cm in the Advanced 
Fire segment, this goals Avid 

716
00:35:35,700 --> 00:35:37,400
looters and believe that the 
best way. 

717
00:35:37,400 --> 00:35:39,600
Weapons and equipment can be 
found where the fighting has 

718
00:35:39,600 --> 00:35:42,300
been fiercest like near 
objective for example. 

719
00:35:42,300 --> 00:35:44,800
So I really like Des calls to 
because there will go towards 

720
00:35:44,800 --> 00:35:48,900
the objective, which is really 
important and they can shoot as 

721
00:35:48,900 --> 00:35:51,900
well, which is great and blood. 
Axes will move it normal rate 

722
00:35:51,900 --> 00:35:54,600
towards the nearest table Edge. 
No good. 

723
00:35:54,800 --> 00:35:57,300
And will only shoot at enemy 
units within 25 cm of the 

724
00:35:57,308 --> 00:36:00,300
advancing fire segment. 
Once at the edge of the table, 

725
00:36:00,300 --> 00:36:03,200
they will stop moving blood. 
Axles are well known as 

726
00:36:03,200 --> 00:36:07,300
treacherous humi love and gets. 
So they will invariably take the

727
00:36:07,500 --> 00:36:10,500
The slope off to a quiet corner 
of the battlefield. 

728
00:36:10,600 --> 00:36:14,200
If no knobs are watching them. 
Yeah and blood axes can't trust 

729
00:36:14,200 --> 00:36:15,200
them. 
Okay. 

730
00:36:15,200 --> 00:36:18,200
And then colder speed aux come 
from all over the different 

731
00:36:18,200 --> 00:36:20,100
clams. 
But are united by their 

732
00:36:20,100 --> 00:36:22,500
addiction to going very, very 
fast. 

733
00:36:23,100 --> 00:36:26,000
If they are out of command, they
will not shoot, but they will 

734
00:36:26,000 --> 00:36:29,100
move it double normal rate. 
And the direction chosen by the 

735
00:36:29,100 --> 00:36:33,300
orc player, There Will Roll 
Along as in a straight as a line

736
00:36:33,300 --> 00:36:36,400
as possible and use up all of 
their movement. 

737
00:36:36,600 --> 00:36:39,700
If they possibly can Can the 
speed cultists will enter close 

738
00:36:39,700 --> 00:36:42,800
combat with any animals, they 
get in that, get in their way 

739
00:36:43,700 --> 00:36:47,900
and I hope you enjoyed all that 
that, that sort of a bit of a 

740
00:36:47,908 --> 00:36:49,500
breakdown, but that's how they 
work. 

741
00:36:49,500 --> 00:36:53,900
I really like how the command 
rule affects the aux. 

742
00:36:53,900 --> 00:36:57,700
Maybe it's a bit of a, it's a 
bit of a handicap in some cases.

743
00:36:57,700 --> 00:37:01,000
But I just love the psychology 
behind all the different Clans 

744
00:37:01,000 --> 00:37:02,300
and they all behave very 
differently. 

745
00:37:03,000 --> 00:37:07,300
Yeah, I agree. 
I think it's such a such an 

746
00:37:07,300 --> 00:37:09,800
entertaining texture that 
they've added a game. 

747
00:37:09,900 --> 00:37:12,200
Where, you know, if you know the
background of the you know you 

748
00:37:12,200 --> 00:37:15,400
know all the bad news are rich 
in a sense, have the big guns so

749
00:37:15,400 --> 00:37:17,200
yeah, they'll basically like 
hang back and be like, let me 

750
00:37:17,200 --> 00:37:19,400
show off all my awesome d'accord
and you do not get my hands 

751
00:37:19,400 --> 00:37:21,400
dirty, whereas golf. 
So like we just want to punch 

752
00:37:21,400 --> 00:37:23,500
yourself in the face so they're 
going to run into battle. 

753
00:37:23,500 --> 00:37:28,400
So it's it's not only is it like
it's funny but it's also like 

754
00:37:29,900 --> 00:37:32,900
it's accurate to the nature of 
the Orcs And and you can be a 

755
00:37:32,908 --> 00:37:34,800
little bit tighter with it. 
So it's always, it's never 

756
00:37:34,800 --> 00:37:37,400
great. 
Like, if you To take it off your

757
00:37:37,400 --> 00:37:39,700
hands in the middle of a battle.
That's never a great time, but 

758
00:37:39,700 --> 00:37:42,000
you can try to mitigate it as 
much as possible. 

759
00:37:42,000 --> 00:37:43,900
Obviously, one way of doing it 
is taking more knobs. 

760
00:37:43,900 --> 00:37:47,400
Knobs are expensive. 
However, and you know, there's, 

761
00:37:47,400 --> 00:37:49,900
you know, maybe if you want 
about a report, they are quite 

762
00:37:49,900 --> 00:37:53,400
nasty as well. 
So you don't necessarily want 

763
00:37:53,400 --> 00:37:55,900
themselves around babysitting. 
I think a couple of things that 

764
00:37:55,900 --> 00:37:59,100
are really important to kind of 
pay attention to. 

765
00:37:59,100 --> 00:38:02,000
When you're doing this is that, 
you know, the first rule of you 

766
00:38:02,000 --> 00:38:07,400
can let knobs from one clan that
border another clan Art from his

767
00:38:07,400 --> 00:38:09,200
death skulls isn't there? 
That nobody trusts? 

768
00:38:09,600 --> 00:38:14,800
Yeah, so one thing I often will 
do is either swap, you know, the

769
00:38:14,800 --> 00:38:18,300
warlord who's not. 
He's the biggest biggest of all 

770
00:38:18,300 --> 00:38:20,600
knobs or, you know, swap him 
into. 

771
00:38:20,600 --> 00:38:24,600
Maybe he'll be driving with the 
vehicles from a clan and then 

772
00:38:24,600 --> 00:38:26,800
the Infantry will hang back with
some knobs from a different 

773
00:38:26,800 --> 00:38:28,200
things. 
You can actually swap your knobs

774
00:38:28,200 --> 00:38:30,900
between the Clans it or, you 
know, because it's not about 

775
00:38:30,900 --> 00:38:32,000
being with them as being near 
them. 

776
00:38:32,500 --> 00:38:33,900
So you can think about that and 
any other things worse. 

777
00:38:33,900 --> 00:38:35,200
Think about. 
Well, what happens if they do 

778
00:38:35,200 --> 00:38:40,200
come out of Come and what's 
their natural instinctive order 

779
00:38:40,200 --> 00:38:41,200
it. 
So that's why we say with the 

780
00:38:41,200 --> 00:38:43,600
bad moons because don't forget 
the instinctive Behavior, 

781
00:38:43,700 --> 00:38:46,400
doesn't just affect the 
Infantry, affects everything in 

782
00:38:46,400 --> 00:38:48,000
that Clan. 
So all the support cards that 

783
00:38:48,000 --> 00:38:50,900
you bought, for that Clan become
of that type. 

784
00:38:51,200 --> 00:38:55,600
And so if you take, you know, 
shark attack guns or artillery 

785
00:38:55,600 --> 00:38:58,300
pieces with a bad moon Clan and 
then all your knobs get blown 

786
00:38:58,300 --> 00:39:00,500
away, they will still continue 
to shoot. 

787
00:39:00,500 --> 00:39:02,200
They weren't necessarily sure 
what you want them to, but they 

788
00:39:02,200 --> 00:39:04,400
will sit still and shoot wears 
if they were goff's. 

789
00:39:04,600 --> 00:39:06,600
You know, all of a sudden your 
artillery guys are picking up. 

790
00:39:06,700 --> 00:39:08,700
The Guns of running across the 
table screaming, which is the 

791
00:39:08,700 --> 00:39:12,500
last thing you want me doing. 
So you can, you know, plan for 

792
00:39:12,500 --> 00:39:14,100
the worst. 
And I think with the Hawks, it's

793
00:39:14,100 --> 00:39:16,000
always best to plan for the 
worst because they, they're, 

794
00:39:16,000 --> 00:39:18,800
they're amazingly good at self 
sabotaging, like, nothing 

795
00:39:18,800 --> 00:39:22,800
funnier than org plan. 
And, you know, talk about the 

796
00:39:22,800 --> 00:39:26,800
game yesterday, 50% of my plan 
went exactly to plan and any 

797
00:39:26,800 --> 00:39:29,200
other fifty percent. 
At the end of 2001, I was like, 

798
00:39:29,600 --> 00:39:31,200
I'm gonna have to think of 
something else now because this 

799
00:39:31,200 --> 00:39:33,600
hasn't gone the way I was 
expecting it to you know, it's 

800
00:39:33,600 --> 00:39:35,700
true of all armies but you know 
there's just things will happen 

801
00:39:35,700 --> 00:39:38,500
with Orcs that just Fully catch 
you off guard, and then you have

802
00:39:38,500 --> 00:39:40,300
to scramble to kind of catch 
itself up. 

803
00:39:40,300 --> 00:39:42,900
And I think thinking about, you 
know, who the Clans are how they

804
00:39:42,900 --> 00:39:46,400
behave, what their instinctive 
orders will be really help you 

805
00:39:46,400 --> 00:39:49,600
build, you know, if you want to 
pay. 

806
00:39:49,600 --> 00:39:53,100
So that's if you going to be a 
more Christian walk is kind of 

807
00:39:53,107 --> 00:39:54,700
brutal. 
So if you're a thinker, if 

808
00:39:54,700 --> 00:39:57,000
you're a bad, moon player, I 
think of myself as a walker. 

809
00:39:57,000 --> 00:39:59,600
So I want to be like as cunning 
as a can with a little bit of 

810
00:39:59,607 --> 00:40:01,300
brutality. 
If you're a golf player, I think

811
00:40:01,308 --> 00:40:04,200
you're more of a Gorka who's the
Brew, but cunning God, and 

812
00:40:04,200 --> 00:40:06,200
that's what we like. 
Our let the dice decide I'm just

813
00:40:06,200 --> 00:40:07,200
going to run. 
Screaming at me. 

814
00:40:07,200 --> 00:40:10,000
I'm Ian passion with an axe so 
it does depend, what Kyle? 

815
00:40:10,000 --> 00:40:10,800
Yeah. 
Absolutely. 

816
00:40:10,800 --> 00:40:14,600
I think yeah we we make a good. 
The two contrasting flavors of 

817
00:40:14,600 --> 00:40:18,400
Ogden their brutal but Cannon or
cunning but brutal you decide. 

818
00:40:19,300 --> 00:40:22,200
But yeah I think you know one of
the great things with the boxes 

819
00:40:22,200 --> 00:40:24,000
you can just let it ride. 
You know, if you're if you're a 

820
00:40:24,008 --> 00:40:25,900
gambler if you're someone who 
just likes to roll dice to see 

821
00:40:25,900 --> 00:40:29,700
what happens, the also brilliant
for that because they're you 

822
00:40:29,707 --> 00:40:30,800
know, they're good at what they 
do. 

823
00:40:30,800 --> 00:40:32,600
They're very focused at what 
they do as well. 

824
00:40:32,600 --> 00:40:35,500
So it's very rare that you'll 
miss playing org unit cause it's

825
00:40:35,500 --> 00:40:39,500
kind of got one job. 
It does it well but then you 

826
00:40:39,500 --> 00:40:42,500
know when we come on to some of 
the super weapons and the crazy 

827
00:40:42,500 --> 00:40:44,500
weapons, the randomness that can
kick off. 

828
00:40:45,100 --> 00:40:47,900
You can have these crazy moments
of your chain reactions and 

829
00:40:47,900 --> 00:40:50,200
weird events and things going 
bizarrely. 

830
00:40:50,300 --> 00:40:53,400
Strange and it just it's fun 
playing Orcs, right? 

831
00:40:53,400 --> 00:40:57,800
So yeah, the awk command rule 
you've got to keep it in mind, 

832
00:40:57,800 --> 00:40:59,400
you've got to keep your units 
together. 

833
00:40:59,400 --> 00:41:02,800
So I think you will often see 
with an orc Army you'll have two

834
00:41:02,800 --> 00:41:06,400
or three Clans and they'll stay 
very compacted, which does make 

835
00:41:06,400 --> 00:41:09,200
them A bit of a target for 
artillery but you know there's 

836
00:41:09,200 --> 00:41:11,700
enough boys that if a few fall 
over just keep running, don't 

837
00:41:11,700 --> 00:41:15,600
worry about them. 
They're pretending you you know 

838
00:41:15,600 --> 00:41:18,700
you'll dominate a few areas 
rather than spread yourself thin

839
00:41:18,700 --> 00:41:20,700
the across the border. 
If you start to spread aux out, 

840
00:41:20,700 --> 00:41:23,800
they start to come across her 
because all the time, come on 

841
00:41:23,800 --> 00:41:26,300
breaks down and they get 
stranded or they get isolated or

842
00:41:26,300 --> 00:41:28,700
they just don't quite, you know,
they they work in numbers. 

843
00:41:28,900 --> 00:41:31,200
So if you're gonna be an old 
player, think about numbers and 

844
00:41:31,200 --> 00:41:34,400
think about yeah, really 
targeting that kind of, you 

845
00:41:34,400 --> 00:41:36,500
know, two or three points on the
battlefield. 

846
00:41:37,700 --> 00:41:40,100
So we'll move on to make boy 
custom repairs. 

847
00:41:41,100 --> 00:41:43,300
I'll take this one out of your 
arrest, you can you can. 

848
00:41:43,300 --> 00:41:45,800
Yeah, I'm just putting another 
putting together and just 

849
00:41:45,800 --> 00:41:49,700
putting together my my pulse of 
rockets at the moment is basing 

850
00:41:49,700 --> 00:41:51,600
those. 
So you take over John, whatever 

851
00:41:51,600 --> 00:41:56,900
from that, you somet, boys, for 
those who don't know and can't 

852
00:41:56,900 --> 00:41:59,100
tell from the name their the 
mechanics of the orc Army. 

853
00:41:59,100 --> 00:42:02,500
So when an orc is born or 
spawned because they spawn out 

854
00:42:02,500 --> 00:42:05,900
of mushrooms. 
Every so often and talk will be,

855
00:42:06,200 --> 00:42:08,400
you know, will crawl Up out of 
the ground with kind of an 

856
00:42:08,408 --> 00:42:11,400
instinctive love of vehicles. 
So they're the ones who build 

857
00:42:11,400 --> 00:42:14,300
the guns, they customize, the 
vehicles, they they do a lot of 

858
00:42:14,300 --> 00:42:16,700
the kind of the mechanical 
tinkering, they build the 

859
00:42:16,700 --> 00:42:19,000
Gorgons, they build the 
spaceships, you know, they're 

860
00:42:19,000 --> 00:42:22,300
good to have around and the more
micboys you've got, the more 

861
00:42:22,300 --> 00:42:26,400
customization can happen. 
So as a kind of a default rule, 

862
00:42:27,200 --> 00:42:30,200
you're allowed one McCoy card / 
Clan. 

863
00:42:30,200 --> 00:42:33,600
So if you have a look at the 
clan cards, sorry, if you have a

864
00:42:33,607 --> 00:42:36,100
look at the support cards, if 
they've got a spanner it means 

865
00:42:36,100 --> 00:42:38,000
it's a Mac boycott. 
So, what that means is, you 

866
00:42:38,000 --> 00:42:40,600
can't imagine just, you know, 
throw a hundreds of make boy 

867
00:42:40,600 --> 00:42:42,700
Vehicles because they're rare. 
They're, you know, they're quite

868
00:42:42,700 --> 00:42:45,300
exclusive. 
However, some Clans can have 

869
00:42:45,300 --> 00:42:50,800
more. 
So evil, sons are quite good. 

870
00:42:50,900 --> 00:42:54,800
They tend to have met boys about
so they can have to make boy 

871
00:42:54,800 --> 00:42:57,600
support cards and blood axes. 
I guess they steal a lot of 

872
00:42:57,600 --> 00:42:59,700
stuff so they came up, stolen 
the Met Ball vehicle on the way,

873
00:42:59,700 --> 00:43:03,100
they can also have to learn the 
cult of speed kind of up to 5. 

874
00:43:03,100 --> 00:43:05,600
So if you really, really love my
boys culture speed and evil 

875
00:43:05,600 --> 00:43:08,500
Sons, which is What I used 
yesterday, although ironically 

876
00:43:08,500 --> 00:43:11,500
had no Meg White cards in my 
Army but they're the kind of 

877
00:43:11,500 --> 00:43:14,900
Clans that you want to go for 
and what you'll always find with

878
00:43:14,900 --> 00:43:17,200
the McBride cards is that they 
are the kind of the the weird 

879
00:43:17,200 --> 00:43:19,400
superweapons. 
So it's you know it's things 

880
00:43:19,400 --> 00:43:24,300
like the mcvoy speedsters shock 
attack guns. 

881
00:43:24,300 --> 00:43:27,800
Just yeah the weird stuff and 
the added benefit for that is 

882
00:43:27,800 --> 00:43:29,800
not only do you get a really 
cool weapon but for every Mac 

883
00:43:29,800 --> 00:43:34,500
boy card, you get, you get to 
custom repair cars and there's a

884
00:43:34,508 --> 00:43:36,900
deck of customer account repair 
cards in the, in the Box. 

885
00:43:37,100 --> 00:43:39,800
Shuffle them up and for every to
make bike, sorry for every meant

886
00:43:39,800 --> 00:43:42,300
by vehicle. 
You get to these cards and 

887
00:43:42,300 --> 00:43:43,900
what's so fun about these is 
that random. 

888
00:43:43,900 --> 00:43:47,100
So you might get, you know, the 
super sticky bombs. 

889
00:43:47,100 --> 00:43:49,800
So you give those to a clan of 
golf's or something but he's 

890
00:43:49,800 --> 00:43:52,400
amazing stink bombs, the really 
powerful make them even better 

891
00:43:52,400 --> 00:43:54,400
in close combat. 
You may get something really 

892
00:43:54,400 --> 00:43:56,800
useless like a red paint job 
which makes a vehicle faster. 

893
00:43:56,800 --> 00:43:59,200
And for some reason you've gone 
for an entirely foot base Clan 

894
00:43:59,500 --> 00:44:00,800
because the thing is the Mac 
boys don't really know what 

895
00:44:00,800 --> 00:44:02,000
they're doing. 
They're just you know they're 

896
00:44:02,000 --> 00:44:05,000
dreamers it's an instinctive 
thing, their creation so they're

897
00:44:05,000 --> 00:44:06,600
just you know they're crazy out 
there guys. 

898
00:44:06,600 --> 00:44:07,600
Just think. 
Uh-huh. 

899
00:44:07,800 --> 00:44:10,400
What happens if I screw this 
onto a vehicle and paint this 

900
00:44:10,400 --> 00:44:14,500
bit, this color and it had this 
wizzy little device and then 

901
00:44:14,500 --> 00:44:15,900
looks around and nobody's got 
the vehicle to put. 

902
00:44:15,900 --> 00:44:17,800
Those are so shame. 
I'll just put on the scrap Heap 

903
00:44:17,800 --> 00:44:21,700
and, you know, find something 
better for it in the future so 

904
00:44:22,200 --> 00:44:26,200
they're they're they're random. 
But every so often like I say 

905
00:44:26,200 --> 00:44:28,900
with all this every so often the
random just all cliques together

906
00:44:28,900 --> 00:44:31,800
and you get this insane, you 
know, super combo other times, 

907
00:44:31,800 --> 00:44:34,600
it's utterly useless so, you 
know, you get a fuel-injected 

908
00:44:35,200 --> 00:44:37,700
balls for your ball, boys. 
If not taking us White balance 

909
00:44:37,700 --> 00:44:42,200
is completely useless card, so 
never rely on them but it's just

910
00:44:42,200 --> 00:44:46,000
that little extra bit of crazy 
talk fun that just maybe we'll 

911
00:44:46,000 --> 00:44:49,500
just give you that little bit of
edge in close combat, as you 

912
00:44:49,500 --> 00:44:51,000
know, is a couple of classic 
combos. 

913
00:44:51,100 --> 00:44:53,400
Yeah, be a red paint jobs on 
your evil Sons to make them 

914
00:44:53,400 --> 00:44:55,600
faster. 
Jump packs for your mad boy, so 

915
00:44:55,600 --> 00:44:58,000
that if they do ever decide to 
go the right way, they get there

916
00:44:58,000 --> 00:45:02,200
that much faster grenades for 
your cloak comback Clans. 

917
00:45:02,200 --> 00:45:06,800
So that's kind of the last of 
the special rules as it were. 

918
00:45:06,800 --> 00:45:08,700
So That those are the rules that
Define the faction. 

919
00:45:08,700 --> 00:45:11,300
So your Clans and the vehicles 
that they can take all the cars 

920
00:45:11,300 --> 00:45:13,600
they can take, you've got the 
command rules. 

921
00:45:13,600 --> 00:45:16,100
So keeping your knobs around and
making sure there's someone to 

922
00:45:16,100 --> 00:45:19,200
shout out, orders are the boys 
and The McCoys and The McCoys 

923
00:45:19,200 --> 00:45:22,600
Vehicles. 
So now we go on to the the model

924
00:45:22,600 --> 00:45:27,000
profiles. 
Okay, so page a translator and 

925
00:45:27,008 --> 00:45:28,700
sit much. 
Do you want to take it off or do

926
00:45:28,700 --> 00:45:31,000
you want me to take it off? 
I can't take it. 

927
00:45:31,000 --> 00:45:32,700
Just give you a break man and 
just take off. 

928
00:45:33,200 --> 00:45:38,200
I'll try one of the best I can. 
Okay, but I'm sure most people 

929
00:45:38,200 --> 00:45:42,100
are familiar with aux and the 
different Clans and if not, it 

930
00:45:42,100 --> 00:45:44,000
should be, if they're not 
distribute this. 

931
00:45:44,000 --> 00:45:47,200
This page basically page. 8 just
gives it like a brief, very 

932
00:45:47,200 --> 00:45:50,400
brief overview. 
If you want a more detailed, 

933
00:45:50,900 --> 00:45:53,900
look at each individual Clan. 
I really suggest picking up and 

934
00:45:53,900 --> 00:45:55,800
I don't have the myself. 
I need to get those at some 

935
00:45:55,800 --> 00:45:59,400
point and Nigel Stillman wrote a
whole series of books for the 

936
00:45:59,400 --> 00:46:00,800
aux. 
I think they came up with three 

937
00:46:00,800 --> 00:46:05,200
different books for rogue Trader
and I looked through the PDFs 

938
00:46:05,200 --> 00:46:06,800
and they're just gorgeous and 
they just go. 

939
00:46:06,900 --> 00:46:09,900
Through the entire lot, you 
know, like they've gone into so 

940
00:46:09,900 --> 00:46:12,900
much detail that I think they've
had more, I don't know. 

941
00:46:12,900 --> 00:46:17,300
But I've maybe also have a had 
more written literature about 

942
00:46:17,300 --> 00:46:19,600
them in 40K than any other 
faction. 

943
00:46:19,600 --> 00:46:23,600
I may be wrong, but to give 
three books dedicated auxes just

944
00:46:23,700 --> 00:46:26,800
unbelievable. 
So this just breaks down very, 

945
00:46:26,800 --> 00:46:31,200
very casually so bad moons Orcs 
quite sensibly, use their teeth 

946
00:46:31,200 --> 00:46:34,900
as currency. 
So as the baboon's teeth grow 

947
00:46:34,900 --> 00:46:37,800
faster than anyone else is there
the rich First of all, the orc 

948
00:46:37,800 --> 00:46:40,000
Clans, which is very handy, 
isn't it? 

949
00:46:40,500 --> 00:46:44,300
The other walks don't see this 
as an unfair Advantage after 

950
00:46:44,300 --> 00:46:46,900
all. 
It's it's if you are hard 

951
00:46:46,900 --> 00:46:50,200
enough, sorry. 
If you just stop it up. 

952
00:46:50,500 --> 00:46:52,700
So, that see, this is an unfair 
Advantage. 

953
00:46:52,700 --> 00:46:55,800
After all, if you're hard 
enough, you can always bash a 

954
00:46:55,800 --> 00:46:59,500
bad moon on the head and steal 
his teeth, which is a pretty 

955
00:46:59,600 --> 00:47:02,200
good way of doing it. 
Isn't it baboons have an 

956
00:47:02,200 --> 00:47:05,100
expansive and effective weapons.
We are the best and most 

957
00:47:05,100 --> 00:47:08,800
elaborate armor and fought them.
Most Gordy and colorful clothes 

958
00:47:08,800 --> 00:47:10,700
in Vivid yellow and black 
patents. 

959
00:47:10,700 --> 00:47:13,900
And I really like the bad moon 
color scheme, the black and 

960
00:47:13,900 --> 00:47:17,600
yellow. 
And I do intend to building a 

961
00:47:17,600 --> 00:47:21,200
Built, My Own clan of bad moons 
in the future death skulls, 

962
00:47:21,200 --> 00:47:23,200
after after a battle that his 
skull boys. 

963
00:47:23,200 --> 00:47:26,200
Descend on the wreckage and cell
which weapons equipment close 

964
00:47:26,200 --> 00:47:29,300
decoration and anything else, 
they can get their hands on. 

965
00:47:29,800 --> 00:47:32,800
They are tremendously good at 
school, scrounging and looting. 

966
00:47:32,900 --> 00:47:36,500
Some would say stealing and as a
result they carry all sorts of 

967
00:47:36,500 --> 00:47:39,400
weapons. 
Found supposedly, they are 

968
00:47:39,500 --> 00:47:43,600
superstitious and often paint 
their skin bright blue, as a 

969
00:47:43,607 --> 00:47:47,300
good luck token, their clothes 
often patched and ragged. 

970
00:47:48,000 --> 00:47:50,400
And as a mass they look like 
brown and Dusty. 

971
00:47:50,800 --> 00:47:52,700
Okay? 
So you probably remember that 

972
00:47:52,700 --> 00:47:55,600
this calls, especially second 
edition, 40K, they're all got 

973
00:47:55,600 --> 00:47:59,000
the second edition 40K. 
They have all the heavy weapons.

974
00:47:59,000 --> 00:48:01,800
They like heavy weapons squads 
of disco balls. 

975
00:48:03,200 --> 00:48:06,500
Snakebite snakebite boys. 
Great comfort in traditional 

976
00:48:06,500 --> 00:48:07,700
orchid. 
Values. 

977
00:48:08,300 --> 00:48:11,100
They cling to the old ways long 
since abandoned by other walks 

978
00:48:11,100 --> 00:48:14,500
and shun certain aspects of 
technological innovation, they 

979
00:48:14,500 --> 00:48:17,700
prefer to wear pale gray or 
light brown clothes. 

980
00:48:18,000 --> 00:48:20,200
Derived from animal skins and 
furs. 

981
00:48:20,300 --> 00:48:25,800
So as their claim suggests they 
have the the ball was that they 

982
00:48:25,800 --> 00:48:27,900
ride those balls and that kind 
of thing. 

983
00:48:28,100 --> 00:48:31,900
I don't actually have any snake 
bites but I understand and using

984
00:48:31,900 --> 00:48:37,600
that Clan as a as another really
fast and effectively Good and 

985
00:48:37,600 --> 00:48:41,600
hand combat with the with those 
guys. 

986
00:48:42,100 --> 00:48:44,000
The ghosts, the ghosts of the 
most aggressive, all the Orcs 

987
00:48:44,000 --> 00:48:46,800
are say which is saying 
something they Pride themselves 

988
00:48:46,800 --> 00:48:49,000
on being the most awkward of all
the Clans carrying most 

989
00:48:49,000 --> 00:48:51,600
destructive weapons and fighting
even harder than the rest. 

990
00:48:52,100 --> 00:48:54,900
God's like to get where the 
fighting is as quickly as they 

991
00:48:54,900 --> 00:48:56,700
can, and attack the enemies 
enemies. 

992
00:48:56,700 --> 00:49:00,000
At Close Quarters, they prefer 
to wear black, which is the only

993
00:49:00,000 --> 00:49:02,600
proper or he color as far as 
they're concerned. 

994
00:49:02,600 --> 00:49:06,400
Sometimes with the red trim, or 
Black and White Checks, which is

995
00:49:06,400 --> 00:49:10,200
probably But then most notably 
for is the black and white 

996
00:49:10,200 --> 00:49:13,300
checks on their uniform and 
black and red is their main 

997
00:49:13,300 --> 00:49:16,900
colors, the blood axis, all the 
other clans, just trust the 

998
00:49:16,900 --> 00:49:19,400
blood axis because they 
associate themselves with filthy

999
00:49:19,400 --> 00:49:22,200
humans they wear military patent
camouflage clothes, very 

1000
00:49:22,200 --> 00:49:25,800
unlucky, salute and two other 
human human issue things which 

1001
00:49:25,800 --> 00:49:27,700
no self-respecting wolf would 
ever do. 

1002
00:49:28,300 --> 00:49:31,200
They've been known to deal with 
human mercenaries and even with 

1003
00:49:31,200 --> 00:49:34,700
the Imperium although such 
Affairs are often conducted 

1004
00:49:34,700 --> 00:49:36,800
through third parties or 
disguise him. 

1005
00:49:37,100 --> 00:49:40,800
Officials to maintain a pretense
or proper or key Behavior. 

1006
00:49:41,300 --> 00:49:44,100
As a result, the blood axis have
human style equipment, which 

1007
00:49:44,100 --> 00:49:48,100
they have traded with humans. 
Blood X, boys, mobs, even have 

1008
00:49:48,100 --> 00:49:53,400
rhinos and carry them around. 
My taxes are not you not trusted

1009
00:49:53,400 --> 00:49:55,500
by other aux. 
They have a bad reputation of 

1010
00:49:55,508 --> 00:49:59,100
being treacherous gets who will 
quite happily joined, the wire, 

1011
00:49:59,100 --> 00:50:03,000
then, run off and let you down. 
Once the going gets tough, other

1012
00:50:03,000 --> 00:50:05,900
all start like the blood, axes 
of much and won't obey blood 

1013
00:50:05,900 --> 00:50:08,300
acts and Nod. 
Herbs for this reason, blanik 

1014
00:50:08,300 --> 00:50:12,200
snobs can't give orders to all 
some other clans and so don't 

1015
00:50:12,200 --> 00:50:15,200
count as a command in it to 
other aux, that's interesting. 

1016
00:50:15,800 --> 00:50:18,600
They can also take the land. 
Raiders, I believe, as well as, 

1017
00:50:18,600 --> 00:50:21,300
well, as well as rhinos, for 
yours as well. 

1018
00:50:21,800 --> 00:50:24,000
So, the evil Sons evil, Sons a 
strangely and control be 

1019
00:50:24,000 --> 00:50:26,200
attracted towards fast vehicles 
and Loud Noises. 

1020
00:50:26,500 --> 00:50:29,100
Actually, this is true of all 
loss but in the case of the evil

1021
00:50:29,100 --> 00:50:32,400
Sons the attraction especially 
strong evil sounds like to wear 

1022
00:50:32,400 --> 00:50:35,700
red a color which also associate
with speed. 

1023
00:50:35,900 --> 00:50:37,300
Okay. 
So the breaks down Sort of the 

1024
00:50:37,300 --> 00:50:39,900
overview of the different Clans.
And then they go down to 

1025
00:50:39,900 --> 00:50:42,800
different troop types in a 
column down the bottom. 

1026
00:50:43,500 --> 00:50:44,800
So I'll just quickly go through 
those. 

1027
00:50:45,600 --> 00:50:48,500
So that means they move 10 cm, 
they don't have to saving throw,

1028
00:50:48,500 --> 00:50:51,200
which none of them do it. 
Now that the Infantry do that 

1029
00:50:51,200 --> 00:50:54,000
have any saving throw, they have
a plus-one to their closest all 

1030
00:50:54,000 --> 00:50:55,800
Factor. 
They carry a Bolter which is a 

1031
00:50:55,800 --> 00:50:58,000
range of 50 cm that one attack 
dice. 

1032
00:50:58,300 --> 00:51:01,300
They need a 5 plus T but they 
have this - to save modify which

1033
00:51:01,300 --> 00:51:03,900
is huge. 
I think that's as good as a knob

1034
00:51:03,900 --> 00:51:08,600
actually in talk knob in terms 
of Heuristics their skulls 

1035
00:51:08,700 --> 00:51:13,300
saying, 10 cm none, the plus 1, 
du Clos assault carry Bolter 57 

1036
00:51:13,300 --> 00:51:16,800
arranged one attack, dice, five 
plus, but no save modifier. 

1037
00:51:18,200 --> 00:51:21,400
The state B, pretty much 
everything, the same as the 

1038
00:51:21,500 --> 00:51:23,900
disco's, but they have a plus to
their clothes, assault. 

1039
00:51:23,900 --> 00:51:26,800
Fact, which is good. 
The Goths have a plus 3 to their

1040
00:51:26,800 --> 00:51:29,400
clothes are sold factor and the 
only thing that differentiates 

1041
00:51:29,400 --> 00:51:32,400
just differentials then between 
the other factions as they have 

1042
00:51:32,400 --> 00:51:35,600
a - 1 save modify to their 
weapons, which is great when 

1043
00:51:35,600 --> 00:51:40,600
they shoot, Um, the blood acts 
me, 25 cm on that bolt also the 

1044
00:51:40,600 --> 00:51:44,300
24/7 because they close range. 
That's true. 

1045
00:51:45,200 --> 00:51:48,400
The the blood axes. 
Again, plus one closes salt, 

1046
00:51:48,400 --> 00:51:51,500
they got 50 cm range. 
One attack dice flight plus to 

1047
00:51:51,500 --> 00:51:55,800
hit knows. 
No, save modifier evil Sons 

1048
00:51:55,800 --> 00:51:58,000
tennis. 
If it is none one, plus one 

1049
00:51:58,000 --> 00:51:59,300
closes, all Factor, carry a 
bolt. 

1050
00:51:59,300 --> 00:52:02,200
If you descend meters range, one
attack dies, 5 plus didn't know 

1051
00:52:02,200 --> 00:52:05,400
say modifier. 
So yeah, they're very, very 

1052
00:52:05,400 --> 00:52:08,900
similar in some aspects but but 
they do have some variation 

1053
00:52:08,900 --> 00:52:11,800
includes assault factor or the 
same modifiers or range in the 

1054
00:52:11,800 --> 00:52:14,700
case of the coughs. 
Yeah, I think it's really 

1055
00:52:14,700 --> 00:52:18,100
clever. 
Like likes a first glance, an 

1056
00:52:18,100 --> 00:52:19,000
old boys. 
No boys. 

1057
00:52:19,000 --> 00:52:20,800
No boy. 
When you actually start to break

1058
00:52:20,800 --> 00:52:23,300
down through the combination of 
their, you know, their their 

1059
00:52:23,300 --> 00:52:26,400
natural behavior and kind of how
they play. 

1060
00:52:27,400 --> 00:52:29,000
I think you do start to see that
that real mix. 

1061
00:52:29,000 --> 00:52:31,300
And then I think the other thing
that's really interesting to 

1062
00:52:31,300 --> 00:52:34,200
note is when you actually look 
at how the Crown's break out, 

1063
00:52:34,600 --> 00:52:37,300
they actually differentiate 
themselves in terms of How you 

1064
00:52:37,300 --> 00:52:39,600
you like what? 
You get when you build that 

1065
00:52:39,600 --> 00:52:41,000
clown as well, and kind of what 
that means. 

1066
00:52:41,000 --> 00:52:46,800
So if you look at a golf Clan, 
it's the most expensive Clan 650

1067
00:52:46,800 --> 00:52:49,200
points. 
But for that 650 points, you get

1068
00:52:49,200 --> 00:52:52,500
eight stands of knobs. 
So a you've got will come on, 

1069
00:52:52,500 --> 00:52:54,800
two, knobs in a minute. 
Yeah, you've got more knobs who,

1070
00:52:54,800 --> 00:52:56,700
which means you're more orders 
for longer. 

1071
00:52:56,700 --> 00:52:59,700
And also means more backer which
will come on to and then you get

1072
00:52:59,700 --> 00:53:04,000
your 15 boys. 
Slow-ass are shorter range. 

1073
00:53:04,000 --> 00:53:05,800
They've been about 20 percent 
me, arrange bolt with their 

1074
00:53:05,800 --> 00:53:09,900
altars but they have got the - 1
save mod which is big and then 

1075
00:53:09,900 --> 00:53:14,400
that plus 3 in closer Soul. 
So, you know it gives you a 

1076
00:53:14,400 --> 00:53:17,500
really clear, you know, get up 
the table, get into close 

1077
00:53:17,500 --> 00:53:20,000
combat, put the boot in having a
good time. 

1078
00:53:20,600 --> 00:53:23,400
You compare that to the bad 
moons who look very similar to a

1079
00:53:23,408 --> 00:53:24,800
slightly cheaper. 
They've only got four. 

1080
00:53:24,800 --> 00:53:26,600
Knobs. 
Not a otherwise, the same but 

1081
00:53:26,600 --> 00:53:28,600
all of a sudden you've got that 
they've got the longer range. 

1082
00:53:28,600 --> 00:53:30,800
They've got the - to save mode. 
They've got the different 

1083
00:53:30,800 --> 00:53:32,500
instinctive Behavior. 
I know I can see these Guys are 

1084
00:53:32,500 --> 00:53:34,700
actually there possibly supposed
to be more of a shooting unit. 

1085
00:53:34,700 --> 00:53:37,100
And what I like about them is 
they're kind of get to the kind 

1086
00:53:37,100 --> 00:53:41,000
of the the first or second line 
of objectives dig in, you know, 

1087
00:53:41,100 --> 00:53:44,200
settle down on first fire, which
doesn't sound very or key. 

1088
00:53:44,200 --> 00:53:47,100
But when you've got a - to save 
mod, 50 cm ball got all of a 

1089
00:53:47,107 --> 00:53:48,600
sudden you're halfway up the 
table. 

1090
00:53:48,600 --> 00:53:50,400
You're reaching into the Enemy 
Lines and you're actually 

1091
00:53:50,400 --> 00:53:52,000
starting to cause trouble with 
those. 

1092
00:53:52,300 --> 00:53:53,500
I'm having, it's the plasma 
guns. 

1093
00:53:53,500 --> 00:53:57,900
They're carrying was doing the, 
the damage there, as we said 

1094
00:53:57,900 --> 00:54:01,100
snake bites, very similar. 
But also they've got those ball 

1095
00:54:01,100 --> 00:54:03,900
boys. 
So, You've got another kind of 

1096
00:54:03,900 --> 00:54:06,600
faster unit that can reach out 
and it's quite good in close 

1097
00:54:06,600 --> 00:54:10,100
combat death, skulls, you sort 
of feel for the desk girls, 

1098
00:54:10,100 --> 00:54:12,500
really because they're thing, is
there the cheek Clan? 

1099
00:54:12,500 --> 00:54:16,100
I guess like that, another 
No-Frills nothing exciting about

1100
00:54:16,100 --> 00:54:18,100
them, but they are the cheapest 
of all the Clans. 

1101
00:54:18,100 --> 00:54:20,200
If you're just looking for 
numbers, which is very important

1102
00:54:20,200 --> 00:54:24,100
a desk as Clan is kind of an 
interesting one because they are

1103
00:54:24,300 --> 00:54:28,100
cheaper than all the other 
plans, but acts is an evil Sons.

1104
00:54:28,100 --> 00:54:30,500
What I like about these two is 
one of the things I find quite 

1105
00:54:30,500 --> 00:54:32,700
difficult with auxes speed. 
Read. 

1106
00:54:33,000 --> 00:54:36,000
So that's why I tend to take a 
cock speed a lot but, you know, 

1107
00:54:36,000 --> 00:54:38,400
for the boys getting up, the 
table is really important 

1108
00:54:38,400 --> 00:54:40,000
because when you're ready going 
to 10 centimeters, and you've 

1109
00:54:40,000 --> 00:54:42,700
only got a short range gone to 
get involved in the fight, 

1110
00:54:42,700 --> 00:54:45,200
you've got to be up the table 
and the evil signs in the blood 

1111
00:54:45,200 --> 00:54:48,700
axis, both bring their own 
transport vehicles, and that is 

1112
00:54:49,000 --> 00:54:52,500
really, really useful. 
In terms of getting up the board

1113
00:54:52,500 --> 00:54:56,700
and getting yourself kind of 
where you need to be to hold an 

1114
00:54:56,700 --> 00:55:00,400
objective. 
So, yeah, like a really, really 

1115
00:55:00,400 --> 00:55:03,000
interesting thing is like, when 
you pick your clan, You're not 

1116
00:55:03,000 --> 00:55:05,000
allowed to repeat clowns like we
said and that's your thing of 

1117
00:55:05,000 --> 00:55:08,700
really insanely big game. 
So think about what are you 

1118
00:55:08,700 --> 00:55:10,500
trying to achieve? 
You know, if you take 

1119
00:55:11,000 --> 00:55:13,600
classically say golf's, everyone
always pick scoffs totally 

1120
00:55:13,600 --> 00:55:16,800
understand why really good in 
close combat. 

1121
00:55:16,900 --> 00:55:20,200
So many extra knobs which are a 
surprisingly shoot unit that can

1122
00:55:20,200 --> 00:55:23,400
catch people out. 
Like I've I've dropped a Elder 

1123
00:55:23,600 --> 00:55:26,600
warlock tighten in one round of 
shooting with golf knobs which 

1124
00:55:26,700 --> 00:55:29,300
people just wouldn't expect them
to be able to do but they really

1125
00:55:29,300 --> 00:55:33,100
can reach out with their guns. 
And that may be a, you know, a 

1126
00:55:33,100 --> 00:55:36,300
bad moon, Clan, force of heavy 
support, or you think that you 

1127
00:55:36,300 --> 00:55:38,500
know I want I want somebody can 
reach up across the table or 

1128
00:55:38,508 --> 00:55:42,600
take a plan that brings its own 
transport. 

1129
00:55:42,600 --> 00:55:46,200
So we've all signs of blood 
axes, just, you know, think 

1130
00:55:46,200 --> 00:55:48,100
about what you're trying to 
achieve with your army and that 

1131
00:55:48,107 --> 00:55:50,900
will kind of naturally lead you 
to which of the Clans you need. 

1132
00:55:51,500 --> 00:55:53,700
And again, it's kind of my club.
My classic guide is, you know, 

1133
00:55:53,700 --> 00:55:57,900
one company per thousand points,
the way the Mob Rules work. 

1134
00:55:57,900 --> 00:56:00,400
And we'll talk about that. 
Perhaps once we've gone through 

1135
00:56:00,400 --> 00:56:03,400
some of the different profiles, 
you You don't want to spread 

1136
00:56:03,400 --> 00:56:05,400
yourself thin, you don't want, 
you know, because it could be 

1137
00:56:05,400 --> 00:56:07,700
very selfish of. 
You can say three Clans, what 

1138
00:56:07,700 --> 00:56:09,900
you'll find is, you start losing
games really quickly because 

1139
00:56:09,900 --> 00:56:12,100
whilst you've got a lot of 
troops, they're very, very easy 

1140
00:56:12,100 --> 00:56:14,600
to break. 
Whereas if you take fewer larger

1141
00:56:14,600 --> 00:56:17,900
plans, it's a much higher 
breakpoint and they stick around

1142
00:56:17,900 --> 00:56:20,300
in the fight a lot longer. 
And it's that thing with aux 

1143
00:56:20,300 --> 00:56:23,300
where they give away no victory 
points and tell all of a sudden,

1144
00:56:23,300 --> 00:56:24,900
they give away all the victory 
points. 

1145
00:56:25,000 --> 00:56:27,100
So if you can delay when the 
victory points start being 

1146
00:56:27,100 --> 00:56:31,100
schooled, you can win games even
though you've taken a real 

1147
00:56:31,100 --> 00:56:33,600
battering because they Just have
never managed to kill enough 

1148
00:56:33,600 --> 00:56:36,100
Force to break you and as a 
result, you've given nothing 

1149
00:56:36,100 --> 00:56:38,300
away. 
So it's a really fascinating 

1150
00:56:38,300 --> 00:56:40,200
Army to play. 
And it's a really fun Army to 

1151
00:56:40,200 --> 00:56:42,600
build because it's all these 
different builds and all these 

1152
00:56:42,600 --> 00:56:45,000
different ways of thinking, and 
it's always that balance between

1153
00:56:45,000 --> 00:56:47,600
how many Clowns versus what's 
the break point for us? 

1154
00:56:47,600 --> 00:56:51,200
What I want them to do. 
So, yeah, it's amazing. 

1155
00:56:51,200 --> 00:56:52,700
What you can do out of a book, 
bought it right? 

1156
00:56:52,700 --> 00:56:55,200
Like six different flavors of 
old boy and that's before we 

1157
00:56:55,200 --> 00:56:57,800
View From Beyond gone, beyond 
the basic building block of 

1158
00:56:57,800 --> 00:56:59,300
this. 
This Army. 

1159
00:56:59,800 --> 00:57:00,700
Yeah. 
Painting wires. 

1160
00:57:00,700 --> 00:57:01,900
They're really interesting as 
well. 

1161
00:57:01,900 --> 00:57:04,900
I really Like, painting the aux 
because of that. 

1162
00:57:04,900 --> 00:57:10,100
It's got a, such a wonderful 
flavor of ranges of colors that 

1163
00:57:10,100 --> 00:57:12,400
comprised of all the different 
Clans and vehicles, and that 

1164
00:57:12,400 --> 00:57:14,400
kind of thing. 
So, yeah, find a pipe. 

1165
00:57:14,400 --> 00:57:17,500
The painting process is really 
interesting as well. 

1166
00:57:18,100 --> 00:57:20,200
I don't think that's something 
that really got lost as well 

1167
00:57:20,200 --> 00:57:22,600
like after 2nd edition. 
And, you know, there was, you 

1168
00:57:22,600 --> 00:57:24,800
know, she wasn are we didn't 
like the kind of like the 

1169
00:57:24,800 --> 00:57:27,100
explosion in the paint factory. 
Look of an orc Army and I was 

1170
00:57:27,100 --> 00:57:27,900
like, no, no. 
That's the thing. 

1171
00:57:27,900 --> 00:57:30,600
That was so good about it. 
Yeah, you could just look at an 

1172
00:57:30,600 --> 00:57:32,200
army and you could see all 
that's the golf score. 

1173
00:57:32,400 --> 00:57:34,200
They're in the black and that's 
the bad news because they're in 

1174
00:57:34,200 --> 00:57:37,100
the yellow and you all kind of 
started to just become kind of 

1175
00:57:37,100 --> 00:57:40,500
like brown and silver. 
Yeah and you were like could be 

1176
00:57:40,900 --> 00:57:43,400
could be any Clan like there's 
there's no there's no real 

1177
00:57:43,400 --> 00:57:45,100
flavor to it. 
They're just they're just Orcs 

1178
00:57:45,100 --> 00:57:48,000
now rather than oh no these are 
bad news and he's a godsend and 

1179
00:57:48,000 --> 00:57:49,800
like you say that thing with the
second edition book where each 

1180
00:57:49,800 --> 00:57:51,600
of the clowns had a thing they 
did. 

1181
00:57:51,600 --> 00:57:54,400
So you could take, you know, 
your basic desk old boys. 

1182
00:57:54,500 --> 00:57:57,000
But of course people just took 
desk or lures because they were 

1183
00:57:57,000 --> 00:57:59,000
the ones with heavy weapons and 
then you know, the crazy 

1184
00:57:59,000 --> 00:58:02,100
costumes and whatever and also 
you could be like now that like 

1185
00:58:02,400 --> 00:58:05,700
Really exemplifies what the 
characteristic and nature of 

1186
00:58:05,700 --> 00:58:08,300
that Clan is in that unit, you 
know, snake bites would be on 

1187
00:58:08,300 --> 00:58:10,900
the boars bad. 
Moons would have two guns golf's

1188
00:58:10,900 --> 00:58:13,300
would be the close combat guys 
with the bolt as the axe is Evil

1189
00:58:13,300 --> 00:58:15,000
songs would be driving around on
the vehicles. 

1190
00:58:15,800 --> 00:58:18,600
It you can just see those 
flavors coming out. 

1191
00:58:18,600 --> 00:58:21,500
Whereas, when when it just came 
off boys with kind of Third 

1192
00:58:21,500 --> 00:58:24,700
Edition onwards in anyone could 
just kind of do anything, they 

1193
00:58:24,700 --> 00:58:27,100
just lost so much of like charm 
and character. 

1194
00:58:27,200 --> 00:58:30,300
Hmm, that's true. 
Matt, yeah, we just talked to 

1195
00:58:30,300 --> 00:58:34,700
that bit about that before and I
talked about my dislike for the 

1196
00:58:35,500 --> 00:58:41,200
the the later epic awk models 
and color schemes are just just 

1197
00:58:41,200 --> 00:58:44,300
terrible. 
It might just mean they just 

1198
00:58:44,300 --> 00:58:48,500
became flat and uninjured. 
Yeah I did you know exactly had 

1199
00:58:48,500 --> 00:58:51,000
three books in Rogue Trader, 
three whole books one of which 

1200
00:58:51,000 --> 00:58:54,400
was purely narrative, one of 
them had no rules in it at all. 

1201
00:58:54,600 --> 00:58:56,100
Yeah. 
And all of that went away and 

1202
00:58:56,100 --> 00:58:59,700
they just became you know dustox
just aux. 

1203
00:58:59,700 --> 00:59:01,400
And you like, how could you 
lose? 

1204
00:59:02,400 --> 00:59:05,000
You know, as crazy anyway. 
What can you do? 

1205
00:59:05,300 --> 00:59:08,400
Every single, you know, Space 
Marine chapter has its own book 

1206
00:59:08,400 --> 00:59:10,500
and you know every company has 
its own description and then 

1207
00:59:10,500 --> 00:59:13,100
Orcs the most varied and 
exciting race got turned into 

1208
00:59:13,100 --> 00:59:15,400
just Orcs. 
What a tragedy it was. 

1209
00:59:16,100 --> 00:59:19,900
That's why we just displacing. 
In addition, it go any further 

1210
00:59:19,900 --> 00:59:22,100
than that, beats the year is 
1995. 

1211
00:59:22,100 --> 00:59:25,700
And there it is. 
It isn't this house or in this 

1212
00:59:25,700 --> 00:59:26,300
room? 
It actually. 

1213
00:59:26,300 --> 00:59:29,400
Yeah, cool. 
So, let's talk about loops 

1214
00:59:29,400 --> 00:59:32,700
because I was doing great. 
So with every Clan. 

1215
00:59:32,700 --> 00:59:34,500
You get some knobs and you can 
add some more knobs. 

1216
00:59:34,500 --> 00:59:38,900
And I think my feeling is knobs 
of the secret weapon. 

1217
00:59:39,000 --> 00:59:41,700
So are you need them because of 
the command rule, but be you 

1218
00:59:41,700 --> 00:59:43,600
need them because they're one of
your best shooting units. 

1219
00:59:43,600 --> 00:59:46,300
So OG knobs speed, 10. 
Same as you are. 

1220
00:59:46,300 --> 00:59:49,000
You rest your boys? 
Sadly, no saving throw. 

1221
00:59:49,500 --> 00:59:51,800
It's one of the things I think 
is very prevalent in second 

1222
00:59:51,800 --> 00:59:53,600
edition epic. 
Very few infantry models have 

1223
00:59:53,600 --> 00:59:56,500
saving throws which is 
interesting close so factual for

1224
00:59:56,500 --> 00:59:58,100
those. 
So that's a pretty big closer, 

1225
00:59:58,100 --> 01:00:00,600
so factor. 
And then the really interesting 

1226
01:00:00,600 --> 01:00:03,500
bit is the 50 cm arranged. 
Not long range, they're medium 

1227
01:00:03,500 --> 01:00:06,100
range, but on the whole year old
boys are going to be going up 

1228
01:00:06,100 --> 01:00:08,900
the table. 
Anyway, two dice each hang on 

1229
01:00:08,900 --> 01:00:14,100
fives - to save. 
So like I say you can you can 

1230
01:00:14,100 --> 01:00:15,900
believe it or not kill times 
with these things. 

1231
01:00:16,200 --> 01:00:19,100
And I just think people don't 
expect them to kick out to dice 

1232
01:00:19,100 --> 01:00:22,200
each. 
So your golf mob has got eight 

1233
01:00:22,200 --> 01:00:26,000
stands of knobs. 
The 16 dice hit on five minutes 

1234
01:00:26,000 --> 01:00:28,900
to save fuel to strip Shields. 
If you want to take out tanks, 

1235
01:00:29,200 --> 01:00:30,500
these are the guys that actually
do it. 

1236
01:00:30,500 --> 01:00:33,200
Surprisingly, well, And, you 
know, they're going to be in the

1237
01:00:33,207 --> 01:00:35,000
thick of it. 
And if they do get charged, 

1238
01:00:35,000 --> 01:00:37,800
well, they can first fire 
because their command unit, so 

1239
01:00:37,800 --> 01:00:40,700
they can shoot as they get 
charged, don't wanna, you know, 

1240
01:00:40,700 --> 01:00:43,600
don't want to give anything 
away, but that might be 

1241
01:00:43,600 --> 01:00:46,800
something that perhaps happened 
in the game yesterday. 

1242
01:00:48,400 --> 01:00:52,400
And yeah, I just think they're, 
you know, you pay for them. 

1243
01:00:52,800 --> 01:00:57,500
But what you get is worth the 
pay because they just really are

1244
01:00:57,500 --> 01:01:01,600
to me one of the greatest 
infantry units in the game and 

1245
01:01:01,600 --> 01:01:04,000
then if you, if you Really, 
really liked all that and you 

1246
01:01:04,008 --> 01:01:06,400
want to do it even better, you 
get the war boss and the 

1247
01:01:06,400 --> 01:01:09,900
warlord. 
So this is a special card, the 

1248
01:01:10,200 --> 01:01:14,300
very similar but the difference 
is kind of who comes with them. 

1249
01:01:14,300 --> 01:01:18,800
So I tend to run a war boss in 
most armies. 

1250
01:01:18,800 --> 01:01:21,400
Like, once you get Beyond two 
clans, I think it's essential. 

1251
01:01:22,500 --> 01:01:25,000
So the war boss is the, the 
chief of smaller version. 

1252
01:01:26,400 --> 01:01:29,700
He is a robust and who is very 
similar to a no. 

1253
01:01:29,700 --> 01:01:31,600
But he's got a crucial factor of
5. 

1254
01:01:34,000 --> 01:01:37,100
And he comes with five strands 
of knobs and to battle wagons. 

1255
01:01:37,100 --> 01:01:39,500
So they're really good for 
either. 

1256
01:01:39,500 --> 01:01:43,800
If you've got a kind of a tank 
group that you want to move up 

1257
01:01:43,800 --> 01:01:47,500
the table, or you've got a mob 
that you want to kind of put in 

1258
01:01:47,500 --> 01:01:49,400
vehicles and drive across the 
table, the world was really good

1259
01:01:49,400 --> 01:01:50,800
for that. 
What they're also really good 

1260
01:01:50,800 --> 01:01:53,700
for is actually artillery. 
So if you've got a lot of 

1261
01:01:53,700 --> 01:01:55,900
artillery, well, bad moons and 
you must say the back of the 

1262
01:01:55,900 --> 01:01:58,300
table and you're worried about 
losing command. 

1263
01:01:59,200 --> 01:02:01,600
Keep the artillery at the back 
on its own, but put the war bus 

1264
01:02:01,600 --> 01:02:04,400
with it and he'll sit there 
babysitting the artillery and 

1265
01:02:04,400 --> 01:02:06,800
making sure they will behave 
and, you know, fire at the right

1266
01:02:06,800 --> 01:02:09,500
time. 
So it's a really flexible unit 

1267
01:02:10,200 --> 01:02:14,000
there, or you can, you know, you
can send them off on their own. 

1268
01:02:14,000 --> 01:02:16,200
I think it's very dangerous, but
if you going to go and like, 

1269
01:02:16,200 --> 01:02:19,400
grab an objective or, you know, 
reach across the table, they can

1270
01:02:19,400 --> 01:02:21,600
do that. 
I think that's a risky use of 

1271
01:02:21,600 --> 01:02:24,900
them, but it is there. 
The warlord is the the true 

1272
01:02:24,900 --> 01:02:28,200
leader of the? 
The biggest of all the was very 

1273
01:02:28,200 --> 01:02:29,800
similar. 
However, Go closer factor of 

1274
01:02:29,800 --> 01:02:34,200
seven and he has on fours. 
So even better than an old piece

1275
01:02:34,200 --> 01:02:35,800
of. 
He's the biggest of all knobs, 

1276
01:02:36,700 --> 01:02:39,900
massive close, sole factor, and 
very accurate shooting there to 

1277
01:02:39,900 --> 01:02:43,000
die sitting on Falls Again, by 
that - to, and he actually comes

1278
01:02:43,200 --> 01:02:46,000
with three Stompers as well as 
the the battle wagons and the 

1279
01:02:46,000 --> 01:02:48,100
knobs. 
So that's that's quite an 

1280
01:02:48,107 --> 01:02:56,600
interesting little unit there. 
I tend to split The Stompers off

1281
01:02:56,600 --> 01:03:00,200
because I believe you can split 
them off because I think yeah 

1282
01:03:00,200 --> 01:03:03,000
the stompasaurus every mob. 
So what I tend to find there is 

1283
01:03:03,000 --> 01:03:04,700
why that can be quite helpful is
like you say if you've got a 

1284
01:03:04,707 --> 01:03:07,700
gargan they can give orders. 
So you buddy The Stompers up 

1285
01:03:07,700 --> 01:03:09,500
with the garden and create a 
kind of a little like you know 

1286
01:03:09,508 --> 01:03:11,900
War engine more but they plot 
across the table doing their 

1287
01:03:11,900 --> 01:03:14,600
thing and then the wall or do 
you kind of use in the same way 

1288
01:03:14,600 --> 01:03:17,300
as the war was be? 
As an artillery Captain will be 

1289
01:03:17,300 --> 01:03:20,500
as a kind of advanced Captain. 
But either way like I say on the

1290
01:03:20,500 --> 01:03:23,100
whole that will be the First or 
second special card. 

1291
01:03:23,100 --> 01:03:27,000
I reach for when building a clan
building an army and once you go

1292
01:03:27,000 --> 01:03:28,800
beyond two clans, I really do 
think. 

1293
01:03:29,000 --> 01:03:31,400
If you don't take one, you are 
playing with fire. 

1294
01:03:34,000 --> 01:03:36,600
All right, cool. 
So onto the ball, boys. 

1295
01:03:36,600 --> 01:03:40,900
So, boys are a snake by special.
You get some with your clan. 

1296
01:03:43,000 --> 01:03:46,200
The interesting thing with that 
is obviously, they have to 

1297
01:03:46,200 --> 01:03:49,200
remain in command coherency of 
something. 

1298
01:03:50,000 --> 01:03:52,700
So if they're hanging out with 
the normal snake bites, they're 

1299
01:03:52,700 --> 01:03:54,800
not taking advantage of their 20
cm move. 

1300
01:03:56,600 --> 01:04:00,200
You might find you knob or bikes
that are the classic kind of I 

1301
01:04:00,207 --> 01:04:03,400
need something to move up the 
table and being command seems 

1302
01:04:03,500 --> 01:04:06,400
Weird evil sudden Warbucks 
driving around with, with both 

1303
01:04:06,700 --> 01:04:10,300
snake bites, but it is an option
close off at 4-4, so very good 

1304
01:04:10,300 --> 01:04:12,700
MLA again. 
Only 15 cm range on their 

1305
01:04:12,700 --> 01:04:15,900
Boulders and hang on 6s. 
So don't rely on them to be your

1306
01:04:15,900 --> 01:04:18,600
gun line but really, really good
for ya. 

1307
01:04:18,600 --> 01:04:21,300
Reaching out, stealing those 
little objectives. 

1308
01:04:21,600 --> 01:04:24,800
Forming a skirmish screen at the
front of your army, just yet, 

1309
01:04:24,800 --> 01:04:28,500
nice little Cavalry unit that 
can contain, yeah, cause some 

1310
01:04:28,500 --> 01:04:29,900
trouble. 
And as we learned yesterday, 

1311
01:04:29,900 --> 01:04:32,100
clothes still fighting for is a 
pretty meaty. 

1312
01:04:32,100 --> 01:04:36,200
I think your, your squad With 
the bikers, their clothes, all 

1313
01:04:36,200 --> 01:04:39,000
phases of form. 
Five really did a number on me, 

1314
01:04:39,000 --> 01:04:42,200
I just yeah, I'd forgotten how 
good that could be, and you are 

1315
01:04:42,200 --> 01:04:44,300
winning. 
Most fights with a sub factor 

1316
01:04:44,300 --> 01:04:48,400
that really, really cool. 
And these can go into forests, 

1317
01:04:48,400 --> 01:04:52,000
we talk about NSA, they. 
Yes, so that's yeah, that's a 

1318
01:04:52,008 --> 01:04:54,100
clarification from Titan 
Legions. 

1319
01:04:54,100 --> 01:04:56,600
So we're not, we're not on too 
tight Legions yet will come 

1320
01:04:56,600 --> 01:04:58,900
around about. 
Yes, they did get the the 

1321
01:04:58,900 --> 01:05:02,500
clarification that unlike bikes 
ball boys can go into words 

1322
01:05:02,500 --> 01:05:05,600
because it turns out the pigs 
can walk around trees, which is 

1323
01:05:05,607 --> 01:05:07,400
handy. 
So they're really good for them 

1324
01:05:07,400 --> 01:05:09,400
and it's a classic moment in 
issue 1. 

1325
01:05:09,400 --> 01:05:11,400
I ate my first ever white dwarf,
which I think we've discussed 

1326
01:05:11,400 --> 01:05:13,700
before the tight Legions battle 
report. 

1327
01:05:14,700 --> 01:05:18,100
I think it's Gavin versus Andy, 
isn't it? 

1328
01:05:18,300 --> 01:05:23,600
Sorry. 
Gave us is Edward and the boys 

1329
01:05:23,600 --> 01:05:27,400
go into the forest to steal 
objective and it really catches 

1330
01:05:27,400 --> 01:05:30,000
him out because he's not 
expecting, you know, them to be 

1331
01:05:30,000 --> 01:05:32,100
able to do that because 
traditionally bikes couldn't do 

1332
01:05:32,100 --> 01:05:33,700
that. 
And as a result, it Means 

1333
01:05:33,700 --> 01:05:35,000
they're completely immune to 
attack. 

1334
01:05:35,000 --> 01:05:36,600
So he's got his aeroplanes 
flying around, but they can't 

1335
01:05:36,600 --> 01:05:38,000
see them because they're under 
the trees. 

1336
01:05:38,200 --> 01:05:40,800
And then he's just got no way of
taking that objective back 

1337
01:05:40,800 --> 01:05:43,100
because there's no infantry 
nearby to go and capture it. 

1338
01:05:43,100 --> 01:05:44,800
So really, really handy for that
sort of thing. 

1339
01:05:44,800 --> 01:05:47,900
Yeah, it's kind of a fast-moving
objective, grabbing a little 

1340
01:05:47,900 --> 01:05:50,600
unit that can cause some 
mischief and catch people off 

1341
01:05:50,600 --> 01:05:52,600
ground off guard. 
So really, really cool. 

1342
01:05:55,200 --> 01:05:59,100
So that does that is obviously a
clarification religious. 

1343
01:05:59,100 --> 01:06:01,700
If you you know if you read the 
rules here they do suffer the 

1344
01:06:01,700 --> 01:06:04,500
same restrictions as vehicle. 
So if you are playing pure Space

1345
01:06:04,500 --> 01:06:05,900
Marine, they cannot go into 
words. 

1346
01:06:06,000 --> 01:06:07,700
If you're playing the title 
Legions, with a slight 

1347
01:06:07,700 --> 01:06:09,300
clarifications that were made, 
they can. 

1348
01:06:09,300 --> 01:06:12,700
So there's a they added Cavalry 
as an option essentially. 

1349
01:06:12,900 --> 01:06:18,300
So it's slight addition, tweak 
there, but depends on you as 

1350
01:06:18,300 --> 01:06:19,300
ever chat with your opponent 
before. 

1351
01:06:19,300 --> 01:06:21,300
The start of the game to work 
out which version of the rules 

1352
01:06:21,300 --> 01:06:25,300
were playing experts, boys. 
So similar, Oh, these are the 

1353
01:06:25,308 --> 01:06:27,100
kind of the the mechanized 
version of ball, boys. 

1354
01:06:27,100 --> 01:06:29,100
I guess so. 
Evil Sons on the whole and if 

1355
01:06:29,107 --> 01:06:31,000
you've bought yourself a coat of
the uh sorry no they're not 

1356
01:06:31,000 --> 01:06:33,000
Nicole speed is the knobs, 
bikers are in the coal speed, 

1357
01:06:33,400 --> 01:06:35,600
but if you're, if you're playing
evil sounds or you're playing 

1358
01:06:35,600 --> 01:06:38,500
Cosby, do you? 
There are good choice, 30 cm. 

1359
01:06:38,500 --> 01:06:40,900
So really, really fast. 
Put them on charge. 

1360
01:06:40,900 --> 01:06:43,200
You can reach out across the 
table, you can grab objectives, 

1361
01:06:43,200 --> 01:06:45,900
you can get into other. 
Let's say people's artillery. 

1362
01:06:45,900 --> 01:06:48,200
On the back line I wouldn't know
about that sort of thing. 

1363
01:06:49,700 --> 01:06:51,500
Really good unit, Christoph X 
plus 3. 

1364
01:06:51,500 --> 01:06:55,100
So decent in a fight. 
Again only that 15 cm range So 

1365
01:06:55,100 --> 01:06:57,400
those so they're not going to be
winning any gunfights anytime 

1366
01:06:57,400 --> 01:07:01,600
soon, but what they can do is, 
you know, catch your opponent of

1367
01:07:01,600 --> 01:07:05,800
God either. 
No I'm here. 

1368
01:07:06,000 --> 01:07:08,000
I'm here. 
I'm here I'm just getting Mike. 

1369
01:07:08,000 --> 01:07:09,700
I was getting my cards out of my
box. 

1370
01:07:09,900 --> 01:07:10,500
Yeah. 
No work. 

1371
01:07:10,500 --> 01:07:17,000
No sir. 
Yeah. 

1372
01:07:17,000 --> 01:07:21,200
So a really, really good 
objective grabbing fairly decent

1373
01:07:21,200 --> 01:07:24,400
in close combat thing. 
I said I'd use them for perhaps 

1374
01:07:24,400 --> 01:07:28,400
not direct assaults, more 
sneaking up on artillery or back

1375
01:07:28,400 --> 01:07:31,200
line units or you know, 
characters and stands. 

1376
01:07:31,200 --> 01:07:33,600
There kind of stranded out on 
the road or mopping up. 

1377
01:07:34,100 --> 01:07:37,800
Yeah, really cool storm, boys 
next. 

1378
01:07:38,000 --> 01:07:41,600
So these are your York's that 
have got weird ideas about 

1379
01:07:41,600 --> 01:07:44,800
polishing their boots and 
wearing helmets uniforms and all

1380
01:07:44,800 --> 01:07:49,600
sorts they're quite interesting 
because they can form their own 

1381
01:07:49,600 --> 01:07:53,000
little independent unit. 
So unlike other Orcs who would 

1382
01:07:53,000 --> 01:07:55,000
have to eat a more Boppin stick 
around with their knobs? 

1383
01:07:55,000 --> 01:07:57,800
They actually have their own 
knob with them so they can 

1384
01:07:57,800 --> 01:08:03,000
actually be kind of helpful for 
again, if you want to just sneak

1385
01:08:03,000 --> 01:08:09,200
off, break that off from another
clan and it Go and capture an 

1386
01:08:09,200 --> 01:08:12,000
objective. 
They can do that. 

1387
01:08:12,100 --> 01:08:15,100
That the knob that's in their 
unit cannot give orders to any 

1388
01:08:15,100 --> 01:08:18,200
other folks. 
So they can take orders but they

1389
01:08:18,200 --> 01:08:19,800
can't give orders of that make 
sense. 

1390
01:08:19,899 --> 01:08:22,600
Yeah, so it's one of those 
things. 

1391
01:08:22,600 --> 01:08:24,000
Like, I tend not to use them too
often. 

1392
01:08:24,000 --> 01:08:27,500
I have got a card of storm boys.
That has come out every now, and

1393
01:08:27,500 --> 01:08:30,300
again, I find they're quite 
useful as a couple of little 

1394
01:08:30,300 --> 01:08:33,000
cars like this that I use for 
that kind of You know, defending

1395
01:08:33,000 --> 01:08:35,500
my Baseline. 
If I you know, if I've got some 

1396
01:08:35,500 --> 01:08:38,800
objectives, I want to sit on or 
sneaking up a flank to just 

1397
01:08:38,899 --> 01:08:42,600
capture isolate objectives, that
are maybe not being looked after

1398
01:08:42,600 --> 01:08:49,200
properly 10, cm move closer face
with 150 CM die sitting on five.

1399
01:08:49,200 --> 01:08:52,300
So basically, they are all the 
boys to all intents and 

1400
01:08:52,300 --> 01:08:54,100
purposes. 
I think the the main differences

1401
01:08:54,100 --> 01:08:58,500
are that that Independence and 
also if you get the jump pack 

1402
01:08:59,200 --> 01:09:02,200
neck boy repair card. 
These are a good Target. 

1403
01:09:02,300 --> 01:09:05,100
It for the jump packs too. 
Kind of bound their way forward 

1404
01:09:05,100 --> 01:09:09,200
and really suddenly become a 
nice scouting unit, so they 

1405
01:09:09,200 --> 01:09:11,600
won't work all the time. 
I wouldn't have a build a kind 

1406
01:09:11,600 --> 01:09:14,200
of a, you know, core strategy 
around hundreds of storm boys, 

1407
01:09:14,200 --> 01:09:17,800
but our fun little addition. 
Yeah, next infantry unit is that

1408
01:09:17,800 --> 01:09:24,600
the garrotte sort of Gretchen? 
These are really, really good 

1409
01:09:24,899 --> 01:09:29,300
for burning points and bulking 
out Clans and what I mean by 

1410
01:09:29,300 --> 01:09:33,899
that is there any 50 points? 
Can't you get for stanza crops 

1411
01:09:33,899 --> 01:09:35,899
for that? 
You're not going to expect much 

1412
01:09:35,899 --> 01:09:39,399
out of them. 
Are there - one closer sole 

1413
01:09:39,399 --> 01:09:42,300
Factor, so they are - good in 
combat. 

1414
01:09:42,300 --> 01:09:43,899
So don't expect to win any 
advice anytime. 

1415
01:09:43,899 --> 01:09:46,600
Soon, they've only got 15 cm 
range on their guns, although 

1416
01:09:46,600 --> 01:09:48,399
they do help for. 
So they're a bit more accurate 

1417
01:09:48,399 --> 01:09:50,200
than old boy. 
What they are good for, is 

1418
01:09:50,200 --> 01:09:52,700
bringing up your break point, 
and we haven't really discussed 

1419
01:09:52,700 --> 01:09:55,600
breakpoints yet. 
But essentially, the bigger, 

1420
01:09:55,600 --> 01:09:58,200
your clan, the more you've added
to it, the harder it is to break

1421
01:09:58,200 --> 01:10:00,100
the clan to give away any 
victory points. 

1422
01:10:00,200 --> 01:10:02,100
So, groups are a really good 
way. 

1423
01:10:02,200 --> 01:10:05,900
Way of, you know, if you've got 
a couple of a couple hundred 

1424
01:10:05,900 --> 01:10:08,800
points left at the end and you 
haven't maxed out your support 

1425
01:10:08,800 --> 01:10:12,900
cards, throw us a client of Graz
in there, sticking out the 

1426
01:10:12,900 --> 01:10:14,200
front, so they kind of catch the
bullets. 

1427
01:10:14,200 --> 01:10:16,200
First, that's the trigger Graz 
life. 

1428
01:10:18,200 --> 01:10:21,400
They do have to stay within 10 
centimeters of an awk formation 

1429
01:10:21,400 --> 01:10:22,800
and they sort of followed them 
around. 

1430
01:10:22,800 --> 01:10:24,600
So like I say I tend to, you 
know, if you're gonna take a 

1431
01:10:24,600 --> 01:10:27,300
foot slogging, crown of golf's, 
stick some grass out the front 

1432
01:10:27,300 --> 01:10:30,200
of them, and they'll just sort 
of get in the way, you know, 

1433
01:10:30,200 --> 01:10:33,100
they'll be the first to die. 
It is good because it means you 

1434
01:10:33,100 --> 01:10:35,600
go first and alive and they're 
just bringing that break point 

1435
01:10:35,600 --> 01:10:37,100
up stopping your crown from 
breaking. 

1436
01:10:37,100 --> 01:10:40,300
So, again, not not the core of 
my strategy, but it's that, I've

1437
01:10:40,300 --> 01:10:42,100
got 50 points left over. 
What should I do? 

1438
01:10:42,200 --> 01:10:46,400
Oh, I know I'll add a couple of 
extra models to kind of bulk out

1439
01:10:46,400 --> 01:10:50,300
the clan. 
They were onto the Mad boys and 

1440
01:10:50,800 --> 01:10:54,100
it's incredible really that even
in a game at the scale that epic

1441
01:10:54,100 --> 01:10:56,900
is they've managed to get. 
The Mad boys behavior chart in 

1442
01:10:56,900 --> 01:10:58,500
here. 
It's not as not as. 

1443
01:10:58,500 --> 01:11:01,200
In depth, as the, the 40 K 1 is 
only one of them. 

1444
01:11:01,200 --> 01:11:03,300
Got 10 of them. 
But it's still an incredible 

1445
01:11:03,300 --> 01:11:06,000
table. 
So the Mad boys, it's kind of, 

1446
01:11:06,000 --> 01:11:08,200
you know, Ox already pretty 
Dopey but these are the ones 

1447
01:11:08,200 --> 01:11:10,900
that maybe got dropped on their 
head too many times or maybe to 

1448
01:11:10,900 --> 01:11:13,300
take a bullet that did more harm
than than others. 

1449
01:11:13,500 --> 01:11:16,800
And so they, they mop up, they 
form the Mad mob and what's 

1450
01:11:16,800 --> 01:11:20,400
interesting there as well as 
it's all the Mad boys in your 

1451
01:11:20,400 --> 01:11:23,500
army get together so that you 
know, the 4 stands per card. 

1452
01:11:23,600 --> 01:11:25,900
But if you took, you know, some 
snakebite mad, boys, some golf 

1453
01:11:25,900 --> 01:11:27,500
mad boys. 
So on so forth, it actually will

1454
01:11:27,500 --> 01:11:30,300
just form one giant mob. 
They wouldn't stay independent. 

1455
01:11:33,100 --> 01:11:34,500
And you have no control over 
them. 

1456
01:11:34,500 --> 01:11:36,000
This is the basic way of doing 
it. 

1457
01:11:36,000 --> 01:11:38,200
So, each turn, you, you place 
where your orders in the normal 

1458
01:11:38,200 --> 01:11:40,800
way, and then once all is 
revealed, then you roll from our

1459
01:11:40,800 --> 01:11:43,500
boys. 
So there's a one in three chance

1460
01:11:43,500 --> 01:11:45,900
of getting first fire Advanced 
or charge. 

1461
01:11:46,400 --> 01:11:51,300
So, never ever have a plan for 
Mad boys, because whatever it 

1462
01:11:51,300 --> 01:11:53,200
is, they'll disappoint you and 
do their own thing. 

1463
01:11:54,100 --> 01:11:56,700
But sometimes they do really 
good things. 

1464
01:11:56,700 --> 01:12:01,800
So they're just kind of a 
random, you know, Risky, random 

1465
01:12:01,800 --> 01:12:04,200
chance thing. 
And again, they're free, I think

1466
01:12:04,200 --> 01:12:07,000
if I remember correctly. 
So they cost you know points and

1467
01:12:07,000 --> 01:12:10,500
I guess that's the that's the 
right call is an appointment. 

1468
01:12:10,500 --> 01:12:12,800
Yeah. 
It's it's they they will 

1469
01:12:12,800 --> 01:12:15,500
probably not do anything for 
you, but they haven't cost you 

1470
01:12:15,500 --> 01:12:17,000
anything other than the support 
card slot. 

1471
01:12:17,000 --> 01:12:19,000
So if you've got support costs, 
lots left over. 

1472
01:12:19,800 --> 01:12:22,600
There is no harm in just filling
up with a whole bunch of mad. 

1473
01:12:22,600 --> 01:12:25,000
Boys, just spending a whole 
bunch of free points to get this

1474
01:12:25,000 --> 01:12:27,500
giant mob of completely out of 
control. 

1475
01:12:27,500 --> 01:12:30,000
Probably athlete useless, but 
you just never know. 

1476
01:12:30,900 --> 01:12:33,000
Orcs. 
What then gets really 

1477
01:12:33,000 --> 01:12:35,500
entertaining is not only their 
orders random but then when they

1478
01:12:35,500 --> 01:12:38,000
start taking damage their 
behaviors does getting random as

1479
01:12:38,000 --> 01:12:39,300
well. 
So every time the unit takes 

1480
01:12:39,300 --> 01:12:45,800
casualty, or if the unit is 
broken, they have to take a 

1481
01:12:46,500 --> 01:12:50,600
magic. 
So they don't take morale checks

1482
01:12:50,600 --> 01:12:52,700
in the normal sense. 
Instead you roll on the map was 

1483
01:12:52,700 --> 01:12:58,300
charts, at-6 chart and it could 
be anything from they leg off 

1484
01:12:58,300 --> 01:13:02,100
the table or they suddenly 
become convinced that you know, 

1485
01:13:02,100 --> 01:13:04,200
such and such as a really 
important place. 

1486
01:13:04,200 --> 01:13:08,400
And so they'll go racing across 
to go capture it or they become 

1487
01:13:08,400 --> 01:13:10,700
obsessed with close combat and 
all of a sudden they're, you 

1488
01:13:10,700 --> 01:13:13,100
know, they're closed. 
So Factor spikes massively, so 

1489
01:13:13,100 --> 01:13:16,300
you never, you never control it.
You never you never and 

1490
01:13:16,300 --> 01:13:19,300
Commander, that unit, and on the
whole do now, Aang, but 

1491
01:13:19,300 --> 01:13:23,100
sometimes you get a result that 
just makes them beyond great. 

1492
01:13:23,400 --> 01:13:25,100
So again, it's that it's that 
classic. 

1493
01:13:25,100 --> 01:13:27,000
If you're over, if you're a 
gambler, if you're an Okie 

1494
01:13:27,000 --> 01:13:29,400
Gambler and I think most all 
players probably are gamblers. 

1495
01:13:29,700 --> 01:13:33,300
These are the guys that kind of 
personify that and just yeah, 

1496
01:13:33,600 --> 01:13:36,800
you know, for the price of free,
you can't ask too much of them, 

1497
01:13:37,000 --> 01:13:38,800
and then sometimes I'll just do 
something Bonkers. 

1498
01:13:39,100 --> 01:13:40,700
So really, really entertaining 
little unit. 

1499
01:13:40,700 --> 01:13:45,500
They are the world points are a 
similar kind of thing. 

1500
01:13:45,500 --> 01:13:50,700
So, with a lot of Of these kind 
of guys, it's just that kind of 

1501
01:13:50,700 --> 01:13:52,600
I just need to soak up the last 
few points. 

1502
01:13:53,000 --> 01:13:56,900
So while boys, 50 points are 
nice and cheap, they're just 

1503
01:13:56,900 --> 01:14:01,400
little close combat, guys. 
They formed their own unit. 

1504
01:14:01,500 --> 01:14:05,000
And again, if there's multiple 
formations, they just all block 

1505
01:14:05,000 --> 01:14:11,600
up 10 cm speed and what's good 
about them as the three, plus, 

1506
01:14:11,600 --> 01:14:13,200
three closer salt. 
So they're decent in close 

1507
01:14:13,200 --> 01:14:15,700
combat, no guns. 
So, it's just that thing of the,

1508
01:14:15,700 --> 01:14:19,400
you know, if you want some more 
boys and you go, Combat, Focus 

1509
01:14:19,400 --> 01:14:21,800
Clans. 
That snake bites golf's, couple 

1510
01:14:21,800 --> 01:14:23,900
stands a wild boys. 
It's a cheap way of bulking 

1511
01:14:23,900 --> 01:14:25,800
those numbers out and just 
giving you that kind of again 

1512
01:14:25,800 --> 01:14:28,400
that's Skirmish line at the 
front with their little axes and

1513
01:14:28,400 --> 01:14:31,700
shields you know they they they 
are Warhammer fantasy Orcs that 

1514
01:14:31,700 --> 01:14:35,700
yes and appeared in 19 appeared 
in 40K basically so really 

1515
01:14:35,700 --> 01:14:37,300
really good fun. 
Big fan of the world boys. 

1516
01:14:37,700 --> 01:14:41,200
Yeah probably probably the only 
six mil fantasy aux they ever 

1517
01:14:41,200 --> 01:14:42,900
made. 
Yeah. 

1518
01:14:42,900 --> 01:14:44,600
All their fancy ministers and 
six million. 

1519
01:14:44,600 --> 01:14:48,100
Absolutely. 
And in the final infantry kind 

1520
01:14:48,100 --> 01:14:49,000
of one of my Favorites right 
here. 

1521
01:14:49,000 --> 01:14:51,400
The freebooters. 
So the freebooters are special 

1522
01:14:51,400 --> 01:14:53,600
card, so it's always a tricky 
one. 

1523
01:14:54,100 --> 01:14:56,800
I really like the freebooters 
because they're free, not just 

1524
01:14:56,800 --> 01:14:58,500
because their name is free, but 
they actually cost free. 

1525
01:14:59,200 --> 01:15:01,700
But it does come at the cost of 
a special card and obviously 

1526
01:15:01,700 --> 01:15:04,700
your Gardens are special cards. 
You're running a mix of special 

1527
01:15:04,700 --> 01:15:06,300
cultural War, boss has a special
cards. 

1528
01:15:06,300 --> 01:15:09,700
It's a, it's a price to pay 
because it does soak up a 

1529
01:15:09,700 --> 01:15:11,700
special card. 
But again, it gives you that 

1530
01:15:11,700 --> 01:15:15,300
really nice little formation of 
totally independent aux. 

1531
01:15:15,300 --> 01:15:18,300
So they they have a knob. 
They do their own thing. 

1532
01:15:18,400 --> 01:15:21,500
They can be completely isolated.
And again it's that if there's a

1533
01:15:21,500 --> 01:15:24,200
you know, an objective out on a 
flank that you think all these 

1534
01:15:24,200 --> 01:15:26,300
guys can just grab that or they 
can defend this. 

1535
01:15:26,300 --> 01:15:29,300
They can buy me some time. 
There are really really good 

1536
01:15:29,300 --> 01:15:33,400
call to do that tense. 
I may move closer effects of 

1537
01:15:33,407 --> 01:15:34,700
one. 
So like all the rest of your 

1538
01:15:34,700 --> 01:15:37,800
boys, normal bowl is 5 plus 2 
here. 

1539
01:15:37,800 --> 01:15:40,500
So they're not spectacular in 
terms of their combat ability, 

1540
01:15:40,500 --> 01:15:43,700
but it is just that thing of 
they've got the boss and they 

1541
01:15:43,700 --> 01:15:45,800
can do their own thing. 
So if you just are worried about

1542
01:15:45,800 --> 01:15:51,400
the number of Of you know, zones
of the board that you can 

1543
01:15:51,400 --> 01:15:54,500
compete in and you need more 
because as I say, if you're 

1544
01:15:54,500 --> 01:15:57,500
taking a big or Clan, you're not
gonna be able to spread that out

1545
01:15:57,500 --> 01:16:01,100
much, it's got to stay quite 
compact to be truly effective. 

1546
01:16:01,200 --> 01:16:04,100
The freebooters can help you 
mitigate that by giving you just

1547
01:16:04,100 --> 01:16:06,000
another option or another 
distraction. 

1548
01:16:06,300 --> 01:16:09,000
And again, for the price of 
free, you can't expect too much 

1549
01:16:09,000 --> 01:16:11,700
from them. 
So really, really like I'm a big

1550
01:16:11,700 --> 01:16:13,400
fan of free booze. 
I think it's partly cuz I just 

1551
01:16:13,400 --> 01:16:15,400
love the idea of pirate walks if
I'm brutally honest. 

1552
01:16:15,400 --> 01:16:18,300
Like, I love Pirates, I love Ox.
Stick a part of how Nan OG. 

1553
01:16:18,400 --> 01:16:23,500
I mean, so yeah that's kind of 
the end of the orc infantry. 

1554
01:16:23,500 --> 01:16:26,200
We're now into the vehicles and 
I'm going to hand it over to 

1555
01:16:26,200 --> 01:16:28,000
yourself if you want to take us 
through some of them. 

1556
01:16:28,100 --> 01:16:29,200
Yeah, sure. 
No problem. 

1557
01:16:29,200 --> 01:16:31,900
Take a break made a have that 
have a sip of coffee or tea, or 

1558
01:16:31,900 --> 01:16:34,700
whatever you got there. 
Let's have a look at the first 

1559
01:16:34,700 --> 01:16:35,900
one. 
That's a war buggy. 

1560
01:16:37,900 --> 01:16:39,900
So what does it go back and do 
it? 

1561
01:16:39,900 --> 01:16:42,600
Well, it can move 30 cm so it's 
quite fast. 

1562
01:16:43,200 --> 01:16:45,600
It actually has a saving throw 
over 6 Plus, which was probably 

1563
01:16:45,600 --> 01:16:48,500
doesn't sound like much. 
But, you know, it is better than

1564
01:16:48,500 --> 01:16:51,100
nothing. 
It's got a close assault, a 

1565
01:16:51,100 --> 01:16:55,100
factor of plus 2, which is not 
too shabby for a while, buggy 

1566
01:16:56,300 --> 01:16:58,700
autocannon which is range. 25 cm
score. 

1567
01:16:58,700 --> 01:17:02,000
One attack dice at 8:05, but no 
save modifier. 

1568
01:17:02,700 --> 01:17:05,900
Don't think that come with any 
sort of special rules as such 

1569
01:17:07,000 --> 01:17:09,300
Going through here. 
No, they don't. 

1570
01:17:09,400 --> 01:17:15,500
So and I believe they are part 
of your culture speed Clan and 

1571
01:17:15,500 --> 01:17:19,600
you can purchase 0 separately, I
believe in a separate Detachment

1572
01:17:19,600 --> 01:17:25,000
or separate support card. 
The next the battlewagons 

1573
01:17:25,000 --> 01:17:28,500
probably the most common vehicle
that you find amongst most 

1574
01:17:28,500 --> 01:17:30,100
Clans. 
They'll have some kind of 

1575
01:17:30,100 --> 01:17:32,800
Transport. 
These are pretty good, because 

1576
01:17:32,800 --> 01:17:36,100
I've got a saving throw for 
plus, which is quite quite nice 

1577
01:17:36,100 --> 01:17:39,200
for it. 
Transport moving 25, which is 

1578
01:17:39,200 --> 01:17:42,200
not too shabby. 
I got a close-up factor of plus 

1579
01:17:42,200 --> 01:17:46,600
1, also, a than order Cannon, 
which is got 250, cm range. 

1580
01:17:46,600 --> 01:17:49,900
Want to take 2 is 5 plus to hit,
they can go up to three strip 

1581
01:17:49,900 --> 01:17:52,000
stands. 
Okay? 

1582
01:17:52,500 --> 01:17:59,000
So yeah, I think most Clans 
organized, into 15 stands, / 

1583
01:17:59,000 --> 01:18:03,100
Clan. 
So you'll come with what 55 

1584
01:18:05,100 --> 01:18:08,000
battle wagons in most cases. 
Except for goff's, they don't 

1585
01:18:08,000 --> 01:18:10,800
have battle wagons in their 
Clans and except for the snake 

1586
01:18:10,800 --> 01:18:14,500
bites that have their their ball
boys and you can buy those 

1587
01:18:14,500 --> 01:18:16,700
separately to. 
I often do that as well. 

1588
01:18:16,700 --> 01:18:19,100
When I'm making my clients, I've
got some spare points. 

1589
01:18:19,100 --> 01:18:22,200
I think they're 50 points for 
three battle wagons. 

1590
01:18:22,400 --> 01:18:25,400
I think they're pretty good. 100
100 points are okay. 

1591
01:18:25,800 --> 01:18:28,300
I don't have the cards in front 
me so mad, so yeah, but yeah, 

1592
01:18:28,300 --> 01:18:29,900
they're really good. 
If you've got some other troops,

1593
01:18:29,900 --> 01:18:32,000
you want to transport to get 
across the table really quickly.

1594
01:18:32,500 --> 01:18:35,100
I think battlewagons a really 
good choice because of the good 

1595
01:18:35,100 --> 01:18:36,600
that saving through a good 
movement. 

1596
01:18:36,800 --> 01:18:39,900
It and decent sort of working on
reducing gun. 

1597
01:18:39,900 --> 01:18:43,600
Yeah, pretty good 50. 
I think the the difficulty for 

1598
01:18:43,600 --> 01:18:46,700
me with battlewagons is if your 
clan doesn't come with them. 

1599
01:18:46,800 --> 01:18:49,000
Yeah, it's soaks up all your 
support. 

1600
01:18:49,000 --> 01:18:52,900
So like yeah, if you're taking 
coughs it's really helpful to 

1601
01:18:52,900 --> 01:18:54,900
put them all in vehicles. 
But if you put your gaussian 

1602
01:18:54,900 --> 01:18:57,700
vehicles, you very quickly run 
out of support card slots 

1603
01:18:57,700 --> 01:19:02,000
because of course it's 33 
battlewagons postcard. 

1604
01:19:02,200 --> 01:19:05,000
So that's only nine stand. 
So you need, you know, enough 

1605
01:19:05,000 --> 01:19:06,600
for the boys which is two 
formations. 

1606
01:19:06,700 --> 01:19:08,500
Then you got the knobs in 
something, so you end up 

1607
01:19:08,500 --> 01:19:11,300
spending three. 
Normally, three of your support 

1608
01:19:11,300 --> 01:19:14,600
slots, just to give them 
transport versus our. 

1609
01:19:14,600 --> 01:19:17,800
If I just take a, you know, the 
death skulls or the evil Sons, 

1610
01:19:17,800 --> 01:19:21,700
they come with that baked in. 
So it's a it's really helpful. 

1611
01:19:21,700 --> 01:19:23,300
Like I find infantry without 
transports. 

1612
01:19:23,300 --> 01:19:26,400
That doesn't have a ranged. 
Long-range weapon is quite 

1613
01:19:26,400 --> 01:19:29,000
difficult to use but the 
opportunity cost of having to 

1614
01:19:29,000 --> 01:19:32,300
soak up all your you know, those
juicy command supports velocity 

1615
01:19:32,300 --> 01:19:33,900
can be filling with read fun, 
fun. 

1616
01:19:33,900 --> 01:19:36,600
Weapons is a heavy price to 
bear. 

1617
01:19:37,200 --> 01:19:41,600
But, you know, it got more on 
the road, getting into your 

1618
01:19:41,600 --> 01:19:44,200
opponent's face is a thing of 
beauty. 

1619
01:19:44,300 --> 01:19:46,200
So sometimes that's the price of
doing business, isn't it? 

1620
01:19:46,200 --> 01:19:48,600
You know, that's a man. 
Yeah, I don't mind spending an 

1621
01:19:48,600 --> 01:19:54,000
extra 200 points on getting some
extra battle wagons just and a 

1622
01:19:54,008 --> 01:19:55,500
good in close combat to the not 
bad. 

1623
01:19:55,500 --> 01:19:59,000
Like they just did this good 
support all around so I find 

1624
01:19:59,000 --> 01:20:01,200
them is a good option and it's 
something that's pretty 

1625
01:20:01,200 --> 01:20:05,600
relatively cheap. 
Now, moving along, we've got a 

1626
01:20:05,600 --> 01:20:07,600
weird Boyd. 
Battle tower. 

1627
01:20:07,600 --> 01:20:10,500
Now I don't actually have these 
and I would love to get a couple

1628
01:20:10,500 --> 01:20:13,000
of these because they're sold in
a blister of to, but you can use

1629
01:20:13,000 --> 01:20:16,200
one. 
I think there are 150 points, 

1630
01:20:16,200 --> 01:20:17,500
but John will probably 
correctly. 

1631
01:20:17,500 --> 01:20:19,500
Just 100 just under points. 
Okay. 

1632
01:20:19,500 --> 01:20:22,200
Well, that was our thing. 
Yeah, my dad, but this is only 

1633
01:20:22,200 --> 01:20:25,000
though that is yeah, Batman's 
only that's it because of 

1634
01:20:25,000 --> 01:20:28,000
course, bad moons are the the we
boys. 

1635
01:20:28,200 --> 01:20:30,700
They're the only ones that can 
obtain. 

1636
01:20:30,700 --> 01:20:34,800
This psychic power and control 
the wire and they need Boys 

1637
01:20:34,800 --> 01:20:37,700
around them. 
They need to be really Centered 

1638
01:20:37,700 --> 01:20:43,100
in a massive Boys, in order to 
draw that power in order to 

1639
01:20:43,100 --> 01:20:48,000
release their psychic energy. 
Now, I'm not used these before 

1640
01:20:48,000 --> 01:20:50,400
in a game, I've never seen them 
used before and maybe maybe a 

1641
01:20:50,407 --> 01:20:53,200
long, long time ago when Chris 
was playing aux, I think he had 

1642
01:20:53,200 --> 01:20:56,000
these in them, they look pretty 
devastating. 

1643
01:20:58,600 --> 01:21:00,600
So just going through the rules 
very quickly. 

1644
01:21:01,200 --> 01:21:04,200
In the end phase of every term. 
Work out, how many, how much 

1645
01:21:04,200 --> 01:21:06,400
power? 
The we boy has soaked up from 

1646
01:21:06,400 --> 01:21:08,800
the Orcs. 
Surround him for every old boy 

1647
01:21:08,800 --> 01:21:13,200
or table stand within 25. 
Cm of the web Bui automatically 

1648
01:21:13,200 --> 01:21:17,000
soaks up one psychic energy 
point for every all the vehicle 

1649
01:21:17,000 --> 01:21:18,800
bike. 
Stand Dreadnaught stomper or 

1650
01:21:18,800 --> 01:21:20,500
Tilly peace within 25. 
Cm. 

1651
01:21:20,500 --> 01:21:24,400
Yeah, we boy soaks up half an 
energy point if there's a 

1652
01:21:24,407 --> 01:21:28,700
gargant within 25. 
Cm the work the we boys soaks up

1653
01:21:28,700 --> 01:21:33,800
D6 energy points, so Goggins act
as a focus of all keenness and 

1654
01:21:33,800 --> 01:21:38,300
so concentrate, psychic power. 
So, keep a record of this total.

1655
01:21:38,500 --> 01:21:42,100
This is a number of points. 
Your weed boy, will use in the 

1656
01:21:42,100 --> 01:21:45,000
next turn. 
So by the sound of this and I 

1657
01:21:45,008 --> 01:21:48,900
think this has come up in an FAQ
or something, they can't release

1658
01:21:48,900 --> 01:21:50,200
it. 
Release their psychic power on 

1659
01:21:50,200 --> 01:21:52,900
the very first turn of the game.
They've got to wait until they 

1660
01:21:52,900 --> 01:21:55,500
concentrate all that psychic 
energy and build it up in the 

1661
01:21:55,500 --> 01:21:59,900
end phase. 
Then if the total reaches 20 or 

1662
01:21:59,900 --> 01:22:02,600
more, that weird boy may have 
overloaded. 

1663
01:22:02,800 --> 01:22:06,400
So in which case his head 
explodes, here's Des. 

1664
01:22:06,600 --> 01:22:08,300
Is that it's not a really good 
outcome for him. 

1665
01:22:08,300 --> 01:22:11,000
Is it really? 
So if the total number of energy

1666
01:22:11,000 --> 01:22:16,200
point is 20 or more roll, a D6, 
if the rollers are six to pull 

1667
01:22:16,200 --> 01:22:22,200
weird boys, physical swollen, 
bonds gives way and the whole we

1668
01:22:22,200 --> 01:22:26,000
boy at our plus any troops 
within d 2 to 6 cm are destroyed

1669
01:22:26,000 --> 01:22:28,600
in the flashes psychic Force so 
that's probably the worst role 

1670
01:22:28,600 --> 01:22:31,800
you can get especially for your 
second turn to study. 

1671
01:22:31,800 --> 01:22:35,200
Second term is something 
assuming the way boy survives 

1672
01:22:35,200 --> 01:22:37,900
you can use this psychic. 
Forced to shoot one or more 

1673
01:22:37,900 --> 01:22:40,300
special psyche. 
Bolts in the combat phase. 

1674
01:22:41,000 --> 01:22:43,300
The number range and effect of 
the attack varies depending on 

1675
01:22:43,300 --> 01:22:46,800
the number of psychic points 
accumulated as the tower is 

1676
01:22:46,800 --> 01:22:50,100
raised far above the ground. 
The weed we can shoot his sight.

1677
01:22:50,100 --> 01:22:52,900
He bowled over the heads of 
troops in front of him so long, 

1678
01:22:52,900 --> 01:22:56,800
as he can see, the target he can
fire at it, if the Weebly makes 

1679
01:22:56,800 --> 01:23:00,300
no psychic tax, the energy he 
has accumulated is automatically

1680
01:23:00,300 --> 01:23:04,500
flared off sending a bright 
sheet of power across the sky. 

1681
01:23:04,600 --> 01:23:06,300
Now, the model itself is really 
really cool. 

1682
01:23:06,600 --> 01:23:10,800
Love the really long Tower. 
That's like a like a wizard 

1683
01:23:10,800 --> 01:23:13,800
style basically on the on the 
chassis of a battle wagon. 

1684
01:23:13,800 --> 01:23:17,600
It looks like a really cool 
evocative looking piece bases. 

1685
01:23:17,600 --> 01:23:19,600
Got a little table here at the 
bottom, it's got the energy 

1686
01:23:19,600 --> 01:23:24,200
points and it goes from one up 
to 26, plus, and it gives a 

1687
01:23:24,208 --> 01:23:26,900
range depending on how many 
energy energy points you've 

1688
01:23:26,900 --> 01:23:30,100
soaked up during the turn. 
So, for example, going rather 

1689
01:23:30,100 --> 01:23:32,100
lower end. 
So, if you've got 125 points, 

1690
01:23:32,100 --> 01:23:35,200
only 25 cm range. 
Only one attack dice hitting on 

1691
01:23:35,200 --> 01:23:38,900
a 6 plus with the S1 modifier. 
And it sort of stacks up all the

1692
01:23:38,900 --> 01:23:43,500
way up if you get like 26 plus. 
And if you pass your test, 

1693
01:23:43,500 --> 01:23:45,400
obviously, you've got a range of
20. 

1694
01:23:45,600 --> 01:23:51,500
So at 200 CM 8 attack dice 
hitting on 2 plus with a -5 save

1695
01:23:51,500 --> 01:23:57,000
modifier which is huge. 
So yeah, that's just devastating

1696
01:23:57,000 --> 01:23:58,900
so they can be devastating on 
their day I guess. 

1697
01:23:58,900 --> 01:24:02,400
But I would love to try this 
guy's out there. 

1698
01:24:02,400 --> 01:24:05,300
Good fun is that it's that thing
likes a term one. 

1699
01:24:05,300 --> 01:24:08,600
They can't shoe. 
Yeah, I guess I think of like, 

1700
01:24:08,600 --> 01:24:10,900
you know, if you ever see a bad 
moon tower on the table, kill it

1701
01:24:10,900 --> 01:24:12,900
because if you don't, it's going
to ruin your day. 

1702
01:24:13,200 --> 01:24:16,100
So you have to kind of, you 
know, the or player has to be in

1703
01:24:16,100 --> 01:24:17,700
turn one. 
Get them close enough to the 

1704
01:24:17,700 --> 01:24:20,400
boys to soak up energy but out 
of line of sight so they can't 

1705
01:24:20,400 --> 01:24:23,600
be killed and then turn to they 
then have to like move into line

1706
01:24:23,600 --> 01:24:26,000
of sight of something so they're
quite tricky to use. 

1707
01:24:26,500 --> 01:24:29,100
But the reward for that is like 
say that, you know. 

1708
01:24:29,600 --> 01:24:31,700
So you get the rough either 20s 
where you want to be, you know, 

1709
01:24:31,700 --> 01:24:34,300
four shots hitting threes with 
the minors for Save modifier. 

1710
01:24:34,300 --> 01:24:36,300
That's, you know, that's taken 
heavy. 

1711
01:24:36,400 --> 01:24:40,300
Tanks off the table us putting 
damage into tightens its that's 

1712
01:24:40,300 --> 01:24:42,400
messing, it's huge. 
Yeah. 

1713
01:24:42,600 --> 01:24:45,000
And it's a talkie risk-reward 
thing as its cause if you're a 

1714
01:24:45,000 --> 01:24:48,600
gambler, the web or battle tower
is like absolutely your jam. 

1715
01:24:49,200 --> 01:24:51,000
No, I definitely want. 
I definitely want to get at 

1716
01:24:51,000 --> 01:24:53,400
least one of those on the table.
I was even thinking about just 

1717
01:24:53,400 --> 01:24:57,000
making one out out of bits and 
pieces, just as a temporary 

1718
01:24:57,300 --> 01:24:59,600
solution before I get an actual 
model. 

1719
01:25:00,800 --> 01:25:05,100
But ya know, these really cool. 
Okay, moving on to page 16 We've

1720
01:25:05,100 --> 01:25:08,100
got one of my favorite vehicles 
with the offices that giblet 

1721
01:25:08,100 --> 01:25:11,000
grinder Battle Fortress and the 
model. 

1722
01:25:11,000 --> 01:25:13,200
So cool. 
Kev Adams such a genius when he 

1723
01:25:13,200 --> 01:25:14,700
designed all the vehicles for 
the Orcs. 

1724
01:25:14,700 --> 01:25:18,200
They just have so much character
and it does look like a little 

1725
01:25:18,200 --> 01:25:22,400
miniature Fortress. 
Atop a massive death rolling 

1726
01:25:22,400 --> 01:25:26,600
machine with all kinds of 
Chimney steam pipes. 

1727
01:25:26,700 --> 01:25:31,600
It's got like a little kind of 
like a fantasy style. 

1728
01:25:33,000 --> 01:25:35,900
I think of it as cool but Of 
hatched thatched-roof not, 

1729
01:25:35,900 --> 01:25:38,900
that's roots, not that it's 
something else tiles wins. 

1730
01:25:38,900 --> 01:25:40,900
Yeah, it's like, tar, roof. 
Kind of things on the top. 

1731
01:25:40,900 --> 01:25:43,100
It's also cool. 
A lot of vehicles had that's 

1732
01:25:43,100 --> 01:25:45,000
very similar, sort of aesthetic 
to it. 

1733
01:25:46,100 --> 01:25:52,700
These are great because they can
move 15 centimeters which is not

1734
01:25:52,700 --> 01:25:58,200
really great but when they 
charge they get to Triple their 

1735
01:25:58,200 --> 01:26:01,500
move. 
No, that's the skull amethyst I 

1736
01:26:01,508 --> 01:26:03,700
was at the school Hammer. 
Yeah. 

1737
01:26:04,400 --> 01:26:07,400
Is it? 
Okay, let me just check. 

1738
01:26:07,500 --> 01:26:09,400
I thought it was the giblet 
grinder, but maybe you're right.

1739
01:26:09,400 --> 01:26:13,300
Sorry because this column is the
one with the big boiler on the 

1740
01:26:13,308 --> 01:26:16,500
back of it, isn't it? 
Okay. 

1741
01:26:16,500 --> 01:26:18,000
All right, we'll hang on. 
We'll just go through it. 

1742
01:26:18,000 --> 01:26:19,000
Yeah. 
So let's go through it. 

1743
01:26:19,008 --> 01:26:20,600
Can move a triple. 
So yeah, the grinder. 

1744
01:26:20,600 --> 01:26:22,800
No, Jimmy Graham is one of the 
death roll on the front, which 

1745
01:26:22,800 --> 01:26:25,600
is great for mowing people down,
right? 

1746
01:26:25,600 --> 01:26:28,500
Okay, okay. 
So yeah, it's got the death roll

1747
01:26:28,500 --> 01:26:32,800
under on it which basically as 
the name suggests it will roll 

1748
01:26:32,800 --> 01:26:39,000
over infantry and crush them 
based on a dice roll. 

1749
01:26:39,100 --> 01:26:40,300
So I just want to go through the
rules. 

1750
01:26:40,300 --> 01:26:43,200
Just go from the start here. 
So I'm going to sort of confuse 

1751
01:26:43,200 --> 01:26:44,600
myself which is quite easy to 
do. 

1752
01:26:45,600 --> 01:26:47,800
So the Roll. 
It will squash any trip standard

1753
01:26:47,800 --> 01:26:51,100
giblet. 
Ground moves over on a 45 or six

1754
01:26:51,100 --> 01:26:53,900
on a D6, as a death. 
Roll of flattens, anything 

1755
01:26:53,900 --> 01:26:55,800
that's path. 
This monstrous Babble Fortress 

1756
01:26:55,800 --> 01:26:58,700
can move through woods and 
Rubble at no penalty, which is 

1757
01:26:58,700 --> 01:27:00,900
great. 
This combined with a speed of 

1758
01:27:00,900 --> 01:27:03,900
15, makes a good look going to 
Symposium removable for all its 

1759
01:27:03,900 --> 01:27:06,400
great size. 
Okay. 

1760
01:27:06,400 --> 01:27:08,800
So that's a really, really handy
thing. 

1761
01:27:08,800 --> 01:27:10,700
I didn't actually realize it go 
through woods and Rubble. 

1762
01:27:10,700 --> 01:27:13,900
So that's something I'll 
definitely use and utilize in my

1763
01:27:13,900 --> 01:27:18,100
future games actually. 
And I've never actually I think 

1764
01:27:18,100 --> 01:27:20,400
I may have gone over some troops
before. 

1765
01:27:20,400 --> 01:27:22,900
I'm not really sure but I think 
was really all that effective. 

1766
01:27:23,300 --> 01:27:25,800
But yeah it's great. 
If you got like a massive 

1767
01:27:26,600 --> 01:27:29,900
Imperial Guard or something that
has a lot of entry and you just 

1768
01:27:30,000 --> 01:27:32,000
and you need to get them there 
that's the only problem. 

1769
01:27:33,700 --> 01:27:36,000
Okay. 
What's the next Special Rule? 

1770
01:27:36,000 --> 01:27:38,500
Okay so they don't not subject 
to the or command will because 

1771
01:27:38,500 --> 01:27:41,400
they actually have a powerful 
talk knob driving this thing 

1772
01:27:42,400 --> 01:27:45,800
plus a whole dozen or more 
Gretchen and off since not lie. 

1773
01:27:46,000 --> 01:27:51,000
Things helping him out. 
So you can always give Gilbert 

1774
01:27:51,000 --> 01:27:53,900
going to orders, even if it's, 
if it isn't with intense a and 

1775
01:27:53,900 --> 01:27:58,600
or command unit of course, so 
battle forces can't act as 

1776
01:27:58,600 --> 01:28:01,700
command units themselves, so 
they can't give orders to other 

1777
01:28:01,700 --> 01:28:07,800
units. 
But but sometimes several of 

1778
01:28:07,800 --> 01:28:11,100
them will attack together on a 
flank or punch through the line 

1779
01:28:11,100 --> 01:28:12,900
at one point. 
While the orc Clans attack 

1780
01:28:12,900 --> 01:28:17,400
elsewhere, Gilligan, it is so 
big and carry up to five troop 

1781
01:28:17,400 --> 01:28:19,500
stands. 
In addition to its normal crew, 

1782
01:28:19,900 --> 01:28:23,100
most of whom managed to cram 
inside but quite a few, hang on 

1783
01:28:23,100 --> 01:28:25,800
the outsides. 
Anyway, for a thrilling ride, 

1784
01:28:25,800 --> 01:28:27,700
which was quite cool. 
If they actually modeled on some

1785
01:28:27,700 --> 01:28:30,200
Orcs hanging on the outside, it 
would be quite cool. 

1786
01:28:31,100 --> 01:28:33,300
Now, it's got a really good 
saving through of one or more. 

1787
01:28:33,400 --> 01:28:38,300
More nerdy 6 and I believe that 
surround the entire Gillett 

1788
01:28:38,300 --> 01:28:41,700
grinder, I could be wrong. 
The means the good guys 

1789
01:28:41,700 --> 01:28:45,300
impervious it's one optional, 
wonderful round fortunate okay 

1790
01:28:45,300 --> 01:28:48,200
so it's wonderful okay shut up 
from the okay yeah less shot it 

1791
01:28:48,200 --> 01:28:51,200
from the rear flank which means 
it won't get that particular 

1792
01:28:51,200 --> 01:28:53,900
safety through. 
Rendering Imperial Garden space 

1793
01:28:53,900 --> 01:28:56,600
ring tactical troops help us 
against it in close combat the 

1794
01:28:56,600 --> 01:28:59,700
gliders a terror crushing enemy 
infantry and vehicles as it 

1795
01:28:59,700 --> 01:29:02,500
rolls over them because of this 
Unstoppable momentum the good 

1796
01:29:02,500 --> 01:29:04,200
look round. 
It can't be Pinned in close 

1797
01:29:04,200 --> 01:29:06,800
combat by anything smaller than 
a super-heavy tank. 

1798
01:29:06,800 --> 01:29:09,900
Will tighten if trip stands or 
lighter Vehicles? 

1799
01:29:09,900 --> 01:29:11,800
Engage a good look round and 
close combat, you can simply 

1800
01:29:11,800 --> 01:29:13,500
move past them. 
The Next Movement phase is 

1801
01:29:13,500 --> 01:29:16,400
possibly crushing some of them 
with this death, roll it as it 

1802
01:29:16,400 --> 01:29:21,400
moves. 
Okay, so it's carrying a twin 

1803
01:29:21,400 --> 01:29:28,500
turrets of autocannons, which 
have 50 cm range, they have five

1804
01:29:28,500 --> 01:29:30,700
attack dice, they can throw up, 
which is quite cool hitting on 

1805
01:29:30,700 --> 01:29:36,500
the fire + or - 1 save mode. 
And I think that's basically 

1806
01:29:37,000 --> 01:29:38,800
that covers the good look 
grinder there. 

1807
01:29:39,400 --> 01:29:44,000
Yeah, the weird wrinkle with 
them is they don't add to a mop 

1808
01:29:44,000 --> 01:29:45,400
so they don't add to the 
breakpoint. 

1809
01:29:45,400 --> 01:29:47,600
They don't have to the victory 
points given away. 

1810
01:29:48,000 --> 01:29:50,900
Each one has its own unique, you
know, single model for. 

1811
01:29:50,900 --> 01:29:53,900
So even if you had to have four 
of them in a golf Clan, they 

1812
01:29:53,900 --> 01:29:57,600
still become for individual 
tanks, not one group of 4, so 

1813
01:29:57,600 --> 01:29:59,900
that's unusual. 
Yeah. 

1814
01:29:59,900 --> 01:30:03,700
That, that ability to kind of 
come on themselves, ridiculously

1815
01:30:03,700 --> 01:30:05,200
high close soil, plus a, on the 
coast. 

1816
01:30:05,200 --> 01:30:09,300
So the depth roller, I think if 
you can find a, you know, a unit

1817
01:30:09,300 --> 01:30:11,600
of of independence of storm boys
would be quite good. 

1818
01:30:11,600 --> 01:30:15,300
If you throw some storm Boys in 
here, or if, you know, if you 

1819
01:30:15,300 --> 01:30:17,900
again if you like to gamble, you
could put three of these With 

1820
01:30:17,900 --> 01:30:20,600
all your golf sin and just drive
across the battlefield. 

1821
01:30:20,600 --> 01:30:22,200
So you you wouldn't have the 
knob. 

1822
01:30:22,200 --> 01:30:24,900
So you will fall out of command 
range for your golf, boys. 

1823
01:30:24,900 --> 01:30:27,200
But if, you know, if you get 
them into close combat and they 

1824
01:30:27,200 --> 01:30:29,200
start doing their instinctive 
Behavior, that's kind of what 

1825
01:30:29,200 --> 01:30:32,300
you want to do anyway. 
So they do make a really good 

1826
01:30:32,300 --> 01:30:35,600
armor to kind of armored vest 
off and I you know, if I am 

1827
01:30:35,600 --> 01:30:38,500
going to take kind of 
immobilized go Force, I'll put 

1828
01:30:38,500 --> 01:30:42,400
the knobs, you know, take two, 
two cards of battle wagons on 

1829
01:30:42,400 --> 01:30:44,900
one of these and you put five of
the knobs and there's five and 

1830
01:30:44,900 --> 01:30:47,200
about a wagon and then the boys 
get the other battle wagons and 

1831
01:30:47,200 --> 01:30:52,300
it makes quite Why're, you know 
Speedy little kind of unit to 

1832
01:30:52,300 --> 01:30:55,400
kind of get you guys up there. 
They are a little bit slower 

1833
01:30:55,400 --> 01:30:58,100
than the skull hammer. 
So the skull hammer is helpful 

1834
01:30:58,100 --> 01:30:59,800
because it can keep up with the 
other vehicles. 

1835
01:30:59,800 --> 01:31:02,900
Whereas this one slows you down 
a little bit but yeah, it's such

1836
01:31:02,900 --> 01:31:06,500
a cool model and it's, you know,
it's got a nice guns on it. 

1837
01:31:06,500 --> 01:31:09,300
It's got a ridiculous clothes. 
So fact, yeah. 

1838
01:31:09,300 --> 01:31:11,500
Really, really good fun. 
The other gibber grinder. 

1839
01:31:11,500 --> 01:31:13,800
Really love them. 
If you can chat, you can charge 

1840
01:31:13,800 --> 01:31:14,400
Lea. 
Yeah. 

1841
01:31:14,400 --> 01:31:16,300
So you can move them. 
Yeah, no of course you got the 

1842
01:31:16,300 --> 01:31:19,500
first yeah. 
But Like it is going to Route 

1843
01:31:19,600 --> 01:31:23,700
outpace it and that's yeah. 
So if you were using a kind of a

1844
01:31:23,700 --> 01:31:26,700
part of the, the mobilized 
force, it will get left behind a

1845
01:31:26,708 --> 01:31:28,800
little bit or I have to slow. 
That was the mistake I made 

1846
01:31:28,800 --> 01:31:31,700
yesterday, is I'd forgotten that
it was the skull handles the 

1847
01:31:31,700 --> 01:31:35,300
fast one and so I put one of 
these in my evil sons and then 

1848
01:31:35,300 --> 01:31:39,200
that slow the unit down because 
I've had the skull hammer, it 

1849
01:31:39,200 --> 01:31:41,000
would have been faster because 
of the whole trickle charge 

1850
01:31:41,000 --> 01:31:43,600
because it's got the big boiler.
So we've been able to keep up. 

1851
01:31:43,600 --> 01:31:47,600
So yeah, it's slightly confused 
myself in the game yesterday. 

1852
01:31:47,700 --> 01:31:49,900
Day. 
But well you know it's still 

1853
01:31:49,900 --> 01:31:51,900
it's got it survived - lot 
better. 

1854
01:31:52,000 --> 01:31:57,100
Well yeah yeah, yeah. 
That one plus save was kind of 

1855
01:31:57,600 --> 01:31:59,900
driving around in front of you 
or your poor squat. 

1856
01:32:00,100 --> 01:32:01,800
You guys got as being like you 
can't touch me. 

1857
01:32:01,800 --> 01:32:04,800
What do you do? 
They tell us that end up circle 

1858
01:32:04,800 --> 01:32:06,400
of attention? 
Because every time I take one of

1859
01:32:06,400 --> 01:32:08,700
these bloody things, I love them
but they always die. 

1860
01:32:08,800 --> 01:32:13,000
They always die every time I 
take them so I take three and 

1861
01:32:13,000 --> 01:32:15,200
then one of them will get there.
That's a that's the all keyway 

1862
01:32:15,200 --> 01:32:16,500
right? 
That's true. 

1863
01:32:16,500 --> 01:32:19,500
I usually take one of these. 
Is and the to skull Hammers, and

1864
01:32:19,500 --> 01:32:23,300
also, I've got that's all I've 
got at the in my collection at 

1865
01:32:23,300 --> 01:32:25,500
the moment, but, yeah, I really 
like them. 

1866
01:32:25,500 --> 01:32:27,600
I really like taking. 
I know, they don't sort of add 

1867
01:32:27,600 --> 01:32:31,800
to your break point, which is a 
shame, but I think they pump out

1868
01:32:31,800 --> 01:32:34,600
a fair bit of damage, like 55 
attack dice. 

1869
01:32:34,600 --> 01:32:36,800
Oh yeah. 
I like things that can throw a 

1870
01:32:36,800 --> 01:32:39,700
lot of dice at things and I 
think they're really good at 

1871
01:32:39,700 --> 01:32:43,600
anti-infantry or like vehicles 
and that kind of any help. 

1872
01:32:43,600 --> 01:32:47,100
Lung bursters next ones are golf
vehicle, only pretty, there's 

1873
01:32:47,100 --> 01:32:48,600
nothing. 
Really Ali special about them at

1874
01:32:48,600 --> 01:32:51,000
all. 
They're going to 20 cm move - 3 

1875
01:32:51,000 --> 01:32:52,400
+ saving throw which is quite 
good. 

1876
01:32:52,400 --> 01:32:55,600
They got A plus one to close the
salt Factor they carry a battle 

1877
01:32:55,600 --> 01:32:58,700
Cannon which is a 50 Cent 
arranged one attack, nice 5 + T 

1878
01:32:58,700 --> 01:33:03,700
analyze to save mode so there 
may be good at taking out more a

1879
01:33:03,700 --> 01:33:08,800
heavily armored vehicles. 
The range is not too bad but 

1880
01:33:09,000 --> 01:33:11,700
still but look at the move of 20
centimeters which can get them 

1881
01:33:11,700 --> 01:33:14,700
up, you know, in the first turn 
and they can still pumping 

1882
01:33:14,700 --> 01:33:17,600
something out on the advanced 
phase or bandsaw. 

1883
01:33:17,800 --> 01:33:19,900
So here not too bad. 
I don't actually have any of 

1884
01:33:19,900 --> 01:33:21,600
these. 
I like need to get some of 

1885
01:33:21,608 --> 01:33:24,200
those. 
At some point and experience the

1886
01:33:25,000 --> 01:33:26,200
fun. 
They're fun little Tang. 

1887
01:33:26,200 --> 01:33:27,900
Like, I've got a couple of cars 
worth. 

1888
01:33:27,900 --> 01:33:32,000
I think if you don't play, you 
know method, gold. 

1889
01:33:32,000 --> 01:33:36,200
There is a basically, you will 
never take a lumber store if 

1890
01:33:36,200 --> 01:33:39,200
you're paying attention because 
they have exactly the same stats

1891
01:33:39,200 --> 01:33:42,300
as the gut Ripper. 
For exactly the same points, a 

1892
01:33:42,300 --> 01:33:43,400
perfect. 
The got room has a better 

1893
01:33:43,400 --> 01:33:45,800
clothes, sole Factor. 
So, it's just, it's a gut Ripper

1894
01:33:45,800 --> 01:33:48,400
with no clothes assault Factor. 
And it's a real shame. 

1895
01:33:48,400 --> 01:33:52,000
So with, with net epic, which is
also the fan remake, they tweet 

1896
01:33:52,000 --> 01:33:53,000
it. 
So this one had the better 

1897
01:33:53,000 --> 01:33:56,200
ranged attacks, kind of balance 
that out, but as it stands, 

1898
01:33:56,300 --> 01:33:58,000
like, it's really frustrating. 
I've paid a lot of them because 

1899
01:33:58,000 --> 01:34:01,400
they to me are like I really is 
a quintessential or key tank. 

1900
01:34:01,400 --> 01:34:06,800
Like it's is the classical tank.
But it is you are kind of 

1901
01:34:07,000 --> 01:34:10,100
penalizing yourself by taking 
them because there's a better 

1902
01:34:10,100 --> 01:34:12,400
choice for the same points that 
fits the same slot in the gut 

1903
01:34:12,400 --> 01:34:14,800
Ripper. 
So it's a real shame because I 

1904
01:34:14,800 --> 01:34:17,200
like to have, you know, three 
languages three got rivers or 

1905
01:34:17,200 --> 01:34:18,600
six of these. 
Because it just looks really 

1906
01:34:18,600 --> 01:34:20,600
cool and you can build like that
really nice. 

1907
01:34:20,600 --> 01:34:24,100
Like if you want an orca kind of
tank force, the Goths. 

1908
01:34:24,100 --> 01:34:27,200
Do it really well but in yeah 
and it kind of vanilla Space 

1909
01:34:27,200 --> 01:34:30,600
Marine they are unfortunately, 
overshadowed by the got Ripper 

1910
01:34:30,600 --> 01:34:32,000
and it's just comes down to the 
point. 

1911
01:34:32,000 --> 01:34:33,700
You have two points slightly 
different or if they had the 

1912
01:34:33,708 --> 01:34:36,100
better range that would 
completely balance out. 

1913
01:34:36,100 --> 01:34:40,700
But for some reason, GW wrote to
start lines, identically just 

1914
01:34:40,700 --> 01:34:44,800
make one better than the other 
one with one tweak that makes 

1915
01:34:44,800 --> 01:34:47,200
the second one, you know it you 
know. 

1916
01:34:47,600 --> 01:34:49,500
If you're that kind of person, 
if you're if you're not on the 

1917
01:34:49,500 --> 01:34:51,300
player for somebody just like to
pay for fun, I think they're 

1918
01:34:51,300 --> 01:34:52,500
great. 
I think if you're, you know, if 

1919
01:34:52,500 --> 01:34:54,500
you're, if you're counting your 
points and you're really one 

1920
01:34:55,100 --> 01:34:58,200
Peak efficiency got represent 
every time but it's a beautiful 

1921
01:34:58,200 --> 01:34:59,700
again. 
It's that Kev Adams, sculpt, 

1922
01:35:00,300 --> 01:35:02,700
beautiful. 
Little model really chunky 

1923
01:35:02,700 --> 01:35:04,000
little tank. 
Yeah. 

1924
01:35:04,000 --> 01:35:07,000
Just a shame that they don't 
have a, I think 75 Samia, Grange

1925
01:35:07,000 --> 01:35:08,500
Bank, perfect. 
That's all they need. 

1926
01:35:08,800 --> 01:35:10,600
And I think that's what they're 
I think did to them. 

1927
01:35:11,100 --> 01:35:12,000
Cool. 
Okay. 

1928
01:35:12,700 --> 01:35:15,800
We'll definitely get to knit a 
big at some stage in the future 

1929
01:35:15,900 --> 01:35:18,300
and to have a look at it because
I Never played it. 

1930
01:35:18,300 --> 01:35:22,500
But I know that's probably a no,
that's the evolution of second 

1931
01:35:22,500 --> 01:35:26,700
edition, but but anyhow, yeah, 
okay. 

1932
01:35:26,700 --> 01:35:29,600
Well, let's move on. 
Let's go to the skull, hammer 

1933
01:35:29,600 --> 01:35:32,600
Battle Fortress. 
This is probably one of my most 

1934
01:35:32,600 --> 01:35:36,500
preferred vehicles for the Orcs.
Again, it's a bit similar to the

1935
01:35:36,500 --> 01:35:39,700
good look round as we just 
talked about and John was right.

1936
01:35:39,700 --> 01:35:43,800
These do have the triple rate 
when they charge, they can move 

1937
01:35:43,800 --> 01:35:46,500
up to 45 cm when they charge, 
which is awesome, which is 

1938
01:35:46,500 --> 01:35:50,300
really, really cool. 
They have a 1 plus all around 

1939
01:35:50,300 --> 01:35:54,400
saving through this time and 
they have a plus for close-up 

1940
01:35:54,400 --> 01:35:57,800
factor which is pretty good. 
But I wouldn't gamble on getting

1941
01:35:57,800 --> 01:35:59,200
it into close combat with 
anything. 

1942
01:35:59,200 --> 01:36:02,500
That's got a higher close close 
assault Factor than than it. 

1943
01:36:04,200 --> 01:36:06,700
It's got a battle can with a 75 
cm range. 

1944
01:36:06,700 --> 01:36:11,300
This time it throws two dice 
hitting on 4 plus or the minus 2

1945
01:36:11,300 --> 01:36:16,500
and carry 5 stands as well. 
So I think between the two I 

1946
01:36:16,500 --> 01:36:20,200
think this One's probably my 
choice between this and the good

1947
01:36:20,200 --> 01:36:26,500
luck grinder personally. 
So yeah, very, very similar in 

1948
01:36:26,500 --> 01:36:29,600
even the design aspect to it as 
well, between that and the 

1949
01:36:29,608 --> 01:36:32,600
Goodlett rinder. 
But as Johnson's got this, 

1950
01:36:32,600 --> 01:36:37,100
massive boiler thing in the back
that sort of propelling giving 

1951
01:36:37,100 --> 01:36:40,400
its propulsion and allowing it 
to move so quickly. 

1952
01:36:41,200 --> 01:36:45,100
So next, I'm going to the brain,
crusher. 

1953
01:36:47,100 --> 01:36:49,500
I thought this was a golf 
vehicle that I don't think it 

1954
01:36:49,500 --> 01:36:51,000
is. 
Actually, it doesn't say 

1955
01:36:51,000 --> 01:36:53,600
anything in the notes that this 
gives it any special rules has. 

1956
01:36:54,000 --> 01:36:56,300
This is yeah, any clanking, take
it. 

1957
01:36:56,400 --> 01:36:58,700
It's a bad moon tank, trust me. 
But if you read it, you'll 

1958
01:36:58,700 --> 01:36:59,900
understand. 
Okay. 

1959
01:36:59,900 --> 01:37:01,600
Great. 
Okay, alright. 

1960
01:37:01,600 --> 01:37:03,900
So basically, I don't actually 
have these but I love the 

1961
01:37:03,900 --> 01:37:05,700
models. 
I think I love that little 

1962
01:37:07,800 --> 01:37:10,600
little parapet on the top here. 
It's got like a little roof and 

1963
01:37:10,600 --> 01:37:13,500
it's got another little thatched
roof, like a fantasy building. 

1964
01:37:13,500 --> 01:37:15,600
On the back of, it's just 
brilliant design work. 

1965
01:37:16,800 --> 01:37:19,700
Let's go to move in a 15 cm is 
going to saving through a 4 plus

1966
01:37:19,700 --> 01:37:22,000
which is nice. 
No claws, assault Factor. 

1967
01:37:22,000 --> 01:37:26,500
So it's at zero, it's got a 
brand Crusher Cannon, which is 

1968
01:37:26,500 --> 01:37:28,800
100 centimeters. 
And this is one thing that I 

1969
01:37:28,808 --> 01:37:31,700
really like about this 
particular vehicle has got a lot

1970
01:37:31,700 --> 01:37:33,600
of, it's got a really good range
on it. 

1971
01:37:34,300 --> 01:37:38,500
It's got one attack dice, three 
plastic, hit with a -3 save 

1972
01:37:38,500 --> 01:37:40,500
modifier. 
So these are really good at 

1973
01:37:41,700 --> 01:37:45,600
well, crushing the brains and 
I've an armor of these heavily 

1974
01:37:45,600 --> 01:37:49,800
armored Opponents, especially 
against against things like 

1975
01:37:49,800 --> 01:37:57,000
squats where you have a lot of 1
plus vehicles with shields, and 

1976
01:37:57,000 --> 01:37:59,000
that kind of thing, which is 
strictly Shields down. 

1977
01:37:59,300 --> 01:38:03,100
Get a brand Crusher to hit them 
with our three plus two. 

1978
01:38:03,100 --> 01:38:04,800
Hit roll, which is a really 
amazing. 

1979
01:38:05,200 --> 01:38:08,400
I think it's one of the best 
vehicles actually for the aux. 

1980
01:38:08,400 --> 01:38:11,200
And I think I really need to get
it on my shopping list at some 

1981
01:38:11,200 --> 01:38:14,400
point of those. 
Maybe I like my answer. 

1982
01:38:14,400 --> 01:38:20,500
Those I don't think there's a 
better gun in the orc Army. 

1983
01:38:20,500 --> 01:38:22,300
I don't think you want to meet 
at you. 

1984
01:38:22,300 --> 01:38:26,200
When I'm sad the back of your 
board on first fire, probably 

1985
01:38:26,200 --> 01:38:29,500
with your wall orders, the kind 
of the artillery captain and you

1986
01:38:29,500 --> 01:38:31,500
know, surrounded by something 
other artillery pieces. 

1987
01:38:33,200 --> 01:38:35,200
Yeah, it really likes. 
I take it with a bad moon. 

1988
01:38:35,200 --> 01:38:37,200
So that, even if it does fall 
out of Commander, can still just

1989
01:38:37,200 --> 01:38:39,800
sit there and shoot. 
That's why I call it a Badman 

1990
01:38:39,800 --> 01:38:43,500
tank. 
Yeah, it you don't want the 

1991
01:38:43,500 --> 01:38:44,600
front. 
You don't want anywhere near 

1992
01:38:44,600 --> 01:38:45,900
combat. 
You want it. 

1993
01:38:46,200 --> 01:38:49,400
Sound the back but it is the the
quintessential orc artillery 

1994
01:38:49,400 --> 01:38:53,400
tank and just yeah, that that 
accuracy I think it'll catch 

1995
01:38:53,400 --> 01:38:55,000
people out. 
People don't expect logs to be 

1996
01:38:55,000 --> 01:38:57,800
shooting, they don't expect all 
to be hitting on 3s and they do 

1997
01:38:57,800 --> 01:39:00,900
not expect that - very safe mode
so it's a really they're not 

1998
01:39:00,900 --> 01:39:03,100
they're not cheap. 
I think they 200 points of card.

1999
01:39:03,100 --> 01:39:06,300
I want to say there should be 
around that. 

2000
01:39:06,300 --> 01:39:10,000
I'd say yeah I want to yeah 200 
points 3 so they are not cheap 

2001
01:39:10,000 --> 01:39:12,400
which is why you do not want 
them, you know, up the front 

2002
01:39:12,400 --> 01:39:16,800
getting getting into trouble but
it's it's just such Such a such 

2003
01:39:16,800 --> 01:39:18,900
a cooler vehicle at it, and it 
looks awesome. 

2004
01:39:18,900 --> 01:39:22,000
That kind of wagon that slate 
roof with a little liked. 

2005
01:39:22,000 --> 01:39:27,200
Our are ridiculous, but adorable
and just, yeah, really catches 

2006
01:39:27,200 --> 01:39:28,800
people out. 
They, they don't expect talks to

2007
01:39:28,808 --> 01:39:32,100
be quite as a sort of. 
I said, to you yesterday, the 

2008
01:39:32,100 --> 01:39:34,400
orchestra shooting Army that 
people don't expect anyone 

2009
01:39:34,400 --> 01:39:36,000
thinks of them as a close combat
Army. 

2010
01:39:36,000 --> 01:39:39,500
But certainly in second edition,
there was so many clever little 

2011
01:39:39,500 --> 01:39:40,900
weapons. 
And so many ways of, you know, 

2012
01:39:40,900 --> 01:39:43,300
doing the shooing that people 
just don't see coming. 

2013
01:39:43,800 --> 01:39:45,800
Yeah, I think I'll be playing 
Orcs really wrong because I 

2014
01:39:45,800 --> 01:39:48,400
truly, Open as a close combat 
unit and I don't even use my 

2015
01:39:48,400 --> 01:39:49,800
knobs to shoot. 
It's really sad. 

2016
01:39:49,800 --> 01:39:52,000
I always put them on charge 
orders and I think I've just 

2017
01:39:52,000 --> 01:39:55,200
been missing a queue there. 
I think with aux, I just wanted 

2018
01:39:55,200 --> 01:39:58,400
to just touch on the brand 
Crusher, because of that little 

2019
01:39:58,400 --> 01:40:03,300
turret of the top there. 
It says, here, the brand Crusher

2020
01:40:03,300 --> 01:40:06,900
Cannon feels almost the entire 
body of the tank because it's 

2021
01:40:06,900 --> 01:40:11,800
such an enormous long-barreled 
Cannon the front of it. 

2022
01:40:12,700 --> 01:40:15,300
And so, the crew of the squash 
together with a small town, over

2023
01:40:15,300 --> 01:40:18,500
the guns breach, which vibrates 
with the concussion of the 

2024
01:40:18,800 --> 01:40:21,100
Cannons recoil. 
This could well be. 

2025
01:40:21,100 --> 01:40:23,200
The reason the gun is called the
brain crush. 

2026
01:40:23,200 --> 01:40:26,900
Oh, it's crushing the, the the 
brains of the Orcs And Gretchen,

2027
01:40:26,900 --> 01:40:28,700
and something's in the little 
Tower there. 

2028
01:40:28,700 --> 01:40:32,000
So it's a great model. 
I did have the opportunity to 

2029
01:40:32,000 --> 01:40:35,800
get these from goodnight in 
Australia, but unfortunately 

2030
01:40:35,800 --> 01:40:39,000
little towers and the top one 
missing which is sad. 

2031
01:40:39,000 --> 01:40:41,100
So I'll have to get them 
elsewhere. 

2032
01:40:41,100 --> 01:40:43,600
Anyhow moving on. 
Page 18, you're eating something

2033
01:40:43,600 --> 01:40:44,900
may. 
So just take a break, eat 

2034
01:40:44,900 --> 01:40:47,800
something at your lunch or 
whatever, I'll just keep going 

2035
01:40:47,800 --> 01:40:50,900
mate. 
Okay, so the trooper is a heavy 

2036
01:40:50,900 --> 01:40:52,600
armor. 
Talk battle tank actually have 

2037
01:40:52,600 --> 01:40:54,600
some of these but I'm actually, 
I don't have the original is 

2038
01:40:54,600 --> 01:40:57,000
about the the later versions of 
them. 

2039
01:40:57,700 --> 01:41:02,200
So they just look visually like 
these two massive mechanical 

2040
01:41:02,200 --> 01:41:05,900
Claude arms in front of the tank
and the bit like a, see, a 

2041
01:41:05,900 --> 01:41:07,800
turret with a cannon on top of 
it. 

2042
01:41:08,700 --> 01:41:11,300
It moves 70s are at 20 
centimeters. 

2043
01:41:11,600 --> 01:41:14,000
It's going to sit. 
Three plus saving throw the 

2044
01:41:14,000 --> 01:41:15,700
clothes assault factor of plus 
4. 

2045
01:41:15,700 --> 01:41:18,400
Let's go to battle cannon with a
50 cm range, one attack dice 

2046
01:41:18,400 --> 01:41:21,900
five, plus two, hit with the -2 
and it's a golf only tank. 

2047
01:41:24,300 --> 01:41:27,700
So that's basically that one. 
There we go down. 

2048
01:41:27,700 --> 01:41:32,200
Now to the Bone, Crusher, and 
the Bone Breaker, Very, very 

2049
01:41:32,200 --> 01:41:36,800
similar in look and style. 
Aesthetically speaking, that is 

2050
01:41:37,300 --> 01:41:40,500
they do have the the bone 
crushing the bone bracket can 

2051
01:41:40,500 --> 01:41:43,700
run over enemy strip stands much
like the good look grinder, 

2052
01:41:44,900 --> 01:41:47,100
they're simply move, over them, 
each stand suffers a hit on the 

2053
01:41:47,108 --> 01:41:52,500
4 plus and if the troops aren't 
squashed or make their saving 

2054
01:41:52,500 --> 01:41:54,700
throw, assuming they had one the
Bone Crusher. 

2055
01:41:55,200 --> 01:41:58,000
And don't break a yeah we'll 
kill them. 

2056
01:41:58,000 --> 01:42:00,100
So anything that they go 
overhead on the four plus they 

2057
01:42:00,100 --> 01:42:01,800
don't have a saving throw. 
They're dead. 

2058
01:42:01,800 --> 01:42:02,900
So that's only four trips 
though. 

2059
01:42:02,900 --> 01:42:07,200
I think only I think only 
Terminators have a 6 Plus save 

2060
01:42:07,800 --> 01:42:12,300
and some of the some of these 
squats and Chaos ones dude. 

2061
01:42:12,300 --> 01:42:17,800
Yeah come on stance is very very
few models of that safe. 

2062
01:42:18,900 --> 01:42:20,700
Yeah. 
Like the kind of you know the 

2063
01:42:20,700 --> 01:42:22,600
gutter if of the bone crunch of 
the bonebreaker, they're all 

2064
01:42:22,600 --> 01:42:24,900
really good. 
Kind of medium, medium tanks, 

2065
01:42:24,900 --> 01:42:27,300
like the good and infantry 
support their good as a kind of 

2066
01:42:27,300 --> 01:42:28,800
if you want to just a little 
Tang company. 

2067
01:42:29,900 --> 01:42:32,700
You know the battle Cannon 
Pretty decent, you know, set of 

2068
01:42:32,708 --> 01:42:34,700
5. 
Cm range for up to hit - to 

2069
01:42:34,700 --> 01:42:36,800
save. 
That's a decent little gun or 

2070
01:42:36,800 --> 01:42:38,700
you can go for the oil to kind 
of do some more, Auntie imagery 

2071
01:42:38,700 --> 01:42:42,000
one kicks out to shorts. 
Yeah. 

2072
01:42:42,000 --> 01:42:45,600
That, you know, they they became
the kind of the quintessential. 

2073
01:42:45,600 --> 01:42:47,300
All? 
They became the plastic kit that

2074
01:42:47,300 --> 01:42:51,500
gone into tight Legions. 
Yep, I've got a couple of paying

2075
01:42:51,500 --> 01:42:55,400
some uppers, it's not some cloth
ones and some evil Sons I want 

2076
01:42:55,400 --> 01:42:59,600
to say and yeah they just kind 
of cheap, No Frills No Nonsense,

2077
01:42:59,600 --> 01:43:03,400
all tanks, that all. 
Yeah, just cause mischief. 

2078
01:43:03,400 --> 01:43:06,600
And like you say, if you get 
into an Imperial Guard company, 

2079
01:43:06,600 --> 01:43:10,100
you start rolling over the top 
of them, you can really squash 

2080
01:43:10,100 --> 01:43:13,500
them umi's, as the, all sorts of
a leave. 

2081
01:43:13,500 --> 01:43:17,200
Leave a kind of a fine mist of 
red where, where an infantry 

2082
01:43:17,200 --> 01:43:19,500
company used to be. 
So, I'm going to question for 

2083
01:43:19,500 --> 01:43:20,500
you, John got a question for 
you. 

2084
01:43:20,600 --> 01:43:22,200
Okay? 
So we just talked about like 

2085
01:43:22,200 --> 01:43:25,000
having bikes and that kind of 
thing, the trikes is Vehicles. 

2086
01:43:25,700 --> 01:43:28,700
If the death roller goes over 
them, will they affect the bikes

2087
01:43:28,700 --> 01:43:31,900
or they were only in Puerto 
Rico, because they His vehicle 

2088
01:43:31,900 --> 01:43:35,200
so that we can drink Kool-Aid 
know, it's gonna brighten up, 

2089
01:43:35,600 --> 01:43:37,000
only being treated to be 
squashed. 

2090
01:43:37,300 --> 01:43:38,800
Okay. 
Now I'm going to hand this over 

2091
01:43:38,800 --> 01:43:40,400
to next part of four units of 
The McCoys. 

2092
01:43:40,400 --> 01:43:44,000
Speedsters, I have no room. 
Yeah, I've no experience 

2093
01:43:44,000 --> 01:43:45,200
playing. 
I just I'm just putting them 

2094
01:43:45,200 --> 01:43:47,900
together now bill. 
I think there's a given a lock 

2095
01:43:47,900 --> 01:43:48,800
on to. 
Yeah. 

2096
01:43:48,800 --> 01:43:50,500
I'm going to love them. 
I know I've read through them 

2097
01:43:50,500 --> 01:43:53,700
and look at amazing. 
But yeah, I would love you to go

2098
01:43:53,700 --> 01:43:55,900
through those made of you can no
worries. 

2099
01:43:55,900 --> 01:44:00,400
So the, the McCoy speedsters or 
the mobile wagons essentially, 

2100
01:44:00,400 --> 01:44:04,800
there are five I've and they all
do something, slightly 

2101
01:44:04,800 --> 01:44:08,800
different, and you can take them
as a support cards. 

2102
01:44:08,800 --> 01:44:10,600
You can buy one as a support 
card there. 

2103
01:44:10,600 --> 01:44:13,300
You know, if you if you're 
playing a normal client, you can

2104
01:44:13,300 --> 01:44:17,100
only have the one met by card. 
If you're taking evil sounds, 

2105
01:44:17,100 --> 01:44:19,300
you can have more as we 
discussed and they do give you 

2106
01:44:19,300 --> 01:44:24,700
those make boy repair cards. 
So, really helpful or if you're 

2107
01:44:24,700 --> 01:44:28,100
someone like me, who just loves 
them out, boys, you can take the

2108
01:44:28,100 --> 01:44:31,700
mick boy, Renegade special card,
which lets you take, McCoy 

2109
01:44:31,700 --> 01:44:35,700
Vehicles, which is just insane 
at a discount 600 points, but 

2110
01:44:35,700 --> 01:44:38,000
that's getting you a kind of a 
200-point discount on those 

2111
01:44:38,000 --> 01:44:41,700
things. 
So, each of them is a 30 cm plus

2112
01:44:41,700 --> 01:44:45,100
2D 6-speed model, which is 
crazy. 

2113
01:44:45,100 --> 01:44:49,600
So they're, they're ridiculously
fast in all honesty, and they've

2114
01:44:49,600 --> 01:44:51,600
also got a special save so 
they're saving. 

2115
01:44:51,600 --> 01:44:54,100
Throw is dependent on how well 
their force fields going. 

2116
01:44:54,100 --> 01:44:57,800
So each of these has a force 
field every time you have to 

2117
01:44:57,800 --> 01:45:00,600
take a save If the roll a D6 and
have it. 

2118
01:45:00,600 --> 01:45:05,100
So essentially The D3 and that 
tells you what your save is 

2119
01:45:05,108 --> 01:45:06,800
going to be. 
So on a one or two, you have a 

2120
01:45:06,800 --> 01:45:09,700
1, plus a Von a three or four, 
you have a 2, plus a 5, and a 5,

2121
01:45:09,700 --> 01:45:12,000
or 6 year 3 plus 8. 
So they're quite survivable. 

2122
01:45:12,200 --> 01:45:14,600
They can be anything from 
completely Unstoppable to a 

2123
01:45:14,608 --> 01:45:18,100
decent safe, but you do that 
every time they hit so it's a 

2124
01:45:18,108 --> 01:45:21,000
random chance and then it comes 
down to what do you want to put 

2125
01:45:21,000 --> 01:45:25,700
on the back of it? 
There's as I say five options. 

2126
01:45:25,700 --> 01:45:31,500
So the oh, sorry it's not 
entirely true, I've saved Spit 

2127
01:45:31,500 --> 01:45:33,100
it out. 
So this is just a Speedster so 

2128
01:45:33,100 --> 01:45:35,000
we'll go through each of them 
separate because it's slightly 

2129
01:45:35,000 --> 01:45:38,500
different. 
So the Speedster is the shooting

2130
01:45:38,500 --> 01:45:41,000
based make boy vehicle. 
So everything I've just said is 

2131
01:45:41,000 --> 01:45:43,200
true but this is specifically 
for the speedsters so you can 

2132
01:45:43,208 --> 01:45:45,600
have a Speedster With Rockets or
a Speedster with a custom 

2133
01:45:45,600 --> 01:45:49,000
Cannon. 
Both really, really powerful 

2134
01:45:49,000 --> 01:45:53,000
range weapons, both will really 
mess with Titans, take out a lot

2135
01:45:53,000 --> 01:45:54,900
of inventory cash for Blanca off
guard. 

2136
01:45:55,400 --> 01:46:02,100
So the Rockets you have to 210 
Arrows points. 

2137
01:46:02,800 --> 01:46:10,800
And the way it works is you roll
the artillery dice. 

2138
01:46:10,800 --> 01:46:12,600
I want to say I'm pretty sure 
that's how it works. 

2139
01:46:12,600 --> 01:46:19,500
Oh yeah, so you choose to Target
its direct. 

2140
01:46:19,500 --> 01:46:22,500
So you can't do the the the 
targeting models of lot of 

2141
01:46:22,500 --> 01:46:24,300
cycling issue things within line
of sight. 

2142
01:46:25,700 --> 01:46:27,700
You roll the artillery dice to 
find out how many barrels 

2143
01:46:27,700 --> 01:46:29,200
points. 
It is so between 2 and 10, 

2144
01:46:29,200 --> 01:46:34,600
barage then roll to anything. 
The template - to save, however,

2145
01:46:34,600 --> 01:46:37,500
if you're all the misfire that's
bad, you've jammed. 

2146
01:46:37,600 --> 01:46:39,800
So you don't get to fire that 
turn back, but jumps out and 

2147
01:46:39,800 --> 01:46:42,700
fixes here. 
So Rockets are really good for 

2148
01:46:42,700 --> 01:46:46,200
putting down some pretty nasty, 
artillery shots tend to go after

2149
01:46:46,200 --> 01:46:48,700
him through with that but you 
can pop a few tanks, the cannon 

2150
01:46:49,200 --> 01:46:51,900
similar but instead of barrage 
is number of dice. 

2151
01:46:52,300 --> 01:46:55,300
So you again, you you choose 
your target, you roll that Dice 

2152
01:46:55,300 --> 01:46:57,500
and you get between two and ten 
attack dice. 

2153
01:46:57,500 --> 01:47:00,700
So it could be a fairly mediocre
two shots or an Incredible 10 

2154
01:47:00,700 --> 01:47:05,300
shots. 52 here. 
So, no, amazingly accurate, but 

2155
01:47:05,300 --> 01:47:06,800
fairly decent. 
And if you're getting 10 dice, 

2156
01:47:06,800 --> 01:47:08,100
that's quite a lot ice to be 
rolling. 

2157
01:47:08,300 --> 01:47:11,500
And again, that - to modifiers 
is really powerful, but if 

2158
01:47:11,500 --> 01:47:15,200
you're on a misfire shows gone 
off in the breach and you 

2159
01:47:15,200 --> 01:47:18,100
actually have to take an armor, 
save it - to on your Speedster 

2160
01:47:18,400 --> 01:47:21,700
as the, you know, the the bullet
goes off in the barrel and 

2161
01:47:21,700 --> 01:47:26,200
possibly blows your vehicle up. 
So classical key Riverboat 

2162
01:47:26,200 --> 01:47:27,900
gambling. 
You, you get a really powerful 

2163
01:47:27,900 --> 01:47:30,300
weapon but there's a chance. 
It get it kind of takes you out 

2164
01:47:30,300 --> 01:47:32,800
rather than the enemy. 
Both really, really good fun. 

2165
01:47:34,100 --> 01:47:37,600
I would normally take at least 
one of each in a renegade Mac 

2166
01:47:37,900 --> 01:47:40,200
group. 
Like, you get those five choices

2167
01:47:40,200 --> 01:47:43,800
and you're allowed up to eight, 
so you can double up on two or 

2168
01:47:43,800 --> 01:47:45,800
three. 
So, it's some interesting 

2169
01:47:45,800 --> 01:47:50,100
choices if you just like lots of
DACA to of each of these is a 

2170
01:47:50,100 --> 01:47:53,500
really good way of building that
Renegade met card out. 

2171
01:47:54,300 --> 01:47:56,800
So then we'll move on to the 
next to the Renegade Vehicles. 

2172
01:47:56,800 --> 01:47:58,600
So the bubble trucker, this 
one's weird. 

2173
01:47:58,600 --> 01:48:01,100
This is the one that I struggle 
to use, not because it's bad. 

2174
01:48:01,200 --> 01:48:03,600
Bad, but just because it's, it's
truly random. 

2175
01:48:03,600 --> 01:48:06,900
So similar rules again. 
You get that slightly random 

2176
01:48:06,900 --> 01:48:11,400
speed slightly round with saving
throw close sole Factor the 

2177
01:48:11,400 --> 01:48:13,800
Bobble chucker. 
So, this is a gun that literally

2178
01:48:13,800 --> 01:48:16,000
Chuck's Bubbles as the name 
suggests. 

2179
01:48:16,100 --> 01:48:18,700
So, in the beginning of game you
take for bubble, Chuck account 

2180
01:48:18,700 --> 01:48:20,800
is for each bubble. 
Chucker in your force, one of 

2181
01:48:20,800 --> 01:48:25,100
them will say hit and three will
say Miss and he Shuffle those 

2182
01:48:25,600 --> 01:48:33,600
into a carp or a container. 
And when you shoot the ball 

2183
01:48:33,600 --> 01:48:36,800
chucker you pick two of those 
counters without looking at them

2184
01:48:37,600 --> 01:48:41,200
and you place them on the thing 
that you're shooting within 50 

2185
01:48:41,200 --> 01:48:44,600
cm vehicles or tighten so 
there's no shit. 

2186
01:48:44,600 --> 01:48:47,400
He's infantry, shoot them tanks 
or Titans. 

2187
01:48:48,200 --> 01:48:52,500
So you place down the counters 
next to the model and you don't 

2188
01:48:52,500 --> 01:48:54,300
reveal them until the opponent's
turn. 

2189
01:48:54,300 --> 01:48:56,400
So what they've done is they 
find these bubbles that are 

2190
01:48:56,400 --> 01:49:00,000
literally like you know, like 
children's you know bubbles onto

2191
01:49:00,000 --> 01:49:02,700
the tank or into the time? 
Ian's gun, and you have to 

2192
01:49:02,708 --> 01:49:04,400
specify what gonna is with the 
tired. 

2193
01:49:04,400 --> 01:49:07,000
And it's created this kind of 
this, this shimmering bubble 

2194
01:49:07,100 --> 01:49:11,200
around the weapon. 
In the opponent's turn, when 

2195
01:49:11,200 --> 01:49:15,200
they come to shoot that weapon, 
they say, what's being shot and 

2196
01:49:15,200 --> 01:49:18,500
then you flip the counters over,
if you flip Miss counters, that 

2197
01:49:18,500 --> 01:49:21,000
is fine. 
The bubble pops, time, fires as 

2198
01:49:21,000 --> 01:49:23,600
normal. 
If it's a hit, however, the 

2199
01:49:23,600 --> 01:49:26,300
bubble has worked and 
essentially, the bullet is 

2200
01:49:26,300 --> 01:49:28,700
trapped within the bubble and 
immediately bounces back onto 

2201
01:49:28,700 --> 01:49:31,700
the tire. 
So, titles here, automatically 

2202
01:49:32,200 --> 01:49:34,400
makes any savings froze. 
With saving modes as 

2203
01:49:34,407 --> 01:49:37,200
appropriate, can't use Shields 
because this is literally 

2204
01:49:37,200 --> 01:49:41,300
happening inside its Shields. 
And If it's a tighten, it hits 

2205
01:49:41,300 --> 01:49:44,600
the weapon but it fired. 
So it's a really it's a really 

2206
01:49:44,600 --> 01:49:50,300
silly random entertaining weapon
your opponent can choose not to 

2207
01:49:50,300 --> 01:49:53,100
shoot the gun and so the end of 
the turn, the end of their turn,

2208
01:49:53,300 --> 01:49:56,300
the vulture counter goes away 
and so you can Shuffle the next 

2209
01:49:56,300 --> 01:49:59,400
shot. 
So, it's that thing of like, it 

2210
01:49:59,400 --> 01:50:01,500
doesn't work that often because 
it's only a kind of a one in 

2211
01:50:01,500 --> 01:50:03,000
four chance if you pull in the 
counter. 

2212
01:50:03,500 --> 01:50:05,800
But when it works, you know, 
when you put that on, you know, 

2213
01:50:06,200 --> 01:50:08,700
in Paris, two Titans plasma 
cannon, or you put it on over 

2214
01:50:08,700 --> 01:50:12,300
your wall or Titans. 
The last last gun and then you 

2215
01:50:12,300 --> 01:50:14,000
bounce that shot right back onto
the time firing. 

2216
01:50:14,000 --> 01:50:17,200
It's just hysterical. 
So if you like if you like 

2217
01:50:17,200 --> 01:50:20,100
random, if you like crazy, you 
know, your plan, aux you 

2218
01:50:20,100 --> 01:50:22,200
probably do. 
This is a really fun weapon to 

2219
01:50:22,200 --> 01:50:26,200
do that. 
The fourth option is the list of

2220
01:50:26,208 --> 01:50:29,500
dropper. 
And this is a saint my partner, 

2221
01:50:29,500 --> 01:50:31,600
she plays a lot of walks and she
loves the lift dropper. 

2222
01:50:31,900 --> 01:50:36,100
So again slightly slower. 
This was only 20 cm plus 2D six 

2223
01:50:36,100 --> 01:50:38,900
but it's still that kind of 
random movement speed of vehicle

2224
01:50:39,700 --> 01:50:41,300
safety. 
Special saving throw same as 

2225
01:50:41,300 --> 01:50:44,700
before plus you closer so factor
and it becomes the list dropper 

2226
01:50:44,700 --> 01:50:48,300
which is this weapon which is 
this gigantic kind of magnetic 

2227
01:50:50,300 --> 01:50:53,900
energy based force field, 
generating insane got on the 

2228
01:50:53,900 --> 01:50:58,300
roof. 
It basically creates this energy

2229
01:50:58,300 --> 01:51:02,000
field that drags things around. 
Throws them up in the air drops 

2230
01:51:02,000 --> 01:51:03,700
him down. 
Smashes them through their 

2231
01:51:03,700 --> 01:51:05,000
friends. 
It's a great fun. 

2232
01:51:05,800 --> 01:51:09,300
So the way it works is you got 
range of 75 and you need a 4 

2233
01:51:09,300 --> 01:51:12,200
plus 2 here. 
Here if Sue gets here, it has to

2234
01:51:12,208 --> 01:51:14,200
make a saving throw with a - for
modifier. 

2235
01:51:14,700 --> 01:51:16,600
If it passes it saved us, then 
nothing happens. 

2236
01:51:16,600 --> 01:51:21,000
You've felt a basically lateral 
and drag it if you do latch on, 

2237
01:51:21,000 --> 01:51:23,400
if they feel their armor. 
Save the vehicles lifted high up

2238
01:51:23,400 --> 01:51:25,800
in the air. 
So it's in trouble. 

2239
01:51:26,600 --> 01:51:28,500
The oak bed designates where 
they want to drop the vehicle 

2240
01:51:28,500 --> 01:51:32,400
within 16 6. 
Cm of the point was lifted from 

2241
01:51:32,400 --> 01:51:36,400
and then you roll to scatter it.
So if you're on a hit, bang on 

2242
01:51:36,400 --> 01:51:37,600
target. 
You, drop it down. 

2243
01:51:38,000 --> 01:51:41,800
If you're on a narrow, it This 
cat has to be 6 centimeters from

2244
01:51:41,800 --> 01:51:46,100
the point. 
You've chosen the vehicle that's

2245
01:51:46,100 --> 01:51:48,100
been picked up and dropped is 
automatically destroyed. 

2246
01:51:50,000 --> 01:51:53,300
If you can pick up infantry, but
it's rarely you'll pick up a 

2247
01:51:53,300 --> 01:52:01,200
drink. 
If the model is struck by a 

2248
01:52:01,400 --> 01:52:05,000
vehicle or sorry, another model 
of the same or lesser type of 

2249
01:52:05,000 --> 01:52:06,600
itself. 
So an infantry model lands on an

2250
01:52:06,600 --> 01:52:09,400
entry model. 
Kills both of them tank lands on

2251
01:52:09,407 --> 01:52:11,200
a tank. 
Kills both of them and it's true

2252
01:52:11,200 --> 01:52:12,100
model. 
Angela tank. 

2253
01:52:12,100 --> 01:52:16,000
Only comes the Infantry model so
you you know same type of high 

2254
01:52:16,000 --> 01:52:19,500
will kill. 
So this is really, really good 

2255
01:52:19,500 --> 01:52:21,100
for the things like super 
Heavies. 

2256
01:52:21,100 --> 01:52:22,200
Tank companies, things like 
that. 

2257
01:52:22,200 --> 01:52:25,800
You can, you can grab one tank, 
pick it up in the air and then 

2258
01:52:25,800 --> 01:52:28,000
Smash It Down on another tank 
and you know, kill two for the 

2259
01:52:28,000 --> 01:52:32,000
price of one. 
So again, it's a totally random 

2260
01:52:32,000 --> 01:52:34,800
risky gamble as weapon. 
But when it works, you know, 

2261
01:52:34,800 --> 01:52:37,700
when a Beyblade company loses 
two of his pain blades to one of

2262
01:52:37,700 --> 01:52:41,500
these, it's a bad bad. 
Time can't pick up Titans. 

2263
01:52:41,500 --> 01:52:44,000
The two big come pick up 
buildings, but they can be hit 

2264
01:52:44,000 --> 01:52:46,500
by Falling things. 
So if you hit a Titan with a 

2265
01:52:46,500 --> 01:52:48,600
falling tank, they'll lose a 
shield. 

2266
01:52:51,100 --> 01:52:56,300
And if you hit a building, you 
could any damage it with 

2267
01:52:56,300 --> 01:53:00,400
super-heavy tank, Northern take 
save, if it was a very they 

2268
01:53:00,400 --> 01:53:02,400
break. 
So I wouldn't bother worrying 

2269
01:53:02,400 --> 01:53:03,700
about, you know, tanks and 
Tighter. 

2270
01:53:03,800 --> 01:53:06,200
Sorry times and buildings, 
particularly this is for killing

2271
01:53:06,200 --> 01:53:09,200
tanks and in an entertaining 
fashion as well. 

2272
01:53:09,200 --> 01:53:11,300
So I really Any cool little 
vehicle. 

2273
01:53:11,800 --> 01:53:14,400
And then the final one and this 
is one is an interesting one 

2274
01:53:14,400 --> 01:53:16,700
because it has no offensive 
capabilities whatsoever. 

2275
01:53:17,000 --> 01:53:18,900
But it has really, really good 
defensive capabilities. 

2276
01:53:18,900 --> 01:53:24,600
So the make my dragster say that
again 35 CM + 2 6 Speed, 3 up 

2277
01:53:24,600 --> 01:53:26,300
savings rate. 
So this one's got a fix, saving 

2278
01:53:26,300 --> 01:53:28,600
throw unlike the rest. 
However what it's also goes the 

2279
01:53:28,600 --> 01:53:30,700
deflector Shield. 
So the fact of Shield is 

2280
01:53:30,700 --> 01:53:32,200
basically a giant force field 
bubble. 

2281
01:53:32,200 --> 01:53:35,900
That's projected out the top and
it surrounds both itself and in 

2282
01:53:35,900 --> 01:53:47,100
anything nearby. 
So the The bubble is 6 

2283
01:53:47,100 --> 01:53:54,000
centimeters away. 
I want to say I'm not sure 

2284
01:53:54,000 --> 01:53:55,000
that's all right. 
Yeah. 

2285
01:53:55,000 --> 01:53:59,200
So yeah uses the god of belly 
gun, which is the large thing, 

2286
01:53:59,200 --> 01:54:02,200
which is a 12 CM diameter. 
So it is, it's essentially 6m is

2287
01:54:02,200 --> 01:54:03,900
round or you can use the actual 
template. 

2288
01:54:04,000 --> 01:54:09,200
So, throws up this 12 CM bubble 
and if a weapon is shot and the 

2289
01:54:09,200 --> 01:54:13,400
line of sight crosses, that 
template there is a chance that 

2290
01:54:13,400 --> 01:54:15,400
the shop bounces off of the 
template. 

2291
01:54:15,400 --> 01:54:16,900
So what you do is you roll the 
scat advice. 

2292
01:54:17,500 --> 01:54:19,900
If you're all the hit, there's 
the force field. 

2293
01:54:19,900 --> 01:54:22,800
The bubble is felt to take 
effect and the target is hit as 

2294
01:54:22,800 --> 01:54:24,000
normal. 
I'll take the same Trail as 

2295
01:54:24,000 --> 01:54:27,300
normal if you want an arrow, 
then the shot is bounced off in 

2296
01:54:27,300 --> 01:54:30,800
the direction, shown and travels
the remaining range of its 

2297
01:54:30,800 --> 01:54:32,400
weapons. 
So if you're a firing a weapon 

2298
01:54:32,400 --> 01:54:36,300
with a 50-cent me range and is 
30 cm away from the bubble. 

2299
01:54:36,500 --> 01:54:38,800
The bounce with every 20, cm in 
the direction rolled on the 

2300
01:54:38,808 --> 01:54:41,500
scatter, then hits the first 
thing in that path. 

2301
01:54:41,800 --> 01:54:45,000
So it's one of those things 
where it's really, really good 

2302
01:54:45,000 --> 01:54:49,500
for, you know, if you're trying 
to move, coughs up the ball and 

2303
01:54:49,500 --> 01:54:51,800
you want to keep them safe. 
Chuck one of these in the middle

2304
01:54:51,800 --> 01:54:54,200
of the book, The Unit. 
We'll throw this bubble up 

2305
01:54:54,200 --> 01:54:58,000
around them and protect them. 
It is random because sometimes 

2306
01:54:58,000 --> 01:55:00,700
the balance will be just as 
effective. 

2307
01:55:00,700 --> 01:55:01,700
You know. 
Maybe it won't necessarily at 

2308
01:55:01,708 --> 01:55:04,100
the thing of targeting but it's 
still bounce into something else

2309
01:55:04,500 --> 01:55:06,900
of equal value about of the 
fourth order, hit your troops, 

2310
01:55:06,900 --> 01:55:10,800
hit your got whatever it may be 
but it's you know, it's they 

2311
01:55:10,800 --> 01:55:13,100
really got a one in six chance 
of going through and then a five

2312
01:55:13,100 --> 01:55:18,500
or six chance of weirdness and 
it just is Invincible otherwise 

2313
01:55:18,500 --> 01:55:20,600
you know it's this this crazy 
crazy device. 

2314
01:55:23,500 --> 01:55:25,900
Again, it's a gambler's like all
the mcboyd vehicles of the 

2315
01:55:25,900 --> 01:55:27,400
gamblers. 
If you like gambling, if you 

2316
01:55:27,407 --> 01:55:31,000
like Randomness if you like 
whacking us, I think these guys 

2317
01:55:31,000 --> 01:55:33,100
are entertaining. 
Whether it's just the one that 

2318
01:55:33,100 --> 01:55:36,300
you're adding into your, into 
your clan as a kind of your 

2319
01:55:36,300 --> 01:55:38,000
backup. 
Or if you're taking the special 

2320
01:55:38,000 --> 01:55:39,300
card, you're taking eight of 
them. 

2321
01:55:39,600 --> 01:55:41,900
They're never not going to be 
entertaining like they're just 

2322
01:55:41,900 --> 01:55:45,400
such another. 
They to me are the best other 

2323
01:55:45,400 --> 01:55:47,500
than the great Garden. 
They are the best Miniatures in 

2324
01:55:47,500 --> 01:55:50,000
the orc range. 
Like I absolutely adore these 

2325
01:55:50,000 --> 01:55:53,700
flight Vehicles there because 
they're the like the That boys 

2326
01:55:53,700 --> 01:55:56,300
pride and joy vehicle. 
So like, yeah, funny enough, 

2327
01:55:56,300 --> 01:55:58,000
I've got the picture. 
You said up on screen where you 

2328
01:55:58,000 --> 01:56:02,200
show them, like they're that 
beautiful kind of drag racing 

2329
01:56:02,200 --> 01:56:05,700
super Sleek beautifully, you 
know, curved lines exposed 

2330
01:56:05,700 --> 01:56:09,700
engines, massive exhaust pipes. 
I just think they're so cool and

2331
01:56:09,700 --> 01:56:13,400
I've got, I think I've got three
of each of these if I'm 

2332
01:56:13,400 --> 01:56:17,200
perfectly honest because I want 
like one for my golf. 

2333
01:56:17,200 --> 01:56:19,800
Someone from a bad news, one 
from Evil sons, who are my kind 

2334
01:56:19,800 --> 01:56:24,100
of my three favorite Clans and 
they're just such You know, gave

2335
01:56:24,100 --> 01:56:27,100
it to me earlier that they're 
the kind of the curved smooth 

2336
01:56:27,100 --> 01:56:30,500
aesthetic that I think really 
defines the second Vision orgs 

2337
01:56:30,700 --> 01:56:33,000
that got lost in the change to 
Third Edition on was when they 

2338
01:56:33,008 --> 01:56:36,200
became these kind of clumpy 
clunky revolving on watching 

2339
01:56:36,200 --> 01:56:39,200
together. 
Yeah and these just looks so 

2340
01:56:39,200 --> 01:56:41,100
classy and you know there's the 
mark Gibbons drawing. 

2341
01:56:41,100 --> 01:56:43,300
I'm just looking out with the 
kind of communities in is it is 

2342
01:56:43,300 --> 01:56:45,500
dragster grinning away with his 
goggles on. 

2343
01:56:45,500 --> 01:56:48,600
There's a he was pouring out the
exhaust Banner on the roof 

2344
01:56:48,600 --> 01:56:51,400
crackling energy. 
This this crazy mesh grill, on 

2345
01:56:51,400 --> 01:56:53,000
the front with smoke pouring out
of it. 

2346
01:56:53,300 --> 01:56:56,200
Big evil, slow flaming skulls 
drawn on the front. 

2347
01:56:56,200 --> 01:56:59,000
Like these guys are the, you 
know, the Biker Boys of the orc 

2348
01:56:59,000 --> 01:57:01,400
world, and the kind of the Madia
greasers. 

2349
01:57:01,800 --> 01:57:04,300
And they've got all these custom
vehicles and they're driving 

2350
01:57:04,300 --> 01:57:05,800
around that. 
You can imagine that like no 

2351
01:57:06,000 --> 01:57:08,700
drag racing each other up and 
down the strip and in their 

2352
01:57:08,700 --> 01:57:11,600
leather jackets with their 
shades on I didn't there. 

2353
01:57:11,600 --> 01:57:15,800
So evocative and these vehicles 
are just so entertaining to use,

2354
01:57:16,200 --> 01:57:17,500
you know. 
Don't expect them to perform 

2355
01:57:17,500 --> 01:57:20,100
perfectly every game. 
But yeah, when it works, when 

2356
01:57:20,100 --> 01:57:22,700
you get that Bubble Up on the 
thing, when you get 10 shots out

2357
01:57:22,700 --> 01:57:27,300
of your Metal Rack or your your 
your canning rack is there just 

2358
01:57:27,300 --> 01:57:32,500
hysterical and just so much fun.
So yeah, huge fan, huge, huge 

2359
01:57:32,500 --> 01:57:37,200
fan of the Mac, what cards, the 
subtle differences between them.

2360
01:57:37,500 --> 01:57:39,600
Takes a little bit of time to 
get it into your head as to what

2361
01:57:39,600 --> 01:57:42,700
they do. 
But yeah, you know, you got 

2362
01:57:42,700 --> 01:57:46,300
three sort of offensive ones, 
one defensive one, and then one 

2363
01:57:46,300 --> 01:57:50,000
weird one. 
So between the five, I'm sure 

2364
01:57:50,000 --> 01:57:53,200
there's a McCoy vehicle for you 
and bringing those. 

2365
01:57:53,200 --> 01:57:56,000
Those extra, you know they'll 
give you two met while repair 

2366
01:57:56,000 --> 01:57:58,300
cards each as well. 
Like just really, really good 

2367
01:57:58,300 --> 01:58:00,000
fun. 
Fun things to add to the force, 

2368
01:58:00,200 --> 01:58:02,600
can't get enough of them. 
Nice. 

2369
01:58:02,600 --> 01:58:04,300
But I really look forward to 
trying them out. 

2370
01:58:04,300 --> 01:58:07,600
I've got the models here to say 
that I'm going to paint up over 

2371
01:58:07,600 --> 01:58:11,900
the next couple weeks or so, and
hopefully, we can add those to 

2372
01:58:11,900 --> 01:58:20,600
our games in the future. 
Now, we're almost through the 

2373
01:58:20,600 --> 01:58:22,400
vehicles. 
I've just got a couple more here

2374
01:58:22,400 --> 01:58:26,000
that also want to touch on and 
give John a bit of a break. 

2375
01:58:26,100 --> 01:58:32,200
So on this on page 20 and 21, 
they have to enter He's here. 

2376
01:58:32,200 --> 01:58:36,000
One for the war track. 
The war track is a pretty simple

2377
01:58:36,000 --> 01:58:41,900
standard kind of vehicle much 
much like a like a war buggy but

2378
01:58:41,900 --> 01:58:44,000
has a autocannon fit on the back
of it. 

2379
01:58:44,400 --> 01:58:48,300
It's got a 30 cm move 6, Plus 
saving through 1, plus close 

2380
01:58:48,300 --> 01:58:50,900
salt factor. 
It's got a range of 50, cm one 

2381
01:58:50,900 --> 01:58:54,600
attack dice five, plus two hit, 
no save modifier Department. 

2382
01:58:54,600 --> 01:58:57,800
That's just that's, that's all 
it does is pretty vanilla the 

2383
01:58:57,800 --> 01:59:02,000
other ones a scorcher. 
With a name that might suggest 

2384
01:59:02,000 --> 01:59:04,500
that does actually Scorch and 
burn things. 

2385
01:59:05,900 --> 01:59:08,200
Now, this doesn't come with a 
template. 

2386
01:59:08,200 --> 01:59:10,400
It's just basically has a range 
of 15. 

2387
01:59:10,400 --> 01:59:16,500
Cm has one attack dice or four 
plus two hit, but it ignores hit

2388
01:59:16,500 --> 01:59:18,600
modifiers for cover which is 
quite handy. 

2389
01:59:19,000 --> 01:59:24,700
It's got a 30 cm move 6 Plus 
armor save and A1 Plus to its 

2390
01:59:25,000 --> 01:59:27,400
close assault Factor. 
Okay? 

2391
01:59:27,400 --> 01:59:29,800
So it's nothing really too 
exciting there. 

2392
01:59:30,100 --> 01:59:33,700
If you need something to dig out
your, your opponent in buildings

2393
01:59:33,700 --> 01:59:36,100
or cover and that kind of thing,
they're quite useful. 

2394
01:59:37,300 --> 01:59:41,000
Now, going into the page 22, 
we've got some knob War bikes. 

2395
01:59:42,300 --> 01:59:47,100
These are part of the cold speed
Clan card and I think you can 

2396
01:59:47,100 --> 01:59:51,500
get these independently as a 
support card as well from 

2397
01:59:51,500 --> 01:59:53,000
memory. 
Okay. 

2398
01:59:53,000 --> 01:59:56,400
So they're going to move into 30
cm they got a saving throw a 6 

2399
01:59:56,400 --> 01:59:59,100
Plus which is quite cool being a
war bike. 

2400
02:00:00,100 --> 02:00:02,800
They've got a closes all Factor 
plus 5 which is huge. 

2401
02:00:03,200 --> 02:00:06,700
They got bowles's which are 25 
cm range to attack dice which is

2402
02:00:06,700 --> 02:00:10,600
nice 5 plus and a minus to save.
Mods are just like normal knobs 

2403
02:00:10,600 --> 02:00:14,400
but just on bikes which Move 
faster, the close-up actors play

2404
02:00:14,400 --> 02:00:19,700
five is really, really nice too.
Okay, then we go on to page 24, 

2405
02:00:19,700 --> 02:00:22,800
and we're going to hit some of 
the evil Sons Vehicles which 

2406
02:00:24,500 --> 02:00:26,700
will starting off with the evil 
Sons, bow burner. 

2407
02:00:26,700 --> 02:00:29,900
So, these are can only be taking
with the evil Sons Clan. 

2408
02:00:29,900 --> 02:00:32,400
So we take the clan card. 
You can take these as added 

2409
02:00:32,400 --> 02:00:38,000
support this much. 
Like the scorcher can move 30 

2410
02:00:38,000 --> 02:00:41,300
centimeters of saving through a 
5 plus, which is a bit better. 

2411
02:00:41,300 --> 02:00:44,300
Look at the +1 close-up factors.
Got a scorcher, which is 15 cm 

2412
02:00:44,300 --> 02:00:48,500
range through one attack dice 
for plaster hit And it ignores 

2413
02:00:48,500 --> 02:00:52,600
hit modifiers for cover. 
The next one is a table Smasher,

2414
02:00:52,600 --> 02:00:55,200
which I love this design. 
I just love the models, they do 

2415
02:00:55,200 --> 02:00:58,100
terribly my games, but I just 
love the Miniatures very much 

2416
02:00:59,700 --> 02:01:03,400
and they have a mover 25 cm. 
So again, with quite quick 

2417
02:01:03,600 --> 02:01:07,800
because saving through a 5 plus 
0 close salt Factor the armed 

2418
02:01:07,800 --> 02:01:09,600
with an auto Cannon, which is 50
cm range. 

2419
02:01:09,600 --> 02:01:12,400
One attacked is hitting over 5. 
Plus no save modifier. 

2420
02:01:12,400 --> 02:01:14,000
And again, they're evil Sons 
only. 

2421
02:01:14,800 --> 02:01:19,300
And then finally, we have an 
evil son, spleen Ripper really 

2422
02:01:19,300 --> 02:01:22,200
cool-looking design on this. 
This this particular vehicle 

2423
02:01:22,200 --> 02:01:25,700
actually have these now to 
complete my three, the trio of 

2424
02:01:25,700 --> 02:01:29,800
the evil Sons Vehicles, they 
have a move of 30 cm again 

2425
02:01:29,800 --> 02:01:34,900
really fast, Fire Plus save, 30 
close salt factor, that a battle

2426
02:01:34,900 --> 02:01:38,400
Cannon, which is 75 centimeters,
one attack dice for plus to hit 

2427
02:01:38,400 --> 02:01:40,900
of the -2. 
So I look forward to taking 

2428
02:01:40,900 --> 02:01:44,400
these against some heavily 
armoured opponents of some 

2429
02:01:44,400 --> 02:01:46,200
vehicles and that kind of thing 
in the future. 

2430
02:01:47,800 --> 02:01:50,800
The next entry is the Mac-10 
boy, Tim Bots, which I really 

2431
02:01:50,800 --> 02:01:53,800
love the models are just 
outstanding. 

2432
02:01:53,800 --> 02:01:56,300
I just I could have, I could 
have an entire Army of these 

2433
02:01:56,300 --> 02:01:58,200
guys. 
I just love them all so much. 

2434
02:01:59,000 --> 02:02:04,800
Basically, they look like 
miniature Gardens and they just 

2435
02:02:04,800 --> 02:02:12,400
so cool, so much character. 
So these they they work a little

2436
02:02:12,400 --> 02:02:15,100
bit differently. 
So they're not they're 

2437
02:02:15,100 --> 02:02:17,700
independent so they're not, they
don't, they're not subject to 

2438
02:02:17,700 --> 02:02:19,400
the awww c'mere rule, which is 
quite good. 

2439
02:02:21,000 --> 02:02:24,200
So they receive instructions 
from the mech, boy, who is 

2440
02:02:24,200 --> 02:02:26,700
doubtless, concealed, nearby 
them. 

2441
02:02:26,700 --> 02:02:30,100
So they have some kind of neck 
boy in control of these things, 

2442
02:02:30,100 --> 02:02:39,100
remotely Okay, so they have to 
issue commands to these guys a 

2443
02:02:39,100 --> 02:02:42,900
little bit differently. 
So, to represent these problems,

2444
02:02:42,900 --> 02:02:46,400
you have to place orders for tin
pots at the end of the movement 

2445
02:02:46,400 --> 02:02:47,900
phase. 
So then, I move knows you place 

2446
02:02:47,900 --> 02:02:50,000
your orders for these guys. 
I usually tend to forget this 

2447
02:02:50,500 --> 02:02:52,600
and after reminding myself 
during the game. 

2448
02:02:53,600 --> 02:02:57,600
So on the first turn of the game
place, the and reveal orders as 

2449
02:02:57,600 --> 02:02:59,700
normal, at the end of the 
movement. 

2450
02:02:59,700 --> 02:03:02,800
Phase Place another order. 
A candidate face down next to 

2451
02:03:02,800 --> 02:03:05,700
your Tim Watts mobs. 
So you've got to sort of think 

2452
02:03:05,700 --> 02:03:06,900
ahead of what you're going to 
do. 

2453
02:03:06,900 --> 02:03:10,900
Basically, I like to place them 
and dig them in somewhere in a 

2454
02:03:10,907 --> 02:03:12,900
building or something, because 
they've got a high saving 

2455
02:03:12,900 --> 02:03:17,100
through on an objective and just
keep on first fire orders for 

2456
02:03:17,100 --> 02:03:19,600
me. 
Personally, these are the 

2457
02:03:19,600 --> 02:03:21,300
orders, which you will use next 
term. 

2458
02:03:21,300 --> 02:03:23,400
So that once you place at the 
end of the moon phase, this 

2459
02:03:23,400 --> 02:03:25,600
means that you will have to 
judge the situation carefully. 

2460
02:03:25,600 --> 02:03:29,000
To predict what their best. 
All is of next term will be, you

2461
02:03:29,000 --> 02:03:31,300
may choose any of the following 
orders, so charge. 

2462
02:03:31,700 --> 02:03:34,300
Tim Watts charge 20 cm in a 
straight line towards the 

2463
02:03:34,300 --> 02:03:36,600
nearest enemy unit. 
I must enter close combat. 

2464
02:03:36,600 --> 02:03:39,800
If they can Tim wants, may not 
fire when they are uncharged 

2465
02:03:39,800 --> 02:03:42,200
orders Advance. 
The 10 B Advanced 10 cm in a 

2466
02:03:42,208 --> 02:03:44,500
straight line towards the 
nearest enemy unit and fire at 

2467
02:03:44,500 --> 02:03:46,200
them in the Advanced Fire 
segment. 

2468
02:03:46,500 --> 02:03:48,500
First why the team must remain 
stationary and fire at the 

2469
02:03:48,500 --> 02:03:51,300
nearest enemy unit in the first 
five segments and fall back. 

2470
02:03:51,600 --> 02:03:54,500
The tin box move between 10 
centimeters and 20 centimeters 

2471
02:03:54,500 --> 02:03:56,200
directly away from the nearest 
enemy unit. 

2472
02:03:56,300 --> 02:03:59,600
That can W may not fire when 
they run for back orders to go 

2473
02:03:59,600 --> 02:04:02,300
through their stats. 
They have a For 10 centimeters, 

2474
02:04:02,300 --> 02:04:04,200
that is saying through a 4 plus,
which is really good. 

2475
02:04:04,200 --> 02:04:08,300
So you stick them into like a 
like a building or something 

2476
02:04:08,300 --> 02:04:12,000
like that, to increase the 
difficulty to hit them, they 

2477
02:04:12,000 --> 02:04:16,100
become really nice and dug in 
the closest Salt factor of plus 

2478
02:04:16,100 --> 02:04:17,300
4, which is really handy as 
well. 

2479
02:04:17,300 --> 02:04:20,100
So they do get in close combat. 
They're going to No Doubt win 

2480
02:04:20,100 --> 02:04:22,300
the fight. 
In most cases they're fitted 

2481
02:04:22,300 --> 02:04:24,000
with an order can which is 2572 
range. 

2482
02:04:24,000 --> 02:04:27,100
It's not violent, not really 
crash hot in terms of range but 

2483
02:04:27,100 --> 02:04:31,400
they do throw it to attack die 
sitting on four plus which is a 

2484
02:04:31,600 --> 02:04:36,200
A little added benefit for them,
but they don't have any Targets 

2485
02:04:36,200 --> 02:04:38,800
save modifier. 
Okay. 

2486
02:04:39,500 --> 02:04:40,800
Alright. 
Now I'm going to hand it back 

2487
02:04:40,800 --> 02:04:43,000
over to John because again, this
is another unit. 

2488
02:04:43,000 --> 02:04:45,900
I don't actually have in my 
collection, I've never used 

2489
02:04:45,900 --> 02:04:47,400
them, but I know they're really 
powerful. 

2490
02:04:47,400 --> 02:04:49,700
So John take away with a micboys
shock attack gun Lee. 

2491
02:04:50,000 --> 02:04:53,500
So the shock attack got, this is
the bane of my existence when it

2492
02:04:53,500 --> 02:04:57,900
comes to me playing with my 
Imperial guys, my time legion, I

2493
02:04:57,900 --> 02:05:04,800
think it's a weapon that perhaps
people under value because they 

2494
02:05:04,800 --> 02:05:07,900
don't quite understand the 
wrinkles, but it's rules. 

2495
02:05:08,000 --> 02:05:09,600
Sighs. 
So, we'll go through it again. 

2496
02:05:09,600 --> 02:05:11,400
I think it's again, it's John's 
and make boiling. 

2497
02:05:11,400 --> 02:05:13,400
It turns out, I love the concept
of micboys. 

2498
02:05:13,400 --> 02:05:17,600
I love my boy weapons. 
They're just both in 40K and in 

2499
02:05:17,600 --> 02:05:21,200
Epic, like there, whether fun 
exists in this Force. 

2500
02:05:21,700 --> 02:05:24,600
So the shock attack gun, I think
the other thing interesting as 

2501
02:05:24,600 --> 02:05:26,300
well about this. 
And I think we may have spoken 

2502
02:05:26,300 --> 02:05:29,200
out it before before I even knew
what wama was. 

2503
02:05:30,000 --> 02:05:32,300
I witnessed some guys playing a 
game and they had a shark attack

2504
02:05:32,300 --> 02:05:34,300
gun and they explained to me 
what it was and how it worked. 

2505
02:05:34,300 --> 02:05:38,700
And it just grabbed my attention
and grab my And straight away. 

2506
02:05:38,700 --> 02:05:40,800
So I guess I have a weird 
affinity for this weapon because

2507
02:05:40,800 --> 02:05:43,700
it's kind of the first thing I 
ever knew about what we'll 

2508
02:05:43,700 --> 02:05:46,200
Hammer was. 
So it's a marvelous all 

2509
02:05:46,200 --> 02:05:49,000
convention and it basically 
teleports modeling's through the

2510
02:05:49,000 --> 02:05:53,600
warp into tanks into armor into 
into your brain if you're really

2511
02:05:53,600 --> 02:05:55,900
unlucky and I think that the 
thing that people need to 

2512
02:05:55,900 --> 02:05:58,300
understand is into Titans but 
we'll get on to that. 

2513
02:05:58,700 --> 02:06:04,400
So the way it works is you can 
only fire on first file. 

2514
02:06:04,600 --> 02:06:07,900
So you have to you know pick 
your pick a Target scale and 

2515
02:06:08,000 --> 02:06:09,500
We're good. 
Good position for line of sight,

2516
02:06:09,500 --> 02:06:11,800
be on a hill or with clear line 
of sight. 

2517
02:06:11,800 --> 02:06:14,900
So we want to shoot. 
It's got unlimited range and can

2518
02:06:14,900 --> 02:06:17,300
be fired against any Target 
within sight. 

2519
02:06:17,300 --> 02:06:20,500
So you pick your Target and then
you rob a scattered ice into D6 

2520
02:06:20,500 --> 02:06:22,900
to determine the distance 
scatter just like a barrage. 

2521
02:06:23,200 --> 02:06:26,300
It's not very accurate. 
If you're on a direct here and a

2522
02:06:26,300 --> 02:06:29,200
double on the to D6, then it's 
not things of not only landed on

2523
02:06:29,200 --> 02:06:32,300
their target, but if pretty 
realized inside it, if that 

2524
02:06:32,300 --> 02:06:34,300
happens. 
Target's destroyed automatically

2525
02:06:34,300 --> 02:06:37,200
without enormous savings flow 
times, another large Fighting 

2526
02:06:37,200 --> 02:06:41,800
Machines. 
The diagram damage chart in a 

2527
02:06:41,800 --> 02:06:45,400
random location to work out 
where you here, she was bypassed

2528
02:06:45,400 --> 02:06:47,500
automatically and no armor, 
Savers allowed for Titans, which

2529
02:06:47,500 --> 02:06:48,900
would be invaded by snoring's in
this way. 

2530
02:06:48,900 --> 02:06:53,300
So sounds really, really nasty. 
It's unlikely because you need 

2531
02:06:53,300 --> 02:06:55,700
to hear and a double. 
But if you can get that, that's 

2532
02:06:55,700 --> 02:06:57,300
the perfect role. 
That is the Small Things 

2533
02:06:57,300 --> 02:06:59,600
appeared. 
You know, in the princess chair 

2534
02:06:59,600 --> 02:07:02,600
or in the kind of command 
Coppola of your little and 

2535
02:07:02,600 --> 02:07:05,000
Raider. 
And your poor crewman is having 

2536
02:07:05,000 --> 02:07:07,800
a fight for his life against the
Hall of gibbering. 

2537
02:07:08,000 --> 02:07:12,400
And, you know, insane frenzied 
Stallings if you don't get that.

2538
02:07:13,600 --> 02:07:17,100
But you do get the double other.
Direct hit you hit the target 

2539
02:07:17,100 --> 02:07:18,900
area. 
Something's pop out of the air. 

2540
02:07:19,200 --> 02:07:21,900
It's around Target. 
The number of songs that make it

2541
02:07:21,900 --> 02:07:23,500
through the warp is somewhat 
uncertain. 

2542
02:07:23,500 --> 02:07:26,100
And many of those who do a 
reducer helpers catatonic state,

2543
02:07:26,100 --> 02:07:27,800
which means the effectiveness 
varies. 

2544
02:07:28,000 --> 02:07:30,900
So what you do is you melee 
fighter and of close combat, the

2545
02:07:30,900 --> 02:07:37,700
to D6 scatter role is the 
closest all Factor, so it's not 

2546
02:07:37,700 --> 02:07:39,900
going to be great. 
You guys to score between 3 and 

2547
02:07:39,900 --> 02:07:46,100
11, But why this is important is
what happens next. 

2548
02:07:46,100 --> 02:07:48,700
So if you're fighting infantry 
or whatever then you've got to 

2549
02:07:48,708 --> 02:07:51,300
find your hands, you know, if 
you've got a fairly High 

2550
02:07:51,300 --> 02:07:53,200
scatter, ironically, that's 
better because it means you got 

2551
02:07:53,200 --> 02:07:56,000
higher. 
Close, the sole factor a low 

2552
02:07:56,000 --> 02:07:59,800
scat means a locust has sole 
Factor so it doesn't guarantee a

2553
02:07:59,808 --> 02:08:03,000
kill. 
But what it does guarantee is is

2554
02:08:03,000 --> 02:08:07,200
Mischief. 
So you can avoid imperatives as 

2555
02:08:07,200 --> 02:08:09,500
normal, your opponent rolls the 
to D6. 

2556
02:08:09,500 --> 02:08:12,100
Now as they close the sole 
Factor, you just Take the to D6 

2557
02:08:12,100 --> 02:08:14,600
that you roll so you don't get 
the extra 26 as normal. 

2558
02:08:14,600 --> 02:08:21,800
So the chance of you winning 
that combat is Slim If you are 

2559
02:08:21,800 --> 02:08:23,400
attacked by more than one shark 
attack Garden. 

2560
02:08:23,400 --> 02:08:25,900
Then each attack after the 
first, as the dye 6 as normal 

2561
02:08:29,800 --> 02:08:37,500
Whatever is hit. 
Basically then cannot shoot for 

2562
02:08:37,500 --> 02:08:39,700
the rest of the term. 
So Target survives which they 

2563
02:08:39,700 --> 02:08:42,400
probably will. 
They cannot shoot the rest of 

2564
02:08:42,400 --> 02:08:46,600
the turn. 
Because they are busy fending 

2565
02:08:46,600 --> 02:08:48,300
off this. 
This year frenzied mob of 

2566
02:08:48,300 --> 02:08:50,400
Starlings. 
And this to me is the secret 

2567
02:08:50,400 --> 02:08:53,500
power of the shock attack on. 
Its, it's not about how much it 

2568
02:08:53,508 --> 02:08:55,600
can kill. 
It's about how much it can stop.

2569
02:08:55,600 --> 02:08:59,400
Because if this is on first fire
and you target at iron, you are 

2570
02:08:59,600 --> 02:09:02,300
nearly impossible to kill the 
tire iron. 

2571
02:09:02,500 --> 02:09:05,600
But as long as you get that 
template touching it, the time 

2572
02:09:05,600 --> 02:09:08,700
kind of shook the rest of the 
turn and that is huge that is 

2573
02:09:08,700 --> 02:09:11,600
why it is the bane of my 
existence because I've got my 

2574
02:09:11,600 --> 02:09:15,100
rivet iron and he's ready to you
know mow down a Mob Of Orcs, 

2575
02:09:15,100 --> 02:09:17,700
he's got his rocket pod, ready 
to go, he's got his Leo's 

2576
02:09:18,000 --> 02:09:20,500
Gatling boat, was ready to go 
and then a bunch of snot-nosed. 

2577
02:09:20,500 --> 02:09:23,000
Turn up and start causing 
Mischief in the, in the princess

2578
02:09:23,000 --> 02:09:24,800
chair. 
At all, the sunlight and does 

2579
02:09:24,800 --> 02:09:27,600
nothing for the rest of the 
turn, and also in that entire, 

2580
02:09:27,600 --> 02:09:29,600
you know, all the offensive 
capability that Titan is 

2581
02:09:29,600 --> 02:09:32,700
nullified not because it's dead,
but because it can't do anything

2582
02:09:32,700 --> 02:09:34,900
other than, you know, fend off 
these Stallings that are running

2583
02:09:34,900 --> 02:09:36,800
around in front of all the 
moderato a and, you know, 

2584
02:09:36,800 --> 02:09:39,600
tripping over switches and you 
know, causing Mayhem. 

2585
02:09:40,100 --> 02:09:41,300
And I just think a lot of people
don't know. 

2586
02:09:41,300 --> 02:09:44,000
They they go, oh, it can't kill.
The Titans was useless. 

2587
02:09:44,100 --> 02:09:45,600
Like, no, no, no. 
It's not about killing. 

2588
02:09:45,600 --> 02:09:47,900
It's about stopping the tie and 
or stopping the super heavy or 

2589
02:09:48,000 --> 02:09:51,400
whatever is the target from 
being able to function in it, in

2590
02:09:51,400 --> 02:09:53,600
the way it is expecting to do 
for the rest of the turn. 

2591
02:09:54,200 --> 02:09:56,200
And the fact, you know, you get 
for under cars, you get four 

2592
02:09:56,200 --> 02:09:59,100
shots at it as well. 
You know, Sam has shut down my 

2593
02:09:59,100 --> 02:10:01,000
entire River Time. 
Battle company, turn off the 

2594
02:10:01,000 --> 02:10:02,600
term of these guys, and they do 
my head. 

2595
02:10:02,600 --> 02:10:04,600
And they, you know, soon as 
they're on the table, I'm 

2596
02:10:04,600 --> 02:10:07,700
sending I'm aircraft after them.
I'm sending Scouts eyes off 

2597
02:10:07,700 --> 02:10:10,300
them, like whatever it takes, 
because if you don't get them 

2598
02:10:10,300 --> 02:10:13,100
off the board, they are going to
shut down your big expensive 

2599
02:10:13,100 --> 02:10:14,900
targets. 
And there's Basically nothing 

2600
02:10:14,900 --> 02:10:18,000
you can do. 
So really, really entertaining. 

2601
02:10:19,200 --> 02:10:22,500
Don't think of them as a Kill 
Shot. 

2602
02:10:22,500 --> 02:10:26,600
Think of them as a really really
effective tool for messing with 

2603
02:10:26,600 --> 02:10:29,000
your opponent's plans. 
And that is why I love the shark

2604
02:10:29,000 --> 02:10:32,000
attack on its. 
Yeah, it's just it's I mean, 

2605
02:10:32,000 --> 02:10:34,200
it's painful when you're on the 
receiving end of it but it's 

2606
02:10:34,200 --> 02:10:37,100
hysterical, if your opponent 
likes to bring Titans, 

2607
02:10:37,600 --> 02:10:40,100
introduced him to the business 
end of a shark attack garden and

2608
02:10:40,100 --> 02:10:43,200
you will ruin their day. 
Like it's, it's crazy. 

2609
02:10:44,100 --> 02:10:45,500
Really, really Funky Little 
Weapon. 

2610
02:10:47,200 --> 02:10:48,600
Yeah. 
You've got to have a plan to 

2611
02:10:48,600 --> 02:10:51,700
deal with them, because they 
will just take your toys off the

2612
02:10:51,700 --> 02:10:54,900
table as a result of their, 
they're crazy, silly rules. 

2613
02:10:55,400 --> 02:10:59,000
So, yeah, look really full to 
using these at some point in the

2614
02:10:59,000 --> 02:11:00,500
future. 
When I get the actual models on.

2615
02:11:00,500 --> 02:11:03,100
I got to, I think I got to two 
of them at the moment. 

2616
02:11:03,100 --> 02:11:05,100
So I need another, I think about
it three. 

2617
02:11:05,100 --> 02:11:09,600
I think it's because I've got a 
couple and, you know, I don't 

2618
02:11:09,600 --> 02:11:11,100
know if I'm ever gonna need 
more, maybe to sound. 

2619
02:11:11,100 --> 02:11:12,300
So I may have some spares for 
you. 

2620
02:11:12,300 --> 02:11:15,400
And I next grew up in the attic.
I'll I'll see what things are 

2621
02:11:15,400 --> 02:11:18,600
exactly if you need a couple to 
finish a star card. 

2622
02:11:18,600 --> 02:11:21,200
I probably have got spares of 
these guys believe or not. 

2623
02:11:21,500 --> 02:11:22,700
Yeah, cool to me. 
That will there be excellent. 

2624
02:11:22,700 --> 02:11:24,200
I just yeah, just need enough to
get me. 

2625
02:11:24,200 --> 02:11:28,000
Just one support card of them. 
So I can finish off my Golgotha 

2626
02:11:29,300 --> 02:11:31,900
Workforce, any help John. 
I've just sent you a message. 

2627
02:11:31,900 --> 02:11:33,600
Manage many people probably 
didn't see it. 

2628
02:11:33,600 --> 02:11:36,200
We've reached two hours and we 
haven't, we haven't covered. 

2629
02:11:36,200 --> 02:11:38,100
Not even halfway, we're not even
halfway. 

2630
02:11:38,100 --> 02:11:41,700
So I think we're gonna have to 
cover this in a two-part episode

2631
02:11:41,900 --> 02:11:46,200
show, which is incredible. 
I mean, two people wanted rules 

2632
02:11:46,200 --> 02:11:50,600
in a game and to be totally 
immersed, in within a particular

2633
02:11:50,600 --> 02:11:54,500
faction, it you don't go past 
second edition, 40 space with 

2634
02:11:54,500 --> 02:11:56,500
epic because it has everything 
made us quit. 

2635
02:11:56,500 --> 02:11:58,700
Yeah, so much depth to it. 
It's incredible. 

2636
02:11:58,700 --> 02:12:03,100
It's a lot more in depth than 
second edition 40K in a lot of 

2637
02:12:03,100 --> 02:12:05,400
ways. 
So I hope people it's crazy. 

2638
02:12:05,400 --> 02:12:08,600
Yeah, yeah. 
With this defendant not even 

2639
02:12:08,600 --> 02:12:12,900
halfway through the 6. 
Mm math, combat game. 

2640
02:12:12,900 --> 02:12:15,700
Yeah, I think I know. 
That's the, that's the, that's 

2641
02:12:15,700 --> 02:12:18,400
the beauty of it because the 
rules are not so complex, but 

2642
02:12:18,400 --> 02:12:22,000
it's just everything that sort 
of added to your army is that 

2643
02:12:22,000 --> 02:12:25,900
have so many sort of independent
rules, it's the sheer variety of

2644
02:12:25,900 --> 02:12:27,400
and that's, that's why I love. 
That's right. 

2645
02:12:27,400 --> 02:12:30,800
Like yeah, to have, you know, 10
different variations on battle 

2646
02:12:30,800 --> 02:12:33,200
tank. 
It's you can't complain that 

2647
02:12:33,200 --> 02:12:34,400
they're adorable. 
Yeah. 

2648
02:12:34,400 --> 02:12:36,900
So I'm sure everybody enjoyed 
listening to this. 

2649
02:12:36,900 --> 02:12:39,400
If they've never heard of the 
aux or what they do, or what 

2650
02:12:39,400 --> 02:12:42,100
they were about in Epic Space 
Marine, I'm sure they're going 

2651
02:12:42,100 --> 02:12:45,300
to feel some love for them now. 
Because yeah, we're halfway 

2652
02:12:45,300 --> 02:12:49,000
through this is said, we still 
gotta cover some more weird and 

2653
02:12:49,000 --> 02:12:52,700
wacky, artillery pieces for 
them. 

2654
02:12:53,500 --> 02:12:55,400
We've still got the gardens to 
go over. 

2655
02:12:55,400 --> 02:12:59,900
That's both the great gargant, 
the /e gargant and the McCoy 

2656
02:12:59,900 --> 02:13:02,900
gargant. 
So we'll have to cover that in a

2657
02:13:02,907 --> 02:13:05,300
separate episode. 
Sorry guys, we couldn't do it 

2658
02:13:05,300 --> 02:13:08,000
all today, but I'd I just don't 
want poor old John. 

2659
02:13:08,000 --> 02:13:11,800
They sitting there for his 
entire afternoon on in his time.

2660
02:13:11,800 --> 02:13:15,400
I don't think that's fair. 
So, So John, thank you so much 

2661
02:13:15,400 --> 02:13:18,000
again, mate. 
For your wise words of wisdom 

2662
02:13:18,000 --> 02:13:21,600
and experience or the Orcs, I've
really enjoyed. 

2663
02:13:21,900 --> 02:13:24,600
Just sitting back and listening 
to you as I paint order myself 

2664
02:13:24,600 --> 02:13:26,100
up my hobby. 
And I'm sure other guys have 

2665
02:13:26,100 --> 02:13:30,200
done it too but we'll have to 
organize it a day and time to 

2666
02:13:30,200 --> 02:13:32,400
come back again main revisit it 
at some point. 

2667
02:13:32,400 --> 02:13:33,800
A couple couple weeks in the 
future. 

2668
02:13:33,800 --> 02:13:35,800
So nice. 
So I'm very you know, there's 

2669
02:13:35,800 --> 02:13:37,800
still do squats to go as well. 
So we've still got plenty to 

2670
02:13:37,808 --> 02:13:42,300
talk about automate, come on. 
Yeah I hope I think the squats 

2671
02:13:42,300 --> 02:13:43,900
will be probably we can probably
get that. 

2672
02:13:44,100 --> 02:13:47,700
In a done in an episode, I don't
think there is an extensive, as 

2673
02:13:47,700 --> 02:13:50,800
the Orcs, but, yeah, walks have 
a lot of stuff. 

2674
02:13:50,800 --> 02:13:53,700
So that's why we're gonna have 
to split in two episodes. 

2675
02:13:53,700 --> 02:13:57,400
But, yeah, I think the squats we
can do in one I think, looking 

2676
02:13:57,400 --> 02:13:59,000
like, going through the pages 
here. 

2677
02:13:59,000 --> 02:14:01,300
So all right, mate will take 
care. 

2678
02:14:01,300 --> 02:14:05,400
Thank you very much again, and 
have a great, great afternoon. 

2679
02:14:06,000 --> 02:14:08,200
And thank our worries. 
Please, thank your partner, Sam 

2680
02:14:08,200 --> 02:14:11,800
for level, or you again, for a 
couple of hours on this Sunday 

2681
02:14:11,800 --> 02:14:15,500
made or whatever. 
So, Until next time my friend 

2682
02:14:15,500 --> 02:14:16,700
take care. 
Yep. 

2683
02:14:16,700 --> 02:14:18,500
You too, mate. 
We'll catch up soon for more 

2684
02:14:18,500 --> 02:14:20,500
rockiness, definitely for sure, 
man. 

2685
02:14:20,500 --> 02:14:22,300
Okay, mate. 
Take a mate. 

2686
02:14:22,300 --> 02:14:22,900
All right. 
Bye-bye.

