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Okay, so welcome back to the 
crown of command and with me a 

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good John Webb again. 
So John John hell, are you going

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mate? 
Yeah. 

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Hey, good to a good to be back 
sooner than expected, but 

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looking for another great show 
with yourself. 

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Yeah, we had a great chat last 
time, but unfortunately, the 

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technical issues just made it 
sort of unbearable to listen to.

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So I thought I feel so sorry for
John about that. 

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So, I thought a great dragon 
dragon back and we can talk 

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about some epic today. 
So mate, first of all, would you

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like to talk to us a little bit?
How you got into epic Space 

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Marine? 
Yeah, definitely. 

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So I think You know, anyone that
listens to the show, managed to 

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struggle through the, the warp 
Dimensions that were walking, 

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what we were talking about, 
probably had a little bit of 

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this, but I'm kind of a real 
quick version is, it was kind of

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Epic, was the first game that I 
visually kind of recognize from 

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Games Workshop from before, I 
knew what Games Workshop was, I 

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would walk past the store one 
day, the bath store the old old 

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bath store, had a poster of an 
imperator Titan in the window. 

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I just say I was a Kid, I didn't
know anything. 

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Was I just saw this, this giant 
robot with, like, a castle on 

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his back and all these guns 
sticking off of him. 

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As I asked the coolest thing 
I've ever seen and then my first

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white dwarf was issue 18, which 
was a tight Legions but our 

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report so came in just after 
just half space me but still 

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part of the second dish and epic
and just yeah the kind of the 

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scale and the scope of Epic 
using the huge war machines and 

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yet massive units of models and 
whole company's of Tanks. 

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It just really like it was a 
thing of like I'd played a lot 

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of Warhammer as a kid. 
Like it was water that was 

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coming out my real kind of 
passion and the thing I was felt

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with 40K was it? 
It never really reflected the 

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background so you'd read the 
background that we talking about

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these, you know company, you 
know company-wide engagements 

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and you know, Titan battle 
groups and huge. 

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The Imperial Guard isn't a 
millions of men being thrown 

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into the meat grinder and he 
play a game before it, can it be

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like, oh, there's like, you 
know, 20 Space Marines versus 

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for York's, but it doesn't 
really reflect it was, you look 

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at Epic and all of a sudden you 
don't thats what 40K supposed to

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look like. 
That's the nature of the game. 

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Game. 
So it really was that thing of 

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like, yeah, it just know that 
those two correspond to things 

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of like the the the the initial 
visual imagery of a tire iron. 

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And just how awesome that 
conceptually was. 

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And then the scale and scope of 
being able to play, you know, 

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company versus company rather 
than Squad vs. 

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Quad. 
Those sorts of things combined 

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and just really, yeah, set me 
down the path of like, you know,

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I play 4K here and there like I 
dabbled a lot through unique. 

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I was working for Games 
Workshop, but these days I tend 

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to continue to play the Fantasy 
or epic. 

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They're the kind of the two 
paths I've taken more than 

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anything with, with my gay men. 
So yeah, that's, that's the 

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quicker version, that's good. - 
excellent. 

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Thank you very much for that. 
Now, I, we sort of touched on it

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in that in your, in your life, 
like your last interview and 

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into went, you went into more 
detail about your gaming history

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and that kind of thing. 
So people can if they can bear 

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through That Hideous, audio 
recording that. 

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If they can pass through that 
they can they can learn all 

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about that. 
But yeah, today we're going to, 

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we're going to do so like kind 
of like an Oh, unboxing of the 

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second edition, of Epic Space 
Marine, that was released in 

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1991 and it was co-written by 
Gervais Johnson and Rick 

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Priestley. 
So it's got some really good 

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Hallmarks of some wonderful 
artwork by Kevin Walker. 

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I think who did the the cover I 
could be wrong about that or it 

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was somebody else. 
Gary? 

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Somebody, I'm thinking it's 
somebody else actually, trying 

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to think. 
Who did that one? 

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That is all. 
Goodness talking, isn't it? 

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Yeah, yeah. 
It was that God was his name. 

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There was an awful lot of people
that we didn't really know who 

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they were in the in the illest. 
Like they'll doing commission 

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illustrations or something 
special back in the day and we 

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just I just presumed. 
They were sort of like these 

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that. 
Well more. 

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Well known people like Kevin 
Walker was like one of the most 

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prolific illustrations for like 
for a lot of the 40K stuff like 

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he did some incredible. 
Incredible illustrations for 

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Games. 
Books are back in the TS and 

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their late 80s and stuff. 
Yeah, definitely I think it's 

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that this is a really 
interesting game because it kind

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of represents that Tipping Point
where we move from the kind of 

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the the tail end of what I would
consider to be old Hammer to the

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the beginning of what I consider
to be middle Hammer. 

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So yeah, artists like Paul 
Campbell. 

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And yeah, Kev Kev Walker. 
Like you say they're kind of 

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that that they're the ones that 
I don't know as well as then we 

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get into you know the kind of 
the John Blanche Jazz good way 

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and Wayne England. 
That's And I start to be like 

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that is how I recognized, you 
know, 40K our work, it's quite 

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funny. 
I was just just taken on a new 

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art director at work and for 
those who didn't hit the last 

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podcast, I do actually work in 
miniature gaming as a profession

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and we were talking about a car,
you know, Mark Gibbons is just a

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gold of like he defines a lot of
Epic for me as well. 

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Like I was actually trying to 
buy the the Riva tighten, the 

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drawing, the he did, whereas the
kind of the river tight and 

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stood over the kind of the ruins
of Imperial City, I absolutely. 

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Door that piece of art scale is 
slightly wonky on. 

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I think the river Tyne is about 
10 times bigger than it should 

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be, but still it's an incredible
piece of artwork and I think 

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sadly he has now sold it so I 
didn't get my chance of owning 

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the original that one, which was
a bit depressing. 

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But yeah, I think it's that 
thing of like, you say that kind

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of those older, those older 
guys. 

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And I mean, someone who I adore 
is a and Miller and again, you 

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10/10 all to see as much of him,
these days with softly creep it 

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in and this is that kind of and 
I think Spaceman really 

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represents that moment in games 
workshop's history where Is that

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Tipping Point from the kind of 
almost the the wild west or the,

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you know, the real. 
You just yeah, like, unknown 

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Frontier of kind of old Hammer, 
just tipping into that kind of 

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that middle and where they 
started to really put themselves

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on the map and kind of codify 
things and to find things. 

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And and on one hand that I think
to me it shows a massive 

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increase in quality and the game
started to be a lot more 

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holistic and recognizable and 
And cohesive. 

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But you did kind of lose some of
that kind of manic energy of the

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kind of the Rogue Trader days. 
So it's an interesting part. 

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I can see why there's a kind of,
you know, that constant like I'm

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an old hammer and I love old 
stuff. 

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And I'm a middle hammer and I 
love middle stuff. 

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And New Hammer is terrible and 
blah, blah, blah. 

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And I see I'm I just love more 
having all those forms in all of

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our planning things from, you 
know, second edition of Epic, 

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right through to Asia Sigma. 
I'm as long as I'm having some 

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inmates who cares? 
But like I you can see that 

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there is a reason for those 
divisions and it is about the 

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aesthetic. 
And the vision of those games 

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essentially and sometimes 
unfortunately the kind of the 

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price of that movement to a more
accessible more recognizable, 

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world is you do lose some of the
excitement and that kind of that

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Roar energy which is why I think
a lot of this artwork, you know,

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really represents. 
Yeah. 

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Looking at that cover, you know,
you got this card company of 

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ultramarines, you've got a Riva 
turn, a got a couple of 

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Warlords. 
It does, there's so much going 

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on and that's what I love about 
epic as well. 

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It's that kind of that that 
scale from the human right up to

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the, you know, gigantic. 
Belt iron is I'd say it's not 

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represented in 40K. 
Although of course, one of the 

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things that's so amusing about 
40K to me. 

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Now, as you can play with titans
in 40K. 

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And, you know, I was, as Adept, 
kind of few years back and there

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was some guys playing a game of 
Armageddon and they had, you 

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know, Warlords to, you know, two
groups of Warlords facing off 

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against each other. 
And they didn't move the whole 

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game because they just planted 
their feet and just fired. 

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All the guns each other and you 
kind of go. 

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Yeah. 
You because of the scale. 

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You lose that ability to 
maneuver. 

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Yeah. 
Yeah and that's where I think. 

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Epic to me bears fruit and has 
its value is that it's allowing 

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you to play that scope of combat
and engagement, but being able 

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to maneuver and and have that 
kind of ebb and flow of the 

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game. 
Whereas, I feel that when you do

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with 40K unless you plan on a 
football pitch, a quiet hard to,

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you know, to do the same, but 
not me. 

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I'm more power to you if that's 
your jam. 

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Hey, I'm not here to iook 
anyone's your arm as they say, 

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like you as long as you're 
playing with toys, who cares? 

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But yeah. 
Yeah, for me. 

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And I think, maybe for yourself 
that the scale of Epic really 

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does it. 
Yeah, I think for me, and my 

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friend, Chris, when we got into 
it, I think it was a combination

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of a couple of things. 
One, it was very affordable 

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because you could buy like this,
huge Battalion box sets or army 

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sets basically in those days 
where you could have, all your 

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epic stands all the, all the 
Infantry basically and some of 

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the vehicles in plastic and you 
could very cheaply Build up a 

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very sizable force in no time at
all. 

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And because of the scale as 
well, painting became a lot less

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labor. 
Some so yeah, you'd have a lot 

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more figures but the be a lot 
less detail that you'd have to 

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work around. 
So and yeah, I think I think 

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those two aspects of it and the 
scale, especially the scale of 

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looking at these huge 
battlefields with all this, you 

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know, all these thousands of 
troops on the tabletop. 

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Just captured our imagination 
and the game's rules themselves 

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were so good. 
That we just kept coming back 

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for more and more and more. 
So it was like the biggest can 

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be like a weekend thing every 
time he used to drive down there

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and play games and his place. 
So yeah, I just had really, 

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really fond memories of it and I
sort of got back into it and 

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last 12 months or so and haven't
regretted it. 

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Not one single knots one single 
thing. 

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So, okay, so we just go through 
the the, the game components. 

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Now, in the Mountain Rain rule 
book was saying a page 10 here. 

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So, John just talk through what 
we got here, now, in a box. 

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It made, okay, so it's quite 
exciting box. 

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It was the one that you always 
see in the catalog and be like, 

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oh wow, I love that one. 
So it essentially contains four 

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of the kind of the boxes of 
plastic troops that you get plus

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a tie and so quite excitingly. 
You get 66 bruise of walks six, 

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pairs of Elder and then 12 
sprues of Space Marine, split 

200
00:10:01,400 --> 00:10:03,300
between the two available 
Basics. 

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So you You get for the Orcs, you
get your basic boys or if you're

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doing it traditionally, you can 
stick a flag in the in the 

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stand. 
And suddenly you've got a stand 

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of knobs as well for the older, 
sorry, and then they also get 

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their battle wagons nice. 
Nice block about wagons as it's 

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18. 
Battlewagons I want to say, I 

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00:10:23,900 --> 00:10:25,900
think so. 
Yes, reach was through 18. 

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00:10:25,900 --> 00:10:27,900
Yeah. 
So 18 battle wagons and enough 

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boys that you basically, you 
can. 

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You can do any of the, the, the 
kind of the flavors of walk, 

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which will come on to probably a
We got through to the cars but 

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like there are six available 
choices for Orcs. 

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00:10:38,100 --> 00:10:41,300
You could essentially field any 
of those six by using the the 

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00:10:41,300 --> 00:10:43,800
band of holes to represent your 
knobs, using the the battle 

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00:10:43,800 --> 00:10:46,100
wagons or Nick in some of the 
Space Marines, rhinos to do the 

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00:10:46,100 --> 00:10:47,300
transports for the transport 
Vehicles. 

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00:10:47,300 --> 00:10:49,000
So that's pretty cool. 
You get a company's worth of 

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00:10:49,000 --> 00:10:50,500
Orcs plus a few extras which is 
really cool. 

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00:10:50,700 --> 00:10:54,800
The Elder similar kind of deal. 
You get the the Elder Spirit 

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00:10:54,800 --> 00:10:57,900
host, sorry not Spirit host, 
it's not called that. 

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00:10:57,900 --> 00:10:59,300
Is it? 
Our angle? 

222
00:10:59,300 --> 00:11:01,300
Get me. 
Give me cards that will host 

223
00:11:01,300 --> 00:11:03,400
whoa-ho. 
Sorry, the other wall hose so 

224
00:11:03,400 --> 00:11:05,800
that's a combination of Of 
Guardians and Fulton graph 

225
00:11:05,800 --> 00:11:07,300
tanks. 
And again, you get enough that 

226
00:11:07,300 --> 00:11:10,400
you can feel like one one 
company card. 

227
00:11:10,400 --> 00:11:15,300
And then, a couple of extra mini
support formations and the fun 

228
00:11:15,300 --> 00:11:17,900
graph tags in particular, like 
it's really interesting like 

229
00:11:17,900 --> 00:11:20,500
that, that, that design is the 
original design of the full 

230
00:11:20,500 --> 00:11:22,300
gravity tank. 
The kind of the Jazz, Would It 

231
00:11:22,300 --> 00:11:24,300
Go? 
Goodwin classic and it did get 

232
00:11:24,400 --> 00:11:26,200
updated. 
We have through 40K and then 

233
00:11:26,200 --> 00:11:29,900
obviously those updates made 
their way back into epic and I 

234
00:11:29,908 --> 00:11:33,300
think a lot of people are not so
keen on the classic look but 

235
00:11:33,300 --> 00:11:35,900
it's kind of come around on me. 
Like, I've I've picked up an 

236
00:11:35,900 --> 00:11:38,700
elder Army and it's all the 
original plastic and metal 

237
00:11:38,700 --> 00:11:41,200
Vehicles. 
Not the, the kind of Epic 40K 

238
00:11:41,500 --> 00:11:44,300
redesigns, and they are 
different. 

239
00:11:44,300 --> 00:11:47,300
But you can see those Echoes of 
where the other line was going. 

240
00:11:47,400 --> 00:11:49,900
And I see I've kind of got real 
fun this for like gravattack. 

241
00:11:49,900 --> 00:11:52,700
Now in a way I never thought I'd
have one of them. 

242
00:11:52,800 --> 00:11:55,800
Yeah, yeah. 
Just like the kind of I think it

243
00:11:55,800 --> 00:11:58,900
was there more alien like the 
older at that time, a little bit

244
00:11:58,900 --> 00:12:01,600
more alien than end up being. 
So that's quite exciting and if 

245
00:12:01,600 --> 00:12:04,800
the Space Marines you get you 
get basically to ooh, company's 

246
00:12:04,800 --> 00:12:07,700
worth of tactical Marines with 
some some extra stands here and 

247
00:12:07,708 --> 00:12:11,200
there and then a good mix of 
rhinos and man, Raiders, so 

248
00:12:11,208 --> 00:12:13,300
that's quite interesting in. 
This is back in the kind of the 

249
00:12:13,300 --> 00:12:16,300
the Horus heresy Rogue Trader. 
Or when actually lamb. 

250
00:12:16,300 --> 00:12:19,100
Raiders were not the the special
Preserve of Terminators only 

251
00:12:19,100 --> 00:12:21,700
anyone could jump in the blade 
Imperial guards W, riding 

252
00:12:21,700 --> 00:12:23,200
around. 
This is a pretty again. 

253
00:12:23,200 --> 00:12:26,200
It's that wild west era. 
So yeah you get you know really 

254
00:12:26,200 --> 00:12:28,000
nice. 
Mix of the kind of the the lamb 

255
00:12:28,000 --> 00:12:31,200
Raider, which is the premium 
kind of battle tank of the, of 

256
00:12:31,200 --> 00:12:32,600
the space, memories of that 
time. 

257
00:12:32,800 --> 00:12:35,600
And in the more boxed Dry no 
further for your, for your 

258
00:12:35,600 --> 00:12:39,000
company's. 
So it was a good mix good, mix 

259
00:12:39,000 --> 00:12:42,000
of basic infantry with enough, 
that you could do a company for 

260
00:12:42,000 --> 00:12:43,800
each of the different forces. 
And probably two companies, a 

261
00:12:43,800 --> 00:12:46,600
Space Marines, and then you've 
got the warlord Titan. 

262
00:12:47,000 --> 00:12:48,700
Do you want to join a tour 
through the wall or tighter? 

263
00:12:49,600 --> 00:12:52,600
Well, I'm just seeing this 
diagram in the manual book you. 

264
00:12:53,200 --> 00:12:55,900
It sort of been dissected with 
all these kind of all the kind 

265
00:12:55,900 --> 00:13:00,600
of parts that come with it. 
He's he's very fondly known as 

266
00:13:00,600 --> 00:13:05,400
that the beetle back and wall or
tighten because of the style of 

267
00:13:05,400 --> 00:13:09,300
the carapace that some part of 
this design, it's very different

268
00:13:09,300 --> 00:13:12,100
from the modern iterations of 
the wallet item. 

269
00:13:12,100 --> 00:13:17,100
Now you see through the most 
recent release of the game. 

270
00:13:17,100 --> 00:13:22,100
I can't remember what it's 
called now, but the, the I think

271
00:13:22,100 --> 00:13:23,700
they've gone to eight mil or 10 
mil. 

272
00:13:23,700 --> 00:13:27,100
Now, I think with the, with the 
new new system, they've released

273
00:13:27,100 --> 00:13:29,900
now with the what's according to
China. 

274
00:13:29,900 --> 00:13:35,300
Cassette did the second edition.
It's this really interesting 

275
00:13:35,300 --> 00:13:37,000
thing. 
What they keep saying it's no 

276
00:13:37,000 --> 00:13:40,000
specific Skinner's epic scale so
it's like uw's classic. 

277
00:13:40,000 --> 00:13:42,300
We're going to we're going to 
kind of create our own language 

278
00:13:42,300 --> 00:13:44,000
to redefine things though with 
Coleman. 

279
00:13:44,000 --> 00:13:46,900
So in all honesty, I would argue
is basically eight millimeter 

280
00:13:46,900 --> 00:13:50,300
scale. 
It really does work with your 

281
00:13:50,300 --> 00:13:54,100
traditional epic 6 Mill as well.
Because you know, as we kind of 

282
00:13:54,100 --> 00:13:57,800
both know the the 6 mil of Epic 
is actually two three and six 

283
00:13:57,800 --> 00:14:00,000
depending on whether you talk 
about Titans tanks or infantry. 

284
00:14:00,000 --> 00:14:03,400
So even within the original set 
of models this scale was very 

285
00:14:03,400 --> 00:14:05,500
you know classically 
Wibbly-wobbly engagement ring 

286
00:14:05,500 --> 00:14:08,500
style. 
So yeah, perhaps the wall of 

287
00:14:08,500 --> 00:14:11,300
Titan at the time it was 
considered this like and it was 

288
00:14:11,300 --> 00:14:12,700
I think, you know, because this 
this was the one that was 

289
00:14:12,700 --> 00:14:14,700
sculpted for the original adepts
Titanic as box. 

290
00:14:14,700 --> 00:14:16,200
There, we got six of them in 
there. 

291
00:14:16,200 --> 00:14:21,700
I think it was a real, you know,
defining moment of plastic 

292
00:14:21,700 --> 00:14:25,900
miniature technology, but of 
course that was what 20, 20, 

293
00:14:25,900 --> 00:14:28,300
something years ago. 
We've moved on a little bit and 

294
00:14:28,300 --> 00:14:30,300
actually, it's quite a simple 
model now, but the whole 

295
00:14:30,300 --> 00:14:32,300
plug-and-play weapons are quite 
exciting. 

296
00:14:34,300 --> 00:14:40,200
Yeah, like it weirdly. 
It's the one of all the times 

297
00:14:40,200 --> 00:14:43,200
that they did it's the one that 
I don't actually have that 

298
00:14:43,400 --> 00:14:45,400
affection for in the way the 
like if you talk to me about the

299
00:14:45,400 --> 00:14:47,600
the because it's Mars pattern 
essentially, so the Mars pattern

300
00:14:47,600 --> 00:14:51,000
warlord, Mars pattern or even 
the marzipan war hound, the war 

301
00:14:51,000 --> 00:14:53,700
had in the Reaver, I will go to 
bat for any day of the week. 

302
00:14:53,700 --> 00:14:55,900
I adore those models. 
I think that's superb. 

303
00:14:56,300 --> 00:14:58,800
The wall or for some reason, 
never quite did it for me and I 

304
00:14:58,808 --> 00:15:00,700
don't know why because it's the 
same styling. 

305
00:15:00,700 --> 00:15:03,800
It's got, you know, the the big 
flat panels with the kind of 

306
00:15:05,000 --> 00:15:08,000
Being raised metallic border 
around, its got the night style 

307
00:15:08,000 --> 00:15:10,400
face play. 
But for some reason, I think 

308
00:15:10,400 --> 00:15:13,500
part of it is to me the weapons 
I think they were still figuring

309
00:15:13,500 --> 00:15:16,200
out what you know what allows 
kind of looks like? 

310
00:15:16,200 --> 00:15:17,700
What am L going? 
Looks like what a plasma that 

311
00:15:17,700 --> 00:15:20,000
looks like. 
So when you look at the the 

312
00:15:20,000 --> 00:15:23,000
weapons on this model, they 
don't quite match what, you 

313
00:15:23,000 --> 00:15:25,600
know, as kind of the visual 
language of 40K that kind of 

314
00:15:25,600 --> 00:15:28,800
really came about more through 
you know later on an epic and 

315
00:15:28,800 --> 00:15:33,800
then through 40K second edition 
but it's cute and it's very like

316
00:15:33,800 --> 00:15:36,800
it's It's amazing how much they 
did with such limited care. 

317
00:15:36,800 --> 00:15:38,700
So a bit like you know, the 
whole reason that the depth I 

318
00:15:38,708 --> 00:15:40,600
thought who's came about about, 
how do we get two armies in the 

319
00:15:40,608 --> 00:15:43,700
Box, create what model and cast 
it into colors, or we need a 

320
00:15:43,708 --> 00:15:45,600
civil war, all we've 
accidentally create the Horus 

321
00:15:45,600 --> 00:15:48,500
heresy, that's kind of the 
origin story of why the Horus 

322
00:15:48,500 --> 00:15:51,000
heresy exists and why there are,
you know, good and bad Space 

323
00:15:51,000 --> 00:15:53,500
Marines in inverted commas. 
So again, this thing of like we 

324
00:15:53,508 --> 00:15:56,500
got this one more Lord tighten 
and a weapon sprue. 

325
00:15:56,600 --> 00:16:00,400
And between those two, you know,
that that one kit you can do so 

326
00:16:00,400 --> 00:16:01,800
much with it. 
And certainly, if you look at 

327
00:16:01,800 --> 00:16:03,600
the original adapts Titanic s, 
which I know, we're not here to 

328
00:16:03,600 --> 00:16:07,400
discuss today, They but just as 
a quick nod back to it, they 

329
00:16:07,400 --> 00:16:10,600
actually Define multiple classes
of wall or time within that with

330
00:16:10,600 --> 00:16:12,900
different weapons. 
Configurations to find what 

331
00:16:12,900 --> 00:16:15,200
weapon Titan. 
You had, you know, whether it 

332
00:16:15,200 --> 00:16:17,900
had two guns, three guns for 
guns and I think you can even go

333
00:16:17,908 --> 00:16:21,900
up to Six Guns by combining the 
the kind of the shoulder weapons

334
00:16:21,900 --> 00:16:24,800
if you really want to go crazy. 
So it was quite a clever 

335
00:16:24,800 --> 00:16:28,800
flexible care for its time and, 
you know, did a lot with not 

336
00:16:29,200 --> 00:16:31,200
with with not a huge amount of 
option. 

337
00:16:31,200 --> 00:16:35,200
So you know, it's got one head, 
one body, one, Pace, such a 

338
00:16:35,400 --> 00:16:36,900
three-part model and then the 
guns. 

339
00:16:36,900 --> 00:16:40,000
That's, that's quite clever for 
how much you can do have. 

340
00:16:40,000 --> 00:16:43,200
Such a simple idea. 
It's just for some reason to me 

341
00:16:43,200 --> 00:16:47,900
it's still visually jars so I'm 
apologize profusely to warlord 

342
00:16:47,900 --> 00:16:50,500
fans who probably going to 
crucify me now but it's that one

343
00:16:50,500 --> 00:16:54,400
model that just weirdly I had 
don't have that love for in the 

344
00:16:54,400 --> 00:16:57,300
way I do for the other 
everything else in the Epic line

345
00:16:57,300 --> 00:17:00,900
I will I will go to bat for but 
for some reason the plastic will

346
00:17:00,900 --> 00:17:02,900
have a wall or just stuck out to
me. 

347
00:17:03,400 --> 00:17:06,700
So now I can I can sympathize 
with that. 

348
00:17:06,700 --> 00:17:08,500
I think it's not my favorite of 
the line. 

349
00:17:08,500 --> 00:17:12,000
I think my the Reaver Titan. 
Hmm, we have to be my all-time 

350
00:17:12,000 --> 00:17:15,599
favorite design, of any tighten,
their released for epic or in 

351
00:17:15,599 --> 00:17:17,800
the 40K Universe, especially the
Centenary. 

352
00:17:18,200 --> 00:17:21,400
This Love that love that model. 
But anyhow, moving on, we got 

353
00:17:21,400 --> 00:17:23,800
lots of counters, we got tons of
calories, you got like Rubble 

354
00:17:23,800 --> 00:17:28,200
counters objective markers which
will be coming in very important

355
00:17:28,300 --> 00:17:30,900
during the game because it's all
very objective based. 

356
00:17:31,900 --> 00:17:34,400
You've got other templates to 
represent Vortex for the The 

357
00:17:34,400 --> 00:17:37,900
weapons and barrages, which 
we'll get into later. 

358
00:17:37,900 --> 00:17:39,700
And of course, your order 
counters, you'll have a lot of 

359
00:17:39,700 --> 00:17:42,800
older counters that you need a 
lot of them for you. 

360
00:17:42,800 --> 00:17:47,800
All of your detachments and your
companies in your army as you 

361
00:17:47,808 --> 00:17:51,400
play, and we'll get to those bit
later on and of course, a lot of

362
00:17:51,400 --> 00:17:53,700
Epic Army cards. 
Now, you need the Army cards, 

363
00:17:53,700 --> 00:17:56,700
it's a little bit different from
other games. 

364
00:17:57,500 --> 00:18:01,000
And I really enjoyed the, the 
sort of the, the Army building 

365
00:18:01,000 --> 00:18:04,100
in Epic because the cards would 
have everything you need. 

366
00:18:04,200 --> 00:18:07,100
You would have in that 
particular Detachment or company

367
00:18:07,300 --> 00:18:12,500
with a points value and just to 
sort of very simple set of rules

368
00:18:12,500 --> 00:18:15,700
how to actually build an army. 
And you can just use the cart 

369
00:18:15,700 --> 00:18:19,000
piece of card to construct an 
army with in what five minutes 

370
00:18:19,000 --> 00:18:20,300
or something. 
And you know, you've really done

371
00:18:20,300 --> 00:18:21,600
it. 
So it's really, really simple 

372
00:18:21,600 --> 00:18:26,200
and easy. 
Yeah, I think my one point on 

373
00:18:26,200 --> 00:18:28,600
the couch is, if you can get 
hold of the counters for space 

374
00:18:28,600 --> 00:18:31,900
and redo because they're on a 
thicker card stock than anything

375
00:18:31,900 --> 00:18:35,100
that came since so like I've, 
you know, you tightly And space 

376
00:18:35,100 --> 00:18:38,500
may contain the same sets of 
objectives, counters and bearish

377
00:18:38,500 --> 00:18:41,800
templates and all the counters. 
But you can see that the ones 

378
00:18:41,800 --> 00:18:44,000
from Space Marine were on a 
thicker punch board. 

379
00:18:44,200 --> 00:18:46,500
And as a result, they just, they
just feel better and they're 

380
00:18:46,500 --> 00:18:49,700
easier to pick up off the table 
and flung over and so on so 

381
00:18:49,700 --> 00:18:51,100
forth. 
So, like, I always use my Space 

382
00:18:51,100 --> 00:18:53,600
Marine count as one we're 
playing, just because they've 

383
00:18:53,600 --> 00:18:57,500
got that that durability and 
thickness that makes them much 

384
00:18:57,500 --> 00:18:59,500
easier to use, which is a weird 
thing. 

385
00:18:59,500 --> 00:19:02,500
But, you know, that's, that's 
I'm a weird guy and certainly I 

386
00:19:02,508 --> 00:19:04,000
think what you're saying that 
the Army building it. 

387
00:19:04,200 --> 00:19:07,400
It's so immediately visualize 
me, you know, you you put your 

388
00:19:07,400 --> 00:19:09,900
company called down and then you
can attach up to your five of 

389
00:19:09,900 --> 00:19:13,200
your support cards and anyone 
special card and you can just, 

390
00:19:13,200 --> 00:19:15,700
you know, and it was really 
important for things like aux 

391
00:19:15,700 --> 00:19:19,000
where the whole structure of the
Army and the way they behave is 

392
00:19:19,400 --> 00:19:22,600
intrinsically linked to how you 
build the built the cards out 

393
00:19:22,600 --> 00:19:24,300
and you can just look at it and 
know our call. 

394
00:19:24,300 --> 00:19:25,800
Yeah. 
Those you know you will sort of 

395
00:19:25,800 --> 00:19:28,200
do it when some example I play 
We Lay the cards out and we lay 

396
00:19:28,200 --> 00:19:31,700
the support cards next to the 
company card and they just all 

397
00:19:32,100 --> 00:19:34,100
look beautiful. 
But you know, when you see those

398
00:19:34,400 --> 00:19:37,100
White wolf Army from about 
reports and they've got, you 

399
00:19:37,108 --> 00:19:40,100
know, the page with the Army 
shot and then they got the cards

400
00:19:40,100 --> 00:19:42,500
underneath all kind of block 
together. 

401
00:19:42,500 --> 00:19:44,600
It just looked right if that 
makes sense. 

402
00:19:44,700 --> 00:19:46,800
It does. 
It's a really fun like building,

403
00:19:46,800 --> 00:19:51,200
an epic Army is a really fun 
visual tactile process which is 

404
00:19:51,200 --> 00:19:52,900
why it's great, it's not as 
messing around with all. 

405
00:19:52,900 --> 00:19:55,200
If I drop a bolt gun here and 
put a lot of Cannon here, can I 

406
00:19:55,200 --> 00:19:56,700
get, you know, just under my 
2000? 

407
00:19:56,700 --> 00:19:59,500
Plus I know just bang out your 
cards by Mount bang. 

408
00:19:59,500 --> 00:20:01,000
Yep, cool. 
That looks great. 

409
00:20:01,800 --> 00:20:02,800
Yep. 
No, I totally agree, man. 

410
00:20:02,800 --> 00:20:05,700
It's very simple and very easy. 
And I really like that system, 

411
00:20:05,700 --> 00:20:08,700
how they, how they designed 
that, it comes up with some dice

412
00:20:08,700 --> 00:20:10,800
because some scattered ice, you 
got some you got, you got a 

413
00:20:10,808 --> 00:20:13,300
scattered ice and you've got 
these other special diets which 

414
00:20:13,300 --> 00:20:16,900
will quite unique to Epic 
because of the Titans. 

415
00:20:17,200 --> 00:20:20,800
And they were you're aiming Dice
and you have two dice ones like 

416
00:20:20,800 --> 00:20:22,800
up or down and elements left and
right. 

417
00:20:22,900 --> 00:20:26,000
And they'll be used for when 
you're when you're shooting your

418
00:20:26,000 --> 00:20:30,100
Titan, you're posing Titans, and
you'll need to roll the dice to 

419
00:20:30,100 --> 00:20:33,600
wear these. 
That would be as where the shot 

420
00:20:33,600 --> 00:20:36,900
was actually hit on the Titan 
template, but we'll get to that 

421
00:20:36,900 --> 00:20:38,500
later on, but you can, you've 
got some buildings in. 

422
00:20:38,500 --> 00:20:41,000
There you go. 
Some cross piece shaped 

423
00:20:41,000 --> 00:20:42,500
buildings. 
And some Tea Bar shaped 

424
00:20:42,500 --> 00:20:45,600
buildings, which you could 
easily construct and have like a

425
00:20:45,608 --> 00:20:48,800
plastic top on it, which is 
great. 

426
00:20:48,800 --> 00:20:51,700
So that you can put all your 
little Miniatures stands on top 

427
00:20:51,700 --> 00:20:54,000
of there. 
If they're occupying a building.

428
00:20:55,700 --> 00:20:59,000
Yeah, that they I mean again if 
you've got a set of those if 

429
00:20:59,000 --> 00:21:00,900
you're ever playing Epic scale 
or you know, when we play 

430
00:21:00,900 --> 00:21:04,900
titanica Samuel, I do play 
Titanic as well because I'll be,

431
00:21:04,900 --> 00:21:07,100
you know, I'll play anything. 
If it's, if it's this scale, 

432
00:21:07,600 --> 00:21:08,800
they're really good for that as 
well. 

433
00:21:08,800 --> 00:21:11,800
There are really, you know, is 
that really effective cheap 

434
00:21:12,400 --> 00:21:15,700
simple to use and it's still, 
you know, it really holds up 

435
00:21:15,700 --> 00:21:18,400
even though she has colored 
cardboard and a plastic roof, 

436
00:21:18,400 --> 00:21:20,400
but they hold up to this day. 
And, you know, if you look after

437
00:21:20,400 --> 00:21:22,300
them, you know, maybe glue them 
onto a bit of MDF, so they've 

438
00:21:22,300 --> 00:21:24,700
got a bit structure. 
They're really, really helpful. 

439
00:21:24,900 --> 00:21:27,400
All unjust. 
Yeah, they're so that kind of 

440
00:21:27,700 --> 00:21:31,100
that plastic roof is so iconic 
to the kind of the Titanic is 

441
00:21:31,100 --> 00:21:32,900
look. 
And obviously, they originally, 

442
00:21:32,900 --> 00:21:34,600
they were kind of the 
polystyrene ones were like that 

443
00:21:34,600 --> 00:21:37,600
was in the that's Titanic as to 
these big vague formed or 

444
00:21:37,600 --> 00:21:40,400
polystyrene formed versions. 
And then with the new Titanic, 

445
00:21:40,400 --> 00:21:43,700
as they've made essentially 
plastic fault, you know, 

446
00:21:43,700 --> 00:21:46,500
contemporary GW kids with 
plastic, you know, who the 

447
00:21:46,500 --> 00:21:49,500
panels together make a building 
but they've all been that kind 

448
00:21:49,500 --> 00:21:54,400
of that square blocky. 
You know, brutal Imperial. 

449
00:21:54,800 --> 00:21:57,600
Design and they're all sort of 
tease and elves and crosses and 

450
00:21:57,600 --> 00:21:59,300
stuff. 
And yeah, it's just is so 

451
00:22:00,200 --> 00:22:02,800
visually like that is what, you 
know, that is what we're 

452
00:22:02,800 --> 00:22:04,400
fighting over. 
So yeah, they're really cool. 

453
00:22:04,400 --> 00:22:06,200
Really like them. 
Yeah, me too, man. 

454
00:22:06,200 --> 00:22:08,500
I'm really like, I think they're
still brilliant today, even 

455
00:22:08,500 --> 00:22:11,700
today I think they're still hot 
up against most contemporary 

456
00:22:11,900 --> 00:22:14,900
designs of other manufacturers 
have come up with other epic 

457
00:22:14,900 --> 00:22:17,400
scale, buildings. 
I think they're still my first 

458
00:22:17,400 --> 00:22:20,200
choice actually okay. 
So moving on, we're going to go 

459
00:22:20,200 --> 00:22:23,300
to the starting the game and 
this where we look at the 

460
00:22:24,200 --> 00:22:27,300
battle. 
And how we choose our force and 

461
00:22:27,300 --> 00:22:30,500
how actually make our armies. 
So, John just run us through how

462
00:22:30,500 --> 00:22:32,700
we make an epic army, man. 
Yeah, definitely. 

463
00:22:32,700 --> 00:22:36,300
So, first thing to look at, is 
the page 12, the drawing on page

464
00:22:36,300 --> 00:22:38,300
12. 
That's a John Blanche classic. 

465
00:22:38,600 --> 00:22:41,100
And I was only, I was just 
quickly reviewing this over 

466
00:22:41,100 --> 00:22:46,400
lunch, too, kind of real prep 
for today and just that, that 

467
00:22:46,400 --> 00:22:49,600
group of Oaks were diluted 
rhinos and that's that classic. 

468
00:22:49,600 --> 00:22:52,100
Jon Bloch thing of you Jon Bloch
doesn't just do. 

469
00:22:52,100 --> 00:22:54,700
I want to do a drawing this like
a gargantuan? 

470
00:22:54,800 --> 00:22:59,700
In the Elder tire iron but he's 
also dying, you know, companies 

471
00:22:59,700 --> 00:23:02,200
Of Orcs there's there's, you 
know, a whole group of 

472
00:23:02,800 --> 00:23:04,900
gravattack's flying past. 
There's a warlock in there. 

473
00:23:04,900 --> 00:23:07,500
You can, you can pick out the 
individual troops such as a dark

474
00:23:07,500 --> 00:23:09,800
Reaper. 
Some Guardians, you can see who 

475
00:23:09,800 --> 00:23:11,900
these people are, you know, 
swooping Hawks jumping off the 

476
00:23:11,900 --> 00:23:15,200
battlements and and it's just a 
scale again, it's humongous. 

477
00:23:15,200 --> 00:23:17,200
There's meat missiles raining 
down from the sky. 

478
00:23:17,200 --> 00:23:18,800
It's a huge City in the 
background. 

479
00:23:18,800 --> 00:23:21,900
Like it's this Grand scope that 
represents ethics. 

480
00:23:21,900 --> 00:23:24,500
I think it's pictures like that.
If you're interested in six 

481
00:23:24,500 --> 00:23:26,900
minutes, Gaming on why you 
should be interested. 

482
00:23:27,100 --> 00:23:29,300
Look at those pictures, that's 
what you're representing on the 

483
00:23:29,308 --> 00:23:31,400
battlefield. 
Anyway, that's enough because I 

484
00:23:31,400 --> 00:23:35,700
loved her. 
So build a building for sweeter 

485
00:23:35,700 --> 00:23:38,600
than a minute ago, but to kind 
of clarify it. 

486
00:23:38,600 --> 00:23:41,900
So when you you pick your troops
so you pick your army obviously.

487
00:23:42,400 --> 00:23:44,800
And then what you do is you you 
always have to have at least one

488
00:23:44,800 --> 00:23:47,700
company, and the companies are 
kind of the big building blocks 

489
00:23:47,700 --> 00:23:52,300
of your army and they will 
normally be either whole bunch 

490
00:23:52,300 --> 00:23:54,600
of infantry or a whole bunch of 
vehicles. 

491
00:23:54,800 --> 00:23:58,400
Al's and sometimes a mix of the 
two so with the Orcs it would 

492
00:23:58,400 --> 00:24:01,200
normally be in all Clan. 
So six different orc Clans each 

493
00:24:01,200 --> 00:24:05,400
of whom has a slightly you know 
special slant which will go 

494
00:24:05,400 --> 00:24:08,100
through later but it's 
essentially a whole bunch of 

495
00:24:08,100 --> 00:24:13,200
Orcs and some folks who are in 
charge for the Space Marines, 

496
00:24:13,200 --> 00:24:16,200
there's the different flavors of
spaceman actually in this in 

497
00:24:16,200 --> 00:24:17,900
Space Marine, you just get the 
Tactical company. 

498
00:24:17,900 --> 00:24:20,500
So, it's the most flexible, it's
a whole bunch of technical Space

499
00:24:20,500 --> 00:24:23,800
Marines and rhinos. 
And for the older, it's the war 

500
00:24:23,800 --> 00:24:27,400
host which again is A couple of 
groups of Guardians and some 

501
00:24:27,400 --> 00:24:29,500
graph tanks to Jet them around 
the battlefield. 

502
00:24:29,600 --> 00:24:32,200
So once you've picked your first
company, you then kind of have 

503
00:24:32,200 --> 00:24:34,800
to throw the three choices. 
Essentially you can either keep 

504
00:24:34,800 --> 00:24:37,700
adding more and more companies 
and the companies really are 

505
00:24:38,300 --> 00:24:41,200
value for money because you get 
a lot of troops for your points 

506
00:24:41,200 --> 00:24:44,800
but they are slightly inflexible
because you'll tend to have to 

507
00:24:44,800 --> 00:24:46,500
keep them fairly close. 
Now you can break the 

508
00:24:46,500 --> 00:24:48,600
detachments down and send them 
off into different parts of the 

509
00:24:48,600 --> 00:24:53,300
battlefield, but there is a 
limitation of its kind of a it's

510
00:24:53,300 --> 00:24:56,800
the the kind of the benefit. 
Is numbers. 

511
00:24:56,800 --> 00:25:00,000
The disadvantage is slight 
inflexibility, shall we say? 

512
00:25:00,400 --> 00:25:02,400
So you can either add more 
companies, and I would normally 

513
00:25:02,400 --> 00:25:06,900
say one per thousand points, its
kind of my Baseline in, and 

514
00:25:06,900 --> 00:25:09,800
depending on the Army, I'm 
playing old up and down that. 

515
00:25:09,800 --> 00:25:12,300
Or if I want to go for a 
specific title, they say for the

516
00:25:12,308 --> 00:25:14,500
sake of might want to flood the 
board with dogs or buy more 

517
00:25:14,500 --> 00:25:19,800
companies, you then have to 
either you can then either add 

518
00:25:19,800 --> 00:25:23,000
support cons who are more 
specialist formations so that 

519
00:25:23,000 --> 00:25:27,400
might be something like some 
From is riding motorbikes or 

520
00:25:27,700 --> 00:25:30,800
Squadron of Tanks. 
Maybe you've got your battle 

521
00:25:30,800 --> 00:25:32,700
company of space. 
Major, I really want some lamb. 

522
00:25:32,700 --> 00:25:34,700
Raiders to go with them which 
would also be a good choice if 

523
00:25:34,700 --> 00:25:36,500
you're playing out of the box 
because you've got some lamb 

524
00:25:36,500 --> 00:25:39,100
ribs in there. 
So you can grab a card or of up 

525
00:25:39,100 --> 00:25:40,700
to three years, sorry, three 
land, Raiders. 

526
00:25:40,900 --> 00:25:42,800
And your add up to five support 
cards. 

527
00:25:43,700 --> 00:25:47,300
The only Army where it's weird, 
is chaos, but we're not gonna 

528
00:25:47,300 --> 00:25:49,400
worry about cows today, so 
calstrs a slightly differently 

529
00:25:49,400 --> 00:25:53,500
way but so you can have 125 or 
025 support cards with your with

530
00:25:53,500 --> 00:25:56,500
your companies. 
Then each company that you buy 

531
00:25:56,500 --> 00:25:58,700
also gives you access to one 
special card. 

532
00:25:58,700 --> 00:26:01,000
And the special card is kind of 
like it says something a bit 

533
00:26:01,000 --> 00:26:06,200
special so it's normally things 
like Titans commanders or really

534
00:26:06,200 --> 00:26:08,900
like esoteric and quite powerful
troop types. 

535
00:26:08,900 --> 00:26:10,900
Where if you kind of had loads 
of them running around the 

536
00:26:10,908 --> 00:26:13,800
battlefield, it would quite 
quickly get out of hand and be 

537
00:26:13,800 --> 00:26:17,800
completely unbalanced mess. 
So really, you know it's again 

538
00:26:17,800 --> 00:26:22,100
it's a really clever thing where
The the the kind of the 

539
00:26:22,100 --> 00:26:25,100
construction of the army helps 
build the kind of the, The 

540
00:26:25,100 --> 00:26:28,500
Narrative and the law into it. 
So, you know, the core of an orc

541
00:26:28,500 --> 00:26:31,100
army is all boys. 
So you have to buy a clan or a 

542
00:26:31,108 --> 00:26:35,300
company Of Orcs to start and 
then what you can't do is go and

543
00:26:35,300 --> 00:26:37,700
then I'm just going to add 400 
Gardens because you're only 

544
00:26:37,700 --> 00:26:43,400
allowed one got a clan or one 
Garden card / Clan and you know,

545
00:26:43,400 --> 00:26:46,200
there's only one war boss. 
So you can't have, you know, 20 

546
00:26:46,200 --> 00:26:47,700
War bosses. 
You're only allowed, you know, 

547
00:26:47,800 --> 00:26:52,100
one special card per plan again.
You gotta put my wall box in so 

548
00:26:52,100 --> 00:26:55,200
just yeah, it helps reflect that
kind of the way the armies fight

549
00:26:55,200 --> 00:26:58,000
in the background. 
The way you build the armies. 

550
00:26:58,100 --> 00:27:02,300
In the the mechanical sense is 
reflective of that and it's so, 

551
00:27:02,300 --> 00:27:04,800
you know, it's that kind of you 
one company up to five support 

552
00:27:04,800 --> 00:27:07,200
one special. 
That's it really simple to 

553
00:27:07,200 --> 00:27:11,000
remember, yet it really 
emphasizes the importance of 

554
00:27:11,000 --> 00:27:15,500
actual infantry in in Space 
Marine epic, you know, infantry 

555
00:27:15,500 --> 00:27:17,000
means everything. 
They're the ones that going to 

556
00:27:17,008 --> 00:27:19,800
be a grabbing objectives are the
ones are going to be, you know, 

557
00:27:20,000 --> 00:27:22,100
no holding fortifications. 
They're the ones that going to 

558
00:27:22,100 --> 00:27:27,400
be, you know, you know, you 
know, sort of, you know, 

559
00:27:27,400 --> 00:27:30,100
hunkering down inside buildings,
getting making it really 

560
00:27:30,100 --> 00:27:32,700
difficult for your enemy to get 
out of getting them out of 

561
00:27:32,700 --> 00:27:36,500
there, going to be involved in 
hand combat so they're really 

562
00:27:36,500 --> 00:27:39,700
the sort of the really, the real
focal point. 

563
00:27:39,700 --> 00:27:43,800
Actually, if you like a tree, 
really make up for a lot of 

564
00:27:43,800 --> 00:27:47,500
things and the special cards, of
course, come lots of different 

565
00:27:47,500 --> 00:27:49,900
kinds of Titans that you can 
take four different. 

566
00:27:50,100 --> 00:27:55,800
Factions and they of course, are
very special in their own right 

567
00:27:56,300 --> 00:27:59,700
and they are supposing 
comparison to the Infantry 

568
00:28:01,200 --> 00:28:07,100
become the center of a lot of 
Firepower in your in your army. 

569
00:28:07,100 --> 00:28:09,400
You know you sort of look at 
this kind of thing. 

570
00:28:09,400 --> 00:28:14,000
That's so you know, 10,000 
meters high over the over the 

571
00:28:14,000 --> 00:28:16,800
battlefield in Camp in 
comparison to your inventory and

572
00:28:16,800 --> 00:28:18,800
you just think yeah, this 
thing's going to be like it is a

573
00:28:18,800 --> 00:28:22,300
magnet for We single missile 
that I've got in my in my 

574
00:28:22,300 --> 00:28:25,300
Arsenal and that's that's how 
usually the how it plays. 

575
00:28:25,300 --> 00:28:28,900
But I really love that that 
sense that these are these 

576
00:28:29,200 --> 00:28:35,700
incredibly super hard to kill 
incredibly powerful Titans. 

577
00:28:35,700 --> 00:28:38,100
You know, to striding through 
the battlefield. 

578
00:28:38,200 --> 00:28:40,200
Do you get that sense of feeling
as well to John? 

579
00:28:40,200 --> 00:28:44,100
Yeah, I mean so like it's one of
things where it's so tempting to

580
00:28:44,100 --> 00:28:46,900
kind of take the, the least 
amount of companies you can in 

581
00:28:46,900 --> 00:28:49,600
the most amount of like fun 
shiny stuff because obviously 

582
00:28:49,600 --> 00:28:51,900
this Those tend to be the really
exciting stuff, but like you say

583
00:28:51,900 --> 00:28:54,400
what you find is very quickly, 
you will fall behind on 

584
00:28:54,400 --> 00:28:58,900
objectives because you just 
calm, yeah, a squadron of three 

585
00:28:58,900 --> 00:29:01,100
land. 
Raiders just cannot secure 

586
00:29:01,100 --> 00:29:05,100
ground in the way, you know, 20 
stands of org boys can for 

587
00:29:05,100 --> 00:29:08,500
example. 
So and then yeah, you know, I 

588
00:29:08,500 --> 00:29:10,300
kind of find it goes one of two 
ways with Titans. 

589
00:29:10,300 --> 00:29:13,800
You're either like right point 
every scary gun at it that I can

590
00:29:13,800 --> 00:29:17,500
until it's dead or just pretend 
it's not there and try and 

591
00:29:17,600 --> 00:29:20,700
weather the storm. 
So obviously, It's a my partner.

592
00:29:20,700 --> 00:29:22,200
She tends to play walks quite a 
lot. 

593
00:29:23,500 --> 00:29:25,900
A lot of the time I tend to 
ignore her garments not because 

594
00:29:25,900 --> 00:29:29,400
I think they're bad far from it.
They're running around causing 

595
00:29:29,400 --> 00:29:33,000
Mayhem with their gut Buster 
cannons and all sorts of misery.

596
00:29:33,200 --> 00:29:36,500
But it's that you have to commit
so much to taking one down. 

597
00:29:36,700 --> 00:29:40,400
There's sometimes you're like oh
you know it's going to be too 

598
00:29:40,400 --> 00:29:43,000
much of a cost like a too much 
an opportunity cost. 

599
00:29:43,100 --> 00:29:46,700
Yeah I'll deal with it later or 
I know where it is and I know 

600
00:29:46,700 --> 00:29:49,700
what objective is it can can 
kind of interact with so maybe I

601
00:29:49,700 --> 00:29:51,500
will I'll send some poor 
sacrificial. 

602
00:29:51,500 --> 00:29:53,200
Like, oh, this is kind of a 
Guardsman. 

603
00:29:53,200 --> 00:29:55,100
Just go over there and stand in 
front of the garden for a bit. 

604
00:29:55,100 --> 00:29:58,000
Please whilst everyone else goes
to win the battle for us, but 

605
00:29:58,000 --> 00:30:01,100
yeah, like it no no matter what 
time class or gagan class you're

606
00:30:01,100 --> 00:30:03,900
dealing with, it's gonna make 
its impact on the board. 

607
00:30:03,900 --> 00:30:07,000
And certainly when you do kill, 
one is such a, such a huge 

608
00:30:07,000 --> 00:30:10,700
moment because it can be the 
kind of the turning point of any

609
00:30:10,700 --> 00:30:14,600
game like, no, no Titan loss is 
insignificant. 

610
00:30:14,900 --> 00:30:16,900
And, you know, there's nothing 
greater than when you you know, 

611
00:30:16,900 --> 00:30:19,300
you finally put you know. 
Because you know, there's that 

612
00:30:19,300 --> 00:30:21,600
that really Ting Dynamic. 
Again, the difference between 

613
00:30:21,600 --> 00:30:24,000
kind of an imperial tire and an 
all-time. 

614
00:30:24,000 --> 00:30:26,900
So in a real Titan is very 
heavily shielded, and you have 

615
00:30:26,900 --> 00:30:28,700
to chip away at it Shields. 
But then, once you get through 

616
00:30:28,700 --> 00:30:31,300
the Shield's, what tends to 
happen is, you'll hit a critical

617
00:30:31,300 --> 00:30:35,100
location and it will probably 
explode or is reactor will, you 

618
00:30:35,100 --> 00:30:39,700
know, cook off? 
Or it's a kind of a very, very 

619
00:30:40,100 --> 00:30:43,000
the end comes quickly with that 
iron ore as with a gargan, what 

620
00:30:43,000 --> 00:30:45,400
you tend to find is, you do 
loads and loads and loads of 

621
00:30:45,400 --> 00:30:48,500
damage to it for a long long 
time and it just sits there 

622
00:30:48,500 --> 00:30:51,300
soaking up and soaking it up. 
And you start a fire here and 

623
00:30:51,300 --> 00:30:53,300
you're knocking an arm off 
there, but it's not really that 

624
00:30:53,300 --> 00:30:56,100
bothered. 
And then over that huge amount 

625
00:30:56,100 --> 00:30:58,000
of time. 
Eventually, it builds up 20, and

626
00:30:58,000 --> 00:31:00,900
now there's no 25 is Raging 
through it and all it can do is 

627
00:31:00,900 --> 00:31:03,400
explode. 
So the end gargan is a lot is a 

628
00:31:03,400 --> 00:31:06,600
lot slower. 
Yeah, but it's kind of fun and, 

629
00:31:06,600 --> 00:31:08,500
you know, just the visual image 
of this, you know, they know 

630
00:31:08,500 --> 00:31:09,900
they're on fire. 
They know they're going to be 

631
00:31:09,900 --> 00:31:12,000
spoke but they don't care. 
They just keep plodding along 

632
00:31:12,000 --> 00:31:14,400
firing off what they can while 
they can have it as good time as

633
00:31:14,400 --> 00:31:16,400
they can. 
And then ultimately ends up 

634
00:31:16,400 --> 00:31:18,400
with, you know, the boiler goes 
pop and the head goes, flying 

635
00:31:18,400 --> 00:31:21,500
off the garden and the arms. 
Fall off, and there's anything 

636
00:31:21,500 --> 00:31:23,400
standing anywhere near it. 
Just goes up in a kind of a 

637
00:31:23,400 --> 00:31:27,000
cloud of superheated steam, it's
really fun. 

638
00:31:27,000 --> 00:31:28,900
So, even within the time 
classes, there's that kind of, 

639
00:31:30,100 --> 00:31:31,900
you know, then they don't behave
the same. 

640
00:31:31,900 --> 00:31:34,200
And so, even though they're the 
same, you know, the same class 

641
00:31:34,200 --> 00:31:36,400
and the same and I think that's 
reflective of the armies as 

642
00:31:36,400 --> 00:31:37,900
well. 
So maybe talk about tactics at 

643
00:31:37,900 --> 00:31:42,800
the end, but, you know, the 
behavior of the troop types of 

644
00:31:42,800 --> 00:31:45,000
behavior of the tanks. 
Like what's so interesting about

645
00:31:45,000 --> 00:31:47,100
second edition epic? 
And with Space Marine has, 

646
00:31:47,600 --> 00:31:49,800
there's actually a lot of 
greenery sort of before we 

647
00:31:50,000 --> 00:31:51,700
Recording will talk about how 
the rules themselves. 

648
00:31:51,700 --> 00:31:54,500
Very simple. 
It's the, it's the granularity 

649
00:31:54,500 --> 00:31:58,100
and the texture and the detail 
of the individual troop morals, 

650
00:31:58,200 --> 00:32:00,400
that is where that complexity 
and excitement comes from the 

651
00:32:00,408 --> 00:32:03,300
game. 
So actually, you know, a land, 

652
00:32:03,300 --> 00:32:06,100
Raider is not the same as an Orc
tank, they behave differently. 

653
00:32:06,100 --> 00:32:08,100
And they have very different 
weapons and very different 

654
00:32:08,400 --> 00:32:11,200
behaviors and that's what makes 
it really exciting. 

655
00:32:11,800 --> 00:32:14,000
Yeah, I find that too because I 
think I think there's a lot of 

656
00:32:14,000 --> 00:32:17,100
similarities between this game 
and Man, O'War, as I was doing a

657
00:32:17,100 --> 00:32:19,700
Manowar, kind of a deep dive in 
the rules there. 

658
00:32:19,900 --> 00:32:22,300
And well as I'm playing and I 
feeling it's a very, very 

659
00:32:22,300 --> 00:32:26,100
similar and both both systems, 
actually maybe a lot of 

660
00:32:26,300 --> 00:32:30,100
inspiration came from epic when 
they designed Manowar, I think, 

661
00:32:30,500 --> 00:32:32,600
but anyhow moving along, we've 
got the formation rule. 

662
00:32:32,600 --> 00:32:37,700
So each of your detachments or 
each of your stands have to be 

663
00:32:37,700 --> 00:32:40,300
within a 6 cm. 
Now this game you just CM it 

664
00:32:40,300 --> 00:32:42,900
doesn't use. 
It doesn't use inches just to 

665
00:32:42,900 --> 00:32:44,500
put just a just a throw you off 
there. 

666
00:32:45,200 --> 00:32:50,500
So yeah, it does, you send cm 
and each one has to be within Cm

667
00:32:50,500 --> 00:32:53,100
of each other within his own 
Detachment. 

668
00:32:53,100 --> 00:32:55,600
So basically if you had like a 
Detachment of land, Raiders in 

669
00:32:55,600 --> 00:32:58,900
this example here on page 14, 
you can see three land writers 

670
00:32:58,900 --> 00:33:01,900
and have to be 6 inches within 
of each other. 

671
00:33:03,100 --> 00:33:08,000
So if they're out of six inch 6 
ISO like I'm saying six inches 

672
00:33:08,000 --> 00:33:10,500
already six centimeters then 
they're going to be out of 

673
00:33:10,500 --> 00:33:13,000
formation so that's not allowed 
as a big boo-boo. 

674
00:33:13,400 --> 00:33:17,100
You can't do that and I think 
that's one of the interesting 

675
00:33:17,100 --> 00:33:18,500
things against of talking about 
the texture. 

676
00:33:18,500 --> 00:33:23,000
So Companies have different 
spins on whether they are, you 

677
00:33:23,000 --> 00:33:25,300
know, one big Detachment or 
multiple small Detachment. 

678
00:33:25,300 --> 00:33:28,200
So if we look at an orc ran, an 
Oakland is essentially two 

679
00:33:28,200 --> 00:33:30,400
detachments. 
The knobs are one Detachment and

680
00:33:30,400 --> 00:33:32,300
then the 15 old boys were second
attachments. 

681
00:33:32,300 --> 00:33:34,300
Those 15 Oldboy is all have to 
stay together. 

682
00:33:34,300 --> 00:33:37,000
They have stayed within 6, cm 
the can't just wander off and do

683
00:33:37,008 --> 00:33:39,600
their own thing was with a 
Spaceman tactical company. 

684
00:33:39,600 --> 00:33:41,800
You actually get three 
detachments of Space Marine. 

685
00:33:41,800 --> 00:33:44,700
So, actually you've got, you 
know, six towns of Marines and 

686
00:33:44,700 --> 00:33:47,700
three, rhinos has a Detachment. 
So you can actually split that 

687
00:33:47,700 --> 00:33:52,200
into three different kind of You
know many missions or operations

688
00:33:52,200 --> 00:33:53,500
on the battlefield if you need 
to. 

689
00:33:53,500 --> 00:33:55,400
So they could actually grab 
three different objectives 

690
00:33:55,400 --> 00:33:57,300
whereas the Orcs have to stick 
together. 

691
00:33:57,500 --> 00:34:00,200
So there's that you know 
immediately that kind of that 

692
00:34:00,200 --> 00:34:03,200
that tactile difference between 
two different companies, which 

693
00:34:03,200 --> 00:34:05,200
were essentially infantry 
companies but they can behave in

694
00:34:05,208 --> 00:34:08,500
slightly different ways and it's
yeah, it's really interesting 

695
00:34:08,500 --> 00:34:11,500
that that do you. 
Do you split your company's up 

696
00:34:11,699 --> 00:34:14,600
or do you keep them together? 
But obviously that about 6, cm 

697
00:34:14,600 --> 00:34:17,300
is crucial, you know, stick 
close to your mates. 

698
00:34:18,900 --> 00:34:22,699
Don't you know, there is a rule.
If, if you get, if the models 

699
00:34:22,699 --> 00:34:26,500
get shot out, so that creates a 
gap, you have to get back into 

700
00:34:26,500 --> 00:34:28,600
coherency. 
So Community is important, but 

701
00:34:28,600 --> 00:34:30,400
only when your next move, so 
that's quite interesting one. 

702
00:34:30,400 --> 00:34:32,600
Like I've had it in the past 
where I've had an artillery 

703
00:34:32,600 --> 00:34:36,699
group cans of corn, they have a 
really bad habit of blowing 

704
00:34:36,699 --> 00:34:38,800
themselves up. 
They just get too excited when 

705
00:34:38,800 --> 00:34:41,100
they find that, they just cook 
themselves off and go up in a 

706
00:34:41,100 --> 00:34:43,100
big. 
You know, the cloud of demonic 

707
00:34:43,100 --> 00:34:46,400
blood and gore and it's always 
the middle one that explodes. 

708
00:34:46,500 --> 00:34:48,600
So you end up with like, you 
know, you've got your six 

709
00:34:48,600 --> 00:34:50,699
enemies, six enemy 6. 
In the middle, one goes up and 

710
00:34:50,699 --> 00:34:51,800
something. 
There's a 12 centimeter gap 

711
00:34:51,800 --> 00:34:54,800
between the kind of the left and
the right ones that remain they 

712
00:34:54,800 --> 00:34:56,900
only have to get back into 
formation on the next move. 

713
00:34:56,900 --> 00:34:59,100
So if you choose to keep them on
first fire, which is the only 

714
00:34:59,100 --> 00:35:01,200
way they can chew. 
They don't have to worry about 

715
00:35:01,200 --> 00:35:03,200
getting back into formation. 
So that's kind of an interesting

716
00:35:03,200 --> 00:35:06,800
little wrinkled that you can 
slightly abuse if you're using 

717
00:35:06,800 --> 00:35:08,600
artillery. 
But on the whole you want to be 

718
00:35:08,600 --> 00:35:11,000
where your mates are because you
want to be getting together for,

719
00:35:11,000 --> 00:35:14,300
you know, it's easier to kind of
mass fire on people and it's 

720
00:35:14,300 --> 00:35:18,500
easier to stake a claim to an 
objective and keep on it for 

721
00:35:18,500 --> 00:35:22,100
your boys are Let me know mobbed
up what you do have to be 

722
00:35:22,100 --> 00:35:24,300
careful though. 
Of course, is those those blasts

723
00:35:24,300 --> 00:35:27,300
templates, we spoke about 
Jennifer if a Titan with a, you 

724
00:35:27,300 --> 00:35:31,700
know, with a missile pods or 
what's the, what's the crazy? 

725
00:35:31,900 --> 00:35:35,200
The One-Shot missile, that does 
the 45 templates worth of 

726
00:35:35,207 --> 00:35:38,300
damage? 
The closer you are, the more 

727
00:35:38,300 --> 00:35:40,800
models get affected by that. 
So there's always that that 

728
00:35:40,800 --> 00:35:43,100
push-pull of like I want to be 
near people because I've gotta 

729
00:35:43,100 --> 00:35:45,800
stay in formation and I've got a
be mobbed up so I can be 

730
00:35:45,800 --> 00:35:47,900
effective in combat. 
I can be effective for 

731
00:35:48,100 --> 00:35:50,700
controlling an objective. 
But what I want to be is in one 

732
00:35:50,700 --> 00:35:53,200
big lump so that someone could 
just drop a blast and play out 

733
00:35:53,200 --> 00:35:55,600
of nowhere and just obliterate 
my company. 

734
00:35:55,700 --> 00:35:56,900
And so, that's a really 
exciting. 

735
00:35:56,900 --> 00:35:58,900
Again, that's the kind of 
tactical thing of like, oh, 

736
00:35:59,200 --> 00:36:02,100
what's the optimal amount of 
distance between my troops? 

737
00:36:02,200 --> 00:36:05,500
Hmm. 
Now that's just true and they, 

738
00:36:05,700 --> 00:36:09,000
you know, your troops are there 
to support your empathy, like 

739
00:36:09,000 --> 00:36:10,700
the vehicles are there to 
support the Infantry. 

740
00:36:11,300 --> 00:36:14,200
Infantry there to claim 
objectives in your Titan is 

741
00:36:14,200 --> 00:36:18,400
there just to scare the hell out
of your opponent and to kill and

742
00:36:18,400 --> 00:36:19,700
as much things and they can 
take. 

743
00:36:19,800 --> 00:36:21,800
Outbuildings, they can do all 
kinds of things. 

744
00:36:21,800 --> 00:36:25,000
So, everything is very 
vulnerable to and I think that's

745
00:36:25,000 --> 00:36:30,800
a big difference between in 
terms of this game 240k is that 

746
00:36:30,800 --> 00:36:33,700
Terminators are not these 
invulnerable. 

747
00:36:33,700 --> 00:36:36,800
Tin cans, they are in second 
edition or in later editions, 

748
00:36:36,800 --> 00:36:39,300
but they are very very, very 
vulnerable. 

749
00:36:39,300 --> 00:36:42,000
And they have a saving, throw it
like a 6 Plus or something like 

750
00:36:42,000 --> 00:36:44,000
that. 
It's really it's interesting. 

751
00:36:44,000 --> 00:36:46,700
Most infantry has no safe. 
So actually in terms of 

752
00:36:47,400 --> 00:36:50,400
resilience, there's no 
difference between a Nor could a

753
00:36:50,400 --> 00:36:52,900
space frame, which is unusual. 
But when you think about the 

754
00:36:52,900 --> 00:36:54,900
scale of the combat and the 
nature of the weapons being 

755
00:36:54,900 --> 00:36:58,000
used, you can have all the arm, 
you know, Weaponry in the world.

756
00:36:58,000 --> 00:37:00,400
After all the armor in the world
would a wall or tighten opens up

757
00:37:00,400 --> 00:37:03,000
on you. 
You, there is no amount of armor

758
00:37:03,000 --> 00:37:05,800
that is enough to resist that. 
So actually a Terminators are 

759
00:37:05,800 --> 00:37:07,700
very unusual in that. 
They're one of the very few 

760
00:37:07,700 --> 00:37:09,700
infantry models in the game that
has a save. 

761
00:37:09,700 --> 00:37:12,700
And like you say, there's Savers
6 Plus like one of the best 

762
00:37:12,700 --> 00:37:15,400
armor saves in the game. 
For infantry is pretty much the 

763
00:37:15,400 --> 00:37:17,100
worst armor save. 
It's possible to have in any 

764
00:37:17,100 --> 00:37:19,600
other game which is really 
unusual. 

765
00:37:20,500 --> 00:37:23,000
So yeah, that was, you know, it 
catches you at first, we like 

766
00:37:23,000 --> 00:37:25,300
wait a minute, why my specialty 
is dying just as quickly as the 

767
00:37:25,300 --> 00:37:27,700
Orcs, but I think when you think
about in terms of, well, it's 

768
00:37:27,700 --> 00:37:30,600
not that they're being, you 
know, it's not that they're 

769
00:37:30,600 --> 00:37:32,100
being killed by the ball 
pistols. 

770
00:37:32,100 --> 00:37:34,900
Whoever is the, you know, the 
plasma gun in the the unit or 

771
00:37:34,900 --> 00:37:37,400
yeah, you're being shot by a tie
in class weapon or a vehicle 

772
00:37:37,400 --> 00:37:39,800
class weapon there. 
Just isn't enough armor to 

773
00:37:39,800 --> 00:37:42,200
protect you anyway and once you 
kind of get over that hurdle it 

774
00:37:42,300 --> 00:37:46,200
you know they'll start to make 
sense and it tends to be more 

775
00:37:46,200 --> 00:37:49,400
about what the Infantry can kick
out. 

776
00:37:50,400 --> 00:37:52,600
But like I think what you were 
saying earlier is so true. 

777
00:37:52,600 --> 00:37:56,200
As it's very, very easy to think
all infantry rubbish as a 

778
00:37:56,200 --> 00:37:57,700
result. 
So I won't take, I'll take my 

779
00:37:57,700 --> 00:38:00,200
unit, my back country. 
And what you'll find is, you'll 

780
00:38:00,200 --> 00:38:01,200
lose games. 
Yeah. 

781
00:38:01,200 --> 00:38:04,000
That's right. 
You like numbers and you lack 

782
00:38:04,000 --> 00:38:05,600
the ability to take and hold 
objectives. 

783
00:38:05,600 --> 00:38:08,500
And it's one of those really 
interesting sort of game you can

784
00:38:08,500 --> 00:38:10,800
win or lose. 
I mean you can win or lose on 

785
00:38:10,800 --> 00:38:15,400
turn one based on the state of 
objectives so you get points for

786
00:38:15,400 --> 00:38:17,400
killing stuff. 
But the majority of the points 

787
00:38:17,400 --> 00:38:19,800
on the board there are up for 
grabs it from taking objectives.

788
00:38:20,000 --> 00:38:23,000
And vehicles cannot, you know, 
you can't drive early land, 

789
00:38:23,000 --> 00:38:25,600
Raider up the stairs into the 
building and conquered an 

790
00:38:25,607 --> 00:38:27,000
objective. 
It's not okay. 

791
00:38:27,000 --> 00:38:29,600
Like only inventory can do it, 
so you have to start taking 

792
00:38:29,600 --> 00:38:31,500
those infantry, but you just 
have to start, you know, you 

793
00:38:31,500 --> 00:38:34,700
have to again I guess it's not 
changing the sort of those 

794
00:38:34,700 --> 00:38:37,400
viewers like, you know, it's 
like 40 K is like zoomed right 

795
00:38:37,400 --> 00:38:39,700
in on the battlefield. 
And then you zoom out one step 

796
00:38:39,700 --> 00:38:42,200
and something your epic scale. 
So you have to do that kind of 

797
00:38:42,200 --> 00:38:43,700
mental exercise with Weaponry, 
as well. 

798
00:38:43,700 --> 00:38:46,100
So it's, it's zooming out one 
step and being like, right? 

799
00:38:46,100 --> 00:38:52,100
My infantry are not there to be 
like a A bulwark of Defense. 

800
00:38:52,500 --> 00:38:55,000
I have to be careful with them 
because they're quite fragile, 

801
00:38:55,000 --> 00:38:58,100
but they're also integral to my 
strategy because they're the 

802
00:38:58,100 --> 00:39:00,800
only ones that can kind of win 
the game for me in a weird way. 

803
00:39:01,500 --> 00:39:05,000
So yeah, really, really fun, 
really, really fun and I think 

804
00:39:05,000 --> 00:39:07,900
the other, you know, again, 
apologies, I keep doing tactics 

805
00:39:08,200 --> 00:39:14,400
you can use. 
This is awesome waffle on like a

806
00:39:14,408 --> 00:39:17,200
lot of companies come with 
transports and the ones that 

807
00:39:17,200 --> 00:39:19,800
don't can struggle to be engaged
in the game. 

808
00:39:20,000 --> 00:39:23,700
So you know, one of the one of 
the best clan cards you can take

809
00:39:23,700 --> 00:39:26,800
is the The Goth Clan and what's 
so good about them is they have 

810
00:39:27,000 --> 00:39:30,100
twice as many knobs as any other
Clan, what I would say about the

811
00:39:30,100 --> 00:39:31,800
orcas has the knobs are your 
secret weapon? 

812
00:39:31,800 --> 00:39:34,300
Knobs are just bananas good and 
have some of the best guns in 

813
00:39:34,300 --> 00:39:37,200
the game and a lot of them but 
because they don't have 

814
00:39:37,200 --> 00:39:40,300
transport Vehicles by standard, 
they could only move, it's 10 

815
00:39:40,300 --> 00:39:42,800
centimeters a turn. 
You are going to struggle to get

816
00:39:42,800 --> 00:39:46,300
them into the game in the kind 
of that, that kind of midterm 

817
00:39:46,700 --> 00:39:49,700
like past the halfway line. 
So, you'll dominate your side of

818
00:39:49,700 --> 00:39:52,100
the Board, but you'll struggle 
to reach into your opponent's 

819
00:39:52,100 --> 00:39:54,500
off of the table, and of course 
half your objectives are over 

820
00:39:54,500 --> 00:39:56,600
there, so it gets really 
interesting. 

821
00:39:56,600 --> 00:39:59,900
So, you know, any any company 
that comes with vehicles baked 

822
00:39:59,900 --> 00:40:04,100
in is in a good place because it
gives you that kind of that 

823
00:40:04,100 --> 00:40:06,600
cheaper transport that lets you 
reach out and grab those 

824
00:40:06,600 --> 00:40:08,900
objectives last-minute. 
Lets you sneak around flags and 

825
00:40:08,900 --> 00:40:11,300
stuff and by not having 
transport Vehicles. 

826
00:40:11,300 --> 00:40:13,600
You sometimes, find your options
are limited as a result. 

827
00:40:13,600 --> 00:40:15,800
So you could always think about 
like other ways to get 

828
00:40:15,800 --> 00:40:18,500
transports and there always are.
But then the opportunity cost of

829
00:40:18,508 --> 00:40:21,300
that is you spent all your 
support Saint transport Vehicles

830
00:40:21,300 --> 00:40:23,700
which means you don't have any 
of the funky tanks and guns and 

831
00:40:23,700 --> 00:40:25,800
stuff. 
So again, like that's do great. 

832
00:40:25,800 --> 00:40:29,500
Push-pull balance of engaging 
with this game of like I need my

833
00:40:29,500 --> 00:40:32,400
boys to do something but what's 
the cost of doing that? 

834
00:40:33,100 --> 00:40:34,800
Yeah, that's a good point 
because there's so many options 

835
00:40:34,800 --> 00:40:38,000
for your army as well. 
You got so many cards when you 

836
00:40:38,000 --> 00:40:40,100
get the base game went because 
when we when we go through 

837
00:40:40,100 --> 00:40:42,200
initially, through the 
expansions and that kind of 

838
00:40:42,207 --> 00:40:45,500
thing in the base game, you get 
like a set number of cards that 

839
00:40:45,500 --> 00:40:49,800
will cover most of the Infantry,
or if not all of the Infantry. 

840
00:40:49,900 --> 00:40:53,200
A and vehicles that you can get 
later on when you're expanding 

841
00:40:53,200 --> 00:40:54,800
your armies. 
But when they release the 

842
00:40:54,800 --> 00:40:57,300
expansion's, they covered 
everything. 

843
00:40:57,300 --> 00:41:01,100
So you had just a wide range of 
all different kinds of 

844
00:41:01,400 --> 00:41:05,200
possibilities when constructing 
armies, and what you could take.

845
00:41:05,800 --> 00:41:08,400
So when we getting on now, we're
going to objectives now. 

846
00:41:08,400 --> 00:41:10,800
I'm now this game is an 
objective based game and at 

847
00:41:10,800 --> 00:41:12,600
this, one of the things I really
enjoy about it. 

848
00:41:13,700 --> 00:41:17,000
So you have, I think about 60 
objected counter that come into 

849
00:41:17,000 --> 00:41:21,200
the end, the game, and there are
eight When I tread counters. 

850
00:41:21,800 --> 00:41:27,000
So basically, when you're 
setting up your table and just 

851
00:41:27,000 --> 00:41:33,500
to touch on that as well, the 
game is played on, usually a 6x4

852
00:41:33,500 --> 00:41:37,200
table, but you can play, I 
played on a 4x4, it works fine, 

853
00:41:37,600 --> 00:41:39,800
you can play it even you know 
depending on the size of the 

854
00:41:39,800 --> 00:41:40,800
game. 
If you're playing a thousand 

855
00:41:40,800 --> 00:41:44,700
points or something, you could 
play easily on a 3X3 no problem 

856
00:41:45,000 --> 00:41:46,500
or two by four or something like
that. 

857
00:41:47,300 --> 00:41:50,900
The Only Rule that stipulates is
that it has to You have to have 

858
00:41:51,100 --> 00:41:57,000
an 80 cm sort of Zone in the 
center of the table where you 

859
00:41:57,000 --> 00:42:02,300
cannot deploy your troops. 
So it's a Works a little bit 

860
00:42:02,300 --> 00:42:03,800
different. 
This I think most games have 

861
00:42:03,800 --> 00:42:07,400
like a 12-inch deployment Zone 
where you measure from the, from

862
00:42:07,400 --> 00:42:10,800
the very edge, you like your 
table edge up but this one it's 

863
00:42:10,800 --> 00:42:14,600
sort of measures from the center
and back towards your deployment

864
00:42:14,600 --> 00:42:17,500
zone. 
So it's 40 cm basically and pass

865
00:42:17,500 --> 00:42:21,900
that 40 40 cm own you can. 
Probably anywhere from that, 

866
00:42:21,900 --> 00:42:25,900
that line to your table Edge 
right across the table. 

867
00:42:26,000 --> 00:42:28,800
So there's no, there's no sort 
of infringement on either side 

868
00:42:28,800 --> 00:42:31,900
either. 
So if mean Java playing a game, 

869
00:42:31,900 --> 00:42:35,500
we would both take for sorry 
there's a fourth year for 

870
00:42:35,500 --> 00:42:38,200
objectives. 
Uh, so let's say I'll take the 

871
00:42:38,200 --> 00:42:42,300
red new takes the blue and then 
we place those face down onto 

872
00:42:42,300 --> 00:42:48,800
the table on terrain, or in 
forests or just on the open or 

873
00:42:48,800 --> 00:42:50,800
wherever it might be. 
They just have to be at least, 

874
00:42:50,800 --> 00:42:55,300
25 cm from any table Edge and at
least, 25 cm from any other 

875
00:42:55,300 --> 00:42:58,600
objective counter, that's there.
The only rules that are 

876
00:42:58,607 --> 00:43:04,000
stipulated in the game. 
I think it's interesting as 

877
00:43:04,000 --> 00:43:07,600
well, like so one of the there's
this sort of, there's the, the 

878
00:43:07,607 --> 00:43:09,800
mechanical aspects of that, 
which is this happens before you

879
00:43:09,808 --> 00:43:11,900
deploy armies. 
So what's really interesting is,

880
00:43:11,900 --> 00:43:14,300
you could set up like, you know,
I'm going to put all my counters

881
00:43:15,400 --> 00:43:16,700
right. 
You know, either in my 

882
00:43:16,700 --> 00:43:20,200
deployment Zone, all just next 
to it and of course you Row four

883
00:43:20,200 --> 00:43:22,300
sides and set up after that 
happen. 

884
00:43:22,300 --> 00:43:24,400
So you myself what you think is 
a really strong strategy and 

885
00:43:24,400 --> 00:43:27,000
then you're a Wonder of your 
side of the board like straight 

886
00:43:27,000 --> 00:43:29,600
away, still knows it. 
So you have to be like sensible 

887
00:43:29,600 --> 00:43:31,100
about where you put them. 
Cause what you do want to do is 

888
00:43:31,100 --> 00:43:33,100
put something new. 
So, obviously like a kind of 

889
00:43:33,107 --> 00:43:34,600
advantage that you're putting in
a meeting goes. 

890
00:43:34,600 --> 00:43:35,900
Well, I'll take that side of the
table. 

891
00:43:36,100 --> 00:43:38,600
The other thing that I tend to 
favor as well as part of Lies, 

892
00:43:38,900 --> 00:43:41,500
try and tell part of the story. 
So I tend to put a light was 

893
00:43:41,500 --> 00:43:44,300
saying like, in a key building 
or in the key forest or on like 

894
00:43:44,300 --> 00:43:46,700
a ridge that overlooks. 
So they're like, not only just 

895
00:43:46,700 --> 00:43:50,000
our your arbitrary points on the
map but they are the All 

896
00:43:50,000 --> 00:43:52,800
positions that your armies would
naturally be fighting over 

897
00:43:52,800 --> 00:43:55,100
because there is a Strategic 
Benefit to doing so. 

898
00:43:55,200 --> 00:43:57,200
And what you find that is it 
makes the games more exciting 

899
00:43:57,200 --> 00:43:59,600
because it's like you know the 
very nature of capturing. 

900
00:43:59,600 --> 00:44:04,100
Those objectives is also saying 
that kind of telling that story 

901
00:44:04,100 --> 00:44:06,100
because I think this is all 
about telling stories and 

902
00:44:06,100 --> 00:44:08,400
actually there is an advantage 
to capturing that objective 

903
00:44:08,400 --> 00:44:10,600
because it gives you. 
And you know, all of a sudden 

904
00:44:10,600 --> 00:44:11,900
you've got a forest full of 
inventory. 

905
00:44:11,900 --> 00:44:14,600
That is just to say, you know, 
we'll go into why forests are so

906
00:44:14,600 --> 00:44:16,700
powerful and a bit, but like a 
forest. 

907
00:44:16,700 --> 00:44:19,600
Full of inventory is actually 
near impregnable to a lot of 

908
00:44:19,600 --> 00:44:21,300
things. 
No other infantry. 

909
00:44:21,900 --> 00:44:24,100
So yeah it's like kind of you 
know trying to do two things. 

910
00:44:24,100 --> 00:44:25,800
You're a make it fair and 
balanced. 

911
00:44:25,800 --> 00:44:30,000
Be tell a story, you know is 
there a is there a specific like

912
00:44:30,000 --> 00:44:34,300
you built the the squat kind of 
Bauman didn't you? 

913
00:44:34,300 --> 00:44:37,900
There's this very Echoes the 
ones we see in white dwarf so 

914
00:44:37,900 --> 00:44:40,000
that would be a really good 
point to put objective and it's 

915
00:44:40,000 --> 00:44:42,200
a hollow. 
This is this cool squat Fortress

916
00:44:42,200 --> 00:44:44,600
that they're going to, you know,
defend that to the death. 

917
00:44:44,600 --> 00:44:46,700
So of course that's where one of
the objectives going to be this 

918
00:44:46,700 --> 00:44:49,700
is where we could command and 
control is going to be there. 

919
00:44:49,800 --> 00:44:51,900
And maybe all their supplies are
in there. 

920
00:44:51,900 --> 00:44:53,800
So the last thing they want is a
bunch of Orcs kicking the doors 

921
00:44:53,800 --> 00:44:55,100
down and burning it to the 
ground. 

922
00:44:55,100 --> 00:44:58,000
So that becomes a really cool 
ejected point and that's a 

923
00:44:58,000 --> 00:44:59,900
natural place for adjective 
counter. 

924
00:45:00,000 --> 00:45:02,500
So yeah, like don't just think 
of them as these arbitrary like,

925
00:45:02,500 --> 00:45:04,900
you know, points on a map that 
we just have to walk up to tell 

926
00:45:04,900 --> 00:45:07,800
a story with them and it'll only
make the game more exciting. 

927
00:45:08,500 --> 00:45:09,800
Well, now we come to the best 
part. 

928
00:45:09,800 --> 00:45:12,200
Now, if you thought that what 
you've heard so far is sounds 

929
00:45:12,200 --> 00:45:13,800
really good. 
The best part in the most 

930
00:45:13,800 --> 00:45:17,200
favorite part of what I think of
the game is that armies are set 

931
00:45:17,200 --> 00:45:20,600
up secretly so they're not 
deployed as Asian war games 

932
00:45:20,600 --> 00:45:23,500
where you know we did you roll a
dice and you know the person who

933
00:45:23,500 --> 00:45:26,900
wins can force other player to 
deploy their first unit or 

934
00:45:26,908 --> 00:45:30,000
whatever. 
You both basically all they 

935
00:45:30,000 --> 00:45:33,700
suggest to put something in the 
center of the table so that it 

936
00:45:33,700 --> 00:45:36,600
can block line of sight. 
And then you deploy all your 

937
00:45:36,600 --> 00:45:40,400
forces and then use lift lift 
the boxes or curtain and 

938
00:45:40,400 --> 00:45:43,000
whatever it might be in the 
center fog of War levels of war 

939
00:45:45,200 --> 00:45:47,500
and I love that aspect to it. 
I love games at The Spoils of 

940
00:45:47,508 --> 00:45:51,100
War element to it, do you? 
Do you enjoy that aspect, too? 

941
00:45:51,100 --> 00:45:53,700
So it's one of those things 
where whenever I do, I do it the

942
00:45:53,700 --> 00:45:56,000
other way, which is that, you 
alternate deployment, and I 

943
00:45:56,000 --> 00:46:00,000
think it's just a time thing. 
So epic already takes quite a 

944
00:46:00,000 --> 00:46:01,500
long time to play. 
Like it's one of those games 

945
00:46:01,500 --> 00:46:03,400
where not because it's 
complicated, but because there's

946
00:46:03,400 --> 00:46:05,400
just so much going on. 
You have so many troops on the 

947
00:46:05,400 --> 00:46:07,300
table and so many, you know, 
interacting rules. 

948
00:46:07,400 --> 00:46:10,000
So we tend to do the the 
alternating deployment thing. 

949
00:46:10,100 --> 00:46:13,300
But I do love again that that 
kind of that visual that 

950
00:46:13,300 --> 00:46:14,800
storytelling of. 
Yeah it's almost like the two 

951
00:46:14,800 --> 00:46:17,500
armies have snuck in in the kind
of the early morning and the you

952
00:46:17,508 --> 00:46:19,700
know the fog had lifted in the 
sun was just coming up. 

953
00:46:20,300 --> 00:46:23,000
And they didn't really know what
was happening on the other side 

954
00:46:23,000 --> 00:46:26,300
of the, kind of the battlefield.
So so it is that kind of, that 

955
00:46:26,300 --> 00:46:28,800
really exciting moment of. 
Yeah, when the screens go up, so

956
00:46:29,000 --> 00:46:31,900
like, I will happily do it 
whichever way is kind of 

957
00:46:31,900 --> 00:46:34,400
beneficial to the the, to the, 
the time, and the, you know, the

958
00:46:34,400 --> 00:46:37,300
battle, and the people I'm 
playing with, but no, certainly,

959
00:46:37,300 --> 00:46:39,700
the, the proper method of the 
secret and the, you know, this 

960
00:46:39,700 --> 00:46:41,400
guy like it was when they said, 
I'll draw a map and, You Know, 

961
00:46:41,400 --> 00:46:43,000
sketch on the map. 
And again, that's I think about 

962
00:46:43,000 --> 00:46:45,400
you can imagine like, or we sent
our Scouts fall and they've 

963
00:46:45,408 --> 00:46:48,400
reported back and they've given 
us this, you know, crappy little

964
00:46:48,400 --> 00:46:50,900
hand drawn, you know. 
Diagram of how they think the 

965
00:46:50,900 --> 00:46:53,600
battle for a little while. 
Yeah, we'll put some guys up on 

966
00:46:53,600 --> 00:46:56,300
that mountain maybe and we think
we'll take that forest. 

967
00:46:56,300 --> 00:46:58,000
And again, is that really? 
You can imagine like, a little 

968
00:46:58,000 --> 00:47:00,900
Imperial Guard officer, you 
know, hunched is little come on 

969
00:47:00,900 --> 00:47:04,600
Chimera scribbling away on a 
little tablet roaring this kind 

970
00:47:04,600 --> 00:47:06,800
of layout of how he's going to 
deploy his troops, I think it's 

971
00:47:06,800 --> 00:47:08,300
really fun. 
It's like if you've got the time

972
00:47:08,300 --> 00:47:11,800
and the space to do it do it 
that way and it's just if you're

973
00:47:11,800 --> 00:47:13,500
you know if you have a nice talk
about game or you know maybe a 

974
00:47:13,508 --> 00:47:16,600
club game and you just don't 
have seven or eight hours to 

975
00:47:16,600 --> 00:47:19,300
dedicate to a game theoretic. 
The alternating deployment is 

976
00:47:19,300 --> 00:47:23,500
like a kind of It's not as fun. 
It's not as flavor some, but 

977
00:47:23,500 --> 00:47:24,700
it's more. 
Expedient. 

978
00:47:24,700 --> 00:47:28,700
So, yeah, you know, but I like 
to picture myself as an Imperial

979
00:47:28,700 --> 00:47:30,600
Guard Commander. 
Like, I think that's that's I do

980
00:47:30,600 --> 00:47:32,600
it properly. 
If you can, it's my advice. 

981
00:47:33,200 --> 00:47:35,600
Yeah, it's good. 
Like I think either way is fine.

982
00:47:35,800 --> 00:47:38,300
I just I just find the fog of 
War really funny because, you 

983
00:47:38,300 --> 00:47:41,700
know, you just have that really 
surprise element of where they 

984
00:47:41,700 --> 00:47:44,300
Place their Titans, or whether 
plate regard and send. 

985
00:47:44,600 --> 00:47:47,400
It could be a real mix match or,
you know, you could have things.

986
00:47:47,400 --> 00:47:49,500
We really need to be them on the
other side of the table. 

987
00:47:49,800 --> 00:47:52,000
I really like that aspect of it 
and then he will go to the 

988
00:47:52,000 --> 00:47:53,700
sequence of players. 
I'm going to run through and I'm

989
00:47:53,700 --> 00:47:59,400
going to read through each of 
the sequences and and what we 

990
00:47:59,400 --> 00:48:02,600
can do in each turn phase. 
So the first one is the order 

991
00:48:02,600 --> 00:48:04,200
phase. 
So, both players place an order 

992
00:48:04,200 --> 00:48:08,200
counter face down beside each of
their troop detachments vehicle 

993
00:48:08,200 --> 00:48:11,600
squadrons and Titans. 
Each player then rolls a D6 and 

994
00:48:11,600 --> 00:48:14,400
the player who scores highest 
wins the initiative for the turn

995
00:48:14,800 --> 00:48:16,800
order. 
Counters are then turned over 

996
00:48:16,800 --> 00:48:19,600
and revealed to view. 
So I like this aspect where 

997
00:48:19,800 --> 00:48:23,500
Orders are in secret. 
And only, when you've decided 

998
00:48:23,500 --> 00:48:27,600
who wins initiative, then you 
flip them over to see what each 

999
00:48:27,600 --> 00:48:29,500
of your detachments. 
All vehicles are Titans are 

1000
00:48:29,508 --> 00:48:32,300
doing next. 
One movement, phase truce with 

1001
00:48:32,300 --> 00:48:34,200
Advanced or charge orders, may 
move. 

1002
00:48:34,200 --> 00:48:37,100
Those would charge all his move,
it double rate, the player who 

1003
00:48:37,100 --> 00:48:40,600
won the initiative may choose to
move first or second, the player

1004
00:48:40,600 --> 00:48:44,100
who moves first and moves all of
his models and then his opponent

1005
00:48:44,100 --> 00:48:47,000
does the same. 
Now, just touching on this 

1006
00:48:47,300 --> 00:48:50,200
sometimes I get a little bit 
carried away and and I win the 

1007
00:48:50,207 --> 00:48:51,900
initiative. 
Think I am going to be first and

1008
00:48:51,900 --> 00:48:55,100
then I get get counter charged, 
don't do that. 

1009
00:48:55,800 --> 00:48:57,600
It depends on the situation. 
But yeah. 

1010
00:48:57,900 --> 00:49:01,400
I like this aspect where the 
person who wins can choose, you 

1011
00:49:01,408 --> 00:49:03,600
know, who's going to move first,
who's going to move second but 

1012
00:49:03,600 --> 00:49:07,300
they move everything. 
It's so easy to think that like 

1013
00:49:07,300 --> 00:49:09,800
going first is the Strategic 
choice. 

1014
00:49:09,800 --> 00:49:12,700
But actually like, you know, 
Elder is a really good one. 

1015
00:49:12,700 --> 00:49:15,800
Like the Elder kind of always 
want to go second because they 

1016
00:49:15,808 --> 00:49:17,800
have so many scammers and stuff 
that they can be like, oh you've

1017
00:49:17,800 --> 00:49:20,200
charged me. 
I'll just fly away and Nothing 

1018
00:49:20,200 --> 00:49:23,800
you can do because like the 
movement phase like so yeah. 

1019
00:49:23,800 --> 00:49:25,800
It's like you know your natural 
instinct is to seize the 

1020
00:49:25,800 --> 00:49:29,500
initiative but actually you know
the smart player things is this?

1021
00:49:29,500 --> 00:49:31,700
The time to seize the initiative
and trap people in combat or is 

1022
00:49:31,700 --> 00:49:33,200
it time to let my opponent move 
first? 

1023
00:49:33,200 --> 00:49:35,800
Because the other thing is well 
you can do of course is you 

1024
00:49:35,800 --> 00:49:39,000
know, Titans and some weapons 
have like fire arcs. 

1025
00:49:39,000 --> 00:49:43,600
So if you move second you can 
maneuver around a Times fire 

1026
00:49:43,600 --> 00:49:45,600
Arc. 
So all of a sudden he's looking 

1027
00:49:45,600 --> 00:49:48,300
totally the wrong way and you 
know, no doubt the other kind of

1028
00:49:48,300 --> 00:49:52,000
the Sepsis like bashing the 
moderato and they like turn the 

1029
00:49:52,000 --> 00:49:53,300
tide around. 
Turn the side round at. 

1030
00:49:53,308 --> 00:49:55,100
Meanwhile, the Orcs of like 
snuck around its flank and it 

1031
00:49:55,100 --> 00:49:57,800
completely out of line of sight 
for its missiles. 

1032
00:49:57,800 --> 00:50:00,100
So there is, there is a 
strategic Choice there, which I 

1033
00:50:00,107 --> 00:50:02,700
think is. 
So like so exciting that there's

1034
00:50:02,700 --> 00:50:05,100
like that counterplay of, like 
it's not the obvious thing of 

1035
00:50:05,100 --> 00:50:05,900
you've got to go. 
First. 

1036
00:50:05,900 --> 00:50:08,900
You've got a win. 
Yeah, and I like as well. 

1037
00:50:08,900 --> 00:50:11,500
Let you place the orders before 
you roll for initiative. 

1038
00:50:11,600 --> 00:50:14,300
So you think you've got a plan? 
Yeah, no I'm going to, you know,

1039
00:50:14,300 --> 00:50:16,900
pull my guys on charge and going
to race across the table and 

1040
00:50:16,900 --> 00:50:20,200
then you lose the initiative and
you're like, oh, That's actually

1041
00:50:20,200 --> 00:50:22,400
a really bad idea. 
But you've committed to that 

1042
00:50:22,400 --> 00:50:26,000
action now so you gotta, you 
gotta roll the dice and hope I 

1043
00:50:26,000 --> 00:50:28,400
guess. 
Yeah, really love that aspect to

1044
00:50:28,400 --> 00:50:30,600
it. 
I really enjoy a lot of these 

1045
00:50:30,600 --> 00:50:33,400
sequences actually how it plays 
out, but then it does go into 

1046
00:50:33,400 --> 00:50:36,900
null alternative Activation. 
So now we're going to the combat

1047
00:50:36,900 --> 00:50:39,700
phase. 
So combat is worked out in three

1048
00:50:39,700 --> 00:50:41,500
separate phases in the following
sequence. 

1049
00:50:41,500 --> 00:50:43,700
So first why segment? 
So true for the first flight 

1050
00:50:43,700 --> 00:50:48,000
orders May Fire troops alternate
firing troop detachments vehicle

1051
00:50:48,000 --> 00:50:50,800
squadrons Titans in other units.
Starting with the player who won

1052
00:50:50,800 --> 00:50:54,600
the initiative. 
Okay, so yeah, this is where 

1053
00:50:54,600 --> 00:50:59,800
this where it will alternate. 
So it's really important that 

1054
00:51:00,200 --> 00:51:02,400
well decisions need to be made 
on which ones you're going to 

1055
00:51:02,408 --> 00:51:06,300
fire first, because they may not
survive depending on what your 

1056
00:51:06,300 --> 00:51:08,700
opponent activates, they could 
wipe something out before you 

1057
00:51:08,700 --> 00:51:13,000
get a chance to shoot back. 
So I quite like the alternate 

1058
00:51:13,200 --> 00:51:15,600
alternate activation for 
shooting as well, in the first 

1059
00:51:15,600 --> 00:51:18,900
fire segment, then we come to 
the close combat segment. 

1060
00:51:19,300 --> 00:51:21,300
All true. 
And base base contact, find out 

1061
00:51:21,600 --> 00:51:24,600
around a close combat. 
And after that, we go to advance

1062
00:51:24,600 --> 00:51:26,900
fire segment and troops would 
Advance fires. 

1063
00:51:27,200 --> 00:51:31,500
Sorry, Advance orders, May Fire,
then players again, alternate 

1064
00:51:31,500 --> 00:51:33,500
firing trip, detachments 
Vehicles, coordinates Titans, 

1065
00:51:33,500 --> 00:51:34,800
Etc. 
Starting with the player who won

1066
00:51:34,800 --> 00:51:37,500
the initiative, and after that, 
we get to the end phase. 

1067
00:51:37,500 --> 00:51:42,900
So if it's your points add up, 
so if a player has reached the 

1068
00:51:42,900 --> 00:51:46,100
victory Point level, that he 
needs to win the game, then the 

1069
00:51:46,100 --> 00:51:48,600
battle is over. 
He has one damage Titans may be 

1070
00:51:48,607 --> 00:51:51,600
repaired. 
In this phase and troops with 

1071
00:51:51,600 --> 00:51:54,000
broken Morel. 
Check to see if they're going to

1072
00:51:54,000 --> 00:51:57,500
fall back orders. 
Next turn will go into more 

1073
00:51:57,500 --> 00:52:02,300
detail and those all those 
different phases of play later 

1074
00:52:02,300 --> 00:52:05,400
on. 
But first John, let's go through

1075
00:52:05,400 --> 00:52:07,100
the auto count all the counters 
mate. 

1076
00:52:07,100 --> 00:52:08,400
So there's three of these aren't
there? 

1077
00:52:08,800 --> 00:52:10,800
Yep. 
So, we've got first, fire, 

1078
00:52:10,800 --> 00:52:16,700
Advanced and charge and again, 
they represent those kind of 

1079
00:52:16,707 --> 00:52:19,600
those, those three kind of 
dynamic output. 

1080
00:52:19,700 --> 00:52:22,400
For a unit. 
And it's always that really 

1081
00:52:22,400 --> 00:52:25,600
difficult choice because so 
first fire is, you literally 

1082
00:52:25,600 --> 00:52:28,800
can't move bun. 
You get to shoot in the first 

1083
00:52:28,800 --> 00:52:32,300
five face. 
So you get to shoot before the 

1084
00:52:32,300 --> 00:52:35,200
majority of anyone else. 
So really, really powerful 

1085
00:52:35,200 --> 00:52:37,100
because obviously being the 
first to fire means you tend to 

1086
00:52:37,100 --> 00:52:39,300
do the damage first, which means
you can, you know, trim away 

1087
00:52:39,300 --> 00:52:42,200
numbers, or you can take 
Strategic Benefit however, than 

1088
00:52:42,200 --> 00:52:44,800
the inability to move. 
Might mean that you're, you 

1089
00:52:44,800 --> 00:52:47,500
know, caught off balance, or 
your counter charged, or you're 

1090
00:52:47,500 --> 00:52:51,100
just, you're out of position. 
This is the kind of the vanilla 

1091
00:52:51,100 --> 00:52:54,300
Choice as it were to get to 
move. 

1092
00:52:54,300 --> 00:52:56,400
Which is advantageous. 
You can only move your normal 

1093
00:52:56,400 --> 00:52:59,300
speed, so you're not bombing 
across the table, but you are 

1094
00:52:59,300 --> 00:53:02,000
making some progress and then 
you get to fire in the advanced 

1095
00:53:02,000 --> 00:53:03,900
phase which is actually the last
segment. 

1096
00:53:03,900 --> 00:53:06,100
So unlike a lot of War, what Am 
I games? 

1097
00:53:06,600 --> 00:53:10,100
You normally would go you know 
movement shooting fighting or as

1098
00:53:10,100 --> 00:53:13,600
actually epic goes movement, 
first fire close combat second 

1099
00:53:13,600 --> 00:53:15,200
fire. 
So that's that's that again that

1100
00:53:15,200 --> 00:53:18,000
really interesting Dynamic where
it's like you get to advance but

1101
00:53:18,000 --> 00:53:20,300
the disadvantages you will be 
making your Ranged attacks. 

1102
00:53:20,300 --> 00:53:22,400
At the end of the turn. 
After close combat has been 

1103
00:53:22,400 --> 00:53:24,800
four. 
And after first fire and then 

1104
00:53:24,800 --> 00:53:27,600
charge is what it sounds like. 
You just run screaming at the 

1105
00:53:27,600 --> 00:53:29,200
enemy. 
Sometimes you use it just to 

1106
00:53:29,207 --> 00:53:31,800
make up ground, so you're not 
actually charging into combat. 

1107
00:53:31,800 --> 00:53:34,200
You're just essentially Marching
In traditional term. 

1108
00:53:34,200 --> 00:53:38,000
So you're looking to double move
to to race to an objective or to

1109
00:53:38,000 --> 00:53:42,000
racer to break a take advantage 
of a hole in a line, or to fill 

1110
00:53:42,000 --> 00:53:44,600
a hole in line. 
The downside is, you don't get 

1111
00:53:44,600 --> 00:53:47,700
to shoot at all, but you do get 
to find close combat if you make

1112
00:53:47,700 --> 00:53:51,000
into close combat. 
So It's so easy to think, oh, 

1113
00:53:51,000 --> 00:53:52,800
you know, it's always best to be
on first fire. 

1114
00:53:52,800 --> 00:53:54,600
But then, of course you're not 
maneuvering, it's so easy to 

1115
00:53:54,607 --> 00:53:56,700
think I should be charging. 
But if you're charging your not 

1116
00:53:56,700 --> 00:53:58,900
getting to take fire advantage 
of your Firepower. 

1117
00:53:59,100 --> 00:54:00,800
And then the weird thing about 
the advanced, like there's looks

1118
00:54:00,800 --> 00:54:02,600
all the funny thing about. 
My talk should always be on 

1119
00:54:02,600 --> 00:54:05,200
either first fire or charging. 
They should never be on Advanced

1120
00:54:05,200 --> 00:54:06,800
orders and I'm not sure I agree 
with that. 

1121
00:54:06,800 --> 00:54:08,800
I think there is actually a 
strategic use, but the 

1122
00:54:08,800 --> 00:54:11,800
disadvantage is you are always 
shooting last and you're not 

1123
00:54:11,800 --> 00:54:15,200
making much ground up. 
So it's it's always a difficult 

1124
00:54:15,200 --> 00:54:17,600
choices to like, you know, there
are some more like artillery 

1125
00:54:17,900 --> 00:54:19,500
artillery will basically be on 
first. 

1126
00:54:19,700 --> 00:54:22,700
For the majority of the game 
because that's they turn up, 

1127
00:54:22,800 --> 00:54:25,100
they've got such range, they 
will sit in the back of an army,

1128
00:54:25,100 --> 00:54:27,300
you know, probably on a hill 
behind the forest, making 

1129
00:54:27,300 --> 00:54:30,500
indirect shots, they're not 
going to be doing that much post

1130
00:54:30,500 --> 00:54:32,400
combat troops with minimal 
weight. 

1131
00:54:32,600 --> 00:54:34,000
Range. 
Weapons will probably be on 

1132
00:54:34,000 --> 00:54:36,300
charge orders, but it's the kind
of the ones in between and the 

1133
00:54:36,300 --> 00:54:38,400
hardest, one of all is with 
Titan classes where you're like,

1134
00:54:38,400 --> 00:54:41,200
what is the right choice for a 
tie-in because you want it to do

1135
00:54:41,200 --> 00:54:43,900
everything. 
And, you know, a lot of times, 

1136
00:54:43,900 --> 00:54:46,700
specifically kind of Warlords 
and great Gardens, they're the 

1137
00:54:46,700 --> 00:54:48,500
kind of the battleships of the 
of the table. 

1138
00:54:48,500 --> 00:54:50,700
They've got so many guns. 
Is that you want to be making 

1139
00:54:50,900 --> 00:54:55,000
best use of that but if you, you
know, hunker down on first fire 

1140
00:54:55,000 --> 00:54:57,700
and don't move. 
You'll find maybe your targets 

1141
00:54:57,700 --> 00:55:00,000
maneuver around you. 
So you don't get to Target them 

1142
00:55:00,000 --> 00:55:02,800
or you're out of range with some
of your kind of mid-range guns. 

1143
00:55:03,000 --> 00:55:06,400
So it's always that really like 
gut wrenching choice of like I 

1144
00:55:06,400 --> 00:55:08,400
really want to be on first fire 
because I want to open up with 

1145
00:55:08,400 --> 00:55:13,200
all my cool you know, Titan 
class guns but if I do that I 

1146
00:55:13,200 --> 00:55:15,500
might be opening up an empty 
field and thus wasting the 

1147
00:55:15,500 --> 00:55:18,100
potential of that time and so 
really, really interesting 

1148
00:55:18,100 --> 00:55:21,900
dynamic in the in the Face just 
yeah, you know. 

1149
00:55:21,900 --> 00:55:25,300
So so visual and so exciting 
when you flip those counters and

1150
00:55:25,300 --> 00:55:27,200
you like oh no, they put a, you 
don't have shoulders that was 

1151
00:55:27,200 --> 00:55:29,700
expected to go first fire know, 
they're gonna run away or 

1152
00:55:29,700 --> 00:55:31,700
they're gonna get a 
counter-charge my artillery. 

1153
00:55:31,700 --> 00:55:34,700
I wasn't expecting that like, is
it wild man is so good. 

1154
00:55:34,700 --> 00:55:36,900
Yeah, I love, I love the, I love
the order counters. 

1155
00:55:36,900 --> 00:55:39,400
I love the whole concept behind 
this mechanic. 

1156
00:55:40,300 --> 00:55:43,300
It's so different from any other
game I've ever played, since 

1157
00:55:43,300 --> 00:55:47,000
playing Space Marine epic and I 
would love to see it in more 

1158
00:55:47,000 --> 00:55:48,500
games actually. 
I think it's a really, really 

1159
00:55:48,800 --> 00:55:49,900
cool. 
Don't lie. 

1160
00:55:51,300 --> 00:55:52,300
Okay? 
Now troops would know or to 

1161
00:55:52,300 --> 00:55:54,400
counter. 
So in sometimes, and I do this, 

1162
00:55:54,400 --> 00:55:57,700
sometimes I forget to put 
something down, this feeling 

1163
00:55:57,700 --> 00:56:00,600
isn't silly me, and then 
basically, all that happens is 

1164
00:56:00,600 --> 00:56:03,100
they can't move, but they can 
fire in the Advanced Fire 

1165
00:56:03,100 --> 00:56:06,100
segment, okay? 
So that's that's all that 

1166
00:56:06,100 --> 00:56:09,100
happens with them. 
Okay, then it goes into 

1167
00:56:09,100 --> 00:56:11,200
initiative, so we know about 
that when you see roll the dice 

1168
00:56:11,200 --> 00:56:13,400
to see who wins the initiative 
and they can, they can then 

1169
00:56:13,400 --> 00:56:19,500
decide who moves first or 
second, the reveal orders. 

1170
00:56:19,700 --> 00:56:22,800
We reveal orders as we have 
talked about before, that it 

1171
00:56:22,800 --> 00:56:24,400
goes into the Special Rule of 
command units. 

1172
00:56:24,400 --> 00:56:27,200
Now, some trips are describes 
command units on their data 

1173
00:56:27,200 --> 00:56:31,300
sheet, examples are spaced by 
NHK units, Elder, warlocks, and 

1174
00:56:31,300 --> 00:56:34,900
Ork, knobs each unit consists of
one or more troops stands, plus 

1175
00:56:34,900 --> 00:56:36,600
an appropriate transport 
Vehicles. 

1176
00:56:37,100 --> 00:56:39,200
The command unit does not need 
orders. 

1177
00:56:39,200 --> 00:56:42,200
It automatically counts as 
having charge orders or movement

1178
00:56:42,200 --> 00:56:46,400
and first fire orders for firing
there is therefore no need to 

1179
00:56:46,400 --> 00:56:48,300
place an order counter for these
troops. 

1180
00:56:48,300 --> 00:56:50,600
The command unit is Distinct 
unit. 

1181
00:56:50,600 --> 00:56:53,900
Just like any other units such 
as a tranq squadron or an 

1182
00:56:53,900 --> 00:56:57,300
infantry Detachment. 
So they've got an example of a 

1183
00:56:57,300 --> 00:57:00,700
Spaceman HQ unit that has a 
little backpack backpack. 

1184
00:57:01,000 --> 00:57:06,100
Sorry, back Panet. 
Kind of miss a manifold the same

1185
00:57:06,100 --> 00:57:07,800
Banner pole. 
Yep. 

1186
00:57:07,800 --> 00:57:09,700
That you can put little banners 
on there and that kind of thing 

1187
00:57:09,700 --> 00:57:12,900
to really make your units. 
Your commanders should have 

1188
00:57:12,900 --> 00:57:16,800
shown from what everything else 
and to stand out and I think 

1189
00:57:16,800 --> 00:57:19,500
that that come on rule is so 
critical, like it's not. 

1190
00:57:21,200 --> 00:57:24,900
You're not going to have a loads
of commanders but like you know 

1191
00:57:25,100 --> 00:57:27,000
whether it's the hands of a 
Space Marine units or your org 

1192
00:57:27,000 --> 00:57:29,600
knobs or you know your Imperial 
Guard officers. 

1193
00:57:29,900 --> 00:57:33,200
They are so powerful because 
they have that flexibility of a 

1194
00:57:33,200 --> 00:57:36,100
they don't get a command counter
so you can kind of the one unit 

1195
00:57:36,100 --> 00:57:38,400
that you can be reactive with 
because you can see what's 

1196
00:57:38,400 --> 00:57:41,500
happening and then decide when 
to move them and then the second

1197
00:57:41,500 --> 00:57:44,300
thing is they have that ability 
to use both charge orders and 

1198
00:57:44,300 --> 00:57:46,900
first fire orders. 
So they will be shooting before 

1199
00:57:46,900 --> 00:57:49,000
anyone else, and they can 
theoretically go further than 

1200
00:57:49,000 --> 00:57:50,100
anywhere else in A reactor 
manner. 

1201
00:57:50,100 --> 00:57:52,600
So I've sort of I hinted at 
earlier out like well, you know 

1202
00:57:52,600 --> 00:57:57,100
aux or knobs being the secret 
weapon org, knobs have a 50 cm 

1203
00:57:57,100 --> 00:57:59,600
range on their guns, which is 
very powerful and they kick out 

1204
00:57:59,600 --> 00:58:02,900
two shots of turn and I think 
they've got - one modifier on 

1205
00:58:02,900 --> 00:58:04,200
their guns for remember 
correctly. 

1206
00:58:04,900 --> 00:58:11,200
So, you know, golf knobs, 8 
stands, 16 shots, 50 cm ranges 

1207
00:58:11,200 --> 00:58:16,700
is that, that's kind of the like
0225 is kind of the, the short 

1208
00:58:16,700 --> 00:58:18,300
range. 
And then 25 to 50 is the 

1209
00:58:18,300 --> 00:58:19,400
mid-range. 
And that's where a lot of the 

1210
00:58:19,600 --> 00:58:21,500
Will happens. 
So you've got this, you know, 

1211
00:58:21,500 --> 00:58:26,400
it's mob of a org knobs kicking 
out 16 dice worth of shots 

1212
00:58:26,400 --> 00:58:30,500
within 50 cm themselves when 
they choose to add who they 

1213
00:58:30,500 --> 00:58:33,100
choose to. 
That's so powerful. 

1214
00:58:33,100 --> 00:58:37,300
So, you know, you and that there
is a complex rules with come on 

1215
00:58:37,300 --> 00:58:39,800
units about how you can't Target
them, and that's the closest 

1216
00:58:39,800 --> 00:58:40,600
unit. 
So on so forth. 

1217
00:58:40,600 --> 00:58:42,700
So like they are really, really 
critical. 

1218
00:58:42,700 --> 00:58:44,800
It's important to keep them 
safe, but also it's important to

1219
00:58:44,800 --> 00:58:48,600
put them in a position where 
they're going to participate 

1220
00:58:48,800 --> 00:58:52,100
because you will Find that you 
will you know you will notice 

1221
00:58:52,300 --> 00:58:54,500
the difference they make when 
you start playing and all of a 

1222
00:58:54,500 --> 00:58:57,500
sudden they can be reactive or 
they can kick out shots in ways 

1223
00:58:57,500 --> 00:58:59,500
you weren't expecting so it's a 
really important thing to 

1224
00:58:59,500 --> 00:59:02,700
remember. 
And yeah, you'll never get many 

1225
00:59:02,700 --> 00:59:05,000
but you'll appreciate the ones 
you've got for sure. 

1226
00:59:05,300 --> 00:59:07,300
It makes makes talk knobs quite 
scary. 

1227
00:59:07,300 --> 00:59:09,200
Doesn't it in? 
Yeah compared to a Space Marine.

1228
00:59:09,200 --> 00:59:10,100
Yep. 
Yep. 

1229
00:59:10,100 --> 00:59:15,000
Are you one shotted a Elder 
Phantom tighten with a unit of 

1230
00:59:15,000 --> 00:59:18,500
organ Ops once because they just
kick out so many dice that even 

1231
00:59:18,500 --> 00:59:22,000
yet with all the The clever Halo
feels that the Valentine's got 

1232
00:59:22,200 --> 00:59:25,600
one shot goes through got a 
lucky Target location. 

1233
00:59:25,600 --> 00:59:27,600
Got it in the head. 
The head pops off the time. 

1234
00:59:27,600 --> 00:59:30,100
Don't like you. 
You don't expect talks to be 

1235
00:59:30,107 --> 00:59:32,700
able to shoot as well as all the
knobs can do is basically where 

1236
00:59:32,700 --> 00:59:34,200
I'm coming. 
I'll use spectral spear, close 

1237
00:59:34,200 --> 00:59:37,700
combat Army but the org knobs 
are your secret guns lying. 

1238
00:59:37,700 --> 00:59:42,300
Nobody expects or knobs to do 
what they can do the world. 

1239
00:59:43,300 --> 00:59:44,200
That's true. 
Matt, that's true. 

1240
00:59:44,200 --> 00:59:46,500
I really love my org knobs. 
And I love playing the Orcs, and

1241
00:59:46,500 --> 00:59:50,000
we'll get to those at some stage
in the future because I'm sure 

1242
00:59:50,000 --> 00:59:53,200
people will be interested to 
know how they work, but now 

1243
00:59:53,200 --> 00:59:54,400
we're going to the movement 
phase. 

1244
00:59:54,400 --> 00:59:57,800
So moving troops. 
So so as we talked before the 

1245
00:59:57,800 --> 01:00:02,200
the counters will to will denote
how how you're going to move in 

1246
01:00:02,200 --> 01:00:03,900
the game. 
So first wise, you can't move 

1247
01:00:03,900 --> 01:00:08,500
and charging moving double your 
move, speed value and advanced, 

1248
01:00:08,500 --> 01:00:10,400
you just move your regular speed
value. 

1249
01:00:11,100 --> 01:00:16,400
Now, we've got some, some Troop 
Vehicles here with rhinos or 

1250
01:00:16,400 --> 01:00:20,700
anything that can that can 
actually transport infantry. 

1251
01:00:20,700 --> 01:00:24,300
So some Vehicles like the OG 
battlewagons the Rhinos. 

1252
01:00:24,600 --> 01:00:28,700
The Falcons can do it and a 
number of other vehicles can do 

1253
01:00:28,700 --> 01:00:31,000
it as well. 
But there's some special rules 

1254
01:00:31,400 --> 01:00:35,600
as to how you can move them job 
you like to go into that mode. 

1255
01:00:36,300 --> 01:00:38,300
Yeah. 
So this is this is the one of 

1256
01:00:38,308 --> 01:00:41,600
the one of the ones you need to 
read it a few times to figure 

1257
01:00:41,600 --> 01:00:54,700
out. 
Sometimes they're in the same 

1258
01:00:54,700 --> 01:00:57,500
Detachment so you have your 
infantry and your transport 

1259
01:00:57,500 --> 01:01:00,700
vehicle and you basically you're
either in or out of a vehicle, 

1260
01:01:00,700 --> 01:01:02,300
right? 
Schrodinger's vehicle you're 

1261
01:01:02,300 --> 01:01:04,700
either in it or out of it so the
Infantry can move up to the 

1262
01:01:04,707 --> 01:01:06,900
vehicle, getting the vehicle, 
the vehicle and drive away, or 

1263
01:01:06,900 --> 01:01:09,300
the Infantry, can get out of the
vehicle and walk away. 

1264
01:01:09,400 --> 01:01:11,100
However, where it gets 
interesting is there's kind of a

1265
01:01:11,100 --> 01:01:15,300
weird time. 
Mechanic which is the more one 

1266
01:01:15,300 --> 01:01:18,700
of the units has used up time. 
In terms of its movement, the 

1267
01:01:18,700 --> 01:01:22,400
less the other unit can do 
because it's sat around waiting.

1268
01:01:22,400 --> 01:01:25,900
So you basically do it by 
percentage and this is one of 

1269
01:01:25,900 --> 01:01:29,000
those things where this is a 
very traditional Games Workshop 

1270
01:01:29,000 --> 01:01:32,000
rule, where you have to pass it 
out and think about what it 

1271
01:01:32,000 --> 01:01:33,600
means and perhaps in a 
contemporary game would be done 

1272
01:01:33,600 --> 01:01:35,600
very differently, but it's quite
Charming. 

1273
01:01:35,600 --> 01:01:40,800
So for every X that our unit 
moves before interacting with 

1274
01:01:40,800 --> 01:01:44,300
the transport, you must knock. 
X off of the Y value of the 

1275
01:01:44,300 --> 01:01:45,600
movement. 
So a Space Marine. 

1276
01:01:45,600 --> 01:01:50,900
Unit can move 10, cm If It Moves
6 cm to get to the Rhino it has 

1277
01:01:50,900 --> 01:01:55,500
used 60% of its movement. 
So therefore you must knock 60% 

1278
01:01:55,500 --> 01:01:58,000
off of the Rhinos movement and 
thus it can only move 40 percent

1279
01:01:58,000 --> 01:02:01,000
of its value which I want to say
is 15 for rhinos, but it might 

1280
01:02:01,000 --> 01:02:02,100
be 20. 
I apologize. 

1281
01:02:02,100 --> 01:02:04,600
I don't play Space Marines, so 
yeah. 

1282
01:02:04,600 --> 01:02:06,800
So it's that, it's that it's 
that, you know, if you think 

1283
01:02:06,800 --> 01:02:08,700
about it, like however, far 
like, whatever percentage of 

1284
01:02:08,707 --> 01:02:11,800
your movement, you've moved, has
to be taken that same 

1285
01:02:11,800 --> 01:02:14,400
percentage, not that. 
Value has to be taken off the 

1286
01:02:14,400 --> 01:02:16,800
remaining movement of the other 
thing. 

1287
01:02:17,000 --> 01:02:22,100
So what you tend to find is, you
will normally jump out of tanks 

1288
01:02:22,100 --> 01:02:24,300
at the end of a movement because
being in a tank, is kind of a 

1289
01:02:24,308 --> 01:02:27,200
death sentence in this game 
because if the tank pops you go 

1290
01:02:27,200 --> 01:02:31,100
with it, there's no mail out 
rule for 99%. 

1291
01:02:31,100 --> 01:02:34,000
I could like the plague Terror 
of Mogul, has a bailout Rule and

1292
01:02:34,000 --> 01:02:35,900
I want to say, is one of the 
very few things in the game 

1293
01:02:35,900 --> 01:02:38,500
where you can actually jump out 
of it as it goes up in Flames 

1294
01:02:38,600 --> 01:02:41,400
most Vehicles if you're in them 
and they go up, you go with the 

1295
01:02:41,400 --> 01:02:43,400
vehicle. 
So you tend to find Find people.

1296
01:02:43,400 --> 01:02:45,800
Well, you know, you'll advance 
and then you'll leap out at the 

1297
01:02:45,808 --> 01:02:48,500
end of the vehicles movement. 
And then if that vehicle hasn't 

1298
01:02:48,500 --> 01:02:50,500
gone, it's full distance. 
You'll maybe make a, you know, 

1299
01:02:50,500 --> 01:02:53,400
an extra couple of centimeters. 
But what you don't get is that 

1300
01:02:53,400 --> 01:02:55,600
kind of full thing where you 
know, your rhino bombs across 

1301
01:02:55,600 --> 01:02:57,800
the table your space from a leap
out and then they go another 10 

1302
01:02:57,800 --> 01:03:01,000
cm they can't do that, so read 
it carefully. 

1303
01:03:01,000 --> 01:03:02,900
But if you think about it in 
terms of percentages, you know, 

1304
01:03:02,900 --> 01:03:05,500
before and after the move, 
that's kind of how I wrap my 

1305
01:03:05,500 --> 01:03:07,400
head around it. 
Yeah it's actually quite 

1306
01:03:07,400 --> 01:03:09,700
confusing. 
I've always been really confused

1307
01:03:09,700 --> 01:03:12,900
with vehicles and in how it 
interacts with a tree when 

1308
01:03:13,100 --> 01:03:16,100
Charge and the Infantry get out 
of the vehicles. 

1309
01:03:16,400 --> 01:03:20,900
I usually just do it so that I 
usually have my infantry 

1310
01:03:20,900 --> 01:03:24,700
deployed already in the vehicles
when I start the game anyway and

1311
01:03:24,700 --> 01:03:27,100
then I usually put them on 
charge orders and then charge 

1312
01:03:27,100 --> 01:03:30,100
them and then use their for 
movement and and just get the 

1313
01:03:30,100 --> 01:03:32,500
Infantry that when they deploy 
just to set out around the 

1314
01:03:32,508 --> 01:03:34,700
vehicles. 
Some yeah, just a touch the 

1315
01:03:34,700 --> 01:03:36,300
outside of it so that this out 
of it. 

1316
01:03:36,300 --> 01:03:40,700
So there's safe in that regard. 
But yeah, it's one of those ones

1317
01:03:40,700 --> 01:03:42,700
that you just need to sort of No
Doubt. 

1318
01:03:43,600 --> 01:03:45,100
Before you start using that 
rule. 

1319
01:03:45,100 --> 01:03:49,100
I think now the other one it's 
quite unusual is the skimmer, 

1320
01:03:50,000 --> 01:03:52,500
okay. 
Now you love you L, don't you? 

1321
01:03:52,500 --> 01:03:54,600
Yeah, absolutely. 
I mean in all honesty, there 

1322
01:03:54,600 --> 01:03:58,100
isn't an epic Army, I don't 
love, but I think the the value 

1323
01:03:58,100 --> 01:04:00,700
of the Elder is there there they
have more skimmers that anyone 

1324
01:04:00,700 --> 01:04:03,700
else like they really bring 
skimmers to the for. 

1325
01:04:04,500 --> 01:04:06,700
So, it's Kim is a great because 
they can just bomb around 

1326
01:04:06,700 --> 01:04:09,500
overall the terrain and, you 
know, not a care in the world 

1327
01:04:09,500 --> 01:04:11,300
because they're going over it 
rather than through it. 

1328
01:04:13,100 --> 01:04:15,500
The, it's the pop-up order, 
that's really exciting here. 

1329
01:04:15,500 --> 01:04:18,200
Now what's interesting is 
skimmers actually get an extra 

1330
01:04:18,200 --> 01:04:20,000
rule which I think comes in and 
tighten Legion. 

1331
01:04:20,000 --> 01:04:20,800
So we're not going to talk about
it. 

1332
01:04:20,800 --> 01:04:23,000
Today, we're just going to talk 
about the pop-up rules for now, 

1333
01:04:23,700 --> 01:04:24,100
actually. 
No. 

1334
01:04:24,100 --> 01:04:25,800
No, I think it is. 
It does come in pitting, doesn't

1335
01:04:25,800 --> 01:04:26,900
it? 
This is one of those weird 

1336
01:04:26,900 --> 01:04:29,300
things where when you play all 
the editions of Epic, you you 

1337
01:04:29,300 --> 01:04:32,400
start to forget which rule falls
into which, which era. 

1338
01:04:32,400 --> 01:04:33,600
But anyway, we'll talk about pop
up for now. 

1339
01:04:33,600 --> 01:04:37,100
So skimmers on first fire are 
able to make special pop-up 

1340
01:04:37,100 --> 01:04:39,500
attacks, the vehicle pops up out
of the concealing cover. 

1341
01:04:39,500 --> 01:04:42,700
So what you normally find is the
photograph tanks have duck down 

1342
01:04:42,700 --> 01:04:45,300
behind the forest or behind a 
building, so no one can see them

1343
01:04:45,400 --> 01:04:48,300
and they essentially just rise 
up into the air, some vertical 

1344
01:04:48,300 --> 01:04:52,100
path, take a shot, and then sink
back down again behind the 

1345
01:04:52,100 --> 01:04:54,300
table. 
So, it's really powerful because

1346
01:04:54,300 --> 01:04:58,000
it means you, you get that that 
ability to shoot without the 

1347
01:04:58,000 --> 01:05:02,100
risk of kind of counter fire. 
Unless of course, your opponent 

1348
01:05:02,100 --> 01:05:03,900
is waiting for you to do it. 
So they've seen you, you know, 

1349
01:05:03,900 --> 01:05:05,500
fly behind the woods. 
They like there are some 

1350
01:05:05,500 --> 01:05:08,200
autographed tanks back there, 
keep an eye out for them and 

1351
01:05:08,200 --> 01:05:11,100
then they go on to first fire 
and they do get to make a 

1352
01:05:11,107 --> 01:05:14,700
counter short to you but it's 
only It's on first fire, the get

1353
01:05:14,700 --> 01:05:17,500
to make the counter play against
skin but so it's a really 

1354
01:05:17,500 --> 01:05:20,000
powerful rule that you can 
really take advantage of if your

1355
01:05:20,000 --> 01:05:22,500
opponent's not paying attention 
or if they're using an army that

1356
01:05:22,500 --> 01:05:25,500
tends, not to want to be on 
first fire, such as Orcs, you 

1357
01:05:25,500 --> 01:05:27,600
can really start to, you know, 
control them. 

1358
01:05:27,600 --> 01:05:30,900
And you know, even even a little
Detachment of three photograph 

1359
01:05:30,900 --> 01:05:33,300
tags tucked in behind a forest 
popping up and snapping off 

1360
01:05:33,308 --> 01:05:36,500
Laser cannon shots at you is 
really quite irritating when you

1361
01:05:36,500 --> 01:05:38,000
just you just want to be able to
like deal with it. 

1362
01:05:38,000 --> 01:05:39,800
They like, oh no, it's duck down
behind the building. 

1363
01:05:39,800 --> 01:05:42,400
Can't see him anymore. 
So really, really cool. 

1364
01:05:42,400 --> 01:05:44,100
Little rule. 
That one is against that visual 

1365
01:05:44,100 --> 01:05:47,100
thing of you, just imagine them 
just just appearing over the top

1366
01:05:47,100 --> 01:05:50,700
of the building and far enough. 
These shots like really cool and

1367
01:05:50,700 --> 01:05:53,200
then I think the Falcons are 
probably one of the best 

1368
01:05:53,200 --> 01:05:55,200
vehicles in the game. 
Hmm. 

1369
01:05:55,600 --> 01:05:58,200
Very, very good. 
Walk to a value for the, for 

1370
01:05:58,200 --> 01:06:01,600
the, for the range of therefore,
their things allows Cannon or 

1371
01:06:01,600 --> 01:06:03,000
something. 
They've got mounted on it. 

1372
01:06:04,000 --> 01:06:07,700
So, yeah, for a transport 
vehicle in inverted commas. 

1373
01:06:07,700 --> 01:06:09,700
They really do kick it out, 
don't they? 

1374
01:06:09,700 --> 01:06:11,600
Yeah. 
You compare that to a rhino with

1375
01:06:11,600 --> 01:06:12,800
his look. 
Wrapping the weinsteins. 

1376
01:06:14,000 --> 01:06:16,800
She spoke out on the top and I'm
like, well why don't I have 

1377
01:06:16,800 --> 01:06:19,400
toast? 
Yeah, exactly a shock and I can 

1378
01:06:19,400 --> 01:06:21,900
fly. 
What's going on fly and do 

1379
01:06:21,900 --> 01:06:24,000
everything. 
Yeah, absolute water. 

1380
01:06:24,000 --> 01:06:25,000
I don't know who wrote those 
words. 

1381
01:06:26,100 --> 01:06:30,500
But let's see. 
Now we go for two terrain. 

1382
01:06:31,100 --> 01:06:34,100
Okay, so it says here, some 
models are able to move through 

1383
01:06:34,100 --> 01:06:37,200
some types of terrain while 
others will be slowed down by 

1384
01:06:37,200 --> 01:06:37,800
it. 
Okay. 

1385
01:06:37,800 --> 01:06:40,300
So I think it sort of follows 
the the sort of, you know, 

1386
01:06:40,300 --> 01:06:46,500
typical GW The rules for moving 
through terrain. 

1387
01:06:48,600 --> 01:06:52,200
So if we jump to the terrain 
chart you can have a look. 

1388
01:06:52,200 --> 01:06:55,200
So it categorize it into a 
couple different groups which is

1389
01:06:55,200 --> 01:06:57,600
nice and simple. 
So you got buildings, so 

1390
01:06:57,600 --> 01:07:00,900
buildings, trenches bunkers or 
one group foxholes rocks. 

1391
01:07:00,900 --> 01:07:03,300
Rumble crash Has Broken. 
Ground is a second group and 

1392
01:07:03,300 --> 01:07:10,800
Hills marshes, rivers and woods.
And each one of those has a 

1393
01:07:11,000 --> 01:07:13,300
shoot modifier. 
So, if something is in that It 

1394
01:07:13,300 --> 01:07:17,900
can take some cover from it. 
So buildings - to Rubble - one 

1395
01:07:18,000 --> 01:07:20,400
Hills Marshall River 0 and then 
was minus one. 

1396
01:07:20,400 --> 01:07:22,400
So if you're in, you know, Hills
Marshall River, the kind of open

1397
01:07:22,400 --> 01:07:24,900
ground as it was, they don't 
affect your ability to be here, 

1398
01:07:25,000 --> 01:07:28,700
but, you know, hiding behind 
trees or ducking into craters. 

1399
01:07:28,700 --> 01:07:30,800
Suddenly, that makes you hard at
it, which is quite powerful. 

1400
01:07:30,900 --> 01:07:32,800
And in the other thing that's 
really interesting is how they 

1401
01:07:32,800 --> 01:07:36,000
affect movement. 
So there are three classes of 

1402
01:07:36,000 --> 01:07:39,200
model in the game and actually 
there's this for in the future, 

1403
01:07:39,200 --> 01:07:40,400
but we're worried about the 
future later. 

1404
01:07:40,400 --> 01:07:42,800
But for now there's three says 
infantry vehicles and Titans. 

1405
01:07:42,900 --> 01:07:46,000
Yes, and they are affected by 
the terrain, walls in subtly 

1406
01:07:46,000 --> 01:07:48,600
different ways. 
Basically, can they move into 

1407
01:07:48,600 --> 01:07:49,900
them? 
Can they move through them? 

1408
01:07:50,000 --> 01:07:53,300
So you have no effect which is 
this model is not concerned 

1409
01:07:53,300 --> 01:07:55,000
about it. 
So what's quite interesting here

1410
01:07:55,000 --> 01:07:58,700
in his infantry? 
Soften no modifiers to movement 

1411
01:07:58,700 --> 01:08:01,300
for any type of training less? 
It's literally impossible. 

1412
01:08:01,300 --> 01:08:03,300
So they can't go through marshes
and they can't go through Rivers

1413
01:08:03,300 --> 01:08:06,100
because they'll sink but they 
are not slowed down by 

1414
01:08:06,100 --> 01:08:08,600
buildings. 
Rough ground Woods, which is 

1415
01:08:08,600 --> 01:08:11,100
very unusual normally, you'd 
expect was to slow them down 

1416
01:08:12,000 --> 01:08:16,600
whereas if you're a Cole most of
that is impossible so you can't,

1417
01:08:16,600 --> 01:08:19,100
you can't drive to rebuilding. 
You can't drive through a swamp.

1418
01:08:19,100 --> 01:08:21,500
Can't drive over a river. 
You can't drive through trees. 

1419
01:08:22,000 --> 01:08:26,899
And then the Broken Ground 
becomes difficult, and then for 

1420
01:08:26,899 --> 01:08:30,600
Titans similar, they can 
actually stop through craters. 

1421
01:08:30,600 --> 01:08:32,200
They don't care. 
They make the craters. 

1422
01:08:32,200 --> 01:08:33,899
Let's face it. 
Same with hills. 

1423
01:08:33,899 --> 01:08:36,500
Same with rivers. 
They can go into words but they 

1424
01:08:36,500 --> 01:08:39,300
can't go through marshes or 
Congo through buildings, but 

1425
01:08:39,300 --> 01:08:40,600
again, they can kind of smash 
through them. 

1426
01:08:40,899 --> 01:08:43,500
So there again, you get that 
kind of that, that Resting like 

1427
01:08:43,500 --> 01:08:46,100
scissors, paper, rock effect, 
where infantry can take covering

1428
01:08:46,100 --> 01:08:49,399
woods and buildings and are not 
affected by them for movement. 

1429
01:08:49,399 --> 01:08:51,500
So they can race through 
buildings and race to take up 

1430
01:08:51,500 --> 01:08:54,399
those positions and then 
actually vehicles cannot get 

1431
01:08:54,399 --> 01:08:55,600
into the woods to clear them 
out. 

1432
01:08:55,600 --> 01:08:57,100
So that was one of things I was 
saying earlier about the kind of

1433
01:08:57,108 --> 01:08:59,500
the forest being like an 
impregnable bunker. 

1434
01:08:59,700 --> 01:09:02,200
If you can fill it with with 
infantry because the tanks just 

1435
01:09:02,200 --> 01:09:04,700
can't drive into it and they 
also can't see into it to shoe 

1436
01:09:04,700 --> 01:09:06,700
which again will come on to when
we get to the combat phase 

1437
01:09:07,700 --> 01:09:10,800
whereas a Titan can be just as 
kicking trees over and kind of 

1438
01:09:10,800 --> 01:09:12,500
rooting out. 
If you got a tie an armed with 

1439
01:09:12,500 --> 01:09:14,899
flame For example, he could 
really close the Mischief, it 

1440
01:09:14,899 --> 01:09:17,600
amongst the trees, and you burn 
their burning, the and salad 

1441
01:09:17,600 --> 01:09:19,700
Burnet down, the ants nest and 
kicking infantry out. 

1442
01:09:20,100 --> 01:09:21,800
So that's, you know, that's 
quite exciting. 

1443
01:09:21,800 --> 01:09:24,399
So, difficult terrain is your 
traditional, what you'd expect 

1444
01:09:24,399 --> 01:09:26,200
from a will have a game is 
terrain has crossed a half 

1445
01:09:26,200 --> 01:09:30,200
movement that tends to only 
really affect vehicles and then 

1446
01:09:30,200 --> 01:09:34,700
Titans very specifically with 
Woods impossible, can't enter it

1447
01:09:34,700 --> 01:09:38,200
pretty simple and then buildings
that's where again, that kind of

1448
01:09:38,300 --> 01:09:40,200
we were talking about the 
buildings that come in the Box. 

1449
01:09:40,500 --> 01:09:43,399
The start of this, they have the
space on top. 

1450
01:09:43,399 --> 01:09:45,700
So you you literally represent 
where the Infantry are by 

1451
01:09:45,700 --> 01:09:47,500
putting them on the roof of the 
building even though they're 

1452
01:09:47,500 --> 01:09:50,100
technically inside the building.
And it's really fun because it's

1453
01:09:50,100 --> 01:09:51,899
an immediate visual think of how
many troops can fit in this 

1454
01:09:51,899 --> 01:09:54,700
building, where it's as many as 
you can fit stands on the roof. 

1455
01:09:55,000 --> 01:09:57,600
And, you know, once you've 
filled up that kind of that, 

1456
01:09:57,600 --> 01:09:59,700
that cross section of the roof, 
no more. 

1457
01:09:59,700 --> 01:10:01,800
Even three can go in that. 
So, you know, there's five or 

1458
01:10:01,800 --> 01:10:03,900
six tons of troops in there. 
That's really good fun. 

1459
01:10:04,100 --> 01:10:06,400
And actually, the line of sight 
rules interact with as well. 

1460
01:10:06,400 --> 01:10:10,000
So, they can only shoot from the
kind of the facing of a building

1461
01:10:10,200 --> 01:10:12,400
that base is touching. 
So, again, that's a really 

1462
01:10:12,400 --> 01:10:15,500
exciting. 
Kind of like it's such a clever 

1463
01:10:15,500 --> 01:10:17,700
because you could get so bogged 
down in like oh I've got to 

1464
01:10:17,700 --> 01:10:20,100
write that you know these 
infantry are in this there on 

1465
01:10:20,100 --> 01:10:22,800
the North Face of the you know 
building in Corridor certainly 

1466
01:10:22,800 --> 01:10:25,400
no no we ain't got time for a 
lesson and stick them on the 

1467
01:10:25,400 --> 01:10:26,700
roof. 
That's how many can fit. 

1468
01:10:26,700 --> 01:10:31,100
So you got really in a media 
tactile visual representation 

1469
01:10:31,400 --> 01:10:33,300
and also for line-of-sight 
purposes. 

1470
01:10:33,400 --> 01:10:35,600
Exactly. 
The same mechanic is used so 

1471
01:10:35,600 --> 01:10:39,500
it's actually really clever in 
its kind of Simplicity does a 

1472
01:10:39,500 --> 01:10:42,700
lot of heavy lifting in a really
simple mechanic which is to me. 

1473
01:10:42,900 --> 01:10:44,700
Me, the mark of good rules 
writing. 

1474
01:10:45,800 --> 01:10:48,900
So, yeah, that's that's kind of 
terrain in a nutshell. 

1475
01:10:48,900 --> 01:10:52,600
I suppose lately did perfectly, 
and you sort of segue straight 

1476
01:10:52,600 --> 01:10:54,900
into the combat phase, which is 
excellent. 

1477
01:10:55,100 --> 01:10:56,900
Cool. 
So let's just go quickly over 

1478
01:10:56,900 --> 01:10:59,400
that. 
So basically each of your stands

1479
01:10:59,400 --> 01:11:04,500
will have some kind of, you 
know, like an attack value for 

1480
01:11:04,700 --> 01:11:07,500
range attack and usually it's 
usually one dice. 

1481
01:11:07,500 --> 01:11:11,900
But in the case of vehicles, 
that might be more input, knobs 

1482
01:11:11,900 --> 01:11:15,300
made knob stands. 
Have to some but generally I 

1483
01:11:15,300 --> 01:11:16,900
think each stand has only one 
dice. 

1484
01:11:17,100 --> 01:11:20,500
So if you have like six six trip
stands for exams. 

1485
01:11:20,500 --> 01:11:24,300
For example, you'll be rolling 
six Dice and you will need some 

1486
01:11:24,300 --> 01:11:27,200
kind of Target number. 
It's a little bit different from

1487
01:11:27,200 --> 01:11:31,100
other games, other game systems,
and games workshop's line of, 

1488
01:11:31,900 --> 01:11:35,200
you know, typical type of you 
know to hit roles and that kind 

1489
01:11:35,200 --> 01:11:38,100
of thing. 
Basically, they're just giving 

1490
01:11:38,100 --> 01:11:43,800
you a Arrange an attack, dice 
factor, and it to hit roll, 

1491
01:11:44,900 --> 01:11:47,400
which is modified by terrain, 
and that kind of thing, of 

1492
01:11:47,400 --> 01:11:50,600
course. 
But so, as long as you're in 

1493
01:11:50,600 --> 01:11:53,900
within range and you can see 
your Target and it's legitimate 

1494
01:11:53,900 --> 01:11:55,700
Target, then you just roll your 
dice. 

1495
01:11:55,700 --> 01:11:58,800
And if you roll that that that 
number that special number, then

1496
01:11:58,800 --> 01:12:04,300
you hit them, then it might give
as a modifier to their target. 

1497
01:12:04,300 --> 01:12:08,000
Saving through just depending on
what kind of model that is, 

1498
01:12:08,000 --> 01:12:09,300
that's firing. 
What kind of weapon they're 

1499
01:12:09,300 --> 01:12:11,900
using. 
So that's basically how that 

1500
01:12:11,900 --> 01:12:13,500
works. 
Anything to add there at all. 

1501
01:12:13,500 --> 01:12:16,800
John know, I think that, you 
know, we creep into dangerous 

1502
01:12:16,800 --> 01:12:20,900
territory when it comes to house
ruling and stuff. 

1503
01:12:20,900 --> 01:12:24,000
But one of the things that I 
think can slow you down with 

1504
01:12:24,000 --> 01:12:26,300
epic is technically, you know, 
rule. 

1505
01:12:26,400 --> 01:12:27,700
So we get to the rules as 
written vs. 

1506
01:12:27,700 --> 01:12:30,000
Rules as intended or house 
ruling, and rules, Laura and 

1507
01:12:30,000 --> 01:12:31,600
stuff. 
So you would actually, 

1508
01:12:31,800 --> 01:12:34,300
theoretically, declare on a 
Model by model-based. 

1509
01:12:34,300 --> 01:12:36,900
So, let's say you've got a group
of six, tactical stands 

1510
01:12:36,900 --> 01:12:39,500
shooting. 
You were specifically say this, 

1511
01:12:39,700 --> 01:12:41,900
The shooting that model this 
status shooting that model this 

1512
01:12:41,900 --> 01:12:44,400
data sheet in that model. 
And that's that's you know, if 

1513
01:12:44,400 --> 01:12:47,800
you've got the time of day, your
that's doing it, by the book, 

1514
01:12:47,800 --> 01:12:49,900
what I tend to favor is kind of 
mass rolling. 

1515
01:12:49,900 --> 01:12:52,200
So we say that I've got 6,000 
Space, Marines, they're going to

1516
01:12:52,200 --> 01:12:55,100
shoot your mob of walks, and 
we're just going to allocate 

1517
01:12:55,100 --> 01:12:56,700
damage on a kind of front about 
basis. 

1518
01:12:56,700 --> 01:13:00,400
So let's say, I roll my six 
dice, four of them hit. 

1519
01:13:00,800 --> 01:13:04,100
And so I'm just gonna pay for 
his and that is technically 

1520
01:13:04,100 --> 01:13:07,500
abusive because if you know, if 
you've allocated your shots, you

1521
01:13:07,500 --> 01:13:09,600
have to start thinking about 
all, what's the average size of 

1522
01:13:09,700 --> 01:13:11,900
And I you know, maybe I want to 
put three shots on to that Stan 

1523
01:13:11,900 --> 01:13:14,900
because I have to kill it. 
So you'll find you'll do 

1524
01:13:14,900 --> 01:13:19,000
consider like overall, perhaps 
consistently slightly above the 

1525
01:13:19,000 --> 01:13:21,900
amount of damage you would 
otherwise do but it certainly 

1526
01:13:21,900 --> 01:13:23,900
speeds things up. 
So again, that's that's where I 

1527
01:13:23,900 --> 01:13:28,000
get into the like I'd like to 
try not to spoil too much but 

1528
01:13:28,000 --> 01:13:29,900
it's just something like that. 
Whereas this you know where, you

1529
01:13:29,900 --> 01:13:31,700
know, when you think you're 
ready to shoot a company worth 

1530
01:13:31,700 --> 01:13:34,500
of Space, Marines, do you really
want to sit in alakay? 

1531
01:13:34,500 --> 01:13:40,500
You know, 18 stands worth of 
dies one at a time It's up to 

1532
01:13:40,500 --> 01:13:42,000
you ready. 
So by the book, you should 

1533
01:13:42,000 --> 01:13:44,500
actually literally say, you 
know, stand one is shooting 

1534
01:13:44,500 --> 01:13:47,200
August and one stand to is 
shooting all stand to stands. 

1535
01:13:47,200 --> 01:13:49,500
Reissuing, all stand wide and 
allocate them that way. 

1536
01:13:49,700 --> 01:13:52,600
I like to mass Roll Just because
it gets you through a bit faster

1537
01:13:53,000 --> 01:13:55,300
and it keeps the game flowing. 
And I think that's really 

1538
01:13:55,300 --> 01:13:56,900
important. 
And also, you know, if you're 

1539
01:13:56,900 --> 01:13:59,600
both doing it neither of you is 
getting an unfair advantage. 

1540
01:13:59,600 --> 01:14:01,500
And as long as you do that, you 
know, allocate the damage front 

1541
01:14:01,500 --> 01:14:04,600
to back, you can make sure you, 
you kind of, at least have that 

1542
01:14:04,600 --> 01:14:06,600
kind of like, well I know I 
don't want my knobs to be short 

1543
01:14:06,600 --> 01:14:08,700
so they'll be, you know, further
bag. 

1544
01:14:08,700 --> 01:14:12,700
So they will not be Uh, the ones
that get killed like, that's not

1545
01:14:12,700 --> 01:14:15,300
doing it by the book. 
That's me being a bit naughty, 

1546
01:14:15,300 --> 01:14:18,800
but it does make things a bit 
faster when it comes to Rolling 

1547
01:14:18,800 --> 01:14:20,700
dice. 
Just because you are going to be

1548
01:14:20,700 --> 01:14:23,000
rolling, a lot of dice, you 
know, when you, when you've got 

1549
01:14:23,000 --> 01:14:25,100
the kind of the number of 
weapons on the table that you've

1550
01:14:25,100 --> 01:14:28,000
got ya. 
Like it's just one of those 

1551
01:14:28,000 --> 01:14:30,400
weird things that have just said
about how elegant the kind of 

1552
01:14:30,407 --> 01:14:33,400
the the building rule is in 
terms of infantry basement. 

1553
01:14:33,500 --> 01:14:34,600
This is like weird counter 
thing. 

1554
01:14:34,600 --> 01:14:37,500
We like this is what I would 
expect in a skirmish game and 

1555
01:14:37,500 --> 01:14:39,500
they're doing it in a you know, 
a small scale. 

1556
01:14:39,600 --> 01:14:42,600
Micro alma mater combat game. 
Like it's a weird case where I 

1557
01:14:42,608 --> 01:14:44,400
think that rule doesn't belong 
in this book at all. 

1558
01:14:44,400 --> 01:14:47,500
So and certainly in the future, 
they would have they will change

1559
01:14:47,500 --> 01:14:49,900
that in other editions of Epic 
so that you don't do it that 

1560
01:14:49,907 --> 01:14:51,600
way. 
So it's one of those weird 

1561
01:14:51,600 --> 01:14:54,900
little wrinkles and I think that
mean maybe then talk about it, 

1562
01:14:54,900 --> 01:14:57,300
maybe it was in a white dwarf 
article, I don't know, like I've

1563
01:14:57,300 --> 01:15:01,900
read, you know, GW or a company 
notorious for liking people to 

1564
01:15:01,900 --> 01:15:03,800
house rule. 
They they've literally done it 

1565
01:15:03,800 --> 01:15:05,700
in that report saying, oh, we 
just did it this way because we 

1566
01:15:05,700 --> 01:15:08,700
thought it made more sense that 
for me is a household. 

1567
01:15:08,700 --> 01:15:12,800
I think it helps keep the game 
flowing without massively 

1568
01:15:12,800 --> 01:15:15,600
changing the experience. 
But if you want to buy the book,

1569
01:15:15,600 --> 01:15:18,600
you are more than welcome to 
have fun, allocating 18. 

1570
01:15:18,600 --> 01:15:21,700
Individual dice rolls against 18
individual stands of infantry 

1571
01:15:22,000 --> 01:15:24,100
more power to you. 
Yeah. 

1572
01:15:24,100 --> 01:15:27,200
I know I can I can certainly 
understand how you feel about 

1573
01:15:27,200 --> 01:15:29,900
that. 
I prefer to do it by the book. 

1574
01:15:29,900 --> 01:15:32,000
That's okay. 
Because I just like to say okay 

1575
01:15:32,000 --> 01:15:34,300
well you know, he's shooting it 
because you can have it, you can

1576
01:15:34,300 --> 01:15:37,300
have mixed unit so you can have 
like knobs and boys or you know 

1577
01:15:37,700 --> 01:15:40,800
whatever it might be. 
You know, you could have a mix 

1578
01:15:40,800 --> 01:15:43,600
of different kinds of troops 
stands in a unit that you're 

1579
01:15:43,600 --> 01:15:48,100
firing at and, and then, it 
becomes also that problem of, 

1580
01:15:48,600 --> 01:15:52,000
okay, let's say, let's say, you 
do the the mass rolling, right? 

1581
01:15:52,000 --> 01:15:55,900
You just, you roll them in in 
group, lots and that kind of 

1582
01:15:55,900 --> 01:15:58,100
thing, then it becomes a 
decision, okay? 

1583
01:15:58,100 --> 01:16:01,600
Which troops died are the ones 
in the front or the back who 

1584
01:16:01,600 --> 01:16:03,300
decides that? 
Is that the person who's 

1585
01:16:03,300 --> 01:16:06,400
shooting or the person who's 
controlling the troops the size 

1586
01:16:06,400 --> 01:16:10,200
as well. 
So I think I I think To make it 

1587
01:16:10,200 --> 01:16:12,500
a clit cleaner game. 
I know it takes longer but I 

1588
01:16:12,500 --> 01:16:14,500
just say okay he's shooting at 
him, he's shooting at them 

1589
01:16:14,500 --> 01:16:17,700
whatever and just roll the dice 
and that be it's definitely like

1590
01:16:17,700 --> 01:16:20,400
if you do it by the book at 
least two more of a tactical 

1591
01:16:20,400 --> 01:16:24,700
choice because you're lying, all
I need to kill this stand and if

1592
01:16:24,700 --> 01:16:27,300
I only roll one dice out here, I
might not do it. 

1593
01:16:27,300 --> 01:16:30,000
So maybe I've got a commit to 
dice to it and of course then 

1594
01:16:30,000 --> 01:16:33,200
they both here and you're like 
oh I wasted that opportunity so 

1595
01:16:33,200 --> 01:16:37,200
it like it definitely has a more
of a kind of a tactical depth. 

1596
01:16:37,200 --> 01:16:38,000
Yeah. 
Yeah. 

1597
01:16:38,600 --> 01:16:40,400
Just out that you know, either, 
Of expediency. 

1598
01:16:40,400 --> 01:16:42,100
So you like, absolutely. 
I can. 

1599
01:16:42,100 --> 01:16:44,700
Yeah, I can totally see. 
Like, I have no issue doing it 

1600
01:16:44,700 --> 01:16:46,900
by the book. 
It's just, I like to chug a 

1601
01:16:46,907 --> 01:16:49,100
Dyson and kind of resolved as 
quickly as possible. 

1602
01:16:49,100 --> 01:16:53,000
So, yeah, by the book, they both
have their advantages and I 

1603
01:16:53,008 --> 01:16:56,200
think, by all means, like, I 
totally understand where you're 

1604
01:16:56,200 --> 01:16:58,500
coming, from with your kind of 
you like to do it that way 

1605
01:16:58,500 --> 01:17:03,200
because it does. 
Yeah, I think, you know, it has 

1606
01:17:03,200 --> 01:17:06,600
its hazardous, you know, his 
place as much as anything and 

1607
01:17:06,600 --> 01:17:08,700
it's just, it's slightly 
different wrinkle on the same 

1608
01:17:08,700 --> 01:17:10,600
concept like the Today it's 
almost dying. 

1609
01:17:10,600 --> 01:17:11,900
Everyone's having a good time, 
right? 

1610
01:17:12,400 --> 01:17:13,600
Yeah. 
But a good thing a good point 

1611
01:17:13,600 --> 01:17:16,600
though is that actually your 
interests and do an awful lot of

1612
01:17:16,600 --> 01:17:18,900
shooting and maybe that's just 
me. 

1613
01:17:18,900 --> 01:17:21,500
But I think mainly mainly your 
vehicles are doing the shooting 

1614
01:17:21,500 --> 01:17:23,800
your Titans doing the shooting 
you're bigger stuff for doing 

1615
01:17:23,800 --> 01:17:25,700
that. 
The Infantry is sort of pumpkin 

1616
01:17:25,700 --> 01:17:28,100
down into buildings and they're 
holding objectives. 

1617
01:17:28,300 --> 01:17:30,500
Their ranges are very limited 
anyway. 

1618
01:17:30,600 --> 01:17:34,400
So it's I think and then mainly 
doing hand-to-hand combat 

1619
01:17:34,400 --> 01:17:39,900
actions from my experience. 
So it's it just really Is on the

1620
01:17:39,900 --> 01:17:44,600
particular unit you'll shooting 
and it might be just a squad of 

1621
01:17:44,600 --> 01:17:47,100
Five Guys. 
Anyway five stands there's only 

1622
01:17:47,100 --> 01:17:50,900
five dice, so yeah, I think the 
bigger the like I guess it's 

1623
01:17:50,900 --> 01:17:53,300
that difference between whether 
it's a yeah like a you know, 

1624
01:17:53,300 --> 01:17:56,300
like say a Detachment of Space 
Marines with six troops, it's 

1625
01:17:56,300 --> 01:17:58,500
perfectly fine to run those 
individually. 

1626
01:17:58,600 --> 01:18:02,200
When it's, you know, let's say a
15 stands of walk boys and then 

1627
01:18:02,200 --> 01:18:04,400
they've reinforced it with three
more cards of walk. 

1628
01:18:04,400 --> 01:18:06,900
So actually there's another 12 
Hawks on top of that and I was 

1629
01:18:06,900 --> 01:18:12,400
like, you got 27 stands up 
walks, I don't know, like I 

1630
01:18:12,400 --> 01:18:14,700
probably the purest are going to
string me up here but like, I'm 

1631
01:18:14,700 --> 01:18:17,700
not sure I've got time to roll 
27, individual contacts from, 

1632
01:18:17,700 --> 01:18:19,400
you know, from pretty crappy 
weapon. 

1633
01:18:19,400 --> 01:18:22,700
That gives me walks in there. 
The find that old 25 to 50 cm 

1634
01:18:22,700 --> 01:18:25,100
ball is depending on which, 
which flavor of Oak you've got 

1635
01:18:25,100 --> 01:18:29,200
like, so yeah. 
L-dub Space Marines. 

1636
01:18:29,200 --> 01:18:30,800
I think it makes total sense to 
do it. 

1637
01:18:30,800 --> 01:18:34,400
Other allocating one at a time, 
I guess, I guess, but partly. 

1638
01:18:34,400 --> 01:18:36,600
It's because of my experience 
with Sam plays talks a lot. 

1639
01:18:36,600 --> 01:18:38,900
She says she's my wakame and she
has this weird thing where she 

1640
01:18:38,900 --> 01:18:41,900
likes to Actually God's first 
firing shoot with heroic, boys. 

1641
01:18:42,500 --> 01:18:44,900
So maybe I'm just like I'm in 
this weird place because that's 

1642
01:18:44,900 --> 01:18:47,400
not something that normally 
happens in your standard game of

1643
01:18:47,400 --> 01:18:48,800
Epic. 
I think a lot of the time. 

1644
01:18:49,400 --> 01:18:51,700
So yeah, she she takes a lot of 
infantry and doesn't make you a 

1645
01:18:51,700 --> 01:18:53,600
good use of their guns. 
So all of a sudden, we are 

1646
01:18:53,600 --> 01:18:56,700
resolving a lot of all shooting 
that you wouldn't expect to see 

1647
01:18:58,300 --> 01:18:59,700
ya. 
Yep. 

1648
01:18:59,700 --> 01:19:01,600
No, that's okay. 
I think I think either way you 

1649
01:19:01,600 --> 01:19:04,400
can do it, you just house rule 
it to to sort of, you know, 

1650
01:19:04,400 --> 01:19:05,900
streamline how you want to play 
it. 

1651
01:19:05,900 --> 01:19:08,400
And as long as your opponent 
agrees and you having fun is the

1652
01:19:08,400 --> 01:19:11,300
main thing. 
Definitely, Okay, so, now goes 

1653
01:19:11,300 --> 01:19:14,700
into, let's see, the the line of
sight. 

1654
01:19:15,200 --> 01:19:19,900
Now, a vehicle or Titan has a 
180-degree to its front line of 

1655
01:19:19,900 --> 01:19:21,400
sight. 
Okay. 

1656
01:19:21,400 --> 01:19:26,000
So that's its fire Arc now 
range, we just went through that

1657
01:19:26,000 --> 01:19:27,400
as well. 
It did you just did look at the 

1658
01:19:27,400 --> 01:19:34,300
data facts for all your guys, to
see how far they can fire and 

1659
01:19:34,300 --> 01:19:38,800
then it goes into line of sight 
as well into more detail. 

1660
01:19:40,000 --> 01:19:43,700
I suppose it's basically, you 
know, they're doing it like the 

1661
01:19:43,700 --> 01:19:46,200
old style of you know, you just 
go down to eye level, the model 

1662
01:19:46,200 --> 01:19:47,500
if you can see the other model. 
Yep. 

1663
01:19:47,500 --> 01:19:50,900
It's in line of sight, again is 
amusing to put true line of 

1664
01:19:50,900 --> 01:19:53,400
sight into a kind of a 
microwave, because they're 

1665
01:19:53,900 --> 01:19:56,500
working out the line of sight 
from a 6 millimeter high space, 

1666
01:19:56,500 --> 01:19:58,100
ring is actually quite 
difficult. 

1667
01:19:58,100 --> 01:20:01,400
So again, as long as you go into
these games with the idea that 

1668
01:20:01,400 --> 01:20:03,300
you're both there to have fun. 
You're both there to tell a 

1669
01:20:03,308 --> 01:20:05,300
story that's color. 
There's nothing on the line, 

1670
01:20:05,300 --> 01:20:09,400
really like then you'll and I Is
What It Seems. 

1671
01:20:09,500 --> 01:20:12,400
Kenny, I write games for a 
living, I work with company, 

1672
01:20:12,400 --> 01:20:16,300
with a company, we met games so 
much of the, the kind of the 

1673
01:20:16,300 --> 01:20:18,400
kind of where you get into the 
real technical language. 

1674
01:20:18,400 --> 01:20:21,800
And the Really nitty-gritty of 
it is, therefore the like real 

1675
01:20:21,800 --> 01:20:25,100
like 2% Edge case, 98% of the 
time you're going to look at the

1676
01:20:25,108 --> 01:20:26,800
situation go, of course, their 
space emergency. 

1677
01:20:26,800 --> 01:20:28,100
That's Hank. 
So there's not even a 

1678
01:20:28,108 --> 01:20:29,500
conversation. 
We had, you just know there's a 

1679
01:20:29,508 --> 01:20:31,400
Shore. 
It's just when you get into 

1680
01:20:31,400 --> 01:20:34,600
those like, oh, you know, can 
you see him pass that kind of 

1681
01:20:34,600 --> 01:20:37,400
leaf sticking off that 
rightmost, twig of that branch 

1682
01:20:37,400 --> 01:20:40,200
of that tree, and it gets into 
the real I think, you know, 

1683
01:20:40,700 --> 01:20:43,300
specifically, you know, this era
of Games Workshop, they were not

1684
01:20:43,300 --> 01:20:44,800
interested in it. 
You've really got read, you 

1685
01:20:44,800 --> 01:20:47,400
know, Nigel Stillman talking 
about it or, you know, rip 

1686
01:20:47,400 --> 01:20:49,800
Priestly talking about it. 
They just like Jervis to this 

1687
01:20:49,800 --> 01:20:51,600
day. 
Like, just have fun. 

1688
01:20:51,700 --> 01:20:56,200
So the lot of slide rules are 
very, very simple, and it's true

1689
01:20:56,200 --> 01:20:58,600
line of sight. 
So it's can the unit, see the 

1690
01:20:58,600 --> 01:21:01,500
unit and for the majority of 
people in the majority of 

1691
01:21:01,500 --> 01:21:03,900
instances you will just you will
just be able to look at the 

1692
01:21:03,900 --> 01:21:07,400
table and know instinctively and
if you're going to get that into

1693
01:21:07,400 --> 01:21:10,900
argue the toss on like, you 
know, At six millimeter scale, 

1694
01:21:11,100 --> 01:21:12,500
you're kind of playing the wrong
game. 

1695
01:21:12,500 --> 01:21:15,600
So I think for the majority of 
people, this will be more than 

1696
01:21:17,700 --> 01:21:20,300
more than what they need. 
Is, everything they need to be 

1697
01:21:20,300 --> 01:21:22,600
able to play the game and if 
you're playing against someone 

1698
01:21:22,600 --> 01:21:25,100
that the concert is arguing, 
that also line of sight, find 

1699
01:21:25,100 --> 01:21:27,100
someone else to play with, 
there's my advice. 

1700
01:21:27,200 --> 01:21:29,300
Yeah, yeah. 
They might not have the best 

1701
01:21:29,300 --> 01:21:31,900
interest of the game at heart if
they're really getting down into

1702
01:21:31,900 --> 01:21:34,100
the kind of or I don't think 
you've got line of sight there 

1703
01:21:34,100 --> 01:21:37,100
and it's he's got timing. 
Yeah, that's it. 

1704
01:21:37,100 --> 01:21:39,200
That's it. 
That you'll come and see 

1705
01:21:39,200 --> 01:21:40,800
different. 
Situations like head Mile and 

1706
01:21:40,800 --> 01:21:42,900
the squat land train. 
Like, it's supposed to be this 

1707
01:21:42,900 --> 01:21:44,400
huge. 
Colossal, it is called the 

1708
01:21:44,400 --> 01:21:47,900
Colossus actually and they had 
like a hill in front of me or 

1709
01:21:47,900 --> 01:21:50,100
something or something was in 
front of me and I thought, well,

1710
01:21:50,100 --> 01:21:52,100
technically, it should be able 
to see over it, even though the 

1711
01:21:52,100 --> 01:21:56,600
model is scaled, she know, it's 
small and what it should really 

1712
01:21:56,600 --> 01:21:58,700
be. 
So yeah, you just got to work 

1713
01:21:58,700 --> 01:22:02,600
things out with your opponent to
make things that smoothly play 

1714
01:22:02,600 --> 01:22:05,200
out during your game and like, 
give us good as you get. 

1715
01:22:05,200 --> 01:22:07,100
So don't don't be like oh come 
on man. 

1716
01:22:07,100 --> 01:22:08,700
Let me see. 
And as soon as they go off the 

1717
01:22:08,708 --> 01:22:10,400
same thing, you know. 
I know you've not got line of 

1718
01:22:10,400 --> 01:22:13,400
sight like as long as you're 
both, be even-handed with it 

1719
01:22:13,400 --> 01:22:15,100
since about any. 
Yeah, you know, we were sort of 

1720
01:22:15,100 --> 01:22:18,300
a hint that earlier, like the 
squat, infantry a 6 millimeter 

1721
01:22:18,300 --> 01:22:22,700
scale, the squat vehicles are 
probably more like 32 foreign 

1722
01:22:22,800 --> 01:22:26,000
millimeter scale, so there is a 
natural imbalance there anyway. 

1723
01:22:26,000 --> 01:22:28,100
Yeah. 
Yeah, you know and of course, 

1724
01:22:28,500 --> 01:22:30,700
he'll in reality versus a helium
Warhammer. 

1725
01:22:30,700 --> 01:22:33,300
Like how often do you see? 
That's kind of those beautiful 

1726
01:22:33,300 --> 01:22:36,700
pill-shaped, you know, 2 inch 
high heels. 

1727
01:22:36,700 --> 01:22:40,400
That that that's like a high 
plateau in In our world. 

1728
01:22:40,400 --> 01:22:42,500
But you don't tend to see those 
lying around that often. 

1729
01:22:42,500 --> 01:22:44,900
So this idea of like this, you 
know, this essentially bumping 

1730
01:22:44,900 --> 01:22:49,500
the ground, you know, gigantic 
train engine could hide behind 

1731
01:22:49,500 --> 01:22:51,200
it. 
It's kind of ludicrous anyway so

1732
01:22:51,500 --> 01:22:53,700
you have to abstract things and 
it again have fun. 

1733
01:22:53,700 --> 01:22:57,500
Keep the game flowing. 
There's no we're not playing 

1734
01:22:57,500 --> 01:22:59,300
poker, you know, high-stakes 
table. 

1735
01:22:59,300 --> 01:23:02,900
This is just two mates getting 
together to make some pew pew 

1736
01:23:02,900 --> 01:23:04,900
noises at each other. 
Like it's yeah. 

1737
01:23:04,900 --> 01:23:08,100
I just, we're going too old for 
a, you know, just have a gaggle.

1738
01:23:08,500 --> 01:23:09,300
That's it. 
That's it. 

1739
01:23:09,400 --> 01:23:10,700
Mike, that's what it's all 
about. 

1740
01:23:11,500 --> 01:23:14,300
Alright, so now we're going to 
barrages and brushes and other 

1741
01:23:14,300 --> 01:23:18,500
special attack, isn't it? 
So basically, they use the 

1742
01:23:18,500 --> 01:23:22,300
barrage template, which is 
maybe, I think it's time to 

1743
01:23:22,300 --> 01:23:26,100
inches diameter. 
Which one I think it's 2 inches.

1744
01:23:26,100 --> 01:23:30,200
I could be 3 inches from memory 
after seeing where I jump 

1745
01:23:30,200 --> 01:23:32,500
between games and I'm like is it
30 mil across? 

1746
01:23:33,800 --> 01:23:36,500
Yeah. 
So it's yes. 66 centimeters 

1747
01:23:36,500 --> 01:23:38,700
across. 
Okay, six enemies across, okay. 

1748
01:23:39,500 --> 01:23:43,200
Cm. 
Radius. 

1749
01:23:43,200 --> 01:23:45,300
Yeah, 3 cm radius 6. 
Cm diameter. 

1750
01:23:45,400 --> 01:23:46,700
Gotcha. 
Okay, I'll keep forgetting 

1751
01:23:46,700 --> 01:23:48,000
number in centimeters. 
Not in. 

1752
01:23:48,000 --> 01:23:50,800
We're not we're metric and 
Imperial. 

1753
01:23:50,800 --> 01:23:56,700
Just so they they fire. 
Usually usually whatever fires a

1754
01:23:56,700 --> 01:23:59,300
barrage is either. 
And like a, like a Titan, like 

1755
01:23:59,300 --> 01:24:01,900
the squat Titans. 
The squat Army, which I usually 

1756
01:24:01,900 --> 01:24:06,000
play myself, has enormous amount
of barrage weapons at their 

1757
01:24:06,000 --> 01:24:09,400
disposal, and they like to just 
sit back and just barrage 

1758
01:24:09,400 --> 01:24:11,000
enemies as they come towards 
them. 

1759
01:24:12,200 --> 01:24:16,700
So basically your your vehicle 
or your Detachment will have 

1760
01:24:16,700 --> 01:24:22,200
some kind of barrage value and 
the chart that you will need to 

1761
01:24:22,200 --> 01:24:25,200
find out the target. 
Number two, hit will be in the 

1762
01:24:25,200 --> 01:24:28,100
back. 
It's got like a brush table here

1763
01:24:28,100 --> 01:24:33,000
and it says total brush points, 
and will have a range between 

1764
01:24:33,000 --> 01:24:37,400
one and eight or nine, sorry, 99
or more and it gives you like a,

1765
01:24:37,407 --> 01:24:40,300
to hit roll. 
So basically, if I had, for 

1766
01:24:40,300 --> 01:24:43,800
example, 6 barrage. 
Points in this particular Square

1767
01:24:44,000 --> 01:24:47,200
Detachment was firing. 
I'll need a 4 plus to hit a 

1768
01:24:47,200 --> 01:24:54,000
direct barrage, okay? 
At an enemy enemy unit, then 

1769
01:24:54,000 --> 01:25:00,400
there's indirect barrages. 
So basically, as long as one of 

1770
01:25:00,400 --> 01:25:06,600
your one of your troops can see 
the enemy troops, okay? 

1771
01:25:06,900 --> 01:25:11,700
Then you can Target them but you
need to use the scatter diagram.

1772
01:25:12,400 --> 01:25:14,800
And to D6. 
Okay. 

1773
01:25:15,300 --> 01:25:18,300
Because it's going to naturally 
scatter because they can't. 

1774
01:25:19,200 --> 01:25:22,400
So if you can see you don't 
scatter, if you are showing if 

1775
01:25:22,400 --> 01:25:24,200
you like right yeah I like out 
of line of sight. 

1776
01:25:24,200 --> 01:25:27,000
So over a building or you know 
whatever whatever that's when 

1777
01:25:27,000 --> 01:25:28,400
you have to use the scattered 
ice. 

1778
01:25:28,700 --> 01:25:31,300
So that's quite interesting 
because it's that you can 

1779
01:25:31,300 --> 01:25:33,800
protect your artillery by hiding
it behind a building but as a 

1780
01:25:33,808 --> 01:25:39,500
result so they're safer but 
their range is less targeted. 

1781
01:25:39,600 --> 01:25:41,300
So it's got more like less 
effective because it might 

1782
01:25:41,300 --> 01:25:43,600
scatter. 
Her or you can put them out in 

1783
01:25:43,608 --> 01:25:47,600
the open and you'll do your do 
more damage to your hip more 

1784
01:25:47,600 --> 01:25:50,600
regularly but you obviously then
easier to shoot off the table. 

1785
01:25:50,600 --> 01:25:53,100
So that's a really again an 
interesting tactical diameter of

1786
01:25:53,200 --> 01:25:56,800
do I want to keep them safe but 
less effective or risk them but 

1787
01:25:56,800 --> 01:25:58,300
it sure that they do more 
damage. 

1788
01:25:58,900 --> 01:26:00,400
So yeah. 
Barrage is a really an 

1789
01:26:00,400 --> 01:26:02,300
interesting and like you say 
it's kind of squats Imperial 

1790
01:26:02,300 --> 01:26:06,100
Guard and Titans tend to be the 
ones that you like an orc Army 

1791
01:26:06,400 --> 01:26:08,800
is a few barrels template 
scattered here and there but not

1792
01:26:08,800 --> 01:26:11,700
many whereas here in Imperial 
Guard, artillery company or ask 

1793
01:26:12,100 --> 01:26:15,800
Um, the artillery company, I 
really kick them out, you know, 

1794
01:26:16,100 --> 01:26:19,600
dropping a left, right and 
center and then there's there's 

1795
01:26:19,600 --> 01:26:23,000
interesting as well as on most 
units will combine their 

1796
01:26:23,000 --> 01:26:25,100
artillery into one single 
barrel. 

1797
01:26:25,100 --> 01:26:27,800
So one single template let's say
adding them up and looking at 

1798
01:26:27,808 --> 01:26:29,200
the table to see what they hit 
on. 

1799
01:26:29,500 --> 01:26:32,800
Very very few weapons actually 
would do one bearish template 

1800
01:26:32,800 --> 01:26:35,400
per weapon in that Detachment. 
So there's a few you know keep 

1801
01:26:35,400 --> 01:26:37,700
an eye on your arm, unit cars in
your army, special rules. 

1802
01:26:37,700 --> 01:26:40,000
There is a very, very few that 
actually would drop multiple 

1803
01:26:40,000 --> 01:26:43,200
bars templates, which are Very 
dangerous because of course they

1804
01:26:43,200 --> 01:26:45,600
can really blanket an area. 
And really, you know, if you 

1805
01:26:45,600 --> 01:26:49,300
catch me on an infantry company 
out of, you know, on the hoof 

1806
01:26:49,300 --> 01:26:51,600
you can really take them off the
table with it. 

1807
01:26:54,000 --> 01:26:54,900
Yep. 
That's right mate. 

1808
01:26:54,900 --> 01:26:57,300
So thanks for clarifying that to
ya know. 

1809
01:26:57,300 --> 01:27:00,500
I've actually forgotten about 
that, it's but you need to roll 

1810
01:27:00,500 --> 01:27:04,500
out that whatever that barrage 
number is, you need to roll that

1811
01:27:04,500 --> 01:27:08,400
dice to hit, whatever stands or 
whatever, vehicles are 

1812
01:27:08,400 --> 01:27:12,000
underneath that template. 
And I think they have to be at 

1813
01:27:12,000 --> 01:27:17,000
least half under the template in
order to be considered a Target,

1814
01:27:18,100 --> 01:27:21,100
which I think is what how they 
normally judge those things. 

1815
01:27:21,100 --> 01:27:23,300
Anyway, I don't think it's like,
just whatever it touches. 

1816
01:27:23,900 --> 01:27:26,500
It has been lifted from the so 
I've hit again. 

1817
01:27:26,500 --> 01:27:28,200
This is that weird thing where 
because I've played so many 

1818
01:27:28,200 --> 01:27:30,400
different games now. 
I'm like, no, it's if you're 

1819
01:27:30,400 --> 01:27:32,300
touched and of course, not bike,
or is it? 

1820
01:27:32,300 --> 01:27:33,600
Because that's the other 
version. 

1821
01:27:33,600 --> 01:27:39,500
So, so says, whenever the barren
lands anything underneath maybe 

1822
01:27:39,500 --> 01:27:40,200
here. 
Exactly. 

1823
01:27:40,200 --> 01:27:41,400
So I think is actually feel 
touched. 

1824
01:27:41,400 --> 01:27:46,100
It's not 50%, but remember you 
then roll the dice to here using

1825
01:27:46,100 --> 01:27:49,200
the barrage template, so it's 
not guaranteed to be damaged if 

1826
01:27:49,200 --> 01:27:51,100
you're under the template. 
That's true. 

1827
01:27:51,200 --> 01:27:54,900
And I think where it becomes 
kind of For court and critical 

1828
01:27:55,200 --> 01:27:58,400
is, if you're using the newer 
style like strip basing versus 

1829
01:27:58,400 --> 01:28:01,100
the square base in, because it 
was a straight face, you can a 

1830
01:28:01,108 --> 01:28:03,200
lot more of you will be hanging 
out inside of the template, but 

1831
01:28:03,200 --> 01:28:08,400
I feel pretty certain its 
anything under is is eligible to

1832
01:28:08,400 --> 01:28:11,000
be rolled to hear and those 
Acer's, Whenever Wherever the 

1833
01:28:11,000 --> 01:28:12,800
barge lands anything underneath 
maybe here. 

1834
01:28:12,800 --> 01:28:17,800
Exactly is for normal barrage, 
but let's just check and it is 

1835
01:28:23,400 --> 01:28:25,600
Yeah, roll one dice for each 
model under the template. 

1836
01:28:25,600 --> 01:28:28,700
So it just says under the 
template so I think anything 

1837
01:28:28,700 --> 01:28:32,100
even clipped by it is eligible 
to be here, okay? 

1838
01:28:32,700 --> 01:28:35,100
But again, if you know you could
house rule that and say no, you 

1839
01:28:35,100 --> 01:28:37,800
gotta be at least 50% or you got
me completely under it, tells 

1840
01:28:37,800 --> 01:28:39,900
how nasty, you want your 
borrowers, templates to be, I 

1841
01:28:39,900 --> 01:28:42,500
suppose and I guess it's a squad
player you'd be like, I want to 

1842
01:28:42,500 --> 01:28:44,100
be nasty things. 
Yeah. 

1843
01:28:44,100 --> 01:28:47,300
And the orc light of the orc 
Titan has that that gut Buster 

1844
01:28:48,600 --> 01:28:51,300
is like a 12, CM challenges the 
big blast. 

1845
01:28:53,300 --> 01:28:55,100
That's not. 
Yeah, that's actually become one

1846
01:28:55,100 --> 01:28:58,800
of these disappear. 
Under that can be very, very 

1847
01:28:58,800 --> 01:29:00,700
lethal. 
Now, if you hit a vehicle, if 

1848
01:29:00,700 --> 01:29:03,500
you'd like troops in a vehicle 
though, it's - to to hit them. 

1849
01:29:04,000 --> 01:29:08,300
Mmm, so that makes that makes 
infantry inside buildings that I

1850
01:29:08,308 --> 01:29:11,900
say vehicles. 
I don't know, I think it's okay.

1851
01:29:12,800 --> 01:29:16,000
So I meant, I meant infantry in 
buildings and I was very late. 

1852
01:29:16,000 --> 01:29:17,700
I'm quite tired actually. 
So of course. 

1853
01:29:18,500 --> 01:29:21,200
So stop talking. 
I really. 

1854
01:29:21,200 --> 01:29:22,800
Well, I don't want to talk. 
You can do all the talkin. 

1855
01:29:22,800 --> 01:29:24,900
That's Fine. 
But they get a minus 2 to hit, 

1856
01:29:24,900 --> 01:29:27,200
which I, which I found it in 
recent games with Gordon that I 

1857
01:29:27,200 --> 01:29:28,900
would bleep actuals playing that
wrong. 

1858
01:29:29,400 --> 01:29:32,100
And I was killing all these guys
in the buildings and we realized

1859
01:29:32,100 --> 01:29:35,200
our hang on, we actually get 
some - to to hit them, so that 

1860
01:29:35,200 --> 01:29:36,900
makes infantry in dug in 
buildings. 

1861
01:29:36,900 --> 01:29:39,500
Really, really well. 
Oh, it should it make sense 

1862
01:29:39,500 --> 01:29:40,500
isn't it? 
They're actually in the 

1863
01:29:40,500 --> 01:29:45,100
building. 
So now we're going to skip over 

1864
01:29:45,100 --> 01:29:47,600
a couple things with that. 
They talk about, you know, line 

1865
01:29:47,600 --> 01:29:50,100
of sight and what troops can be 
seen and that kind of thing and 

1866
01:29:50,100 --> 01:29:52,900
exam, examples here, we're sort 
of going with I think John yeah.

1867
01:29:53,200 --> 01:29:56,900
It's that special firing command
unit. 

1868
01:29:56,900 --> 01:30:00,200
Now, you may only shoot at a 
commanded if he is the closest 

1869
01:30:00,200 --> 01:30:05,000
enemy Target, this represents 
prevents unscrupulous players 

1870
01:30:05,000 --> 01:30:08,600
deliberately targeting valuable 
commanders in reality and made 

1871
01:30:08,600 --> 01:30:11,400
explosions and cross fires, 
commanders would be impossible 

1872
01:30:11,400 --> 01:30:15,400
to pick out from other troops. 
So that's an important rule that

1873
01:30:15,400 --> 01:30:17,900
you can't. 
Just go and Target the knobs of 

1874
01:30:17,900 --> 01:30:21,600
the Orcs and kill them off. 
They have to be the legitimately

1875
01:30:21,600 --> 01:30:23,800
the, the closest Target It makes
sense. 

1876
01:30:25,100 --> 01:30:29,100
Now armor saving throws. 
Now this comes into effect with 

1877
01:30:29,400 --> 01:30:35,500
vehicles because vehicles have 
four different sides measured in

1878
01:30:35,500 --> 01:30:40,700
a 90 degree Arc that crosses 
through the vehicle. 

1879
01:30:40,700 --> 01:30:46,600
So basically have a front rear 
and sides bit like a was it like

1880
01:30:46,600 --> 01:30:49,100
the same sort of thing as 
fantasy battle where you have, 

1881
01:30:49,100 --> 01:30:52,100
like line of sight? 
Yeah, things for units. 

1882
01:30:52,100 --> 01:30:54,600
Yeah. 
Front side and rear charges. 

1883
01:30:54,600 --> 01:30:56,000
Definitely. 
Yep. 

1884
01:30:56,200 --> 01:31:00,200
So basically, you get a - 1 save
modify if your shot from the 

1885
01:31:00,200 --> 01:31:03,800
side and minus 2, if your shot 
from the rear for that's, that's

1886
01:31:03,900 --> 01:31:05,500
that's in regards to Vehicles, 
though. 

1887
01:31:06,300 --> 01:31:08,000
Okay. 
For a tree, you just get, you 

1888
01:31:08,000 --> 01:31:10,100
know, that's where you live 
vehicle. 

1889
01:31:10,100 --> 01:31:13,800
Said things like land, Speeders 
or bikes. 

1890
01:31:13,800 --> 01:31:17,700
Nephew zip them around the flank
or the rear of a meaty tank. 

1891
01:31:17,700 --> 01:31:19,400
All of a sudden you can start to
chip away. 

1892
01:31:19,600 --> 01:31:21,800
But of course, then there were 
some really like squat Vehicles,

1893
01:31:21,800 --> 01:31:24,000
really bizarre, but they tend to
have a The OnePlus all around 

1894
01:31:24,000 --> 01:31:25,800
rule, so actually they are not 
modified. 

1895
01:31:25,800 --> 01:31:28,300
So again, keep an eye on your 
army cars, keeping your special 

1896
01:31:28,300 --> 01:31:31,100
rules, sometimes you think 
you're being clever by flanking 

1897
01:31:31,100 --> 01:31:33,600
and actually there's just, it's 
just such a slab of metal that 

1898
01:31:33,600 --> 01:31:35,500
there isn't. 
There's no weapon good enough to

1899
01:31:35,500 --> 01:31:38,700
kind of punch through it. 
So and and what's interesting is

1900
01:31:38,700 --> 01:31:41,900
what I think is one of the 
unusual games where you can have

1901
01:31:41,900 --> 01:31:44,600
a 1 plus a for you, you always 
save. 

1902
01:31:44,600 --> 01:31:46,700
So you can literally evidence of
all. 

1903
01:31:46,800 --> 01:31:48,900
So in a lot of games that be 
like you who are 1 plus save, 

1904
01:31:48,900 --> 01:31:50,700
but actually a one is always a 
fail. 

1905
01:31:50,700 --> 01:31:53,900
That's not the case in Epic. 
So if Going up against something

1906
01:31:53,900 --> 01:31:56,400
that's got a one plus save. 
If you do not have an army 

1907
01:31:56,400 --> 01:31:58,100
modifier. 
The only way to deal with that 

1908
01:31:58,100 --> 01:32:00,500
is to start sneaking around the 
flank sneaking in the rear. 

1909
01:32:00,500 --> 01:32:02,000
So, you know, keep an eye out 
for that as well. 

1910
01:32:02,000 --> 01:32:05,800
And again, that's where they're 
kind of the squat, you know, the

1911
01:32:05,800 --> 01:32:09,000
the Titan class squat Vehicles 
will often have that and it just

1912
01:32:09,000 --> 01:32:11,500
makes them a little bit more 
durable and they tend to go up 

1913
01:32:11,500 --> 01:32:13,600
pretty quickly, nonetheless, 
especially when the Gut Busters 

1914
01:32:13,600 --> 01:32:17,500
are on the table. 
But it's I hate Ghostbusters so 

1915
01:32:17,500 --> 01:32:22,400
much when a ball around just 
skip through your land train and

1916
01:32:22,400 --> 01:32:24,400
takes out. 
A single character and train 

1917
01:32:24,400 --> 01:32:27,300
yourself. 
Please, I did in my last game. 

1918
01:32:27,300 --> 01:32:30,600
I thought I'd just take that for
him for a bit of a laugh and 

1919
01:32:30,600 --> 01:32:34,600
actually hit the his land track.
I think was his Colossus and 

1920
01:32:34,600 --> 01:32:36,900
destroyed it. 
It killed it with our savings 

1921
01:32:36,900 --> 01:32:41,000
through. 
Paul's had such a hard time. 

1922
01:32:41,000 --> 01:32:43,500
Try to take out his land trains,
you know one hiding the wars 

1923
01:32:43,500 --> 01:32:47,700
against the squats and yet that 
that certainly didn't answer. 

1924
01:32:47,700 --> 01:32:49,900
The answer is got Buster's, you 
need to be lucky. 

1925
01:32:49,900 --> 01:32:51,600
That's the only thing. 
No sure. 

1926
01:32:51,600 --> 01:32:54,000
It can drift off and go. 
Get through a forest or 

1927
01:32:54,000 --> 01:32:55,200
something and then is not so 
good. 

1928
01:32:55,200 --> 01:32:56,900
But yeah. 
Okay. 

1929
01:32:56,900 --> 01:33:00,300
So moving on, we got cover. 
So basically if you need a seven

1930
01:33:00,300 --> 01:33:02,900
or more to hit something because
it caused the cover modifiers, 

1931
01:33:03,200 --> 01:33:07,600
you can do it. 
So, if you need 72 roller 6 and 

1932
01:33:07,608 --> 01:33:09,600
then you need to roll for a 
seven. 

1933
01:33:09,600 --> 01:33:13,400
For example, you need a forum or
85 or more and 9, plus 6, or 

1934
01:33:13,407 --> 01:33:18,800
more now, it goes into Titans. 
Titans are quite extensive in 

1935
01:33:18,800 --> 01:33:20,300
their rules. 
We're not going to go through 

1936
01:33:20,300 --> 01:33:22,000
all the weapons and that kind of
thing, I don't think that's 

1937
01:33:22,000 --> 01:33:25,100
really important. 
But they do have these tightened

1938
01:33:25,100 --> 01:33:28,000
Shields. 
Now, the Titan Shields, what are

1939
01:33:28,000 --> 01:33:32,900
protecting them from being shot 
at by or being, you know, 

1940
01:33:32,900 --> 01:33:39,600
exposed to enemy fire. 
So they have, do they have six? 

1941
01:33:39,600 --> 01:33:42,300
Yields is that correct? 
It varies by such a different 

1942
01:33:42,300 --> 01:33:43,800
type classes, have different 
amounts. 

1943
01:33:43,800 --> 01:33:46,700
I like a war wound. 
Has to, I think we've asked for 

1944
01:33:46,700 --> 01:33:47,400
it. 
Yeah, I think of Warlords. 

1945
01:33:47,400 --> 01:33:49,700
Got six. 
Remember correctly. 

1946
01:33:50,900 --> 01:33:54,700
And yeah, so basically the yeah,
Six on a wall or so the bigger 

1947
01:33:54,700 --> 01:33:57,800
the tighten, the more energy 
Shields to protect it which is 

1948
01:33:57,800 --> 01:34:00,900
fun. 
Basically every time they take 

1949
01:34:00,900 --> 01:34:03,600
us you know successful wounding 
here you just lose a shield 

1950
01:34:03,600 --> 01:34:05,900
instead until they've got no 
Shields and then they're in 

1951
01:34:05,900 --> 01:34:08,800
trouble. 
Yeah but they do get a chance to

1952
01:34:08,808 --> 01:34:11,100
repair them. 
So in the end phase, let's, 

1953
01:34:11,100 --> 01:34:15,600
let's say, I shot up. 
John's at is Titan. 

1954
01:34:15,900 --> 01:34:19,300
Here's Reba Titans Shields. 
And a managed to take three 

1955
01:34:19,300 --> 01:34:20,600
down. 
Will end of end phase. 

1956
01:34:20,600 --> 01:34:23,600
He can roll a dice for each each
shield and Roll out of five or 

1957
01:34:23,600 --> 01:34:25,600
six, you get to successfully 
repair those. 

1958
01:34:25,600 --> 01:34:29,000
Yeah, so that's quite cool. 
The Orcs don't get that, they 

1959
01:34:29,000 --> 01:34:33,200
don't get that, they tend to get
more Shields but they don't get 

1960
01:34:33,200 --> 01:34:34,200
to repair them. 
Which again, is that? 

1961
01:34:34,200 --> 01:34:37,100
Again that fun thing of there is
a there is a contrast between. 

1962
01:34:37,100 --> 01:34:39,400
So even as the same Coral I 
think the other fun thing was 

1963
01:34:39,400 --> 01:34:40,800
well with Orcs as they get the 
flicker rule. 

1964
01:34:40,800 --> 01:34:43,400
Where every time you shoot a 
shielded gargan. 

1965
01:34:43,400 --> 01:34:46,700
If your rollers 6, The Shield 
actually flickers and doesn't 

1966
01:34:46,700 --> 01:34:48,700
deflect the shot and sort of 
show homes through to hit the 

1967
01:34:48,708 --> 01:34:51,900
garden which is, oh my children,
not as good. 

1968
01:34:52,200 --> 01:34:53,700
Yeah. 
That's right. 

1969
01:34:53,700 --> 01:34:58,100
And you got you got to roll a 
dislike and it's like it's 3 

1970
01:34:58,100 --> 01:35:01,400
plus D3 for the shields on the 
flash of going or something like

1971
01:35:01,400 --> 01:35:03,300
that. 
So for a random amount yeah 

1972
01:35:03,300 --> 01:35:06,300
rents all and them very much 
very profitable. 

1973
01:35:08,300 --> 01:35:09,700
Okay, so we must give a few 
other rules. 

1974
01:35:09,700 --> 01:35:11,900
Therefore, the times with I 
think that's something we can 

1975
01:35:11,900 --> 01:35:14,200
cover in it, in it in the Space 
Marine supplement. 

1976
01:35:14,300 --> 01:35:19,500
So now let's go to close combat.
Now we go to the the meat of the

1977
01:35:20,200 --> 01:35:22,300
of the game. 
And that's what we really enjoy 

1978
01:35:22,300 --> 01:35:24,100
the most. 
Well, I Really enjoy the close 

1979
01:35:24,100 --> 01:35:26,500
combat phase. 
Anyway it's certainly rusul 

1980
01:35:26,500 --> 01:35:29,200
close. 
Yeah takes no prisoners it 

1981
01:35:29,200 --> 01:35:31,500
doesn't. 
Okay John so give us a quick 

1982
01:35:31,500 --> 01:35:33,200
rundown of the close combat for 
sure. 

1983
01:35:33,700 --> 01:35:36,700
So obviously your models have 
charged using that charge orders

1984
01:35:36,700 --> 01:35:39,700
and basically what you start 
doing is is essentially pairing 

1985
01:35:39,700 --> 01:35:43,800
off your troops. 
So any any, you know it sounds 

1986
01:35:43,800 --> 01:35:46,000
crazy that a Space Marine could 
even get into a fight with a 

1987
01:35:46,000 --> 01:35:48,300
wall or time if it really likes 
being dead. 

1988
01:35:48,800 --> 01:35:51,500
So you would you would you would
Square them off. 

1989
01:35:51,500 --> 01:35:54,600
So 1 V 1 1 Wang zi 14 as much as
possible. 

1990
01:35:54,800 --> 01:35:57,000
If there are multiples. 
If they overlap, you can start 

1991
01:35:57,000 --> 01:36:00,400
to do no gang up in 2313 V1 
which will come on to a minute 

1992
01:36:00,400 --> 01:36:02,600
and then all combat is for 
simultaneously. 

1993
01:36:02,600 --> 01:36:06,500
So basically, you you, you pick 
where you want to start with the

1994
01:36:06,500 --> 01:36:08,200
Ashley, doesn't matter because 
it's all simultaneous. 

1995
01:36:09,500 --> 01:36:12,200
You would then say, right, my, 
you know, my, my squirrel Space 

1996
01:36:12,200 --> 01:36:14,600
Marines is going to fight your 
squirrel walks, both players, 

1997
01:36:14,600 --> 01:36:17,700
roll two dice atom together and 
at the close of salt factor of 

1998
01:36:17,700 --> 01:36:21,800
that stand and whoever has the 
highest winds and the other side

1999
01:36:21,800 --> 01:36:23,600
is destroyed no arm. 
A safe possible. 

2000
01:36:23,600 --> 01:36:25,800
So this is where it gets really 
dangerous because you can have, 

2001
01:36:25,800 --> 01:36:29,500
you know, you're cool, super 
tank with a 1 plus save. 

2002
01:36:29,600 --> 01:36:32,500
And a guy with a chainsaw runs 
up to it beats in close combat 

2003
01:36:32,500 --> 01:36:34,900
and it's gone. 
No armor Savers allowed, which 

2004
01:36:34,900 --> 01:36:37,300
is really, really brutal. 
And in the other kind of extra 

2005
01:36:37,300 --> 01:36:40,000
layer where we talk about the 
multiple combat is for every 

2006
01:36:40,000 --> 01:36:43,000
combat you fight in around after
the first with the kind of the 

2007
01:36:43,000 --> 01:36:45,600
same stand. 
Your opponent gets an extra die.

2008
01:36:45,600 --> 01:36:48,800
So let's say to stand divorce, 
charger stand of Space Marines, 

2009
01:36:49,000 --> 01:36:51,800
its 2D six verses to D6 for the 
first fight. 

2010
01:36:51,900 --> 01:36:54,500
The speaker means win. 
I killed the orc the second or 

2011
01:36:54,500 --> 01:36:57,200
gets to have a go at this time. 
The Orcs roll 3 D6 to kind of 

2012
01:36:57,208 --> 01:36:59,200
represent, I guess the the 
spacer is getting tired 

2013
01:36:59,200 --> 01:37:01,900
essentially, all the advantage 
of you know your mates distract 

2014
01:37:01,900 --> 01:37:03,900
the Space Marines while. 
So you slide them in the round, 

2015
01:37:03,900 --> 01:37:06,700
the back of the head with your 
with your ball got away so 

2016
01:37:06,700 --> 01:37:09,700
that's really good fun as well. 
So you know models that have a 

2017
01:37:09,700 --> 01:37:13,700
kind of a numbers Advantage can 
really benefit from that when 

2018
01:37:13,700 --> 01:37:16,500
they can start to really gang up
on the small elite units and the

2019
01:37:16,508 --> 01:37:18,600
you know they'll they'll take 
damage and you know the elite 

2020
01:37:18,600 --> 01:37:21,600
unit will win the first few 
rounds and then you'll get into 

2021
01:37:21,600 --> 01:37:23,500
that kind of second third. 
Fourth row. 

2022
01:37:23,500 --> 01:37:25,600
And I've had it, where, you 
know, this is kind of how you 

2023
01:37:25,600 --> 01:37:27,600
deal with a really Kick-Ass tire
iron. 

2024
01:37:28,500 --> 01:37:32,200
You you accept the sacrifice of 
multiple stands. 

2025
01:37:32,300 --> 01:37:35,500
And then the last sort of 345 
stands will suddenly start going

2026
01:37:35,500 --> 01:37:37,400
through because they're just 
rolling so many, their own five,

2027
01:37:37,400 --> 01:37:39,900
676. 
Because at times close the sole 

2028
01:37:39,900 --> 01:37:41,900
factor is quite high. 
So like a wall or tight end is 

2029
01:37:41,900 --> 01:37:45,600
closer so 14. 
So the worst he can get as a 16 

2030
01:37:46,100 --> 01:37:49,300
and so to get to 16 is going to 
take quite a lot of dice, but 

2031
01:37:49,300 --> 01:37:51,700
you can slowly work your way 
through that, you know, chipping

2032
01:37:51,700 --> 01:37:54,600
away, chipping away and 
eventually Yeah, that you know, 

2033
01:37:54,700 --> 01:37:58,200
seven days, nine stand is all of
a sudden going to miraculously 

2034
01:37:58,400 --> 01:38:01,100
stuff, a grenade down the leg of
the design or something and blow

2035
01:38:01,100 --> 01:38:02,900
out like it's ludicrous. 
It makes no sense but it's kind 

2036
01:38:02,900 --> 01:38:06,400
of fun when it happens. 
So yeah that's that's really it 

2037
01:38:06,400 --> 01:38:13,700
with close combat. 
Yeah, if if the and that's 

2038
01:38:13,700 --> 01:38:14,200
really good. 
Thanks. 

2039
01:38:14,200 --> 01:38:16,800
Thanks John. 
Those perfectly said my like I 

2040
01:38:16,800 --> 01:38:18,300
couldn't say it said it better 
myself. 

2041
01:38:18,300 --> 01:38:23,100
But with the, with the, with the
factor of first fire. 

2042
01:38:23,100 --> 01:38:25,700
Now, if you if a Grizzly 
Crookston, yep. 

2043
01:38:25,700 --> 01:38:27,900
That's four examples. 
Let's say that I have my my 

2044
01:38:27,900 --> 01:38:31,900
squats on first fire in a 
building and then John had his 

2045
01:38:31,900 --> 01:38:35,300
aux charge me. 
I get to shoot at him before he 

2046
01:38:35,300 --> 01:38:39,800
gets to, engage me into close 
combat and then The ran in close

2047
01:38:39,800 --> 01:38:41,900
combat which is really good. 
So you get sort of a double 

2048
01:38:41,900 --> 01:38:43,700
whammy there so you get to take 
them. 

2049
01:38:43,700 --> 01:38:46,000
Hopefully, take some out before 
they get to you and then 

2050
01:38:46,000 --> 01:38:48,700
hopefully, if you're lucky, you 
get them to clean them up in the

2051
01:38:48,700 --> 01:38:52,000
in the close combat phase. 
So if you do feel that you're 

2052
01:38:52,000 --> 01:38:54,100
going to be charged if you do 
see it, see them sort of 

2053
01:38:54,100 --> 01:38:56,400
breathing, down your neck, put 
on first fire. 

2054
01:38:56,400 --> 01:38:58,700
And then that way you get some 
shots off before they get there 

2055
01:38:59,500 --> 01:39:02,000
and I think the other thing we 
did again hinted at earlier and 

2056
01:39:02,000 --> 01:39:04,000
I suddenly had a moment of 
doubting if it was in this 

2057
01:39:04,000 --> 01:39:06,200
version of the game or not. 
But pinning, so once you're 

2058
01:39:06,200 --> 01:39:08,600
engaged in close combat, you 
have to stay in close combat and

2059
01:39:08,600 --> 01:39:10,400
tell you. 
You're dead or of one. 

2060
01:39:10,500 --> 01:39:12,600
However, there is a like a 
painting class. 

2061
01:39:12,600 --> 01:39:17,000
So infantry camp in infantry, 
Vehicles camp in vehicles and 

2062
01:39:17,000 --> 01:39:19,500
infantry Titans camp in Titans 
vehicles in the tree. 

2063
01:39:19,500 --> 01:39:22,400
So, you know, if my squad of of 
Space Marines Scouts runs up to 

2064
01:39:22,400 --> 01:39:24,400
a tire iron. 
He doesn't even know they're 

2065
01:39:24,400 --> 01:39:26,300
there. 
He just walks off and I left 

2066
01:39:26,300 --> 01:39:28,200
sort of feeling a bit 
embarrassed. 

2067
01:39:28,300 --> 01:39:30,400
Whereas if a tiny gets into a 
fight with a tired, all of a 

2068
01:39:30,407 --> 01:39:32,600
sudden they are pinned, they 
cannot move away from each 

2069
01:39:32,600 --> 01:39:34,200
other. 
And then again, I'm saying about

2070
01:39:34,200 --> 01:39:36,300
skimmers and the fact that they 
can actually move out of close 

2071
01:39:36,300 --> 01:39:38,000
combat. 
And again, that's a really real 

2072
01:39:38,000 --> 01:39:40,200
advantage of the elderly. 
You can charge an out of 

2073
01:39:40,200 --> 01:39:43,100
formation and if you've gone 
first and they then get to move,

2074
01:39:43,100 --> 01:39:45,700
they can just flit away from you
with their skimming rules and 

2075
01:39:45,700 --> 01:39:47,500
just leg it for. 
So that's one of the most 

2076
01:39:47,500 --> 01:39:50,400
frustrating things as an old 
player is having to chase Elder 

2077
01:39:50,400 --> 01:39:52,200
around the battlefield. 
And that's where I think about 

2078
01:39:52,200 --> 01:39:55,200
like going s can be advantageous
if you have troops, that can 

2079
01:39:55,200 --> 01:39:56,600
scare more. 
You have troops that can break 

2080
01:39:56,600 --> 01:39:59,700
pinning going. 
S is really powerful because you

2081
01:39:59,700 --> 01:40:02,500
can walk out of being charged 
and not have to suffer that 

2082
01:40:02,500 --> 01:40:04,100
round of close combat that you 
don't want to. 

2083
01:40:04,100 --> 01:40:06,800
So again, it's a really 
interesting kind of close combat

2084
01:40:06,800 --> 01:40:10,000
wrinkled too. 
To think about. 

2085
01:40:10,700 --> 01:40:11,300
Yep. 
That's true. 

2086
01:40:11,300 --> 01:40:12,300
Mate. 
Excellent. 

2087
01:40:12,300 --> 01:40:17,400
And now apart from that now 
Titans Titans work a little bit 

2088
01:40:17,400 --> 01:40:19,100
differently. 
They cannot be pinned by 

2089
01:40:19,100 --> 01:40:21,800
anything except other Titans as 
you just pointed out before. 

2090
01:40:22,200 --> 01:40:24,100
Okay, so that's their main 
thing, but they don't get the 

2091
01:40:24,108 --> 01:40:26,700
power Shields. 
So the void Shields are gone. 

2092
01:40:26,800 --> 01:40:29,600
So when you're going to hand 
combat, they don't, they don't 

2093
01:40:29,600 --> 01:40:31,700
take effect. 
So they're very vulnerable in 

2094
01:40:31,700 --> 01:40:37,100
hand, combat, and that sense. 
Now let's see what interesting 

2095
01:40:37,100 --> 01:40:38,700
as well. 
You don't roll the scattered 

2096
01:40:38,700 --> 01:40:40,100
ice. 
When you will fight in close 

2097
01:40:40,100 --> 01:40:44,000
combat close combat with Titans?
Yes, it's a tune. 

2098
01:40:45,400 --> 01:40:48,200
That's huge effect. 
So um, we cut we kind of skipped

2099
01:40:48,200 --> 01:40:51,500
over it but when you target a 
Titan with a range tag, they 

2100
01:40:51,500 --> 01:40:53,600
have, this is like, it's one of 
my favorite rules is one of the 

2101
01:40:53,608 --> 01:40:55,600
reasons I really love that 
because it reminded me of battle

2102
01:40:55,600 --> 01:40:57,200
tag. 
So you would declare or I'm 

2103
01:40:57,200 --> 01:41:00,400
going to shoot you in the head 
but you then roll a dice to see 

2104
01:41:00,400 --> 01:41:02,400
if you're, you know, if you're 
shot strikes true or fake you 

2105
01:41:02,400 --> 01:41:04,300
know the last minute that ice 
tigers in the shop. 

2106
01:41:04,300 --> 01:41:06,800
Zips over his shoulder or hits 
him in the flank or whatever. 

2107
01:41:07,300 --> 01:41:08,900
So that's what those are up down
left, right? 

2108
01:41:09,000 --> 01:41:11,700
II swear that we talked about 
the star, you don't roll those 

2109
01:41:11,700 --> 01:41:13,400
dice in close combat against the
tie. 

2110
01:41:13,400 --> 01:41:15,500
And so that's really helped 
because what it means is you you

2111
01:41:15,500 --> 01:41:18,500
basically choose where you're, 
you know, hurting that tired and

2112
01:41:18,500 --> 01:41:20,500
you're going to go for the weak 
spot. 

2113
01:41:21,100 --> 01:41:23,500
And again you know, if you were 
a crazy house rule that you 

2114
01:41:23,500 --> 01:41:26,300
couldn't you, you could argue, 
there is no way that a Space 

2115
01:41:26,300 --> 01:41:30,600
Marine, could Target the head of
Italian because it was a jump up

2116
01:41:30,600 --> 01:41:32,100
in the air and punch it, like 
it's crazy. 

2117
01:41:32,300 --> 01:41:34,400
So you could maybe say, oh you 
know, infantry could only 

2118
01:41:34,400 --> 01:41:37,000
target, you know, legs down or 
you know, the first few rows of 

2119
01:41:37,000 --> 01:41:38,900
anyway, we're getting into like 
speculative territory. 

2120
01:41:39,100 --> 01:41:41,300
But it's just better in mind 
that when you when you fight a 

2121
01:41:41,308 --> 01:41:44,100
tightening close combat you pick
the location. 

2122
01:41:44,100 --> 01:41:47,400
So let's say, you know, going 
with the story, the Titan like 

2123
01:41:47,400 --> 01:41:50,600
squats down to be able to hit 
you and you wait for the moment 

2124
01:41:50,600 --> 01:41:53,000
to jump up and punch through the
plexiglass lens. 

2125
01:41:53,000 --> 01:41:55,100
That's how you can hit a Titan 
in the head in close combat. 

2126
01:41:55,200 --> 01:41:57,000
There is a way, there's always a
way if you're willing to tell a 

2127
01:41:57,008 --> 01:42:00,500
story but it seems weird that 
the type one actually engage in 

2128
01:42:00,500 --> 01:42:02,600
close combat in the first place 
who disagreed, just like the 

2129
01:42:02,608 --> 01:42:04,300
sort of stomp on you or just the
way. 

2130
01:42:04,300 --> 01:42:06,500
Yeah. 
But it resent. 

2131
01:42:06,500 --> 01:42:10,100
Yeah, they have a huge close. 
With assault factors. 

2132
01:42:10,100 --> 01:42:14,300
So, to beat it in any combat 
would be very, very difficult. 

2133
01:42:14,500 --> 01:42:17,400
You need to put a lot of stands 
in there and I think again 

2134
01:42:17,400 --> 01:42:19,400
that's where it gets some, you 
know, tactically. 

2135
01:42:19,700 --> 01:42:23,500
Don't leave your tie ins out to 
be at a, you know, if a mob of 

2136
01:42:23,700 --> 01:42:26,600
15 stands of all boys goes in 
the times probably going to kill

2137
01:42:26,600 --> 01:42:28,400
the first 13. 
But then, the last two are going

2138
01:42:28,400 --> 01:42:31,000
to ruin his day, there's also 
need to have that kind of that 

2139
01:42:31,000 --> 01:42:34,800
Skirmish line of infantry, in 
the way to kind of soak up some 

2140
01:42:34,800 --> 01:42:36,900
of those initial attacks. 
All of a sudden the Orcs have, 

2141
01:42:36,900 --> 01:42:40,200
no, just no chance of killing 
That's high and so you got, you 

2142
01:42:40,208 --> 01:42:43,100
know, you think of times as 
being, these are more gods of 

2143
01:42:43,108 --> 01:42:46,300
the table but actually you have 
to have your infantry protecting

2144
01:42:46,300 --> 01:42:48,800
them and, you know, making sure 
that they're being used to their

2145
01:42:48,800 --> 01:42:51,900
best effect or a candy opponent 
is going to take advantage of 

2146
01:42:51,900 --> 01:42:55,300
them and exactly in swarm them 
with, you know, cheap disposable

2147
01:42:55,300 --> 01:42:57,500
infantry and just through sheer 
weight of numbers. 

2148
01:42:57,500 --> 01:43:00,100
I've somehow, like I said, 
probably just packing so many 

2149
01:43:00,100 --> 01:43:02,400
grades around the toes of the 
Titan, the eventually it just 

2150
01:43:02,400 --> 01:43:03,800
yet. 
Blows Its feet up and it falls 

2151
01:43:03,800 --> 01:43:05,300
over or something. 
Yeah. 

2152
01:43:06,600 --> 01:43:07,700
Yep. 
Now they're one of the 

2153
01:43:07,700 --> 01:43:09,700
highlights of the game. 
That's for sure. 

2154
01:43:09,700 --> 01:43:12,400
Titans are just the thing that 
you need to you, you always want

2155
01:43:12,400 --> 01:43:15,500
to test because of not only 
because they are so destructive 

2156
01:43:15,500 --> 01:43:19,600
and they're so invulnerable to 
anything but the charts that 

2157
01:43:19,600 --> 01:43:22,100
they have that you get to roll 
on and that kind of thing. 

2158
01:43:22,100 --> 01:43:24,400
It makes it so much fun. 
And all the flavor, text with 

2159
01:43:24,400 --> 01:43:26,000
it. 
Yeah, it's actually really like,

2160
01:43:26,000 --> 01:43:29,300
I say, it's why, why epic spoke 
to me. 

2161
01:43:29,500 --> 01:43:31,800
Yeah, felt like BattleTech. 
It felt like I think of the 

2162
01:43:31,800 --> 01:43:35,000
others. 
He's ridiculously huge creatures

2163
01:43:35,200 --> 01:43:37,600
and I'm like, you know, most 
guys would always got 10 wounds 

2164
01:43:37,600 --> 01:43:42,300
and then I know he's Kind of got
one wound but he's got one wound

2165
01:43:42,300 --> 01:43:45,200
across 20 different locations 
and it's I think VA you can chip

2166
01:43:45,200 --> 01:43:47,800
away and you can, you know, the 
gun can explode and fly off or 

2167
01:43:47,800 --> 01:43:50,400
you can take his head out. 
And actually, you know, with 

2168
01:43:50,400 --> 01:43:53,100
Garland's, if you blow the head 
off the gargon, it doesn't stop 

2169
01:43:53,100 --> 01:43:54,700
the garden. 
They just kind of carry on 

2170
01:43:54,700 --> 01:43:56,700
without the boss and they sort 
of spend a little bit of time, 

2171
01:43:56,700 --> 01:43:57,800
figure out. 
What do we do now? 

2172
01:43:57,800 --> 01:44:00,100
The boss has just been exploded 
but we're still in the fight, 

2173
01:44:00,100 --> 01:44:02,600
keep going, this is great. 
You know, there's great kind of 

2174
01:44:02,600 --> 01:44:06,200
visual moments of like yes. 
So much more than just our, we 

2175
01:44:06,200 --> 01:44:08,400
took a shot, his dead and take 
them off the table and that's 

2176
01:44:08,400 --> 01:44:10,100
right. 
I love that. 

2177
01:44:10,200 --> 01:44:11,200
I love it. 
Yeah, me too. 

2178
01:44:11,200 --> 01:44:12,800
It's got a real heart and soul 
to it. 

2179
01:44:12,800 --> 01:44:14,000
That's what I love about this 
game. 

2180
01:44:14,100 --> 01:44:16,400
Yeah. 
Okay. 

2181
01:44:16,400 --> 01:44:18,400
Now we come. 
We come to the end phase now. 

2182
01:44:18,500 --> 01:44:20,200
So we're sort of nearly nearly 
wrapping up. 

2183
01:44:20,200 --> 01:44:22,300
We never really that. 
We really made it. 

2184
01:44:22,500 --> 01:44:24,400
So thanks for thanks for 
sticking with us guys. 

2185
01:44:25,100 --> 01:44:28,000
So now victory points, this is 
the most important thing because

2186
01:44:28,000 --> 01:44:31,600
we're sort of calculating, these
aren't we John during every turn

2187
01:44:31,600 --> 01:44:34,500
at the end phase where now so 
let's say we play through our 

2188
01:44:34,500 --> 01:44:36,900
first turn then we're sort of 
looking at, okay? 

2189
01:44:36,900 --> 01:44:38,900
How many victory points that we 
claim in this turn? 

2190
01:44:39,000 --> 01:44:41,100
John got, you know, for 
objectives and hand side. 

2191
01:44:41,100 --> 01:44:44,000
I've got four jacks in my size, 
so that's that's 20 points with 

2192
01:44:44,000 --> 01:44:46,300
are worth Five Points each, 
okay? 

2193
01:44:46,300 --> 01:44:48,600
And we're sort of making a tally
of these, as we're going 

2194
01:44:48,600 --> 01:44:50,200
through, that's really 
important. 

2195
01:44:50,200 --> 01:44:54,000
You do it record-keeping, you 
doing your objectives. 

2196
01:44:54,700 --> 01:44:57,500
Now, you may have an old Games 
official game, where you need a 

2197
01:44:57,500 --> 01:45:00,000
notepad and a pencil to work out
happening. 

2198
01:45:01,600 --> 01:45:03,500
It's like a real old-school war 
game, isn't it? 

2199
01:45:04,000 --> 01:45:07,100
Absolutely. 
So you'd keep keep record of 

2200
01:45:07,100 --> 01:45:10,700
that because cut because 
Depending on the size of the 

2201
01:45:10,700 --> 01:45:12,300
game you're playing. 
So let's say me and Jonah 

2202
01:45:12,300 --> 01:45:15,700
playing thousand point game as a
starting point game. 

2203
01:45:16,000 --> 01:45:19,100
For example, so we go to our our
chart at the back and it's got 

2204
01:45:19,100 --> 01:45:23,100
here, Victory level table. 
So up to 1,000 points, the 

2205
01:45:23,100 --> 01:45:25,900
number of victory points 
required to win is 30. 

2206
01:45:26,500 --> 01:45:28,800
So that's our Target number. 
So it's the the first person to 

2207
01:45:28,800 --> 01:45:31,400
reach 30 you've won the game. 
So there's actually no sort of 

2208
01:45:31,400 --> 01:45:34,800
turn limit in the game in that 
regard. 

2209
01:45:34,800 --> 01:45:37,400
So you basically just going 
towards, it's like a well, it is

2210
01:45:37,400 --> 01:45:38,800
like a time limit. 
It's like a Time. 

2211
01:45:39,000 --> 01:45:42,600
More than a term limit really 
definitely to get to that that 

2212
01:45:42,700 --> 01:45:48,100
sweet number and I think what's 
interesting about so there's the

2213
01:45:48,100 --> 01:45:49,800
two ways to score points as 
objectives. 

2214
01:45:49,800 --> 01:45:52,400
And then there's breaking your 
opponent's formations. 

2215
01:45:52,700 --> 01:45:55,200
So every formation has a point 
value, you normally flip the 

2216
01:45:55,208 --> 01:45:57,900
card over and it tells you how 
many models need to be destroyed

2217
01:45:57,900 --> 01:45:59,300
to break it. 
And then once it's broken, how 

2218
01:45:59,300 --> 01:46:03,000
many points it's worth and the 
kind of is an interesting 

2219
01:46:03,000 --> 01:46:05,500
conversation that kind of 
happened the other day in one of

2220
01:46:05,508 --> 01:46:08,500
the in the the Epic Facebook 
group where a guy who's kind of 

2221
01:46:08,500 --> 01:46:11,200
news that Game was asking how it
works because what's interesting

2222
01:46:11,200 --> 01:46:14,700
is broken, formations stack. 
And once a formations broken, 

2223
01:46:14,700 --> 01:46:16,000
you've scored, its points 
forever. 

2224
01:46:16,200 --> 01:46:18,100
Where is objectives ebb and 
flow? 

2225
01:46:18,100 --> 01:46:20,900
Because there were five points, 
but they were five points whilst

2226
01:46:20,900 --> 01:46:23,300
you control them and those are 
not additive. 

2227
01:46:23,300 --> 01:46:26,300
It's at the end of the turn, 
however, many objectives, you 

2228
01:46:26,300 --> 01:46:29,100
control are worth, you know, 
that times 5. 

2229
01:46:29,500 --> 01:46:32,900
But if you lose those objectives
later in the game you haven't 

2230
01:46:32,900 --> 01:46:36,400
Bank those points you 
recalculate it at that moment. 

2231
01:46:36,400 --> 01:46:39,600
So let's use or said we do you 
score for I score for Someone so

2232
01:46:39,600 --> 01:46:42,800
you get 20 points, I get 20 
points towards our goal in turn 

2233
01:46:42,800 --> 01:46:44,900
to if you then take one of mine 
off me. 

2234
01:46:44,900 --> 01:46:48,300
All of a sudden, you get 25 and 
I get 15, but that's not added 

2235
01:46:48,300 --> 01:46:50,200
to the 20. 
We had originally it kind of 

2236
01:46:50,208 --> 01:46:52,600
replaces that 20. 
So it's always the kind of 

2237
01:46:52,600 --> 01:46:57,400
whatever your current objective 
Point score is plus the, the 

2238
01:46:57,400 --> 01:47:01,300
additive destruction points, and
those two numbers combined, tell

2239
01:47:01,300 --> 01:47:03,200
you how close you are. 
So that's really interesting 

2240
01:47:03,200 --> 01:47:05,000
because you get into that 
situation where you're like, oh 

2241
01:47:05,000 --> 01:47:08,000
I've you know, I've killed X 
number of troops and I'm on this

2242
01:47:08,000 --> 01:47:10,800
many points. 
If I can just steal two more 

2243
01:47:10,800 --> 01:47:12,700
objectives and stop my opponent 
scoring. 

2244
01:47:12,700 --> 01:47:16,900
Any back I can get to the, you 
know, the the wind point of the 

2245
01:47:16,900 --> 01:47:21,100
game and, you know, it's that 
really exciting thing of like 

2246
01:47:21,100 --> 01:47:23,800
it's about territorial control 
as much. 

2247
01:47:23,800 --> 01:47:26,000
If not more than destruction 
because those you have five 

2248
01:47:26,000 --> 01:47:30,000
points per objective is huge 
versus, you know. 

2249
01:47:30,000 --> 01:47:30,400
Yeah. 
Ok. 

2250
01:47:30,400 --> 01:47:32,900
I killed three land. 
Raiders, that's only worth two 

2251
01:47:32,900 --> 01:47:35,400
points. 
So it's that really interesting 

2252
01:47:35,400 --> 01:47:37,500
album flow That You Don't See in
a lot of be like normally it's 

2253
01:47:37,500 --> 01:47:38,800
just additive it's however many 
you know. 

2254
01:47:39,000 --> 01:47:40,400
Your point. 
I'll turn off the turn after 

2255
01:47:40,400 --> 01:47:41,200
turn. 
This is I know. 

2256
01:47:41,200 --> 01:47:45,100
No each turn you reassess the 
table situation to see where 

2257
01:47:45,100 --> 01:47:46,900
you're at, in terms of territory
and then you add your 

2258
01:47:46,907 --> 01:47:49,100
destruction on top. 
And I think it's really 

2259
01:47:49,100 --> 01:47:51,300
interesting because actually, 
it's territorial control, that 

2260
01:47:51,300 --> 01:47:53,100
will decide the game. 
Killing stuff is really 

2261
01:47:53,100 --> 01:47:54,900
important because I was gives 
you a tactical Edge in it to 

2262
01:47:54,900 --> 01:47:57,600
score some points. 
But it is very rare that you'll 

2263
01:47:57,600 --> 01:47:59,300
win a game through destruction 
alone. 

2264
01:47:59,400 --> 01:48:01,100
Because all the, while you're 
killing stuff, your opponent's 

2265
01:48:01,100 --> 01:48:02,700
barely nicking all the 
objectives because you're not 

2266
01:48:02,700 --> 01:48:04,400
paying attention to them. 
And all of a sudden they've 

2267
01:48:04,400 --> 01:48:06,800
scored 35 points and broken one 
of your companies and they've 

2268
01:48:06,800 --> 01:48:08,700
pushed over the line and what 
and you're like, oh I've you 

2269
01:48:08,700 --> 01:48:11,400
know, I've done 28 points worth 
of damage but I need to get to 

2270
01:48:11,400 --> 01:48:14,300
32 win and I can't do it because
I've not got those objectives. 

2271
01:48:14,300 --> 01:48:16,800
So again that's one of the 
things that really makes ethic 

2272
01:48:16,800 --> 01:48:21,200
unique in the kind of thing. 
The Games Workshop over of work,

2273
01:48:21,200 --> 01:48:24,100
if you will that I love it for 
that. 

2274
01:48:24,100 --> 01:48:29,300
Like I just is ITS Tactical 
warfare that's based on 

2275
01:48:29,600 --> 01:48:31,800
strategic tactical decisions. 
Rather. 

2276
01:48:31,800 --> 01:48:34,000
Just who's got the biggest gun 
kill the dudes? 

2277
01:48:35,200 --> 01:48:36,900
Yeah. 
Yeah. 

2278
01:48:36,900 --> 01:48:39,500
But I love it for that as well, 
because I think, yeah, When we, 

2279
01:48:39,500 --> 01:48:42,400
when we started playing it, I 
think it was just this ebb and 

2280
01:48:42,400 --> 01:48:44,800
flow, kind of feel that you have
a sort of you. 

2281
01:48:44,800 --> 01:48:46,800
You take control of something, 
then you lose it and you need to

2282
01:48:46,800 --> 01:48:50,100
fight me back and I love it. 
It's like, this is now sort of 

2283
01:48:50,100 --> 01:48:52,400
nail-biting finish to was the 
end. 

2284
01:48:53,800 --> 01:48:55,000
Yeah. 
So there's so many aspects to 

2285
01:48:55,000 --> 01:48:58,400
Epic that keep kept. 
Kept us coming back and moved to

2286
01:48:58,400 --> 01:49:00,900
play it more and more into 
experience more and more again. 

2287
01:49:00,900 --> 01:49:03,600
So yeah. 
Alright, so we've gone through 

2288
01:49:03,600 --> 01:49:06,300
the break points and what we 
need to achieve to in order to 

2289
01:49:06,300 --> 01:49:09,400
win the game. 
Now the last few Points when we 

2290
01:49:09,400 --> 01:49:13,700
look at his morale checks. 
Now, now on the back of the 

2291
01:49:13,700 --> 01:49:16,400
card, as John was saying that 
you have some kind of break 

2292
01:49:16,400 --> 01:49:20,900
break point, you also have like 
a morel checkpoint as well, so, 

2293
01:49:20,900 --> 01:49:26,200
once the unit is broken, they'll
need to take a morale, check? 

2294
01:49:26,500 --> 01:49:28,500
Okay? 
To see whether they're going to 

2295
01:49:28,500 --> 01:49:31,200
still fight, all and carry on or
whether they're going to fall 

2296
01:49:31,200 --> 01:49:35,300
back. 
So, a unit, must take a morale, 

2297
01:49:35,300 --> 01:49:37,100
check under the following 
circumstances. 

2298
01:49:37,400 --> 01:49:39,400
Once troops have sustained 
casualties, Equal to their 

2299
01:49:39,400 --> 01:49:41,200
breakpoint. 
They are broken sir. 

2300
01:49:41,200 --> 01:49:43,300
Try surviving troops on that 
card. 

2301
01:49:43,500 --> 01:49:45,300
Must take a mallet check 
immediately. 

2302
01:49:45,300 --> 01:49:48,900
Now, Marines are usually really 
like squats are like incredibly 

2303
01:49:48,900 --> 01:49:53,000
High aux are really low for 
them, real morale. 

2304
01:49:53,000 --> 01:49:55,300
Check. 
So that they'll tend to break 

2305
01:49:55,500 --> 01:49:59,900
more more commonly than not. 
So, to Broken troops must also 

2306
01:49:59,900 --> 01:50:02,700
take a morale check at the start
of the close combat segment. 

2307
01:50:02,700 --> 01:50:06,000
If they are engaged in close 
combat which be quite nasty 

2308
01:50:06,600 --> 01:50:08,700
three sometimes truths must 
think I'm a real check. 

2309
01:50:08,800 --> 01:50:11,100
In response to a particularly 
horrible encounter or 

2310
01:50:11,100 --> 01:50:13,400
experienced troops and gaze by 
demons. 

2311
01:50:13,400 --> 01:50:16,000
For example, there's a 
circumstances will be indicated 

2312
01:50:16,000 --> 01:50:19,100
in the special rules for these 
creatures or situations as 

2313
01:50:19,100 --> 01:50:21,500
appropriate for True Source a 
control. 

2314
01:50:21,500 --> 01:50:26,200
Check if they wish to Rally as 
explained below and five note 

2315
01:50:26,200 --> 01:50:28,900
that command units, never need 
check morale. 

2316
01:50:29,000 --> 01:50:31,700
But some can affect the morale 
of troops around them. 

2317
01:50:32,000 --> 01:50:34,900
As described below. 
John, you'll go through the 

2318
01:50:35,000 --> 01:50:37,300
remaining points mate. 
Yeah sure. 

2319
01:50:37,300 --> 01:50:40,100
So like say yeah. 
Whenever you're called upon to 

2320
01:50:40,100 --> 01:50:43,900
take that role test you, you 
roll the dice and you saying, 

2321
01:50:43,900 --> 01:50:45,900
there's that kind of sliding 
scale of like Marines tend to do

2322
01:50:45,900 --> 01:50:47,200
it. 
They tend not to worry about 

2323
01:50:47,200 --> 01:50:49,200
morale because they're super 
cool. 

2324
01:50:49,900 --> 01:50:51,900
You know, genetically modified 
Heroes Orcs. 

2325
01:50:52,400 --> 01:50:55,000
It takes a long time to break in
or Clan, but once it's broken, 

2326
01:50:55,000 --> 01:50:56,800
you find very quickly, they 
start to Peg it. 

2327
01:50:56,800 --> 01:51:00,500
So it's that interesting thing. 
So you really D6, if you pass 

2328
01:51:00,500 --> 01:51:02,400
your fine, if not you're going 
to fall back. 

2329
01:51:02,500 --> 01:51:05,200
So fall back basically replaces 
your order. 

2330
01:51:05,800 --> 01:51:08,300
So the full-back token is marked
which is it looks the same as 

2331
01:51:08,300 --> 01:51:10,200
the other order. 
It's just the really bad one. 

2332
01:51:10,700 --> 01:51:12,800
You may not be given any other 
orders because you're too busy 

2333
01:51:12,800 --> 01:51:15,500
trying to run away and then you 
fall back, you turn. 

2334
01:51:15,500 --> 01:51:18,500
So as your fallback, you move up
to double your speed as if you 

2335
01:51:18,500 --> 01:51:21,100
were charging, however you move 
away from the enemy. 

2336
01:51:21,300 --> 01:51:24,200
So you are fleeing essentially, 
you're not permitted to move 

2337
01:51:24,200 --> 01:51:26,900
into any way that brings you 
closer to the enemy. 

2338
01:51:26,900 --> 01:51:29,500
So that's quite tricky if you're
being encircled. 

2339
01:51:29,500 --> 01:51:32,000
But basically, wherever the 
enemy are not go towards that 

2340
01:51:32,000 --> 01:51:34,700
space. 
If you're in cover however, or 

2341
01:51:34,700 --> 01:51:37,800
you cannot see an enemy troops, 
you don't have to move. 

2342
01:51:37,800 --> 01:51:40,700
So once one of them, There is if
you fall back into a forest or 

2343
01:51:40,700 --> 01:51:44,100
into a building or behind a 
building you basically get to 

2344
01:51:44,100 --> 01:51:46,200
take a breath and say, oh cool, 
I think we're safe for a minute 

2345
01:51:46,200 --> 01:51:49,400
guys. 
Let's just wait here and then 

2346
01:51:49,400 --> 01:51:51,500
try and rally ourselves in the 
future. 

2347
01:51:52,000 --> 01:51:55,800
You can't shoot, which is fine. 
If you find close combat, you're

2348
01:51:55,800 --> 01:51:58,700
a - to to close the sole Factor 
because you know, you're already

2349
01:51:58,700 --> 01:52:00,300
shaking. 
So it's a really, really bad 

2350
01:52:00,300 --> 01:52:03,200
you, you are not a combat 
effective, you know, this point 

2351
01:52:03,400 --> 01:52:06,800
if you take a further morale 
check for any reason, you route 

2352
01:52:06,800 --> 01:52:10,700
that are completely destroyed. 
So It can be really powerful to 

2353
01:52:10,700 --> 01:52:13,900
kind of, you know, break a unit.
And then, you know, however, you

2354
01:52:13,900 --> 01:52:16,500
find a way of doing it to go out
them again and cause them to 

2355
01:52:16,500 --> 01:52:20,400
Rowell. 
And again, that's without you 

2356
01:52:20,400 --> 01:52:24,100
know, that taking the penalty if
you're charged is kind of 

2357
01:52:24,200 --> 01:52:26,600
important as well. 
So if you charge a unit that is 

2358
01:52:26,600 --> 01:52:28,900
broken and they felt I'm rotting
like they're gone before you 

2359
01:52:28,900 --> 01:52:32,500
even fight so it can, you know, 
it's devastating, you are not, 

2360
01:52:32,500 --> 01:52:34,800
you are not operational because 
you can't fight and if you are 

2361
01:52:34,800 --> 01:52:36,300
called upon to fight, there's a 
good chance, you're just going 

2362
01:52:36,300 --> 01:52:38,700
to round off the table. 
So very, very bad. 

2363
01:52:38,900 --> 01:52:42,800
Is being broken. 
Once you are broken, you 

2364
01:52:43,200 --> 01:52:44,700
continued to retreat, each turn 
and less. 

2365
01:52:44,700 --> 01:52:47,200
As we mentioned, you're in a 
spot those considered inverted, 

2366
01:52:47,200 --> 01:52:51,300
commas, safe, and then you can 
take that rally test. 

2367
01:52:51,300 --> 01:52:54,100
So the end phase, you can 
attempt to Rally as long as it's

2368
01:52:54,100 --> 01:52:56,400
not the turn. 
You were broken, you take a, 

2369
01:52:56,400 --> 01:52:59,400
I'll check if successful you 
rally in your back into fully 

2370
01:53:00,000 --> 01:53:03,200
combat Effectiveness. 
However you've still given up 

2371
01:53:03,200 --> 01:53:05,000
your break point. 
So that's the important thing is

2372
01:53:05,000 --> 01:53:07,900
you unlike with, you know, an 
objective, taking objective 

2373
01:53:07,900 --> 01:53:10,300
back, you lose those Points, 
once you're broken, those points

2374
01:53:10,300 --> 01:53:12,500
can never be taken away. 
So even if the unit is broken, 

2375
01:53:12,500 --> 01:53:16,600
and then rallies, you've still 
given up your victory points to 

2376
01:53:16,600 --> 01:53:19,400
your opponent for that unit, 
being being broken. 

2377
01:53:19,400 --> 01:53:22,700
So, yeah, and that's, that's 
kind of it, right? 

2378
01:53:23,100 --> 01:53:24,300
I think we just wrapped up do 
nothing. 

2379
01:53:24,300 --> 01:53:27,200
You did it'd be really made. 
I'm so glad you could make it to

2380
01:53:27,300 --> 01:53:29,600
to go through this with me. 
I think I don't think I could 

2381
01:53:29,600 --> 01:53:32,200
have done it as good as you 
could made us, as in describing 

2382
01:53:32,200 --> 01:53:33,500
all the rules. 
And what kind of thing. 

2383
01:53:33,700 --> 01:53:36,200
It's such a big break break that
speed. 

2384
01:53:37,400 --> 01:53:41,000
Yeah, in the back of the It does
cover all the Epic forces but 

2385
01:53:41,000 --> 01:53:43,500
we're not go through those. 
We're going to show you through.

2386
01:53:43,800 --> 01:53:46,200
Yeah, let me Savor those for 
cuz, you know, if you think this

2387
01:53:46,200 --> 01:53:48,900
is good, I mean that we've only 
gone through the first three 

2388
01:53:48,900 --> 01:53:51,800
layers of the onion. 
I think for epic, it really gets

2389
01:53:51,800 --> 01:53:56,000
into the whole game in the 
flavor of the of the different 

2390
01:53:56,000 --> 01:53:58,400
armies in the supplements that 
were released for it. 

2391
01:53:59,300 --> 01:54:02,000
And I think the first one was 
that was for the Space Marines, 

2392
01:54:02,000 --> 01:54:05,500
I believe. 
Yeah, I miss V impairment. 

2393
01:54:05,500 --> 01:54:07,000
I was in Korea. 
Yeah. 

2394
01:54:07,000 --> 01:54:10,800
So that is Imperial Guard space.
Gene's Titans and inquisitors. 

2395
01:54:10,800 --> 01:54:14,300
Interestingly it's quite 
exciting with the introduction 

2396
01:54:14,300 --> 01:54:16,400
of the flamer, template to Epic 
as well, because it turns out 

2397
01:54:16,407 --> 01:54:18,700
there's not a flamer template in
the core box. 

2398
01:54:19,200 --> 01:54:20,600
All right. 
Weird little wrinkle. 

2399
01:54:20,600 --> 01:54:23,200
I noticed it as I was unpacking 
mine and like that's the title 

2400
01:54:23,200 --> 01:54:26,900
Legions, flame a template. 
So just a strange little thing 

2401
01:54:26,900 --> 01:54:29,300
man. 
Okay, well yeah, I didn't 

2402
01:54:29,300 --> 01:54:32,200
realize that actually. 
So I think I've got one from my 

2403
01:54:32,200 --> 01:54:34,100
awkward. 
Yes. 

2404
01:54:36,300 --> 01:54:38,600
But yeah, we will go through 
those in a later. 

2405
01:54:38,800 --> 01:54:41,600
Supplement or later episode of 
say, I'm so tired. 

2406
01:54:41,600 --> 01:54:45,700
So I'm out at about 130 kids, 
I've got, I've got, I've got a 

2407
01:54:45,700 --> 01:54:49,400
3000 point game of war, hammer 
to play tomorrow, brilliant, and

2408
01:54:49,400 --> 01:54:51,800
I've got a ton of stuff to do, 
and I just haven't got around to

2409
01:54:51,808 --> 01:54:53,600
doing, but that's okay. 
I'm going to have fun tomorrow 

2410
01:54:53,600 --> 01:54:56,000
anyway, but so. 
But I want to say thank you so 

2411
01:54:56,000 --> 01:54:58,400
much again, mate, for taking the
time to come and talk to us 

2412
01:54:58,700 --> 01:55:00,300
tonight. 
And we're definitely going to 

2413
01:55:00,800 --> 01:55:02,600
continue doing these in the 
future. 

2414
01:55:03,000 --> 01:55:05,400
Brilliant up. 
So, it's like I'm thrilled. 

2415
01:55:05,400 --> 01:55:07,600
You invite me back and I 
apologize again for just going 

2416
01:55:07,600 --> 01:55:09,900
on and on and on its own. 
No, no, I want you to go on, 

2417
01:55:10,200 --> 01:55:13,000
please don't please don't let me
just like Bumble through the 

2418
01:55:13,000 --> 01:55:16,100
whole thing mate because we just
sound awful, so you're making me

2419
01:55:16,100 --> 01:55:17,500
sound professionals. 
That's great. 

2420
01:55:17,500 --> 01:55:25,400
Good, like I said we've got four
supplements to go. 

2421
01:55:25,400 --> 01:55:27,000
So it's plenty of effort 
content. 

2422
01:55:27,700 --> 01:55:30,300
There's tons and it's not just 
epic Space Marine. 

2423
01:55:30,300 --> 01:55:33,900
I mean, there's other iterations
like, epic Titan Legions that 

2424
01:55:34,000 --> 01:55:36,600
you guys play you and Sam play 
together. 

2425
01:55:36,600 --> 01:55:38,600
So yeah, we've got a lot of 
stuff to cover. 

2426
01:55:38,800 --> 01:55:42,600
But hopefully this gives some 
the people and inside and what 

2427
01:55:42,600 --> 01:55:47,300
epic is and how to play it and 
maybe they're going to venture 

2428
01:55:47,300 --> 01:55:49,900
on eBay at some point or in the 
sales groups and maybe just I 

2429
01:55:49,907 --> 01:55:52,600
have a car, I really hope so. 
Like it's one of those things 

2430
01:55:52,600 --> 01:55:56,300
where I just think, if you like 
the world of 40K, but you want 

2431
01:55:56,300 --> 01:55:58,700
to see, it played at the proper 
scale there again. 

2432
01:55:58,700 --> 01:56:00,500
You know, people are gonna 
crucify me for that, but it's 

2433
01:56:00,500 --> 01:56:03,300
like, if you, if you want to see
40K done, right? 

2434
01:56:03,600 --> 01:56:05,700
He would say, pick up a copy of 
Epic space reading. 

2435
01:56:06,000 --> 01:56:07,500
And, you know, we sort of said 
it before, but like, there are 

2436
01:56:07,500 --> 01:56:09,800
so many good thing. 
Third party companies out there 

2437
01:56:09,800 --> 01:56:13,300
making totally not Space Marines
and totally not space. 

2438
01:56:13,300 --> 01:56:16,400
Also even here because eBay 
prices are getting a little bit,

2439
01:56:16,400 --> 01:56:19,300
eye-watering these days. 
Even if you know, if you're 

2440
01:56:19,300 --> 01:56:22,700
happy to go for like, you know, 
proxies or they, you know, they 

2441
01:56:23,200 --> 01:56:25,800
basically a Space Marines, if 
you if you look at them right, 

2442
01:56:25,900 --> 01:56:28,900
like you can pick up an army, 
really good quality stuff and 

2443
01:56:29,100 --> 01:56:32,500
you really you won't regret it. 
Like, you know, is that it's 

2444
01:56:32,500 --> 01:56:35,300
such a simple game, but it has 
that tactical depth and 

2445
01:56:35,300 --> 01:56:38,600
complexity that we spoken about 
when the rules don't interfere. 

2446
01:56:38,800 --> 01:56:41,000
Some why I hate is when a game 
with a rules, get in the way of 

2447
01:56:41,008 --> 01:56:42,900
the gameplay and it doesn't do 
that. 

2448
01:56:42,900 --> 01:56:46,800
It's so clever in its elegance. 
And simplicity like Simplicity 

2449
01:56:46,800 --> 01:56:48,700
is often used as a negative. 
But actually in this life as a 

2450
01:56:48,708 --> 01:56:53,100
positive, it just lets you get 
on with the business of. 

2451
01:56:53,100 --> 01:56:55,600
Well, I've now got, you know, a 
Titan battle group and three 

2452
01:56:55,600 --> 01:56:58,200
companies of Space, Marines and 
a tank company and they're going

2453
01:56:58,200 --> 01:57:01,100
against an entire walk War. 
Rather than or I've got my 10 

2454
01:57:01,100 --> 01:57:03,500
Space Marine, tactical boys 
going up against a handful of 

2455
01:57:03,500 --> 01:57:05,400
horse. 
Like, it just lets you show, 

2456
01:57:05,400 --> 01:57:07,200
like, you know, if you've ever 
read gorn's ghost and God, I 

2457
01:57:07,200 --> 01:57:08,600
wish I could play a game before 
it came like that. 

2458
01:57:08,700 --> 01:57:12,300
That you can, it's called epic. 
Yeah, that's my ear. 

2459
01:57:12,300 --> 01:57:13,800
Be summed up so beautifully 
someday. 

2460
01:57:13,800 --> 01:57:15,500
Yeah. 
But you're right ladies, it's a 

2461
01:57:15,508 --> 01:57:17,000
beautiful system. 
It's a beautiful game. 

2462
01:57:17,000 --> 01:57:20,900
I think it has stayed around for
so long because of that too. 

2463
01:57:21,600 --> 01:57:24,700
It stood the test of time 
through various editions. 

2464
01:57:25,800 --> 01:57:28,200
But yeah, I think second edition
is probably the one that's 

2465
01:57:28,200 --> 01:57:32,700
closest to our hearts, I think. 
But hopefully, it will ya be 

2466
01:57:32,900 --> 01:57:36,200
close to someone else's hearts 
in in the, in the near future. 

2467
01:57:36,400 --> 01:57:39,200
So any on mate, let's leave. 
Johnson. 

2468
01:57:39,300 --> 01:57:42,200
Yeah, get some sleep. 
I will might I need to hit the 

2469
01:57:42,200 --> 01:57:45,600
hit the sack pretty soon 
actually, but and but thanks 

2470
01:57:45,600 --> 01:57:47,500
again and we'll stay in contact 
soon. 

2471
01:57:47,500 --> 01:57:50,600
A absolute pleasure is always 
good to chat to you and enjoy 

2472
01:57:50,600 --> 01:57:52,500
your epic and enjoy your will 
happen tomorrow. 

2473
01:57:52,700 --> 01:57:55,100
Okay, well we'll do thank you 
very much again we'll take it 

2474
01:57:55,108 --> 01:57:56,200
easy. 
Okay, bye.

