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Okay, so I'm joined again with 
my good buddy in Australia, kind

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of affects how you going mate. 
Yeah. 

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Great. 
Good. 

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A have any kind of fixes have 
you painted this week? 

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Not at all. 
Thank God. 

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But 30 term against 30 10. 
Millions. 

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Okay, I'll send you the Rocks 
there on this code. 

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So you go and strongly. 
May, you don't contrast paints. 

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I am. 
Yeah, I tried them out. 

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It's been pretty good. 
I'm still waiting for the new 

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ones are on backorder. 
The yet, come out. 

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Can't wait to unleash them on. 
Poor. 

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Suspecting models unsuspecting 
Got a Feeling we can do an 

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entire episode like entire show 
on. 

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Paints because Angel corralled 
is the famous painter on now 

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YouTube, and former Patriot 
corvus belli, he posted up a 

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teaser pic of a new range of 
game color paints from Vallejo 

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so really excited to see what 
they're going to be like because

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I really like the game color 
range from Vallejo now. 

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So if they're going to, they're 
going to do some like kind of 

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semi contrast kind of style of 
paint or they're fully contrast 

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paints that'll be really. 
Cool to see and I'll be 

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definitely interested in picking
up a few of those because I can 

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get them here in Japan easy. 
So, that'd be really nice. 

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So I'm looking forward to seeing
what happens with that big 

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sucker for the global models. 
Yeah, me too mate. 

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I can't go back to the flip top 
Lids even, that's where I sort 

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of started but yeah, now I can't
go back. 

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I think that. 
Yeah, the drop a bottles is much

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much better. 
But any I'm like what's been 

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happening in our community in 
concerned with in relation to 

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painting and hobby what have 
people been doing me? 

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Well, I guess before I even get 
to that we have to and you might

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touch on this bit later but 
we've had our 300th Discord 

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member who is his. 
Nick name is Mark Smith which is

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kind of if it's his real name. 
That's a good pun on marks 

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Marksman as well, I guess. 
We've got more than 300 Discord 

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members now. 
But Mark Smith basically is the 

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300 so congratulations. 
It's a huge influx of people, 

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which is great. 
Yep, right. 

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Good to see so much. 
Welcome aboard, mate. 

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And there's been a few other 
people since then. 

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Like you say that we've gone 
over the 300-member mark. 

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That's pretty amazing. 
We're over, 750 members in our 

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Facebook, community group as 
well. 

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So I'm really happy to see that 
as well as they're sort of 

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growing. 
And sort of without even 

48
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noticing, it is notice the other
day. 

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I've got 750 people, that's 
incredible. 

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So that's really good that we've
got a community sort of growing.

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Thousand married because people 
find the finding the links in 

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the show notes in the 
podcasting. 

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Oh well you got a Discord. 
Are we your going to Facebook 

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group? 
So don't forget to check those 

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out because you'll find links to
lots of other things in there as

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well. 
Awesome. 

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So moving on like, basically a 
lot of people are back from 

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holidays, Etc. 
So the painting charts been 

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pretty busy in the mornings and 
afternoons. 

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I see time and very late night 
so when all the Euros, come on 

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and we've had a big mix of 
people like space Crusader, 

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whiskey Wizards Clem, Marcel, 
Chris from wa and my string of 

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arms, and even Chris Snider as 
well or chatting up a storm. 

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It's been working on all all 
different stuff and one thing 

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that got mentioned quite a lot 
is GW has been doing these 

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limited runs of really old 
models. 

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Like, for example, the mutated 
like beasts men from blood Bowl.

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There's some skaven coming out 
soon and Chaos saucers. 

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I think her on the horizon. 
I think pricing wise, it's 

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probably going to be on par with
something. 

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You'd get off eBay unless you 
get Like a real good bargain but

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it's kind of cool and hopefully 
you'll you'll see something be 

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re-released. 
It's actually something you need

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I'd be cool. 
Wouldn't mind getting a castle. 

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So and quite a quite a few 
people have been doing like 

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actually going out and playing 
games and I don't mean like 

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remote gaming because people 
still do that obviously. 

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But Actually going out and 
playing games against other like

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members on the Discord, it's 
really cool to see or just 

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playing with their mates, love 
to see the pictures. 

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Like Dingle sun' recently played
2nd Ed 40K, it was aux versus 

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nogal, there was a horrific 
picture of a great unclean, one 

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just stomping up to some really 
well, painted, beautiful Orcs 

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And just wiping them out a 
little buggers lots of family 

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families play Saying things like
Battle Masters and Hero's Quest.

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It's really cool to see really 
young kids playing stuff like 

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Battle Masters getting their 
sort of creative juices flowing 

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in their brains the using both 
logic and Imagination to play 

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these like really cool. 
Cool little games that probably 

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got us all into the hobby really
encourage that and it's sort of 

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heartwarming to see that and 
very nostalgic covering fire 

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finished. 
Off is June entry as Cast 

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wolves, excellent old hammer 
style cast of characters really 

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really loves steak house was 
never say them enough. 

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I know some people might not 
like them but I think they're 

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very cool and unique especially 
for Games Workshop and just 

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touching on oh and actually 
uploaded a review and a story of

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the DND unit or mini. 
So if you're going to owns a 

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little Channel you'll see a cool
YouTube video on that. 

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We've had a lot of good rules 
discussions recently. 

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Recently, especially about epic,
because we've got a rules 

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question section. 
So, if you guys ever have 

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questions about games, you can 
pop them in there and they might

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get a bit more attention than 
popping them in like a gaming 

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channel, where they might get 
flooded with pictures one. 

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Pretty cool thing, I saw was 
princeps Tom who always managed 

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to make fine art, work out of 
his minis. 

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He did some warm us for Dragon 
britannians, they look really 

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excellent and he also painted up
this beautiful manner will 

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Galleon. 
It's got like this really 

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brilliant yellow on. 
It's fantastic. 

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And Captain crayon. 
Has this really cool and rare, 

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sort of group of goblin netizen 
clubbers. 

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That's something I used to seem 
white dwarf all the time. 

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Not something I would see on the
table tops a lot, because the 

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kind of, I don't know about you,
but I found them a bit rare to 

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see When I was playing not a 
played Wharton. 

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Yeah, I think I think mostly all
the metal night goblins are very

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like the units and not goblins 
were really rare anyway. 

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Yeah. 
Because you know, you needed a 

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whole bit bunch of them need 
like 20 30 guys so no one was 

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going to Shell out that much 
money for buying those blisters 

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and blisters appoint. 
I think your portal blister and 

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it was funny listening to like 
an Andy Chambers interview 

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recently with the bringing 
battle. 

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Is on a podcast. 
Yes, because he was mentioning 

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about the biggest-selling war 
machine, which was the goblin 

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Doom diver, because it was the 
cheapest one you can buy in a 

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blister. 
And that was like worth 100 

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points in the game. 
So they had just they just 

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couldn't keep up with demand of 
the goblin, Doom divers. 

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So it was quite funny, but yeah,
in terms of plastic, like they 

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have all the Plastic industry, 
they archers, and the end the 

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spearmen. 
So that's what everyone would 

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bring. 
So finding metal night goblins 

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is so rare these days. 
Days on Market, places that kind

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of thing. 
Yes, it's awesome to see people.

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I kept in crayon and mastering 
of arms painting up. 

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These older metal goblins. 
They look excellent information 

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as well, and I don't know if 
you've seen it, but merging 

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hope. 
I'm pronouncing that correctly 

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mei-hua? 
I am, I think it's Merchants did

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these really beautiful skaven 
and they're done in this like 

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fantastic sort of old hammer 
style, but quite some quite 

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bright colors on them too. 
Ali makes them stand out, 

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really? 
I really love that. 

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And yet again, I've been seeing 
Chris Snyder working on his epic

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00:09:04,700 --> 00:09:08,400
Walks Like little stands of 
knobs and stuff like that. 

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And bike is really cool. 
Excellent coloring. 

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Something like I did Spire to do
once I finally get around to 

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doing epic stuff. 
And just, yeah, all over the 

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Discord. 
Pretty cool. 

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Little things popping up here 
and there of what people are 

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working on, and it's always good
to have people pop into the 

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paint and chart and just ramble 
on about random stuff or what 

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they're doing in the techniques 
are using you. 

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See people like whiskey and 
wizards going nuts, painting 

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these beautiful stone trolls. 
I think that's for a commission.

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Every single scale is 
highlighted on them and they're 

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like, got really Rocky scale. 
All over their body must drive 

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00:09:48,900 --> 00:09:52,100
him mad, but it looks excellent 
really well worth the effort. 

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Very cool indeed. 
So that's why it was see that 

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the community is really active 
there on Discord and doing some 

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great things and inspiring. 
A lot of people in the 

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00:10:01,700 --> 00:10:02,900
community. 
That's awesome. 

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00:10:05,000 --> 00:10:07,700
Let's see, what else has been 
happening on the channel on the 

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YouTube channel. 
We've got a day latest. 

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00:10:11,500 --> 00:10:15,200
My first white dwarf with Clem 
that's claimants, he's from the 

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00:10:15,200 --> 00:10:18,800
UK and he's on our Discord. 
And on our Facebook groups. 

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00:10:19,800 --> 00:10:24,100
So he reached out and said Josh,
can we do this issue together on

171
00:10:24,100 --> 00:10:26,700
this issue? 
132 so we covered that. 

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00:10:26,700 --> 00:10:28,100
So you want to go and check that
out. 

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00:10:28,200 --> 00:10:30,900
It's up there now on on the 
YouTubes. 

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And before that we did a battle 
report me and pull of the 

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Renegades from epic Space Marine
with cows and Elder at for that 

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00:10:39,200 --> 00:10:42,400
6000 points. 
I was a big game, we're playing 

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00:10:42,400 --> 00:10:45,300
that one. 
So there the to sort of latest 

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00:10:45,300 --> 00:10:48,100
videos that are out on the you. 
YouTube channel. 

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00:10:48,800 --> 00:10:54,300
But coming up we have a chat 
with Eric Eric and Canada with 

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00:10:54,300 --> 00:10:56,300
some confrontation law this 
time. 

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00:10:56,300 --> 00:10:59,900
Focusing on the mid-north 
dwarves which are one of the 

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00:10:59,900 --> 00:11:02,500
factions I'm really into. 
And I know that kind of affects 

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00:11:02,500 --> 00:11:05,000
really likes them to be 
creative. 

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00:11:05,300 --> 00:11:08,800
We're going to bring some 
confrontation sort of love to 

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00:11:08,800 --> 00:11:12,100
the channel very soon and we 
sort of sort of start getting 

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00:11:12,100 --> 00:11:17,100
back into doing that again. 
And also the tutorial for the 

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The picture you saw on the 
community section on the YouTube

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00:11:20,100 --> 00:11:24,300
channel of the high of Champions
horse that is now in 

189
00:11:24,500 --> 00:11:26,800
post-production. 
And I've just wrapped up doing 

190
00:11:26,800 --> 00:11:31,800
all the video audio overlays for
that and I've exported it out so

191
00:11:31,800 --> 00:11:33,900
I can upload that. 
I'm going to put on patreon for 

192
00:11:33,900 --> 00:11:35,600
the first week. 
So all my patreons. 

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00:11:35,600 --> 00:11:40,000
Thank you very much to all 29 of
you who are supporting me and 

194
00:11:41,000 --> 00:11:43,300
buy me a coffee every month. 
So I really appreciate that, 

195
00:11:43,300 --> 00:11:44,700
guys. 
So you get to watch that for the

196
00:11:44,700 --> 00:11:47,900
first week and then all the 
release it on to the The YouTube

197
00:11:47,900 --> 00:11:49,600
later. 
So everyone can have a look at 

198
00:11:49,600 --> 00:11:51,100
anything else. 
We need to mention and go over 

199
00:11:51,100 --> 00:11:54,300
it all kind of fix any 
competitions that we haven't 

200
00:11:54,300 --> 00:11:56,900
already gone through or 
announced the moment. 

201
00:11:57,400 --> 00:11:58,700
Well we're back it up, we back 
it up. 

202
00:11:58,700 --> 00:12:01,400
Why should I should say? 
I buggered up the off one the 

203
00:12:01,500 --> 00:12:04,400
the all so much pain but I think
that's going to be in August I 

204
00:12:04,400 --> 00:12:06,000
think. 
I think I'll talk total. 

205
00:12:06,000 --> 00:12:09,200
Isn't it October? 
Yep, which is October in 

206
00:12:09,200 --> 00:12:11,400
English. 
So we're going to leave that 

207
00:12:11,400 --> 00:12:13,300
till then. 
I think the post is situation, 

208
00:12:13,300 --> 00:12:15,800
sort of alleviating now and I 
think we can actually send 

209
00:12:15,800 --> 00:12:18,700
things out out of Japan. 
Which is incredible. 

210
00:12:19,400 --> 00:12:23,200
So let me let me double-check on
that and when we have more 

211
00:12:23,200 --> 00:12:27,200
confirmation on the postal 
status here in Japan, we're 

212
00:12:27,200 --> 00:12:34,600
going to sort of get that out or
for a competition prize Wing as 

213
00:12:34,600 --> 00:12:38,100
a prize, which would be pretty 
amazing as its new in box and 

214
00:12:38,100 --> 00:12:41,300
it's ready to be deployed on 
someone's Battlefield. 

215
00:12:41,300 --> 00:12:43,800
When they play their talks, next
time in second edition. 

216
00:12:44,500 --> 00:12:48,300
Now other competitions, we did 
Have liked the painting 

217
00:12:48,300 --> 00:12:51,100
competition for a Discord 
recently. 

218
00:12:51,100 --> 00:12:54,000
Wrapped up from a crime under 
and unfortunately I was so 

219
00:12:54,700 --> 00:12:58,400
waylaid with everything else. 
I just forgot to do the 14 July 

220
00:12:59,500 --> 00:13:03,800
but we do have the chronic 
command to sorry the call of the

221
00:13:03,800 --> 00:13:06,500
crown to painting challenge. 
Came back. 

222
00:13:06,500 --> 00:13:10,200
Now my good mate GJ in the 
Meadowlands is going to run that

223
00:13:10,200 --> 00:13:15,500
one and he's listed up all the 
requirements to you know, how to

224
00:13:15,500 --> 00:13:19,100
enter what you should enter. 
And how long the the challenge 

225
00:13:19,100 --> 00:13:21,400
would be going for. 
You can still enter if you still

226
00:13:21,400 --> 00:13:26,100
want to do that, I'll leave a 
link in the show notes for that,

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00:13:26,100 --> 00:13:29,600
but you can go straight to our 
Facebook group and it should be 

228
00:13:29,600 --> 00:13:33,800
posted up there as well. 
In fact, if I haven't pinned 

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00:13:33,800 --> 00:13:37,700
that announcement, I'll have to 
do it today so people don't miss

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00:13:37,700 --> 00:13:41,900
that step 1. 
So anything else I've missed at 

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00:13:41,900 --> 00:13:45,800
all, mate, I think that just 
about covers it. 

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00:13:47,100 --> 00:13:49,000
Yeah. 
Yeah, not not that I can think 

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00:13:49,000 --> 00:13:52,700
of off the top of my head. 
I'm sure that we'll think about 

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00:13:52,700 --> 00:13:55,900
something later on. 
As you can tell, we never write 

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00:13:55,900 --> 00:13:59,500
up show notes, so it's always 
off the top of our head when we 

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00:13:59,500 --> 00:14:02,700
can think of it. 
And so, yeah, I did start a 

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00:14:02,700 --> 00:14:04,200
make. 
I did write show notes with the 

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00:14:04,200 --> 00:14:07,000
first, I think the first or 
second episode we did together 

239
00:14:07,000 --> 00:14:08,500
and have ever since then, I 
forgot to do it. 

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00:14:08,508 --> 00:14:10,900
So I'll need to do that. 
So we're not missing anything 

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00:14:11,300 --> 00:14:13,200
invite Ali. 
I think you hear me into that 

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00:14:13,200 --> 00:14:15,400
territory. 
Now where it's like, is it 

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00:14:15,400 --> 00:14:18,500
frowned upon? 
Is it not like A podcaster very 

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00:14:18,500 --> 00:14:21,700
against sort of pre-written 
shows, but yeah, that's good to 

245
00:14:21,700 --> 00:14:25,500
have notes. 
Yeah, it's good that it's yeah, 

246
00:14:25,500 --> 00:14:29,100
we should have know if you have 
any importance because I always 

247
00:14:29,100 --> 00:14:32,100
have the anything, ah, I forgot 
that mention that and I should 

248
00:14:32,100 --> 00:14:35,600
have done it, but I forgot about
it and being beat me being such 

249
00:14:35,600 --> 00:14:38,900
a forgetful filler. 
Then it's, it's bound to happen,

250
00:14:39,100 --> 00:14:43,400
but look great in your journey 
of that much gold content at the

251
00:14:43,400 --> 00:14:46,700
moment. 
I have to mention that episode 

252
00:14:46,800 --> 00:14:51,900
with Tim Prowl was it was Meet 
real mixed emotions from? 

253
00:14:51,900 --> 00:14:54,300
I think everyone in the 
community has listened to it. 

254
00:14:55,100 --> 00:14:59,300
It just sort of cemented, it 
brought up a bit of history that

255
00:14:59,300 --> 00:15:03,400
people might not know about. 
And yeah, it's very interesting 

256
00:15:03,400 --> 00:15:05,800
if you haven't already listened 
to that, which is should have. 

257
00:15:06,500 --> 00:15:09,100
I definitely recommend you. 
Listen to that episode. 

258
00:15:09,600 --> 00:15:11,500
Yes. 
Yeah, it was really wet catch up

259
00:15:11,500 --> 00:15:14,100
with him. 
He seems like a very forthcoming

260
00:15:14,100 --> 00:15:17,200
type of guy. 
Very happy that to just a chat. 

261
00:15:17,400 --> 00:15:20,700
And give up his time to do that 
for us, which is awesome. 

262
00:15:21,400 --> 00:15:23,200
Very cool. 
I've tried with many other 

263
00:15:23,200 --> 00:15:27,100
people from like X Games, 
Workshop members, and they just 

264
00:15:27,100 --> 00:15:29,800
would not message me back or 
even respond. 

265
00:15:30,100 --> 00:15:33,500
Unfortunately, Bill King, he did
respond a couple of times. 

266
00:15:33,800 --> 00:15:36,900
Now, this is the famous writer 
and author of Contracting. 

267
00:15:36,900 --> 00:15:40,700
Felix novels. 
And The Man Behind the whole, 

268
00:15:42,100 --> 00:15:45,200
the basis of a lot of these 
characters and Back stories to 

269
00:15:45,200 --> 00:15:46,700
all. 
The only books from 4th edition 

270
00:15:46,700 --> 00:15:51,100
onwards, And create a lot of the
law for Hammer, we have been in 

271
00:15:51,100 --> 00:15:53,600
touch a couple times and 
unfortunately Bill's been in 

272
00:15:53,600 --> 00:15:58,200
really bad health. 
So that's there to here and but 

273
00:15:58,200 --> 00:16:02,800
he was Keen to come on and have 
a chat with me, but we'll have 

274
00:16:02,800 --> 00:16:08,700
to just wait to see how his 
health condition develops in the

275
00:16:08,700 --> 00:16:10,800
near future. 
I'll keep in touch with him but 

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00:16:10,800 --> 00:16:13,200
I don't I don't want to sound 
like a stirring or hounding him 

277
00:16:13,400 --> 00:16:15,500
at all yesterday. 
I want to just keep my distance 

278
00:16:15,500 --> 00:16:19,500
from that and Maybe in the 
future, we'll have Bill on. 

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00:16:19,500 --> 00:16:24,300
They'll be one of the highlights
of certainly of my podcasting 

280
00:16:24,400 --> 00:16:27,500
short, very short career, have 
someone someone. 

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00:16:27,500 --> 00:16:30,100
So great is Bill King, I mean, 
wow. 

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00:16:30,200 --> 00:16:33,100
I mean, he's The Godfather make,
you, you wouldn't, you wouldn't 

283
00:16:33,100 --> 00:16:36,000
have all this, all these 
stories, all these can I do 

284
00:16:36,000 --> 00:16:38,200
about the characters, but I 
think he invented a lot of the 

285
00:16:38,200 --> 00:16:40,400
carrots. 
He worked a lot exclusively with

286
00:16:40,500 --> 00:16:43,800
the game developers as well in 
producing a lot of stuff for 

287
00:16:43,800 --> 00:16:46,200
40K, second edition and one of 
my fantasy. 

288
00:16:46,600 --> 00:16:49,100
So I would love to to him along 
that some point to talk about 

289
00:16:49,100 --> 00:16:51,000
that. 
I think they'll be great. 

290
00:16:51,000 --> 00:16:56,100
Great to do all wishing him. 
Well yes, we wish wish bill will

291
00:16:56,100 --> 00:17:00,200
so or William William, King, 
Bill King, William King. 

292
00:17:00,200 --> 00:17:05,200
So I become tobacco becomes back
and as a speedy recovery and 

293
00:17:05,200 --> 00:17:07,500
that we can chat to him at some 
point in the future. 

294
00:17:08,000 --> 00:17:11,700
But if you're an X Games 
workshop's Studio member or 

295
00:17:11,700 --> 00:17:15,900
someone who worked in the in the
in the company or whatever and 

296
00:17:15,900 --> 00:17:17,200
you were to come and chat with 
us. 

297
00:17:17,700 --> 00:17:22,099
Please get in touch. 
Please reach me at the clinic 

298
00:17:22,099 --> 00:17:27,000
command podcast, at gmail.com 
again the old leave a link in 

299
00:17:27,000 --> 00:17:30,100
the show notes, you can contact 
me to arrange an interview to 

300
00:17:30,100 --> 00:17:32,300
catch up and be really good to 
hear from you. 

301
00:17:33,500 --> 00:17:38,300
And someone also posted up one 
of the now that the lead singer 

302
00:17:38,300 --> 00:17:43,200
from Bolt Thriller, In Discord. 
Yeah, it's on mentioned him that

303
00:17:43,200 --> 00:17:46,800
he is part of another group. 
Now, another band he's still 

304
00:17:46,800 --> 00:17:49,600
going, he's still touring, he 
still like producing albums that

305
00:17:49,600 --> 00:17:53,900
kind of thing, which is awesome.
And he was an ex like store 

306
00:17:53,900 --> 00:17:56,100
manager or something. 
He played 40 k or something 

307
00:17:56,100 --> 00:17:58,900
back. 
They will hammer on might try to

308
00:17:58,900 --> 00:18:02,500
see if I can reach out to him at
some point if it's possible to 

309
00:18:02,500 --> 00:18:04,500
get him onto the podcast. 
At some point, they'll be pretty

310
00:18:04,500 --> 00:18:06,200
awesome. 
He was pretty pissed off about 

311
00:18:06,200 --> 00:18:11,600
using lot of his v v v throw 
clips that it's Both of us 

312
00:18:12,100 --> 00:18:17,600
without any kind of in financial
financial compensation. 

313
00:18:17,600 --> 00:18:37,200
For that, 
welcome back, everybody. 

314
00:18:37,200 --> 00:18:40,100
This is Joshua the crown of 
command and today, I bought back

315
00:18:40,200 --> 00:18:42,600
Chris Chris. 
Hey, going me good, how are you?

316
00:18:43,200 --> 00:18:46,900
Good to be back, that's good 
bait now, Chris has interviewed 

317
00:18:46,900 --> 00:18:52,000
Chris quite a few episodes ago. 
Chris from the United States and

318
00:18:52,000 --> 00:18:54,600
he risked like he joined our 
Discord group. 

319
00:18:55,100 --> 00:18:58,600
And that's how I sort of met up 
with Chris and his activity 

320
00:18:58,600 --> 00:19:01,300
online. 
As he Revisited all these old 

321
00:19:01,300 --> 00:19:04,500
games from the 90s that he had 
said in his collection, that had

322
00:19:04,500 --> 00:19:07,400
all the Miniatures painted, he 
said just had played the game. 

323
00:19:07,400 --> 00:19:11,900
So we started doing a lot of 
Most gaming through a Discord. 

324
00:19:12,700 --> 00:19:16,000
Today, I'm really accessible and
Chris's ran quite a few games of

325
00:19:16,400 --> 00:19:18,900
space. 
Hulk second edition with me, as 

326
00:19:18,900 --> 00:19:24,000
well as whatever Quest and looks
like Chris is going to go on to 

327
00:19:24,000 --> 00:19:26,800
do other things like maddewar 
and playing with my fantasy. 

328
00:19:26,800 --> 00:19:29,800
That'll so Chris, thanks very 
much again for coming back to 

329
00:19:29,800 --> 00:19:35,200
the community management firm. 
And today, today we're going to,

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00:19:35,208 --> 00:19:39,000
I guess we're gonna be talking 
about space, Hulk, specifically,

331
00:19:39,200 --> 00:19:40,700
so we don't. 
We're going To be looking 

332
00:19:40,700 --> 00:19:43,800
through the Second Edition rules
of space Hulk. 

333
00:19:45,100 --> 00:19:50,000
Now I know that you know there's
a lot of folks out there who are

334
00:19:50,300 --> 00:19:53,600
very interested in the other 
editions first edition. 

335
00:19:53,600 --> 00:19:57,300
I know it's very popular, Third 
Edition. 

336
00:19:57,300 --> 00:20:02,000
I think kind of brought like a 
real awareness of space Hulk 

337
00:20:02,000 --> 00:20:05,000
when it came out and the mid 
2000's. 

338
00:20:05,300 --> 00:20:08,700
But although specifically, I'm 
going to be walking through the 

339
00:20:08,700 --> 00:20:12,900
rules of second. 
And we're going to be kind of 

340
00:20:12,900 --> 00:20:16,800
looking at an all-encompassing 
look of the game. 

341
00:20:18,400 --> 00:20:23,100
A lot of folks will ask the 
question which version of space 

342
00:20:23,100 --> 00:20:26,700
Hulk is the best. 
I'm not going to touch on that. 

343
00:20:26,800 --> 00:20:31,500
That is purely personal opinion.
I happen to have second edition.

344
00:20:31,500 --> 00:20:36,300
I love the look of second 
edition and I really enjoyed the

345
00:20:36,600 --> 00:20:42,500
rules but I think if you're The 
game and it's called space Hulk,

346
00:20:42,500 --> 00:20:44,800
you're playing a good game. 
So I just wanted to kind of get 

347
00:20:44,800 --> 00:20:50,300
out, get that out of the way. 
I think, most folks probably 

348
00:20:50,300 --> 00:20:53,500
know what space Hulk is or at 
least have seen it. 

349
00:20:53,600 --> 00:21:02,900
It's a, it's set in the 40K 
universe and pits genestealers 

350
00:21:03,300 --> 00:21:08,900
against Space Marines in 
Terminator armor, but I think I 

351
00:21:08,900 --> 00:21:13,600
will Read how the game describes
itself. 

352
00:21:13,600 --> 00:21:18,800
So out of the rulebook, the game
describes itself, as it says, it

353
00:21:18,800 --> 00:21:21,700
is a standalone board game that 
concentrates on the 

354
00:21:21,700 --> 00:21:25,200
ever-present, genestealer 
threat, everything you need to 

355
00:21:25,200 --> 00:21:26,900
play. 
The game is in the Box. 

356
00:21:27,300 --> 00:21:30,700
The rule system is easy to learn
makes for Fast and Furious 

357
00:21:30,700 --> 00:21:33,200
action. 
As you play the many different 

358
00:21:33,200 --> 00:21:36,900
missions, the mission book 
contains 18 different missions. 

359
00:21:36,900 --> 00:21:40,400
Each Mission has its own 
background and tells you Where 

360
00:21:40,400 --> 00:21:44,100
the Space Marines and 
genestealers begin play when and

361
00:21:44,100 --> 00:21:48,100
where reinforcements arrive and 
what each player needs to do to 

362
00:21:48,108 --> 00:21:52,400
win detailed color Maps, show 
you how to arrange the boards to

363
00:21:52,400 --> 00:21:55,600
recreate the section of the 
space, Hulk or the mission takes

364
00:21:55,600 --> 00:21:58,000
place. 
Each mission is different from 

365
00:21:58,000 --> 00:22:00,800
the rest, and each presented its
own unique challenge. 

366
00:22:00,800 --> 00:22:04,000
It's a bit like getting 18 
different games. 

367
00:22:04,000 --> 00:22:08,100
All in one box spacewalk lends 
itself, very well to tournament 

368
00:22:08,100 --> 00:22:11,400
and competitive play. 
Try Playing each Mission through

369
00:22:11,400 --> 00:22:13,400
twice in succession with each 
player. 

370
00:22:13,400 --> 00:22:17,300
Commanding first, one side, then
the other having paid a mission 

371
00:22:17,300 --> 00:22:20,400
through both genestealers and 
Space Marines. 

372
00:22:20,400 --> 00:22:22,600
You'll soon, be able to work out
whose performance was best 

373
00:22:22,600 --> 00:22:25,600
overall. 
And I think that description 

374
00:22:26,200 --> 00:22:30,500
really gives it really touches 
on all the, the points of what 

375
00:22:30,500 --> 00:22:33,600
the game is. 
It's a, it's very much a board 

376
00:22:33,600 --> 00:22:36,700
game. 
Everything literally is in one 

377
00:22:36,700 --> 00:22:42,500
box so because of that there's 
No Army collecting. 

378
00:22:42,600 --> 00:22:48,700
There's no Army building. 
There's no, there's no list 

379
00:22:48,700 --> 00:22:52,400
building in the, in the sense 
that there's no customization, 

380
00:22:52,700 --> 00:22:58,000
you're not going to be, you 
know, Fielding a particular mix 

381
00:22:58,000 --> 00:23:00,900
of weapons. 
I think some of the other 

382
00:23:00,900 --> 00:23:05,400
editions have done that, but in 
second edition, there is, there 

383
00:23:05,400 --> 00:23:09,100
is none of that the rule the, 
the missions will tell you this 

384
00:23:09,100 --> 00:23:11,100
is what you start with. 
And that's, that's what you 

385
00:23:11,100 --> 00:23:15,700
have. 
The rules are easy to learn, 

386
00:23:15,700 --> 00:23:19,300
they're very simple. 
In fact, on the back of the, on 

387
00:23:19,300 --> 00:23:23,300
the back, cover of the rule book
and on the inside back cover, 

388
00:23:24,300 --> 00:23:28,200
there is a summary of play. 
And I think for the most part, 

389
00:23:28,200 --> 00:23:30,600
all the rules are summarized 
right there. 

390
00:23:30,600 --> 00:23:34,500
So of course, the rulebook is 
needed for clarification on 

391
00:23:34,500 --> 00:23:38,200
things, but really all you need 
to do is read that summary of 

392
00:23:38,200 --> 00:23:43,000
play and and you know how to 
play The games are fast for 

393
00:23:43,000 --> 00:23:45,600
sure. 
And in fact it, you can see it 

394
00:23:45,600 --> 00:23:51,800
encourages you there to play a 
mission. and then re restarted 

395
00:23:51,800 --> 00:23:59,700
switching sides, and that that 
right there tells you that The 

396
00:23:59,700 --> 00:24:06,400
game has a symmetrical play 
which means that one side is 

397
00:24:06,400 --> 00:24:09,200
trying to do one thing. 
While the other side is doing 

398
00:24:09,200 --> 00:24:12,900
something else. 
It's not like, it's not like a 

399
00:24:13,500 --> 00:24:17,200
regular battle game where you're
just trying to, you know, smash 

400
00:24:17,200 --> 00:24:23,700
the other opponent. 
However, for each Mission will 

401
00:24:23,700 --> 00:24:25,600
see that. 
It's the Space Marines, who are 

402
00:24:25,600 --> 00:24:29,200
actually trying to do something.
Each Mission will lay out. 

403
00:24:29,400 --> 00:24:33,000
What exactly on the space means 
you're trying to do. 

404
00:24:33,000 --> 00:24:35,400
And each of those missions are 
very diverse. 

405
00:24:36,200 --> 00:24:38,800
There are some, you know, 
similarities summer are more 

406
00:24:38,800 --> 00:24:40,400
defensive. 
We're just trying to hold out 

407
00:24:40,400 --> 00:24:43,300
for number of turns. 
There's a lot of missions when 

408
00:24:43,300 --> 00:24:45,300
you're trying to get from point 
A to point B. 

409
00:24:46,800 --> 00:24:50,100
But it is the Space Marines who 
are trying to do something. 

410
00:24:50,100 --> 00:24:53,800
The genestealers objective is 
just to stop that from 

411
00:24:53,800 --> 00:24:56,400
happening. 
So when you switch sides, of 

412
00:24:56,400 --> 00:25:00,500
course, you know, it's the same 
same Mission just from another, 

413
00:25:00,900 --> 00:25:05,900
the other perspective. 
Yeah. 

414
00:25:05,900 --> 00:25:11,500
So that description are also 
kind of pointing to the fact 

415
00:25:11,500 --> 00:25:14,800
that it's the mission book. 
That really is where the game is

416
00:25:14,800 --> 00:25:22,500
at the mission book contains 18 
different missions that are 

417
00:25:22,500 --> 00:25:25,100
broken down into three different
campaigns. 

418
00:25:26,000 --> 00:25:32,500
The campaigns are very Thematic,
I guess the word I'll say 

419
00:25:32,900 --> 00:25:38,100
there's a write-up describing 
the background, every Mission 

420
00:25:38,100 --> 00:25:41,700
has several paragraphs 
describing describing you know 

421
00:25:41,700 --> 00:25:46,500
the story and I think it's an 
interesting story, you know 

422
00:25:46,500 --> 00:25:52,500
really feels like you're reading
a fiction novel, then you play 

423
00:25:52,500 --> 00:25:57,600
out the out the missions now 
unfortunately and maybe maybe 

424
00:25:57,600 --> 00:25:59,800
not unfortunately it just so 
happens to be this way. 

425
00:26:00,200 --> 00:26:04,700
That the missions even though 
they are connected in a 

426
00:26:04,700 --> 00:26:10,700
narrative sense there really is.
No there's no carryover from One

427
00:26:10,700 --> 00:26:15,500
mission to another as far as if 
you win or lose one Mission. 

428
00:26:15,500 --> 00:26:20,600
Now you are encouraged to play 
in a scenario or sorry in a a 

429
00:26:20,600 --> 00:26:25,200
campaign where you play through 
six missions and then kind of 

430
00:26:25,200 --> 00:26:28,600
keyed like a running tally of, 
you know, who's doing better 

431
00:26:28,600 --> 00:26:30,500
than the other. 
There. 

432
00:26:31,000 --> 00:26:35,500
And you know, it's far as wins 
and losses go. 

433
00:26:37,300 --> 00:26:42,500
Now, I will say that in the 
Third campaign, which would be, 

434
00:26:42,500 --> 00:26:50,500
I guess missions, 13 through 18,
those do begin to introduce some

435
00:26:51,500 --> 00:26:55,300
some rules for. 
Like if if the Space Marine 

436
00:26:55,300 --> 00:27:00,700
player lost mission 1, this is 
what changes you would make in 

437
00:27:00,700 --> 00:27:04,400
mission two and then likewise 
mission three if they lost 

438
00:27:04,500 --> 00:27:06,300
mission to, here's changes you 
would make. 

439
00:27:06,800 --> 00:27:10,400
And That makes it a little more 
difficult for the Marines as 

440
00:27:10,400 --> 00:27:14,900
they go through because I think 
continue to lose missions then 

441
00:27:14,900 --> 00:27:16,800
things just get harder and 
harder for them. 

442
00:27:17,600 --> 00:27:21,100
So, anyway, that's, I just want 
to give you the kind of an 

443
00:27:21,100 --> 00:27:26,900
overview there of mission book. 
As far as the rules go, well, 

444
00:27:26,900 --> 00:27:29,600
let's get into what the game 
contains. 

445
00:27:30,500 --> 00:27:34,000
Like I said everything that you 
need is in the Box, you have the

446
00:27:34,000 --> 00:27:39,400
rule book, the other Mission 
book, there are 10, space 

447
00:27:39,400 --> 00:27:44,200
remodels in Terminator armor. 
For the most part, you're going 

448
00:27:44,200 --> 00:27:49,300
to be using all of those most 
missions, you'll be using two 

449
00:27:49,300 --> 00:27:53,700
squads of five submissions. 
You only have one Squad. 

450
00:27:55,100 --> 00:27:59,700
For the genestealers, they come 
with 20 genestealer models. 

451
00:28:02,000 --> 00:28:05,900
And there's really no limit 
because jeans dealers are going 

452
00:28:05,900 --> 00:28:08,600
to be killed right? 
And left and you just keep 

453
00:28:08,600 --> 00:28:10,000
reusing them over and over 
again. 

454
00:28:11,200 --> 00:28:15,700
Now, the models are I think 
they're pretty good quality. 

455
00:28:15,700 --> 00:28:19,900
They are the plastic spacer or 
inserted this. 

456
00:28:19,900 --> 00:28:28,000
The plastic Terminator kits that
had The arms that would could be

457
00:28:28,000 --> 00:28:30,600
removable. 
They kind of like fit into a peg

458
00:28:30,600 --> 00:28:35,700
on the shoulder. 
There's a like a swivel joint at

459
00:28:35,700 --> 00:28:40,800
the hip so technically they 
could move at they want to do 

460
00:28:40,800 --> 00:28:46,000
but there's no need to do that. 
and yeah, I think they're really

461
00:28:46,000 --> 00:28:52,800
good quality and the I think 
that's really the beginning of 

462
00:28:53,300 --> 00:28:56,600
what would become the look of 
the Terminators. 

463
00:28:56,600 --> 00:29:02,800
They have carried on since then 
the genestealers models are the 

464
00:29:02,800 --> 00:29:06,100
same gene Stuart models that 
we've seen for many many years. 

465
00:29:06,400 --> 00:29:09,000
It's a classic look, it's a 
beautiful look. 

466
00:29:11,000 --> 00:29:15,600
So as far as model quality I 
think spit second edition really

467
00:29:15,600 --> 00:29:18,800
is in my opinion, you know, kind
of a kind of the top notch. 

468
00:29:19,100 --> 00:29:23,600
Um I would guess I would say 
this now while I'm on this on 

469
00:29:23,600 --> 00:29:28,900
the subject the first edition 
models not so good, they're a 

470
00:29:28,908 --> 00:29:34,600
little more row body looking. 
They have that funny-looking 

471
00:29:34,600 --> 00:29:42,000
Dome head and you know the clip 
on Flamers. 

472
00:29:42,000 --> 00:29:46,500
They're kind of notorious for 
the game. 

473
00:29:46,500 --> 00:29:49,500
Also comes with a large number 
of board sections. 

474
00:29:49,700 --> 00:29:52,400
Kind of like puzzle pieces that 
you're going to put together to 

475
00:29:52,700 --> 00:29:55,100
form the different layouts 
again. 

476
00:29:55,100 --> 00:30:01,100
The second edition, beautiful, 
beautiful, styling, beautiful 

477
00:30:01,100 --> 00:30:03,600
colors. 
They really pop, I'm not sure 

478
00:30:03,600 --> 00:30:06,700
exactly who did the artwork for 
the board's. 

479
00:30:06,900 --> 00:30:09,900
Looks like Richard Wright and 
David Gallagher did the 

480
00:30:09,900 --> 00:30:14,800
component are And it's, it's 
just top-notch again, first 

481
00:30:14,800 --> 00:30:20,500
edition, not so much, Third 
Edition, I will say, when it 

482
00:30:20,500 --> 00:30:24,500
comes to the components are 
amazing. 

483
00:30:24,500 --> 00:30:26,900
Looking. 
However, in my opinion, I think 

484
00:30:26,900 --> 00:30:31,100
they're a little over produced. 
The models and Third Edition are

485
00:30:31,100 --> 00:30:34,200
more, like, sculptures, I think 
than playing pieces. 

486
00:30:35,700 --> 00:30:39,200
But if you're, if you can, if 
you can paint well and you can 

487
00:30:39,200 --> 00:30:40,600
do them up. 
Well, they look. 

488
00:30:40,800 --> 00:30:43,500
Amazing. 
The quality of the board 

489
00:30:43,500 --> 00:30:46,000
sections. 
In Third Edition, and onward are

490
00:30:46,300 --> 00:30:51,600
super thick, super durable. 
But all of them are certainly 

491
00:30:51,600 --> 00:30:54,600
playable. 
And I'm not going to say one's 

492
00:30:54,600 --> 00:30:57,000
better than the other. 
I think it's just up to, you 

493
00:30:57,000 --> 00:31:01,000
know, personal aesthetic. 
Look, the game also comes with a

494
00:31:01,000 --> 00:31:04,500
whole bunch of counters that 
you're going to be using and 

495
00:31:04,500 --> 00:31:08,800
then some dice. 
Now, the dice that are used In 

496
00:31:08,800 --> 00:31:15,500
the game, it's for second 
edition are our special special 

497
00:31:15,500 --> 00:31:19,500
made dice for the game. 
So if you think like the blood 

498
00:31:19,500 --> 00:31:24,800
Bowl block Dice and the you know
the Space Marine location by 

499
00:31:24,800 --> 00:31:30,200
sits along those. 
Same lines those dice for 

500
00:31:30,200 --> 00:31:36,700
shooting are there is one side 
that is a hit one side that is 

501
00:31:36,700 --> 00:31:40,700
called a sustained fire. 
It and then the rest are blank. 

502
00:31:41,000 --> 00:31:46,400
So I know when Joshua new and I 
played you didn't you didn't 

503
00:31:46,400 --> 00:31:49,200
have those special dice. 
So we were able to play just 

504
00:31:49,200 --> 00:31:54,100
using d6s A6 was a hit and a 
five was a sustained hit and 

505
00:31:54,100 --> 00:32:00,500
everything else was amiss. 
First edition rules, use just D6

506
00:32:01,300 --> 00:32:05,100
and you can certainly, you know,
certainly play with that. 

507
00:32:05,300 --> 00:32:08,700
There a reason I bring that up 
is because if for some Listen, 

508
00:32:08,700 --> 00:32:12,000
you're interested in playing 
space Hulk but you don't have 

509
00:32:13,000 --> 00:32:16,600
you don't have the game. 
The rules are probably available

510
00:32:16,600 --> 00:32:19,900
somewhere. 
You can use Miniatures for from 

511
00:32:19,900 --> 00:32:26,400
whatever I believe that the 
scans of the word sections are 

512
00:32:26,408 --> 00:32:30,700
available somewhere. 
So yes, it is possible to like 

513
00:32:30,700 --> 00:32:35,300
print and play your own. 
I haven't seen too many people 

514
00:32:35,300 --> 00:32:37,000
do that but I know it's 
possible. 

515
00:32:39,500 --> 00:32:41,500
While I'm on that subject, I 
might as well say. 

516
00:32:41,700 --> 00:32:47,100
I've also seen some very 
beautiful 3D printed pieces out 

517
00:32:47,100 --> 00:32:51,400
there so it's you can you can 
get ahold of the game. 

518
00:32:51,400 --> 00:32:53,200
You can play the game one way or
another. 

519
00:32:54,400 --> 00:32:56,500
The game also comes with a 
jammed, I which I think is the 

520
00:32:56,500 --> 00:33:03,500
same sham dyes used in 40K 
second edition, I think, and, 

521
00:33:04,700 --> 00:33:09,300
and Nick Rimando. 
And that's about it for the for 

522
00:33:09,300 --> 00:33:12,200
the components. 
Now, as far as the gameplay 

523
00:33:12,200 --> 00:33:18,000
goes, like I said the mission 
book is really where the game is

524
00:33:18,000 --> 00:33:23,400
focused on. 
So you pick a mission, whether 

525
00:33:23,400 --> 00:33:25,300
you want to go through a 
campaign in order or whether you

526
00:33:25,308 --> 00:33:28,500
just want to randomly open up 
the pages and pick one out. 

527
00:33:28,500 --> 00:33:34,200
The mission book will tell you 
for each Mission how to set it 

528
00:33:34,200 --> 00:33:39,500
up, it has a map. so, when you 
wear them, Yeah well how the 

529
00:33:39,500 --> 00:33:42,400
board section is going to be 
laid out where the deployment 

530
00:33:42,400 --> 00:33:47,300
zones are going to be for the 
Space Marines where the entry 

531
00:33:47,300 --> 00:33:51,400
points are going to be for the 
for the genestealers. 

532
00:33:53,500 --> 00:33:58,400
And then a description of the 
briefing which is what the 

533
00:33:58,400 --> 00:34:02,900
Marines have to do to win the 
genestealers, will be told how 

534
00:34:02,900 --> 00:34:07,900
many reinforcements they get 
each turn, and it'll basically 

535
00:34:07,900 --> 00:34:11,500
tell you, you know, to stop the 
Space Marines, you have to do 

536
00:34:11,500 --> 00:34:14,500
this, which is pretty much the 
same for every Mission. 

537
00:34:15,600 --> 00:34:18,600
I think in almost every Mission.
Probably everyone. 

538
00:34:18,699 --> 00:34:21,199
The Space Marine player goes 
first. 

539
00:34:22,199 --> 00:34:26,800
So once you've set up the 
sequence of play is pretty 

540
00:34:26,800 --> 00:34:30,300
simple. 
The Space Marine phase is first 

541
00:34:30,900 --> 00:34:33,500
and it begins with command 
points. 

542
00:34:34,000 --> 00:34:37,199
The command Point days, which is
just rolling a D6. 

543
00:34:38,199 --> 00:34:42,500
And noting what that role was 
comes with this. 

544
00:34:42,500 --> 00:34:46,100
Their games comes with a little 
chart for tracking that and 

545
00:34:46,100 --> 00:34:50,900
these command points are like 
supplementary points that can be

546
00:34:50,900 --> 00:34:53,800
used. 
Throughout your turn. 

547
00:34:54,199 --> 00:35:01,000
So during the next phase is the 
move and fight phase and here is

548
00:35:01,000 --> 00:35:04,400
where you'll be choosing it a 
Space Marine. 

549
00:35:05,200 --> 00:35:08,500
And then taking actions with 
that Marine. 

550
00:35:09,400 --> 00:35:15,000
Each Marine gets for action 
points that he could use to 

551
00:35:15,000 --> 00:35:17,600
perform all this moving and 
shooting and various other 

552
00:35:17,600 --> 00:35:21,500
actions. 
Once you've used up those four 

553
00:35:21,500 --> 00:35:27,500
points or decide to move on to 
another Space Marine that 

554
00:35:27,500 --> 00:35:33,000
initial Space Marine is done. 
You can go back to it and use 

555
00:35:33,000 --> 00:35:38,900
any other remaining action 
points you have unless you use 

556
00:35:39,000 --> 00:35:46,700
command points so, for the most 
part, You'll just be using the 

557
00:35:46,700 --> 00:35:51,500
for command points for each 
Marine As you move them around 

558
00:35:52,100 --> 00:35:54,800
and then oftentimes at the end 
of the turn you'll go back 

559
00:35:54,800 --> 00:35:57,600
through and move and use your 
command points. 

560
00:35:58,500 --> 00:36:02,600
However, let's say there's a 
situation where you have a 

561
00:36:03,100 --> 00:36:06,400
marine and he's going to do 
something for one action point 

562
00:36:06,400 --> 00:36:09,100
and then another action point 
and another. 

563
00:36:09,200 --> 00:36:12,100
So you've used up three action 
points and now you want to 

564
00:36:12,100 --> 00:36:14,800
perform an action that takes two
action points. 

565
00:36:15,600 --> 00:36:20,300
You can use its remaining action
point and then a command point 

566
00:36:21,200 --> 00:36:23,500
to do that last action. 
And, and that's, you know, very 

567
00:36:23,500 --> 00:36:26,000
common thing to do. 
Okay. 

568
00:36:26,000 --> 00:36:31,600
So what are the actions? 
Well, they are a bunch of that 

569
00:36:31,600 --> 00:36:36,400
involve moving. 
So moving forward. 1 square is 

570
00:36:36,400 --> 00:36:41,600
an action point. 
Turning 90 degrees is an action 

571
00:36:41,600 --> 00:36:46,200
point. 
Moving backwards is two action 

572
00:36:46,200 --> 00:36:51,900
points. 
And turning all the way around 

573
00:36:51,900 --> 00:36:55,300
180 degrees is also two action 
points. 

574
00:36:56,600 --> 00:37:02,500
Now, in addition to those moving
actions, you can also as part of

575
00:37:02,500 --> 00:37:08,400
a move action you can fire your 
Bolter and that firing of the 

576
00:37:08,400 --> 00:37:13,000
Bolter when combined with 
movement, does not incur any 

577
00:37:13,000 --> 00:37:19,500
more action point penalties. 
So oftentimes if you're able to 

578
00:37:19,500 --> 00:37:22,300
fire you might as well move and 
fire. 

579
00:37:22,300 --> 00:37:28,100
So there's a lot of I'm turning 
and firing if it's possible. 

580
00:37:31,500 --> 00:37:35,900
The other thing I want to point 
out is when we, when the rules 

581
00:37:35,900 --> 00:37:41,900
referred to forward, it's 
referring to the three spaces 

582
00:37:42,300 --> 00:37:47,800
that are in front of the Space 
Marine, or I should say, the 

583
00:37:47,800 --> 00:37:51,900
three spaces that are adjacent 
in the front of the Space 

584
00:37:51,900 --> 00:37:53,200
Marine. 
So that would be directly in 

585
00:37:53,200 --> 00:37:56,200
front. 
And to the front diagonal. 

586
00:37:56,200 --> 00:38:00,000
Right in front a diagonal left. 
Another action point. 

587
00:38:00,600 --> 00:38:05,100
To fire your storm Bolter and 
we'll get into that when we get 

588
00:38:05,100 --> 00:38:14,300
into the combat. clearing a jam 
for an action, point jams occur 

589
00:38:15,000 --> 00:38:22,700
during The genestealers turn 
which I'll just discuss when we 

590
00:38:22,700 --> 00:38:28,900
get there. 
Going on, OverWatch is two 

591
00:38:28,900 --> 00:38:31,000
action points and that's 
something that you'll be using 

592
00:38:31,000 --> 00:38:34,200
quite a bit throughout the game.
And again, I'll get into that 

593
00:38:34,200 --> 00:38:40,100
when we get into combat, firing 
a heavy flamer. 

594
00:38:40,200 --> 00:38:45,100
Now, I didn't point out but of 
the Marines that you get, you'll

595
00:38:45,100 --> 00:38:53,700
have two sergeants which are 
armed with a storm Bolter and a 

596
00:38:53,700 --> 00:38:58,000
power saw You'll have to heavy 
flamer. 

597
00:38:58,400 --> 00:39:02,300
Marines, obviously armed with a 
heavy flamer and a power fist. 

598
00:39:02,800 --> 00:39:06,100
And then the rest, the other 
eight, Marines are just normal 

599
00:39:06,100 --> 00:39:09,700
Marines with storm bolts or and 
power fist power fist. 

600
00:39:09,700 --> 00:39:13,400
Doesn't actually do anything. 
It's just, it's just kind of 

601
00:39:13,408 --> 00:39:18,200
there. 
So like I said it was two action

602
00:39:18,200 --> 00:39:24,100
points to fire. 
The heavy flamer in this 

603
00:39:24,500 --> 00:39:30,900
particular Edition second 
edition, you're given 12 flamer 

604
00:39:30,900 --> 00:39:37,000
tokens and a favor token is the 
size of a square, the size of a 

605
00:39:37,000 --> 00:39:43,000
space on the board. 
If when you use that flavor and 

606
00:39:43,000 --> 00:39:47,100
I might as well just discuss it.
Now while I'm on the topic when 

607
00:39:47,100 --> 00:39:52,200
you use a heavy flamer, you 
nominate a space that you want 

608
00:39:52,200 --> 00:39:58,200
to claim and then you can put a 
marker there and you can 

609
00:39:58,200 --> 00:40:03,900
continue to place markers as 
long as you can see, and as long

610
00:40:03,900 --> 00:40:08,400
as they're within a certain 
range that you have, and you can

611
00:40:08,400 --> 00:40:12,700
use Use those flavors in a in 
kind of a neat way and maybe 

612
00:40:12,700 --> 00:40:14,700
I'll wait and discuss that a 
little later because there's 

613
00:40:14,700 --> 00:40:16,700
definitely a lot of strategy to 
that. 

614
00:40:16,800 --> 00:40:21,500
But what I wanted to point out 
was once those 12 markers are 

615
00:40:21,500 --> 00:40:25,800
used, whether you use them all 
in one, massive burst or whether

616
00:40:25,800 --> 00:40:29,800
you space it out to a number of 
terms, once all of those tokens 

617
00:40:29,800 --> 00:40:34,600
are used and you're out of 
tokens, you can spend this. 

618
00:40:34,600 --> 00:40:37,900
The next action we're going to 
discuss which is reloading a 

619
00:40:37,900 --> 00:40:40,800
heavy flames. 
And that's going to require all 

620
00:40:40,800 --> 00:40:45,300
for action points to do that. 
The next action you can do is 

621
00:40:45,900 --> 00:40:48,600
close combat. 
That's something that space for 

622
00:40:48,600 --> 00:40:52,200
a player, does not want to do, 
but the GMC dealer definitely 

623
00:40:52,200 --> 00:40:55,800
does want to do that. 
And again, that's one action 

624
00:40:55,800 --> 00:40:59,000
point. 
And then the last thing opening,

625
00:40:59,000 --> 00:41:02,600
or closing a door and again, 
that's one action point for 

626
00:41:02,600 --> 00:41:08,900
that, So during that move and 
fight phase, like I said, you're

627
00:41:08,900 --> 00:41:14,600
going to be choosing a marine 
going about doing all the 

628
00:41:14,600 --> 00:41:19,800
actions you want to. 
And then when you know when you 

629
00:41:19,800 --> 00:41:23,300
done with one good, one of the 
other you can use command points

630
00:41:23,300 --> 00:41:27,100
throughout and then when you're 
done that's that's pretty much 

631
00:41:27,100 --> 00:41:31,500
it and we go into the 
record-keeping phase which is 

632
00:41:31,500 --> 00:41:36,800
just anything Anything that's 
specific to the mission. 

633
00:41:36,800 --> 00:41:42,400
Might say, you know, at the end 
of the turn, you know, maybe 

634
00:41:42,400 --> 00:41:48,600
you'll move. 
Move a token on on the round 

635
00:41:48,600 --> 00:41:52,000
marker just to keep track of how
many rounds, you know you've 

636
00:41:52,000 --> 00:41:57,400
been doing something or yeah, I 
think that's pretty good, 

637
00:41:57,400 --> 00:41:58,900
really. 
Not much going on in the 

638
00:41:58,900 --> 00:42:00,900
record-keeping face. 
Okay. 

639
00:42:00,900 --> 00:42:03,700
Then we move on to the 
genestealer phase. 

640
00:42:05,200 --> 00:42:10,400
In the genestealer phase. 
Actually you don't before I get 

641
00:42:10,400 --> 00:42:17,100
into that, maybe I will discuss 
some more specifics to moving 

642
00:42:17,100 --> 00:42:20,600
and fighting because I think 
it's, it's worth looking into 

643
00:42:20,600 --> 00:42:24,200
that because that'll make some 
of them the genestealer stuff, 

644
00:42:24,200 --> 00:42:27,900
make more sense. 
So like I said, movement is 

645
00:42:27,900 --> 00:42:34,500
just, you know, pretty normal 
when you move Forward. 

646
00:42:34,500 --> 00:42:40,500
It's any of those three spaces 
in front of you, which means you

647
00:42:40,500 --> 00:42:43,200
can, you know, move diagonally 
in that regard. 

648
00:42:43,800 --> 00:42:50,100
Now, the only time you can't 
move diagonally is, if This face

649
00:42:50,100 --> 00:42:55,600
that you the space that you want
to move into if there is 

650
00:42:55,600 --> 00:43:03,600
something directly to both sides
of that diagonal. 

651
00:43:05,100 --> 00:43:09,500
For instance, another model and 
maybe a corner or two models. 

652
00:43:09,500 --> 00:43:14,000
You can't move, diagonally 
through two things and that goes

653
00:43:14,000 --> 00:43:20,300
for, you know, all movement and 
that also goes for Oh, I'm 

654
00:43:20,300 --> 00:43:21,900
sorry. 
I do not believe that goes for 

655
00:43:21,900 --> 00:43:25,600
line-of-sight though, which I'll
get into line of sight here and 

656
00:43:25,600 --> 00:43:31,900
just a second. 
As far as the fighting goes, I 

657
00:43:31,908 --> 00:43:35,500
mentioned before it cost one 
action point when it comes to 

658
00:43:35,500 --> 00:43:37,800
shooting. 
If you want to shoot something, 

659
00:43:37,900 --> 00:43:44,500
you have to have both line of 
sight and a fire Arc has the 

660
00:43:44,500 --> 00:43:47,000
target has to be in your firearm
for you to be able to shoot at 

661
00:43:47,000 --> 00:43:50,600
something. 
The line of sight, the way that 

662
00:43:50,600 --> 00:43:58,300
works is a model can see 
anything that's beside and 

663
00:43:58,300 --> 00:44:03,800
anything that's in front. 
So if you imagine a grid and the

664
00:44:03,800 --> 00:44:09,700
model is standing, you know, 
facing like North anything to 

665
00:44:09,700 --> 00:44:16,500
the east or in the left or you 
know that right side of the 

666
00:44:16,500 --> 00:44:21,200
model. 
You can see an anything to the 

667
00:44:21,200 --> 00:44:26,300
left or west, you can see. 
So if you were like looking 

668
00:44:26,300 --> 00:44:29,700
down, if you were standing in an
intersection, you could actually

669
00:44:29,700 --> 00:44:32,800
see down that hallway on your 
side. 

670
00:44:34,800 --> 00:44:39,000
And that's important when it 
comes to you know, the 

671
00:44:39,000 --> 00:44:41,000
genestealers being able to sneak
up on you. 

672
00:44:41,000 --> 00:44:44,500
So even though technically the 
model is not facing you, it can 

673
00:44:44,500 --> 00:44:48,200
still see down that hole when it
comes to the fire arcs. 

674
00:44:48,200 --> 00:44:55,200
However the fire Arc, you can 
think of that as kind of a Like 

675
00:44:55,200 --> 00:45:03,200
a 45 degree angle going off from
the right and off from the left 

676
00:45:03,200 --> 00:45:07,300
so that that diagonal. 
That's in front, right? 

677
00:45:07,300 --> 00:45:10,800
And diagonal front left. 
Just keep following that line. 

678
00:45:10,900 --> 00:45:16,400
And that is your, your fire Arc.
So, technically something could 

679
00:45:16,400 --> 00:45:21,800
be in your line of sight, but 
not in your fire Arc in order to

680
00:45:21,800 --> 00:45:24,000
do something, it has to be in. 
Both. 

681
00:45:25,300 --> 00:45:28,600
The one of the kind of 
ambiguities, I'll say that is 

682
00:45:28,600 --> 00:45:36,000
not really listed in the rules 
is how line of sight Works in 

683
00:45:36,000 --> 00:45:40,200
like, strange situations. 
So to give you an example, there

684
00:45:40,200 --> 00:45:43,700
are times when you might be as a
marine player standing in a 

685
00:45:43,700 --> 00:45:48,800
room, And there might be a 
hallway leading off from that 

686
00:45:48,800 --> 00:45:52,000
room and maybe there's a 
genestealer coming down that 

687
00:45:52,000 --> 00:45:58,700
hallway. 
It's very difficult to To tell 

688
00:45:58,700 --> 00:46:05,700
exactly when that genestealer 
comes into your line of sight 

689
00:46:05,700 --> 00:46:10,700
because you can't really Define 
a diagonal in that case. 

690
00:46:12,300 --> 00:46:16,200
And what we had done when we 
played is and I've kind of 

691
00:46:16,200 --> 00:46:20,900
learned this from other games, 
it's just to take like a string 

692
00:46:20,900 --> 00:46:25,300
or a straight edge and a ruler 
or something and draw a straight

693
00:46:25,300 --> 00:46:28,800
line from The space that you're 
into the Target. 

694
00:46:28,800 --> 00:46:32,700
And as long as that goes 
unimpeded by anything, then you 

695
00:46:32,700 --> 00:46:38,800
have line of sight And I think 
it's it's it's pretty intuitive.

696
00:46:38,800 --> 00:46:41,300
As far as that goes a quick 
little, why don't just have to 

697
00:46:41,308 --> 00:46:43,500
take a quick break night before 
we go any further? 

698
00:46:43,600 --> 00:46:45,200
I see that. 
Okay, I'm keeping an eye on 

699
00:46:45,200 --> 00:46:47,300
that. 
Yep, it's thank you very much so

700
00:46:47,300 --> 00:46:51,500
far for this wonderful through 
through the first of all, four 

701
00:46:51,500 --> 00:46:53,800
spacewalks in addition. 
So we'll guys will be back in 

702
00:46:53,800 --> 00:46:56,800
just a moment to give 
Christopher a break and see you 

703
00:46:56,808 --> 00:47:06,200
on the other side. 
Back again in the room and Chris

704
00:47:06,200 --> 00:47:09,000
has been giving us a very 
in-depth, look at the Second 

705
00:47:09,000 --> 00:47:11,700
Edition rules, and we've been 
enjoying that so far. 

706
00:47:13,500 --> 00:47:17,700
Now Chris before we get started 
again, yeah, we played some 

707
00:47:17,700 --> 00:47:20,400
remote games and a people have 
absolutely no idea what we're 

708
00:47:20,400 --> 00:47:24,400
talking about there. 
It's basically, you're setting 

709
00:47:24,400 --> 00:47:28,800
up the game in your house, in 
your room, your games room and 

710
00:47:28,800 --> 00:47:31,200
I'm just papers with the dice 
and I don't actually have the 

711
00:47:31,200 --> 00:47:33,100
proper die. 
So I'll use my sustained fire 

712
00:47:33,100 --> 00:47:37,000
dies, 40kg, Right? 
And he's my d6s and you're 

713
00:47:37,000 --> 00:47:41,500
moving my my Pieces by Marines 
on the board and we're 

714
00:47:41,500 --> 00:47:44,700
interacting that way. 
So and it was pretty successful,

715
00:47:44,700 --> 00:47:48,500
wasn't it? 
Oh yeah, I yeah, I very 

716
00:47:48,500 --> 00:47:51,100
successful. 
I thought if you don't like 

717
00:47:51,100 --> 00:47:53,000
someone was right there in the 
room, really? 

718
00:47:53,500 --> 00:47:54,300
Yeah. 
I mean. 

719
00:47:54,300 --> 00:47:56,700
Yeah. 
Chris just was, it was very kind

720
00:47:56,700 --> 00:47:59,900
and trusting me when I rolled a 
series of sixes and fives and 

721
00:47:59,900 --> 00:48:06,000
that kind of which you did. 
I did, I did indeed. 

722
00:48:06,000 --> 00:48:08,400
So thanks for. 
Thanks for trusting me. 

723
00:48:09,000 --> 00:48:16,000
Yeah, yeah, yeah, yeah. 
Speaking of like I said, when we

724
00:48:16,000 --> 00:48:18,600
played, we didn't have the 
sustained, fire dice. 

725
00:48:19,300 --> 00:48:22,700
But if you did, have the same 
fire dice, like I said before, 

726
00:48:24,000 --> 00:48:29,700
one one side, that is a hit. 
So when you want to fire at 

727
00:48:29,700 --> 00:48:33,400
something, is long as you have 
that fire or can as long as it's

728
00:48:33,400 --> 00:48:38,600
with, you can see your target 
you can find her. 

729
00:48:38,600 --> 00:48:45,300
Now, there actually is no range 
limit on storm water which is 

730
00:48:45,300 --> 00:48:48,900
the main the main shooting. 
So when you want to fire 

731
00:48:48,900 --> 00:48:57,200
something, you roll two dice and
you're looking for that hit If 

732
00:48:57,200 --> 00:49:04,400
you were to shoot and Miss as 
long as you did not move in that

733
00:49:04,700 --> 00:49:11,400
previous shooting action. 
And as long as you remain 

734
00:49:11,400 --> 00:49:16,000
stationary for the next shooting
action, and as long as you're 

735
00:49:16,000 --> 00:49:21,200
shooting at the same Target on 
that second and consecutive 

736
00:49:21,200 --> 00:49:24,400
shots. 
After that, you will hit on 

737
00:49:24,600 --> 00:49:29,200
either, the hit Or the 
sustained, the sustained fire 

738
00:49:29,200 --> 00:49:32,600
hit, which in our example, was 
one of five. 

739
00:49:32,700 --> 00:49:35,900
So it pretty much doesn't, you 
know, increases your chances by 

740
00:49:35,900 --> 00:49:41,400
another whatever, whatever 
chance that would be. 

741
00:49:43,100 --> 00:49:48,000
So, that's pretty much. 
How, how normal shooting works. 

742
00:49:48,900 --> 00:49:50,600
Now. 
There's another kind of shooting

743
00:49:51,100 --> 00:49:55,600
that actually takes place in the
genestealers turn. 

744
00:49:55,700 --> 00:50:02,500
And that is OverWatch. 
And anybody who's played 40 k, s

745
00:50:02,500 --> 00:50:05,200
ition or others. 
Maybe if you move with 

746
00:50:05,200 --> 00:50:08,600
OverWatch. 
And like I said before, it's 

747
00:50:08,600 --> 00:50:13,300
takes two action points to set 
yourself on OverWatch and I 

748
00:50:13,300 --> 00:50:17,700
should point out now that once 
you are on OverWatch you can't 

749
00:50:17,700 --> 00:50:21,600
do anything else in your action 
so you couldn't put on lean on 

750
00:50:21,600 --> 00:50:24,000
OverWatch. 
And then later in that turned 

751
00:50:24,000 --> 00:50:27,500
aside will actually. 
Now I want Move him or turn him 

752
00:50:27,900 --> 00:50:30,800
to do that. 
You would negate your your 

753
00:50:30,800 --> 00:50:33,800
OverWatch. 
The game comes with a bunch of 

754
00:50:33,808 --> 00:50:37,400
OverWatch counters, you just put
a little counter next to him and

755
00:50:37,400 --> 00:50:42,300
he's on OverWatch and what that 
means is in a genestealers turn 

756
00:50:42,900 --> 00:50:45,000
if a Target would present 
itself. 

757
00:50:45,100 --> 00:50:50,400
If Jean still would move into 
your line of sight and into your

758
00:50:50,400 --> 00:50:56,600
fire Arc, you can take a shot 
Adam to do that same thing. 

759
00:50:56,600 --> 00:50:59,800
You're rolling two dice, you're 
looking for a hit, the 

760
00:50:59,800 --> 00:51:02,400
difference here. 
Is there are no sustained fire. 

761
00:51:02,500 --> 00:51:08,100
Our roles in an OverWatch shot. 
So you only are going to have 

762
00:51:08,100 --> 00:51:14,000
that, you know, that D6. 
Chant on two dice to hit in 

763
00:51:14,000 --> 00:51:18,200
addition, to Rolling those 25 or
dice on OverWatch. 

764
00:51:18,200 --> 00:51:21,400
You also have to roll the, the 
jam dice. 

765
00:51:22,000 --> 00:51:26,200
Which like I said before, there 
is a one in six chance of that 

766
00:51:26,200 --> 00:51:33,200
jam symbol coming up and if the 
jams that will comes up, That's 

767
00:51:33,200 --> 00:51:34,500
it. 
You can't you can't shoot 

768
00:51:34,500 --> 00:51:38,400
anymore. 
And usually that means trouble 

769
00:51:38,700 --> 00:51:43,700
for the Space Marine player. 
And that also then Clues you in 

770
00:51:43,700 --> 00:51:47,400
on what that Jack clear Jam 
action is going to do so on your

771
00:51:47,400 --> 00:51:49,700
turn. 
You know, again, you can spend 

772
00:51:49,700 --> 00:51:51,300
one action point to clear that 
jam. 

773
00:51:52,700 --> 00:51:58,600
The other kind of combat the 
might as well get into now is 

774
00:51:58,900 --> 00:52:01,500
close combat again. 
Close combat is not something 

775
00:52:01,500 --> 00:52:03,300
that the space media player 
wants to do. 

776
00:52:05,600 --> 00:52:08,100
But the genestealer, of course, 
that is everything you wants to 

777
00:52:08,100 --> 00:52:12,000
do. 
When you're in close combat, you

778
00:52:12,000 --> 00:52:18,300
have to have an enemy directly 
in front of you. 

779
00:52:18,500 --> 00:52:21,600
Now, up until this point front 
just meant in any of those three

780
00:52:21,700 --> 00:52:25,500
squares in front of you, but for
close combat, you have to be 

781
00:52:25,600 --> 00:52:29,800
facing that Target directly in 
front of you. 

782
00:52:31,300 --> 00:52:39,400
You don't have to, you don't 
have to be facing your enemy to 

783
00:52:39,400 --> 00:52:43,600
be hit, but in order to hit, you
have to to be in front of him. 

784
00:52:43,700 --> 00:52:50,900
So what I mean by that is When 
you engage in combat, whether 

785
00:52:50,900 --> 00:52:55,800
you initiated it or not, the 
Space Marine player will will 

786
00:52:55,800 --> 00:52:59,900
roll one die and the genestealer
Will Roll three dice. 

787
00:53:01,600 --> 00:53:08,400
The high, the highest result 
will win the comment if there's 

788
00:53:08,400 --> 00:53:16,900
a tie. 
Nothing happens. if yeah, let me

789
00:53:16,900 --> 00:53:25,300
see if I can explain this 
correctly, if you win combat as 

790
00:53:25,300 --> 00:53:30,700
the defender and you are not 
facing the jeans, your opponent,

791
00:53:30,700 --> 00:53:35,700
I should say for free, you 
automatically turn to face your 

792
00:53:35,700 --> 00:53:46,400
opponent so in an additional or 
a future close combat action, 

793
00:53:46,600 --> 00:53:51,900
now that you're facing your 
opponent, you can if You win. 

794
00:53:52,700 --> 00:53:58,500
Destroy your opponent. 
So in other words you only 

795
00:53:58,500 --> 00:54:03,000
actually defeat your opponent in
close combat if you were facing 

796
00:54:03,000 --> 00:54:08,200
them when you Successfully 
rolled that High Roll. 

797
00:54:08,200 --> 00:54:13,000
I hope that that makes sense. 
But that's that's just, you 

798
00:54:13,000 --> 00:54:15,300
know, that's how things work. 
And it's pretty intuitive. 

799
00:54:15,300 --> 00:54:18,500
You know, obviously, if 
genestealer comes and smacks you

800
00:54:18,500 --> 00:54:22,100
in the back, even if you 
successfully awarded him off, 

801
00:54:22,300 --> 00:54:28,700
you can't hit him back. 
Now, there is one special 

802
00:54:28,700 --> 00:54:32,900
character, the sergeant who is 
armed with a power Sword, and 

803
00:54:32,900 --> 00:54:36,900
the Power sword is going to give
him a plus-one to his dive roll 

804
00:54:36,900 --> 00:54:40,200
in close combat. 
And it's also going to allow him

805
00:54:40,200 --> 00:54:44,100
to Parry aging sewer attack, 
which just means you're going to

806
00:54:44,100 --> 00:54:47,400
force the gene still or to 
re-roll one of his dice. 

807
00:54:47,500 --> 00:54:51,900
It just gives the sergeant a 
little edge up in close combat. 

808
00:54:53,600 --> 00:54:59,500
Okay, so the other the next 
thing in close combat to look at

809
00:54:59,600 --> 00:55:03,700
is the flamer. 
Oh, you know what? 

810
00:55:03,700 --> 00:55:07,000
Let me back up if I miss one 
thing on OverWatch. 

811
00:55:07,700 --> 00:55:11,500
I said before that when it comes
to shooting, there's no range on

812
00:55:11,500 --> 00:55:14,700
OverWatch. 
There is a range and that is 

813
00:55:15,300 --> 00:55:20,700
that is 12 12 squares. 
So if you're looking down a 

814
00:55:20,700 --> 00:55:24,700
long, long, long hallway, you're
on over, Watch as soon as that 

815
00:55:24,800 --> 00:55:29,800
genestealer enters a squared 12 
spaces away from you that's when

816
00:55:29,800 --> 00:55:32,900
you can begin to actually fire 
on them. 

817
00:55:34,800 --> 00:55:37,800
Okay, the way flamers work like 
I said, it costs, two action 

818
00:55:37,800 --> 00:55:42,100
points to fire a flamer, and 
unlike the storm borders, you 

819
00:55:42,100 --> 00:55:46,200
cannot move and fire a heavy 
flamer. 

820
00:55:47,100 --> 00:55:50,000
Heavy Famer can also not be used
on OverWatch. 

821
00:55:50,400 --> 00:55:57,800
Again, the maximum range is 12 
and you have 12 shots before you

822
00:55:57,800 --> 00:56:04,400
have to spend a Reload action to
get those to get another 12. 

823
00:56:04,500 --> 00:56:08,100
Shots back, you get one reload. 
So technically you're going to 

824
00:56:08,100 --> 00:56:12,100
have 24 tokens that you can use 
throughout the course of the 

825
00:56:12,100 --> 00:56:14,700
mission. 
For each heavy flamer room. 

826
00:56:16,600 --> 00:56:20,000
Like I said, when you, when you 
spend those two, you can 

827
00:56:20,000 --> 00:56:24,000
nominate a point that you can 
see that's within 12 and you can

828
00:56:24,000 --> 00:56:29,600
put a flame counter on there. 
If you want, you can actually 

829
00:56:30,300 --> 00:56:34,500
Stack Up flame tokens. 
The reason you might want to do 

830
00:56:34,500 --> 00:56:40,500
that is because at the end of 
every round I'm sorry at the 

831
00:56:40,508 --> 00:56:44,900
beginning of your next you're 
going to be removing a flame 

832
00:56:44,900 --> 00:56:50,800
marker so you can stack those up
but only a maximum of 2 so that 

833
00:56:50,800 --> 00:56:55,800
would just give you like an 
extra an extra turn of If 

834
00:56:55,800 --> 00:56:58,500
something know what I'm why 
that's important is because 

835
00:56:58,600 --> 00:57:02,900
flame markers, they will prevent
a genestealer for moving into 

836
00:57:03,100 --> 00:57:08,500
that square so you can kind of 
box off certain areas just by 

837
00:57:08,900 --> 00:57:13,400
popping down and play marker. 
Now, if you want to put flame 

838
00:57:13,400 --> 00:57:18,200
markers in more than one square,
you have to chain them together.

839
00:57:19,300 --> 00:57:22,900
Which means just putting another
marker down in an adjacent 

840
00:57:23,000 --> 00:57:26,800
square that you can also see and
is in within range. 

841
00:57:27,000 --> 00:57:31,100
So you can't fire one down 
around a corner, you have to be 

842
00:57:31,100 --> 00:57:36,600
able to see them and this is 
this is helpful or useful for, 

843
00:57:36,600 --> 00:57:42,800
you know, taking out multiple If
they got multiple Gene Steelers.

844
00:57:43,500 --> 00:57:48,800
It's also helpful for blocking 
off multiple points of Entry. 

845
00:57:48,800 --> 00:57:53,000
If you're, if you're able to see
a couple and your line of sight,

846
00:57:55,100 --> 00:57:58,500
So, that's, that's basically how
flamers work. 

847
00:57:58,700 --> 00:58:01,300
And I think that's pretty much 
how everything works. 

848
00:58:01,300 --> 00:58:04,800
For the genestealers. 
I'm sorry for the, for the 

849
00:58:04,800 --> 00:58:06,300
Marines. 
Okay. 

850
00:58:06,300 --> 00:58:09,200
Now, when it comes to the 
genestealers, there's a bunch of

851
00:58:09,200 --> 00:58:12,000
things to kind of understand how
they work. 

852
00:58:12,900 --> 00:58:16,800
First of all gemstones, can be 
represented in either a, what is

853
00:58:16,800 --> 00:58:21,900
called a blip counter or the 
actual Gene supermodel itself. 

854
00:58:23,400 --> 00:58:30,300
So Typically, the genestealers 
will start off as blips in your 

855
00:58:32,100 --> 00:58:33,900
I think they call it an entry 
area. 

856
00:58:35,800 --> 00:58:39,400
So the beginning of the mission,
it'll tell you that you'll start

857
00:58:39,400 --> 00:58:44,200
off with a number of blips drawn
randomly and they're going to be

858
00:58:44,800 --> 00:58:47,900
placed in certain places marked 
on the map. 

859
00:58:48,100 --> 00:58:52,500
Now these blips on the on the 
bottom of them, on the flip side

860
00:58:52,600 --> 00:59:01,700
they all have a number anywhere 
from 1 to 6 3, I think is 

861
00:59:01,700 --> 00:59:06,800
probably the most common 6. 
There's only Maybe two of those 

862
00:59:06,800 --> 00:59:11,600
is a couple fives may be 
enforced, but usually the threes

863
00:59:11,600 --> 00:59:13,100
and twos. 
I think it's probably the most 

864
00:59:13,100 --> 00:59:19,000
common denomination. 
There's also a couple zero 

865
00:59:19,100 --> 00:59:21,700
markers. 
It's kind of funny because these

866
00:59:21,700 --> 00:59:26,100
are called malfunctions and it 
makes it sound like it's a bad 

867
00:59:26,100 --> 00:59:30,300
thing for the Space Marine. 
You know it's a malfunction of 

868
00:59:30,300 --> 00:59:34,000
the sensor but it's actually a 
good thing because you know, 

869
00:59:34,000 --> 00:59:36,700
you're hoping for a zero it's 
Malfunction for the the 

870
00:59:36,700 --> 00:59:41,400
genestealer if anything. 
So you take these these blips 

871
00:59:41,900 --> 00:59:46,900
their place on the on the in the
entry areas and much like the 

872
00:59:48,300 --> 00:59:51,700
Space Marines, the genestealers 
are given a number of action 

873
00:59:51,700 --> 00:59:58,200
points per turn and that is 66 
action points per lift and /. 

874
01:00:00,700 --> 01:00:01,700
Space. 
Sorry. 

875
01:00:01,700 --> 01:00:06,900
Genestealer model. 
Now if you can move these blips,

876
01:00:08,100 --> 01:00:10,900
even though they actually 
represent a number of genes 

877
01:00:10,900 --> 01:00:14,700
dealers, you move them, you 
know, kind of like together. 

878
01:00:14,700 --> 01:00:18,100
And so I can if a blip says 
three or as you're moving this 

879
01:00:18,100 --> 01:00:23,500
blip around, you're technically 
moving like 33 genestealers but 

880
01:00:23,500 --> 01:00:26,600
the space ring pipe doesn't know
how many you have there. 

881
01:00:26,900 --> 01:00:36,000
One thing that I'll just clarify
right now is this idea of how 

882
01:00:36,000 --> 01:00:43,200
the blips move or turn into to 
genestealer models. 

883
01:00:43,200 --> 01:00:48,700
And there's two, two terms to 
describe how they, how they can 

884
01:00:48,700 --> 01:00:52,300
convert and that is voluntary 
and involuntary. 

885
01:00:52,300 --> 01:00:57,700
So for a voluntary conversion 
and that's what You want to do 

886
01:00:57,700 --> 01:01:01,900
as a chance to earn player? 
You will before you move the 

887
01:01:01,900 --> 01:01:06,500
blip, you'll flip it over. 
Reveal what the number is, and 

888
01:01:06,500 --> 01:01:10,500
place aging stealer in that 
space. 

889
01:01:11,600 --> 01:01:17,700
And then in any spaces that are 
adjacent to that space. 

890
01:01:17,800 --> 01:01:23,700
So, if you're moving down a hall
and you flip over, yeah, three. 

891
01:01:24,300 --> 01:01:26,200
That's going to be one in the 
space. 

892
01:01:26,200 --> 01:01:28,200
That the blip. 
And and one in front and one 

893
01:01:28,200 --> 01:01:32,300
behind. 
Now, if that had been a for you 

894
01:01:32,300 --> 01:01:36,900
would lose that extra 
genestealer because there was no

895
01:01:36,900 --> 01:01:38,800
place to put them. 
That's why it can be really 

896
01:01:38,800 --> 01:01:47,200
tricky to try to convert them at
the right time at a t-junction 

897
01:01:47,200 --> 01:01:52,800
or in a room. 
So those those sixes are, you 

898
01:01:52,808 --> 01:01:55,200
know. 
Definitely nice to see. 

899
01:01:55,200 --> 01:01:59,200
But I've I know when we play 
sometimes I would just end up 

900
01:01:59,400 --> 01:02:01,600
losing some of them because I 
had no place to put them. 

901
01:02:02,800 --> 01:02:06,500
I'm sure there's a, a great 
strategy behind using blips, but

902
01:02:06,500 --> 01:02:08,700
I'm still kind of figuring all 
that out. 

903
01:02:09,700 --> 01:02:14,500
You can also voluntarily convert
a blip in your entry area. 

904
01:02:14,500 --> 01:02:17,500
So before you even put them on 
the board, you can in the entry 

905
01:02:17,500 --> 01:02:20,000
area convert them and move them 
on. 

906
01:02:22,600 --> 01:02:27,100
I'm not sure exactly what the 
Strategic benefits are of 

907
01:02:27,100 --> 01:02:31,900
keeping genestealer as a blip 
besides you, get to move them 

908
01:02:31,900 --> 01:02:35,000
freely. 
It also hides the numbers from 

909
01:02:35,000 --> 01:02:39,100
the space frame player but I'm 
still kind of discovering the 

910
01:02:39,100 --> 01:02:46,400
strategy over you know when and 
how to convert them now I 

911
01:02:46,400 --> 01:02:50,100
discussed voluntary conversion. 
Involuntary conversion would be 

912
01:02:50,100 --> 01:02:55,500
if something That would create 
that would cause that blip to 

913
01:02:55,500 --> 01:03:01,600
enter line of sight of a Marine.
so if a Space Marine moves 

914
01:03:01,600 --> 01:03:06,900
around a corner and now can see 
it, or shoots, or opens the 

915
01:03:06,900 --> 01:03:16,900
door, and You know, reveals 
uplift then those genes dealers 

916
01:03:16,900 --> 01:03:20,400
are immediately converted. 
There's butcher he to be 

917
01:03:20,400 --> 01:03:25,900
converted into genestealers. 
However the Space Marine player 

918
01:03:25,900 --> 01:03:31,400
gets to choose where they'll be 
placed and what direction will 

919
01:03:31,400 --> 01:03:35,200
be facing. 
So it's often a good idea to if 

920
01:03:35,200 --> 01:03:37,700
that happens you want to face in
the opposite direction to force 

921
01:03:37,700 --> 01:03:41,800
them to have to turn you know, 
to get Want to go. 

922
01:03:45,000 --> 01:03:53,700
Let's see what next when it 
comes to, To the actual 

923
01:03:54,800 --> 01:04:00,300
genestealer phase in first. 
There is the reinforcement 

924
01:04:00,300 --> 01:04:03,900
phase, which according to the 
mission will tell you how many 

925
01:04:04,100 --> 01:04:09,500
lips you're going to add on to 
the board again in any of those 

926
01:04:09,500 --> 01:04:13,500
entry areas. 
And then you begin taking 

927
01:04:13,500 --> 01:04:17,900
actions with them just like you 
did with the Space. 

928
01:04:17,900 --> 01:04:21,800
Marines, 6 action points, you 
can move, you know, the blips, 

929
01:04:21,800 --> 01:04:26,700
the models around and it's 
pretty straightforward as a 

930
01:04:26,707 --> 01:04:30,100
juicer player. 
You just want to get in close as

931
01:04:30,100 --> 01:04:33,900
quickly as possible. 
However, there is definitely 

932
01:04:33,900 --> 01:04:40,500
strategy involved there. 
I'm trying to sneak up on and 

933
01:04:40,500 --> 01:04:46,500
get as close to the Marine 
without, you know, without 

934
01:04:46,500 --> 01:04:49,900
really engaging him. 
You want to try to force that 

935
01:04:49,900 --> 01:04:55,800
Marine player to to make those 
OverWatch shots to jam and move 

936
01:04:55,800 --> 01:05:02,100
up. 
You know, as quickly and as in 

937
01:05:02,100 --> 01:05:05,300
mass as possible. 
So, you know, won't just to give

938
01:05:05,300 --> 01:05:08,000
an example. 
There were times when we would 

939
01:05:08,000 --> 01:05:12,800
play you have a G A Space Marine
on OverWatch and he just be in 

940
01:05:12,800 --> 01:05:19,900
an excellent position and I 
might move a genestealer around 

941
01:05:19,900 --> 01:05:23,800
a corner, which would trigger 
his OverWatch shot and he would 

942
01:05:23,800 --> 01:05:28,500
miss, and I move closer and he 
would miss and I would move 

943
01:05:28,500 --> 01:05:31,600
closer. 
And at some point, I would have 

944
01:05:31,600 --> 01:05:38,200
to gauge at what point do I want
to stop moving so that I can use

945
01:05:39,000 --> 01:05:42,200
that? 
That genestealer who's leading 

946
01:05:42,200 --> 01:05:46,300
the front as kind of like a 
roadblock or a shield. 

947
01:05:46,700 --> 01:05:50,700
So that the other genestealers 
could move up behind because 

948
01:05:50,800 --> 01:05:56,600
once once that lead, genestealer
stops moving, there's no more 

949
01:05:56,600 --> 01:06:00,900
OverWatch shots, being triggered
as Gene sewers flood up behind 

950
01:06:00,900 --> 01:06:03,800
him. 
So it's just a little point of 

951
01:06:04,100 --> 01:06:08,600
strategy, you know, that I 
learned, and I'm certainly not a

952
01:06:10,000 --> 01:06:14,700
I'm not a tactical genius when 
it comes to this game and let me

953
01:06:14,700 --> 01:06:21,200
just say this, I'm sure there's 
probably articles out there on 

954
01:06:21,300 --> 01:06:25,600
strategy for space Hulk. 
If there are don't search for 

955
01:06:25,600 --> 01:06:30,100
them, don't look, it's so much 
more fun to explore the game on 

956
01:06:30,100 --> 01:06:33,700
your own and to try to, you 
know, come up with this, on your

957
01:06:33,700 --> 01:06:36,000
own. 
Because from playing my first 

958
01:06:36,000 --> 01:06:38,500
game show playing the most 
recent game I played. 

959
01:06:38,600 --> 01:06:41,300
I'm learning stuff. 
Every time I play and I'm just 

960
01:06:41,300 --> 01:06:43,600
having a blast with it. 
And I think if I read an article

961
01:06:43,600 --> 01:06:46,500
that would tell me how to do it 
the best, it would just have 

962
01:06:46,500 --> 01:06:47,900
sap. 
The fun right out of it. 

963
01:06:49,600 --> 01:06:53,000
Okay, so I guess that's pretty 
much it. 

964
01:06:53,000 --> 01:06:57,900
As far as the genestealer turn 
at the end of the gene. 

965
01:06:57,900 --> 01:07:00,300
Still return is again, is a 
record-keeping phase. 

966
01:07:00,600 --> 01:07:04,100
Anything that the mission tells 
you to do, you do. 

967
01:07:05,800 --> 01:07:08,500
And that's pretty much I think 
that's pretty much it. 

968
01:07:08,500 --> 01:07:12,900
One thing I did not mention, I 
said before that you can take an

969
01:07:12,900 --> 01:07:16,000
action to open a door. 
You can also shoot out a door 

970
01:07:18,600 --> 01:07:22,500
and again a door is shot. 
Just like a genestealer. 

971
01:07:22,500 --> 01:07:29,000
You have to roll a hit on it. 
I'm doors are probably more for 

972
01:07:29,000 --> 01:07:33,100
the benefit of the genestealer 
because they can block line of 

973
01:07:33,100 --> 01:07:38,000
sight. 
The game also I did not mention 

974
01:07:38,400 --> 01:07:39,800
it. 
In addition to coming with all 

975
01:07:39,800 --> 01:07:43,500
these doors comes with a couple 
bulkheads, bulkheads cannot be 

976
01:07:43,500 --> 01:07:48,100
shot and the genestealer I think
the jeep through an open ball 

977
01:07:48,100 --> 01:07:52,300
kit actually in none of the 
missions that we played all kids

978
01:07:52,300 --> 01:07:56,800
did not come into play in any of
them so I'm sorry if I don't 

979
01:07:56,800 --> 01:08:00,700
recall thought my head if a 
genestealer can open a bulkhead 

980
01:08:00,700 --> 01:08:05,900
or not but I know that you 
cannot be Not be shot. 

981
01:08:08,000 --> 01:08:12,700
Or destroyed. 
So that I think is just about 

982
01:08:12,700 --> 01:08:17,899
everything for, you know, for 
the rules of space Hulk. 

983
01:08:18,300 --> 01:08:20,700
Now, I do want to point out 
because I know someone's going 

984
01:08:20,700 --> 01:08:23,899
to want to know what the 
differences are between second 

985
01:08:23,899 --> 01:08:25,899
edition. 
And first edition, there's a lot

986
01:08:25,899 --> 01:08:27,800
of people that love first 
edition. 

987
01:08:31,100 --> 01:08:33,000
Some of the things that are 
different about the rules. 

988
01:08:33,100 --> 01:08:38,500
Okay, first of all, in first 
edition, in the command phase, 

989
01:08:38,500 --> 01:08:44,100
instead of rolling a die, and 
having that those command points

990
01:08:44,100 --> 01:08:51,899
seen by both players, the Space 
Marine draws a token 1 through 6

991
01:08:52,600 --> 01:08:56,600
and keeps it hidden, and that's 
how many command points he can 

992
01:08:56,600 --> 01:08:59,600
use. 
As he uses command points, he 

993
01:08:59,600 --> 01:09:03,300
just keeps track of how many 
he's using and keep makes a note

994
01:09:03,300 --> 01:09:06,200
of it for the Bulls players to 
see. 

995
01:09:07,500 --> 01:09:11,100
And then he can actually use 
those command points in the 

996
01:09:11,100 --> 01:09:16,399
genestealer turn. 
Now I personally don't like that

997
01:09:16,500 --> 01:09:23,500
because I'm not a big fan of 
like, reactions in games. 

998
01:09:23,600 --> 01:09:26,500
And what I mean is like a player
does something, and then another

999
01:09:26,500 --> 01:09:27,899
player says, oh wait, wait, 
wait, wait. 

1000
01:09:27,899 --> 01:09:30,800
Before you do anything else? 
I'm going to react to that. 

1001
01:09:32,000 --> 01:09:34,500
I'm typically not a fan of that 
because I think sometimes it can

1002
01:09:34,500 --> 01:09:38,100
get a little, a little dicey, 
you know, if. 

1003
01:09:40,000 --> 01:09:42,100
But anyway, that's neither here,
nor there. 

1004
01:09:43,800 --> 01:09:45,800
Then at the end of the 
genestealer phase. 

1005
01:09:48,100 --> 01:09:53,000
The spaceman player reveals how 
many command points he actually 

1006
01:09:53,000 --> 01:09:58,700
had and if he makes a mistake 
and actually uses more than he 

1007
01:09:58,700 --> 01:10:03,200
has, he immediately loses which 
is just kind of a weird just a 

1008
01:10:03,200 --> 01:10:07,600
weird little bookkeeping thing. 
But anyway, that's neither here,

1009
01:10:07,600 --> 01:10:12,600
nor there. 
It is kind of cool that it keeps

1010
01:10:13,100 --> 01:10:17,100
the gene still play player from 
knowing exactly. 

1011
01:10:17,100 --> 01:10:20,600
What. 
Could happen if, you know, gives

1012
01:10:20,600 --> 01:10:25,000
kind of that Ace in the Hole 
that the space Route Planner 

1013
01:10:25,000 --> 01:10:27,000
might have. 
So I can see the benefits of 

1014
01:10:27,000 --> 01:10:33,300
that the other big change. 
I think for the game, one of the

1015
01:10:33,300 --> 01:10:37,400
big changes is how shooting 
Works in first edition. 

1016
01:10:38,300 --> 01:10:43,200
There are no special dice for 
shooting and said you just roll 

1017
01:10:43,200 --> 01:10:45,400
d6s. 
And when it comes to sustain 

1018
01:10:45,400 --> 01:10:51,900
fire, We second edition, you go 
from a one in six, chance to a 

1019
01:10:52,900 --> 01:10:55,800
two and six chance, and that's 
when two dice. 

1020
01:10:55,800 --> 01:11:00,900
So I don't know what the map is 
on that in first edition. 

1021
01:11:02,000 --> 01:11:07,000
The first round of fire is 26. 
The second round of fire. 

1022
01:11:07,000 --> 01:11:11,200
You need a 5 just like second 
edition but you can continue 

1023
01:11:11,700 --> 01:11:15,000
third round of firing. 
Now it's a four or five or six 

1024
01:11:15,600 --> 01:11:18,400
fourth round of firing Down 2, 
3, 4, 5 or 6 and it just you 

1025
01:11:18,400 --> 01:11:20,100
know it keeps it keeps stacking 
up that way. 

1026
01:11:22,000 --> 01:11:27,000
Yes, that makes sustained fire 
more powerful in. 

1027
01:11:29,600 --> 01:11:33,900
In first edition, but I kind of 
like it being limited just to 

1028
01:11:34,300 --> 01:11:37,800
that five or six. 
Now I think when they come up 

1029
01:11:37,800 --> 01:11:45,400
with those changes to offset to 
offset that they also change the

1030
01:11:45,400 --> 01:11:49,600
rules for flamers. 
So in first edition, when you 

1031
01:11:49,600 --> 01:11:53,900
flame something you don't flame 
individual sections, you flame 

1032
01:11:54,100 --> 01:11:58,100
an entire board section. 
Which again, that's a little 

1033
01:11:58,100 --> 01:12:05,000
weird to me, anyway, because 
some words sections are five 

1034
01:12:05,600 --> 01:12:09,000
spaces. 
Large some are nine spaces, 

1035
01:12:09,000 --> 01:12:14,000
large some are one space barge. 
So it's a little, you know, a 

1036
01:12:14,008 --> 01:12:18,200
little tricky to and you can 
certainly, you know, move 

1037
01:12:18,200 --> 01:12:23,100
Steelers around in such a way to
avoid, you know, the space 

1038
01:12:23,100 --> 01:12:26,200
required capitalizing on that. 
Again, it's an aesthetic. 

1039
01:12:26,400 --> 01:12:29,200
Thing. 
I'm sure there's all kinds of, 

1040
01:12:30,400 --> 01:12:32,500
you know, people out there who 
have thoughts on, you know, 

1041
01:12:32,500 --> 01:12:33,900
which is, which is better or 
worse. 

1042
01:12:35,200 --> 01:12:38,000
But for me, I personally, like 
second edition. 

1043
01:12:38,100 --> 01:12:43,700
I like the look of it. 
If I had first edition, I met 

1044
01:12:43,700 --> 01:12:47,600
easily like that. 
I think that the Virgin that you

1045
01:12:47,600 --> 01:12:51,800
like is probably going to be the
one that you connect with the 

1046
01:12:51,800 --> 01:12:56,900
one that you fall in love with. 
And if you love playing, Ever 

1047
01:12:57,400 --> 01:13:01,000
more power to you. 
Either way, no matter what you 

1048
01:13:01,008 --> 01:13:05,000
play, Space Hulk and amazing 
game. 

1049
01:13:05,100 --> 01:13:09,400
I love it. 
And I don't know, Josh, if you 

1050
01:13:09,400 --> 01:13:13,300
want to kind of chimed in with 
some of your just impressions of

1051
01:13:13,300 --> 01:13:17,100
the game or thoughts on on 
playing through the missions. 

1052
01:13:17,900 --> 01:13:21,100
Yeah, just this is thanks very 
much Chris for you time to go 

1053
01:13:21,100 --> 01:13:23,900
through the rules and that kind 
of thing, because it's quite a 

1054
01:13:23,907 --> 01:13:27,400
laborious effort that you put 
into doing a lot of research in 

1055
01:13:27,500 --> 01:13:30,800
presenting the rules as you did.
So, Hopefully, that will give 

1056
01:13:30,800 --> 01:13:34,900
people a lot of understanding of
what space Hulk is, if it never 

1057
01:13:34,900 --> 01:13:37,300
seen it or played it before and 
how it plays out. 

1058
01:13:37,300 --> 01:13:40,800
And what you said there are 
several online resources that 

1059
01:13:41,000 --> 01:13:43,900
like the Facebook group space 
Hulk that you can you know, you 

1060
01:13:43,900 --> 01:13:47,000
can find lots of files that you 
can download and print out your 

1061
01:13:47,000 --> 01:13:50,200
own. 
Either 3D printed space Hulk, 

1062
01:13:50,200 --> 01:13:54,000
which I shared some pics on 
Discord with some guy who has 

1063
01:13:54,000 --> 01:13:58,100
done that which looks incredible
and just use all your own 

1064
01:13:58,100 --> 01:14:00,800
collection of Marines or What 
you need genestealers for, 

1065
01:14:00,800 --> 01:14:04,400
whatever, but you can sort of 
put together your own sort of 

1066
01:14:05,500 --> 01:14:07,100
Homebrew, addition to space 
Hulk. 

1067
01:14:07,100 --> 01:14:11,000
If if the getting the originals 
are sort of Out Of Reach for you

1068
01:14:11,000 --> 01:14:14,900
financially which is probably 
the biggest concern here because

1069
01:14:14,900 --> 01:14:18,300
they're out of print. 
But yeah, our expensive actually

1070
01:14:18,300 --> 01:14:21,600
playing the game. 
I was sort of curious about 

1071
01:14:21,600 --> 01:14:24,900
space, hold having played Third 
Edition, and having some mixed 

1072
01:14:24,900 --> 01:14:29,200
feelings about the game. 
I wouldn't say that I love space

1073
01:14:29,200 --> 01:14:33,000
Hulk, Probably because of its 
one. 

1074
01:14:33,000 --> 01:14:35,000
For one thing, the jeans there 
was a just not really an 

1075
01:14:35,000 --> 01:14:38,300
attractive proposition for me to
play, I much prefer playing the 

1076
01:14:38,308 --> 01:14:40,700
Marines shooting up the 
genestealers and of course it's 

1077
01:14:40,700 --> 01:14:45,800
all in the space of the game was
themed on the aliens movie. 

1078
01:14:45,900 --> 01:14:48,600
When it first came out because I
think that's when it was first 

1079
01:14:49,100 --> 01:14:54,400
sort of made, it was made in the
late Late 80s. 

1080
01:14:54,400 --> 01:14:56,600
We had we didn't really think. 
Yeah. 

1081
01:14:57,500 --> 01:15:00,700
So you know you can see you can 
identify with the theme but it 

1082
01:15:00,700 --> 01:15:03,900
became very popular and became 
like a cult classic and it's 

1083
01:15:03,900 --> 01:15:08,500
still regarded as being one of 
the most favored games of 

1084
01:15:08,500 --> 01:15:10,200
anybody's, sort of gaming 
history. 

1085
01:15:10,200 --> 01:15:14,600
They all got in through space 
Hulk, And having played second 

1086
01:15:14,600 --> 01:15:17,400
edition because I looked at 
Chris's copyright, check out 

1087
01:15:17,400 --> 01:15:22,400
online and I like the visuals 
the board are the diminishes 

1088
01:15:22,400 --> 01:15:25,200
look nice. 
And of course it's got that you 

1089
01:15:25,200 --> 01:15:29,800
know, sort of 90s flavor to it 
and having played through the 

1090
01:15:29,800 --> 01:15:32,600
first six missions. 
I've got to say I was really 

1091
01:15:32,700 --> 01:15:36,900
quite taken with it. 
Yeah, it's sort of builds up 

1092
01:15:36,900 --> 01:15:40,100
this tension within the game, 
being the Marine player that 

1093
01:15:40,100 --> 01:15:44,600
every decision you make. 
Is in some way stressful but 

1094
01:15:44,600 --> 01:15:47,400
then rewarding, if you can pull 
it off or put you in these 

1095
01:15:47,400 --> 01:15:51,800
situations where you're in a lot
of pressure, you can see the 

1096
01:15:51,800 --> 01:15:54,800
jeans that was mounting up and 
building up in numbers and then 

1097
01:15:54,800 --> 01:15:59,100
you sort of got a in one sense 
hope that the dice God's favor 

1098
01:15:59,100 --> 01:16:00,600
you. 
And you can roll really good 

1099
01:16:00,600 --> 01:16:05,700
roles and start chewing through 
some of the genes dealers and 

1100
01:16:05,900 --> 01:16:07,800
succeeding in your missions and 
that kind of thing. 

1101
01:16:07,800 --> 01:16:10,700
So I enjoyed I really thoroughly
enjoyed all the six missions we 

1102
01:16:10,700 --> 01:16:15,600
played in Initial. 
That was like a like a linked 

1103
01:16:15,600 --> 01:16:18,100
campaign. 
So basically you had my name 

1104
01:16:18,100 --> 01:16:22,500
characters of your captains and 
they would leave their squads 

1105
01:16:22,500 --> 01:16:24,900
through that through the Hulk's 
and you had to accomplish 

1106
01:16:24,900 --> 01:16:28,200
certain things. 
Like what I think the first one 

1107
01:16:28,200 --> 01:16:31,400
you better burn in cleanse we 
used to like take your heavy 

1108
01:16:31,400 --> 01:16:34,300
flaming guy and sort of just 
incinerate one of the rooms at 

1109
01:16:34,300 --> 01:16:37,400
the end the flame using a flame 
was fun to. 

1110
01:16:37,400 --> 01:16:41,100
I think that's probably the most
controversial thing that people 

1111
01:16:41,200 --> 01:16:42,900
were sort of been to. 
Cut it out. 

1112
01:16:43,100 --> 01:16:45,400
And unfortunately, Space 
Odyssey, condition, wasn't a 

1113
01:16:45,407 --> 01:16:48,500
commercial success with Games 
Workshop, and it flopped big 

1114
01:16:48,500 --> 01:16:53,300
time which is sad to see because
I think it's still in its core a

1115
01:16:53,300 --> 01:16:58,600
great game and and I like to 
iterate that the flamer having 

1116
01:16:58,600 --> 01:17:00,600
tried Third Edition and second 
edition. 

1117
01:17:00,600 --> 01:17:04,600
Now, I think the flame is 
excellent in second edition. 

1118
01:17:04,600 --> 01:17:07,300
I think we'll use very practical
use. 

1119
01:17:07,700 --> 01:17:10,500
I think it's very tactical. 
You can use it offensively. 

1120
01:17:10,500 --> 01:17:17,600
You can use a defensively. 
Yeah, I prefer it in the second 

1121
01:17:17,600 --> 01:17:21,700
edition flavors myself. 
It's better because liking a 

1122
01:17:21,700 --> 01:17:23,700
Caillou. 
Got the Temptation in first 

1123
01:17:23,700 --> 01:17:28,400
answer that you can, you know, 
you can cover the entire room 

1124
01:17:28,400 --> 01:17:32,600
section with the flame with the 
flame of, but then the 

1125
01:17:32,600 --> 01:17:36,900
opportunities of actually 
happening a quite Limited And so

1126
01:17:36,900 --> 01:17:38,700
you can take an entire Corridor 
section as well. 

1127
01:17:38,700 --> 01:17:41,700
You can just take one section 
out with the flamer with one 

1128
01:17:41,700 --> 01:17:45,100
shot but with the, with the 
templates, you sort of blocking 

1129
01:17:45,100 --> 01:17:48,900
off individual spaces, and then 
you've got more chances of just 

1130
01:17:48,900 --> 01:17:52,400
turning the corner dropping 
templates on four squares or 

1131
01:17:52,400 --> 01:17:55,900
five squares or it might be 
trying to kill as many genes 

1132
01:17:55,900 --> 01:17:58,200
cells as you can, and then they 
can't actually move through 

1133
01:17:58,200 --> 01:18:02,600
those phases and it broke it. 
Yeah, it's I like the fact that 

1134
01:18:02,600 --> 01:18:06,800
you can just drop one template, 
it basically blocks that Tall 

1135
01:18:06,800 --> 01:18:08,900
from ever being entered. 
Or if you do enter it, you know,

1136
01:18:09,100 --> 01:18:13,600
probably die. 
So yeah, it has a sort of 

1137
01:18:13,600 --> 01:18:20,300
arab-arab denial kind of tactics
to it that I quite liked and it 

1138
01:18:20,300 --> 01:18:23,700
didn't really deter from the 
experience at all. 

1139
01:18:24,500 --> 01:18:27,300
I didn't feel like I'm losing 
out on being able to take an 

1140
01:18:27,300 --> 01:18:31,900
entire section of the back out, 
which you can do any way you can

1141
01:18:31,900 --> 01:18:33,500
expand. 
As many temples, really? 

1142
01:18:33,500 --> 01:18:36,100
Yeah. 
We could have played this game. 

1143
01:18:36,200 --> 01:18:39,200
With versus rules? 
Yeah, you played first edition 

1144
01:18:39,200 --> 01:18:41,100
was Second Edition world. 
Whenever yeah, whatever you 

1145
01:18:41,100 --> 01:18:45,100
want, you can put a hybrid of 
them and you can the first 

1146
01:18:45,100 --> 01:18:49,000
edition rules Incorporates a 
timer. 

1147
01:18:49,000 --> 01:18:54,100
So the Marine Corps only gets to
think like three minutes to take

1148
01:18:54,100 --> 01:18:58,700
a turn and you could easily 
incorporate that into into any 

1149
01:18:58,700 --> 01:18:59,800
of the versions. 
I think. 

1150
01:18:59,800 --> 01:19:04,400
I don't know like 12 but it 
certainly would write ramp up. 

1151
01:19:04,400 --> 01:19:07,200
The difficulty is, but it's 
specially if it's a mission, 

1152
01:19:07,200 --> 01:19:10,100
you're familiar with. 
Yeah, I think it'd be 

1153
01:19:10,100 --> 01:19:14,600
interesting to try. 
But yeah, I think in final 

1154
01:19:14,600 --> 01:19:16,200
thoughts, I think I really 
enjoyed it. 

1155
01:19:16,200 --> 01:19:19,400
I look forward to coming back 
and playing second edition with 

1156
01:19:19,400 --> 01:19:22,700
you mate in the second part. 
Now, the visit like another set 

1157
01:19:22,700 --> 01:19:25,400
of missions, isn't it? 
So there's like another 10 to go

1158
01:19:25,400 --> 01:19:26,100
through. 
I think. 

1159
01:19:26,300 --> 01:19:29,900
Oh no, there's another there's 
another there are three 

1160
01:19:29,900 --> 01:19:32,000
campaigns. 
Each campaign has six. 

1161
01:19:32,300 --> 01:19:35,700
So we we played six, there's 
still another 12 more to go. 

1162
01:19:35,900 --> 01:19:38,500
Awesome. 
And I want to point out, in 

1163
01:19:38,500 --> 01:19:41,100
case, anyone does not know this.
Again, we're talking to a second

1164
01:19:41,100 --> 01:19:43,500
edition here. 
There's Number of white dwarf 

1165
01:19:43,500 --> 01:19:48,600
issues that include some like 
mini campaigns or extra special 

1166
01:19:48,600 --> 01:19:53,100
rules. 
There's one I know I think it's 

1167
01:19:53,100 --> 01:20:02,500
issue issue, 199 200, 201. 
Each of those missions are each 

1168
01:20:02,500 --> 01:20:05,400
of those issues they should say 
is focused on a different 

1169
01:20:05,400 --> 01:20:09,100
chapter of Space Marines. 
So there's a, there's one on the

1170
01:20:09,100 --> 01:20:11,500
Deathwing. 
Their Archangel Deathwing 

1171
01:20:11,500 --> 01:20:16,300
company and has As a little, you
know, submissions there, there's

1172
01:20:17,500 --> 01:20:20,800
one for the Space Wolves. 
They give special rules for like

1173
01:20:20,800 --> 01:20:24,400
assault, cannons and change 
fists. 

1174
01:20:26,700 --> 01:20:29,400
Yeah, so there's a lot of cool 
medical things out there. 

1175
01:20:29,400 --> 01:20:32,500
If you want to expand even 
further on the game for 

1176
01:20:32,500 --> 01:20:36,400
protection addition, the first 
edition has so many special 

1177
01:20:36,400 --> 01:20:40,200
rules so many expansions than 
it's, like to me, that's a 

1178
01:20:40,208 --> 01:20:44,100
little overwhelming. 
But if you Like options there. 

1179
01:20:44,500 --> 01:20:45,800
There you go. 
It's out there. 

1180
01:20:46,700 --> 01:20:48,600
Yep. 
And also, if you want to see the

1181
01:20:48,600 --> 01:20:52,700
game in action, you can check 
out Guerrilla games on YouTube. 

1182
01:20:53,000 --> 01:20:53,700
Right. 
Right. 

1183
01:20:54,000 --> 01:20:57,500
Yeah, he does a lot of these 
kind of throwback Thursday 

1184
01:20:57,700 --> 01:21:01,700
videos, and he, a series of the 
second space, Hulk rules, and 

1185
01:21:01,700 --> 01:21:05,400
he's doing to Fenris, I think it
is the space Wolf one that came 

1186
01:21:05,400 --> 01:21:08,000
in white dwarf. 
Yeah, that was the, yeah, that's

1187
01:21:08,000 --> 01:21:12,300
is to 200, I think, right? 
So I'll drop links. 

1188
01:21:12,400 --> 01:21:16,300
In the show notes and so people 
can go check those out. 

1189
01:21:16,300 --> 01:21:19,800
If they'll have a look at what 
how or, you know, how s Asian 

1190
01:21:19,800 --> 01:21:22,400
plays out and maybe it could be 
for them but could not be for 

1191
01:21:22,400 --> 01:21:25,100
them, whatever, but we gave it. 
Our best shot, we enjoyed down 

1192
01:21:25,100 --> 01:21:27,500
with Chris. 
So we're going to have you on 

1193
01:21:27,500 --> 01:21:29,900
our campaign. 
Next time we can catch up and do

1194
01:21:29,900 --> 01:21:32,800
it mate. 
So in closing, if anybody out 

1195
01:21:32,800 --> 01:21:35,500
there on this court is 
interested in, checking the game

1196
01:21:35,500 --> 01:21:40,300
outs, testing it out, hit me up 
and I'll gladly host the game. 

1197
01:21:40,300 --> 01:21:44,000
Do you can see what it's like, 
or Pop in when Josh and I play, 

1198
01:21:44,000 --> 01:21:48,400
he can kind of you know, we 
wouldn't mind an extra player to

1199
01:21:48,400 --> 01:21:53,300
move some stuff for sure, but I 
think last time we had an extra 

1200
01:21:53,300 --> 01:21:55,000
plan because we had why I had to
Squad. 

1201
01:21:55,000 --> 01:21:56,800
So another person playing the 
other Squad. 

1202
01:21:56,800 --> 01:22:00,500
And so we had actually three 
people playing at the same time.

1203
01:22:00,500 --> 01:22:02,800
Yeah. 
Yeah. 

1204
01:22:02,800 --> 01:22:05,000
So that's a really good doggie. 
People want to come and check it

1205
01:22:05,000 --> 01:22:07,600
out again. 
Check out the show the show 

1206
01:22:07,600 --> 01:22:11,100
notes and you'll see a Discord 
link there come and join us in 

1207
01:22:11,100 --> 01:22:13,700
Discord and check out what's 
Happening there because it is a 

1208
01:22:14,100 --> 01:22:16,500
quite a thriving growing 
community on Discord now, which 

1209
01:22:16,500 --> 01:22:19,500
is really good to see. 
And we're hoping to make remote 

1210
01:22:19,500 --> 01:22:25,000
plays more of a thing that not 
only mean Chris do but more what

1211
01:22:25,000 --> 01:22:28,600
other people start engaging and 
and using that facility there 

1212
01:22:28,900 --> 01:22:31,800
where you can, you can host 
games yourself or be part, be a 

1213
01:22:31,800 --> 01:22:33,700
participant. 
And again, it's sometime in the 

1214
01:22:33,700 --> 01:22:39,200
future, so excellent resource 
and I highly encourage anyone to

1215
01:22:39,200 --> 01:22:42,900
take take advantage of it, you 
know, just being able to Come 

1216
01:22:42,900 --> 01:22:45,400
and play with anybody from 
around the world. 

1217
01:22:45,400 --> 01:22:47,300
That's great. 
Yep, it's awesome, really, 

1218
01:22:47,300 --> 01:22:49,900
really good experience. 
So anyhow, Chris we're going to 

1219
01:22:49,907 --> 01:22:51,600
have to wrap it up here today 
night. 

1220
01:22:51,600 --> 01:22:53,300
So thank you very much again for
your time. 

1221
01:22:53,700 --> 01:22:56,500
Thank you, enjoy the rest of 
your free time to time. 

1222
01:22:56,500 --> 01:22:59,900
I am in final Closing one 
question. 

1223
01:22:59,900 --> 01:23:02,100
Did you actually managed to 
paint up that last neck on 

1224
01:23:02,108 --> 01:23:06,200
Monday model? 
Hello, maybe we won't talk about

1225
01:23:06,200 --> 01:23:06,700
that. 
Okay. 

1226
01:23:07,200 --> 01:23:17,900
Good. 
I'm afraid the way I wanted. 

1227
01:23:19,000 --> 01:23:20,900
So it's not actually paint being
applied. 

1228
01:23:20,900 --> 01:23:22,900
It's actually paint being 
removed in the stage. 

1229
01:23:23,200 --> 01:23:28,200
So, yeah, yeah, my shame. 
It just didn't live up to my 

1230
01:23:28,200 --> 01:23:33,100
expectation that I wanted. 
I said, the bar high for myself 

1231
01:23:33,100 --> 01:23:36,900
and he just didn't like, so he's
going to be repurposed. 

1232
01:23:37,600 --> 01:23:41,300
Cool. 
Well, if I will finish him, and,

1233
01:23:41,300 --> 01:23:46,000
and then Maybe play a remote 
Game of neckerman Death. 

1234
01:23:46,000 --> 01:23:49,500
So that's an option out there. 
I'd love to say that W. 

1235
01:23:49,500 --> 01:23:50,900
Awesome. 
Yeah, yeah. 

1236
01:23:50,900 --> 01:23:53,100
So people didn't know that in 
our Discord group, we just 

1237
01:23:53,100 --> 01:23:56,200
finished up and wrapped up for 
Junaid neck. 

1238
01:23:56,200 --> 01:23:58,600
Roll, under sort of painting 
challenge, is not a painting 

1239
01:23:58,600 --> 01:24:01,500
conditions as a challenge that 
people get their, their gangs 

1240
01:24:01,500 --> 01:24:04,500
out and start paying them or 
refresh their old gangs, they're

1241
01:24:04,500 --> 01:24:07,700
painted, you know, 25 years ago,
30 years ago and give them a 

1242
01:24:07,700 --> 01:24:10,000
little touch-up. 
So we did that. 

1243
01:24:10,000 --> 01:24:13,400
So they're always good and fun 
and ER active for the community 

1244
01:24:13,400 --> 01:24:17,800
to get behind involved with. 
So yeah so we have got nothing 

1245
01:24:17,800 --> 01:24:20,200
for July because I forgot. 
So we're going to do something 

1246
01:24:20,200 --> 01:24:23,100
for August when that rolls 
around and we'll see it. 

1247
01:24:23,100 --> 01:24:25,100
We're going to do there. 
But anyhow, Chris will have to 

1248
01:24:25,108 --> 01:24:27,200
wrap it up mate. 
So you take care of yourself. 

1249
01:24:27,300 --> 01:24:30,600
Enjoy your hobby time tonight. 
While you're in your man cave. 

1250
01:24:31,700 --> 01:24:34,700
It's a bachelor. 
I'll catch you. 

1251
01:24:34,700 --> 01:24:36,900
I'll catch you on this code at 
some time in the future, mate. 

1252
01:24:37,400 --> 01:24:39,400
I'll see you later they fight. 
Okay, take it.

