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Hello everybody and welcome to 
another episode of The 

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Chronicle, my podcast and I just
want to wish you a happy New 

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Year and 2021 and it's just 
unfortunate. 

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We couldn't get a podcast out to
you earlier to end off 20/20 but

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maybe it's for the better. 
Maybe we can sort of turn A leaf

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and start 2021 a fresh with a 
new podcast. 

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And today, I'll be talking with 
John Web yet again about epic 

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space money. 
And what about most loved games 

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from the day and still now, 
we're sort of back into playing 

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Epic again. 
Periodically, of course because 

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as men, John discussed, Off the 
podcast that, you know, it's 

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hard to find players to play 
with and that's mainly the, the 

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main motivation you need to 
paint armies and and that kind 

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of thing. 
So that's where John is very 

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lucky because he, his his 
partner can play with him in 

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Epic, of course, at his home. 
Anytime they want to get have a 

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game on and whatever game it 
might be. 

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So he's very fortunate. 
But for myself, it's a little 

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All difficult because I don't 
have someone there in very close

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vicinity, especially now with 
all the covid reduction, and not

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so much restrictions, but just 
the just taking care of, you 

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know, social distancing and that
kind of thing, and especially 

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with new people, it's not such a
great time to, to find people 

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playing Epic nowadays, but it 
will come, and it will happen. 

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I'm sure. 
I'm sure it will. 

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So I've got one person in mind. 
Paul. 

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That might be interested in 
playing and we just didn't get 

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the opportunity to do it. 
We did have a chance to have a 

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game and for me, to introduce 
him over the Christmas break, 

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but unfortunately, just due to 
other circumstances, I had to 

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cancel at the last minute, which
is sad, but we're going to, 

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we're going to try to make that 
happen through the year and I'm 

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sure Paul's going to really like
epic Space Marine and maybe a 

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few other guys that I gained 
with, as well, In my gaming 

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group, but as of recent recent 
news, if you haven't heard that,

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we are now planning and going to
release our very first kind of 

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fanzine, if you like to coin it 
in that way. 

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But it's basically just like an 
online magazine that myself and 

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a number of other people maybe 
10 or 11 people, a sort of, like

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a Or contributors and editors 
people writing articles, writing

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stories doing part painting 
every metal articles doing 

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scenery articles that are 
reports just like a white dwarf 

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magazine, but we're sort of 
bringing you back with our own 

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Community, Based input. 
So it's looking really amazing 

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with what the guys have been 
doing in the background. 

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I've shared a little bit that of
that. 

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On the Facebook group where in a
video and the last video that I 

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had, just giving a sort of brief
update on where we're at with 

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the magazine. 
We do, we would like to see it 

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release probably in the end of 
this month but just depending on

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how things are going, but I 
think things are shaping up 

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fairly well. 
It's just, it's just going to be

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a lot of work, and we've never 
done this before, where I've 

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never done it before, but we got
one person on our team who does 

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this as part of his living? 
And he's an editor for a 

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magazine. 
Oisin in his own country, the 

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Netherlands. 
So we just got to play it by ear

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and to see how it goes. 
It might be a bi-monthly, might 

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be a quarterly release or 
something like that, but it's 

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basically getting the community 
involved in our hobby that we 

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love of 90s Games, Workshop 
games early 90s to probably, you

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know, late 90s, covering 
everything in though in that 

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time frame during those years 
against Workshop. 

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So The first issue will, look at
the green schemes in the night. 

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Goblins will be the main in the 
main focus of all the Articles 

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and painting battle reports and 
that kind of thing the stories 

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and that kind of thing will be 
just on night goblins. 

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I don't know who came up that? 
Well, I don't know what it was. 

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It was me or somebody else I 
think was probably me. 

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I'm a night Goblin fan. 
So maybe that was just like, 

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okay, we're going to do night 
goblins and I think yep. 

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Are the guy who's in our 
painting challenge has done some

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Outstanding night, Goblin, 
Squig, herders and Hoppers and 

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other stuff which is just 
mind-blowing. 

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So yeah, I'm going to get yappy 
to do. 

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Some get a ring us some nice 
photographs to put in the 

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fanzine. 
We're going to have a battle 

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Port between myself and my cell.
We've disorganized that for the 

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17th that I'm going to take 
photos or muscles going to write

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up a nice sort of battle report 
much in the same style, we want 

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to try to, you know, Like 
encapsulate, that feeling and in

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design and layout and a textual 
layout and all that kind of 

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thing of the early white orbs. 
So it's a big Venture where, you

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know, we're sort of unsure as to
how big or you know how 

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premature at this is going to be
we don't know it's just going to

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we're going to make it happen. 
This is an hell's baby you know 

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he sent me a picture one day and
said hey Josh about we make a 

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magazine and show me this sort 
of a funk front cover mock-up. 

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Of the fourth edition. 
Jeff Taylor artwork from the box

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set and he's on Logo and all 
that kind of thing. 

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I was just like, wow, this looks
amazing and yeah, of course we, 

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you know, would love to do that.
So it's going to come at some 

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point, you know, and if you're 
not a member of Facebook and out

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in our community group, at the 
crank, command podcast 

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Community, I'll have links in 
the show notes or something or 

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omegas like an external link. 
I'm sure we're going to have 

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like an Page where people can 
go, that's not part of Facebook 

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that they can go there to view 
the magazine and download it to 

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read it for themselves. 
So yeah, it's pretty exciting 

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projects. 
I wanted to share with those 

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people in the community at not a
part of the other social 

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networking sites that may have 
not known about it. 

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But yeah, we're combining 
efforts to make something pretty

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special for the fans. 
And yeah, we're having we're 

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having a lot of fun doing it 
too. 

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So, that's the main thing. 
Let's See another news I've got 

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after we talked with John about 
epic space, man, I got Owen 

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State, and I'm going to record 
the podcast tomorrow night. 

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I'm talking like a with this is 
now, the actually it's well, 

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it's going to be tonight sect. 
It's actually the third at the 

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moment as it's actually 11 a.m. 
in the morning. 

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So here in Japan, so yeah, I'll 
be talking to him in his 

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afternoon and my late evening, 
talkin all that basement. 

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So they be quite interesting in 
state and Don't know who he is. 

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He is, you might know his voice 
from the early D6 generation 

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podcasts when they had him on 
and he's a really lovely guy. 

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Amazing voice, great 
Storyteller. 

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So yeah, I really like to know 
more about Owens background and 

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history of when he got into the 
Hobby and you know, everything 

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about it, basically how what you
know what what miniature 

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collections he has. 
I know he still has all his very

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early. 
Third Edition, armies Warhammer.

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So, yeah. 
And where his passions lie in 

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the hobby. 
So really good to talk to him 

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about that too. 
So I hope you look forward to 

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that. 
So that'll be coming in another 

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another episode property in the 
week later, or so, or maybe two 

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weeks later seeing how we go 
apart from that, guys, I don't 

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think there's anything really 
major, just wanted to wish you 

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all a Happy 2021. 
And I've got a good holiday in a

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break and you're sort of looking
forward to going back to work. 

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I'm not. 
But yeah, we got to do a day but

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been in the meantime, enjoy this
podcast. 

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Okay. 
And we'll see you on the other 

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side. 
Take care. 

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Okay, so welcome back to the 
clinic and I podcast, we've had 

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a bit of a break, but I'm back 
here with Jon Jon's. 

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Please say hello. 
Hey, how's it going man? 

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Yeah, good idea. 
Good, yeah, it's been a bit of a

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break between podcast, but I 
think we've come back at the 

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right time. 
We've come back in the second 

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hour of the new year and January
2021. 

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So happy New Year to yourself 
and everybody out there. 

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Yeah. 
You two met and yep. 

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All the listeners. 
Hope everyone had a pretty 

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relaxed and calm and safe time, 
I think probably most of us were

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continuing to shelter in place, 
but I believe you had a bit of 

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fun and maybe some some, some 
more Progressive countries have 

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got it together and manage to 
bring normality somewhat back. 

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Yeah, I think I think we're sort
of deep in the countryside of 

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Japan so it's not such a major 
major thing. 

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I don't need, I don't even know 
if anybody are within our 

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prefecture. 
I think there's like a very low 

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number of people, infected, but 
okay, it's not something that's 

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sort of the if you live in Tokyo
or something as much more 

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concerning their restrictions 
are much higher, but, but yeah. 

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I think we both had a fairly 
quiet, New Year's and Christmas,

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and that kind of thing. 
I just did a lot of painting, 

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how about yourself and did you 
do? 

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Yeah. 
But much the same, you know, two

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weeks of pretty, pretty packed, 
painting and gaming schedule, 

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which has been fantastic. 
Really. 

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I'm, so of quite lucky in the me
and my partner, my girlfriend, 

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she she likes to paint, she 
likes to play. 

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I like to paint. 
I like to play. 

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So yeah, we just, we really, we 
really hope it in game that up, 

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which is great. 
Perfect partnership will weaken.

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Yeah, I'm sure you'll be the 
Envy of most many, many All out 

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there. 
Many men out there as well. 

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Yeah, I think I'm in a very 
fortunate situation where. 

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Yeah, my girlfriend, like 
actively wants to participate, 

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rather than his begrudgingly 
dragged into it. 

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So, yeah, it's cool. 
I think my wife is sort of 

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dragged and Kicking and 
Screaming. 

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If I had to force her, to play 
some games, but I mean, it's it 

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starts with board games, right? 
That was always the Gateway for 

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us was, you know, we met and, 
you know, she was aware of the 

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ha because of her brothers and 
she She's of got to know me as 

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the guy with the Miniatures, but
we started with board games and 

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not like what Hammer Ball games,
but, you know, more traditional,

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you know, like, not Monopoly era
but like the kind of the kind of

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the Ballgame Renaissance of the 
late 90s early 2000. 

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So you kind of, you know, 
yucatan's or your Carcassonne 

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zombie, things like that and I 
think it's that. 

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Yeah, you just, you find a fun 
broad topic that people can kind

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of glom onto and get the feel 
for for how gaming Works. 

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Conservatives, it's quiet. 
Imitating to just be like, oh 

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yeah, we're going to, you know, 
it'll play this game with ten 

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thousand, tiny little plastic 
models and 30 different colors 

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of dice that you've never seen 
before and you're like, what is 

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going on. 
So, you know, you know, even if 

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you know you can't persuade your
partner to war game, finding a 

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really good board game that you 
can kind of meet on and at the 

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range is so good. 
Now, like, you know, we've got 

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ball games about building up a 
bird sanctuary. 

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We've got board games about 
being dwarves building a 

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mountain Ford's like as you 
know, love letter. 

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There's About Mining and 
crafting gems. 

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There's so much range that you 
might find, you know, this is to

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to everyone really like, if 
you're thinking God, I wish I 

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could game with my partner. 
Have a look you know, have a 

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look at here, what a good 
introductory board games and 

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find some. 
Anything has a theme that my 

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partner would like and you know 
talk to them about it and you 

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know if they tell us it now just
not interested, cool respect 

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that because it's not a hobby 
for everyone but I do think we 

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do live in the Golden Age of 
certainly board gaming and you'd

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be amazed. 
Yeah, I don't know, who knows 

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but I think it's worth a try. 
If you think, you know, even if 

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it's Monopoly. 
Like, you know, we all assumed 

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the US in the Ballgame 
communities, or snare up 

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monopolies a little bit. 
And it's a tricky one, because 

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there's a game that was very 
much created. 

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For one thing, it has been kind 
of misappropriated something, 

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like, it's supposed to be like a
parody of capitalism. 

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That's the whole point about 
monopolies is miserable and Evan

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has a bad time because 
capitalism sucks, but we've sort

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of forgotten that aspect of the 
game. 

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And it's now is this like, yeah,
this this crazy angry hateful, 

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00:12:24,600 --> 00:12:26,500
family game. 
So I would say not Monopoly but 

221
00:12:26,500 --> 00:12:29,600
even Monopoly is a board game. 
Yeah, they've got a game like 

222
00:12:29,600 --> 00:12:31,900
that in Japan. 
I think it's called life at this

223
00:12:31,900 --> 00:12:32,800
very soon. 
Okay. 

224
00:12:32,800 --> 00:12:34,600
Theme. 
And it's very similar, kind of 

225
00:12:34,600 --> 00:12:36,900
concept. 
I've never I've never played it 

226
00:12:36,900 --> 00:12:39,600
but I know that when I talk to 
people about Monopoly they go oh

227
00:12:39,608 --> 00:12:40,200
yeah. 
That's right. 

228
00:12:40,200 --> 00:12:42,700
That's like game called life 
over here. 

229
00:12:42,800 --> 00:12:43,900
Okay. 
But yeah that's a good. 

230
00:12:43,908 --> 00:12:47,500
That's a good point. 
I think my wife, she will play 

231
00:12:47,500 --> 00:12:52,000
or we have played before the 
dungeon Mayhem game. 

232
00:12:52,000 --> 00:12:55,600
That's a D&D card game. 
It's really fun. 

233
00:12:55,600 --> 00:12:57,700
Okay great. 
Yeah, that's obvious. 

234
00:12:57,800 --> 00:13:01,200
It's an excellent game and I 
played that with a load of 

235
00:13:01,200 --> 00:13:04,600
different people who are not 
into gaming, and they really 

236
00:13:04,600 --> 00:13:07,200
enjoy it. 
It's really fun and fast and 

237
00:13:08,500 --> 00:13:10,800
really cool artwork and that 
kind of stuff, but it's just a 

238
00:13:10,800 --> 00:13:13,500
fun game. 
But yeah. 

239
00:13:13,500 --> 00:13:14,500
No that's good. 
That's a good point. 

240
00:13:14,500 --> 00:13:18,100
But yeah, any any other kind of 
hobby news you've got to share? 

241
00:13:18,100 --> 00:13:21,800
Yeah, so so I guess this was 
Titanic has Christmas. 

242
00:13:21,800 --> 00:13:24,000
So every year for the past 
couple of years, Sam and I have 

243
00:13:24,000 --> 00:13:25,100
picked a game and been like, 
right? 

244
00:13:25,100 --> 00:13:27,300
That's going to be our kind of a
hobby and gaming Focus for the 

245
00:13:27,300 --> 00:13:28,900
year. 
So we've Commander we've done 

246
00:13:28,900 --> 00:13:30,600
tight. 
As we did epic last year. 

247
00:13:31,400 --> 00:13:34,300
So this year we went back to 
well, for well, I suppose, if 

248
00:13:34,300 --> 00:13:38,300
you think about it to the new 
version of the Titanic us and we

249
00:13:38,300 --> 00:13:41,100
played a couple of games and Sam
had painted two of her War 

250
00:13:41,100 --> 00:13:43,200
hounds and I'd pay it once. 
We all right, let's just really 

251
00:13:43,200 --> 00:13:45,700
focus on this. 
So I've managed to complete my 

252
00:13:45,700 --> 00:13:48,500
second war hound with the 
magnetized weapon so I can sort 

253
00:13:48,500 --> 00:13:51,000
of guns on and off. 
And I've done half of a half of 

254
00:13:51,000 --> 00:13:53,400
a Reaver. 
So I've done is a his pants 

255
00:13:53,500 --> 00:13:56,100
down, his trousers. 
So that's great. 

256
00:13:56,100 --> 00:13:58,700
Sam's been working on her? 
ER, Reaver as well. 

257
00:13:58,700 --> 00:14:01,300
She let me catch up. 
So she was painting some plague 

258
00:14:01,300 --> 00:14:03,700
bearers, whilst I was doing my 
second war hound because she 

259
00:14:03,700 --> 00:14:06,100
finished hers. 
So that's been really good fun. 

260
00:14:06,200 --> 00:14:08,600
And then we've also paint played
nine games. 

261
00:14:08,600 --> 00:14:09,900
So we're going to do one more 
game tomorrow. 

262
00:14:09,900 --> 00:14:12,900
We're just friendly building 
some some warlord leg. 

263
00:14:12,900 --> 00:14:15,600
So we can have a, like, a big 
blowout game, you know, five 

264
00:14:15,600 --> 00:14:18,900
four or five times each. 
It's been really good actually. 

265
00:14:18,900 --> 00:14:22,600
Like, it's some I don't know if 
you've played the new iteration 

266
00:14:22,600 --> 00:14:25,700
of titanica so you know, it's 
still got that epic feel and 

267
00:14:25,700 --> 00:14:28,200
it's kind of a resource 
management gaming with the, the 

268
00:14:28,200 --> 00:14:30,300
wargaming which I was like, 
that's one of the things I liked

269
00:14:30,300 --> 00:14:31,900
about war machine. 
It was this kind of resource 

270
00:14:31,900 --> 00:14:36,200
management simulator as well as 
a conflict game. 

271
00:14:37,200 --> 00:14:39,100
I think we need a few more 
Titans like is one of the things

272
00:14:39,100 --> 00:14:41,900
you can play it with. 
You know what, 212 tions. 

273
00:14:41,900 --> 00:14:44,800
But it feels like we just run 
out of models too quickly. 

274
00:14:44,800 --> 00:14:47,500
So if we had like five times 
each, it would really start to 

275
00:14:48,000 --> 00:14:50,200
feel and I think that's the 
sweet spot if you get like a man

276
00:14:50,200 --> 00:14:52,300
up of time. 
Down in a couple of nights but I

277
00:14:52,308 --> 00:14:53,900
think. 
Yeah, you know, hopefully people

278
00:14:53,900 --> 00:14:56,800
listen to this or into epic if 
you're not, I'm slightly 

279
00:14:56,800 --> 00:14:58,400
confused why you're listening to
it, but hopefully will make you 

280
00:14:58,400 --> 00:15:01,400
into epic if you're not yet and 
I do think this is you know it 

281
00:15:01,400 --> 00:15:04,800
is a really good spiritual kind 
of successor to the original 

282
00:15:04,800 --> 00:15:09,800
Titanic us and it is a you know 
it's a real you know, maybe I'm 

283
00:15:09,800 --> 00:15:11,600
biased. 
I know James the guy wrote it, 

284
00:15:11,600 --> 00:15:15,200
he was the the guy who gave me 
my training on the job, okay? 

285
00:15:15,200 --> 00:15:18,000
Games Workshop when I started in
the store so we've got a 

286
00:15:18,000 --> 00:15:20,600
friendship there and it's, you 
know, I'm always good to play. 

287
00:15:20,800 --> 00:15:25,000
You know, a game by someone that
you know, but yeah, I just I 

288
00:15:25,000 --> 00:15:27,600
think yeah, Titanic us. 
It's quite fast. 

289
00:15:27,600 --> 00:15:30,800
It's nice and focus because you 
can play with your 225 tight. 

290
00:15:30,800 --> 00:15:32,700
And so, you know, managing 
hundreds and hundreds of 

291
00:15:32,708 --> 00:15:35,100
Miniatures. 
The models are spectacular. 

292
00:15:36,100 --> 00:15:37,400
I almost feel like they're too 
big. 

293
00:15:37,400 --> 00:15:38,800
Like it sounds crazy like that 
they're in. 

294
00:15:38,900 --> 00:15:41,200
They're in, you know, Titanic s.
Epic scale. 

295
00:15:41,200 --> 00:15:42,900
Whatever we want to call it. 
I would argue. 

296
00:15:42,900 --> 00:15:45,700
It's eight millimeter scale but 
there is some speculation there 

297
00:15:46,200 --> 00:15:49,100
so they are accurately scaled to
the kind of the, the Infantry 

298
00:15:49,100 --> 00:15:52,500
that you and I know and love. 
It does make them feel really 

299
00:15:52,500 --> 00:15:54,100
big. 
So like a warlord is a hell of a

300
00:15:54,108 --> 00:15:57,600
painting project. 
So they really do dwarf, you 

301
00:15:57,600 --> 00:15:59,600
know, other epic scale 
Miniatures, but it's fun and, 

302
00:15:59,600 --> 00:16:02,900
you know, we played a game, I 
had to score a convoy of the 

303
00:16:02,900 --> 00:16:04,100
table. 
So I grabbed a couple of super 

304
00:16:04,100 --> 00:16:06,500
heavy out of my guard Army and 
threw them down. 

305
00:16:06,500 --> 00:16:08,500
It was yeah, just cool. 
Like seeing that contrast 

306
00:16:08,500 --> 00:16:10,800
between the the, you know, even 
the biggest of Tanks is this 

307
00:16:10,800 --> 00:16:15,100
this tiny and in the in the kind
of the the spectrum of all the 

308
00:16:15,100 --> 00:16:16,800
Titan stomping around going to 
blow them up. 

309
00:16:16,800 --> 00:16:18,900
So yeah that's been really good 
fun. 

310
00:16:19,300 --> 00:16:20,600
How about yourself what you been
up to? 

311
00:16:21,500 --> 00:16:23,300
Well, I haven't Sally done in 
the Epic. 

312
00:16:23,300 --> 00:16:26,800
I had the opportunity to show 
somebody some epic space mean 

313
00:16:26,800 --> 00:16:30,800
over the holidays, but I had to 
cancel sadly due to just time 

314
00:16:30,800 --> 00:16:33,500
constraints and anything, other 
responsibilities, but hopefully,

315
00:16:33,500 --> 00:16:38,600
we'll get that sort of get to do
that at some other point, but I 

316
00:16:38,608 --> 00:16:42,000
did get some stuff in the mail. 
Someone sent some Dan and 

317
00:16:42,000 --> 00:16:43,500
Australia. 
They kindly sent me. 

318
00:16:43,500 --> 00:16:50,300
Some bits and pieces to help me 
support my awk horde. 

319
00:16:50,300 --> 00:16:53,400
So I've What are they called 
again? 

320
00:16:53,400 --> 00:16:57,500
The pulse of rockets. 
I've got a nice. 

321
00:16:57,700 --> 00:17:00,200
Yeah, Sam loves causing me like 
those guys. 

322
00:17:00,200 --> 00:17:07,200
Yeah, yeah, definitely got 
those. 

323
00:17:07,200 --> 00:17:10,099
And I've got the is at the brain
crashes. 

324
00:17:10,300 --> 00:17:12,500
Yep. 
That's the sort of the heaviest.

325
00:17:12,800 --> 00:17:15,700
So the brain crusher is the big 
kind of artillery style tank. 

326
00:17:16,200 --> 00:17:20,599
The lung burst is a little evil 
sentence of like a medium tank. 

327
00:17:21,400 --> 00:17:23,900
Okay cool. 
Yeah, so more for your vehicle 

328
00:17:23,900 --> 00:17:27,099
speed of the cult speed, nice. 
And it's something else, but I 

329
00:17:27,108 --> 00:17:29,200
can't read what it was. 
I thought it, I got the bag and 

330
00:17:29,200 --> 00:17:31,800
I thought it looked really cool 
that I sort of put them in a box

331
00:17:32,300 --> 00:17:33,900
and forgot about them kind of 
things. 

332
00:17:33,900 --> 00:17:36,500
So I don't want to get to, I 
don't want to get too 

333
00:17:36,500 --> 00:17:38,400
distracted. 
I do want to paint them and add 

334
00:17:38,400 --> 00:17:43,300
them to my list and start 
painting epic again, but I don't

335
00:17:43,300 --> 00:17:45,700
know, man. 
I'm sort of just just sort of 

336
00:17:45,708 --> 00:17:48,400
waiting for the right time to 
jump back into it because I need

337
00:17:48,600 --> 00:17:50,600
obviously people to game with 
and that kind of thing. 

338
00:17:51,500 --> 00:17:54,300
That's the biggest motivator. 
So what I'm doing now, I'm just 

339
00:17:54,300 --> 00:17:58,600
painting up some skaven for my 
Warhammer fantasy battles games 

340
00:17:58,600 --> 00:18:02,600
because I had a game with Justin
here at my house, over the 

341
00:18:02,600 --> 00:18:07,600
holidays, and we really enjoyed 
playing one of fantasy again and

342
00:18:07,600 --> 00:18:11,000
he's painting up some Empire and
I wanted to get back into my 

343
00:18:11,000 --> 00:18:13,400
skaven Army. 
So we can have some like, sort 

344
00:18:13,400 --> 00:18:16,500
of a kind of like a mini 
Campaign Will like a link, but 

345
00:18:16,500 --> 00:18:18,600
apples, and that kind of thing 
like, yeah, this year. 

346
00:18:19,000 --> 00:18:20,600
So we're sort of it, man. 
But motivating it. 

347
00:18:20,700 --> 00:18:23,600
Hating each other so that, you 
know, I can paint maybe 52 

348
00:18:23,600 --> 00:18:25,700
points over the next three 
months, and you can do the same 

349
00:18:25,700 --> 00:18:28,900
and we can get together and play
another bigger battle. 

350
00:18:28,900 --> 00:18:32,700
Next time we meet, so that's 
what are you guys playing 5th 

351
00:18:32,700 --> 00:18:35,400
edition or for special edition? 
Yeah, fantastic. 

352
00:18:35,500 --> 00:18:38,000
We got, we sort of Swing between
5th edition and Weimer 

353
00:18:38,000 --> 00:18:42,500
Renaissance, which is like a, 
yes, yeah, we're all set cool 

354
00:18:43,100 --> 00:18:45,400
and Justins. 
Yeah, from his much-younger, 

355
00:18:45,400 --> 00:18:47,100
he's a lot younger than me. 
So he's coming in looking like 

356
00:18:47,100 --> 00:18:50,100
an eighth edition, 6th edition 
kind of ha ha ha. 

357
00:18:51,100 --> 00:18:52,600
Shock to the system then. 
Yeah. 

358
00:18:52,600 --> 00:18:55,900
So I've got him into the heroic 
age it dies it's really liking 

359
00:18:55,900 --> 00:18:57,100
it. 
So great. 

360
00:18:58,000 --> 00:19:00,400
Now that's really cool. 
It's interesting. 

361
00:19:00,400 --> 00:19:02,800
So like we're one of the things 
we would do with Titanic. 

362
00:19:02,800 --> 00:19:05,100
S is trying to the other various
difference of the clear 

363
00:19:05,100 --> 00:19:07,400
different ways of playing and we
played some sort of points 

364
00:19:07,400 --> 00:19:09,900
balance, tournament style games 
and we were playing more kind of

365
00:19:09,900 --> 00:19:12,000
narrative scenarios and it's 
really interested. 

366
00:19:12,000 --> 00:19:14,000
I've always thought of myself 
really as someone who's really 

367
00:19:14,000 --> 00:19:16,200
into the points balance. 
So, you know, we sort of 

368
00:19:16,208 --> 00:19:18,900
discussed before, I did a decade
of war machine was a heavy 

369
00:19:18,900 --> 00:19:22,200
tournament player. 
And I don't know, it's just I'm 

370
00:19:22,200 --> 00:19:25,600
getting old or I've just sort of
done that phase of my life now. 

371
00:19:25,600 --> 00:19:27,700
But like, we really start to 
find out the points balance 

372
00:19:27,700 --> 00:19:30,200
games with the, you know, the 
fun, they're interesting. 

373
00:19:30,200 --> 00:19:33,600
But they were very flavorless. 
And so then we started doing 

374
00:19:33,600 --> 00:19:35,200
these, you know, these weird 
little stars. 

375
00:19:35,200 --> 00:19:38,800
Like we did one scenario where I
said, I had to escort the, the 

376
00:19:38,808 --> 00:19:40,100
kind of the vehicles off the 
table. 

377
00:19:40,100 --> 00:19:43,800
We did one where Sam had a kind 
of a depths mechanicus corrupted

378
00:19:43,800 --> 00:19:46,200
facility and I had to try to 
break through her lines and blow

379
00:19:46,200 --> 00:19:48,800
it up and all of a sudden, it's 
like, you know, you're still 

380
00:19:48,800 --> 00:19:50,900
getting the same kind of combat 
game, but there's just a Little 

381
00:19:50,900 --> 00:19:54,000
bit extra flavor and I think 
that's really where campaigns 

382
00:19:54,000 --> 00:19:56,400
will shine. 
And, you know, I've picked up 

383
00:19:56,800 --> 00:20:00,300
all the, you know, the fifth 
edition fantasy campaign packs. 

384
00:20:00,300 --> 00:20:04,500
It in your garage of drawing and
all of those, and I played 

385
00:20:04,500 --> 00:20:07,400
through the the elf, the 
dockerfile for one with a friend

386
00:20:07,400 --> 00:20:10,000
years ago school and I really 
looking forward to getting back 

387
00:20:10,000 --> 00:20:13,200
into them because it just I 
don't know what it is but it 

388
00:20:13,700 --> 00:20:18,000
just gives them a little bit 
more excitement and and, you 

389
00:20:18,000 --> 00:20:20,400
know, there's nothing wrong with
tournament gaming and, you know,

390
00:20:20,400 --> 00:20:22,900
sometimes, You do just wanna 
play like, you know, 3,000 Point

391
00:20:22,900 --> 00:20:26,600
Fair balance pitched ballgame, 
but just having that kind of 

392
00:20:26,700 --> 00:20:29,100
that ongoing narrative and you 
get that with those fun 

393
00:20:29,100 --> 00:20:31,600
situation of call, you know, you
wiped out my unit and now you 

394
00:20:31,600 --> 00:20:33,700
know they've got a garage or 
this Heroes survived 

395
00:20:33,700 --> 00:20:36,500
miraculously to the end of the 
game and just there's a little 

396
00:20:36,500 --> 00:20:38,300
things that carry between the 
games. 

397
00:20:38,600 --> 00:20:42,600
It just really adds that extra 
like layer that extra point of 

398
00:20:42,608 --> 00:20:45,500
flavor that I think is what, you
know, elevates wargaming even 

399
00:20:45,500 --> 00:20:47,400
further. 
So yeah, look forward to hearing

400
00:20:47,400 --> 00:20:50,900
what you guys get up to with 
that because my life I wish I 

401
00:20:50,908 --> 00:20:53,300
had the time like I'm I've got 
my plans for this year. 

402
00:20:53,300 --> 00:20:55,800
We'll talk about plans in a 
minute, but like, I want to be 

403
00:20:55,800 --> 00:20:58,900
playing more kind of 4th and 5th
edition fantasy, but I also have

404
00:20:58,900 --> 00:21:00,300
other things that I want to be 
doing. 

405
00:21:00,300 --> 00:21:02,600
So, it's just like a, how do you
pick like, is crazy. 

406
00:21:02,900 --> 00:21:04,700
That's it? 
Because liking it, because we 

407
00:21:04,700 --> 00:21:06,600
play multiple systems, different
games. 

408
00:21:06,600 --> 00:21:10,000
I mainly Playing Games Workshop 
stuff in the 90s, I've got epic,

409
00:21:10,600 --> 00:21:15,400
and I think for this year, I 
think I might have to bust open 

410
00:21:15,400 --> 00:21:17,900
all those cows. 
Lovely, cows Miniatures that 

411
00:21:17,900 --> 00:21:21,100
I've got sitting here and start 
doing that for 20. 21. 

412
00:21:21,100 --> 00:21:23,500
I think that would be fantastic.
My pledge for this year to 

413
00:21:23,500 --> 00:21:26,300
having a third Army. 
I've got Elder as well, but I 

414
00:21:26,300 --> 00:21:29,100
think I'll do cows first. 
I think they'll be my my next 

415
00:21:29,100 --> 00:21:31,900
pick sounds good and you're 
gonna go mono. 

416
00:21:31,900 --> 00:21:34,000
God or are you going to split 
your focus between all the 

417
00:21:34,000 --> 00:21:39,100
different flavors of chaos fun? 
I think what I might do first is

418
00:21:39,600 --> 00:21:43,400
like a pretty much what I can do
with the the the aux and the 

419
00:21:43,400 --> 00:21:47,600
squats is sort of focused around
a battle report, there's one of 

420
00:21:47,600 --> 00:21:49,500
the wind. 
Yeah, the Space Marines, a 

421
00:21:49,500 --> 00:21:53,600
battles. 
Book as well with a head like a.

422
00:21:53,600 --> 00:21:56,800
I think it's called the, The 
Emperor's Children, they like a 

423
00:21:56,800 --> 00:22:02,900
children, Legion and some corn 
8, and some scissors inch 

424
00:22:02,900 --> 00:22:04,800
demons. 
They got Magnus the red and 

425
00:22:04,800 --> 00:22:09,100
they've got, yes, they've got 
the great demon of of disease, 

426
00:22:09,100 --> 00:22:11,000
as well. 
So, I've got most of the models.

427
00:22:11,000 --> 00:22:12,400
I just need a few extra bits and
pieces. 

428
00:22:12,400 --> 00:22:15,400
I'm going to center around that 
particular battle report. 

429
00:22:15,500 --> 00:22:18,200
So collecting all the 
Miniatures, painting it in this 

430
00:22:18,200 --> 00:22:20,400
very similar or exact Styles as 
that. 

431
00:22:21,200 --> 00:22:24,300
Is like the basis of my things 
about 4,000 points there as 

432
00:22:24,300 --> 00:22:24,900
well. 
Yeah. 

433
00:22:24,900 --> 00:22:27,000
I feel like that was about where
they tended to go when they were

434
00:22:27,000 --> 00:22:30,700
doing time lead and stuff. 
No, that sounds sounds like a 

435
00:22:30,700 --> 00:22:34,600
great great time. 
And, you know, I did my well, 

436
00:22:34,900 --> 00:22:37,400
you know, talk about resolutions
in a minute, but like the start 

437
00:22:37,400 --> 00:22:40,000
of my chaos, this year 3000 
points. 

438
00:22:40,000 --> 00:22:43,400
And I did a thousand points of 
corn, a thousand points of Z 

439
00:22:43,400 --> 00:22:46,200
2,000 points of Mughal, it's 
quite fun. 

440
00:22:46,400 --> 00:22:48,200
You know, fun way of doing it 
because it gives you that little

441
00:22:48,200 --> 00:22:51,600
bit of a little bit of taste of 
Everything's it's same with the 

442
00:22:51,600 --> 00:22:52,700
Orcs. 
You know, whenever you large, 

443
00:22:52,700 --> 00:22:54,600
I'm tired of paying bad moves. 
I'll just go up and Gulfs 

444
00:22:54,600 --> 00:22:57,800
because it changes up the color 
scheme and you know, so no that 

445
00:22:57,800 --> 00:23:02,100
sounds that sounds like a really
good really good time and I 

446
00:23:02,108 --> 00:23:05,400
think yeah, I know, I did my 
three thousand points last year 

447
00:23:05,400 --> 00:23:08,400
for me, my chaos and epic and I 
think I'm going to try and do at

448
00:23:08,400 --> 00:23:11,800
least 1,000 points of corn this 
year, because one of the things 

449
00:23:11,800 --> 00:23:17,900
I've noticed is I've I've paid a
lot of kind of support cards and

450
00:23:17,908 --> 00:23:20,300
obviously that's one of the 
things with with chaos is, it's 

451
00:23:20,300 --> 00:23:22,900
a Like you don't have companies 
in the way you do with the 

452
00:23:22,900 --> 00:23:26,100
other, the other armies. 
You have lots of support you for

453
00:23:26,100 --> 00:23:28,800
coal around the great demon. 
So I've got a lot of like little

454
00:23:28,800 --> 00:23:32,700
like, you know, 33 vehicle 
units, or, you know, handful of 

455
00:23:32,700 --> 00:23:36,900
models and it's it needs you 
struggle to hold objectives on 

456
00:23:36,900 --> 00:23:38,600
my right. 
Let's do the, you know, the 

457
00:23:39,500 --> 00:23:44,400
world eaters, they call them. 
There's not a company, it's a 

458
00:23:44,400 --> 00:23:47,700
legion or something like that. 
Anyway, yeah. 

459
00:23:47,900 --> 00:23:50,400
So, you know, I'll do Angry 
Angry wrong, as I like to call 

460
00:23:50,400 --> 00:23:51,700
him. 
I'm holding Grand and I'll do 

461
00:23:51,700 --> 00:23:54,000
this. 
Do is Legion and then. 

462
00:23:54,000 --> 00:23:57,900
I've also I've before Christmas 
I was cleaning up and primed and

463
00:23:57,900 --> 00:23:59,800
got ready. 
I've done controls and monitors 

464
00:23:59,800 --> 00:24:01,900
and some beastmen. 
So I'll do some more sort of 

465
00:24:01,900 --> 00:24:04,000
generic. 
The kind of the beastly troops 

466
00:24:04,000 --> 00:24:06,900
the the chaotic monstrosity 
troops. 

467
00:24:07,100 --> 00:24:08,800
So I've just got some 
disposable. 

468
00:24:08,800 --> 00:24:09,700
Chaff, basically it's like, 
yeah. 

469
00:24:09,700 --> 00:24:12,500
You guys run screaming to the 
enemy and catch bullets for us? 

470
00:24:12,500 --> 00:24:15,700
We do the, the serious work. 
So, yeah. 

471
00:24:15,700 --> 00:24:17,400
Really. 
Looking forward to, to cracking 

472
00:24:17,400 --> 00:24:19,900
up with that. 
Obviously, I've got this, this, 

473
00:24:20,000 --> 00:24:23,600
this Reva tie-in for Atticus to 
finish up as well. 

474
00:24:23,800 --> 00:24:27,100
And, you know, the thinking 
behind that is last year, I 

475
00:24:27,108 --> 00:24:31,500
finished up, I did a Reaver and 
to war Hounds in traditional 

476
00:24:31,500 --> 00:24:34,600
scale, and I'm now doing the 
Titanic as version. 

477
00:24:34,600 --> 00:24:37,100
So it's exactly the same, you 
know, the same markings and 

478
00:24:37,100 --> 00:24:40,900
color scheme, so I can have them
at both scales and it's just 

479
00:24:40,900 --> 00:24:43,300
that sort of nice thing is, you 
know, these are the same times 

480
00:24:43,300 --> 00:24:45,900
just viewed from two different, 
you know, Zoom levels on the 

481
00:24:45,900 --> 00:24:49,500
camera as it were so be nice to 
get those finished in both 

482
00:24:49,500 --> 00:24:51,200
scales. 
And you have like a A contrast 

483
00:24:51,200 --> 00:24:57,700
between the two, two flavors of 
miniature and then maybe some 

484
00:24:57,700 --> 00:25:00,100
some fantasy talks to cap the 
year off but we'll see how it 

485
00:25:00,108 --> 00:25:02,800
goes, really. 
You know, it's it's only January

486
00:25:02,800 --> 00:25:04,700
2nd. 
So we've got a long way ahead, 

487
00:25:04,700 --> 00:25:07,800
so I'm sure we'll revisit this 
conversation later down the line

488
00:25:07,800 --> 00:25:09,800
and see where we first got to do
with it. 

489
00:25:10,100 --> 00:25:11,600
So did you just a rapid? 
You met? 

490
00:25:11,600 --> 00:25:15,100
Did you manage to complete any 
hobby goals in 2020? 

491
00:25:16,700 --> 00:25:18,100
Yeah. 
I mean I think it was really, it

492
00:25:18,100 --> 00:25:20,600
was that think of how many, 
like, how many armies could I 

493
00:25:20,600 --> 00:25:23,300
do. 
So, I mean, is anyone Lucky in 

494
00:25:23,300 --> 00:25:24,300
2020? 
I'm not sure. 

495
00:25:24,300 --> 00:25:26,800
But I was lucky in the, my job 
completely converted. 

496
00:25:26,800 --> 00:25:29,300
I was always working from home. 
Some of the weekend, everybody 

497
00:25:29,300 --> 00:25:31,800
completely converted to working 
from home and what that meant is

498
00:25:31,800 --> 00:25:33,900
instead of commuting, I could 
spend time painting. 

499
00:25:34,600 --> 00:25:38,600
So my goal was really to 
actually get some some serious 

500
00:25:38,600 --> 00:25:41,500
Army work done. 
And, you know, I'd set myself a 

501
00:25:41,508 --> 00:25:46,000
target of, can I do 1,000 points
of my goblins and 3000 points of

502
00:25:46,000 --> 00:25:48,300
Epic case? 
At I achieve both those which is

503
00:25:48,300 --> 00:25:51,200
fantastic and then also managed 
to get a war-cry warband on as 

504
00:25:51,200 --> 00:25:52,700
well. 
So I completely full a time. 

505
00:25:52,700 --> 00:25:55,200
It's only eight models, but 
nonetheless, that's another 

506
00:25:55,300 --> 00:25:57,800
another Force done. 
And then yeah, cap in the air 

507
00:25:57,800 --> 00:26:01,100
off with that will hand tighten.
So yeah, I think, you know, 

508
00:26:01,100 --> 00:26:03,800
completing two armies was great 
and then doing some little bits 

509
00:26:03,800 --> 00:26:05,400
and pieces for Skirmish and 
smaller. 

510
00:26:05,400 --> 00:26:08,500
Scale games was a an added 
bonus, but yeah. 

511
00:26:08,500 --> 00:26:10,000
How about you? 
What were your, what were your 

512
00:26:10,000 --> 00:26:12,100
goals? 
I don't think I really had any 

513
00:26:12,100 --> 00:26:14,300
set goals in mind. 
That sort of, you know, I sort 

514
00:26:14,300 --> 00:26:16,100
of just, I paint quite 
regularly. 

515
00:26:16,100 --> 00:26:19,100
So, Sort of just either 
completing things that I've 

516
00:26:19,100 --> 00:26:22,100
never finished in the past or 
starting things and never 

517
00:26:22,100 --> 00:26:24,800
finishing them. 
So, it's kind of like she knows,

518
00:26:25,400 --> 00:26:27,300
I think it to play some games, 
which really good. 

519
00:26:27,300 --> 00:26:30,100
I got to play, I got Manowar 
through the year. 

520
00:26:30,500 --> 00:26:35,300
Yeah, of course I did manage to 
complete painting the both the 

521
00:26:35,300 --> 00:26:39,600
start of Fleet sets in the Box 
often tastic, all the additional

522
00:26:39,800 --> 00:26:43,400
and all the basically most of if
not, all of the ships that I got

523
00:26:43,400 --> 00:26:46,400
when I bought the main game from
this guy in Japan. 

524
00:26:47,100 --> 00:26:49,200
And go to play at least three 
games. 

525
00:26:49,200 --> 00:26:51,600
A better one. 
Really enjoyed that immensely. 

526
00:26:52,200 --> 00:26:53,300
Just can't wait to Play It 
Again. 

527
00:26:53,300 --> 00:26:54,700
Actually is all Sterling signal 
today. 

528
00:26:54,800 --> 00:26:56,900
Yeah. 
So I think that sort of the 

529
00:26:56,900 --> 00:26:59,800
Manowar, you have the big, you 
know, you have a lot of tokens, 

530
00:26:59,800 --> 00:27:02,100
you have a lot of cards with the
kind of the boat so you can 

531
00:27:02,100 --> 00:27:05,200
damage them and you know fill in
the kind of damage levels of I 

532
00:27:05,208 --> 00:27:08,800
think you'd find that reflects 
quite well in the new Titanic. 

533
00:27:08,800 --> 00:27:10,700
It's like I've solved all the 
salmon was like, Titanic has his

534
00:27:10,700 --> 00:27:14,000
kind of it. 
A naval battle game pretending 

535
00:27:14,100 --> 00:27:16,100
not to be. 
So, you know, the way the 

536
00:27:16,100 --> 00:27:19,600
unit's, UVA and the way you sort
of chip away and, you know, you 

537
00:27:19,600 --> 00:27:22,000
don't just look one shot at I 
and it's now have to chip away 

538
00:27:22,000 --> 00:27:24,300
at it and, you know, kind of 
punch through the Shields and 

539
00:27:24,300 --> 00:27:26,400
then punch through the hole and 
get to the kind of the, the 

540
00:27:26,400 --> 00:27:28,000
juicy interior. 
So I think. 

541
00:27:28,000 --> 00:27:30,600
Yeah, if you enjoy manner, will 
maybe have a look at Titanic is 

542
00:27:30,600 --> 00:27:32,500
because I think there will be 
like, you know, I'd almost feel 

543
00:27:32,500 --> 00:27:35,900
like you could reskin Titanic us
with boats and you could almost 

544
00:27:35,900 --> 00:27:38,000
play the same game and have a 
really enjoyable sort of 

545
00:27:38,008 --> 00:27:40,600
maddewar ask experience with 
that kind of, it's just got a 

546
00:27:40,608 --> 00:27:43,100
slight extra level of detail. 
Right with Manowar, where you're

547
00:27:43,100 --> 00:27:46,200
like. 
I'm right. 

548
00:27:46,200 --> 00:27:48,900
You can sort of Breakaway bits 
of the ship and, you know, shoot

549
00:27:48,900 --> 00:27:53,100
masks out or hold them below the
thus, the water line. 

550
00:27:53,100 --> 00:27:54,300
So they sink and things like 
that. 

551
00:27:54,300 --> 00:27:57,100
And yeah, I just I think it'd be
interesting how you sort of 

552
00:27:57,100 --> 00:28:02,000
experience Titanic is. 
And if you've got that same feel

553
00:28:02,100 --> 00:28:04,900
I'd always felt like you could 
quite easily. 

554
00:28:05,500 --> 00:28:08,200
Use the old models for Titanic 
has like the scale is completely

555
00:28:08,200 --> 00:28:10,500
different. 
You know, I think a wall or 

556
00:28:10,500 --> 00:28:14,600
Titan is about the size of the 
war hound in the new scale. 

557
00:28:14,600 --> 00:28:18,400
But like if you just made your 
own luck, Autumn turn templates,

558
00:28:18,400 --> 00:28:21,100
like you could totally play 
tight Atticus with the with the 

559
00:28:21,100 --> 00:28:24,000
original models, which was my 
initial plan if only cuz they're

560
00:28:24,000 --> 00:28:29,000
faster to pain. 
You know, I think, I think 

561
00:28:29,000 --> 00:28:30,900
there's a lot of design 
principles that sort of carried 

562
00:28:30,900 --> 00:28:36,100
over between epic, and Man, 
O'War maybe because the guys who

563
00:28:36,100 --> 00:28:38,700
wrote it, we're just in two 
men-of-war. 

564
00:28:38,700 --> 00:28:42,200
Uh, so into epic story and they 
had their well, a lot of the 

565
00:28:42,500 --> 00:28:46,700
design Core Design principles 
could work in this. 

566
00:28:46,900 --> 00:28:49,900
I am as well and it's in a sort 
of a much smaller scale, so you 

567
00:28:49,900 --> 00:28:53,600
don't need that many ships. 
You may only need, maybe I'd say

568
00:28:53,600 --> 00:28:59,800
about six or seven on that sure 
decent size Fleet and yeah, no, 

569
00:28:59,800 --> 00:29:02,200
it's a really fun game. 
I've really enjoyed it. 

570
00:29:03,000 --> 00:29:06,900
So I have to play a lot more of 
that in the in this, in this new

571
00:29:06,900 --> 00:29:09,500
year. 
And I've just got some new ships

572
00:29:09,700 --> 00:29:14,600
to complete my door, Fleet and 
high off Fleet so and add those 

573
00:29:14,600 --> 00:29:18,000
and hopefully hopefully collect.
Just let all the fleet's for the

574
00:29:18,008 --> 00:29:19,900
game. 
Actually, I've enjoyed it so 

575
00:29:19,900 --> 00:29:23,700
much and it's interesting. 
I don't know you've not got 

576
00:29:23,700 --> 00:29:26,400
yourself a 3D printer, have, you
know, I haven't no. 

577
00:29:26,400 --> 00:29:28,400
So, again, I've no, I've not 
made the leap, you either. 

578
00:29:28,400 --> 00:29:31,800
I feel like I'm getting closer 
and closer to the day when I 

579
00:29:31,800 --> 00:29:34,100
admit defeat and by one. 
But like there's a lot of 

580
00:29:34,100 --> 00:29:35,700
fantastic were going on in the 
matter. 

581
00:29:35,700 --> 00:29:37,400
What community a lot of people 
doing really good like, you 

582
00:29:37,408 --> 00:29:40,900
know, alter sculpts or you know 
perhaps slightly recreating the 

583
00:29:40,908 --> 00:29:42,800
original Scopes if you lower to 
look like. 

584
00:29:42,800 --> 00:29:45,100
So I think even if you're 
someone who's listening to, this

585
00:29:45,100 --> 00:29:46,700
is like I wish I could, you 
know, get it. 

586
00:29:46,800 --> 00:29:48,600
I will, but you go on eBay and 
your, the prices and kind of 

587
00:29:48,608 --> 00:29:50,400
wince a bit. 
I think, you know, there's 

588
00:29:50,400 --> 00:29:53,400
there's a kind of a print and 
play Fan Edition of the game as 

589
00:29:53,400 --> 00:29:55,400
far as I'm aware. 
And you can get those, you know,

590
00:29:55,400 --> 00:29:59,300
3D prints or people doing, you 
know, whether it's commercially 

591
00:29:59,300 --> 00:30:00,700
like. 
So, man, take of just on a 

592
00:30:00,700 --> 00:30:04,300
fantasy, flea based game, which 
I think you could quite easily, 

593
00:30:04,500 --> 00:30:07,600
you know, switch the models over
or as I say a lot of fan bases 

594
00:30:07,600 --> 00:30:10,500
is kind of making print and play
versions or print a home 

595
00:30:10,500 --> 00:30:13,200
version. 
So even if you can you know find

596
00:30:13,200 --> 00:30:17,200
the the stock or you can't stump
up the cash, I think you Can get

597
00:30:17,200 --> 00:30:18,800
into Manowar like easier than 
ever. 

598
00:30:18,800 --> 00:30:21,600
And to notice this was how I got
back into epic in a big way as I

599
00:30:23,100 --> 00:30:28,800
friend and me start playing net,
epic gold and all of a sudden it

600
00:30:28,800 --> 00:30:31,500
was like everything you need is 
actually just available to kind 

601
00:30:31,500 --> 00:30:32,100
of print. 
You know. 

602
00:30:32,100 --> 00:30:34,900
It's abandom we're really in the
eyes of g.w. 

603
00:30:34,900 --> 00:30:38,100
The, you know, they're moving on
to their newer games and, you 

604
00:30:38,100 --> 00:30:40,800
know, you have to play the game 
a little bit until the line a 

605
00:30:40,808 --> 00:30:43,900
little bit. 
But yeah, I think, you know the 

606
00:30:44,100 --> 00:30:47,200
the the ability to play 90s 
games never been Right. 

607
00:30:47,200 --> 00:30:50,900
Which is why we're both here. 
So that's it. 

608
00:30:50,900 --> 00:30:52,300
Yeah. 
So let's let's get on with the 

609
00:30:52,300 --> 00:30:53,000
show. 
Yep. 

610
00:30:53,200 --> 00:30:55,100
Yep. 
I brought you back again, John. 

611
00:30:55,100 --> 00:30:58,000
So we can talk about the the 
armies of Imperial. 

612
00:30:58,000 --> 00:31:00,400
This is the second part that 
we're looking at now, the 

613
00:31:00,400 --> 00:31:04,200
Imperial Guard. 
So if you're thinking about 

614
00:31:04,200 --> 00:31:05,700
Space, Marines, listen to part 
one. 

615
00:31:05,700 --> 00:31:08,000
Where we spoke about Space 
Marines, and we also covered the

616
00:31:08,008 --> 00:31:09,700
kind of the bits that work for 
both. 

617
00:31:09,700 --> 00:31:11,900
So, one of the interesting 
things with arm is the Imperium,

618
00:31:12,300 --> 00:31:15,200
is this was at the, the kind of 
the tail end of Rogue Trader. 

619
00:31:15,200 --> 00:31:18,600
Start of second edition. 40K, 
where there weren't many 

620
00:31:18,600 --> 00:31:20,700
vehicles. 
So you find a lot of people use 

621
00:31:20,700 --> 00:31:23,200
rhinos, your squirrels use 
rhinos Imperial Guard use rhinos

622
00:31:23,200 --> 00:31:28,900
Space Marines use rhinos, same 
with the Predators and you know,

623
00:31:28,900 --> 00:31:32,800
bikes and land speed as there's 
a lot, of course, compatibility.

624
00:31:33,700 --> 00:31:37,500
So if we cover a lot of that in 
the last episode but we'll talk 

625
00:31:37,500 --> 00:31:41,600
about is the empirical chain of 
command and how that would 

626
00:31:41,600 --> 00:31:44,700
affect some of those units. 
So I think it's worth listening 

627
00:31:44,700 --> 00:31:46,900
to both parts, but if you're 
more of a guard play, this Be 

628
00:31:46,900 --> 00:31:49,100
the one for you if you're more 
of a marine player, the first 

629
00:31:49,100 --> 00:31:51,000
part will be for you. 
But I think one of the other 

630
00:31:51,000 --> 00:31:54,900
great things about this is this 
is, you know of all the 

631
00:31:54,900 --> 00:31:58,100
expansion boxes that are 
available for epic, this one is 

632
00:31:58,100 --> 00:32:01,100
kind of one Army, so you can 
build an army that is, you know,

633
00:32:01,100 --> 00:32:04,700
part Space Marine Park Imperial 
Guard, part Titan Legion and 

634
00:32:04,700 --> 00:32:08,600
have that nice, you know, mixed 
approach, the kind of a, you 

635
00:32:08,600 --> 00:32:11,000
know, it's called, like a old 
soup in the current parlance of 

636
00:32:11,000 --> 00:32:13,500
40K. 
But it's that, you know, that as

637
00:32:13,500 --> 00:32:16,500
40K is presented in the books 
where the the Imperial Guard is,

638
00:32:16,700 --> 00:32:19,900
The the Anvil on which the enemy
is kind of held and then the 

639
00:32:19,908 --> 00:32:22,500
Space Marines of the hammer 
that, you know, cracks that not 

640
00:32:22,500 --> 00:32:26,700
of the enemy after they've been 
bogged down and and tied up by 

641
00:32:26,700 --> 00:32:29,800
the guards, you can really 
represent that style of Imperial

642
00:32:30,100 --> 00:32:34,200
tactics, which is really cool. 
So let's let's do it. 

643
00:32:34,400 --> 00:32:38,300
All right, let's get on to it. 
So we're on page 44 and it sort 

644
00:32:38,300 --> 00:32:40,800
of, gives a brief sort of 
background to the Imperial Guard

645
00:32:40,800 --> 00:32:44,300
and their place in the universe 
and then it goes into some kind 

646
00:32:44,300 --> 00:32:48,000
of guard command structure. 
So yeah, the guard like I've 

647
00:32:48,000 --> 00:32:51,000
never played Imperial Guard, but
I know you played them John. 

648
00:32:51,000 --> 00:32:53,900
You you're quite fond of them. 
So yeah. 

649
00:32:54,100 --> 00:32:55,700
How differently do they play two
other? 

650
00:32:55,700 --> 00:32:56,700
Armies. 
Sure. 

651
00:32:56,700 --> 00:33:01,400
So I think the thing with the 
Imperial Guard is they are sort 

652
00:33:01,400 --> 00:33:04,800
of was just saying they're the 
the Anvil of the Imperium. 

653
00:33:04,800 --> 00:33:07,600
So what they are is numbers more
than anything. 

654
00:33:07,600 --> 00:33:10,400
It's quite a quantity over 
quality like 100% of the 

655
00:33:10,408 --> 00:33:12,000
complete antithesis of Space 
Marines. 

656
00:33:12,400 --> 00:33:16,200
And the thing that is so you 
know, integrals that are so key 

657
00:33:16,200 --> 00:33:18,100
to that. 
Is that they're very slow, so 

658
00:33:18,100 --> 00:33:19,700
they're not a mobile faction, 
they don't have a lot of 

659
00:33:19,700 --> 00:33:22,600
transports, they don't move 
around particularly quickly. 

660
00:33:22,800 --> 00:33:24,500
Either always carry out, you 
know, there are some support 

661
00:33:24,500 --> 00:33:28,200
causes such as you can, but like
as a whole as a core, they are a

662
00:33:28,200 --> 00:33:31,300
defensive, they dig in, they 
throw numbers at the enemy, they

663
00:33:31,300 --> 00:33:34,100
grind the enemy down through 
sheer, you know, you know, 

664
00:33:34,800 --> 00:33:39,900
modern determination and part of
that kind of the key structure 

665
00:33:39,900 --> 00:33:41,500
around that is the command 
structure. 

666
00:33:41,500 --> 00:33:46,100
So we'll go through it. 
So because the Imperial Guard is

667
00:33:46,100 --> 00:33:47,800
so huge. 
Its command structure as 

668
00:33:47,800 --> 00:33:50,100
formally organized the entire 
regiment falls under the command

669
00:33:50,100 --> 00:33:52,500
of Colonel who together with 
other senior officers and his 

670
00:33:52,500 --> 00:33:54,900
personal bodyguard for the 
regimental HQ, which is the 

671
00:33:54,900 --> 00:33:58,200
nerve center of the entire 
regimen talk about numbers. 

672
00:33:58,200 --> 00:34:01,600
And it's interesting, the, a 
debate with someone where they 

673
00:34:01,600 --> 00:34:04,600
were asking, how big is a 
company and the size of a 

674
00:34:04,608 --> 00:34:07,900
company has changed multiple 
times in classic GW history. 

675
00:34:07,900 --> 00:34:10,699
So, you know, at 2nd edition it 
was a very different size to 

676
00:34:10,699 --> 00:34:14,699
Epic to, you know, so these are 
all slightly woolly but I think 

677
00:34:14,699 --> 00:34:18,100
the air We'll treat it as is 
now. 

678
00:34:18,100 --> 00:34:21,000
So company consists of three 
platoons of 50, men in the case 

679
00:34:21,000 --> 00:34:25,100
of a Tactical Unit, plus a 
company HQ of 10 men and a 

680
00:34:25,100 --> 00:34:28,100
transport vehicle for the HQ. 
So and then within those each 

681
00:34:28,100 --> 00:34:33,300
platoon has a five-man command s
HQ and then the remainder of the

682
00:34:33,800 --> 00:34:37,300
Detachment is comprised of the 
Infantry. 

683
00:34:37,500 --> 00:34:41,500
So you're looking at 160 a 
Guardsman in a tactical company.

684
00:34:41,800 --> 00:34:44,199
So, it's a huge amount of 
models, obviously / 5 because we

685
00:34:44,199 --> 00:34:46,699
using epic basing, but, you 
know, if you look at the The 

686
00:34:46,699 --> 00:34:51,199
Imperial Guard company card, you
can see, it's a lot of of 

687
00:34:51,199 --> 00:34:55,100
infantry. 
It's where is my card? 

688
00:34:55,400 --> 00:34:59,300
Was a guard company, gone. 
It w as I've just, I've laid 

689
00:34:59,300 --> 00:35:01,500
them all out and the one I 
haven't got. 

690
00:35:01,800 --> 00:35:03,000
There we go. 
The title company. 

691
00:35:03,000 --> 00:35:07,400
So you get your command HQ and 
then you get three platoons or 

692
00:35:07,400 --> 00:35:09,800
three detachments, each 
comprised of ten stands. 

693
00:35:09,900 --> 00:35:13,500
So, it's 32 stands in a rhino. 
That's a, that's a huge amount 

694
00:35:13,500 --> 00:35:18,200
of meat to catch the enemy. 
So, what does that mean? 

695
00:35:18,800 --> 00:35:20,400
In terms of the chain of 
command? 

696
00:35:20,500 --> 00:35:24,600
So the type structure of the 
Imperial Guard is reflected, on 

697
00:35:24,600 --> 00:35:27,300
the table, by the chain of 
command rule, this represents 

698
00:35:27,300 --> 00:35:29,200
the way in which orders are 
passed from regimental, HQ use 

699
00:35:29,200 --> 00:35:31,400
to company hqs, down to 
individual units. 

700
00:35:31,600 --> 00:35:33,700
If the chain of command is 
broken, then troops further down

701
00:35:33,700 --> 00:35:35,800
the chain received no orders and
become bogged down while they 

702
00:35:35,808 --> 00:35:38,100
wait for further instructions. 
So that's that really 

703
00:35:38,100 --> 00:35:40,200
interesting. 
Mechanic Nick, you know, 

704
00:35:40,200 --> 00:35:42,900
reflects, I think of Space 
Marines are independent there, 

705
00:35:42,900 --> 00:35:45,300
you know, tactical quick, on 
their feet. 

706
00:35:45,300 --> 00:35:47,900
They're able to, you know, Uh, 
situation respond to it and 

707
00:35:47,900 --> 00:35:49,300
behave. 
Accordingly Imperial Guard. 

708
00:35:49,300 --> 00:35:53,000
Don't have that luxury there. 
You know, they are, you know, 

709
00:35:53,000 --> 00:35:55,100
Ground, Pounders, your average 
human there. 

710
00:35:55,100 --> 00:35:57,800
You know, they believe in that 
Ministry structure of, you know,

711
00:35:57,800 --> 00:35:59,500
you do what you're told. 
And if you're, if you're in 

712
00:36:00,100 --> 00:36:01,800
command officers, not about to 
tell you what to do, you do 

713
00:36:01,800 --> 00:36:07,500
nothing, you know. 
So chain of command is a rule 

714
00:36:08,200 --> 00:36:11,000
and it's about proximity. 
So, Imperial Guard units can 

715
00:36:11,000 --> 00:36:14,700
only be given orders if they're 
in the chain of command and you 

716
00:36:14,700 --> 00:36:18,500
are in the chain of command. 
If the Living situation is true 

717
00:36:18,500 --> 00:36:19,800
essentially. 
So a unit is automatically 

718
00:36:19,800 --> 00:36:21,300
connected to his chain of 
command. 

719
00:36:21,900 --> 00:36:24,400
If it's company, HQ is within 25
centimeters. 

720
00:36:24,400 --> 00:36:27,800
So when you have your three 
detachments, unlike other 

721
00:36:27,800 --> 00:36:31,800
company cards, those all have to
remain not next to each other, 

722
00:36:31,800 --> 00:36:34,800
but within 25 cm of their 
company HQ. 

723
00:36:35,800 --> 00:36:38,400
So, you'll often see the company
HQ will be kind of Central, and 

724
00:36:38,400 --> 00:36:41,000
then you'll have the three 
different attachments spread 

725
00:36:41,000 --> 00:36:43,800
around them. 
But always within that 25 

726
00:36:43,800 --> 00:36:48,400
centimeters Only one model from 
the Detachment has to be within 

727
00:36:48,400 --> 00:36:52,800
25 and it doesn't have to be the
the Detachment HQ it could be 

728
00:36:52,800 --> 00:36:55,000
any of the ten stands in that 
Detachment. 

729
00:36:55,100 --> 00:36:58,900
But obviously you know, the more
that nearby the less chance 

730
00:36:58,900 --> 00:37:03,200
you've got of having the company
command broken and you just 

731
00:37:03,200 --> 00:37:05,700
don't want to spread them out 
too far chain of command has 

732
00:37:05,700 --> 00:37:08,400
been broken in the following 
ways so if the HQ is further 

733
00:37:08,400 --> 00:37:12,500
than 25 cm from its company HQ, 
so if the Detachment is for the 

734
00:37:12,500 --> 00:37:16,200
25 foot is coming HQ, so do not 
spread out if the company's hey 

735
00:37:16,400 --> 00:37:20,600
Hugh has been destroyed. 
So don't put your company HQ out

736
00:37:20,600 --> 00:37:24,400
the front, you know with its bum
in the wind because it's going 

737
00:37:24,400 --> 00:37:27,000
to, you know, get destroyed and 
break your entire company, which

738
00:37:27,000 --> 00:37:28,600
is bad news because then they 
can't get orders. 

739
00:37:28,600 --> 00:37:32,200
Which means I can't do anything 
or if the unit's HQ has been 

740
00:37:32,200 --> 00:37:35,700
destroyed. 
So you've got your company HQ if

741
00:37:35,700 --> 00:37:39,100
they die bad luck and then your 
unit HQ says, your Detachment 

742
00:37:39,100 --> 00:37:40,700
command stand. 
If they're destroyed that 

743
00:37:40,700 --> 00:37:43,200
Detachment is out of command. 
So you've got, you know, to 

744
00:37:43,500 --> 00:37:46,200
command stands to think about 
plus proximity. 

745
00:37:46,300 --> 00:37:50,300
If the company HQ consists of 
two command stands and Rhino, 

746
00:37:50,300 --> 00:37:53,500
the Rhino was only transport 
vehicle and your basic. 

747
00:37:53,500 --> 00:37:55,900
What that means is you can't use
the Rhino as a command stand. 

748
00:37:55,900 --> 00:37:58,900
So the Rhinos there to move the 
command stands around, it is not

749
00:37:58,900 --> 00:38:01,600
able to give come on itself. 
So if both of the command HQ 

750
00:38:01,600 --> 00:38:05,000
standard destroyed, the right of
doesn't take over in command 

751
00:38:05,000 --> 00:38:11,200
because it's merely a transport.
So if your company HQ is sorry, 

752
00:38:11,200 --> 00:38:15,800
if your command chain of command
is broken. 

753
00:38:15,800 --> 00:38:20,300
What that means is that, you 
know, platoon or that entire 

754
00:38:20,300 --> 00:38:23,400
company, depending on how it's 
broken, cannot get orders, which

755
00:38:23,400 --> 00:38:25,400
is bad news because they go on 
to the standard. 

756
00:38:25,400 --> 00:38:28,200
No orders routine. 
May not move. 

757
00:38:28,200 --> 00:38:31,600
I can only fire in the Advanced 
Fire section of the phase of the

758
00:38:31,607 --> 00:38:33,900
game. 
So it completely takes away your

759
00:38:33,900 --> 00:38:35,700
ability to maneuver. 
It completely takes away your 

760
00:38:35,700 --> 00:38:38,700
ability to capture territory. 
It takes away your ability to go

761
00:38:38,700 --> 00:38:42,200
into your first fire orders and 
seized the initiative, so it is 

762
00:38:42,200 --> 00:38:45,300
bad news. 
Keep your company HQ Safe, Keep 

763
00:38:45,300 --> 00:38:47,700
Your platoon hq's at the back of
the unit. 

764
00:38:47,700 --> 00:38:51,700
So they're the last to die. 
Essentially, there are some 

765
00:38:51,700 --> 00:38:55,600
units that have specific rules 
that can't a man that which is 

766
00:38:56,000 --> 00:38:57,500
useful. 
If you do want to, you know, 

767
00:38:57,500 --> 00:39:01,700
maintain initiative, mainly 
things that are kind of a 

768
00:39:01,700 --> 00:39:04,500
scouting or a kind of an 
outflanking role so things like 

769
00:39:04,500 --> 00:39:11,200
Rowling's or Roughriders or Or 
the bike squads, and we did 

770
00:39:11,200 --> 00:39:13,100
touch on this briefly in the 
last episode. 

771
00:39:13,100 --> 00:39:16,800
What's interesting about those 
support cards or company cards 

772
00:39:16,800 --> 00:39:19,600
is, they don't need to be in 
chain of command. 

773
00:39:19,800 --> 00:39:22,800
But if they're not in chain of 
command, it's bad news. 

774
00:39:22,800 --> 00:39:25,400
When it comes to morale and you 
may end up losing a lot of 

775
00:39:25,400 --> 00:39:28,600
troops when they when they lose 
morale, because they go or not 

776
00:39:28,600 --> 00:39:30,800
in chain of command, I don't 
know what to do. 

777
00:39:30,800 --> 00:39:32,500
We're you know, we're on our own
in the middle of nowhere. 

778
00:39:32,500 --> 00:39:34,000
Let's just panic and take the 
entire. 

779
00:39:34,200 --> 00:39:36,800
Let's just booked it off the 
table essentially. 

780
00:39:36,800 --> 00:39:39,800
So, You can play around it with,
with you kind of your 

781
00:39:39,800 --> 00:39:41,400
outflanking units in your light 
units. 

782
00:39:41,400 --> 00:39:44,100
But the the kind of 
counterbalance to that is you 

783
00:39:44,100 --> 00:39:46,000
are then exposing yourself to 
the ability to have your army 

784
00:39:46,000 --> 00:39:49,000
broken. 
So that's the kind of the really

785
00:39:49,000 --> 00:39:53,700
important rule, take the time to
read it because it's, there's a 

786
00:39:53,707 --> 00:39:56,300
few little wrinkles in there, 
but the main thing is, make sure

787
00:39:56,300 --> 00:39:59,300
all of your detachments of 
within 25 cm of their command HQ

788
00:39:59,300 --> 00:40:02,700
and your command HQ is in a safe
sensible position. 

789
00:40:03,000 --> 00:40:05,700
So they're not obliterated if 
you're going forward. 

790
00:40:05,800 --> 00:40:07,800
I think that's going to be 
difficult if you're you know if 

791
00:40:07,800 --> 00:40:10,400
you're digging in and playing 
the shooting game I think as 

792
00:40:10,400 --> 00:40:12,900
long as you keep your company HQ
behind everything else and not 

793
00:40:12,900 --> 00:40:15,400
too close to anything so it 
can't be clipped with blast 

794
00:40:15,400 --> 00:40:18,800
templates. 
You should be okay because the 

795
00:40:19,100 --> 00:40:26,800
section HQ. 
Doesn't have the command rule 

796
00:40:26,800 --> 00:40:31,700
but the company HQ does what. 
But again, there's a wrinkle. 

797
00:40:31,700 --> 00:40:34,700
So, the cloned rule is the thing
where you can, you know, you can

798
00:40:34,700 --> 00:40:37,200
double speed move, you can 
charge, you was shooting the 

799
00:40:37,200 --> 00:40:40,200
first five phase and you can't 
be targeted unless you're the 

800
00:40:40,200 --> 00:40:43,000
closest model of that type 
section hqs. 

801
00:40:43,000 --> 00:40:46,100
Don't get the movement and 
shooting benefits but they do 

802
00:40:46,100 --> 00:40:49,200
get the cannot be shot benefit. 
So that's why I say if you keep 

803
00:40:49,200 --> 00:40:52,400
your section hq's to the back of
the unit, they will be the last 

804
00:40:52,400 --> 00:40:55,900
died. 
So You know, and because they 

805
00:40:55,900 --> 00:40:59,200
also important if they die that 
whole Detachment its outcome and

806
00:41:00,000 --> 00:41:01,300
you know, better that I might as
well. 

807
00:41:01,300 --> 00:41:03,700
So your company's cues, keep 
them safe. 

808
00:41:03,700 --> 00:41:07,100
You s HQ scheme with the back of
the unit that will hopefully buy

809
00:41:07,100 --> 00:41:11,600
you enough time to enact your 
plans with your with your big 

810
00:41:11,600 --> 00:41:14,200
old companies and I think the 
other part of that that's 

811
00:41:14,200 --> 00:41:17,900
important is you know you can 
always put up 25 support cards 

812
00:41:17,900 --> 00:41:21,000
onto a company. 
I think with the Imperial Guard,

813
00:41:21,000 --> 00:41:23,800
you don't want to go too heavy. 
Because of course, if the 

814
00:41:23,800 --> 00:41:26,900
company HQ is Roid, all the 
sport cars are out of commanders

815
00:41:26,900 --> 00:41:28,100
well. 
So whereas with a you know, an 

816
00:41:28,100 --> 00:41:30,200
oil company want to put as many 
walks in there as possible to 

817
00:41:30,200 --> 00:41:33,400
put up a huge break point with 
an Imperial Guard, I think you 

818
00:41:33,400 --> 00:41:36,800
should be selective about how 
much you bulk that that company 

819
00:41:36,800 --> 00:41:39,900
out because if you add a huge 
amount of extra stuff and then 

820
00:41:39,900 --> 00:41:43,000
it's broken, you have suddenly 
lost access to a vast chunk of 

821
00:41:43,008 --> 00:41:46,900
your army. 
So, you know, one or two support

822
00:41:46,900 --> 00:41:49,100
cards rather than the kind of 
the four to five that I think 

823
00:41:49,100 --> 00:41:52,100
you'd often see with an orc Army
is kind of my advice there. 

824
00:41:53,200 --> 00:41:56,200
So that's cool. 
The The even bigger wrinkling. 

825
00:41:56,200 --> 00:41:59,400
And, you know, I had a kind of a
conversation about, this is 

826
00:41:59,800 --> 00:42:01,700
leviathans. 
So what's interesting about 

827
00:42:01,700 --> 00:42:03,500
Leviathan? 
It's one of the two special 

828
00:42:03,500 --> 00:42:09,300
cards you can get and with the 
Imperial Guard, it kind of plays

829
00:42:09,300 --> 00:42:13,600
that like top-end command roll. 
So this is potentially where 

830
00:42:13,600 --> 00:42:19,000
your company Colonel is sitting 
with his with his boys and I 

831
00:42:19,000 --> 00:42:20,900
would describe it, kind of as a 
trap. 

832
00:42:20,900 --> 00:42:22,600
So, you know, you and I have 
played squats, we've used 

833
00:42:22,600 --> 00:42:25,700
leviathans in Squaw me. 
And I don't know that there is 

834
00:42:25,700 --> 00:42:28,600
survival as you'd think they're 
not a survivable as a Titan, 

835
00:42:28,600 --> 00:42:33,200
they've only got four Shields. 
And they don't have a damaged 

836
00:42:33,200 --> 00:42:36,400
Grid in the way that Ian does. 
So it doesn't take a huge amount

837
00:42:36,400 --> 00:42:39,600
to take a live eye for now. 
And if a leviathan is destroyed,

838
00:42:39,600 --> 00:42:43,300
it basically obliterate, your 
entire chain of command for a 

839
00:42:43,300 --> 00:42:46,300
turn, which is bad news. 
That's not just, you know, it's 

840
00:42:46,300 --> 00:42:49,300
it's, it's and every single 
company in your army, cannot be 

841
00:42:49,300 --> 00:42:50,800
given order, so nothing in your 
army. 

842
00:42:50,800 --> 00:42:53,400
There's no independent cannot be
given orders for a turn. 

843
00:42:53,400 --> 00:42:57,100
So I think in spite Games. 
I would be very, very wary of 

844
00:42:57,100 --> 00:42:59,100
taking a leviathan and bigger 
games. 

845
00:42:59,100 --> 00:43:02,900
If you take multiple leviathans,
theoretically your opponent 

846
00:43:02,900 --> 00:43:05,600
Caleb, also, you do keep chain 
of command, tell that funnel of 

847
00:43:05,600 --> 00:43:10,100
life and is popped. 
So it's a real, it's a real 

848
00:43:10,100 --> 00:43:11,300
risk. 
And I'm not sure like, I'd 

849
00:43:11,300 --> 00:43:13,700
probably take a Titan over 
Leviathan, but, you know, your 

850
00:43:13,700 --> 00:43:16,500
mileage may vary. 
Maybe the Leviathan is easier to

851
00:43:16,500 --> 00:43:19,400
hide because it's a little bit 
smaller, but it's very slow. 

852
00:43:19,500 --> 00:43:21,200
It doesn't have a huge amount of
guns. 

853
00:43:21,200 --> 00:43:23,000
And one thing I think will come 
on, to the Imperial Guard is 

854
00:43:23,000 --> 00:43:26,100
they have very easy access to a 
A lot of heavy Firepower. 

855
00:43:26,300 --> 00:43:29,400
So I feel like the Leviathan is 
a bit of a trap card. 

856
00:43:30,100 --> 00:43:32,400
Same really for me with the 
cattle, imperialis, you a, 

857
00:43:32,400 --> 00:43:35,900
they're ridiculously expensive 
and hard to get hold of and be 

858
00:43:35,900 --> 00:43:38,000
that, you know, the joke for me 
about the academy and paralysis 

859
00:43:38,000 --> 00:43:41,000
is transport vehicle, that's as 
slow as your infantry, and if 

860
00:43:41,000 --> 00:43:42,800
it's destroyed everything in, it
is killed. 

861
00:43:42,800 --> 00:43:45,600
So it's not moving your troops 
at the table. 

862
00:43:45,600 --> 00:43:49,300
Any faster than if they just let
go on forever and years ago. 

863
00:43:49,300 --> 00:43:51,600
I'll put them in there for 
safety and of course if it's 

864
00:43:51,600 --> 00:43:55,400
destroyed, they all died. 
So it's not any Same Force as 

865
00:43:55,400 --> 00:43:58,700
again, it's a bit of a like a, 
it's cute. 

866
00:43:58,700 --> 00:44:03,200
But I'm not sure I'd be rushing 
to throw a couple in perilous in

867
00:44:03,200 --> 00:44:05,500
my Army either and it especially
because that for me is so 

868
00:44:05,500 --> 00:44:08,700
undergunned as a you know, 
vehicle the size of really a 

869
00:44:08,700 --> 00:44:13,500
small City blog and all its got 
is a for VAR H Point gun. 

870
00:44:14,800 --> 00:44:18,300
And then some boas which got 
range 15 cm. 

871
00:44:18,900 --> 00:44:23,000
So it's a really as a 
ten-centimeter model with one 

872
00:44:23,700 --> 00:44:26,300
fairly average Barrel to weapon 
on it and then a bunch of powers

873
00:44:26,300 --> 00:44:29,800
which have a 15 cm range six 
void Shields? 

874
00:44:29,800 --> 00:44:35,200
Yeah, sure, 1 plus save around 
sure but it just hmm for me, not

875
00:44:35,200 --> 00:44:38,000
sure that's beware. 
My my special card spending 

876
00:44:38,000 --> 00:44:41,800
would be would be going, first 
of all, but as ever, I'm sure, 

877
00:44:41,800 --> 00:44:43,600
there are people out there who 
do wonderful things with them. 

878
00:44:43,800 --> 00:44:45,800
Send your hate mail. 
L 2 etc etc. 

879
00:44:45,800 --> 00:44:52,000
But so then the other wrinkle so
kind of counteract that that 

880
00:44:52,000 --> 00:44:57,100
inflexibility in that real risk 
factor of the HQ in the chain of

881
00:44:57,100 --> 00:45:00,700
command is commissars. 
So every single company that you

882
00:45:00,700 --> 00:45:04,600
buy comes with a free Commerce 
are and what's cool about the 

883
00:45:04,600 --> 00:45:07,200
commissar is a is a hero and 
he's got his own personal 

884
00:45:07,200 --> 00:45:08,600
transport. 
So we can just beam around all 

885
00:45:08,600 --> 00:45:11,100
over the place snatching 
objectives and causing Mischief 

886
00:45:11,100 --> 00:45:13,200
if you want to. 
But probably the more important 

887
00:45:13,200 --> 00:45:17,800
thing with the commissar is If 
chain of command is broken the 

888
00:45:17,800 --> 00:45:19,900
common stock and essentially 
drive up in his tank and take 

889
00:45:19,900 --> 00:45:21,300
command of one of the 
Detachment. 

890
00:45:21,300 --> 00:45:22,800
So it doesn't take over the 
whole company. 

891
00:45:22,900 --> 00:45:24,900
So you're of the three, you 
know, platoons if they're all 

892
00:45:24,900 --> 00:45:27,000
still alive. 
Yeah. 

893
00:45:27,100 --> 00:45:30,700
Two of them will still be out of
orders doing their own thing but

894
00:45:30,700 --> 00:45:34,500
he can then put one company. 
That's right, one platoon 1 

895
00:45:34,500 --> 00:45:38,600
Detachment back into command and
regain control and give them all

896
00:45:38,600 --> 00:45:40,500
as again. 
So, that's that's kind of, you 

897
00:45:40,500 --> 00:45:43,300
know, that that fun, you know, 
the thing of the commissar, 

898
00:45:43,300 --> 00:45:46,500
being there to take over /, you 
know, if the commanding officer 

899
00:45:46,500 --> 00:45:50,600
dies or fails in their Duty and 
gets shot in the head and and so

900
00:45:50,600 --> 00:45:52,900
you know with with kind of 
clever use of your Commerce as 

901
00:45:52,900 --> 00:45:54,900
you can kind of pull the 
important parts of your army 

902
00:45:54,900 --> 00:45:59,700
back together and and you know, 
make sure that they are doing 

903
00:45:59,900 --> 00:46:04,100
what you need them to do to win.
So that's that's that's it 

904
00:46:04,100 --> 00:46:08,100
basically so you know stay 
within 25, cm of your commanding

905
00:46:08,100 --> 00:46:12,000
officers they'll see you, right?
Keep your commercials on hand to

906
00:46:12,000 --> 00:46:14,400
kind of patch the gaps as the 
the cavities keep coming here. 

907
00:46:14,500 --> 00:46:17,800
And and don't take leviathans 
and capital Imperial. 

908
00:46:20,000 --> 00:46:23,600
That's my advice on handled way.
Yeah. 

909
00:46:23,600 --> 00:46:26,100
Yeah. 
It's just I mean, it's amazing 

910
00:46:26,100 --> 00:46:29,600
how little Weaponry is on the 
Catalan period and you know, you

911
00:46:29,600 --> 00:46:32,500
always read about them in the in
the kind of in the books. 

912
00:46:32,500 --> 00:46:34,700
And, you know, Dan Harmon has 
written about them. 

913
00:46:34,700 --> 00:46:37,500
And, you know, the idea of like 
the for Catalan Paradise of 

914
00:46:37,700 --> 00:46:41,400
backing into like a kind of a 
star shape or a cross and being 

915
00:46:41,400 --> 00:46:44,800
like, the kind of the command 
center of the entire Natori 

916
00:46:44,800 --> 00:46:47,200
wide, you know, battle and 
they're they're all there you 

917
00:46:47,200 --> 00:46:51,400
know doing you know orders and 
coming up with strategy and 

918
00:46:51,400 --> 00:46:54,900
whatever and you're like I'd put
a few more guns on the front if 

919
00:46:54,900 --> 00:46:58,700
that's gonna be the base for the
important guys but they say 

920
00:46:58,700 --> 00:46:59,900
looks cool. 
Looks really fun. 

921
00:46:59,900 --> 00:47:01,700
It's huge. 
It's got you can put all the 

922
00:47:01,700 --> 00:47:04,600
troops up on the roof of their 
you know, it's like a castle on 

923
00:47:04,600 --> 00:47:07,200
time tracks. 
It's fantastic but it's 

924
00:47:07,200 --> 00:47:09,700
surprisingly. 
Restrained, for Imperial Guard 

925
00:47:09,700 --> 00:47:12,300
or imperial. 
Technology. 

926
00:47:12,300 --> 00:47:14,400
Think that are welded a few more
decent guns on the side. 

927
00:47:14,500 --> 00:47:18,300
Out of it when they were 
concocting it, but there you go.

928
00:47:18,300 --> 00:47:23,300
What can you do? 
So that's, that's it. 

929
00:47:23,300 --> 00:47:25,400
Yeah. 
Welcome. 

930
00:47:25,400 --> 00:47:27,100
It's ahead. 
How does one choose an Imperial 

931
00:47:27,100 --> 00:47:28,300
Guard? 
Sure. 

932
00:47:28,300 --> 00:47:32,200
So you know it's like it's like 
your standard epic. 

933
00:47:32,200 --> 00:47:35,800
So you by your company's you got
to have at least one company and

934
00:47:35,800 --> 00:47:37,900
each company can have up to five
support cards. 

935
00:47:38,600 --> 00:47:41,300
But as I was saying is that the 
more support cause you put on 

936
00:47:41,300 --> 00:47:45,500
there, the more exposed, you 
risk your chain of command for 

937
00:47:45,500 --> 00:47:48,600
coming and for every company you
get, you get your one for 

938
00:47:48,600 --> 00:47:52,600
e-commerce or so. 
You know, I tend to work around 

939
00:47:52,600 --> 00:47:54,800
that kind of one company per 
thousand points. 

940
00:47:55,700 --> 00:47:57,900
A record companies are fairly 
cheap on the whole, you know, 

941
00:47:57,900 --> 00:48:00,600
looking at that 6, 600 500 
points, depending on what you 

942
00:48:00,600 --> 00:48:02,400
buy. 
They do have tank and super 

943
00:48:02,400 --> 00:48:04,600
heavy companies as well, so 
that's quite good fun. 

944
00:48:04,600 --> 00:48:06,200
And again, those do come with 
commissars. 

945
00:48:06,200 --> 00:48:09,500
So if you buy a, you know, a 
blob of three main blades, you 

946
00:48:09,500 --> 00:48:11,400
do get your comments are off 
that as well. 

947
00:48:12,300 --> 00:48:15,400
So if you like tanks, you can 
run a very tank, heavy Army you.

948
00:48:15,400 --> 00:48:19,000
And I have discussed in the past
about how the risk with tanks is

949
00:48:19,100 --> 00:48:20,600
they struggle to kind of take a 
nap. 

950
00:48:20,800 --> 00:48:22,200
Detectives, they can take 
objectives. 

951
00:48:22,200 --> 00:48:23,600
They can't necessarily keep 
objectives. 

952
00:48:23,600 --> 00:48:26,400
So I think a good balance, you 
know, for every infantry 

953
00:48:26,400 --> 00:48:28,100
company, maybe have a tank 
company. 

954
00:48:28,100 --> 00:48:31,200
I think you could do really well
there and it really is about 

955
00:48:31,200 --> 00:48:33,000
numbers as well. 
You know, if you look at the, 

956
00:48:33,000 --> 00:48:35,300
the title company, if you look 
at the Roughrider company, you 

957
00:48:35,300 --> 00:48:38,000
know, Rough Rider company is the
same as the title company, but 

958
00:48:38,000 --> 00:48:41,300
with Horsemen instead of 
footman, so it's a huge amount 

959
00:48:41,300 --> 00:48:43,300
of troops. 
You know, your throw 30 stands 

960
00:48:43,300 --> 00:48:48,200
at the enemy. 
Beastmen 30 stands, bikers 15 

961
00:48:48,200 --> 00:48:51,000
stands. 
Its it can overwhelm I'm through

962
00:48:51,000 --> 00:48:55,300
sheer quantity and, you know, 
we've discussed how infantry 10 

963
00:48:55,300 --> 00:48:58,200
or to get armor save. 
So if it is, you know, even a 

964
00:48:58,207 --> 00:49:00,400
Space Marine in terms of 
survivability is the same as 

965
00:49:00,400 --> 00:49:03,000
Imperial Guardsmen, and you're 
paying, you know, two-thirds of 

966
00:49:03,008 --> 00:49:05,800
the points give or take. 
But you always have that, that 

967
00:49:05,800 --> 00:49:08,100
that counter pull of a chain of 
command and be lack of 

968
00:49:08,100 --> 00:49:09,700
Transport. 
So, where the spacer is Excel is

969
00:49:09,700 --> 00:49:12,200
they can jump in there rhinos 
and, you know, go forward and 

970
00:49:12,200 --> 00:49:15,100
capture the Imperial Guard 
after, you know foots, lock it 

971
00:49:15,100 --> 00:49:18,100
up there, you know, through the 
mud and the blood and they will 

972
00:49:18,100 --> 00:49:20,600
struggle to be that kind of 
reactive Force. 

973
00:49:20,700 --> 00:49:24,400
Think you you want to make sure 
that you're going to pick units,

974
00:49:24,400 --> 00:49:26,800
that probably don't have to move
too far and then support them 

975
00:49:26,800 --> 00:49:30,200
with a bit of artillery, be that
tank artillery or the kind of 

976
00:49:30,200 --> 00:49:33,400
gun emplacement artillery. 
And then maybe have, you know, a

977
00:49:33,400 --> 00:49:35,700
third of your army. 
For the sake of argument is more

978
00:49:35,800 --> 00:49:38,900
tanks or Roughriders or bike 
companies that they are the ones

979
00:49:38,900 --> 00:49:42,200
that are going to, you know, 
Leap Forward and take the 

980
00:49:42,200 --> 00:49:44,100
initiative and capture the enemy
territory. 

981
00:49:44,700 --> 00:49:46,600
But yeah, it's your classic. 
You know? 

982
00:49:46,600 --> 00:49:49,200
If you've ever watched Kelly's, 
Heroes, or if you ever, you 

983
00:49:49,200 --> 00:49:52,200
know, if you're a fan of World 
War Two, Two fairies had strange

984
00:49:52,200 --> 00:49:53,000
to her, but you know what I 
mean? 

985
00:49:53,000 --> 00:49:55,400
It's that, if you want to play 
with, with men and armor, the 

986
00:49:55,400 --> 00:49:57,300
Imperial Guard is really where 
you want to be. 

987
00:49:57,500 --> 00:50:00,300
And if you just want to grind 
your opponent down with with 

988
00:50:00,300 --> 00:50:04,600
mass wave of these, you know, 
Brave foolhardy Troopers who 

989
00:50:04,600 --> 00:50:07,900
have got flashlights for weapons
and faith in the emperor and not

990
00:50:07,900 --> 00:50:11,900
a lot else to protect her. 
I really think they are a 

991
00:50:11,908 --> 00:50:14,600
fantastic for sand and that's 
always been, you know, you'll 

992
00:50:14,600 --> 00:50:17,900
also say to people when you're 
getting them into the hobby or 

993
00:50:17,900 --> 00:50:21,000
asking about armies, is that we 
are, what is it was the All 

994
00:50:21,000 --> 00:50:23,000
spectacle was the thing you 
associate with. 

995
00:50:23,100 --> 00:50:24,800
And for me, I've always 
associated with that kind of. 

996
00:50:24,800 --> 00:50:27,500
Yeah, the, the mud and the 
blood, the, the basic Trooper 

997
00:50:27,500 --> 00:50:30,800
whose faithful protect him over 
any special armor or fantastic 

998
00:50:30,800 --> 00:50:33,200
weaponry. 
And you know, it's a dog's life 

999
00:50:33,200 --> 00:50:35,800
in the Imperial Guard. 
Your survivability is measured 

1000
00:50:35,800 --> 00:50:39,800
in minutes not days but they 
still had go out and do it. 

1001
00:50:39,800 --> 00:50:42,000
And you know, every planet 
raises these armies and sends 

1002
00:50:42,000 --> 00:50:46,000
them off into the Galaxy to kind
of die horribly for the emperor.

1003
00:50:46,300 --> 00:50:49,300
Like it's, it's that. 
Yeah, it's a tragic Noble. 

1004
00:50:49,300 --> 00:50:52,200
Tell for me. 
And I just, yeah, I just think 

1005
00:50:52,200 --> 00:50:55,100
that you got to love tanks and 
nobody those tanks better than 

1006
00:50:55,100 --> 00:50:55,900
a. 
Oh God. 

1007
00:50:56,200 --> 00:50:59,000
So really, really cool. 
So let's talk about the troops, 

1008
00:50:59,000 --> 00:51:02,400
I guess. 
So we'll start with inventory 

1009
00:51:02,400 --> 00:51:04,100
because it's a good place to 
start so much. 

1010
00:51:04,100 --> 00:51:05,900
Like the Space Marines, they 
they come in a couple of 

1011
00:51:05,900 --> 00:51:07,300
flavors. 
You got your Tactical your 

1012
00:51:07,300 --> 00:51:10,200
assault, and your heavy and very
very similar to Space. 

1013
00:51:10,200 --> 00:51:14,900
Marines in many respects and the
one notable difference is very 

1014
00:51:14,900 --> 00:51:19,000
very low to non-existent closer,
sole Factor, so tactical troops,

1015
00:51:19,600 --> 00:51:23,000
they got 50 centimeter With the 
last guns, hang on fives, but 

1016
00:51:23,000 --> 00:51:24,900
they've got no, throw a saving 
throw. 

1017
00:51:24,900 --> 00:51:27,800
No closest all Factor. 
So don't expect them to win many

1018
00:51:27,800 --> 00:51:30,800
fights, but they will certainly,
you know, you think you're 

1019
00:51:30,800 --> 00:51:34,200
throwing 30 dice, something's 
going to stick when you throw 

1020
00:51:34,200 --> 00:51:36,400
three dice at your enemy. 
So you know love's gun is 

1021
00:51:36,400 --> 00:51:38,900
nothing special. 
All of a sudden, three Lads 

1022
00:51:38,900 --> 00:51:41,800
guns. 
Now we're talking the assault 

1023
00:51:41,800 --> 00:51:44,700
troops like you saw Space 
Marines, little bit faster, they

1024
00:51:44,700 --> 00:51:47,300
got the 15 cm move with jump 
acts, then kind of leap into 

1025
00:51:47,300 --> 00:51:49,300
combat. 
They've only got close sole 

1026
00:51:49,300 --> 00:51:52,500
factor of 1. 
So So, you are going to have to 

1027
00:51:52,508 --> 00:51:54,300
use your numbers. 
You know, that the first, maybe 

1028
00:51:54,300 --> 00:51:56,500
the second stand that go in a 
probably gonna die horribly by 

1029
00:51:56,500 --> 00:51:58,400
the third stand, when you're 
getting those bonus dice in 

1030
00:51:58,400 --> 00:52:01,200
melee, all of a sudden, you're 
starting to do the damage. 

1031
00:52:01,200 --> 00:52:06,500
So like you can't be subtle with
the Imperial Guard but it's a 

1032
00:52:06,508 --> 00:52:10,900
numbers game is yeah squads 
wanted to die bravely screaming 

1033
00:52:10,900 --> 00:52:12,900
for the emperor. 
Squad three wins the day so 

1034
00:52:12,900 --> 00:52:14,400
never be in squad one or two I 
guess. 

1035
00:52:15,000 --> 00:52:19,300
And then the the the heavy 
Troopers 75 cm kicking out two 

1036
00:52:19,300 --> 00:52:23,400
dice with the Once a that's, you
know, similar to Devastators 

1037
00:52:23,400 --> 00:52:24,100
again. 
No clothes. 

1038
00:52:24,100 --> 00:52:26,500
Sole factor to run a stiff or 
heavy weapons troops are in 

1039
00:52:26,500 --> 00:52:27,900
combat. 
Something's gone wrong anyway. 

1040
00:52:28,000 --> 00:52:31,800
But you know, looking at the, 
you know, the company of each of

1041
00:52:31,800 --> 00:52:36,000
those, your Tactical is your 3 
detachments of ten troops. 

1042
00:52:36,000 --> 00:52:40,800
So three men, your assault and 
your heavy are only five stands 

1043
00:52:40,800 --> 00:52:43,000
so they're smaller companies 
smaller detachments. 

1044
00:52:43,000 --> 00:52:46,200
It's half the size essentially 
but they you know, they make up 

1045
00:52:46,200 --> 00:52:50,300
for that flexibility. 
So heavy platoon kicking out. 

1046
00:52:50,600 --> 00:52:57,900
Two shots per stand. 
You've got 35 turn? 

1047
00:52:58,000 --> 00:53:00,200
Yeah. 30 shots here, my mouth is
good. 

1048
00:53:01,000 --> 00:53:05,000
So that's, you know, that's a 
huge amount of Firepower to be 

1049
00:53:05,000 --> 00:53:08,800
kicking out 75 cm a pretty 
decent range and that, you know,

1050
00:53:08,800 --> 00:53:11,200
that - 1 save mod is going to 
make people think twice about 

1051
00:53:11,200 --> 00:53:13,500
charging into the the face of 
the Imperial Guard. 

1052
00:53:14,500 --> 00:53:19,100
So yeah beyond that. 
They really are your basic 

1053
00:53:19,100 --> 00:53:20,500
troop. 
You got your company HQ. 

1054
00:53:20,700 --> 00:53:23,200
You and your section HQ, as 
we've discussed there to 

1055
00:53:24,200 --> 00:53:26,800
basically not die and make sure 
that commands continue to be 

1056
00:53:26,800 --> 00:53:30,700
given an order can be continue 
to be followed up through and 

1057
00:53:30,700 --> 00:53:35,100
the company HQ is the the only 
way you'll have transport 

1058
00:53:35,100 --> 00:53:38,400
because they've got the Rhino, 
but obviously, you don't want to

1059
00:53:38,400 --> 00:53:41,000
stand and Rhino to be trying to 
do anything too spectacular. 

1060
00:53:41,000 --> 00:53:45,100
So, again, I think the Rhino is 
more to allow you to redeploy as

1061
00:53:45,100 --> 00:53:48,800
your detachments were wiped out 
than to do anything clever in 

1062
00:53:48,800 --> 00:53:51,500
terms of advancing. 
So, Don't see two trips in a 

1063
00:53:51,508 --> 00:53:52,900
rhino think. 
Oh, they're gonna go and steal 

1064
00:53:52,900 --> 00:53:55,000
objectives that they're not. 
Because if you're doing that 

1065
00:53:55,000 --> 00:53:58,200
you're your Detachment of 
falling behind and losing chain 

1066
00:53:58,200 --> 00:54:00,800
of command and then you have 
failed as a, an Imperial Guard 

1067
00:54:00,800 --> 00:54:03,300
officer and your console be long
to execute you shortly. 

1068
00:54:03,700 --> 00:54:07,800
So. 
Well, I mean, it's one way out. 

1069
00:54:07,800 --> 00:54:10,100
I guess it's kind of a 
dishonorable discharge isn't it,

1070
00:54:10,100 --> 00:54:12,700
but I guess at the end of day, 
something's going to get you 

1071
00:54:12,700 --> 00:54:15,600
when you're in the guard. 
So is it better to know know his

1072
00:54:15,600 --> 00:54:18,000
name and his face as you you get
shot in the head? 

1073
00:54:18,000 --> 00:54:20,100
I don't know, what are the 
pressing thought? 

1074
00:54:21,100 --> 00:54:23,200
So then, the other great thing 
about Imperial Guard is this was

1075
00:54:23,200 --> 00:54:25,600
back in the days when I think 
the the Imperium is a little bit

1076
00:54:25,600 --> 00:54:28,800
more liberal. 
So they allowed humans in and 

1077
00:54:28,800 --> 00:54:30,700
obviously we've still got 
Rowling's and all grins. 

1078
00:54:30,800 --> 00:54:33,900
I think these men tend not to be
seen so much in the Contemporary

1079
00:54:33,900 --> 00:54:38,100
40K goodies factions. 
Yeah, I mean, there's, there's 

1080
00:54:38,100 --> 00:54:40,800
one in a crime under but beyond 
that we haven't seen a, you 

1081
00:54:40,800 --> 00:54:43,600
know, a company of beastmen for 
a long time, which is a shame, 

1082
00:54:43,600 --> 00:54:45,100
really? 
Because I do like the idea that 

1083
00:54:45,300 --> 00:54:48,300
they're not necessarily creative
chaos, in the traditional sense,

1084
00:54:48,300 --> 00:54:50,900
it's there just mutated. 
Omens. 

1085
00:54:50,900 --> 00:54:56,400
So, so you can take beastmen as 
a company, which is very similar

1086
00:54:56,400 --> 00:55:00,500
to a world Title Company. 
Same points the difference 

1087
00:55:00,500 --> 00:55:02,900
being, they've actually got a 
decent clothes, assault Factor 

1088
00:55:02,900 --> 00:55:06,200
so closed off by 3, which is 
cool, but they have no ranged 

1089
00:55:06,200 --> 00:55:08,100
attacks whatsoever. 
So if you are more of a mellow 

1090
00:55:08,100 --> 00:55:11,100
person and you want to use 
basements, kind of capture your,

1091
00:55:11,400 --> 00:55:14,200
your nearby objective. 
So again, the lack of Transport 

1092
00:55:14,200 --> 00:55:16,200
means, they're not going to be 
racing anywhere anytime soon. 

1093
00:55:16,400 --> 00:55:19,300
But if you want to kind of, you 
know, secure control those those

1094
00:55:19,300 --> 00:55:23,400
one or two objectives near to 
You up, you know, a Big Blob, 30

1095
00:55:23,400 --> 00:55:27,100
basement stands sitting on the 
on an objective or two is going 

1096
00:55:27,100 --> 00:55:30,500
to be Nas, easy to shift as the 
Imperial Guard stands. 

1097
00:55:30,600 --> 00:55:34,800
So that's kind of fun and then 
the auger ins our support card 

1098
00:55:34,800 --> 00:55:38,300
rather than a company card. 
You can take a company of All 

1099
00:55:38,300 --> 00:55:40,100
Greens which is kind of a shame 
that could be fun. 

1100
00:55:40,900 --> 00:55:45,400
So you get your four stands and 
they are essentially you're real

1101
00:55:45,500 --> 00:55:46,300
close. 
This old boys. 

1102
00:55:46,300 --> 00:55:49,100
So they got six up Save which is
not fall if nothing else. 

1103
00:55:49,100 --> 00:55:51,400
I mean there's so little that 
doesn't have A modifier on it, 

1104
00:55:51,400 --> 00:55:54,300
but you never know. 
You won and everyone every so 

1105
00:55:54,308 --> 00:55:56,800
often they'll survive a shot. 
But the main thing for them is 

1106
00:55:56,800 --> 00:55:58,800
their clothes. 
So factor of 6, which is 

1107
00:55:58,800 --> 00:56:03,300
fantastic, they will be doing 
any kind of heavy lifting. 

1108
00:56:03,300 --> 00:56:06,800
So maybe supporting the baseman 
coming in to pick off those more

1109
00:56:06,800 --> 00:56:09,900
Elite targets, maybe just 
patching up holes in your in 

1110
00:56:09,900 --> 00:56:12,100
your lines where you're like. 
Oh there's some assault boys? 

1111
00:56:12,100 --> 00:56:13,600
Come again. 
I'll send in the organs try and 

1112
00:56:13,600 --> 00:56:17,200
buy myself some time. 
They've also got, you know, it's

1113
00:56:17,200 --> 00:56:20,400
a perfect range of 10, cm range 
gun but hang on for size. 

1114
00:56:20,600 --> 00:56:24,300
Of the best ballistic skills. 
I think you'll see in Epic, I 

1115
00:56:24,300 --> 00:56:27,500
guess it's just wait of fire 
rather than ability to shoes. 

1116
00:56:27,500 --> 00:56:29,800
So it's yeah, it's not so much 
their really crack shots. 

1117
00:56:29,800 --> 00:56:32,500
It's more those guns, kick out 
so much. 

1118
00:56:32,500 --> 00:56:36,200
That something will stick and 
it's got a minus 1/2 here as 

1119
00:56:36,200 --> 00:56:38,800
well. 
So pretty fun and then the 

1120
00:56:38,800 --> 00:56:42,700
rattling Czar quite interesting 
because so you buy Rowling's as 

1121
00:56:42,700 --> 00:56:45,900
a support card becomes a sport 
kind of for rattling stands but 

1122
00:56:45,900 --> 00:56:47,800
they actually deployers 
individual stand. 

1123
00:56:47,800 --> 00:56:50,200
So rather than have you know for
rattling stands tucked away 

1124
00:56:50,200 --> 00:56:53,000
somewhere. 
Where they can be deployed 

1125
00:56:53,000 --> 00:57:00,200
anywhere, you know individually.
So what's fun about that is it 

1126
00:57:00,200 --> 00:57:08,400
obviously lets you spread that 
kind of opportunity shot so they

1127
00:57:08,500 --> 00:57:10,600
are an exception to formation 
Dennis and formation. 

1128
00:57:10,700 --> 00:57:11,900
There are exceptions chain of 
command. 

1129
00:57:12,000 --> 00:57:14,000
I don't think they're even aware
what the chain of command is let

1130
00:57:14,000 --> 00:57:15,200
alone. 
Whether it's broken or not, 

1131
00:57:15,200 --> 00:57:17,000
because they are so, you know, 
there's they're out, they're 

1132
00:57:17,000 --> 00:57:20,300
scouting, they probably aren't 
even aware that the other armies

1133
00:57:20,300 --> 00:57:22,100
turn. 
Up here, which is really cool. 

1134
00:57:22,400 --> 00:57:24,400
So don't need to be given 
orders. 

1135
00:57:24,500 --> 00:57:27,500
They always move up to 10 cm and
always considered to have first 

1136
00:57:27,500 --> 00:57:30,000
fire for shooting but they can't
move and shoot. 

1137
00:57:30,000 --> 00:57:33,200
So the idea with these really is
you you tuck them in to some 

1138
00:57:33,200 --> 00:57:36,600
decent terrain and you wait for 
your moment to kind of pick off 

1139
00:57:37,400 --> 00:57:41,000
key command stands or key shots,
which is cool. 

1140
00:57:41,700 --> 00:57:44,500
The other interesting thing with
them is if they're within cover,

1141
00:57:44,700 --> 00:57:47,900
they cannot be seen from more 
than 25 cm a way. 

1142
00:57:48,100 --> 00:57:52,000
So there, you know, No, they are
the true invisible. 

1143
00:57:52,000 --> 00:57:57,400
Sniper Scout get em, get em into
some Forest, getting into some 

1144
00:57:57,600 --> 00:58:01,800
trouble, getting into a ruin and
just, you know, dig in and wait 

1145
00:58:01,800 --> 00:58:04,800
to cause trouble, which is 
really good fun. 

1146
00:58:05,300 --> 00:58:07,900
Very short. 
They Roost, what exactly is? 

1147
00:58:07,900 --> 00:58:12,300
Yeah, you can't see him over 
there, the cover can be broken 

1148
00:58:12,300 --> 00:58:13,900
or rooted. 
So even if you know, half-assed 

1149
00:58:13,900 --> 00:58:17,600
and is destroyed, they don't 
give up any points. 

1150
00:58:17,800 --> 00:58:20,400
You have to wipe out the entire 
company card to school. 

1151
00:58:20,600 --> 00:58:22,700
Points and I think they're ready
with one Victory Point anyway. 

1152
00:58:22,700 --> 00:58:27,900
So yeah, like I wouldn't build 
my Army around them, but I think

1153
00:58:27,900 --> 00:58:30,400
if you got 100 points to spend, 
you could do worse than grab 

1154
00:58:30,400 --> 00:58:33,500
yourself, a couple of snipers 
downs and just just use them to 

1155
00:58:33,500 --> 00:58:38,300
cause Mischief, you know, one 
dice 50 cm range, hit on 5. 

1156
00:58:38,300 --> 00:58:42,400
So again, it's nothing to really
write home about but it's just 

1157
00:58:42,400 --> 00:58:46,900
that little bit of extra fire 
but people aren't expecting from

1158
00:58:47,400 --> 00:58:49,300
from, you know, the Unseen shot 
essentially. 

1159
00:58:49,300 --> 00:58:52,800
So that's kind of the a human 
side of the Army's is that kind 

1160
00:58:52,800 --> 00:58:55,000
of classic makes of you know, 
basic Infantry. 

1161
00:58:55,200 --> 00:58:57,500
Yeah. 
And then Super Elite combat guys

1162
00:58:57,500 --> 00:58:59,800
and super Elite shooting guys so
a little bit, a little bit of 

1163
00:58:59,800 --> 00:59:03,700
flavor and then the other kind 
of infantry in inverted commas 

1164
00:59:03,700 --> 00:59:06,400
that you can get for the 
Imperial Guard is the Rough 

1165
00:59:06,400 --> 00:59:09,200
Rider. 
So these are Cavalry a Guardsman

1166
00:59:10,700 --> 00:59:12,400
20. 
Cm piece of this is where if 

1167
00:59:12,400 --> 00:59:14,200
you're looking to capture 
territory, I'd be looking at my 

1168
00:59:14,200 --> 00:59:18,000
Rough Riders clothes, so factor 
of plus 3 which is not too bad. 

1169
00:59:21,200 --> 00:59:22,700
Shooting is nothing to write 
home about 25. 

1170
00:59:22,700 --> 00:59:26,100
Cm, hang on 6s. 
So they are not a ranged unit 

1171
00:59:26,100 --> 00:59:29,000
but they've got a little bit of 
range if you must, you know, do 

1172
00:59:29,000 --> 00:59:30,500
it. 
And then what's interesting is, 

1173
00:59:30,500 --> 00:59:33,400
as we sort of hinted at earlier,
they are outside of the chain of

1174
00:59:33,400 --> 00:59:37,000
command. 
So they basically make their own

1175
00:59:37,000 --> 00:59:38,800
decisions. 
He give them orders as per 

1176
00:59:38,800 --> 00:59:40,900
normal. 
You don't have to be in chain of

1177
00:59:40,900 --> 00:59:45,000
command, you, you know, they 
can't be removed from the chain 

1178
00:59:45,000 --> 00:59:47,100
of command by killing their 
officers, Etc. 

1179
00:59:47,800 --> 00:59:51,400
However, if they are out of 
chain of command, I'm a break, 

1180
00:59:51,400 --> 00:59:53,600
then they Roost, that's what I 
was alluding to earlier. 

1181
00:59:53,600 --> 00:59:56,200
So once once their chain of 
command is broken, once their 

1182
00:59:56,200 --> 00:59:58,600
command stand is destroyed or if
they're not near their command 

1183
00:59:58,600 --> 01:00:01,200
strand. 
As the casualties Mount out, 

1184
01:00:01,200 --> 01:00:02,700
there will come a point where 
they go. 

1185
01:00:02,700 --> 01:00:04,600
You know what? 
We've had enough, we're out of 

1186
01:00:04,600 --> 01:00:09,200
here and so the breakpoint is 
17. 

1187
01:00:09,200 --> 01:00:14,500
So once you've lost 17, you 
know, stands from the unit then 

1188
01:00:14,800 --> 01:00:16,200
if they're actually come out, 
they go. 

1189
01:00:17,000 --> 01:00:19,200
So that's that kind of risk 
factor of like, yeah, it's 

1190
01:00:19,200 --> 01:00:20,300
great, you've got a bit 
flexible. 

1191
01:00:20,400 --> 01:00:22,600
Ability, you're able to work 
around the chain of command 

1192
01:00:22,600 --> 01:00:25,400
rules. 
However, they are likely to 

1193
01:00:25,400 --> 01:00:28,800
panic and flee once they start 
to, you know, once those 

1194
01:00:28,800 --> 01:00:32,800
casualty stack up but again, you
know, 30 stands enforcement, 

1195
01:00:34,000 --> 01:00:36,000
that's, that's nothing to sneeze
out. 

1196
01:00:36,000 --> 01:00:39,200
That's a nice chunk of 
fast-moving decent hitting 

1197
01:00:39,200 --> 01:00:42,500
troops that you can parlay into 
a kind of expose flanks or you 

1198
01:00:42,500 --> 01:00:45,700
can, you know, maybe get into 
your enemy's kind of real. 

1199
01:00:45,700 --> 01:00:49,000
Like, if they've got artillery 
that you want to go in Duff up, 

1200
01:00:49,000 --> 01:00:51,400
maybe sending the Roughriders. 
Your foots lovers are never 

1201
01:00:51,400 --> 01:00:53,800
going to get there, but your 
Rough Riders might just make it 

1202
01:00:53,800 --> 01:00:56,700
and, you know, really really mix
it up. 

1203
01:00:56,700 --> 01:01:00,400
So that's, you know, what kind 
of player you are. 

1204
01:01:00,400 --> 01:01:02,200
It's the classic thing. 
How you like to play, you can 

1205
01:01:02,200 --> 01:01:05,100
reflect that in your army. 
I think traditionally you'll 

1206
01:01:05,100 --> 01:01:09,400
tend to see tactical companies 
and heavy weapons companies 

1207
01:01:09,500 --> 01:01:12,600
being to the for of Imperial 
Guard, kind of army backed up by

1208
01:01:12,600 --> 01:01:14,200
super, he's backed up by 
artillery. 

1209
01:01:14,500 --> 01:01:19,500
But if you like to be a more 
kind of Pacey player, you can 

1210
01:01:19,500 --> 01:01:21,900
take Rough Riders. 
You can take by companies. 

1211
01:01:22,800 --> 01:01:25,300
Yeah, try it out. 
See I think, oh yeah, an army of

1212
01:01:25,600 --> 01:01:28,000
lemur us companies and 
Roughriders and bias could be 

1213
01:01:28,000 --> 01:01:31,500
really interesting because I 
think it would catch people kind

1214
01:01:31,500 --> 01:01:33,900
of off guard. 
They wouldn't expect off guard. 

1215
01:01:33,900 --> 01:01:36,900
Haha funny. 
Like yeah. 

1216
01:01:37,000 --> 01:01:39,200
Dear oh dear. 
And then I suppose the final 

1217
01:01:39,200 --> 01:01:43,900
thing to talk about companies 
wise is, if you do like to reach

1218
01:01:43,900 --> 01:01:48,300
across the table and throw your 
opponent, you can take the the 

1219
01:01:48,300 --> 01:01:52,700
the transport companies for the 
God said the moles and the hell 

1220
01:01:52,700 --> 01:01:55,600
bores. 
And these are, these are unusual

1221
01:01:55,600 --> 01:01:57,900
because their transport vehicles
to go underground not over 

1222
01:01:57,900 --> 01:02:02,700
ground like The Wombles their 
fiddly. 

1223
01:02:02,900 --> 01:02:06,000
I won't lie. 
But if you want to, if you want 

1224
01:02:06,000 --> 01:02:10,200
to catch your opponent out, drop
in a tactical company, from 

1225
01:02:10,200 --> 01:02:12,700
underneath his troops, it's 
quite interesting. 

1226
01:02:12,900 --> 01:02:14,500
So we'll go through the rules of
those. 

1227
01:02:14,500 --> 01:02:16,700
Now we've jumped ahead slightly 
in the book but because their 

1228
01:02:16,700 --> 01:02:20,200
infantry companies earnings with
doing so they all follow roughly

1229
01:02:20,200 --> 01:02:21,800
the The same rules with some 
slight wrinkle. 

1230
01:02:21,800 --> 01:02:23,800
So, we'll go through the hell 
ball and how that works. 

1231
01:02:23,800 --> 01:02:25,200
So, the whole bar is the largest
of the tunneling. 

1232
01:02:25,200 --> 01:02:27,700
Troop Transporters known 
collectively as tunnel as or 

1233
01:02:27,700 --> 01:02:31,000
miners these Subterranean 
Vehicles tunnel the way 

1234
01:02:31,000 --> 01:02:33,300
underground bypassing enemy 
troops fortifications and 

1235
01:02:33,300 --> 01:02:35,200
emerging Behind Enemy Lines. 
So it's really cool. 

1236
01:02:35,600 --> 01:02:38,300
So let's start the game. 
Your tunnel has are positioned 

1237
01:02:38,300 --> 01:02:41,600
on their transport. 
So the, the, the vehicle comes 

1238
01:02:41,700 --> 01:02:44,300
as like a kind of a detachable 
if you've ever seen Teenage 

1239
01:02:44,300 --> 01:02:48,500
Mutant Ninja Turtles or 
Thunderbirds like a big drill 

1240
01:02:48,500 --> 01:02:50,200
basically, it's like a big tube 
with a drill. 

1241
01:02:50,400 --> 01:02:55,500
From and I start on that 
transports and then sort of dig 

1242
01:02:55,500 --> 01:03:01,500
underground, transports, don't 
have any weapons, they can't 

1243
01:03:01,500 --> 01:03:04,200
move but you have to keep them 
on the table because they kind 

1244
01:03:04,200 --> 01:03:06,700
of guide. 
The the the underground tunnel 

1245
01:03:06,700 --> 01:03:11,700
is to the enemy. 
So if your opponent is able to 

1246
01:03:11,700 --> 01:03:15,500
reach out and destroy your 
transporter, that will have a 

1247
01:03:15,500 --> 01:03:18,800
negative effect on your ability,
to get your guys to where they 

1248
01:03:18,800 --> 01:03:22,300
need to be. 
So, The hell book, an attempt to

1249
01:03:22,300 --> 01:03:25,700
surface of any time during your 
turn. 

1250
01:03:25,700 --> 01:03:28,400
The the empirical players turn 
your over the six and on the 

1251
01:03:28,408 --> 01:03:32,700
score of one the hell balls 
basically got tied up on trying 

1252
01:03:32,700 --> 01:03:34,700
to drill through some space. 
Particularly difficult terrain 

1253
01:03:34,700 --> 01:03:38,600
and cannot emerge on a two or 
more to help or emerges. 

1254
01:03:39,200 --> 01:03:43,500
And the trip starts come out, so
breaks through the surface does 

1255
01:03:43,500 --> 01:03:46,300
not move further during the 
turn, but it can move along the 

1256
01:03:46,300 --> 01:03:49,300
surface from the next turn. 
So you literally place your hair

1257
01:03:49,300 --> 01:03:52,700
ball. 
Digger on the table where you 

1258
01:03:53,200 --> 01:03:57,200
expect it to be. 
So you are going to, you know, 

1259
01:03:57,200 --> 01:04:00,800
bring out such a space on the 
table, put the model down, and 

1260
01:04:00,800 --> 01:04:02,900
then you scatter it to see how 
accurate you've been. 

1261
01:04:02,900 --> 01:04:05,400
So if you're on the hit, on the 
scattered ice. 

1262
01:04:05,500 --> 01:04:06,600
Congratulations. 
They're right. 

1263
01:04:06,600 --> 01:04:09,100
Where they wanted to be draw an 
arrow then, they've slightly 

1264
01:04:09,100 --> 01:04:14,500
diverged, and they scattered e 
6, x 5 cm away, so 5 to 30 cm is

1265
01:04:14,800 --> 01:04:21,100
an interesting range. 
If the transporter doesn't have 

1266
01:04:21,100 --> 01:04:25,400
line of sight to where the hell 
boar is going to emerge, or if 

1267
01:04:25,400 --> 01:04:27,500
the transport has been 
destroyed, then the scatter is 

1268
01:04:27,500 --> 01:04:31,100
actually D 6 times, 10, so, that
could be huge. 

1269
01:04:31,200 --> 01:04:32,300
You know? 
That could be 60 cm. 

1270
01:04:32,300 --> 01:04:35,500
That's a massive chunk of fur. 
We've gone the wrong way, sir. 

1271
01:04:36,100 --> 01:04:38,300
So, you want to make sure that 
you've got a decent line of 

1272
01:04:38,300 --> 01:04:40,900
sight with where you deploy a 
Transporters, they can see where

1273
01:04:40,900 --> 01:04:43,600
you're expecting to get your 
elbows to but also they have to 

1274
01:04:43,600 --> 01:04:45,900
be protected so that your 
opponent can't come along and 

1275
01:04:45,900 --> 01:04:48,200
scratch them and send your guys.
As the wrong way. 

1276
01:04:48,800 --> 01:04:51,800
Troops may not disembark from 
the turn that the helper 

1277
01:04:51,800 --> 01:04:54,000
emerges. 
So, that's interesting as well. 

1278
01:04:55,400 --> 01:04:57,400
You have to have a turn of the 
hell while being kind of on the 

1279
01:04:57,400 --> 01:05:02,400
surface potentially quite 
exposed before, you can get the 

1280
01:05:02,408 --> 01:05:04,700
troops out. 
So again, maybe don't throw the 

1281
01:05:04,700 --> 01:05:07,800
he'll bore right into the middle
of the enemy because then your 

1282
01:05:07,800 --> 01:05:09,900
enemy has a ton of just lining 
up and shooting the Hellboy. 

1283
01:05:09,900 --> 01:05:13,700
It's got a one plus save but we 
all know one plus saves, the 

1284
01:05:13,700 --> 01:05:18,000
only lasts for so long. 
One stroke, Get, it can 

1285
01:05:18,000 --> 01:05:22,800
disembark, then they follow 
normal rules, need three sets of

1286
01:05:22,800 --> 01:05:26,600
orders and you. 
Again, you have a company HQ in 

1287
01:05:26,600 --> 01:05:29,900
the actually, how you do the 
Hellboy is the company HQ. 

1288
01:05:29,900 --> 01:05:33,900
Sorry, it's the moles have the 
company HQ, which is 

1289
01:05:33,900 --> 01:05:36,800
interesting. 
So if you're using the hell ball

1290
01:05:36,800 --> 01:05:42,200
which is the biggest of the 
three, you have to stay near 

1291
01:05:42,200 --> 01:05:45,500
where the the kind of the whole 
war ends to remain in the 

1292
01:05:47,500 --> 01:05:49,600
Command structure. 
So that's interesting, that's, 

1293
01:05:49,600 --> 01:05:53,400
that's going to be a kind of a 
flood, the area and hold it in 

1294
01:05:53,400 --> 01:05:57,300
or use this as a Launchpad to 
kind of you know, Advanced up 

1295
01:05:57,300 --> 01:06:00,100
the table. 
Whereas the the moles who are 

1296
01:06:00,100 --> 01:06:02,400
the smaller ones. 
They actually have their company

1297
01:06:02,400 --> 01:06:05,400
HQ in them in a mold themselves 
and they all get to kind of 

1298
01:06:05,400 --> 01:06:06,600
travel across the table 
together. 

1299
01:06:06,900 --> 01:06:10,000
So if you want to take and hold 
a position, I'd say you go for 

1300
01:06:10,000 --> 01:06:12,500
the help or if you want to use 
it as a Launchpad to maybe 

1301
01:06:12,500 --> 01:06:15,400
Advanced elsewhere, the mall 
company would be. 

1302
01:06:16,800 --> 01:06:20,300
Better. 
Alternatively, the help organize

1303
01:06:20,300 --> 01:06:23,400
you drive around. 
Once, it surfaces doesn't move 

1304
01:06:23,400 --> 01:06:28,500
massively, but 15 cm is not the 
end of the world, it can never. 

1305
01:06:28,500 --> 01:06:30,700
So it doesn't move double if it 
charges. 

1306
01:06:31,400 --> 01:06:33,900
And once you've moved it, you 
can rotate it by up to 45 

1307
01:06:33,900 --> 01:06:37,000
degrees. 
So it's basically, you know, 

1308
01:06:37,000 --> 01:06:39,600
driving around on the surface, 
trying to get to a better 

1309
01:06:39,600 --> 01:06:41,400
position. 
If you've really scattered 

1310
01:06:41,400 --> 01:06:44,200
badly, I think it's rare that 
you'll see them do that. 

1311
01:06:44,200 --> 01:06:46,500
But again, actually that does 
what the hell ball. 

1312
01:06:46,700 --> 01:06:49,100
Keep up with it, some with this 
company as well. 

1313
01:06:49,100 --> 01:06:51,600
So maybe you can use them to to 
kind of move forward. 

1314
01:06:55,900 --> 01:06:58,900
It can emerge on the building's.
So this is also quite novel. 

1315
01:06:58,900 --> 01:07:03,000
If you're feeling kind of a bit 
risky, you can actually 

1316
01:07:03,000 --> 01:07:05,500
deliberately try and take out 
buildings while driving your 

1317
01:07:05,500 --> 01:07:09,300
tunnel is into it. 
So see if the building survive. 

1318
01:07:09,300 --> 01:07:11,700
So she basically deploy the hell
ball onto a building or if it 

1319
01:07:11,707 --> 01:07:18,300
scatters into a building. 
You roll, a basic saving throw 

1320
01:07:18,400 --> 01:07:21,800
for the the he'll bore. 
If it's filled the failed, the 

1321
01:07:21,808 --> 01:07:24,200
building collapse is nature of 
society, kill killed. 

1322
01:07:24,200 --> 01:07:26,800
So that's a bad thing. 
If the building does collapse, 

1323
01:07:26,800 --> 01:07:31,000
then the hell ball may also be 
sorry. 

1324
01:07:31,700 --> 01:07:33,800
You take the savings for of the 
building and if it's failed the 

1325
01:07:33,800 --> 01:07:36,000
building collapses and any 
troops inside the building a 

1326
01:07:36,000 --> 01:07:40,200
killed however it then collapses
onto the he'll bore and the Hub 

1327
01:07:40,200 --> 01:07:43,100
or maybe traps and destroyed own
of a 6. 

1328
01:07:43,100 --> 01:07:47,500
So that's not too bad mol 
destroyed on a five or six 

1329
01:07:47,500 --> 01:07:49,800
termites which are the really 
small ones for five or six. 

1330
01:07:49,800 --> 01:07:51,800
So the bigger the vehicle, the 
less likely it is to be 

1331
01:07:51,800 --> 01:07:54,100
destroyed by driving into a 
building but there is always 

1332
01:07:54,100 --> 01:07:57,500
that risk. 
Can't be pinned in close combat 

1333
01:07:57,500 --> 01:08:00,600
because it's just so big, which 
is cool other than, by Titans 

1334
01:08:00,600 --> 01:08:02,500
and super-heavy. 
So similar to a super-heavy 

1335
01:08:02,500 --> 01:08:06,800
tank. 
That's yeah, that's kind of it. 

1336
01:08:07,900 --> 01:08:11,500
What's interesting is, you can 
only include moles or termites 

1337
01:08:11,500 --> 01:08:14,200
to support units for helpers. 
So if you really are into this 

1338
01:08:14,200 --> 01:08:16,600
idea of the kind of the 
underground a soul, you can take

1339
01:08:16,600 --> 01:08:20,700
your help or company and then 
you can tack some, some 

1340
01:08:20,700 --> 01:08:26,800
termites, and some moles on to 
the side and get Really flood a 

1341
01:08:26,800 --> 01:08:29,600
specific area of the town of 
town with a bunch of technical 

1342
01:08:29,600 --> 01:08:32,800
stands and hopefully they will 
do well for you. 

1343
01:08:32,800 --> 01:08:36,200
It's not a tactic. 
I've used, I've got a mole, I 

1344
01:08:36,207 --> 01:08:39,200
don't have a hairball, I've 
never tried it. 

1345
01:08:39,800 --> 01:08:42,800
I've actually, I've got a, my 
squats rather than my God but 

1346
01:08:43,700 --> 01:08:46,800
I'm sure there are underground 
tunneling, art aficionados out 

1347
01:08:46,800 --> 01:08:49,100
there who can make good use of 
it. 

1348
01:08:49,399 --> 01:08:52,500
It's risky and I'm not sure the 
guard is an army that likes to 

1349
01:08:52,500 --> 01:08:55,100
take risks, but it's, yeah, it's
fun, right? 

1350
01:08:55,200 --> 01:08:57,000
It's something. 
I think we see so much in 40K 

1351
01:08:57,000 --> 01:09:00,399
anymore, the kind of the 
underground assault, kind of 

1352
01:09:00,407 --> 01:09:05,600
more of a Siege weapon, I think.
Yeah, you could you could use it

1353
01:09:05,600 --> 01:09:07,600
that way, definitely cuz you 
know, your opponents are going 

1354
01:09:07,600 --> 01:09:10,000
to be kind of stuck in place and
you're maybe they've got a 

1355
01:09:10,000 --> 01:09:12,200
really nice kind of, you know, 
would it be a shame if somebody 

1356
01:09:12,200 --> 01:09:15,100
drove a giant drill through your
your bunkers over there? 

1357
01:09:15,300 --> 01:09:18,800
So yeah, maybe if your enemy is 
dug into some some nasty 

1358
01:09:18,800 --> 01:09:20,200
bunkers. 
I think one of the tricky things

1359
01:09:20,200 --> 01:09:23,300
is there's no armor save 
modifier on the drill. 

1360
01:09:23,800 --> 01:09:28,100
So one of the hardest Parts of 
killing buildings. 

1361
01:09:28,100 --> 01:09:29,600
Is they take their saves on two 
dice? 

1362
01:09:29,600 --> 01:09:34,200
Not one. 
So if it's a, you know, a kind 

1363
01:09:34,200 --> 01:09:38,000
of a heavily armored reinforced 
concrete building. 

1364
01:09:38,100 --> 01:09:41,100
Yeah, I don't know that the hell
balls gonna gonna be able to 

1365
01:09:41,100 --> 01:09:45,100
take it down but for the light, 
you know, if there's some Orcs 

1366
01:09:45,100 --> 01:09:46,899
and they've decided to build one
of their crazy little Shanty 

1367
01:09:46,899 --> 01:09:49,300
towns, I think it quite 
comfortable driver help or 

1368
01:09:49,300 --> 01:09:52,800
through and stand a pretty 
decent chance of making them 

1369
01:09:52,800 --> 01:09:57,800
fall down a hole but yeah. 
It's fun to kind of see the 

1370
01:09:57,800 --> 01:09:59,400
variety that used to exist in 
the program. 

1371
01:09:59,400 --> 01:10:01,500
You know, a lot of this stuff 
has gone away from a 

1372
01:10:01,800 --> 01:10:05,100
contemporary Imperial Guard. 
Army is very much infantry. 

1373
01:10:06,000 --> 01:10:09,200
You still got wrappings and all 
Grins and and then tanks like 

1374
01:10:09,200 --> 01:10:10,900
rough riders. 
Haven't been a thing for a while

1375
01:10:10,900 --> 01:10:14,400
which is a shame, all the 
little, um, you know, single 

1376
01:10:14,400 --> 01:10:18,900
artillery pieces are gone and 
you don't get tunnel is so it's 

1377
01:10:18,900 --> 01:10:22,100
a fun, you know, it's fun to see
what the Imperial Guard used to 

1378
01:10:22,100 --> 01:10:25,300
be capable of and you know, like
all things do W, it all comes 

1379
01:10:25,300 --> 01:10:26,500
around. 
Again, I'm sure there will come 

1380
01:10:26,500 --> 01:10:28,800
a time when people are running 
their basement in their Imperial

1381
01:10:28,800 --> 01:10:32,200
Guard, on the, on the, the 40K 
battlefields, but in the 

1382
01:10:32,208 --> 01:10:35,200
meanwhile, if that's your jam, I
think epic is is where you can 

1383
01:10:35,200 --> 01:10:39,000
do that kind of thing. 
So then we move on to the tanks,

1384
01:10:39,000 --> 01:10:42,100
which I think really, is, 
honestly, the true appeal of the

1385
01:10:42,100 --> 01:10:44,300
Imperial Guard. 
I think it's if, if you, if you 

1386
01:10:44,300 --> 01:10:47,800
are at redhead, if you like, you
know, big slabs of armor 

1387
01:10:47,900 --> 01:10:50,800
crushing all the before them, 
the Imperial Guard does it? 

1388
01:10:50,800 --> 01:10:52,900
Well, and what's good? 
As well as they've got that kind

1389
01:10:52,900 --> 01:10:54,800
of mix. 
So they've got the artillery and

1390
01:10:54,800 --> 01:10:57,800
then also the The kind of the 
battle tank, the leader us and 

1391
01:10:57,800 --> 01:11:00,700
then the the super-heavy tank. 
So on the artillery front, 

1392
01:11:00,700 --> 01:11:01,900
they've got a couple different 
options. 

1393
01:11:01,900 --> 01:11:04,500
So we've already mentioned that 
some of the Space Marine 

1394
01:11:04,800 --> 01:11:07,200
equivalent tanks that they can 
use, so they can take wool wins 

1395
01:11:07,200 --> 01:11:10,900
as part of their rocket 
batteries, they then also have a

1396
01:11:10,900 --> 01:11:12,900
couple of their own flavors on 
top of that. 

1397
01:11:12,900 --> 01:11:14,900
So we've got the Manticore which
is a rocket launcher. 

1398
01:11:16,200 --> 01:11:19,300
Ironically, you know, this book 
predates, The Chimera. 

1399
01:11:19,400 --> 01:11:21,200
So there are no chimeras in this
book. 

1400
01:11:21,200 --> 01:11:23,600
This way, everyone's driving 
around and rhinos. 

1401
01:11:24,100 --> 01:11:26,700
So, whereas we would Say oh, 
these are all being built off 

1402
01:11:26,708 --> 01:11:28,700
the Chimera chassis. 
I think they actually 

1403
01:11:28,800 --> 01:11:31,400
originally, it was the Chimera 
was built off the Basilisk 

1404
01:11:31,400 --> 01:11:33,000
chassis. 
So it's going to lose one of 

1405
01:11:33,000 --> 01:11:35,100
those weird historical 
artifacts, whereas these days 

1406
01:11:35,100 --> 01:11:36,300
that we consider the other way 
around. 

1407
01:11:36,500 --> 01:11:39,500
So the man's core is one what I 
would call a chimera chassis. 

1408
01:11:40,900 --> 01:11:43,600
It's a 15 cm move 5 up saving 
throw. 

1409
01:11:43,600 --> 01:11:46,400
So this is not a Frontline tank,
it very much hangs around at the

1410
01:11:46,400 --> 01:11:49,900
back because it flies rockets 
and it fires Rockets up to 200 

1411
01:11:49,900 --> 01:11:52,400
CM. 
So that is a huge amount of 

1412
01:11:53,100 --> 01:11:55,400
distance and it kicks out six 
barrels. 

1413
01:11:55,600 --> 01:11:59,000
Points as well. 
So it's fantastic. 

1414
01:11:59,300 --> 01:12:01,500
The downside is it takes a turn 
to reload. 

1415
01:12:01,500 --> 01:12:04,200
So someone woke up on the roof 
and we have slot the new rockets

1416
01:12:04,200 --> 01:12:08,200
in after his kicked off. 
So basically it fires every 

1417
01:12:08,200 --> 01:12:11,000
other turn far as a barrage six 
Powers points per barrel aged 

1418
01:12:11,000 --> 01:12:13,000
and I'll see if you've got three
of them you have them up in the 

1419
01:12:13,000 --> 01:12:17,300
traditional manner so they can 
kick out a really hard hitting 

1420
01:12:17,300 --> 01:12:20,800
you hit Solid 2 plus barrage. 
No save mode, which is 

1421
01:12:20,800 --> 01:12:23,300
interesting. 
So it's not the most devastating

1422
01:12:23,300 --> 01:12:26,100
in terms of damage. 
But if you want A clear, you 

1423
01:12:26,100 --> 01:12:27,600
know, vast chunks of inventory 
out. 

1424
01:12:27,600 --> 01:12:30,200
I think the man's core is really
really good. 

1425
01:12:30,200 --> 01:12:32,700
As long as you remember that you
have to fire every other turn. 

1426
01:12:32,900 --> 01:12:35,500
It's available as a support card
so if you want to just tuck it 

1427
01:12:35,500 --> 01:12:42,100
into some infantry and got to 
use them that way, that's fine. 

1428
01:12:43,200 --> 01:12:45,500
That is enough. 
Hmm. 

1429
01:12:45,500 --> 01:12:47,300
You know I think I'm lying I 
don't think it is available 

1430
01:12:47,300 --> 01:12:51,600
support card how funny it was. 
Okay now it's only available in 

1431
01:12:51,608 --> 01:12:53,300
the rocket battery. 
So there you go. 

1432
01:12:53,300 --> 01:12:55,100
So the rocket battery then is a 
company. 

1433
01:12:55,600 --> 01:12:58,700
It's six months of calls and 
three whirlwinds. 

1434
01:12:58,700 --> 01:13:02,100
So a mixed mixed artillery 
battery. 

1435
01:13:02,500 --> 01:13:05,700
That's really must I tell you 
what that came in, in tight 

1436
01:13:05,700 --> 01:13:07,800
Legions and because I know you 
can buy them as support us 

1437
01:13:07,800 --> 01:13:10,200
because I've seen them in in 
what wolf articles and stuff. 

1438
01:13:10,200 --> 01:13:13,300
So, yeah, I unless I've stopped 
my cards are wrong. 

1439
01:13:13,400 --> 01:13:17,000
Oh no, I'm being mad, it's fine.
They can absolutely be spores as

1440
01:13:17,000 --> 01:13:18,900
support God's good. 
I was losing the plot for a 

1441
01:13:18,900 --> 01:13:20,500
minute now. 
Um, so yeah. 

1442
01:13:20,500 --> 01:13:22,800
So if you, if you really like 
your artillery by yourself a 

1443
01:13:22,808 --> 01:13:26,100
rocket company, you got to do. 
Ausmus of them. 

1444
01:13:26,100 --> 01:13:28,400
So you can either fire them 
every other turn or, you know, 

1445
01:13:28,400 --> 01:13:31,100
find them both at the same time 
and really Rain Devastation down

1446
01:13:31,100 --> 01:13:34,900
on the enemy, and you got the 
whirlwinds so slightly left 

1447
01:13:34,900 --> 01:13:37,900
damaging, but they don't have 
the the every other turn thing, 

1448
01:13:38,300 --> 01:13:43,900
very exciting, super Heavies far
cooler than those nonsense 

1449
01:13:43,900 --> 01:13:48,700
leviathans. 
So there's this three flavors in

1450
01:13:48,700 --> 01:13:50,300
this box. 
There was another one, was that 

1451
01:13:50,300 --> 01:13:52,600
in later, but we'll talk about 
that another day. 

1452
01:13:52,800 --> 01:13:55,400
So these can be the borders 
companies, which is three soup. 

1453
01:13:55,600 --> 01:13:59,600
Tanks or they can be bought as 
individual tanks as a support. 

1454
01:13:59,600 --> 01:14:04,200
So this is this is kind of fun. 
You can either buy a company to 

1455
01:14:04,200 --> 01:14:08,300
kind of reach out or if you're 
just looking to add some support

1456
01:14:08,300 --> 01:14:11,200
and kind of bulk up, one of your
companies, it's a so they're 

1457
01:14:11,200 --> 01:14:16,000
expensive, but they are good. 
The Beyblade is the, to me, the 

1458
01:14:16,000 --> 01:14:18,500
kind of the, the quintessential,
super-heavy tank. 

1459
01:14:19,800 --> 01:14:22,400
It's huge. 
And it's covering guns. 

1460
01:14:22,600 --> 01:14:23,600
It's funny. 
They put all the guns on the 

1461
01:14:23,600 --> 01:14:25,200
main blade. 
So I guess they ran out for when

1462
01:14:25,200 --> 01:14:27,100
it came. 
Into the capital Imperial this. 

1463
01:14:27,500 --> 01:14:30,300
So it's only ten centimeters. 
So it's not, it's not a fast 

1464
01:14:30,300 --> 01:14:33,200
tank but that kind of makes it 
good for supporting infantry 

1465
01:14:33,400 --> 01:14:35,000
maneuvering. 
I guess they move at the same 

1466
01:14:35,000 --> 01:14:39,900
speed, close so factor of 8, so 
bizarrely. 

1467
01:14:39,900 --> 01:14:41,900
Good in close combat is one of 
the interesting things about 

1468
01:14:41,900 --> 01:14:45,100
super-heavy is they're quite 
good at driving over people at 

1469
01:14:45,100 --> 01:14:52,200
its got like twin battle Cannon.
So to, to 75, cm range hitting 

1470
01:14:52,200 --> 01:14:55,400
on fours - to save mod cannons. 
That's one of the better. 

1471
01:14:56,000 --> 01:14:58,800
Guns in the game and you kick it
out to return is fantastic. 

1472
01:14:58,900 --> 01:15:00,700
And then to last cannons to back
that up. 

1473
01:15:00,700 --> 01:15:04,600
So very, very good versus Armor 
kicking out for fairly accurate.

1474
01:15:04,600 --> 01:15:07,400
Pretty hard hitting shots each 
turn and then your classic bolt 

1475
01:15:07,400 --> 01:15:09,200
is for kind of close close 
support. 

1476
01:15:09,200 --> 01:15:12,300
So if any infantry due to random
orbit, it can kind of d'accord 

1477
01:15:12,300 --> 01:15:15,500
away with its 10 bolters. 
So I think the the you know, the

1478
01:15:15,500 --> 01:15:17,700
main blade is the one that I'd 
have kicking around with my 

1479
01:15:17,700 --> 01:15:21,200
infantry. 
It's not really fast enough to 

1480
01:15:21,200 --> 01:15:25,400
spearpoint assaults, but it can 
take a bit of a kicking it. 

1481
01:15:25,500 --> 01:15:28,300
Got the old one up save, 
although not one up around. 

1482
01:15:28,300 --> 01:15:31,600
Sadly, the shadow sword, then is
the second flavor, and this 

1483
01:15:31,600 --> 01:15:33,300
one's a Titan. 
Killer it all honesty. 

1484
01:15:33,300 --> 01:15:36,600
The this, this, this tanks job 
is to wait for a, you know, 

1485
01:15:36,600 --> 01:15:39,500
Tyler Shields to drop, and then 
take it out with this volcano 

1486
01:15:39,500 --> 01:15:42,700
Cannon. 
So similar stats say against 

1487
01:15:42,700 --> 01:15:45,700
enemy is speed only a crucial 
factor of six this time. 

1488
01:15:45,700 --> 01:15:49,300
So not quite as good in melee 
but it's not really supposed to 

1489
01:15:49,300 --> 01:15:50,800
be in l.a. 
It's got a volcano kind of with 

1490
01:15:50,800 --> 01:15:56,500
a range of 100 cm hits on a 3 -4
and as Rita damage Rose versus 

1491
01:15:56,500 --> 01:15:58,500
tie. 
And so this, this tank literally

1492
01:15:58,500 --> 01:16:02,900
is there to execute tie and so 
send in your, you know, your 

1493
01:16:03,200 --> 01:16:06,800
your Heavies, sending your tanks
chip, those Shields away and 

1494
01:16:06,800 --> 01:16:09,300
then open up your shadows old 
company and just, you know, 

1495
01:16:10,300 --> 01:16:14,500
execute that Port iron. 
Yeah. - for with plaster and 

1496
01:16:14,500 --> 01:16:17,500
damage rolls very, very few on 
short irons are going to get a 

1497
01:16:17,508 --> 01:16:21,200
survive that it's just brutal. 
Couple of loose cannons on the 

1498
01:16:21,208 --> 01:16:22,700
side as well. 
So if you did need to chip a 

1499
01:16:22,700 --> 01:16:25,100
shield or to a way, you can use 
your large cannons, first just 

1500
01:16:25,100 --> 01:16:27,600
to bring Those heels down, and 
then they're getting the 

1501
01:16:27,608 --> 01:16:29,600
Bolton's for close ranged 
support. 

1502
01:16:30,000 --> 01:16:32,700
And then the, the final of the, 
the classic three is the storm 

1503
01:16:32,700 --> 01:16:37,800
Hammer, very similar to the 
Beyblade, in many respects, I 

1504
01:16:37,800 --> 01:16:39,200
guess. 
If you think about it, the 

1505
01:16:39,208 --> 01:16:43,600
traditional way, the, the shadow
sword is the the Devastator 

1506
01:16:43,600 --> 01:16:46,800
style tank, the the range combat
tank, the Beyblade is the one 

1507
01:16:46,800 --> 01:16:48,800
that kind of goes in between the
two, the Tactical tank and then 

1508
01:16:48,800 --> 01:16:52,000
the storm Hammer is more of the 
assault e-tanks 0 plus 10 

1509
01:16:52,000 --> 01:16:54,000
closest. 
All Factor that's insane cause 

1510
01:16:54,000 --> 01:16:59,000
it's all fainter and Kicks out 
for 50 cm cannons, hang on Falls

1511
01:16:59,000 --> 01:17:03,000
with -2 and in 14 bolt has so 
bolt is one of those weird 

1512
01:17:03,000 --> 01:17:06,500
things where because their range
is so limited. 

1513
01:17:06,500 --> 01:17:10,000
You often don't make great use 
of it but it, you know, it 

1514
01:17:10,000 --> 01:17:12,400
doesn't have the speeds to 
really spearpoint tank assaults,

1515
01:17:12,600 --> 01:17:14,600
but if you're if you want to 
spare point a kind of an 

1516
01:17:14,600 --> 01:17:16,200
infantry, a rolling infantry 
assault. 

1517
01:17:16,800 --> 01:17:19,400
The storm Hammer is good or if 
you want something that will 

1518
01:17:19,400 --> 01:17:21,900
protect your objectives from 
infantry assaults. 

1519
01:17:21,900 --> 01:17:25,300
The storm Hammer will just sit 
there kicking out 40 and I said,

1520
01:17:25,400 --> 01:17:29,700
Anything that tries to kind of 
mix it up in melee and actually 

1521
01:17:29,700 --> 01:17:31,600
that's got thicker armor as 
well. 

1522
01:17:31,600 --> 01:17:33,500
So that's, that's, you know, 
further reinforcing. 

1523
01:17:33,500 --> 01:17:36,000
That's so unlike the other two, 
it's got the one up save, but 

1524
01:17:36,000 --> 01:17:39,300
it's side armor counts as one up
save as well and only suffers - 

1525
01:17:39,300 --> 01:17:42,300
one in the rear. 
So it's it's it's a it's a 

1526
01:17:42,308 --> 01:17:45,300
bunker, it's a bunker on tracks 
and I think it's everything. 

1527
01:17:45,300 --> 01:17:48,600
The capital in Paris all his 
wishes, it could be in a much 

1528
01:17:48,600 --> 01:17:51,700
more sleek and efficient packet.
I'll stop ragging on the poor 

1529
01:17:51,700 --> 01:17:54,900
Capital. 
But yeah, I just think that the 

1530
01:17:54,900 --> 01:17:58,700
storm had Is that that be, you 
know, that the, the classic land

1531
01:17:58,700 --> 01:18:01,000
Fortress is just going to sit 
there and take everything. 

1532
01:18:01,000 --> 01:18:04,800
The enemy can throw at it, and 
spit it back, back to the 

1533
01:18:04,800 --> 01:18:08,100
artillery. 
So we've got the bombard, again,

1534
01:18:08,100 --> 01:18:11,000
similar chassis to the 
Manticore. 

1535
01:18:12,300 --> 01:18:15,900
This one is kicks out three 
barrage points, but it has got a

1536
01:18:15,900 --> 01:18:18,000
minimum range. 
So, it can only shoot from 50 to

1537
01:18:18,000 --> 01:18:20,500
150. 
This is got a minus three on it,

1538
01:18:20,500 --> 01:18:21,800
though. 
So, that's really, really cool. 

1539
01:18:21,800 --> 01:18:24,200
So this is a, your classic Siege
mortar. 

1540
01:18:24,200 --> 01:18:26,900
This is again, system. 
The back of Your army trying not

1541
01:18:26,900 --> 01:18:30,100
to be noticed by anything with 
speed or guns that can reach out

1542
01:18:30,100 --> 01:18:32,700
to it and it just sits there, 
pounding away with this huge, 

1543
01:18:32,700 --> 01:18:35,600
your mortar shells, bringing 
rack, and ruin down. 

1544
01:18:35,700 --> 01:18:38,200
So if you've got the enemy, if 
they're dug into two bunkers or 

1545
01:18:38,200 --> 01:18:41,300
the dug into terrain and you 
need to dig them out, I think 

1546
01:18:41,300 --> 01:18:43,700
the bombard is really good for 
that. 

1547
01:18:44,200 --> 01:18:45,600
Absolutely useless up close 
though. 

1548
01:18:45,600 --> 01:18:48,000
So if you know, if your 
opponents are racing towards 

1549
01:18:48,000 --> 01:18:50,800
your mortars, maybe think about 
deploying something to 

1550
01:18:51,700 --> 01:18:54,400
intervene, because they ain't 
going to fight their way out of 

1551
01:18:54,400 --> 01:18:57,000
trouble. 
And you want them just dug in 

1552
01:18:57,100 --> 01:19:03,800
shooting reaching out across the
table, so It's just, you know, 

1553
01:19:03,800 --> 01:19:07,000
that classic that multi-pronged 
approach of the Imperial Garden 

1554
01:19:07,000 --> 01:19:10,000
of the artillery of the back, 
reaching out the the Infantry 

1555
01:19:10,000 --> 01:19:12,400
dog and kind of, you know, 
buying time and then the tanks 

1556
01:19:12,400 --> 01:19:17,700
racing forward to kind of spear 
point tactical assassination 

1557
01:19:17,700 --> 01:19:22,300
runs or taking objectives as 
just is the best Army in my mind

1558
01:19:22,300 --> 01:19:27,000
for for kind of flexibility. 
And it just looks cool because 

1559
01:19:27,000 --> 01:19:30,400
it's just so much armor. 
So the last of the, the, the 

1560
01:19:30,400 --> 01:19:33,700
typical artillery Is the 
Basilisk, and I think this is, 

1561
01:19:34,700 --> 01:19:38,000
this is the one I would consider
the vanilla day of the three. 

1562
01:19:39,000 --> 01:19:41,000
What's exciting about? 
This 157 is range. 

1563
01:19:41,000 --> 01:19:43,700
So, again, reaches reaches out 
across table really nicely to 

1564
01:19:43,700 --> 01:19:46,300
barrage per tank. 
So, you know, the classic we 

1565
01:19:46,300 --> 01:19:49,400
come in three, so you can 
connect six barrels, which I 

1566
01:19:49,407 --> 01:19:52,700
believe is hanging on for. 
So I want to say - to save mode 

1567
01:19:52,700 --> 01:19:54,500
so can you know can make its 
Mark. 

1568
01:19:54,600 --> 01:19:58,600
What's interesting about them is
it can fire twice per turn. 

1569
01:19:59,000 --> 01:20:07,800
So fires once in Sorry farzin, 
same combat section. 

1570
01:20:07,800 --> 01:20:10,400
So if you put them on first 
fire, the fire twice in first 

1571
01:20:10,400 --> 01:20:14,700
five if you put them on your 
standard standard combat phase, 

1572
01:20:15,000 --> 01:20:17,200
The Flash twice then and they 
don't have to shoot the same 

1573
01:20:17,200 --> 01:20:20,300
Target either. 
So you can either buy them as 

1574
01:20:20,300 --> 01:20:23,100
support card of three. 
Or again, there is a second 

1575
01:20:23,100 --> 01:20:25,900
artillery company, which is the 
artillery company as opposed to 

1576
01:20:25,900 --> 01:20:29,100
the rocket company, six 
basilisks and three manticores. 

1577
01:20:29,200 --> 01:20:33,000
Sorry three bombards. 
So if you're if you're someone 

1578
01:20:33,000 --> 01:20:35,300
who likes consistency, I think 
you go for the artillery. 

1579
01:20:35,400 --> 01:20:37,300
Free company because I can kick 
out a lot of shots. 

1580
01:20:37,300 --> 01:20:40,600
If you slide someone who likes, 
you know, that stop-start, very,

1581
01:20:40,600 --> 01:20:44,100
very high heavy Firepower in 
that stops are the rocket is the

1582
01:20:44,100 --> 01:20:47,900
kind of the, the less flexible 
book, but more powerful version 

1583
01:20:47,900 --> 01:20:51,800
of that both interesting in 
their own ways. 

1584
01:20:52,300 --> 01:20:56,100
You do have the, The Vindicator 
Squadron, which we spoke about 

1585
01:20:56,100 --> 01:21:00,600
previously with Space Marines, 
94 Decatur's, or a sport, kind 

1586
01:21:00,600 --> 01:21:03,700
of three if you're just looking 
for, you know, even more 

1587
01:21:03,700 --> 01:21:06,700
Firepower, I think of indicators
are Are they tried that line 

1588
01:21:06,700 --> 01:21:09,300
between a kind of a battle tank 
and artillery pce kind of is an 

1589
01:21:09,300 --> 01:21:12,600
artillery piece but it's not 
it's not the same kind of reach 

1590
01:21:12,600 --> 01:21:16,800
out and you know touch people 
from the Baseline, needs a lot 

1591
01:21:16,800 --> 01:21:22,300
of sights on and so forth. 
So some interesting kind of 

1592
01:21:22,300 --> 01:21:25,500
tactical choices there, then we 
get on to the kind of the more 

1593
01:21:26,700 --> 01:21:29,800
combat focused tanks. 
I guess the closest all tanks. 

1594
01:21:30,600 --> 01:21:32,300
You got the Predator company. 
So again, we spoke. 

1595
01:21:32,300 --> 01:21:35,900
Well as with Space Marines or to
me the truth, tank of the 

1596
01:21:35,907 --> 01:21:38,500
Imperial Guard, the the tank 
around which all other tanks are

1597
01:21:38,500 --> 01:21:41,900
built the Lumen rust so you can 
have rosters in a company or 

1598
01:21:41,900 --> 01:21:44,300
again as a support card. 
If you want to maybe support 

1599
01:21:44,300 --> 01:21:47,700
your Roughriders with something 
Russell's or something like that

1600
01:21:47,700 --> 01:21:50,500
so the lemongrass is quite a 
flexible. 

1601
01:21:50,600 --> 01:21:53,500
Angrily it packs and a number of
different guns. 

1602
01:21:53,500 --> 01:21:57,700
It's in some respects is kind of
a almost a mini vein blade in 

1603
01:21:57,700 --> 01:22:01,300
some, you know, in terms of that
that kind of mix of guns. 

1604
01:22:01,300 --> 01:22:07,300
So it's got a battle Cannon. 75 
cm 1, dice hits on a five but - 

1605
01:22:07,300 --> 01:22:08,800
to save more. 
So that's really good for 

1606
01:22:08,800 --> 01:22:12,300
punching Vehicles. 
It's gotta last Cannon which 

1607
01:22:12,400 --> 01:22:14,900
similar but only hits for a - 1 
save. 

1608
01:22:14,900 --> 01:22:17,500
So again, you know, between 
those two weapons, you can reach

1609
01:22:17,500 --> 01:22:20,500
out quite a ways and 
consistently do damage. 

1610
01:22:20,700 --> 01:22:23,100
Two armored. 
And then again it's got to 

1611
01:22:23,500 --> 01:22:26,900
sorry, a Bolter as well, for 
kind of Point defense, close 

1612
01:22:26,900 --> 01:22:29,800
defense against infantry speed, 
20 cm and a 3 up. 

1613
01:22:29,800 --> 01:22:32,000
Save so many clothes so factor 
to. 

1614
01:22:32,000 --> 01:22:36,700
So it's not super combat. 
I think you want to try and 

1615
01:22:36,700 --> 01:22:39,900
avoid it getting kind of bogged 
down by by assault troops. 

1616
01:22:40,100 --> 01:22:43,500
But if you want to, you know, 
get engaged in some fun, you're 

1617
01:22:43,500 --> 01:22:46,500
rolling tank battles and pick 
off those awk, crazy all 

1618
01:22:46,500 --> 01:22:48,200
vehicles. 
I just think, you know the LIE, 

1619
01:22:48,200 --> 01:22:51,700
me Russ, it's the Mainstay, you 
know, the Classic a got images 

1620
01:22:51,700 --> 01:22:53,900
is the Lemur rust in the, the 
Infantry Trooper kind of 

1621
01:22:53,907 --> 01:22:57,700
supporting each other in a 
rolling assault, you can then 

1622
01:22:57,700 --> 01:23:00,200
give that some some assistance 
with a hellhound. 

1623
01:23:00,200 --> 01:23:02,200
So the her hand is a 
flamethrower tank. 

1624
01:23:03,800 --> 01:23:07,700
It's got the, a dragon fire 
flower on it, which is cool. 

1625
01:23:07,700 --> 01:23:10,900
And that he uses the flame 
template, which comes in this 

1626
01:23:10,900 --> 01:23:12,400
box. 
So, we we mentioned before, 

1627
01:23:12,400 --> 01:23:15,500
there is no flame template in 
the classic Space Marine box. 

1628
01:23:15,700 --> 01:23:17,900
The frame template is provided 
in the armies of the Imperium. 

1629
01:23:18,300 --> 01:23:21,400
So use the frame template you 
put Which then next the front of

1630
01:23:21,400 --> 01:23:25,000
the hellhound and shoot, you 
know, within its normal hundred 

1631
01:23:25,000 --> 01:23:29,400
eighty degree frontal Arc, which
is cool all Targets within the 

1632
01:23:29,400 --> 01:23:31,700
area are here on a five or a 
six. 

1633
01:23:32,900 --> 01:23:35,300
No, modifiers are applied for 
cover. 

1634
01:23:35,300 --> 01:23:38,700
So that's really quite exciting.
If you've got, you know, get 

1635
01:23:38,700 --> 01:23:43,700
those those infantry dug into 
buildings or heavy terrain, you 

1636
01:23:43,700 --> 01:23:48,400
know, a couple of helpful hounds
rolling up alongside your tanks 

1637
01:23:48,400 --> 01:23:51,900
to kind of burnout that infantry
will We'll help you wrinkle. 

1638
01:23:51,900 --> 01:23:56,500
Those, there's difficult troops 
out the final tank. 

1639
01:23:56,500 --> 01:23:58,100
I think we've covered all the 
tanks now. 

1640
01:23:58,400 --> 01:24:00,400
Yeah. 
So the final tank is an 

1641
01:24:00,400 --> 01:24:03,100
artillery piece but it's 
slightly different. 

1642
01:24:03,100 --> 01:24:05,100
It's the Deathstrike tactical 
missile launcher. 

1643
01:24:05,400 --> 01:24:08,500
Nothing says, you know, armies 
of the Imperium like, well what 

1644
01:24:08,500 --> 01:24:11,100
if we just put a 
intercontinental ballistic 

1645
01:24:11,100 --> 01:24:13,300
missile with nuclear warheads on
it? 

1646
01:24:13,300 --> 01:24:15,600
And then fire had some people 
just on the other side of this 

1647
01:24:15,600 --> 01:24:18,300
hill. 
Like that is pure 40K isn't, 

1648
01:24:18,300 --> 01:24:23,100
it's ludicrous? 
So it's basically it's a 

1649
01:24:23,100 --> 01:24:25,500
One-Shot missile to all intents 
and purposes. 

1650
01:24:26,400 --> 01:24:29,300
You can you'll find these on 
Titans and I guess somebody 

1651
01:24:29,300 --> 01:24:32,400
thought well ties are expensive 
and you know, they're a pain in 

1652
01:24:32,400 --> 01:24:34,300
the ass to deploy. 
What if we just stuck on a tank 

1653
01:24:34,300 --> 01:24:37,200
and Roll It Forward. 
So thus the Deathstroke was 

1654
01:24:37,200 --> 01:24:40,100
born, can only fire if it's on 
first fire orders. 

1655
01:24:40,900 --> 01:24:45,700
So, that's, you have to have to 
pick your moment, to shoot your 

1656
01:24:45,700 --> 01:24:50,900
Deathstrike and Is it just one 
person poor card? 

1657
01:24:52,100 --> 01:24:53,600
This is where I get in trouble 
because of course, I played 

1658
01:24:53,600 --> 01:24:56,100
different versions of Epic and 
it's one thing in one and 

1659
01:24:56,100 --> 01:24:57,600
something very different in 
something else. 

1660
01:24:58,600 --> 01:25:02,100
Goodness, me, I can't see the 
card, I don't know, I don't have

1661
01:25:02,100 --> 01:25:04,400
the card for this. 
Um, yeah, I've laid all my cards

1662
01:25:04,400 --> 01:25:08,800
out and I've lost me death 
strikes, how funny we'll figure 

1663
01:25:08,800 --> 01:25:10,800
that out later. 
Not important, but it's 

1664
01:25:10,800 --> 01:25:16,600
definitely a One-Shot weapon. 
So The district can only be 

1665
01:25:16,600 --> 01:25:19,200
found on forest fires? 
It can only be fired once. 

1666
01:25:21,300 --> 01:25:25,200
So the way you work through is 
as follows you, you place a 

1667
01:25:25,200 --> 01:25:28,100
counter to show that the missile
has been filed in. 

1668
01:25:28,100 --> 01:25:30,900
You remove the missile from the 
back of the launcher and it 

1669
01:25:30,900 --> 01:25:32,700
travels in an arc. 
Like I said, this is a, you 

1670
01:25:32,700 --> 01:25:35,000
know, an intercontinental 
ballistic missile, it goes up 

1671
01:25:35,000 --> 01:25:41,500
and then it comes down. 
So you place the missile And 

1672
01:25:41,500 --> 01:25:45,200
then you move it D 6 times, 10 
in front of the death strike 

1673
01:25:45,200 --> 01:25:48,200
missile. 
So, that's where it sort of goes

1674
01:25:48,200 --> 01:25:50,100
up and then that's where it's 
coming down again. 

1675
01:25:50,400 --> 01:25:55,800
So it could be 10 to 60 cm away 
from the front of the vehicle 

1676
01:25:56,400 --> 01:25:58,500
will fly over the heads of 
friendly troops. 

1677
01:25:58,600 --> 01:26:01,800
And if not the enemy you want to
Target and it also avoid 

1678
01:26:01,800 --> 01:26:03,300
buildings Hills and terrain 
features. 

1679
01:26:03,300 --> 01:26:08,900
So it is self piloting. 
If it lands on an enemy Target, 

1680
01:26:08,900 --> 01:26:11,700
you can explode it immediately. 
So, You know, if there's 

1681
01:26:11,700 --> 01:26:15,000
something within 60 cm, you can 
try and drop a missile on it, 

1682
01:26:15,000 --> 01:26:17,300
alternatively, it can kind of 
continue to move. 

1683
01:26:18,100 --> 01:26:22,000
Turn off to turn until it gets 
to where you want it to be or it

1684
01:26:22,000 --> 01:26:26,800
runs out of fuel. 
They can move and explode in the

1685
01:26:26,808 --> 01:26:30,300
first five phase. 
So, you have to basically work 

1686
01:26:30,300 --> 01:26:33,600
out how many missiles are live 
and then resolve all of them at 

1687
01:26:33,600 --> 01:26:38,600
the same time, they move until 
they reach Target or explode. 

1688
01:26:38,600 --> 01:26:40,900
So again it's each turn they 
move D6 + 10. 

1689
01:26:41,000 --> 01:26:46,400
Has however, if you're on a six,
the missile runs out of fuel or 

1690
01:26:46,400 --> 01:26:50,300
it malfunctions explodes, you 
roll, one more movement and then

1691
01:26:50,300 --> 01:26:53,400
it kind of explodes there. 
So it's an interesting thing 

1692
01:26:53,400 --> 01:26:56,200
where you can keep risk flying 
at Ford flying it forward until 

1693
01:26:56,200 --> 01:26:58,600
it gets to the right target or 
you can try and shoot something 

1694
01:26:58,600 --> 01:27:02,000
a bit closer and blow it up. 
If it flies over anything that 

1695
01:27:02,008 --> 01:27:04,800
you want to hit, you can 
detonate it you know as part of 

1696
01:27:04,800 --> 01:27:07,800
that hit so it doesn't you know,
doesn't miss the target if it 

1697
01:27:07,800 --> 01:27:12,000
skips over the top 
interestingly, Whilst and fly 

1698
01:27:12,000 --> 01:27:13,600
your opponent can shoot them 
down. 

1699
01:27:14,300 --> 01:27:18,900
So you're going to be shot from 
25 centimeters or less a way and

1700
01:27:18,900 --> 01:27:20,300
you can only shoot at them with 
first fire. 

1701
01:27:23,000 --> 01:27:25,000
They do come in threes, in this 
version of the game. 

1702
01:27:25,000 --> 01:27:29,000
They come in ones in Epic 40K. 
So three kinds of Miss on, which

1703
01:27:29,000 --> 01:27:31,300
is interesting. 
You have a barrage missile, a 

1704
01:27:31,300 --> 01:27:34,400
harpoon missile or a walk, Miss 
also very similar to Titans. 

1705
01:27:34,800 --> 01:27:38,800
The barrels missile is your 
standard kind of high explosive 

1706
01:27:38,800 --> 01:27:41,900
essentially, so multiple plasma 
Warheads capable of vaporizing, 

1707
01:27:41,900 --> 01:27:44,800
a large Target or area of 
ground, particularly useful, for

1708
01:27:44,800 --> 01:27:46,800
defeating the pleading voice 
chips on a Titan. 

1709
01:27:47,200 --> 01:27:52,900
So it's you Basically, you place
a blast template and then you 

1710
01:27:52,907 --> 01:27:57,200
roll a D6 and you get that many 
extra templates and they must be

1711
01:27:57,200 --> 01:28:00,400
placed touching the original 
template or one other template. 

1712
01:28:00,400 --> 01:28:03,400
So, you can either do kind of a 
Big Blob of templates or stagger

1713
01:28:03,400 --> 01:28:05,400
them out in a line. 
Anything. 

1714
01:28:05,400 --> 01:28:09,200
Under the template is hit by a 
barrage points with the -2 so 

1715
01:28:09,200 --> 01:28:13,100
hitting on twos and Mana to see 
Rama save. 

1716
01:28:13,100 --> 01:28:16,600
So pretty nasty. 
The Harpoon. 

1717
01:28:16,600 --> 01:28:19,800
This is one of those Classic 
Bits of Titanic, as that's just 

1718
01:28:19,800 --> 01:28:24,700
so So strange and bewildering. 
So this is a missile that's 

1719
01:28:24,700 --> 01:28:27,100
designed to penetrate the outer 
casing of the Titan and short 

1720
01:28:27,100 --> 01:28:29,000
out its Control Systems. 
Because, of course, that's what 

1721
01:28:29,000 --> 01:28:32,400
you do. 
Once control of the target has 

1722
01:28:32,400 --> 01:28:34,500
been removed from the crew, the 
missiles own computer brain 

1723
01:28:34,500 --> 01:28:37,700
control it to some extent. 
So you are literally firing a 

1724
01:28:37,708 --> 01:28:40,700
missile into an enemy Titan so 
that you can start driving that 

1725
01:28:40,700 --> 01:28:44,500
Titan if it hits a vehicle or 
infantry. 

1726
01:28:44,500 --> 01:28:46,900
They must make a saving throw 
with the - to modifier or 

1727
01:28:46,907 --> 01:28:49,400
destroyed. 
If they hit a Titan, which is 

1728
01:28:49,400 --> 01:28:53,600
their intended Yet, if it's got 
Shields, they lose a shield. 

1729
01:28:54,300 --> 01:28:56,100
You would never shoot us on it. 
Which shows you want to take the

1730
01:28:56,108 --> 01:28:59,800
show's out? 
So you you aim it at a time. 

1731
01:28:59,800 --> 01:29:02,800
With no Shields. 
Select a location Rob head. 

1732
01:29:02,800 --> 01:29:06,000
Lice is normal to tighten that 
has to make a saving modifier 

1733
01:29:06,000 --> 01:29:10,500
with - to if that locations hit 
and if they failed us save the 

1734
01:29:10,500 --> 01:29:17,500
Harpoon has lodged in the Titan.
So strange, the Harpoon Titan 

1735
01:29:17,700 --> 01:29:20,900
must roll a D6 in each, 
subsequent orders phase on a 

1736
01:29:20,907 --> 01:29:23,700
roll of one, the missile stops, 
working falls out. 

1737
01:29:23,700 --> 01:29:27,400
And the time is under control as
normal on a 22-6. 

1738
01:29:29,000 --> 01:29:31,100
The Imperial Guard player, 
controls the tire iron. 

1739
01:29:31,300 --> 01:29:35,000
So you literally get to have a 
One-Shot chance of taking over 

1740
01:29:35,000 --> 01:29:37,900
your opponent's tighten and 
driving around the battlefield 

1741
01:29:37,900 --> 01:29:40,000
at shooting your own your their 
troops with it. 

1742
01:29:40,000 --> 01:29:43,700
So like I said basically the 
same as the Harpoon missile 

1743
01:29:43,900 --> 01:29:49,200
that's on the the wall or 
tighten just in in Deployable 

1744
01:29:49,200 --> 01:29:54,100
tactical form it's an adorable 
90s concept of. 

1745
01:29:54,100 --> 01:29:56,300
Yeah I fired a harpoon and got 
to take over the tire iron. 

1746
01:29:58,000 --> 01:30:00,400
Yeah. 
The crisper hysterical and then 

1747
01:30:00,407 --> 01:30:04,400
the final is the walk missile. 
And again this is a Titan Killer

1748
01:30:04,400 --> 01:30:05,700
really. 
So if you're if you're going 

1749
01:30:05,700 --> 01:30:08,900
against talks, you'd probably be
taking barrels missiles if 

1750
01:30:08,900 --> 01:30:12,700
you're going against, you know, 
chaos or other Imperials who are

1751
01:30:12,708 --> 01:30:14,800
bringing tie-ins you'd think 
about the wall missile in the 

1752
01:30:14,808 --> 01:30:17,700
Harpoon. 
So the walk missile, the missile

1753
01:30:17,700 --> 01:30:20,000
contains a miniature warp drive 
which skips the missile in and 

1754
01:30:20,000 --> 01:30:22,800
out of the warp space allowing 
it to bypass Shields and thick 

1755
01:30:22,800 --> 01:30:25,300
armor to manure materialize 
directly inside the target where

1756
01:30:25,300 --> 01:30:29,400
explodes so you know Titans are 
protected by By inches and 

1757
01:30:29,400 --> 01:30:31,300
inches of steel armor that 
protected by their voice. 

1758
01:30:31,300 --> 01:30:33,500
She'll bubble. 
The walk missile is deliberately

1759
01:30:33,500 --> 01:30:36,200
designed to counteract that. 
So what? 

1760
01:30:36,200 --> 01:30:38,100
Miss, I can strike any Target is
path hits. 

1761
01:30:38,100 --> 01:30:41,400
Automatically the vehicle 
building or troops down hit by 

1762
01:30:41,400 --> 01:30:44,100
the missile is destroyed 
automatically with no saving 

1763
01:30:44,100 --> 01:30:46,300
throws. 
So that's, that's mean you, you 

1764
01:30:46,300 --> 01:30:49,300
drop a warp bubble onto 
something and it just pops away.

1765
01:30:50,600 --> 01:30:52,800
Obviously was supposed to be 
shooting Titans if the tide of 

1766
01:30:52,800 --> 01:30:55,300
Stroke by the walk missile. 
You'd ignore any Shields. 

1767
01:30:55,300 --> 01:30:58,200
It's got so skip straight 
through the void Shields and 

1768
01:30:58,200 --> 01:31:01,500
then you you roll against our 
location as normal. 

1769
01:31:02,500 --> 01:31:07,400
However you have to roll twice 
with the scattered ice the the 

1770
01:31:07,400 --> 01:31:11,000
up-down left-right, the ice to 
represent possibly the missile 

1771
01:31:11,000 --> 01:31:14,200
goes into wall space, and never 
comes back or it veers off 

1772
01:31:14,200 --> 01:31:17,600
course and doesn't quite hit the
target as long as you land on 

1773
01:31:17,600 --> 01:31:20,200
the time as long as you land 
somewhere on its lower Target. 

1774
01:31:20,400 --> 01:31:25,100
Is the area here is you ignore 
the armor. 

1775
01:31:25,100 --> 01:31:28,200
Save you go straight to the 
damage chart and you roll twice 

1776
01:31:28,200 --> 01:31:31,000
on the damage chart. 
So as long as you're on Target 

1777
01:31:31,100 --> 01:31:34,700
and you don't get lost in the 
warp, you're doing two hits two 

1778
01:31:34,900 --> 01:31:38,600
to one area of the tire and 
rolling twice on that damage 

1779
01:31:38,600 --> 01:31:42,900
chart, which is pretty mean. 
So again, it's a Titan killer, a

1780
01:31:42,907 --> 01:31:45,600
little bit of luck involved is 
that classic kind of nice GW? 

1781
01:31:45,600 --> 01:31:48,000
Thing of, you know, the most 
powerful stuff often has a 

1782
01:31:48,000 --> 01:31:52,200
chance to go horribly wrong, but
When it works, you know, if that

1783
01:31:52,200 --> 01:31:55,900
appears in the head of a wall or
tighten and just completely, you

1784
01:31:55,900 --> 01:31:59,400
know, evaporates the the head 
and you know, carves the entire 

1785
01:31:59,600 --> 01:32:02,300
a warp bubble out of that 
Thailand and sends the the poor 

1786
01:32:02,500 --> 01:32:06,000
princeps off into the wall. 
It's it's a miserable way to go.

1787
01:32:06,900 --> 01:32:10,400
So yeah, really, really fun. 
Interesting Little Weapon there.

1788
01:32:11,400 --> 01:32:14,200
And then the final, the final 
tank that we haven't discussed 

1789
01:32:14,200 --> 01:32:17,500
is should have, discussed it 
with a, the termites, really? 

1790
01:32:17,500 --> 01:32:21,400
But the golden. 
So in a For chimeras, we had 

1791
01:32:21,400 --> 01:32:24,700
Gorgons. 
The Gorgon is, is the the one 

1792
01:32:24,700 --> 01:32:27,800
kind of troop transport. 
It's actually bigger than your 

1793
01:32:27,800 --> 01:32:29,800
standard troop transport, 
because it actually carries five

1794
01:32:29,800 --> 01:32:31,900
stance. 
It's quite bulky tank, this one 

1795
01:32:32,100 --> 01:32:34,900
and again, this is that kind of 
that. 

1796
01:32:34,900 --> 01:32:39,500
That see just salt tank. 
So it's got a giant bulldozer on

1797
01:32:39,500 --> 01:32:43,100
the front and it's therefore it 
basically digs its way through 

1798
01:32:43,100 --> 01:32:46,500
terrain. 
So ignores all penalties and can

1799
01:32:46,500 --> 01:32:49,300
move through, you know, woods 
and Rocky ground, unlike other 

1800
01:32:49,300 --> 01:32:51,900
tanks which would get Kind of 
bogged down in there and what's 

1801
01:32:51,900 --> 01:32:54,000
interesting as well as they 
actually kind of dig a hole 

1802
01:32:54,000 --> 01:32:56,200
through terrain. 
So you can, you know, you can 

1803
01:32:56,200 --> 01:32:58,900
use Gorgons to its kind of 
manipulate the Train on the 

1804
01:32:58,907 --> 01:33:04,000
board and kind of move for us 
out of the way also, because 

1805
01:33:04,000 --> 01:33:06,700
it's got this giant giant slab 
of metal on the front. 

1806
01:33:06,700 --> 01:33:08,800
It's allowed to make to saving 
throws. 

1807
01:33:08,800 --> 01:33:12,400
If shots come from its front, so
it's got a 1-up Save, which is 

1808
01:33:12,400 --> 01:33:14,700
cool. 
Now, you get to one-up saves if 

1809
01:33:14,700 --> 01:33:18,000
you're being targeted from the 
front so it is a difficult tank 

1810
01:33:18,000 --> 01:33:23,400
to kill. 
It's got some Boulders on the 

1811
01:33:23,407 --> 01:33:24,900
front. 
So again, it's a close-range, 

1812
01:33:24,900 --> 01:33:27,400
tank 15 cm on those Boulders for
dice. 

1813
01:33:27,600 --> 01:33:29,300
As also got a mine thrower, 
which is cool. 

1814
01:33:29,300 --> 01:33:33,500
So, again, it just Chuck's High 
explosives essentially, to kind 

1815
01:33:33,500 --> 01:33:36,500
of clear out any troops or get 
them reeling. 

1816
01:33:36,500 --> 01:33:39,800
And then, the Infantry will will
pour out and assault the 

1817
01:33:39,800 --> 01:33:42,600
position. 
So carries five troops. 

1818
01:33:42,900 --> 01:33:46,300
Only 10 cm speed again, so much 
like the other kind of transport

1819
01:33:46,300 --> 01:33:49,100
options in the Imperial Guard. 
You move as fast as the Infantry

1820
01:33:49,100 --> 01:33:50,700
move. 
Anyway, so you're not Not you're

1821
01:33:50,700 --> 01:33:54,000
not racing anywhere but stickum 
on charge orders for Eternal to 

1822
01:33:55,000 --> 01:33:59,200
a company of Gorgons is kind of 
fun, you get yourself. 

1823
01:34:00,300 --> 01:34:05,800
Oops, five infantry, purple 
tune, unfortunately tactical, 

1824
01:34:05,800 --> 01:34:08,900
platoons not assault platoons, 
it would be better if they 

1825
01:34:08,900 --> 01:34:12,200
result in there but never mind. 
I guess the jump facts don't 

1826
01:34:12,200 --> 01:34:14,800
fit. 
But yeah, so for Gorgons, 15 

1827
01:34:14,800 --> 01:34:19,400
infantry and then your to 
command HQ stands as well, 500 

1828
01:34:19,400 --> 01:34:24,500
points, that's kind of A fun fun
way of taking objectives, or 

1829
01:34:24,500 --> 01:34:28,300
digging into an enemy's lines if
they've, if they've got a more 

1830
01:34:28,300 --> 01:34:31,800
of a defensive Army and, and 
yeah, it's that as I kind of 

1831
01:34:31,800 --> 01:34:35,400
again, much like the he'll bore 
and the malls, it's slightly 

1832
01:34:35,400 --> 01:34:38,300
different during this era. 
Imperial Guard are not racing 

1833
01:34:38,300 --> 01:34:39,900
running chimeras. 
They're kind of going 

1834
01:34:39,900 --> 01:34:41,600
underground or they going in 
these drawers. 

1835
01:34:41,600 --> 01:34:43,900
Siege tanks. 
All the really unfortunate ones 

1836
01:34:43,900 --> 01:34:45,400
are going right in their Capital
imperialis. 

1837
01:34:46,900 --> 01:34:52,400
Just yeah, just It's a different
flavor and that's kind of fun. 

1838
01:34:52,407 --> 01:34:54,700
Really, it gives you that 
distinction from you. 

1839
01:34:54,700 --> 01:34:56,900
No more traditional. 
You know, a Space Marines in 

1840
01:34:56,900 --> 01:35:01,100
rhinos or aux in their buggies, 
the Imperial Guard, do it a 

1841
01:35:01,100 --> 01:35:03,000
little bit differently. 
Perhaps a little bit less 

1842
01:35:03,000 --> 01:35:06,100
efficiently because there's a 
chance you can go wrong, but 

1843
01:35:06,100 --> 01:35:10,500
they certainly do it, you know, 
en masse and, you know, it's 

1844
01:35:10,500 --> 01:35:14,600
yeah. 
It's just a cool visual image. 

1845
01:35:14,600 --> 01:35:17,300
This, this kind of giant drill 
emerges from the ground and the 

1846
01:35:17,300 --> 01:35:19,100
bunker that you're in collapses 
into a hole. 

1847
01:35:19,100 --> 01:35:22,300
And then this kind of Of 
screaming horde of Brave troops 

1848
01:35:22,300 --> 01:35:24,200
race out of the ground. 
It's just our laser cutting 

1849
01:35:24,200 --> 01:35:27,700
everyone down. 
So that's, that's it really. 

1850
01:35:27,700 --> 01:35:30,900
That's the entirety of worms. 
You Imperium we touched on the 

1851
01:35:30,900 --> 01:35:33,600
other sport cards before because
they're the ones that kind of 

1852
01:35:33,600 --> 01:35:34,800
work for Space. 
Marines or Imperial Guard. 

1853
01:35:34,800 --> 01:35:38,600
You've got your classic, your 
moles, your rapiers, your third 

1854
01:35:38,600 --> 01:35:40,100
guns. 
If you want some more points 

1855
01:35:40,100 --> 01:35:43,600
support, you've got your land 
real, and Speeders, and your 

1856
01:35:43,600 --> 01:35:45,900
bikes. 
If you want to reach out and 

1857
01:35:45,900 --> 01:35:49,000
steal objectives. 
I think, if you play a will 

1858
01:35:49,000 --> 01:35:51,500
guard, you were going to A lot 
of painting like aux, you have a

1859
01:35:51,508 --> 01:35:55,700
lot of troops, so it's going to 
be a quite a painting project, 

1860
01:35:56,100 --> 01:35:58,800
but the fun you can, you know, 
you can see me or tanks around 

1861
01:35:58,800 --> 01:36:00,600
different worlds, different 
regiments. 

1862
01:36:00,900 --> 01:36:03,600
You know, there's such a good 
range of infantry on the market 

1863
01:36:03,600 --> 01:36:05,700
now. 
So if you did want to represent 

1864
01:36:05,700 --> 01:36:07,700
a, you know, traditional 
Imperial Guard regiment. 

1865
01:36:07,700 --> 01:36:10,200
Like, you know, you can get 
valhallen desk models, you can 

1866
01:36:10,200 --> 01:36:13,000
get tell arnessk models. 
And, you know, you can get, you 

1867
01:36:13,008 --> 01:36:15,600
can have your desert tanks or 
your snow tanks or your jungle 

1868
01:36:15,600 --> 01:36:17,600
tanks. 
Really, really cool. 

1869
01:36:17,900 --> 01:36:19,300
And I just think. 
Yeah, it's that for me. 

1870
01:36:19,300 --> 01:36:23,100
It's That, you know, if you've 
ever watched a WWII film, oh, 

1871
01:36:23,100 --> 01:36:25,700
Kelly's Heroes, Dirty, Dozen 
things like that. 

1872
01:36:25,700 --> 01:36:29,000
The Imperial Guard really 
represents that and lets you 

1873
01:36:29,000 --> 01:36:34,200
build a very mixed Army. 
A mixed approach of Armour and 

1874
01:36:34,200 --> 01:36:36,300
infantry. 
They don't do anything 

1875
01:36:36,300 --> 01:36:38,700
brilliantly, they don't do 
anything fast but they do it in 

1876
01:36:38,700 --> 01:36:42,600
numbers and yeah, you know, 
they're the they're the most 

1877
01:36:42,600 --> 01:36:45,200
relatable Army of all because 
they're like us are just poor 

1878
01:36:45,200 --> 01:36:48,600
humans thrust into a universe 
that cares, not for them and 

1879
01:36:48,600 --> 01:36:50,600
wants to eradicate. 
Locate them in the most horrific

1880
01:36:50,600 --> 01:36:53,600
manner possible. 
So yeah, really, really a big 

1881
01:36:53,600 --> 01:36:56,300
fan of Imperial Guard. 
I think they were my first epic 

1882
01:36:56,300 --> 01:37:00,900
Army and they kind of the one I 
return to that my true love. 

1883
01:37:01,000 --> 01:37:02,300
You know. 
I kind of I love, I love them 

1884
01:37:02,300 --> 01:37:05,500
all but the Imperial Guard of 
the one that I feel true kinship

1885
01:37:05,500 --> 01:37:07,800
for I guess. 
Cool me, that's nice. 

1886
01:37:07,800 --> 01:37:11,200
But did you forget to talk about
the capital Imperials? 

1887
01:37:14,400 --> 01:37:16,600
You want me to go over the 
captain perilous again and what 

1888
01:37:16,600 --> 01:37:20,100
a, what a wonderful know we 
spoke about at the start. 

1889
01:37:20,100 --> 01:37:22,600
It's the it's the embarrassing 
transport vehicle that achieves 

1890
01:37:22,600 --> 01:37:23,900
nothing. 
Yeah. 

1891
01:37:23,900 --> 01:37:25,100
But doesn't have a special 
Cannon. 

1892
01:37:25,200 --> 01:37:28,300
Oh okay sure, sure. 
Alright well, we'll talk about 

1893
01:37:28,300 --> 01:37:30,700
his gun fine will will will save
the best for last 

1894
01:37:42,500 --> 01:37:44,800
It's so difficult because it can
carry two companies worth of 

1895
01:37:44,800 --> 01:37:46,100
troops. 
It carries, you can carry it, 

1896
01:37:46,100 --> 01:37:49,300
you can carry a tactical company
and a Lehman, Russ company or a,

1897
01:37:49,300 --> 01:37:51,200
you know, a company of 
super-heavy Tanks or whatever. 

1898
01:37:51,500 --> 01:37:53,600
It's crazy. 
It packs a lot in. 

1899
01:37:54,200 --> 01:37:57,700
So we'll talk about that that 
gun because actually I was I was

1900
01:37:58,000 --> 01:38:03,400
a bit forgot that it isn't quite
as simple as I'd laid out. 

1901
01:38:03,700 --> 01:38:05,900
So yes, the four bars points is 
nothing to write home about. 

1902
01:38:05,900 --> 01:38:10,200
However, it puts for templates 
down a turn, as part of that 

1903
01:38:10,200 --> 01:38:11,900
barrage. 
Like, I'd forgotten that that 

1904
01:38:11,900 --> 01:38:14,700
ring Cold. 
So you take the, the barracks 

1905
01:38:14,700 --> 01:38:20,200
markers and sort of similar to 
the destruct missile. 

1906
01:38:20,500 --> 01:38:23,800
You can put them, so they each 
one touches the one before. 

1907
01:38:25,200 --> 01:38:28,000
So you can build a kind of a 
line or a cluster to kind of 

1908
01:38:28,000 --> 01:38:32,900
barrage an area, anything under 
the the marker will suffer for 

1909
01:38:32,900 --> 01:38:35,500
Barrett points which means they 
have on a five or six and 

1910
01:38:35,600 --> 01:38:40,400
they've got a - 1 save mode on 
that, so it's only 25 cm range. 

1911
01:38:40,400 --> 01:38:42,000
So this is not going to be sad, 
you know? 

1912
01:38:42,100 --> 01:38:44,300
Sat in your lines, Throwing Fire
out. 

1913
01:38:44,300 --> 01:38:47,600
This is more of a defensive tool
and I think. 

1914
01:38:47,600 --> 01:38:51,800
Yeah, it's difficult really 
like, I think what this is 

1915
01:38:51,800 --> 01:38:55,400
really good for is for, you 
know, campaign and narrative 

1916
01:38:55,400 --> 01:38:58,800
scenario play. 
So you could have, you know, one

1917
01:38:58,800 --> 01:39:02,100
or two, be almost the objective 
of about like, oh, you know, the

1918
01:39:02,100 --> 01:39:04,500
cow Space Marines have broken 
through the Imperial lines and 

1919
01:39:04,500 --> 01:39:06,800
they're racing to try and take 
out the captain imperialists 

1920
01:39:06,800 --> 01:39:10,500
and, you know, brakes are that 
command structure and destroy 

1921
01:39:10,500 --> 01:39:13,100
the, you know, the, the the 
nobility Seal the important 

1922
01:39:13,600 --> 01:39:16,400
officers kind of taking shower 
with them. 

1923
01:39:17,800 --> 01:39:20,800
It has got a 1-up save around, 
so you need AMA modifiers to try

1924
01:39:20,800 --> 01:39:23,400
and damage it. 
So light infantry can't touch 

1925
01:39:23,400 --> 01:39:25,900
it. 
It's got a closer factor of 10 

1926
01:39:25,900 --> 01:39:27,900
so it's, yeah, it's pretty good 
in combat. 

1927
01:39:27,900 --> 01:39:30,000
It just, it just lacks the 
ability to relate to me. 

1928
01:39:30,000 --> 01:39:31,800
The Imperial Guard is all about 
reaching out and touching your 

1929
01:39:31,800 --> 01:39:35,100
opponent in their lines, you 
know, hammering them with mass 

1930
01:39:35,100 --> 01:39:38,500
Firepower and mass tanks and 
mass artillery. 

1931
01:39:38,900 --> 01:39:42,800
It doesn't like I just I don't 
quite see the The niche that the

1932
01:39:42,800 --> 01:39:46,500
capsule imperialist fills in 
that structure, you'd think it'd

1933
01:39:46,500 --> 01:39:48,600
be good for transport because 
it's hard to kill and it can 

1934
01:39:48,600 --> 01:39:51,300
carry two companies, but it is 
only speed 10. 

1935
01:39:51,300 --> 01:39:56,600
So, and I think it's one of 
those ones as well where it. 

1936
01:39:56,600 --> 01:39:58,100
Yeah. 
So the immense weight and size 

1937
01:39:58,100 --> 01:40:00,800
of a kind of mirror in Paris 
music so so it's very slow and 

1938
01:40:00,800 --> 01:40:03,300
it's move raised only 1072. 
So even if you put it on charge 

1939
01:40:03,300 --> 01:40:06,100
orders, it cannot move faster 
than 10 centimeters. 

1940
01:40:07,700 --> 01:40:11,200
I don't know man like it's cute.
It is an impressive model, 

1941
01:40:11,200 --> 01:40:13,000
you're correct. 
Like it's Widgets is built on 

1942
01:40:13,000 --> 01:40:16,100
those massive classic tracks, 
same as the, the he'll bore. 

1943
01:40:16,700 --> 01:40:21,200
So it is this this intimidating 
towering structure, Until you 

1944
01:40:21,200 --> 01:40:25,000
realize that you stay more than 
25 centimeters away from it. 

1945
01:40:25,000 --> 01:40:37,200
And they all it can do is shout,
boo, it, you essentially with my

1946
01:40:37,200 --> 01:40:40,600
squats and I did the same thing.
I put like my entire Brotherhood

1947
01:40:40,600 --> 01:40:45,900
in it, and And I was going and I
can only move 10. 10 cm Max. 

1948
01:40:46,200 --> 01:40:47,900
Yeah, yeah, it did protect my 
trips, the hallway. 

1949
01:40:47,900 --> 01:40:49,400
But boy. 
Oh boy, was sweating over it 

1950
01:40:49,407 --> 01:40:53,100
because I thought it this thing 
but it's a good boy. 

1951
01:40:53,100 --> 01:41:12,900
Yeah. 
Les, I think. 

1952
01:41:12,900 --> 01:41:15,800
What's the what's the because 
General? 

1953
01:41:16,500 --> 01:41:18,400
Yeah. 
So troops can move 10 so they 

1954
01:41:18,400 --> 01:41:19,500
can Mark. 
Yeah, charge. 

1955
01:41:19,600 --> 01:41:22,300
They can they can charge 20, 
whereas the, the Leviathan and 

1956
01:41:22,300 --> 01:41:25,800
the and the captain imperialis 
can only move 10 even on charge 

1957
01:41:25,800 --> 01:41:28,800
orders. 
So I do get, I do get your gripe

1958
01:41:28,800 --> 01:41:32,600
with him. 
I think they're there, I can be 

1959
01:41:32,608 --> 01:41:34,700
on the table but whether they're
really doing. 

1960
01:41:34,700 --> 01:41:37,400
I mean, I like him for the 
squats. 

1961
01:41:37,400 --> 01:41:40,400
Weirdly like, I like, I love 
Leviathan in the squirrels and I

1962
01:41:40,400 --> 01:41:41,800
said they've got a couple of 
different, you know. 

1963
01:41:42,000 --> 01:41:44,600
Essentially variant chassis you 
know they've got they've got the

1964
01:41:44,608 --> 01:41:46,500
one with the huge volcano 
Cannon. 

1965
01:41:47,000 --> 01:41:50,000
They've got the one with the 
helicopter pad on the back. 

1966
01:41:52,100 --> 01:41:55,400
I think if you use them as more 
artillery like the Leviathan has

1967
01:41:55,400 --> 01:41:57,800
got that, you know, it's got 200
CM range on his doomsday. 

1968
01:41:57,800 --> 01:42:00,100
It's got the last counters, it's
got the balconies that one can 

1969
01:42:00,100 --> 01:42:02,500
be part of your artillery. 
And I think that's where it will

1970
01:42:02,500 --> 01:42:06,000
shine. 
It's just that. 

1971
01:42:06,000 --> 01:42:08,700
Yeah, yeah. 
For for voice chills and a 1-up 

1972
01:42:08,700 --> 01:42:10,200
save. 
It's okay. 

1973
01:42:10,300 --> 01:42:13,400
It'll you know, it'll hang 
around as a survivable as a Riva

1974
01:42:13,400 --> 01:42:17,000
tight and I guess, I think the 
difference for me is the 

1975
01:42:17,000 --> 01:42:19,300
Leviathan. 
I've got time for because it's 

1976
01:42:19,300 --> 01:42:21,700
got a lot of punch to it. 
The capsule Imperial. 

1977
01:42:22,600 --> 01:42:24,800
Like I say where were they when 
they were handing out the guns? 

1978
01:42:24,800 --> 01:42:27,900
Like somebody just forgot to 
burn a kick-ass gun on it. 

1979
01:42:27,900 --> 01:42:32,100
And yeah. 
And for me, it's more, you know,

1980
01:42:32,100 --> 01:42:35,700
in a in a squat on with life and
doesn't have the command HQ 

1981
01:42:35,700 --> 01:42:37,600
rules. 
So it you can use it as an 

1982
01:42:37,600 --> 01:42:39,700
assault vehicle or as an 
artillery piece. 

1983
01:42:40,000 --> 01:42:42,700
It's only specifically because 
the Leviathan breaks chain of 

1984
01:42:42,700 --> 01:42:44,500
command when it dies in The 
Imperial Guard that it's 

1985
01:42:44,500 --> 01:42:46,500
problematic. 
But I guess that's just a reason

1986
01:42:46,500 --> 01:42:48,800
to take two or three, isn't it? 
They're not, they're not Mega 

1987
01:42:48,800 --> 01:42:51,600
expensive, 250 points is not 
tragic and obviously because 

1988
01:42:51,600 --> 01:42:54,600
you're Guard Army is cheap. 
You can kind of soak up those 

1989
01:42:54,600 --> 01:42:56,300
points with with a couple of 
special pieces. 

1990
01:42:56,300 --> 01:42:59,900
So yeah, I think I think I'll 
try, you know, maybe taking two 

1991
01:42:59,900 --> 01:43:02,600
or three leviathans and all of a
sudden you're not as worried 

1992
01:43:02,600 --> 01:43:05,200
about chain of command breaking.
I think if you've only got one, 

1993
01:43:05,400 --> 01:43:07,600
that's a huge gamble. 
So in a small, you know, 

1994
01:43:07,600 --> 01:43:10,900
2000-3000 point game, I'd 
struggle to feel comfortable 

1995
01:43:10,900 --> 01:43:13,200
field in leviathans. 
I think in a kind of a four to 

1996
01:43:13,208 --> 01:43:15,500
six thousand point game. 
If I could take two or three, 

1997
01:43:15,900 --> 01:43:20,400
all of a sudden, I'd be way more
into that and I think, yeah, 

1998
01:43:20,400 --> 01:43:21,300
that would be really, really 
cool. 

1999
01:43:21,300 --> 01:43:23,800
And again that Really fun. 
You know, scenario the idea of 

2000
01:43:23,800 --> 01:43:25,500
the, of these. 
These three come on tanks. 

2001
01:43:26,200 --> 01:43:28,700
You know, it's the kind of the 
the co emulation of the bottle 

2002
01:43:28,700 --> 01:43:31,400
and they've got a risk rolling 
the commands in, or it's the 

2003
01:43:31,407 --> 01:43:33,200
kind of the end of the campaign.
And the Imperial guards on the 

2004
01:43:33,200 --> 01:43:37,700
back foot was this, this last 
desperate attempt to, to win the

2005
01:43:37,700 --> 01:43:41,000
day by risking all and rolling 
your Command Staff into battle? 

2006
01:43:41,000 --> 01:43:42,600
And yeah, it's about time the 
officer class. 

2007
01:43:42,600 --> 01:43:45,200
Get their hands dirty here. 
I like the poor Guardsmen dying 

2008
01:43:45,200 --> 01:43:46,900
face down in the mud Left Right 
Center. 

2009
01:43:46,900 --> 01:43:49,100
I think it's only fair that the 
Colonel's expected to 

2010
01:43:49,700 --> 01:43:54,000
participate. 
It does make love like a look. 

2011
01:43:54,000 --> 01:44:00,300
A lot better actually on paper. 
Yeah, yeah, y'all of the to I 

2012
01:44:00,300 --> 01:44:02,300
think I'm way more team. 
Leviathan. 

2013
01:44:03,700 --> 01:44:07,800
Just taking one is a huge risk. 
Take two or three now we can 

2014
01:44:07,800 --> 01:44:10,000
talk. 
Yeah. 

2015
01:44:10,000 --> 01:44:11,400
Well that's good. 
Wait, I'm glad you. 

2016
01:44:12,400 --> 01:44:15,100
I'm glad you can give such a 
good breakdown and I thought I'd

2017
01:44:15,100 --> 01:44:17,600
just leave on a high note for. 
You may talk about the don't 

2018
01:44:17,600 --> 01:44:19,800
care about my favorite favorite 
model. 

2019
01:44:19,800 --> 01:44:22,200
Yeah, if you'd say John, what's 
your favorite model in the God I

2020
01:44:22,208 --> 01:44:24,100
miss ask captain Perry Ellis 
every time. 

2021
01:44:24,100 --> 01:44:32,800
Yeah, maybe it's maybe it's just
cause I don't own one. 

2022
01:44:32,800 --> 01:44:35,200
It's one of the very very few. 
Yeah. 

2023
01:44:35,200 --> 01:44:36,900
Just cause they're hard to come 
by man. 

2024
01:44:36,900 --> 01:44:39,600
They're so like they go for 
silly money for what is 

2025
01:44:39,600 --> 01:44:41,400
essentially a box with a set of 
time. 

2026
01:44:41,400 --> 01:44:44,500
Franks on the bottom, but could 
be a fun. 

2027
01:44:44,600 --> 01:44:47,100
Maybe a fun modeling project, 
maybe I'll build one myself at 

2028
01:44:47,100 --> 01:44:52,000
some point. 
Yeah, pretty much well Are you 

2029
01:44:52,000 --> 01:44:53,200
go? 
Absolutely. 

2030
01:44:53,200 --> 01:45:01,000
Absolutely July and then they 
will shine I'll definitely 

2031
01:45:11,200 --> 01:45:21,700
yes. 
Yeah, it's great that you put it

2032
01:45:21,900 --> 01:45:24,300
In the first thing you do is 
take the he'll bore off the bag 

2033
01:45:24,300 --> 01:45:27,000
and then that the the sort of 
the the deployment vehicle just 

2034
01:45:27,000 --> 01:45:28,300
sits there for the rest of the 
game. 

2035
01:45:28,700 --> 01:45:31,700
So this amazing model and 
straight away, you just take it 

2036
01:45:31,700 --> 01:45:33,500
apart. 
I go, that's all it's doing this

2037
01:45:33,500 --> 01:45:35,100
game. 
It's it's fun. 

2038
01:45:35,100 --> 01:45:38,200
It's a different, it's a very 
different approach. 

2039
01:45:38,600 --> 01:45:40,800
And I think I'm like I said, I'm
sure there are people out there 

2040
01:45:40,800 --> 01:45:43,400
who can make it, work for them 
and do incredible things. 

2041
01:45:43,900 --> 01:45:47,200
I'm a traditionalist. 
I take my artillery and I'd say 

2042
01:45:47,200 --> 01:45:51,200
my infantry companies and I just
batter the enemy with artillery 

2043
01:45:51,200 --> 01:45:53,400
was mine. 
Infantry kind of, you know, by 

2044
01:45:53,400 --> 01:45:58,600
Time by dying screaming but 
yeah, that's how we did it in 

2045
01:45:58,600 --> 01:46:05,100
the old days, right? 
Dying's, meaning facing the sea 

2046
01:46:05,100 --> 01:46:23,300
a away, if you like that stuff, 
Oh God, that's a classic fight. 

2047
01:46:23,800 --> 01:46:26,100
Yeah that's yeah. 
That's a lot of dice being 

2048
01:46:26,100 --> 01:46:29,200
thrown around because that's a 
lot of infantry and a lot of fun

2049
01:46:29,200 --> 01:46:33,500
things happening well to enter 
in the podcast Jersey for we go.

2050
01:46:33,500 --> 01:46:35,200
What's the next supplement? 
We're going to tackle. 

2051
01:46:35,200 --> 01:46:37,300
Do you think well we've got a 
choice. 

2052
01:46:37,300 --> 01:46:39,700
Have we? 
We can either go Renegades or 

2053
01:46:39,700 --> 01:46:42,700
Warlords and I feel like 
Warlords maybe should be where 

2054
01:46:42,700 --> 01:46:44,000
we go. 
Because we've both played both 

2055
01:46:44,000 --> 01:46:48,500
the Army's within it I mean yeah
fairly consistently I say like 

2056
01:46:48,500 --> 01:46:50,700
it works. 
We'll really how I got back into

2057
01:46:50,700 --> 01:46:53,500
second edition and Epic. 
You and I have bonded over our 

2058
01:46:53,500 --> 01:46:56,100
kind of mutual love of squats, 
and we both got quite a nice 

2059
01:46:56,100 --> 01:46:59,300
little group of squats going. 
So I think that's the the 

2060
01:46:59,300 --> 01:47:00,900
sensible choice. 
But it depends if you want to 

2061
01:47:00,907 --> 01:47:03,500
save the best to last. 
Or if you want to, you want to 

2062
01:47:03,700 --> 01:47:05,800
jump into what we both know. 
Yeah. 

2063
01:47:05,800 --> 01:47:08,100
I think I think, I think I'm 
having to go all Lords next 

2064
01:47:08,100 --> 01:47:10,400
mate, and we'll go Renegades 
after that. 

2065
01:47:10,400 --> 01:47:12,500
So to wrap it up when we've had 
a bit of time with our cows 

2066
01:47:12,500 --> 01:47:15,700
armies, and then we'll just look
at the older and go Elder. 

2067
01:47:15,700 --> 01:47:19,800
I don't know. 
They've got pointy ears and go 

2068
01:47:19,800 --> 01:47:21,700
fast. 
I've played against Elder. 

2069
01:47:21,700 --> 01:47:24,600
Again, I've got an elder Army, 
it's just time. 

2070
01:47:24,600 --> 01:47:26,700
The enemy not have time to do 
much with them, but I've 

2071
01:47:26,708 --> 01:47:30,800
certainly played against them, 
and they are an interesting 

2072
01:47:30,800 --> 01:47:35,000
challenge, we say, because of 
the whole skimmer rules and just

2073
01:47:35,000 --> 01:47:37,900
everything in their army, seems 
to be able to just ignore being 

2074
01:47:37,900 --> 01:47:40,700
stuck in combat. 
So yeah, I think we'll save them

2075
01:47:40,700 --> 01:47:43,900
till the end gives us time to 
both work on our cows list. 

2076
01:47:43,900 --> 01:47:45,800
So hopefully by the time that 
wraps around will of, would have

2077
01:47:45,808 --> 01:47:49,100
done some fun things. 
And and I mean, I think they all

2078
01:47:49,100 --> 01:47:50,700
the walls box is the best box, 
right? 

2079
01:47:50,700 --> 01:47:52,700
Because it's got the best. 
Two armies in it. 

2080
01:47:53,500 --> 01:47:56,900
There are a oh God I love them 
all. 

2081
01:47:56,900 --> 01:47:58,900
What can you do? 
That's right. 

2082
01:47:59,300 --> 01:48:02,400
But you know it's an exciting 
box it but yeah I hope everybody

2083
01:48:02,400 --> 01:48:05,500
enjoyed. 
John's review of the Amazon 

2084
01:48:05,500 --> 01:48:10,600
Imperium book and if that's 
hasn't encouraged you to go out 

2085
01:48:10,600 --> 01:48:13,100
and start your own sort of Epic 
Force, I don't know what will 

2086
01:48:13,100 --> 01:48:14,900
you can always check out the 
Facebook group. 

2087
01:48:15,700 --> 01:48:18,500
It's the Epic middle Hammer 
group. 

2088
01:48:18,500 --> 01:48:20,900
I think it's called I don't know
the exact title but if you look 

2089
01:48:21,100 --> 01:48:23,500
if you just go to The face. 
If you go, if you're on 

2090
01:48:23,500 --> 01:48:27,100
Facebook, just go to Facebook. 
Just search epic middle. 

2091
01:48:27,100 --> 01:48:30,800
Hammer, it will come up and you 
can see, you know, you can meet 

2092
01:48:30,800 --> 01:48:34,200
people who are put, maybe part 
of your country or in your 

2093
01:48:34,200 --> 01:48:35,800
communities, who are playing 
Epic. 

2094
01:48:36,700 --> 01:48:40,400
If you're learning to wanting to
look more into it, and maybe 

2095
01:48:40,400 --> 01:48:43,900
find some kind of people playing
locally that you can come and 

2096
01:48:43,900 --> 01:48:46,500
join in at their games or what 
have you or just be part of that

2097
01:48:46,500 --> 01:48:51,500
Community there then please do. 
Yes, it's a commute, all I'd say

2098
01:48:51,500 --> 01:48:53,800
maybe Over the Chrono come and 
escort group would you say? 

2099
01:48:53,800 --> 01:48:58,300
Yeah, we do have quite a few 
guys. 

2100
01:48:58,400 --> 01:49:00,600
And now getting into the Epic 
scene of what? 

2101
01:49:00,700 --> 01:49:02,700
Yeah, and he'll he's got some 
epic stuff. 

2102
01:49:02,700 --> 01:49:04,700
We've got Marcel. 
He just bought some epic stuff. 

2103
01:49:04,900 --> 01:49:07,500
So it's catching what we've got 
with a hmm, you know, people 

2104
01:49:07,500 --> 01:49:10,100
grabbing you and I are both. 
We're both on both. 

2105
01:49:10,100 --> 01:49:12,800
So, you know, you can, you can 
keep an eye out for both of us 

2106
01:49:12,800 --> 01:49:16,800
and text posts, you know, as far
as regular as we can, you know, 

2107
01:49:16,800 --> 01:49:18,600
soon as something new gets 
painted, we throw it up there. 

2108
01:49:18,600 --> 01:49:20,200
Let's face it. 
So yeah, I think, you know, 

2109
01:49:20,200 --> 01:49:24,100
between those two groups It's a 
really good crowd. 

2110
01:49:24,100 --> 01:49:26,600
I, you know, I sort of posted 
the end of the year, like the 

2111
01:49:27,000 --> 01:49:28,900
Epic Community has been a 
Volver. 

2112
01:49:28,900 --> 01:49:31,900
Kind of the, the old Hammer e 
middlee hamre communities, that 

2113
01:49:31,900 --> 01:49:34,500
we're all part of. 
I feel like the Epic Community 

2114
01:49:34,500 --> 01:49:37,100
is just may be the most chill. 
I don't know. 

2115
01:49:37,100 --> 01:49:39,400
I don't, that's fair to say. 
But like they just, I feel like 

2116
01:49:39,400 --> 01:49:42,300
we're quite welcoming. 
There's maybe, because FX a game

2117
01:49:42,300 --> 01:49:45,900
that's been through various 
basing, you know, whether it's 

2118
01:49:45,900 --> 01:49:48,100
Square. 
Basing round basing hexagonal 

2119
01:49:48,100 --> 01:49:52,500
basing long basing strip basing 
like and and Cuz there's so much

2120
01:49:52,500 --> 01:49:55,400
third-party Miniatures as well. 
Like, I feel like it's a very 

2121
01:49:55,400 --> 01:49:57,900
welcoming group and, you know, 
the main thing is we all love 

2122
01:49:57,900 --> 01:50:00,300
epic and we just want other 
people to love epic to. 

2123
01:50:00,500 --> 01:50:04,200
So it shouldn't be intimidating.
Like no matter what, your kind 

2124
01:50:04,200 --> 01:50:06,000
of level of whether you're like,
you know, you've played every 

2125
01:50:06,000 --> 01:50:08,300
version of Epic from a depth of 
Titanic has right up to new 

2126
01:50:08,300 --> 01:50:10,900
adepts tight like us or if 
you've never played a game but 

2127
01:50:10,900 --> 01:50:15,200
you like tiny, tiny Warhammer. 
Like between those two groups 

2128
01:50:15,200 --> 01:50:18,000
come and, you know, join in and 
check out to us and people are 

2129
01:50:18,000 --> 01:50:20,400
really, really friendly and 
giving and, you know, you and I 

2130
01:50:20,400 --> 01:50:22,900
met because we train some stuff.
Often people will help each 

2131
01:50:22,900 --> 01:50:26,000
other out with with fitting out,
cars, or giving our me 

2132
01:50:26,000 --> 01:50:27,800
suggestions or pointing out 
where you might be able to buy 

2133
01:50:27,800 --> 01:50:30,400
Miniatures, for a decent price. 
Or if they've got a good you 

2134
01:50:30,400 --> 01:50:33,900
know, good sad Miniatures, 
they're looking to shift, it's 

2135
01:50:33,900 --> 01:50:38,000
just yeah, it's kind of some of 
the most fun I've had in the 

2136
01:50:38,000 --> 01:50:41,300
kind of the online sphere with, 
with the hobby for for a good 

2137
01:50:41,300 --> 01:50:43,300
while, really cool. 
That's good to hear, man. 

2138
01:50:43,300 --> 01:50:47,300
Yeah, I don't I do engage in 
there sometimes. 

2139
01:50:47,300 --> 01:50:49,800
I just don't do it enough 
because if I'm doing, if I'm 

2140
01:50:49,800 --> 01:50:52,800
painting epic or playing Epic, 
I'll probably Engage with The 

2141
01:50:52,800 --> 01:50:54,900
Morbid. 
Ivory from the history that I've

2142
01:50:54,900 --> 01:50:56,600
had with that group, it's been 
excellent. 

2143
01:50:56,600 --> 01:50:59,900
I've had no nothing but good 
things to say about it. 

2144
01:50:59,900 --> 01:51:03,900
So yeah maybe twenty twenty 
twenty one will be the year that

2145
01:51:03,900 --> 01:51:09,900
I launched back into epic and 
away either playing remotely or 

2146
01:51:10,100 --> 01:51:12,100
hopefully with some guys here in
Japan. 

2147
01:51:12,500 --> 01:51:14,300
Hmm I know there's one guy who I
know. 

2148
01:51:14,300 --> 01:51:16,200
There's a couple guys here who 
came to play it. 

2149
01:51:16,200 --> 01:51:20,200
So yeah, but you you've you've 
promised you're going to do more

2150
01:51:20,200 --> 01:51:21,600
work, you build our beautiful 
squats. 

2151
01:51:21,700 --> 01:51:24,800
Hold the new and you promised 
more kind of more work on that. 

2152
01:51:24,800 --> 01:51:26,200
So it'd be really good to see 
you. 

2153
01:51:26,500 --> 01:51:27,900
Yeah. 
Take that table even for the 

2154
01:51:27,900 --> 01:51:30,500
build, build some more, and 
recreate that that battle for 

2155
01:51:30,500 --> 01:51:33,200
Armageddon. 
I'd love to meet. 

2156
01:51:33,200 --> 01:51:36,000
I would love to do it with me 
and Gordon, two swings in 

2157
01:51:36,000 --> 01:51:37,100
Scotland. 
So we're going to play that 

2158
01:51:37,100 --> 01:51:39,400
remotely at some point. 
Fantastic. 

2159
01:51:39,700 --> 01:51:42,600
It's just, it's just a matter of
time as all of call these, the 

2160
01:51:43,400 --> 01:51:45,300
end of time. 
I wish I could just give up my 

2161
01:51:45,300 --> 01:51:48,400
job, my full-time job. 
Yeah, yeah, who needs a job? 

2162
01:51:48,400 --> 01:51:49,800
And just I mean that's the same 
thing. 

2163
01:51:49,800 --> 01:51:52,900
My job is literally wargaming. 
Being and even on my God, I wish

2164
01:51:52,900 --> 01:51:54,600
I could give it my job to do 
more wargaming. 

2165
01:51:54,600 --> 01:51:57,100
Even if that is literally what I
do for my job. 

2166
01:51:57,300 --> 01:52:12,100
Yeah, it's crazy. 
I'll definitely do something 

2167
01:52:12,100 --> 01:52:13,400
that I so shouldn't see. 
That's why. 

2168
01:52:13,400 --> 01:52:14,800
I shouldn't. 
I shouldn't I shouldn't start. 

2169
01:52:14,800 --> 01:52:21,200
My cows are me. 
I should finish the tough, isn't

2170
01:52:21,200 --> 01:52:23,100
it? 
This is because it's also good. 

2171
01:52:23,200 --> 01:52:25,000
Yeah, that's also because I've 
read. 

2172
01:52:25,200 --> 01:52:27,500
Yeah. 
Yeah, cows has been. 

2173
01:52:27,600 --> 01:52:32,600
Yeah, is haunting my dreams at 
the seductive Whispers of chaos.

2174
01:52:32,700 --> 01:52:37,800
Yeah, we'll get to it. 
Well, we'll talk about it in the

2175
01:52:37,800 --> 01:52:39,500
next one. 
Yes, but we'll save that moment.

2176
01:52:40,600 --> 01:52:42,800
And anyhow, might thanks again. 
John for you, do always a 

2177
01:52:42,808 --> 01:52:45,700
pleasure, always a pleasure, 
another people appreciate it. 

2178
01:52:45,700 --> 01:52:48,700
And I think the series of 
podcasts we've done so far been 

2179
01:52:48,700 --> 01:52:51,500
really well received. 
Yeah, and I think joining it, 

2180
01:52:51,700 --> 01:52:53,800
It. 
So we'll probably split each one

2181
01:52:53,800 --> 01:52:56,300
into two. 
I think it's a sensible way of 

2182
01:52:56,300 --> 01:52:58,800
approaching because there's a, 
there's a lot for me to Waffle 

2183
01:52:58,800 --> 01:53:02,500
on about and you to desperately.
Try to interject with wherever 

2184
01:53:02,500 --> 01:53:06,000
I'm letting you have a breath. 
So yeah. 

2185
01:53:06,400 --> 01:53:08,200
She's like I said, just go for 
it. 

2186
01:53:08,500 --> 01:53:11,300
I think it's the next one. 
Pull the course. 

2187
01:53:13,000 --> 01:53:14,700
The next one is especially for 
both of us. 

2188
01:53:14,700 --> 01:53:17,500
I think that's gonna be a fun 
one because we, I mean, we met 

2189
01:53:17,500 --> 01:53:20,000
and bonded over squats and aux 
and I think it's going to be a 

2190
01:53:20,500 --> 01:53:24,000
yeah, you you, Up to talk 
tactics and strategy and 

2191
01:53:24,000 --> 01:53:25,300
passion. 
So, it was gonna be good. 

2192
01:53:25,300 --> 01:53:27,400
All right, I wasn't wrong about 
the art because the artwork in 

2193
01:53:27,400 --> 01:53:29,700
that book, is my favorite so 
good. 

2194
01:53:29,800 --> 01:53:33,600
Yeah. 
Bonner, and yes, and squat, 

2195
01:53:33,600 --> 01:53:36,800
artwork is just incredible. 
It's and Adrian Smith and all 

2196
01:53:36,800 --> 01:53:40,800
the great artists of that time. 
John was well, yeah, some 

2197
01:53:40,800 --> 01:53:43,900
outstanding outward artworks 
gone to that book. 

2198
01:53:45,300 --> 01:53:47,400
So yeah. 
Well, lots of talked about lots 

2199
01:53:47,400 --> 01:53:49,000
of talk about, I don't know when
I'm going to do a probably end 

2200
01:53:49,000 --> 01:53:51,300
of the month or so, yeah, sounds
good gives you a couple of 

2201
01:53:51,308 --> 01:53:53,100
weeks. 
To break a painting. 

2202
01:53:53,100 --> 01:53:55,900
I'll be good. 
Nice one until then. 

2203
01:53:55,900 --> 01:53:57,900
Take care of yourself. 
Yeah, you too man. 

2204
01:53:58,000 --> 01:53:59,700
Take it easy? 
Okay, do teammate. 

2205
01:53:59,700 --> 01:54:00,400
Take care. 
Bye, bye. 

2206
01:54:00,800 --> 01:54:01,400
See you later.
