 Hello everybody, if it's Wednesday, it's Warhammer and that must mean it's time for another episode of Warhammer Weekly Joining me. Well, not as always, but he's back nonetheless. It's Tyler. What's up, buddy? How you doing? Hey, man. Good. It's good to be with you again. It's been a little while. Yeah, absolutely It's good to have you back Glad you're you're recovering feeling feeling good Yeah, yeah, physical therapy today went well a little sore, but yeah, not doing too bad. Excellent Excellent. All right. Well, guess what everybody I'm on the road and in the middle of like a conference and in a different time zone And it's a giant pain and though it took us so we're gonna go straight into the review and Like we're not messing with any yet There's no other segments today. The Giants have stomped out all other segments. We're going straight into the battle tome review We're just gonna get into this this will probably be a shorter show because it's not that long of a book But nonetheless, we're gonna we're gonna give it its due. I love the big boys Let's let's let's just get rocking and rolling man. You ready to review these big but these big boys Yeah, dude, sounds good. All right. Let's look earlier what you sent over. Absolutely. All right So first the overview of course, so let's just talk about Let's just talk about Kind of how they play how they feel I'll I'll start by saying I don't think I ever had So much fun playing a book. I liked less Yeah, I Like the the previous version of the book had a horrible combination of like really underwhelming and sort of unfun design and then But just like general great fun at the same time. So how are we fairing now? Here's my overview. There are some real improvements here in how it plays But overall it's still the same book and same strategy like your big guys You're going to go stand on objectives and ultimately you're gonna win You may actually fight less now in the new world because they went to with a model that we all said That was the obvious thing they were gonna go to we said it a year ago We said it when Cragnos's new scroll came out and sure enough here it is again So which encourages a lot of retreating and stuff like that, but here we are The new war scrolls I think are very welcome The king is real value is a priest king broad brood whatever his name is. However you pronounce it is awesome King be He's great. I love him. I've had just tremendous fun playing this dude And though there's still a limited set of play styles I do think they did a good job in this book with like command traits and artifacts and actually opening up some Slightly different ways to play your big stompy boys So that's cool They have lots of focus in this book on the baby giants on the man crushers, but I got to be honest That still feels like a total trap Those things just die. They are not near as valuable or good as the Megas just you know, I mean some of that comes down to three models in the nature of their attacks some of that comes down to Five up save versus four up save You know, but one thing I didn't put here that I will say is Is is the following thing? They will be less good now okay, and They will be way more fun to the people who wanted to play giants Because one of the things they did Was fix the way the damage works where they upped a lot of the base damage number but decrease the number of attacks You know when the book originally came out there were people saying like oh, that's you know, we did that for consistency Hey guys, guess what the Timmy's who wanted to play this? That's not what we're here for you designed a spike rule For a Timmy army. That's just like classical Psychographic profile misalignment, right? Yeah, like no, no, we're good Just make it say damage five or six or 18 and give me like two attacks and I'm fine with it Like yeah, which will make them more swingy, right? so the the reality of that is they will just deal less damage in in You know critical fights where they need to and it becomes harder to go 5-0 4-1 Etc because you're you you just have a bad turn and lose Which was one of the first things that stood out to me. Yeah, so I guess that's having to turn in my at least half Timmy card that I thought I've always had is yeah that low volume of attacks, but high damage like oh god This is gonna be frustrating if you're trying to go 5-0 with this kind of book. Yep. So yeah, yeah Which by the way for all of us who loved Giants and wanted them to just do big damage and be able to have those big turns You will have those sometimes too now like I had some terms in in I only got one game in with them But that's okay, but I had some turns where I just went in and just like clock cleaned, baby It was just boom, but then I also had just like with two moves. That's what I did, you know That's gonna happen and that kind of thing is terrible to spike But it's way fun to Timmy because he values the moments where you get the spike way more than he cares about having the occasional Misses, right? So yeah, totally. Yeah, I see we're saying about the babies I thought I could see maybe a unit of three in some list where you're in Stomp a tribe Stomp a tribe stood out to me where I haven't watched any reviews So I might just be saying a lot of things that everybody thinks is obvious now, but the Extra damage that you get in Stomp a tribe. It's interesting, right? That could be a way to get around the appreciators the Thunder Lizards, you know get a little bit more damage in so The they might get better in a post GHB, you know current season when experts goes away potentially bounty hunters goes away Maybe we see more models on the table which increases the value of babies in terms of higher volume to damage through damage attacks So yeah, but I think you're generally right. They they were trying to bump them up Maybe didn't quite get there in a lot instances. Yeah, I think three you'll see I actually like three in a list I ran three in my list I've classically always used a stomper list and I only ran three of them And I will say that like the three did the work. I wanted them to do they're still damage monsters They are the most damaging thing in the book They're just also the most fragile thing in the book, right? So it's and you know, you don't have enough units to compete and contest You've got to like you you've got to always be making sure you're making good trades and stuff like that. All right Let's get into the deets. Amen. Okay, so Start with the general allegiance abilities first off mightier makes right here still got it However, it's not just a flat number for all the Gargants anymore instead for all the Megas It's now a value on their damage table So it starts at 20 for everybody except King brood who starts at 25 and then the man crushers are still worth 10 Take or tribe is still gonna modify that around as we'll see later, but that's fine But it's still as you get damaged you count is less not terribly less it's still very much a You know, like you can still often especially in the current world where you know, big mass units are quite rare You can still very much be taking objectives off of people just by walking on things even when it, you know, sort of one wound left So but that's fine You still have this lord and master thing where the mega that you sort of picked You know as your general as your tribe and and all of that sort of thing So you're you know Take your tribe you gotta your generalized be a crack-and-eater or break your tribe gate breaker smash your tribe the new beast masher boy and stopper tribe is the worst offer, of course and They get and have additional allegiance abilities in each of those tribes, which we'll talk about in a moment Okay, the other big new thing here is obviously wrath of the Titans a lot of excitement about this These are these are okay Let's talk about these. So these are three new monstrous rampages Specifically for mega-gargants only so your your little babies can't do this. This is for your mega's so right here away We've got an extra incentive To run mega's right because they get these cool monster rampages however two out of the three of these are only against other monsters okay, and Suns just became the most frightening army like they are the kings the monsters in this book Other monsters are unless they're like the top is top is tier stuff, you know sort of new Archeon or something like that Other monsters are gonna get flattened by these guys Yeah, a lot So let's talk these through you got be scrapple pick one enemy monster within three inches and roll a die on a three plus Until the end of the following combat phase the strike last effect applies to that person you targeted and yourself Okay Which obviously can have huge advantages if you've got a multi-charge situation Right if you did bring in like three babies in a mega and then you make those two fight last You're still that you're then fighting with both units before them because in turn Right, you're going to fight first in the strike. You'll you'll have first choice in the strike last phase Off-turn, it's a less interesting monsters rampage Especially if you're alone because all you're really doing is moving them down like off turn It doesn't do much if it's if it's just a one-on-one fight Right We're really getting strike last strike first coming back. Aren't we dude like I saw in the ogre's preview today They had a little bit and Slaves has got some stuff going on. Yeah, and obviously, you know my experience in playing the mind stealer and just how much of an MVP It was yeah, I was running that in Ergal and what it introduces. Yeah, it's it's great. This is awesome Yeah, and there's a good way to do it. I love the they get strike last but so do you so you have to play around it Right, you have to build toward it combo charge it, you know execute on the plan So okay, cool. No problem with B scrapple like it. It's it's got obvious uses Thumbs up that one gets it that that one gets a good, you know a thumbs up for me I'm gonna jump the second one and go down to colossal slam because it's the other monster one I wish they just put these in order, but whatever Like alphabetical order would have been fine Then it would have been like monster monster not monster, but whatever and pick one enemy monster That is not part of a unit consisting of two or more models and that is within half an inch of this unit So very close. We're used to these things being three inches But this is half an inch you got you got to get up there and get into the the actual distance, right roll a die Mm-hmm on a three up you can remove that monster from the battlefield and set it up again anywhere wholly on open ground within a half an inch of This unit that monster suffers D three mortal wounds and then in addition you the person who did the body slam Gets an egg one to hit in the following combat phase, right? Incredible obviously everybody loves this. This is the most you know Ridiculous Timmy move ever just suplexing this other enemy monster into another place on the battlefield Obviously, you're placing it around yourself. So you're just you know, it's up and over the top, right? There There is a couple little interesting situations with this one Like what happens if there's no open ground to put them back on that's an FAQ question that needs asked and I was originally thinking well, you just set them back down wherever you picked them up from But as was pointed out to me Open ground is defined as no terrain So if the monster was standing on terrain and you pick them up and then everything else around you is blocked Right, so you can't fit their base. You have nowhere to set them back down So what happens? Right You can you literally can't set them back on the spot that you pick them up from because terrain isn't open ground Sure, and they they could quite legally be standing on that terrain. So yeah, I mean, what do you think of this one? No, it's ingenious man. I hope whoever wrote this. Yeah, I had a had a great drink at the end of the day This yeah, it's one of the more ingenious clever rules that I've seen in quite some time Absolutely, it's it's it's gonna lead to yeah, just a lot of fun gameplay and and clever gameplay Yeah, because nothing says you can't set them back up into combat with one of your other megas, right? So you can kind of like you can imagine the colossal slam picking them up going behind There's the other mega waiting behind who then be scrapples that person there and make some fight last and now the two of Them are just like just being on this guy in the center, right like a hilarious. That's absolutely one that That goes off to sit on an objective and Then you do the colossal slam to where they can also still fight while sitting on that objective Yeah, it's so many cool little combos you could do. Yep. So I love these two I think they're super fun. They're great against monsters like I have no complaints I am in a hundred percent then we get to the bad one Which is earth shaking or which is a shame because the giant should be scary against infantry as well But you pick one enemy unit with a wounds characteristic of one or two within three inches so already that's super limited Right because a lot of infantry you see in the world right now is quite elite You know so anything brutes up you just you just not affecting them. You have no answers to these guys, right? At least in the in this set of monsters rampages Then you roll 2d6 and if the role is higher than the unit's bravery characteristic for each point by which the role exceeds The unit's bravery characteristic one model in that unit fleas Yeah, and this doesn't count as battle shock. Okay, what is going on here guys? Please stop writing 2d6 against bravery I mean like sure. It's neat. You can make like probably on an average roll Two to three clan rats run. I guess that's worth a monstrous rampage like, you know, okay But you know the the most common infantry spammers in the game right now are all like leadership 10 It's it's night haunt and stuff like that, right? And it's like well, okay You're not scaring any of those guys, you know, so or or just generally high bravery I mean the second somebody goes to like bravery eight, which is not that uncommon for for, you know, plenty of things in the game This role just becomes completely pointless because you know You're sort of best modal role is like yay. I got a dude, you know one one or two wound guys Okay, cool. Like it just doesn't do anything. There's not enough targets It's rolling a bad number Bravery tests are always bad when they're 2d6 against bravery. It's just bad It's just a bad monstrous rampage But I don't know what else to say you will it will very rarely make anyone run It will be the last thing you choose You'll you will let me put it this way Tyler here. You know, this is I can say it this simple. Okay You would you roar or do this? Oh Obviously roar well, and I was also thinking of this is just like a complicated stomp. Yeah Stomp, yes, would you stomp or do this? No, I would just stomp I'm gonna get about the same number of guys the same number to this type of a unit, right? Right, so unless they're like super low bravery like yeah Sure neat when I'm fighting bravery 5 and 6 skaven, but like who cares who cares that I made three of them run away It just doesn't matter. They were dead anyways So totally All right Cool All right, let's keep going Command traits so we've got a set of general enhancements command traits and artifacts And then we have the tribe specific ones, which is cool because that means when you put other Megas in your tribes, they can select from this list or whatever and then go from there. Okay so Jack, it's not fine. Stop being stop being stop being too positive. It's not fine. It's bad Things can be bad and it's okay to say so the other two are great and that's life So our general command traits Plus five wounds just like we had before fantastic. Yeah, wonderful And then for a furious temper once for battle when you pick to fight you can fight at the top of the damage table Okay, cool. You know, we lost that we used to have that command ability in last season that's gone now so now you can do it once a game and And then my particular favorite of the general ones add one to charge roles for all friendly sons of them I'm not holy within 18 of this general. Whoa Oh strong strong. I like this. Nice. Yeah There's a number of things that impact mobility in this, you know, here's a way to three to six charge Here's a way to run in charge, etc. So yeah any any ways to get bonuses Wait, like you said, you could certainly lean into the game plan of not doing a lot of fighting as always But at the same time. Yeah, it's it's always nice to have that Agreed The artifacts of power are extra calloused feet are updated sandals from the taker tribe, you know Setting your almighty stomp to three attacks rend three and damage three a good damaging artifact It actually does equate to like You know, maybe like two three extra damage in an attack. So it's actually not too bad You know adding more rend three is always strong. That's what I would say But you know, we talked about Alarith last last week with the LRL review and you know Getting to rend three is a real important benchmark to cross right so anything they can do it. It's not that bad Yeah, that baseline threes and threes right on those attacks. Yep. Yep, exactly. So Funnest hour or going inspired triumph One thing that stood dude and going through this was building a list that play into double inspired triumph, right? To give you two chances in a game to get the plus one wound on top of the finest hour just to better Turn on reliability in your output So, yeah, I do like this artifact. I They kind of did a pretty great job with these in all honesty because I like the glowy shield of protectiveness as well Which takes rend one and reduces it to rend none Which is cool. Again, it doesn't reduce rend by one. It's just it's like the base Alarith stone ability, right? It just takes rend one and shuts it off if they have rent to no change, but then also Whenever an attack is made with a melee weapon Targeting the save whenever you make a save roll of six against a melee weapon attack. You do a mortal wound back That's kind of cool. Actually, you know, the giants tend to absorb lots of attacks You have these big single targets that people tend to multi-charge and throw a lot of attacks into and So it's great Benjamin said couldn't you make high wound infantry run away with that rampage? No, Benjamin You could not because that rampage specifically says one or two wound infantry Which is another reason it is bad. You can't make things like blight kings or something run away So that's cool. Yeah global shield is interesting, dude. Yeah, like said, I mean think about Your 10 to 20 blade ice revenants or your 10 protectors. Yeah, a lot of things that we see In good list I put out high volume. This could be really interesting and as said you absorb a lot I like this one as well. Yeah, I did try this one out in the game I played and it made a huge difference to survivability, right? I had to pick my fights like I steered that guy in To like the neg one rend People and kept him away from the neg to rend people, right? I mean you got a you got to like play your Models, but once he was into that group and fighting them. It was they were like not having a lot of luck damaging him Mm-hmm, right. It was great. Mm-hmm, so Okay So the scavenger wake is almost cool Almost but as usual we pull back at the last moment because giants can never just get fun design Once for battle at the start of the combat phase you can pick one enemy unit within three inches of baron roll a number of dice equal the number of models in that unit To a maximum of 10 For each four plus that enemy suffers one mortal wound like why why to a maximum of 10 Scavener over here like double dip in flame quad quad dip and flame throwers, right? Rolling like 80 dice and we're like now. That's cool. They're doing wrong. I love my scaven for that reason, you know But but why why did that have to be capped at 10? Who cares? It's a once per battle effect that you have to set up in a rare infantry unit Right like infantry is that larger rare? Why why oh why would you cap that at 10? Just that is one sentence one parenthetical away from being Super cool and useful Yeah, I was thinking about it doesn't need any cap. I think you're right It probably does not just in terms of this it's it is situational You know there there will be games when it's not gonna be that effective And you have to take that into account with regard to using your precious enhancement slot Though yeah, you're probably right. It does probably doesn't need a cap on it Yeah, exactly like it's such a costly thing to select what for once a game ability At least you don't have to roll a dice to make it do something. So that's good And and then my personal favorite out of this group, which is the amber bone totem The bearer can attempt to charge even if they ran in the same turn. Oh boy Now we're cooking with butter, baby. Yes run and charge on an artifact good stuff Love it. So like three out of the four of those are to me are very solid And I would I would give the same rating to Bay I could see I could see all of the command traits getting used is what I'll say I think the charge one is the best, but I think they're all usable So six out of seven. Hey That's pretty good Yeah, amber bone was my favorite as well. And of course the Slime is always arcane tone until if it when it gets changed in the upcoming battle scroll And you know, these are reasonably competitive offset against arcane tone Yeah, when we get into the tribe artifacts, I'll tell you I'm never taking arcane tone again with this book. Never I've died. I do not want it. Do not want and arcane tone is dead to me with this book I'm sure very I'm sure that you'll see plenty of competitive list with it still in it But to me it's dead the way I want to run Giants. It's out of here that that thing eat. Okay Start with the taker tribe. So taker tribe has get rid of them where basically The man crushers move up to 15 instead of 10 and the other people all get five So your base mega start at 25 and go down to 17 instead of 12 Cool Fine enough not quite as strong as they used to be so not 30 anymore But still an egregiously large amount of models obviously, right? And then they get this is the first time we'll see this but this is gonna be a repeating theme they get a command ability Specifically for man crushers, which is basically what all the tribes are gonna do now again They're trying to incent you to play man crushers. They're trying to trick you into playing man crushers You can use this command command ability to start a combat phase So bad timing but this command it can only be issued by your general and that has to be received by a friendly man Crush your gargoyle unit until the end of that phase add one to the damage characteristic of attacks made with melee weapons that target an enemy unit that bears an artifact of power or is unique I Don't hate this just because of the unique edition The bears an artifact power is often very limited, but people use a lot of unique models No, that's true. And so, you know, I think of something like Orgots People like that, you know bringing in the man crushers into Orgots is something you'd very much a fight you you very much want to you know get get into to some degree and adding one in that to that to their sort of All of their melee weapon damage attacks is gonna very much tilt that fight in their favor Even against a very tough boy like that, you know, that's the kind of model I think about with that It's okay. I don't think it's like, you know one way or another pushing me over the top. I think it's okay, right? I paid nothing for it. I don't have to use it. I still have a lot of attack and all it depends fine Right, it needed to be probably I mean, I think there's another one that doesn't have a limit that just wouldn't know It does. Yeah, the stomper tribe. Yeah is limited in particular ways as well So yeah, yeah, both of these need to have a limit whether this was the right limit or not I'm not sure. Maybe it should have just been hero Again in most cases probably a lot of cases you're gonna have that covered by artifact of power or unique to begin with Anyway, but it it has to be limited. I suspect so then we get the taker tribe command abilities We get basically the face anyone went before which is very acquisitive where you can have to are you get one additional Artifact and you can actually throw two on the same person that they have to be different So the general can have to which is cool and then you have extremely intimidating which when you first read it You're like, oh my god. This is incredible when we get to the actual Giants, it's less impressive because they kind of all have this ability to some degree But enemy units within six inches this general cannot receive inspiring presence or rally I would like it better if it was nine just because of the way the base rule works But that's cool. It's not bad. I mean shutting off rally is a good thing You don't want people reaching models against you in this You're not a super damaging army so You know people can out attrition you if they can call back forces It does feel a little off. Yeah, maybe it's the range. I just I don't think it's gonna get played a lot Which is a little surprising to say right because it is that that's great turning off rally Yeah, given that we have terror and we're already doing that with us. Yeah. Anyway, it's a little off. Yes the range Now happily artifact wise they've got two actually pretty interesting artifacts In the tentacle where you can sort of wallop an enemy hero within three inches and on a four up They take D3 mortal wounds and strike last Normally, I don't love four up effects, but this isn't once per Battle it's nothing like that. It's and it's not at the start of your combat phase It's just at the start of the combat phase So it's extra mortal wounds extra damage and it just hits them with a strike last effect or heroes Again, that's a very strong effect if applied in a tribe that has the capability to basically get a bonus artifact Um, I think it's in the conversation. I really do Because it you can just make a huge difference Genetia crack of the apple on strike last you can That combo that with what was it be scrapple? Yeah, you know, so end of charge phase monsters rampage and then start a combat phase So yeah, it's interesting. Yep And then the glowy lantern, which will need a little FAQ, but obviously it's still interesting It it changed its functionality greatly. This was this was the old turn become a wizard artifact Now it's you can attempt to cast one spell that summons an endless spell And if you do so the range of that spell is doubled It needs the FAQ to make sure that it's allowed You can add one to your list even if you add an endless spell to your list Even if you don't have a wizard Because that's normally a condition upon actually adding an endless spell to your list You have yeah, I was reading it like okay. This means you have to take arcane tome somewhere Right. I or we have to yet. Yeah, I would assume they'll FAQ it to say You may add one endless spell to your list, you know, if you have the glowy lantern or something like that They'll just copy out the the normal rule. Um, it should have had that extra text, but they they ran out of room on the page I don't know But still cool. Yeah, great. I mean double range endless spell could be very good I think of something in my mind. This is something, um Like maybe the big jaws or you know, something that can give you some damage reach out damage power Maybe that combos off with your rock throwing stuff like that like there there are there are absolutely Some very valid endless spells that go that become Interesting in the conversation when you start to double the range of them Right. That's what they do So, okay, cool Let's keep going breaker try, but uh So They still have breaking down the houses You had one to the damage inflicted by each successful attack made by a friendly man crusher gargant unit That targets an enemy unit that is part of a garrison or wholly on a terrain feature So You don't get any bonus damage So did this exist previously? Yes Okay, interesting. Yeah, it's an odd one It just doesn't matter because what you'll never get that bonus damage that doesn't make it bad by the way Because if they never go seek cover or get on, you know, wholly on terrain or something Then you you have controlled their behavior, right to some degree you've made them play differently So it can still have value But no one's going to if you actually have and again, it's only for man crushers But people will just not be on terrain or not be in garrisons. That's what'll happen. So fine uh Okay, then we have a command ability that is fantastic So ramming speed you use this at the start of your charge phase The command can only be issued by your general and they have to be it's received by man crushers Again, you're going to see this same format repeated throughout all the tribes And until the end of that phase The unit that received command can charge if it's within 18 inches instead of 12 and rolls 3d6 when making a charge roll Oh, baby I like it. I like it and by the way, uh No reason that couldn't be combined with somebody say with your your Your general having the generic command trait for plus 1 to charge. So now you're like 3d6 plus 1 you're just Way out there just shooting these man crusher gargants like a missile across the table And remember they also have built-in run in charge. We haven't gotten to their scroll yet, obviously But they also have built-in run in charge So now all of a sudden we're talking about 14 inches of base movement and then shooting off 3d6 plus 1 inches across the board Like from downtown you can you can have these boys You know way in the back hidden safe and then they just shoot across the table at the target you want and smash into people That's 25 inches threat range on average with the plus 1. Yeah, it's 24 26 somewhere in that range. That's pretty impressive Yeah, I have a threat range maxing out the six on the run. Yep. Cool. Yeah, not bad That ain't bad. Like that's a threat range. I can get behind that kind of thing, right? Like that's that lets you backboard and then still threaten them Anytime you want right Okay And then you still get your fierce low things. They've been consolidated Slightly so you can get the these are all the plus 1 to hits against certain types of things. Um, this does apply to gatebreakers and Uh, man crushers, which is cool. Mm-hmm Uh, so this actually will apply to your big boy to your your general and or any other gatebreakers you have Uh, and so you can choose either plus 1 to hit Against heroes or wizards plus 1 to hit against enemy totems or command models and plus 1 to hit Against war machines or monsters. I think most people will probably end up picking idiots with flags It's a fairly common thing like totem is they've they've thrown totem around Right. I again. I was so far ahead of my time tyler, right? Uh God I miss him every time. Absolutely with the totem love But that's everywhere now like so many things are becoming totems every new book introduces like six new units that are totems, right? Uh, and those are like the single models oftentimes you'll have heroes monsters wizards That are totems, right? It's so common And so you get to reach into those other two categories in a big way Well, also then hitting most units since you know other than elite units a lot of units have command models of some kind Models. Yeah. Yeah, I figured that as well. That would be the go-to. Yeah. Yeah Um, that's pretty good pretty good list there. It's not bad like two out of three Yeah breaker tribe still has some strong abilities. I enjoy Um, we'll we'll we'll get to the gate breaker. He's an interesting little boy. What happened with him. So Yeah, I was seeing it seemed like a lot of people are down on him right now Which I can understand particularly with a low volume of attacks now What 10 to 6 or something like that? But there was the new rule with the potential A timmy damage that you can put out that could have some instances. Yeah, well, we'll talk about it. I'm excited about that rule tyler I'm excited about that rule. That's a timmy rule. That's some gambling. I can get behind jack if you're still out there Uh, not gambling where I have less than it like I don't gamble when I have less than a six percent chance To accomplish anything or win, but you give me a 50 50 coin flip and hey, I'm in let's do this, right? Uh, so, you know, sure. I'll I'll rock up and bet all the money on on black and see what happens But betting it all on 36 red or you know, 36 red or at 35 red. Yeah, sure that I wouldn't do anyways Command traits you can pick a second fierce loathing that applies only to your general So only to the gate breaker themselves if you want to really cover your bases Which I could see some people taking that like idiots with flags being the gender generic and then bossy boots and clever clogs Uh clogs, sorry being the the second pick, right? That way they've covered all the heroes and wizards Which is going to cover basically everything they care about, right? Because they don't care about killing normal monsters You care about killing hero monsters, right? And then seeing red Uh Sure, um No Just no pass stop it. Oh, yeah Stop it. The enemy has to be wholly on a on a terrain, right? It's just a picture. Nope Nope. Nope. Nope. Nope. Nope Pope of nope The the other one in this list is better as are any of the generics We've already covered four potentials that are better than this guy. You only get to pick one command trait You're never taking seeing red. This is wasted text So yeah, great name. They have some amazing names. I was noticing going through this book See he's red. That's a great name 100 man. They like the flavor in this book Like they they they are doing better with the flavor in this read things feel You know, we didn't really mention it but a lot of the things especially when we get to the scrolls There's so much like just general house cleaning and usability improvements that happened here It was actually the thing I love most about this book So I'll try to call it out where I see it But like they did such a good job in these little details that I noticed, you know Have been having played suns since their their launch that you know, probably like a casual reader wouldn't notice But god doesn't make them more usable. Okay All right, um breaker tribe artifacts the great reka. This was a sort of existing thing, but it's very different now Now it's if the unmodified hit roll for an attack with your fork crush a flail is a six You then you do d3 mortal wounds in addition I know some people have been down on this because generally you only make six attacks. Okay Now from you went from 10 to 6 I actually love this artifact Okay, yes Um, absolutely Because anything that adds this some like first of all as a as a as a slink player in uh You know in um Skaven, okay, and and like slink and the other death masters Like slink and his team have this d3 mortal wounds spit, right this hit on the hit roll and They're you know, they only have like five attacks or you know, four range attacks or something like that It's not you're not huge numbers. Okay. And sure most of the time it's just good for like d3 mortals Fine, whatever. You know, that's kind of the modal outcome as you get one And sometimes you get none sure of course But like the the time you attack And you get three sixes, which isn't that weird Right, that's not that unusual. It's gonna happen a couple times Uh generally like it's gonna happen a time or two a game Depending on how often you're attacking 10 times with this guy, right? Um all of a sudden that is like two 3d3 mortal wounds extra on top of it That is not an insignificant amount of extra damage Sure, right like six and a half seven extra mortal wounds Uh That's that's actually good I think people are just down on it because what it used to be is like six is to double tap on 10 attacks And it could often yield or no, sorry It was um two extra attacks moving you to 12, right? It just did a lot of work So The you know, I get the difference and I get the sort of gambling, but no, I'm I'm actually all about this thing Because it is very swingy. I completely admit that But god does it have the ability to pop off? And that's what I want like to me this book is I want to invest as much as I can Into giving me as many outs as possible on the top end I want as many 3d6 charges Right, I want as many big chances at rolling at those things for the ones that are reasonable odds Because yeah, I'm not going to get all of them to pop I mean that game that happens is going to be the biggest blow in history where everything the stars align, right? But it gives me more outs to play to Does that make sense? Yeah, yeah Yeah, I'm a little skeptical about it, but it's good to hear you like it. Yeah Um, and then the king slaughter cowl, which is plus one to wound rolls for attacks that target an enemy hero Okay I mean A generic Fact, I think is plus one of wind rolls. Yeah, so in general. Yeah. Yeah, so um Let's take that one the manticores venom or whatever it's called. Yeah, that's it. Yeah, I couldn't move in the name. Yeah, yep so But anyway, the great record. I'm I'm I'm a supporter Smasher tribe our new tribe. Okay. I like Smasher tribe. I I actually I very much like the new tribe and I'm a big stompa tribe fan Yeah, dude. Yeah, those two. So that's me Absolutely number one stompa number two. Smasher. I I think I would rate them They're fighting with each other for me tyler I was a stompa tribe throughout all of their last book I was a stand for it when you know, a lot of other people had turned on it But yeah, okay bone crunching strikes When a friendly man crusher Gargant unit fights if it is within three inches of an enemy monster You can say they will unleash a bone crushing strike If you do so until the end of that phase the attacks characteristic of that unit's massive club is one And it cannot be modified, but the damage characteristic becomes 4d6 and you can only target enemy monster So basically you go from four attacks on each massive club on each baby, right? So let's assume you got three babies So now you're making three attacks If you're not modifying it at all, which of course you would modify it Like of course you would all out attack when you do this or whatever, right? But the base numbers would be then the unit makes three attacks on threes threes neg one 46 damage This is the gamble of the gamble baby like beast the Smasher tribe if you love gambling Welcome to your home, right because obviously it lets you do It's funny to me that you could they still get their other attacks like their head button their kick and stuff But it's funny to me that you could play a Smasher army that is almost completely Making like when it's your turn if everybody's in combat Right on your main weapons you make like eight attacks as an army That's it you make eight attack rolls. Yep That's everybody fighting right? I mean other than your other incidental kicks and head butts and stomps and stuff But yeah, the one where the the idea of the double inspired triumph stood out to me like, okay This would be an instance to turn on twos and twos With a unit of three Push four more burst damage than your average. So you would get normally from the massive clubs So it's yeah, it's it's interesting. Maybe a little more intriguing than meets the eye Yeah, I mean it almost has to pair With a roar So you've shut off the all out defense to so the rend one, you know can kind of yes What will carry it farther that kind of thing, right? It's about king brode, of course, which yeah, you were lying on a three up all of sequel to get the extra rend from king brode To make it rend too, but yeah, there's a number of qualifiers potentially with it Yeah, but yeah, that's cool roll But there's like that's just it you can build toward this to make this actually quite effective And these guys like this tribe like I said, this whole army is very much a monster killer This tribe in particular is just like You roll up with enemy monsters. You might as well just pick up your toys mate because they're dead They're dead. They do not they do not win in these fights. Okay Uh, and then finally don't let a few cuts stop your hate the way they Can't these giants just talk like people Right. Just like why why why are they dumb? That's the one thing but here we still are um So again issued by the general Has to go to a friendly man crusher unit. Let some fight at the top of the damage table And uh in addition until the end of that phase if that model slain If they haven't yet fought then they fight so effectively it gives them like a sort of Halfie death frenzy or how I suspect they'll do death frenzy now from now on where like if you If you haven't fought yet, you can't fight So you're always fighting at the top of the damage table and you get to fight even if you get killed Which is cool. Like that's that's actually a really good command ability because it means that you don't have to Uh make the babies fight first because that is one of the problems when you bring babies into combat If you're charging with other models as well You have to have those babies fight first because otherwise they just get their teeth kicked in by almost anything Right. So this is a good guard against that Um keeps them always at the top of the profile and always fighting. So cool Uh command traits for this one uh seas green which is funny. Um Once for battle at the start of the phase you can say this general is uh gorka morka may manifest if you do so The general has a war to four up against mortal wounds until the end of that phase Okay That's fine. It's not bad. Um, you're obviously going to use it in like some enemy shooting phase like that's that's what it is It's you got attacked by oops all dragons and they all want to breathe at Your general and you're going to turn it on but then the the logical response is they just won't breathe at your general Right, they won't like exactly. Yeah, dude. It needed to be at minimum I think when it's selected as a target, right instead of at the start of the phase because that at least forces your opponent to Put something into you. Yep As opposed to yeah, sort of the phase all a sequel they could just select a different target. Yeah It's it's a funny ability. It would be more interesting if it was like you just got a four up word word for the turn Right, not the battle round just the turn. I I could see like I think people more people would take it But that's fine. Um, I do agree with with the iron gutsman It makes somebody like with with the the don't let a few cuts stop you It will stop units like scar brand From just lifting your man crushers, which he will do very easily But that's actually becomes a very risky proposition for him because he's highly likely to get killed on the on the swing back there like mathematically, I think he almost Depending on what like whether or not he's in his best day or all out like if he's on base profile I'm pretty sure mathematically. He's dead on the swing back Um, if if that command ability's on so stuff like that's interesting Yeah, there's there's a firm on the game that can put out burst mortal wounds, you know So, yeah, it certainly could have its place I'm thinking of melee snakes is another example with the mortal wounds on two ups and uh now But why are we even talking about it because we need to talk about the one I'm going to take every time Which is the reason I love this tribe, which there's a little more healing in this book this time and I love it I'm here for it. Give me that green button Uh Marrow drinker each time an enemy monster is slain by this general roll a number of dice equal to that monster's wounds characteristic For each five plus you can heal one wound allocated to this general Tyler, I'm in love Uh, because they've been pushing monster wounds up right 14 16 18 25 Like you kill an enemy mega you're rolling 35 dice like in the mirror. Whoa. This one's a winner Right like in the mirror. These guys are a nightmare for other for other Sons of bad mods This is wonderful. I love love love love love this The fact that even on like a sort of piddle 12 14 wound monster you're healing like four or five wounds. Oh, that's great yeah I I would be surprised if this is taken a lot, but yeah, you're right like it does have its uses I think healing is underrated in general And healing on giant attrition models that want to live and stand still and just exist to win the game Is what we call a powerful combination Yeah, having played against them forever However, let me play against giants and so many games that oh god I didn't get the final wound off of those up this damn mega And yeah, it's uh, so it it certainly is more impactful on them. Yeah average unit I mean again if you're healing four to five wounds just for killing a monster a fair amount of monsters you see on most tables, right? um That ain't bad like that suddenly makes you a 40 wound model or a 45 wound model or something like that, right? As far as what they have to punch through so I'm Again, I'm here for it If if if you're asking me like would I just take the raw five wounds? From the generic command trait or this I take this every time Because I think this is going to yield more than five wounds in many games So Okay, cool. So that's that's my thought like god I wish I like an oops all dragons is just this is this guy's never dying ever Just smashing through units and just nine were dice here nine dice there just roll it out Okay, um the smashers artifacts, uh, if the unmodified wound roll for an attack made with the bears Big club his his actual big club Targets an enemy hero monster or war machine is a six. So again unmodified wound roll a hit roll wound roll That unit's armor has been shattered if a unit's armor has been shattered until the end of the battle ignore positive modifiers to save rolls for attacks that target that unit Uh I'm really torn on this one. Where where are you living on this one? Like it. Yeah, I mean The ability It just helps you with rent obviously Uh mitigate safe stacking is is the principle here, right? Yep, which sons can struggle with Like it in general, I think there will be times it will disappoint you exactly. Yeah. I'm a I'm a fan I just feel like conceptually it's a cool idea In actual practice, it's not gonna yield what you want it to yield But I mean it is a relatively easy trigger using like one six to wound which you don't have that many attacks But it's not the most outsized thing to to happen So but you're you're not going to get it every time you swing either which is the other problem, right? So you might go a couple rounds before you get the thing and it's like well I I just wanted you dead. Why am I worried about your armor at this point? Like I beat you to death and all of a sudden you're dead But also now you can't get better saves like that's my problem with all abilities like this, right? And we are as we at the top discussed where we are talking about lower volume of attacks now the prior book Though it it could be deceptively challenging to actually pop a six on the wound roll by the time you get to that point It doesn't matter because you're taking the mantle of tusks and horns. Oh, yes Once per battle at the start of the combat phase, you can say the bearer will channel the law That's right, buddy. We got a law in sons. I'm excited about it If you do so add one to hit rolls for attacks made with melee weapons by friendly sons of badmout units until the end of that phase bored wide all sons units this I mean, that's great That's incredibly good because you generally have a turn where you bring most of your force into fight When you're playing giants like you'll you'll have three out of your four units fighting And just being able to blanket plus one to hit And not have to worry about all-out attack or burning command points or stuff like that. It's just Even pairing, you know, of course one of the historical challenges is any to hit or and or to wound buffs Sons hate that. Yes the ability to potentially stack up counter that and then still put an all-out attack on top of it. Yep, absolutely Yeah, to keep you where you need to be Like man, I really dig this one too. Yeah Board wide effect. Yes, it's only once per battle But I don't mind once per battle abilities when they're when they're sort of, you know High impact board wide stuff like this. That's great. It's great. It's like I'm in for that So you like to me that's that's why smasher keeps pulling me back. I love the man crusher fight last ability I don't really care about the like swing a bunch and do 46 damage like it's cute But it's not it's not what brings me in But I love that my man crushers can have a use and I don't have to force them to fight first I love the the heal on the general and I love the Plus the board wide plus one to hit Right, um, just good. It's just good And like there's there's just a very clear force to me there in smash or tribe It is not stewart. I wish it was plus one to attack, but no it's one two hit rolls for attacks Okay stomper tribe My old favorite So and this new one got real it got real wacky the big shouts all the like 52 different stupid command abilities Those are basically gone now. Use your big shouts is Let's let's read this together. Tyler. Shall we after your general issues a command to a friendly man crusher gargant unit Until the end of that phase they can issue the same command to any other friendly man crusher gargant units Without any further command points being spent Okay So the first thing you think of is like cool um You over there that man crusher unit number one of three people You get all out attack man crusher unit number two on this side of me You also get all out attack and it only cost me one command point That's the smooth brain or plus one to hit. Sorry. That's the smooth brain play, right? Okay, now. Let me talk about the actual play What you do is you're gonna take Uh You're gonna take 10 Uh, no, sorry, you're gonna. Yeah 10. No, that's right. You're gonna take 10 single baby giants Okay, okay And you're gonna create a cloud of single babies right Within 18 inches of your your your stomper general Holy within 18 And they're gonna be all stacked kind of amongst each other In ways that makes it you're almost impossible if you're an opponent to move in that area of the board Like keep mine 18 inches around your 130 mil base is a it's a pretty big area And then as soon as anybody runs near you Okay, oh You're gonna redeploy all 10 people sure You're gonna redeploy one spend a command point and then and then just redeploy all 10 units into Like pull people back pull other people in the way shoot people all over the place into the most ridiculous nonsense That you you basically gum up all of their charges everything they want to do and you're you're sort of orc cloud Of man crushers just becomes impossible for them to ever deal with sure I mean probably Just to say it of course they would have to still each one would have to still meet the requirement Being with the nine inches of an enemy unit to redeploy in the first place, but but even then yeah, no, that's that's clever That's well, maybe I don't know they didn't rule that before the way that this got FAQ'd No, because the way that this got FAQ'd for For not exactly at least to say the way this got FAQ'd I love that they wrote the same thing This is basically a repeat of the sort of iron jaws ability, right Sure, and the way I got FAQ'd before was you could basically break it up Over time Right, so yes, they have to qualify, but you can just keep Redoing it and it just keeps writing for free. You don't have to do it all at once, right? So you issue to the one he pulls back they pull up to the next guy you pull him back and you just like You just keep pulling all these little dorks around Um, so I just thought that was funny, uh, you have a command ability that you shouldn't use which is uh, Which is basically gives your man crushers. Um plus one attacks to their throwing rocks Uh, I should say that, uh, man crushers went from first of all Yay, it's not allegiance ability anymore. It is on their scroll Thank you great usability change wonderful. They can all just throw rocks now The problem is it's not d3 rock throws anymore again They they wanted you to play man crushers and then they made something like their shooting attack worse They made their damage worse wrong choices guys Wrong choices like man crushers are so risk-free. You could have gone so much more powerful on them because of the five up save They just clearly didn't understand this book. They were worried about the power of suns But if they invested all the power into man crushers and suddenly the right answer is people running six and nine man crushers This army would be instantly like no the three-twist book ever Yeah, okay The the two three three two book ever because no one's scared of babies. They just go down like I just think they still have a fundamental misalignment and understanding of sort of what is I mean, maybe they don't now maybe when this book was written. They did. I hope they've gotten to it now Right of kind of what actually makes a unit valuable and anything with a five up save is almost always weaker just by its very nature Right. I was thinking about this one. So let's say two units of three. So you're making a pretty big investment 900 points in the babies You're now getting 12 attacks six and that Well, I mean six and you're using no, they're based one attack each Using the big shots to issue this to both units. Oh, yeah. Okay. Sure. Yeah, that's fine So you're getting yeah 12 and then one of them is Is not able to you can start of your shooting phase So you're not able to all on attack. So that goes down to six You're getting through and then you're getting four That through And then it's just minus one, right? So even in an ideal situation, you're not doing that much damage. Yep Then you get to getting stuck in which I I put my stonks on this So add one to the damage inflicted by each successful attack made by a friendly man crusher garg unit If the enemy unit has 10 to 19 models and two if they have 20 or more now look right now, that's just not very common I mean, yeah, sure. You're the night haunt destroyers like get out of your night. Haunt. You're in trouble You're in uh, oh we're in trouble, right? Because you're just gonna smash the crap out of these guys Your man crushers are so dangerous And you know moving their sort of um Moving their sort of base damage clubs up to damage three or four is obviously quite strong um, but You know right now there just isn't a lot of targets that you're gonna benefit from this from I would also point out tyler That man crushers do actually quite a lot of damage as they come as they hit people now Like when we get to their scroll between their sort of impact hits and their enhanced stomp You actually stand to do a lot of damage to a unit before you swing So you might charge into a unit of 20 and it could be down to 10 or less by the time you fight Right So yeah, my friend played against three baron guard Tuesday and yeah, I gathered that he did a lot of damage through the mortal wounds, right? Yep Absolutely, they're very damaging just on the charge in again another reason why I love the the previous build We talked about where they're shooting like 25 inches across the board because just them landing the charge Is power? That's power Well, we'll see when we get to them still like this man I mean, I obviously there were a number of things that stood out with this book where yeah It could get more intriguing in a post current season world Depending on what the new world looks like, right? But I mean still obviously a lot of armies have units of 10 models that they put on the board Sure We're you're getting that extra damage and again you won't need it though. They're dead. They're dead before you fight Uh, that's that's probably fair. Yeah, even protectors You're just gonna plow into them and pick up three of them before you before you actually fight And it's like, okay. Well, there goes the bonus damage I needed Yeah, yeah, that's probably fair This is the problem Now if we suddenly flip to an infantry heavy world Where people are regularly putting like units of 20 and 30 on the table Okay, my appraisal completely changes, right? So so I'm putting some stonks on this one because I think we will live in that world eventually Right, uh, and and there you go Um inescapable grip. No skip. Stop it. Stop trying to make this thing It's bad. It's it's just bad. I don't care if I can reroll the dice. It's a fun ability. I love her old body I'm not I'm not throwing. This is the definition of throwing good money after bad Sure Besides you've got the my favorite command trait in the book right next to it, which is Eager for the fight 18 inch charge range three six roll to charge again Wonderful fantastic. Now this does compete with the plus one to charge Uh for all your units right because it's command trait. However However It is a command trait not an artifact so you can combine it with the amber bone totem. So now your stomper Uh can you know basically run 16 and then charge three six So that boy can can get out there and get trucking, uh, which I like percent Yeah, it's hard to overstate the value of these things Yeah, three d six and run and charge particularly when they combine together Just yeah having played this game for so long Yeah, like seraphon obviously seraphon could do this and it was always Profoundly annoying because you'd have to take that into account when playing them on top of all the other nonsense that they're doing Yeah, yeah good And then your stomper tribe artifact artifacts Hey, look we fixed the emulator of destiny Uh club of the first oak in your hero phase. You can heal one wound allocated to the bear Fine. Cool. Yeah, it's fine. You heal five wounds over the course of the game. Yay I mean again, it's it's not the biggest deal, but it's something Uh, but however in addition while the bearer has 25 or more wounds allocated to them. They have a ward of five up Does combine in interesting ways with the plus five wounds command trait So if you go to 40 you still have 15 wounds left when you suddenly trigger the five up ward Uh as opposed to 10 left. So, you know good stuff there um And then you have a the mantle of the destroyer. You're never going to pick right That's the coolest name for the dumbest artifact like no stop pass um Now I you know I will say I I'm writing it off completely But it will make your if you're if you really hate the fact That the stomper taker and breaker have a bravery of seven and I hate it Because it makes them very hard to heroic recovery. Oh for her recovery. This actually will fix that problem So I don't want to say it's completely useless It's like you'll you'll suddenly be able to use heroic recovery very easily But like boy, oh boy is that not as good as the other one or or Many other artifacts of power that we've already talked about so okay uh I I'm not I want to cover grand strategy and biotactics rather quickly here Um as always as we always say here. I don't like these uh I do not love these being in books, but here we are um their grand strategies are fine They're fine in general I mind grand strategies less. Okay um Like on the war path Is very doable. It's effectively just a harder Or it's effectively a I shouldn't say harder Maybe an easier a different Lateral take what's theirs Right because you got to have all of your units who are still alive Within enemy territory And it's not predicated on what the enemy is doing. It's just what you're doing. Yeah, correct. Correct The only reason I say it's still difficult is because That means everybody hence like where are the objectives at that you're not standing on right, um Whereas with normal take what's there is you can split your force and just you just need to have more In their territory you could still have other people in other places on objectives holding them, right? So And um, but yeah, they're fine um the uh The make the land tremble you complete it if you made a runner charge move in every battle round Okay, it should be noted there. It's battle round not turn obviously Duh So, you know, that's fine um, and most of your battle tactics are like Bad They're just bad swingy random dice effects that are actually very difficult to To achieve I shouldn't they're completely uninteractive Just like does this thing work? Roll a die on a three of you your battle tactic on a one or two You don't that's how like I'm being a bit facetious, but not horribly so that's really how most of these work out so Okay um The only one I like is the colossal violence because it gives you a fun reason to pick titanic tool So and that's your dualism Yeah Core battalions are the same that they've been Basically the same too and they they both have unified on one side or something else on the other Magnificent for the bosses of the stomp. So the bosses of the stomp which can hold up to all four megas Still have the best choice. So you could you could have like four megas in a one drop. It's doable extremely doable Or you could go, you know double bosses at the stomp Um and uh And you have two extra artifacts or whatever. So Cool Yeah, and the foot slog is is The problem with it is it requires two units of babies. So that's a very specific list You take it for the unified the swift is not worthwhile because the way that those things work are bad Yeah, uh, so there we go All right, let's talk about scrolls Yeah So the scrolls, um, I want to first talk about all of the Generic abilities we're going to see here and the general cleanup That happened with these scrolls because this is going to be true across all of them So general cleanup Um, all of the attacks are now three and reach Just period down the line for all giants And all of the attacks are now Or sorry, they all got much more consistent on the numbers and on their attack types like stomp and grip And how they work and they're very like it's a lot of unified mechanics and they all move 10 inches now not One moves 10 one moons 11 one moves 12 no stupid reason to why one would be different than the other They just all move 10 inches flat Okay Now all giants have the same crushing charge they had before where On the on you know, they have impact hits to everybody within an inch of them D six mortal wounds on a two up if it's not a monster D three mortal wounds to monsters All megas have this ability Great charge roll like man, you get you get in the pocket where you get like three units around that big base Delicious mortals. Yes Feed me um Do you think the D six is right or should that be better averaged out? I wish it was D three plus three, but it's not going to be clearly so No, D six is almost always wrong, but whatever Yeah, it is what it is. I would take D three plus two over D six any day of the week Sure Like every day and twice on sunday um, they all have the almighty stomp rule Basically, one guy has slightly different Footy stomp still but they have all the almighty stomp where you get plus one to hit If they're attacking an enemy unit with a wound's characteristic of three or less. So basically if they're fighting infantry And they all have death grip where if you're fighting a monster when you roll the damage on your death grip the D six You can roll two dice and pick one of the dice It does even out the D six damage a little but again It could just be D three plus three and then we'd be in a better place, but whatever Um, they all have long shanks and we went ahead and We went ahead and re screwed up long shanks. So good job there on that Um, because this is the pre FAQ language where we're back to worrying about whether terrain is four inches tall For us to move over it for an ability that only works on a normal move run or retreat Not on the charge very very important. I've seen people screw that up so many times Yeah Was that your game where that happened we yes, I A little borked over in a at a tournament game, but that's all right It was probably I would like to think it was not a mistake. So but it happens. Yes I would point out that there is one terrain kit that gw sells that is less than four inches tall All other current terrain kits on offer are more than four inches tall so I don't know what you're using this to walk over If I mean the four inches tall is so short It's so short Please get rid of this rule or just stop this Like I asked before for this to just be like the imperial night ability where you can just walk out of combat with little people And that's how it should be The way that they fixed it that they removed there was no limitation, right? It's well, you still you still can't do this with monsters You can pass across non monsters There was a limitation on the terrain Size correct the terrain. Yeah, they got rid of the terrain verticality. It was just terrain and and you know models and it's like, yeah Great, perfect. We did it. We fixed it. We all agreed It's better now and then we went ahead and re screwed it So hopefully FAQ they'll just re re this is like the sylvaneth woods of uh, of the sons of bethama, right? Um, they all have son of bethama where they you can't they can't be instantly slain all the megas do they just take t6 mortals instead And they then they got their terror which they all have all the megas have got so good way upgraded Because it used to be just like neg one bravery, which was stupid Uh, now it is uh enemy units cannot receive the inspiring presence command While they are within three inches of any friendly units with this ability Yeah, oh boy That's that's a big deal Yeah, it helps with The damage output issue. I mean that's going to help in a number of cases, right where It's actually going to mean that you're doing more damage And you might have realized I guess you still have to push through damage to actually, you know cost and battle shock, but All a sequel. I love this role. Yeah, it's it's one of the best editions of this book Yep They also have timber you still make the stupid roll off because why would we be allowed to have fun when you kill our toys? So fine. Okay. Those are all the universal rules. I'm not going to mention those again on the future scrolls Let's talk about actual broad here So broad starts at 40 wounds and he's bravery nine, which is great means he can actually reliably heroic recovery He is a war master, which is fantastic. So he he counts. He's a bonus genny. We love the bonus gennies He has a super awesome rule called creepers. You can see their little their little value up on the chart here And what creepers do is when other enemy monsters try to do their own monstrous rampage If you you roll a die and if you equal or exceed your creepers value They don't get to monstrous rampage No roaring king broad, okay So because I mean base as long as he's taken less than 18 18 wounds or less on a two up you shut off Enemy roar enemy, whatever It's incredible It's incredible. Yeah, absolutely This coming thinking man, like one thing we've discussed already with this book The challenge with safe stacking and getting enough damage through kind of wishing they would have had an army wide For roar to make it a two up instead of a three up with sons of bayonet Just the the importance of them getting off roar. I feel It's so significant in a lot of instances that I would have liked to have seen that on a two up Yeah, it's just a thought that I had Um broad we'll talk about his attack profile So first of all the almighty stomp in the death grip are universal across the megas. He has the same version of that So three inch reach Two attacks three's three's neg two d three and one attack three's three. Sorry three's twos Uh neg two d six damage. So fine. Okay His main attack is his big giant obelisk club Of which he starts making four attacks and then eventually goes down to making two Three's three's neg two rend damage five. So apparently it was great. I love base damage five fantastic Um, I don't know why a I don't know why a tiny dumb dumb With a big sword who's made out of wood gets to have six damage attacks I'm not sure with that tree Uh, look, I'm not sure what that stupid tree did to earn his six damage attacks Yeah, but apparently it's okay for him But we can't get to that that mighty six damage number just impossible But I'll take five over the two or whatever we were dealing with before so fine Uh, and but most importantly broad is a priest and he's a really cool priest Um, I actually love this. He has like really impactful prayers Um, all of his prayers chant on a three He gets plus one to chant if he's killed a monster Just cool So, you know making him very easy make movement him down to the all important twos And he has three solid prayers. Um, all of which are basically board wide Uh, and so the first one is shadow the mountains, which is plus two inches to move for all your units cool The second one is might of the earth which heals all of the units d3 Seems like a small amount, but again, I like I stand this prayer Um being able to heal, you know four units d3 wounds and eight extra wounds in the army It's an attrition game with giants Okay, and so it's fantastic, but then obviously Uh pummel all to dust all of the main club weapons effectively across the army get plus one rent So huge huge huge deal. Oh my god I mean, this is it's the iron jaws wall all over again, right? Like they they call the wall and get plus one rent Now that's to everything not just their main attack Um suns as usual get the worst version of the thing, but I'm okay with it. I play iron jaws too. So it's fine The key with these prayers is you can't Each one can only be chanted once per battle and now As good as all three of those are Tyler, can we talk about the most important prayer? That that that is not on this list Oh He's He's unique. Do you love to take nope? Nope, he cannot select. I'm glad it's a cursed. Yeah, he cannot take curse. He wouldn't want to anyways really The six of war there it is Bless Yep, that's yeah Because he can hand out the amulet of destiny like a six of ward on a mega is a actually a big deal And the fact that he can just hand out amulets of destiny as a prayer is really good Um, I would point out he also can smite which is very funny. It's a 48 inch range 48 inch range prayer just Um, if he happened to have killed a monster and or his near mystic terrain He actually stands like a decent chance of doing d3 mortals to an enemy priest But and obviously he's not very afraid of being smote in return like whatever Oh, but it's a fun thing. But yeah, bless is incredible Do you remember offhand the baseline is a three up or four for blessed three up? Okay, so Good Kind of wish there was a rule that gave you a built-in two up Option once per game on these as opposed to having to rely on killing a monster Which may or may not happen You really need just in terms of pushing through one of these when you really need to sure That is a little rough the unreliability, but I mean three up. It's it's still pretty good Uh, yeah, I love the I think this guy's gonna get played a lot man a lot Yeah, he's 580 the way the points work out as you'll see It's really easy to fit him in list This is what I'll say like there are a lot of lists You're gonna generate that where you're like clearly they were very careful with the math and he just fits Okay He's not he's not doing a lot of damage. I'll say no. No, he's okay. He's he's it's pretty good utility. Yeah. Yep All right, the beast smasher Again, so standard giant profile now we're down to the 35 wounds four up save 10 inch move This guy does get to be bravery eight though for like no reason We could have moved all the other giants up to bravery eight. It would have made sense They are mega-gargants. They see themselves as the alphas of the entire world and have no fear of most anything I don't know why they're bravery seven. I will continue to rail against this Anyways, uh, oh, we didn't mention the mightier makes right your number, but now that we're into the base chart I'll mention it here again starts at 20 18 15 12. That's the standard chart for emails broad counts as five higher base And then creeps down accordingly Uh, this dude's great. I love him. Um, he has all the standard giant stuff Plus the ability to do the beast breaking strike Which we saw on the preview article where he can take his club that normally makes three attacks And instead have it make one attack with a damage characteristic of 5d6, but he can only do that against monsters. So cool. Yeah Um, yeah, you're I mean when you need to do particular burst damage That was the first thought that came to my mind reading this right like, okay I need to do this x amount And I'm I've got a better odds of getting there through this than my normal attacks Otherwise, I would just expect most of the time you're doing the normal attacks Yeah, I I mean, it's it's one of those things where it depends on kind of the circumstance The club is base threes and twos So, you know, if you're in and all out and you're not under any penalties If the rend prayer fired off and suddenly this thing's at like rend four Right, you know, okay. Sure. Let's twos twos rend four 5d6 like I'll probably take that gamble Let's go for it. Yeah, like that's that's the time, right But most time I'm probably just swinging home um So that's his his main club. He also has a five damage club on that rend three base. So it's good. Hmm Uh, he also has the behemoth brawler where at the end of the charge phase if this unit is within three inches of any enemy monsters You can carry out two monsters rampages with his unit instead of one Each monsters rampage carried out with this unit must be Uh different and each must target an enemy monster So but that's fantastic. Again the fact that he can body slam somebody and then also roar them when they're on the ground or whatever Right, whatever he wants to do is just incredible Uh, so I mean again, this dude is the enemy monster killer in any suns on suns mirror match This dude is a terror to to the enemy force Yeah, I like this guy too He stood out over the gate breaker and and kraken certainly over the kraken. Yeah, I could certainly see this guy getting played a lot as well Yeah, I ran one of these guys along with uh broad in my test and Loved him loved him as a combo thought they were fantastic together just just absolutely stellar Had just great luck with this guy and it's funny too because I was fighting an enemy force that had zero monsters by happenstance And yet he still was totally worth it Uh, yeah, I felt like a lot of lists could start with those two And then you know, you're going maybe do a war stopper and then three baby I felt like that's probably a pretty subtle list broad that guy war stopper with my list There you go. Yep. Yeah Um Yeah, I mean it should be noted that these two guys together equal exactly 1100 points All right 580 and 520 it's exactly 1100 that's going to be relevant in a minute When we when you see how the math works We got our gate breaker Notable changes on him still has his big hurled boulder. So that's fun He is still the same stat profile. The notable change here is the fort crusher flail That went from damage three to damage four But went from 10, sorry 10 attacks unwounded to six attacks unwounded So his maximum damage is now 24 as opposed to, you know, 30 I mean, those are not real numbers in either case, but nonetheless, there it is He's still fours and threes on that. So that hurts But he is still rend three with the main attack Which again could go to rent for The important part about this guy is the smashdown Sorry, not the smashdown. I apologize. The that's the kind of same thing It's always been where he gets more damage against targeting enemy units and cover or Or garrisons, which is never going to happen. He can also like smash a bunch of The the interesting part about smashdown is he can smash terrain and cause a bunch of splash mortal wounds to everybody Around it like within five inches of the terrain, which is a huge bubble around the terrain to cause d3 mortal wounds Um, so that's actually not bad. You will use the smash terrain ability for him because why not like it's way better than a stomp Um, if you're because you could easily hit a lot of units With that that's like a big aura or you think of the terrain pieces at at like nash con And you smash one of those things and then everybody who's within five inches of it Like that's a big aura of the table suddenly taking d3 immortal wounds, right on a two up So so smashdown the important parts of second paragraph that first paragraph is never going to trigger. So who cares? Um, I mean They won't be like said seraphon is always in a garrison. They won't be they'll just leave They just won't be in their garrison. They'll just stand behind their temple instead Like the if they see this giant coming near them, they'll just won't be near it if they think that's a possibility They just won't be in the garrison or in terrain. That's The it's not a complicated set of incentives, right? um But pulverizing strike let's talk about this one. Here we go So when this unit fights you can say that it will unleash a pulverizing strike If you do so instead of making any attacks with a melee weapon Right, you pick one enemy unit within three inches and roll a die on a four up. They take 46 mortal wounds 46 mortal wounds now on a four up I'm going to make this simple for everybody a bunch of people hated this ability. Here's my read on it tyler I want your your gut check. Sure. Yeah unwounded That's a crazy choice to make like you you are a true timmy gambler Okay Because this guy's simply going to do more than that to most things if he's unwounded When he's heavily wounded Read Let's say either 23 plus or 30 plus wounds on when he's down to four or three flail attacks Every time i'm punching this ability every time like let's roll the dice, baby. Let's do this Because the damage flips the other way around Right. Yeah, that's not to me as well, man. Yeah when he's wounded and then when you're going up against safe stacking, of course I mean The I played so many games with that temp protector list, right? where My strategy was to stand with plus four and the gate breaker couldn't do jack to me Yep, but if I know that it's also the threat risk That four up, right? That you may have to assume That is going to happen every time you're going to get punched with 46 mortal wounds, which could change your behavior Yep So I like that aspect of it It's a tool in the toolbox that they now have that they did it previously Against safe stacking. I agree. Uh, it's it's a 50 50, but it needs to be it should not be a three up That's just too good. Yep a little too reliable at that point. I dig it I agree. I think I think it has value. Yep All right, also 520 so also fits right in with like broad to the 1100 point mark or like him and a Smasher then gives you the space to make some other interesting choices, but not You cannot fit these two like the two 520 boys together with a taker and a stomper or three my three babies That that's off by by like 10 points or whatever Um, which is funny to me. Hey, they were very careful with the points in this book and the lists that were allowed Yeah, the war stompa still has the week week week club This guy still makes me sad with his two damage club He still has the same exact Thing where it's like capped at 10 attacks for no good reason The guy who is supposed to be fighting tons of infantry You're not that there's that many units more than 10 anyways Yeah, but it's just like Come on guys Why what are you afraid of here with this two damage club? I would point out ogre fists are two damage Okay, and you know, I mean we saw the glutton preview today People are gonna run some glutton's and those guys are gonna make a Hell of a lot more than 10 than 10 attacks into enemy units Especially when they can fight right now over the top of each other because of battle brothers or whatever, right? Uh, they're gonna be swinging in with like, you know, I don't know 36 Uh attacks on basically these same numbers I mean neg one ran instead of neg two So that there that is a difference. I don't want to pretend like it's not but 36 versus 10 is a bigger difference Okay so you know Whatever stop this But whatever this guy still has her old body. It's still a very fun ability It can still pop off for you every so often and do a fun thing He's the cheapest one you take him because he's the cheapest one He's your cheapest guy to go stand on an objective. That's what I come down Sure. Yeah. Yeah, and that's uh artifact or whatever it was that gives you the five up awards makes him a lot more intriguing, of course Yep Yep, particularly comboed as you said with the extra five wounds for 15 wounds at a five up award five up amulet of destiny Yeah, that's pretty sweet. Yep. Yeah I mean when you want when you need the cheapest mega to stand there and survive the fact that he has the The heal wounds and stand on a you know get the five up word save He's value. He is value for that. Right. He's a great stand-around guy. That's what I'll say That's basically it with him Not as complicated. He he's still very much is what he was before Oh Same with a kraken eater, honestly These these two didn't really change in any huge tremendous ways The biggest deal with the kraken eater is his club did go up to four damage from two So Great stuff. Okay. Um, but the attacks went from eight to four So he actually had a completely even swap like his damage doubled, but his attacks halved So he just like it's you know, it wasn't the same with the gate breaker Yeah Where you you lost more than what you gained here. It was just a straight even swap I mean this guy's not really a damage machine anyways, so it's fine Um, he still can stuff him in his net Uh still d3 models, but still a very good ability, you know between His crushing charge and the stuff him in the net He can actually do quite a lot of work before Again certain units before he even swings that club Um, he will be a lot more swingy Now in general. Oh, yes. It is 490. I'm sorry. I don't know why it says 495. This is this is 490. Yes I'm sorry everybody. I thought I changed that aversion, but it didn't it didn't catch the update because I switched computers I'm sorry everyone. Yes. He's 490 um But you know, he still has get off me land. He can still kick things around. Yeah, thanks. Great. Go away My my my one drive is having a lot of issues right now. I apologize everybody. Um I had updated that in the previous version of this Stop it Stop trying to upload. It's gonna keep bothering me. I'll have to discard it and it'll say 495 again um Stop it God see this is why here we go Overwrite just just make this go away. Please. There we go. Okay, great. Fantastic Love it. Um, yeah, he's still good. He does what he does man crusher mob tricks me as maybe the least likely that is like For number four out of the out of the four hundred percent. I think he'd be the least interesting one to me Unless you're going hard taker and you're still trying to bet on the the just pure objective hold Right because then you need one of them to get in there to open that up. Yeah, sure Uh, okay man crusher mob 450 as well and that so that being the key right the as you mentioned the war stomper And the man crusher mob are both 450 hence they can combo with like broad plus gate breaker or broad plus B smash it and then these two guys or gate breaker and b smash it plus these two guys You know six man crushers or man crusher and war stomper or double war stomper like those all work Mathematically, right Now these guys are actually interesting. So as mentioned, they now can throw rocks based on the profile Thumbs up still the same stats fours threes neg 1d3 One attack base though not d3 attacks Yeah, just just not going to get much done most of the time. Yes It's it's not it's it's a little extra damage. It's all it is you never bet on it That's why I said the command ability to throw extra rocks is a complete waste of time, right? The their massive clubs went from because this used to be if you remember tyler This was 10 attacks each on threes threes neg 1 1 damage 1 damage 1 That was what it used to be now at least we upgraded to random ogre fist So that's nice for their giant clubs that are literally uprooted trees Um, so that's good stuff. Um, but they went down to four attacks. So again, they come out worse on that trade, right? We we went from 10 potential damage to eight uh, so Not as good. However, these guys are the that that sort of hides their actual damage potential These dudes have always been just damaged champions for me Um because of all the incidentals So they get a champion now. Thank you. Finally Which is wonderful They have their stomping charge where Each unit each of them still Uh, basically if they're unwounded then they're still on impact hit two upping d3 mortal wounds for for each model Okay, so as long as you get all three in and they can you get three d3 immortal wounds on a two up out of them Which is I mean a fantastic impact hit, right? right um And in addition they have the the ooze under eel now. I hate speaking these words But they have this advanced stomp Like clearly they're the ones you want to be picking to the stomp because if you carry out the stomp monstrous rampage With this unit's bull stomper, which is your champion. It's the guy who actually does the monstrous rampage in your unit um And roll a two plus for each other man crusher gargant you add one to the number of mortal wounds cost So effectively your d3 plus two instead of d3 So, yeah, dude 11 mortal wounds on average comboing those things together. That's pretty impressive. Yep Yep, and then remember they still have stuff in my bag as well So against the little guys that they can actually like one or two wound models where you can very reasonably get double their wounds characteristic That's three more models. They're gonna pick up before they fight Right So by the time you come to their attack profile, this is my point about why the man crusher is doing all that bonus damage It's just pointless Right now given the stuff a mini bag is actually after they Well, it's after they pile in right so they don't even have they do before they fight after they pile in That's my point by the time you swing your weapons You've done 3d3 mortals on the impact hits. You've done a d3 plus two stomp You've killed three models or two models or one model or something Hopefully with the the stuff them in the bag. What unit still has 20 model lift for you to get the plus two damage It's just like it's an untriggerable bonus And I just I like they looked at it and they copy posted it and didn't bother to run the math That's it. Like there's no other explanation because otherwise they would realize that that that plus two damage is Not impossible, but darn close Like it is darn close to impossible. You could you could play a hundred tournament games with this army and never trigger the plus two damage Sure No, that's not a bad thing. You're killing them Right. It's just you don't need the it's a pointless ability Yeah Right This is one of the reasons smash it is starting to win out for me right because I really love its man crusher enabler Right in the death frenzy Uh fight at top of profile thing But yeah, I think all this up I could definitely see the value of a unit of at least one unit of three in a list Particularly if you're leaning and says we mentioned earlier the 3d6 plus the run in charge, right? Where you've got an incredible threat range and you're holding them back in the pocket If you can, you know, if you're not facing an intense shooting or whatever that's shooting them off the board And yeah, that I mean that ability to deliver a little more wounds At you know, where you need to with incredible threat range I saw a battle report where I think it was maybe re-rolling ones jack with Eltherian and they just three of them just took Eltherian off the table before they got to combat phase Absolutely, if they charge into him, he's dead. He's just dead like big pick him up. He's out of here Right, like no question one of the toughest sort of hardest to remove melee models in the game They'll just walk right over him just like he doesn't exist. Yeah. Yeah Yep, absolutely. Yeah, it's really really good value in what they they can they can bring to the table with that kind of unit When you add all those elements together. Yep Um, I don't have a slide in here, but the single giant is 150. It's just literally, you know One of these guys That's it. It's always Um, there you go. So he's 150. Everything's battle line still everything the the megas are leaders and behemoths You know, this is the easiest force to build with the points just naturally Lead you into yeah archer is wrecks it someday 60 clan rats will be a thing again Yeah, exactly because right now it's like 60 clan or 60 zombies is basically your only hope forever triggering that plus two damage um And so it's just really easy to build forces. It's clear they thought deeply about the math And how it all works and stuff like that. So There are also mercenaries. Um, the only one that I really want to the other three are Basically still the same or close enough The new one, which is the beast smasher mercenary. He can be taken by destruction only and his special ability is he gets plus one to to Uh hit against enemy monsters. So I mean, he's already Great against monsters. It does put his uh big giant club that that is good at monster killing on twos and twos base Assuming no penalties. So but he has a very expensive mercenary at 520 points. So sure That's it man base on that. Yeah, that's so that's the book Which thoughts overall, let's let's close this out. I gotta get going I do That's pretty good. They Oh I suspect cragnos is still gonna be a pretty good option in terms of competitive list Just playing around some list with him and you know, it was like getting to 1920 okay Very reliable. Yeah, I really don't like how he affects the math. We didn't talk about him in there I want to do a list show about this book in the future. We're gonna we're gonna do some lists and talk about some some ways to build um an interesting sort of things out there, but um, I want to wait and see what the Battle scroll does right at what what things it moves around like you mentioned it could change some of the ways I build some of the lists, right? So depending on what they decide to change Uh, so but we'll do a list show and play around that stuff and we will have craggy and some lists But I need to see what happens there. He's he's still cragnos obviously nothing changed on his scroll So that's why I didn't bother to put it in Yeah, well good the list that you ran. I think that that really stood out to me and yeah I mean that feels like be smash a war stomper king broad Yeah, I want to try that. I ran it in stomper that time I want to try the same list in smasha because again, yeah, I could just switch right over right so, you know You're making a good case for smasha. Definitely I I those are the two I I'm stomping smash all the way. Those are the two that have really grabbed me. So Yeah, absolutely. Yeah Yeah, it's pretty good on the whole We got a little more timmy We got simpler We had lots of usability enhancements and we leaned into the timmy We finally figured it out right between the wrestling move monstrous rampages The smaller attacks with higher damage like we finally steered into the actual psychographic profile for this army, which made me very happy Yeah, and I'm interested in the see the win rate with this army going forward. What would be your sense? I mean it like on the average it feels like They're going to be A little less competitive. Yep. They will go down. It'll go down. Yeah I think this will hit right in the middle because of the swinginess Like that's it that that will just lose some games Yeah But that I think you're right. That's more fitting With this kind of army experience that you want to cultivate. Yep, exactly All right, everybody. Well, thank you so much for watching. I know this was a quicker one But as I said, I'm on the road. I need to get back to actually work. So I apologize everybody But thank you all for hanging out hit like Uh, subscribe if you haven't already don't forget if you want to support the channel You can do through to do so through the patreon link down below By the way, if you're a fan of rpgs as well Undesigned by role playing games focused podcast is back Undesigned the link is down below. So it's it's back We're going to be releasing it bi-weekly for a little while Then we're going to go to a weekly podcast and maybe continue to build out that rpg stuff as well So give us some listens give some feedback Don't forget there's a merch store where you can make your voice heard voting for team tyler or team tom As we drive toward the end of the year and see who wins And the only way we decide things which is capitalism But as always, I thank you so much for watching this smash those buttons Help out. We really appreciate it as always. We'll see you next time See you next wednesday