 you're live running. Hello ladies and gentlemen and welcome to an idiot learns to play our martyr in this scenario I think. So yes welcome we'll just we'll kind of rummage around for a minute or two delay and obfuscate, wait for anyone else that's going to join us and then we'll fire in and get excited about our hour or so of. There you go. I'll meet myself that might be handy. Yeah please do. I'm going to go live this time so that is the main thing. Well you've done that which is very good. I can just sit back and relax now. Correct, at least my last video which involved me having to re-record the whole thing because we didn't manage to get it out of focus. That wasn't my fault then. It wasn't your fault. Okay so look I don't know about you all normally an antique release a game as we did with our martyr and you go down to your local gaming store and one of our wonderful Pathfinders will be in there demoing it and people have a look or other people that have bought it because they're Mantic fans and thank you will take it along to their club and they will show this beautiful big blue boat and they'll see in these beautiful boats and you will be intrigued to look and watch them play and ask for a demo and then all of a sudden you'll start playing a new game and that's kind of the touch soldier model that has been working for so many years and then you might come along and see the Depticon or Salute and we'll be running loads of demos there and you'll be able to see it and you'll go I want to see if there's any good this stuff and it is very very good but we've done none of that. We've not been to a local gaming store, we've not been to an event and we've not been able to run demos for you. Now I got super excited about our martyr so much so that I've painted two fleets which is a world record for me. I don't think I've done two factions for a game for at least four to thirty years and here's the thing I don't really like reading the books much and when we did play test this it was a long time ago and I want to learn to play and I think and I hope there's lots of you out there that just want to get introduced to the basics and the familiars so that then you can pick the rulebook up and really start refining it but the best way to learn to play chess is to play chess and the best way to learn to play our martyr is to play our martyr. So we have the beautiful, my beautiful assistant here is Clive. I don't know if Clive you can stand in there. Quite good as far as beautiful. Yeah okay you have to stand back now because of all the lights. And Clive's not only played lots but he's also a very good demo person and so I'm going to ask all the stupid questions. Rob the beautiful other assistant Rob is behind the computer over there. He's got a face for radio that's put it that way. So if you ask any questions Rob will shout them out and Clive will probably answer them. But I'm going to kind of start at the beginning and just go through a couple of turns so we get familiar with shooting the turn structure. What makes it so exciting and so good. And then I'll go away learn the rulebook and if there's a demand I'll come back and whoop Clive's ass with my drawers. Sorry I didn't have that happen. But if I lose this one it's because I'm playing bass and airs. So Clive you kind of set us up. We're going to have a couple of turns and a couple of go's but I think the first thing that all of us the idiot me needs to know is tells about the turn structure. How does a turn of Armada go? What are the phases? It's quite simple. You simply choose your mission. We're doing maritime patrol. We've already set up in our deployment zone. The first thing you need to determine is which way the wind is blowing. That will then allow you to determine if you've got the initiative. So explain that to us though. The wind just says So the wind is either going to come from a westerly direction or the east. As it approaches across the board the first ship in its way will catch the wind first and have the initiative. So they act like that first. And then we can do this in the turn. So that's why your wind sets up and it kind of says there's a little bit of random factor that you don't know who's going to go first. Correct. So we have a nice token which determines so we can remember where the wind's on. If you roll this dice on a one to a three it's from that side? No. There you go. So our wind is coming from this direction now. See what we're doing. Okay. See the board now. So now we've determined. It must stay there for this whole turn. Every ship gets a chance to do something. When you activate each ship it is really, really simple. You take a movement. You're allowed to shoot if someone's in range. You're allowed to turn. And then depending on your speed you're going to move again and shoot with another side if you've come in range. And then you can move again if you've got enough speed. That's it. And it seems to me that it's a little bit about kind of anticipating where the enemy is going to be. Yeah. Getting that board to add up. So it's getting much like chess. You want to try and second guess where my ships are going to go. I'm going to second guess where you're going to end up. And then maneuver my ships to get the best possible damage off. Okay. Whenever I can. So during a turn we move and shoot, move and shoot. Yes. And we do one boat and we run all the way through. Yeah. And then it goes according to the wind which we'll go to. Yeah. Until we've all been. And then it's going to end at the end of the turn. Or is that it? Is there any special kinky bit? A little bit tidying up. We just get rid of our counters. We reset the rounds so that we determine where the wind is then going to come from. Because it could change. It could go around that direction. Or it could go that direction. I could move around and then it just changes who's. Because as the boat start moving around. It changes who's going to go first. And it will be order. Sometimes it's usually to go later on earlier. Yeah. Exactly. Because they come closer to you. Super. So we have a bit of a cleanup. And let's talk about in this game maritime. We're both out having a good rummage. A big scrap. How do we win? How do we know? You win by destroying more of mine than I destroy of yours. Right. It's a great scrap. Do you sing the boat? Or do you do some damage? Your one is interesting. In certain number of turns. Just sink me. Right. There's enough damage that you can cripple a ship so that they surrender. It might not actually sink a ship. Yeah. For it to be out of the game. Yeah. It might have actually just killed all the crew. And the ship floats. It's given up. Yes. It's out of the fight. And we read that in Mr Barber's book. What was the book called? Pius. Pius. Great book by the way. If you haven't got it, go get it. I think it's the best romantic novel thus far. Barring Bachelorette Buyer's a great read. Well done Mr Marver and well done Pius. There are lots of good books coming. Get to the Magic Website and download it now. And then how many turns does the game normally take? Is there a set number? Eight for this one. Eight turns. So I'm guessing you're going to get through these pretty quick once you get going. I think you've got a good chance. You've got more ships. More maneuverability. No I meant if it takes eight turns, the turn isn't going to take too long. They don't really take that long. start with it's quite quick because you're not close enough to do much damage yet. Once we kind of get towards that middle escalating engagement bit then there'll be a lot of stuff going on and it you'll start sinking ships and it'll get messy quickly. So there we are we're going to do the initiative we're going to start the movement so let's just before we go any further let's have a little look at a card. So your fleet is made up of small boats what do we call these? These are tiny those are the sloops. Right and I've been very naughty supposed to have two on each one of those that's how maps for squadrons you have two so like little squadrons but bolting around in there the thing is but I was too lazy to paint two of each of those. Then you have your gun brakes which are kind of small boats. Yeah then you're in direct sit back and shoot a good distance. Okay so I want to keep this one back away from things and loving shells aren't you? Yeah. And then we've got my illoey. That's right. Which are these two here. Yeah. And they are these are my main. They are fairly your main line ships and then you've got the larger one which would be your abyss. Yeah. Let's just bring a lot more firepower. What's between a girp and an illoey? Does that one of them do a certain thing? Oh yeah more support like a gun break at 12 points. So let's so I've got three little supporting one big old fella and four supporting and a couple of little four support and three large guys and I'm there I'm gonna there it is but I know that my touch board is shorter so tell talk to me through the card we've got it up there so we're starting the top left hand corner I've got my illoey card this is my middle of the point sheet what's this? That's your faction symbol. So the first one is my faction so everything of my gorgeous faction that's the Bacillian's ship name that's right and then on the right hand side we've got points that's it yeah 30 points for your ship okay so now on the back of your boat yeah you have a red triangle right which relates to our movement turning arcs your next one is red one is yellow so if you've got your turning arcs here we'll flip back to me Clive not Clive, Dave, Bob and Floyd so you've probably got to be a little bit of me to recognize that reference and you've got a red turning and a yellow and I guess this one looks narrower to me yeah this one's more in the middle right no sorry yeah there you go so when they went right there and so you put your boat up against the back yeah and then you turn it I think that the in this case it's a red illoey so it's a steeper it's a steeper and it looks like it's a sharper turn right so red is a sharper turn than a yellow so that gives you more manoeuvrability and that's your turning circles and this is that they just can't turn on a ninepence these are sailing ships or either that's right boats they've got a certain momentum and they're all saying so that's our movement so we've got the card back up Rob yeah I can put it up so that's the red which tells you which of the turning circles to use so uh so oops don't even have it there we are right so that's it there we have a bit more special yeah that's where we've got special rules so then looking again I've got picture my boat yeah and then I've got two huh one la one sa so those are your cannon on the side right so this is my broad side you hit boats to my broad side this is it so you've got two heavy right one light and one close okay so that's your range and I use a different color dice okay so we use different colored dice on there um depending whether it's a heavy a light or a close range weapon one light on the front and the same down the other side yep carrying on so we do the stats then we do special rules do the stats and that's your movement speed that's five inches on our with your little measure correct look at that you have to move that before you can turn right so this is where I end up hitting islands and everything else because I'm an idiot that that sort of thing so you get it I have to move five so this is the whole point that you're moving five yeah before you do anything and then if you depending on your speed how many sails you've got up you can go again or not yeah so everything's going to start at back this way so you've got two movements that's included that okay so I'm going to be moving 10 inches correct if you didn't turn you just go 10 in a straight line we'll we'll come back to that the movement section nerve 27 so once you've taken 27 damage yeah that's it yeah the crew are going to get a bit shaky right you need to check for their nerve and that's a skin test later okay so you've been shooting me up or boarding me and whatever else and then when I've got to 27 points of woundy damage I'm in trouble yeah your crippled essentially at that point that's where things start to look like downhill right uh structure points is SP correct that's how many hits you can take before your floating wood that's not because I read the book just like Clive told me about two minutes before so so search point 36 so once you've done 37 or 36 points of damage yeah I'm sinking to the bottom of the sea yeah is it more likely that my nerve goes first or my structure points or is it different for different boats it's different for different fleets and different boats right the cillians are quite good staying in the battle right so I would suspect I've got to sink you before your crew wants to go okay so we're hardy basillians yes and we want to hang around for the scrap so you're going to pound me with your big hammers yes uh four that's your CS which represents how good your crew is at fighting in combat and boarding actions right okay so this is and I know that the orc like to get up close and run on board so I've got a four give me what one of your normans things that was seven I can see well that's my smash as a seven but my standard punishments is four and three but then you have to boost those as well yes but um you told me to stay out of your range if I possibly can yeah and then just across the bottom we've got special rules halo of light so that rule actually show it on your fleet card right special rule just for that ship let's go back to fleet cause let's go back to the other camera and we'll just talk about these in each fleet so the way you buy your uh your your fleet says you get the starter box and that has a nice smuttering of ships yep and you get a booster box which has some more boats in it it does but in your starter fleet you'll get a bigger small and medium and you also get these types of things don't you you do your your rules potentially for your fleet okay that's cool and you get the cards which we've been looking at relevant to the boat so tell me about these Clive what are we looking at here so for the Bacillians we already know the alofi special rule is halo of light so halo of light if this ship is upgraded with an agus shield they add one to the amount of damage that's reduced um in this game the only ship of yours that's been upgraded to include the agus shield is your abyss okay so my abyss has got that so it's good and then you've got the things like helping hand uh friendly ships in three inches on war camp sloop squadron so well drilled so this is where you start adding a level of tactics yeah that's what those little sloops there's tiny little ships are very good they're there to support your biggest ships and stop them running away right and iron resolve which i'll guess is a as a bacillian fleet rule all the boat that affects all your ships so before we know affects all ships in the bacillian fleet if a cripple ship loses a boarding action it passes its nerve test on the three or more regardless of any modifiers in addition the ship can cancel one crushing blow itself in a boarding action make it a normal hit instead so that's where you're saying about me hanging around yeah even when you're getting close and i shouldn't be running away i'm saying no way we're bacillians and we're staying correct and then we've got another card is that just more rules release those are some upgrades you can take so as you say i've i've upgraded your abyss to actually take the agus shield just so it's a bit equal points right six five each whenever this ship takes ten or more total damage from a shooting attack reduced area taken by d3 for three points okay so you've got upgrades for your navy and you've got your navy special rules and you basically yeah make them in your naval castle sure i'll forget to use those throughout and there we are true and then of course the bottom we've got m it stands for the size of ship it's a medium medium ship right l's a large yep and tiny is a small okay so tiny is a t and smaller is a t two the main battleship now it's a lewis that could be a word and i presume the bottom right end corner that's where i put my rooms yeah as you put your damage counter i won't need any napkin we're just going to kill you all immediately and then carry on just do we cover that when we get to shoot it when you come to shoot okay we've got one of a coping over there which is where i'll come in that's just a term in line of sight to just pop it in front of your ship and that's the arc it's okay lovely so tell me what i want to do so we're going to go to moving we are it's the first turn and i want to try and get some broadsides and shoot you up now i see you've set me up here on a slight diagonal well you're getting this robin the um so my main battleship the first of all we know the wind is coming from here okay so you go along there and you set me up so don't let your imaginary line which is the wind coming across and it touches first it does it touches you first right so any part from to back it doesn't matter when you hit that base hit by the wind yeah we know yours is hit first yeah and it'll just keep going and then mine will be hit second and then yours is third and it will just keep going like that and you set me up on the diagonal here which is both going to mean i don't hit the island this turn correct that'd be nice and give you a helping hand right and then we'll go so without battle speed what is battle speed two movement steps right the speed all shift darker and then what can you we're going to do the movement what can you go up and down to that token so that we can remember that ship is at that speed right so that goes on the on next it's better on the boat right you can put it on the card or you can put it on the boat but you can put it on the boat helps you know that that ship's done this is my girp umpter and what a girp umpter is good for one every one light not too many points i want to just kind of sail past and give you a bit of a shooting with it yeah they're quite a good ship they're quite nimble you get them in oh yeah they've got some movement on the yellow board someone else that shoots yeah so i move five straight forward get easy that's the first step will always be to go forward straight five there are some other ships in some of the other fleets with slides from rules we need to worry about those for now like oars and light oars which changes a little bit but for now but for now you don't need to worry about them because it doesn't apply that's still going to go another five so now they go five correct you can turn count and you've completed one move step so now you are allowed to turn if you want to turn there i'll be waiting to that island yes you want to avoid that island at all costs okay that's not a good thing is it no it's not so i'm thinking at this point i'm just gonna do another five yeah sail forward then i'll have to go and i've got to remember i've got to go another five next turn before i can turn again okay turn at the end of that you can change you you can turn it you can move forward five more and now you can turn again so i think that probably might be a good idea do i yeah i would do you move all of your turn or up to your maximum up to if i just you're gonna be coming along here yeah that's central no i've got a line so the board at the island which is good remember that's a battle speed yep and now that one now could i go up or down from there for next turn at the beginning of your turn yeah you can choose to go up or down one speed can you do that this turn or next you can do that from now on so for example your next ship you could activate and you could say actually i want to go up to full speed and you'd get three moving steps is there any dammit is there any problem with that it makes you less accurate for shooting okay um but typically in your first turn not many things are going to shoot anyway yeah so you get across and then start slowing down yeah and is there is there an advantage for being lower than battle speed what's that one called um you can go down to steady and you can angle okay you can sit still and is there any benefits to that there are you are more accurate um then you're easier to hit right so a particularly good tactic is to use a small ship because they're harder to hit anyway and then try and get it sent to a position and angry and it just sits there turning and i was on the bad end of that so the faster you are the more speed you're going to cover but that's accurate makes sense stands to reason and it's harder to hit and then i put an activation token on this boat just so when it all starts mixing up you can remember and then the next activation was my ship yeah so this is my hammer fist it doesn't have a token so i know this card uh this has got would you explain what you meant that i've got an aloe with a token here that's right so you've got two aloe so you need to determine which one it is so i've got all my token up ones at this end yeah just because i'm idiot i'm gonna activate my hammer fist and i'm gonna take it up a level of speed so it's three movement steps uh minor five each go so i'm gonna use a straight line and i again don't want to turn yet so i'll take two movement steps to go there and now i do want to turn it but hammer fists are a red turn i want to basically face you you're trying to ram me with this one not quite i mean a ram would be good for me it is designed and is quite good at that but that's not what i mean for right now it does look like a great big thing on the front yeah on the front i've actually only got a light 14 inch range that's what i'm looking to try and do is actually getting ready to shoot you so i'm not quite there yet so my last movement step i'm probably i'm gonna get in range so i go forward to five i went up to full speed so this advantage of me moving first is that obviously you were a long way away there yeah so i had to go up a speed to get right so now 14 inches is definitely in range okay that little gun on the front i am definitely within your heart yeah so now i do get to shoot you okay so that's good so this is that hot shot that they take as they're flying out there all right getting a sight to it they like can be one's red it's a red die so explain to us the dice is restricted to shooting so i've got some blues i've got some greens laying these out you've got your heavy weapons which are a blue dice and and are the numbers different on them no they're all the same technically the same dice we just split the colours make it simple when you roll up the dice right okay so blue is heavy right red is your light right black is your close quarter weapon right and green is for indirect okay and these are all just d10s yeah yeah so i just have them that way so they can remember it so i can roll the bucket and say i've got two heavy so if you're looking at this for example there's three different cannons on the side yeah so you have to move them all up relevant dice and roll them at once so we're going to look at the range first of all because the modifier's no matter right it's where you're going speed so it's a real plonk shot you've belted it up now you get to throw one out so the first one i get minus one modifier for the range being over 10 okay and then i am not veteran or anything so i can't change mode that way i am shooting ship is at full speed so that's another minus one so i'm at minus two so far all right uh your target size is a medium so there's no modifier for a medium ship uh you're fully visible so i don't suffer anything for that if i was behind an island that would mess you up yep so it's actually just minus two for me okay everything needs a six to pass the skill test so i need an eight where do we know that six comes from is that just that's the skill test yeah so whatever you say six six or more gets it correct in this case minus two so you need an eight yeah so a natural one will always miss a natural ten is a hit and it's a critical hit but could be more damage and misses we just discard so you've hit me fine gotcha all right this is a stupid game who invented it home time right fortunately for you the damage is just one and then where does that number come from is that just you're looking up it's one because you've wrong one successful dice on the reference sheet in the back of the book you've got your damage table and the weapon right so it's heavy it does more well close quarters are your best your black ones maybe three damage per hit but they've got a short range they have a very short range then your indirect weapons which is your green dice is a d six damage on a hit okay so that's what and they're your best range then it's two damage for the blue dice which is your heavy weapon and just one damage for the light red one okay so you've taken all walking one damage do i put that on my card or on the card on the card so as you go panther it's taken one damage one of 36 exactly so you're not really going to care about one damage so okay so shots can sailing over and prompting to me and there we are right exactly right now i've finished that ship it's now done and it has fired from the front but it hasn't fired from the sides yet can you reactivate that i not not for now now but basically it's fired from the front can't do anything else from that arc this turn because that gun has been used but if i show next to it could it fire from the side potentially yes okay so be wary so there's yeah if my ship hadn't activated yet yeah i would be able to react to you coming next to me and i could shoot you as you appear yep in a side arc that hadn't fired yet but that ship's really activated now so i can't really go back to it okay that's okay so it's fair game for you if you can get it with anything else right so the next ship along is your first alohi yep so actually i'm going to try and do what you did to me so i'm going five so i'm just going to before i start let's go so are you changing speed oh sticking out if i do i'm going five ten fifteen i might be able to get a cheeky brawl sign off the counter so yes so you will want to go up before speed and you'll see there's actually three little arrows on the top okay so you know three steps one two three so this one's got a two yeah so it's there it varies always nice and easy and clear so yes i'm going to what the hell let's go up on let's go and buff it on the names five yep then i'm going to do my turning business which now we're on a red yeah these items are right in the way for those tokens on me just enough that the front gets within arc yeah because your front now actually is in arc but we don't know if it's in range okay well so i'm going to do one more i'll go to there okay now what i'm thinking is if i go another five i've got a cheeky i've got a five one and then can come in now we want to see so that doesn't work that way it only works on the front so right now you're in my front so what we want to do is determine actually is he in the front he's partially in the front because half my base is now visible so if it's in range you've got your front gun with some shoots so let's have a look it is in range right it's not close but it is in range so what's the front weapon when you're eloping it is one L same as me yeah which is that one red one red now you're at full speed so we know that that's a minus one and that puts you to seven and the range is a little bit closer than that one but i don't know if i'm close enough so what was it was it ten my speed actually we're all the same so we're both at full speed aren't we so that's minus two okay um i'm outside ten inches yeah that minus three yeah so i'm looking for nine likely it's always a six yeah so i'm fast you're fast yeah bombing on each of us to hit each other on that front gun oh i want to roll a four which is stupid stupid yeah the water right that's that's now that weapon fired yeah this one hasn't yeah so if i can get three you can buy a multiple weapon yeah okay right ideally you want to fire the front one oh so in actual fact very suck beside two different ships and fire off both sides which is the center through the middle which was all yeah so what i can then do is i can actually tilt myself over so you're going to need to turn to get that angle actually together actually it's all about the angles isn't it so i've likened up now i'm going to go the other way yeah what i need to do is just ever so slightly show you my broad side well what you want to do is if anything you want to turn as much as you can because this is your view your your field of fire is only as wide as your base okay oh so not not this no it's not that's just for the front so you want to turn as much as your little token will let you because now you can see me right it's still only a partial because you can see it's actually the beginning or the end of it it's at the end or you could do something which is called fire she bears which means you measure your whole move yeah you mark it out so you know where you're going to end and then you shoot as the ship moves but it makes it harder to hit me okay so for a more accurate shot you're actually looking to turn and move so well we know where the starting point is i can go back if i've got it wrong okay and that's still going to be then i am going to hit mine so if i if i turn less than that at the end of your turn you could so you want to turn enough that you can do that and you're saying probably ah because at the moment you're saying yeah it's a partial shot on me but you've still got that shot if you're in mine and was it a partial shot and a full shot it's harder to hit me okay so what how does it count as a full shot that's a full shot from the back of mine yeah you've got my whole base so we'll say that's a full shot not a partial because the whole base is going to get me yeah because some of that's going to hit you that's pretty much it that's a full visual so that's what i'd miss it's not that you use that on your front correct and you use that's what's great about these bases and you can just okay so we know that you are firing from over 10 that's minus one and range we know you're at full speed and i'm at full speed just in range that's minus three right that's it is just minus three so what weapons have you got on the side of that thousand million a million i have got on my lovey this is a straight into it isn't it no fatter than that i don't like that two h i mean i'ma make it move to two blue he's actually moving oh come on you're gonna partner out there with what uh what two h is two what two blue two blue one l one red red so now we determine range so you're not one c you can't use that one too far away it is too far away right so the light are 14 inches they are in the other ones the heavies are 20 so they're definitely right okay so you can roll all of those together and what did we say you were it's minus three so nine and ten still minus three because i'm fast you're fast correct there's gonna be ten in here and there is zero ten so no hits i don't like who who get gilbert in here i like this alone get this get gilbert so that's now fired on the front and the side right so does it take a turn to reload those next turn over there yeah at the end of the round when all the ships have activated you get a little okay so you're really ready to go again no no need to do any action for it okay fine so then we determined which ship is next and i think it's actually going to probably be because of the angle of that sloop base that may or may not have been there at the start of the game you are using the sloop next then it'll be myself then it's actually your abyss then my bomb base so now a sloop being a tiny ship actually moves slightly differently for the rest right it moves seven inches in any direction it wants and it can make a turn twice during its move when it's based okay not limited by an arc or anything else it just moves seven that's it just moves seven and it has a gun which fires from the front so i'm in one device so i go gun found from the front yep it's got a little cannon on the front one light so i only get 14 if i can't but i probably can't and what's the other point of these these what else do i want to do this something about being close there you're helping hands so they help other ships that are getting boarded and they help modify the roll um i find they're very very good sneaky little ships we're getting really close and getting a getting a very very close off shot on something right do i have the does everything have a helping hand only if it says that on the ship's card right so it doesn't on this over yet specials helping hand there is friendship between two of them one more thing that i'm not saying may add plus two the amount of damage removed as a result of a repair action so you're helping along okay they are the tiny ships have been popular for the single ships on the website so maybe people are re-eyed yeah yeah just take a few of those down they are incredibly good if you've got lots of rabble for the orcs then you know throw those in and then do everything the worst most abusive one or not abusive but in my opinion one of the best ones is actually the emperor of dust because their their tiny ships are incredibly useful for their main ships that's seven that's seven you're going to face anywhere you want the only move one we never bother marking them the speed because that's all they do and you can effectively ignore them as they're close as targets because they're tiny you know they have the use um you are just out of range to shoot so that's activated then it was over to me which is my blood runner i um let me think my blood runner excel is getting close and ramming you or shooting you doesn't have particularly good guns but it's also not very fast it's only speed four positioning way i could agree and try to get that attack off so it is one of those that it probably is better to up its speed for now to get close to you while i can so my first movement step will be four and it has a close panel on the front but that's got to be within eight inches to shoot you so definitely nowhere near you um on the side it has two heavies and the rear it's another close so i really want to kind of get it up to here and turn to be able to shoot you so i'm going to do another five and i'm not going to turn yet it's still not in range of its first gun and it's last movement step to be five to here and then i will but the choice now is do a turn or do a shoot i will turn because i want the side guns to shoot today are the better guns yeah so from here i know it's now within the 10 it's it's going to be a partial shot because not all of your ship is visible they should explain this because i kind of i think you've probably counted me so let me explain so i'm going to put this ruler down here you go what that's doing is it saying that you're going to be i'm within 10 yeah so there's no more to pass the range and you're just kind of clipping my base i'm not alongside so your gun's a kind of point to get a range it's going to be a partial shot because there is only a tiny little bit of that base it's actually visible so there is a minus modified to that so if it just for example if my boat was here then you're absolutely shooting at each other it's yeah it's a clipping shot these things are it's trying my luck so you're going to have minus one from my speed minus one from your speed that's minus two collapsing shot but not the longer range so still minus three minus three so i need if i've been a bit further away you'd have been on 10 exactly because i need nine and ten so i've got a nine for god's sake so i have i have made it you for this and that's two damage right there's a slightly bit of canon this time give me some two damage things so you will want two uh two one you can change that three later on my and no there you go so that low heat is now taking some damage two that's two off my 36 eggs you're not worried about it yet so just a little bit of rigging's gone down and got the crew being shot off and now they get screwed all over so now we come to probably my favorite ship in your fleet which is that abyss which gets to move now is your next target right in that abyss right now i want to get this forward i want to smash you you want to head it straight towards something and shoot now i want to probably get you left absolutely never in doubt i've totally thought about that i do have a little i've got two tears before i hit it but i would have definitely not made that mistake rob without a show this what happens when you start moving you see i stayed here i wouldn't have to worry about any of that jerry has said i do that the runny has moved there is a big improvement over this you'll never live that way okay so now my best is slower i've only got to move before here yeah so do i pick now or speed again what guns is it what weapons three heavies two lights two close whatever you front whatever you're the front that's a 20 inch range cannon right so just so you understand the 20 your your the 20 inches is here i'm already maybe a part of the shot so even one moves that is his shot from the front right if you choose to go a bit faster you could potentially be in a position to shoot me the first one then move a couple of times and move into an angle to shoot me with the sides as well but you'll be going at a minus because you're going back fast and i'm going fast so you've got a choice of really being accurate and waiting for the next turn to really punish me or you go all out in this turn in an attempt to try and punish me but it will be harder to pull off so what i'm going to do okay that's fair i think what i'm going to do is i'm going to stay at two yeah because i've got some heavy range on this let's hear me out and see if this is going to work i'm going forward four yeah i'm pulling one on you from the front cannon yep you can do that then i'm going to angle go there just don't tip in that way tip this way yeah no because there's my front okay i've really got to turn hard you want to move forward a bit i'll turn a little so that this front arc is still visible now can you turn before you move though the first thing you do is you go forward four so let's just do that and then what i'm going to do is what speed am i going to be going if i go four more yes i could turn a little that's it there's no question whether you can see this ship it is the closest enemy ship so you have to shoot it right so that's a rule is it if you have as close as that's what you shoot out the only ship in this game that can ignore that rule is my bomb boat which has got a veteran crew right veterans can pick up other things because you can't then i go another four and then i'll see if i can tip exactly max clear that boat drive over the split yeah i've not gone past my so you take that shot first okay first shot is one heavy off the front that's it so heavy was blue blue um we know that minus minus one to hit because it is full speed i'm a medium ship so there's no modifier for size it's just range so minus two i'm over 10 that's right and you hit a nine yes or not quite correct you do finally hit me so my blood rider takes two hits now i've only got 19 nerves and 26 structure points so for me right i've got to try and avoid damage where i can and i don't have any nifty rule saying you know i can it's basically two and stay in for a decent and that two counts both against a nerve and the structural damage but because i've got special rules i can't start moving on you can tweak it a bit yeah right so now that's the first movement step done you've now got another movement step because you are at battle speed which is oh yeah now your front gun can't the front can't shoot now because you've used them yeah so you're gonna have to do a turn enough to try but that sloop is kind of in your way you can't collide stupid the way if you turn the other way okay if you turn it severely enough you can get like that right you can ignore this yeah because there's only a tiny ship oh but i want to know and we want to see if the baseline see unfortunately it's just just out it would have been in range so the longest range weapons but it is just out of visibility so let's go back to where we said okay then i go up to speed and i'd go another four and then tilt you would have run yeah i thought i was discussing with you okay fine so that sloop spot we're doing that yeah um if i go that way you've got a contender of the island in a minute so coming out of here you go four eight yep tilt and then your turn but you can see so you know next turn that's it's going to be in a good enough position actually if you were tilting towards the sloop and you're coming in this direction next turn the other is going to be right in the middle of it okay potentially even in the middle of both ships using both broadsides against me so it's like now you're to there that's what this moving nonsense is about but now my sloop stopped me there i should have taken the other four now i'm going to uh my my favorite ship which is mibon boat so this one only has a movement speed of three but it's got a range of 22 so it's not that already it's in range so i'm not going to i'm actually going to slow it down right i'm going to go behind this at the back and just i only want to move one after that uh pretty much how i would do it um but for begin this game you want to take us through remember so the closest ship is this one so let's try and hit it now i'm using an indirect weapon so it's important to try and roll this dice as close to your model as they can because the point on the dice will also act as a scatter should not hit okay but we will want a little bit of actual skill and maybe you're probably going to say like it i i practice quite a lot with bombo that they're quite good especially get them really really really close to things um so target is 10 inches away from the attacking ship isn't actually applicable to indirect weapons it isn't a modifier for that um oh i'm looking for your size you are large which is plus one medium oh yeah so medium so no modifier medium speed full speed so minus one so far right but i'm veteran so i get plus one so no negate that so there's no modifier the sixth one thing to bear in mind though is indirect weapons actually crisp better the nine or a ten will cripple you and there's a ten uh smack into the creek straight away so what we do when we crit is actually roll on the critical hit table i'm sure it does something it's not just more wounds it does more yeah so you can do more damage or it can actually it could do a lot more stuff yeah so the first one we roll the damage it does d6 so i've done four damage so far okay so you need to do four and then we're going to roll 2d6 so i rolled a seven on the crit table which is minor structural damage the ship takes an additional d3 plus one one plus one is two just takes a two additional damage on top okay so so i think i've worked it with that you've got so you're six seven eight damage eight damage yes give me eight damage so you can start see all of a sudden it's gone from ones and twos to yeah if you flip one of the ones it becomes a three and then the five so that'll be up to eight okay so the tokens have got some big numbers on them i'll put that on the side i don't want to need it again okay now i know why you didn't let me use my abyss and go and let's mess you up in the first turn so i only darling it's my bombo right and it has fired on the front probably this isn't it it will be yeah that is going to be my other other elated all right so uh the first thing you're going to decide is speed three staying or are you going up three yeah i'm going up you want to hand get me yeah there's a three range range water range now so i've got to go okay i've got to be on this five so explain if i'm here my own boat you will shoot you the gap try and come through this little gap oh it wasn't moving i was going to say if i set up here can i shoot you can i shoot myself how does that work uh your ship will block line of sight so you don't get partial or anything like that you get a partial as you shoot it's it's not going to be again minus one that's a minus two because of my speed and my speed minus three and the range would be minus four okay so then you're looking at crits can you ram someone's ship yes you ordinarily you're not supposed to come back to another ship yeah but you can declare a ram or particularly favorable at it um you basically just line up the ship so you're going to ram it and move okay and then each ship will try and evade uh i've got one of those plans okay shortly so there second move the risk is you both think okay but it's fun there we go that's your second move step so the front cannon i'm going to be in range yeah um we know line of sight is there any reason i couldn't fire oh yes because i'll start turning up your start turning and you'll lose that line of sight so you're going to shoot this ship because it's closest and it's just check that actually we're going to do measuring yeah you'll want to shoot me with the first one and then turn in and shoot me again maximize the damage potential and this blood runner has already taken damage i mean it's the only one that you've actually hit don't start one l you know you want light rare yeah one round so over 10 inches you went up to speed didn't you yeah that's minus one i am at a speed that's minus two you're over 10 that's minus three yeah oh see what's missed well three so that's and then i'm gonna you're one of the moving forward and turning again so you move then turn you do that better way do it yeah you understand the end of the move if you want to turn it was at the end and move it is always at the end for you other ships may have rules that allow them to do it before right then you want a nice steep turn and there you go i mean you can see i want to start and then ramming myself for a manner of business i mean you've got a knife got the shot going off there but let's sink it before that i'm worried about ramming myself so get out of the way you fool what cannons did you have again on the side i've got 15 heavy too heavy two blue one light and am i at a range of close you are literally a millimeter out of using your close cannon must have been when you accidentally moved that ship wasn't it so your light and heavy can fire um you are minus two that's all he's got a crit but i see anyone there two shucks it's too damn it anyway and then we roll on the crit page two d6 really high level six double six double five five is major structural damage my ship takes an additional d6 plus two damage five seven damage you've inflicted to this that goes up to nine and we've gone with that i'm sorry that was on my blood runner okay ramming boot so five eight nine there we go that was good yeah okay we like that how many movements that's the left ship now done three three so it's finished it's not this activation one two three yeah so now we're going to determine which one of us is going there it's my it's my last then it will be your sleep then it'll be my hammer fist and you get the final move with your gun which is a lot like my bomb right so my smasher is movement speed four it's gonna go up to speed i think before 12 in a straight line gets it there isn't anything particularly fantastic i'll stay at battle speed i'd rather have the accuracy than the all out speed right now it does have quite a lot of guns on the side so let's go forward for this one turned on the red it worked straight at you now i've got the line it's 14 and it's just out of range to shoot you so i will have to move again so let's go my final move step to there and i'll be doing that for you so let's shoot you it's got a light which is the red i always forget despite knowing you um you are at full speed so minus one it is now just out of 10 because i was just out of 14 previously so it's long range minus two um what size is your ship and i got a nine because it hit that's one damage so i'm not laughing i was laughing at a comment i'm going to lean on this call with the table now that's it the table is that'll be one more damage on this okay which is your elohi without the table now what we've got left oh 27,342 million i won't take it it's not quite a lot uh so i've done that's activated i don't think i'll just turn then it was your sloop again is seven any direction can turn twice now you've got a short range weapon anyway that's it then it comes over to my hammer fist which is speed five right right i'm gonna get up to speed on that one i want to go really far so five you get me to dare then it's good you're playing a friend of mine to move a little bit so i don't hit my ship so there you go that's my one move oh that's just it's the base that matters not the actual model so despite hammer fist having sticky out this then not that important all right so that brings me to my second movement to death i still don't really want to turn my front has a light cannon which is now within 10 so i'm not going to suffer the range but i am going to suffer minus two for the speed so let's try and pop one off with that it finally missed there you go then my last movement step let's try so it's going to go forward five i need to do a really really good turn so there let's go to full turn like so and it has on the side too close and too light which is just in range for that just but it doesn't see you because it's a dead straight line like so the island is taking up nothing else to shoot i am in it right so i've just gotten so this is my gum brick it's a good little how it's on the front that's your indirect version 22 inches again do i need to see it so do i need to line it up to see that i could come forward here and try to pop it up the indirect just negates the whole long range of issues right so how far can that go that here's a gum brick four so eight so really i either want to i want to pop one through this might get a position where you can see it well let's do the easy bit which is oh i've got to see my speed i'm going to try and get eight don't give me a 22 oh yeah 22 is plenty of everything so let's just see how do i and right so forward four then bring you still a red and go another four i'm just gonna see yeah so this one you can't see anyway because the island actually yeah can you see a little bit nicely but you still can get this one yeah mine it up you see that pop one off yeah and we are now so what are we doing here i've got two little at the side and a one i d w that's the green there's one i want to try and roll the dice as close to my ship as possible but you can miss it and it has six minus two riders no don't rearrange i'm minus one for speed so it's seven just missed right so now i'll tip it again exactly scatter it's probably not going to hit anything in that direction no and as my bonboats are remarkably accurate i very rarely have to have a scatter so you're going to have to put the rule up is that what you're saying yeah something like that let's see so with your indirect weapon it's going to miss anything it's ratted into um so it was d6 plus two inches in the direction of tip yeah so you'd have gone four inches only just to show the rule landing here yes if i'd obviously tip there you'd have directly yeah if you'd have aimed and scattered in that direction you would have still hit them or okay they've gone this direction you would have potentially hit yourself yeah and the shot there we go so that's the first turn i'm guessing we do uh he was at battle speed so i don't need to go for anything like that yeah so we leave the speed token but we take away it'll activated or fire anything else on the end phase of the turn are you just clean it all down and start again just that so when you straight in it on yeah i thought i might have been a turn of messing around and everything but the truth is and now i've got my ships in all manner of chaos yes so take away the shooting take away the shooting take away the helmet 30 activated tokens you don't need those now um we do want to just keep the speeds if the sake of clarity i just like to chop my right in the back of the ships just to go out of the way okay can i have one more just so i can show that that's what speed that is uh that was battle speed there just put the battle speed behind that one there you go there we are this is great isn't it straight into it and then it's start the new phase we're going to determine where the wind goes and that's that wind thing and that's where it's going to start messing with us because all of a sudden you're not going to show so turn two you'd roll 2d6 and that will tell us which direction it changes in if it changes into like so well that's your old 2d6 and tell me is there a chart or something that there is a chart on the references so seven seven is no change okay so wind is still in that direction let's say we'd rolled something else it did around a 2 to 4 it would do one step clockwise right and on a 10 to 12 it would do one step anticlockwise so that's it that's how much it moves that's how much it moves by anticlockwise this would come let's say this way so you sit on the counter this way yeah and that made them would just start the whole line just like that okay so by and large which way it comes is the way it's going to be a little bit of move of course one shift but it's still without shift drastically change your plans for the what you thought about it yes yeah of course it's just that adds up a little bit of random element you're not entirely in charge of there is more for the wind but we're just using the basic rules which we don't have to worry about yeah great so the first shift to activate we can see is actually going to be the girth handful right again the first thing you're going to do is determine what speed you want it to be is it going to stay at that speed now this is at three at the moment it is so it can come down no without two and that was three there three this is that's battle speed yeah so i think i'm at a two you can go up or you can go down given the distance is now involved yeah battle speed isn't bad steady isn't even bad it's it really is just how many turns do you want to change because that's what matters if it's stable again because you're turning and getting in your board science i think this is out it's got a good flanking position already so i'm really just gonna stay at battle speed what's it speed again five so is it potentially not i want to persuade you to do something right is it potentially 15 inches oh look it would be wouldn't it so at full speed it would put you next to my ship and like as close as you can possibly get to my ship and i don't have any close guns on this one do you have any close guns on your oh my yeah so you want to be in a position where you can defeat me you don't want to be in a position where i can do that for you yeah and that's what could you so let's say i moved up and shot we're only gonna sink you on your turn do you have to move yeah before you shoot yeah so i'm at full speed so even if i slow down it's only going to take me to battle speed which is too much i can try and grapple you if you're within three inches which is how i then initiate a boarding action and try to fight you instead okay but i could probably angle myself to be a little bit over three inches so the first year it's fly past me if i'm going right yeah potentially but if i leave in front you'll you'll come up and die then you will cleanse the saltman so in some ways it paged me a bit more aggressive here you do have another potential here which is if you can position yourself so that you're in a t-shape with my ship right you will get a lot more damage against me because you're then crossing the tip which is where i come across yeah so if you can position yourself into a position like that right whereby i'm there and your whole base covers mine you will do a lot more damage to me because you're crossing the tip right would you then ram me the next turn if i'm still there i would want to ram you okay so these are some of the decisions we're going to be making so we really need to adapt because of the tip you have to work out just so that your base projects out so i completely get mine if mine were to move forwards it can't escape your base then you are cutting the tip and that's where all the fun starts let's give it a try let's see what we can do so first thing i'm going to do i'm going to saw the speed out but let me have my first turn then i'll pick my speed just if i need the extra if that's all right with you yep so many you get two moving steps anyway yeah so i'm going to get one and now you want to turn as sharply as you can and that's because i want to come across the tip you want to come across then that's going to come across and i'm just going to kind of think about that it's too much complications if i go sharp then i move forward again okay go up the bow so i mean being serious isn't it better for me to be here it's actually better for you to do is it okay because you're going to shoot both sides right and that's already taken down so i would take yourself up to full speed so go up to full speed yeah that gives you three steps well your cannons are impaired it doesn't matter too much because you've got the range you've got the closeness and you're going to rely on being so close to me that doesn't so you do that then you would turn to face this direction as sharply as it will allow you which for a girth panther is a yellow turn okay so this is where you are so pop it in turn it as much as you can there you go now your front cannon yeah is currently in range yep and right range definitely within the cannon it's definitely i do i want to shoot that one i don't want to shoot this one you have to shoot the closest okay there's a rule so that is you're within turn if you move forward it's my girth panther it's your girth panther they don't have any front guns so stupid things nothing it's all sides that matter so i'm gonna go forward another five which is my second move yep there you go and now do another sharp turn that way enough that the side now can shoot yeah there you go so you'll be able to get a shot off on me right well actually do i don't want to just put it slightly that way and then try and go to the five and get that one if you do you won't go shoot because the angle will then put the size that way so you want as sharp as turn as possible so you can now see my ship and shoot it and the bonus here is if you're at close range it's just out of three inches so out of grappling range for now right so what's your side gun i've got a one and a one so we know the speeds are both minus two yeah um eight no range if you were within three inches you'd get plus two okay but you can't do point length um there's no side modifier but it's just minus two currently with all the weapons on the side so what were the side weapons on your wait a second rather than shooting now yeah while i go there yeah do my last turn yeah you can do that and then shoot at that point now you've got the only bonus that you're actually really really close and that last little turn is the tiny sweep that's a point blank range yeah you're at point blank range on both sides on both ships so this is where you get plus two to shoot so it's now 60 so now i'm plus two minus two because i've got correct we're all at three so we're all at three you are three three so minus one and you will now do double the damage because you're at point blank range let's get some sixes there's a five six and double the red which is one normally so you do two damage that was on this ship here two on that one so that hammerfish now takes two damage and then you've got the same again but on the ship the other side which is already taken down so i really want to hurt it is yeah that's and that's actually too nice so that's two hit so the blue does four damage and the red does two so that's six damage you've done to that one then okay it was already a nice that takes it up to 15 that's already starting to get interesting isn't it yeah i i think another successful shot on that ship and i'll be taking no check for that has now activated both guns on straight through the middle done a broadside panic close range on those ships is exactly what you kind of want to do right next date my hammerfish now revenge revenge it's gonna need to slow down so i don't want speed to stand i'll bring it back to battle speed it's moving since only five there's no way that i can't see around that ship so let's go four with five first i've got to think of another ship to ram on so i go five to there yeah but then i'll turn just like that and i'm gonna shoot you and again it's within three inches so i get to do the same thing to you you've just done for me and i've got two large and two play so two black and two light so this time i get minus one for your speed yeah but not for mine yeah size doesn't affect us plus two so i actually get plus one so i need five to hit you and so i've got two hits this one does two damage the black actually three normally so that's six six eight damage on that gopanzer five and a three has that taken any damage yet okay go one okay they're taking something then because i can this arc has fired the front has a cannon as well yeah and that can shoot the uh helo here in front yeah it's definitely within ten you were at full speed so that's a minus one yeah it's just a minus one isn't it one light there's no modifier for me my speed's okay not within three but it's not over ten hit you one damage on that alone that's the c yeah the token one so that's the c oh if i'd have gone up one more speed i'd have rammed it as it is i'm going to move up to you and try to grapple you so i'm going five let's move right up to here and then grappling grappling you're going to get close enough to try and actually secure that ship to board it so don't get the fun of ramming it but i am going to try and fight it what's my seat yeah that one's taken loads of damage which was not that's right yeah um so now my well that's turned in uh i don't really want to go that way because i've already shot you that side i want to come this side now i've got kind of a choice here i'll either go with the shooting right there's not really a choice actually i'm going to shoot you first anyway and it's partial right so i'll take the modifier to hit you but actually i'm close enough that i'll get that plus two but then i'm going to try and grapple you so you can do both yeah so grappling is i think end of that okay so you shoot then grapple when you're getting close it'll get because if i grapple you first i won't be able to shoot you obviously yeah i definitely want to unload those first so again i'm far too short too red all right and too close uh normally six is minus one for the partial so seven minus one for your speed eight plus two for within six and double damage that's how i've got two crits oh my lordy so this one is six damage okay straight away six on the undamaged yep so six and then these two do four damage okay so that's 10 in total and i get to roll the crits so for the first one i rolled a two which is on a crick table actually a sail engine critical hit the ship takes an additional d6 plus two damage typical so another three so it's a 13 yeah and your speed is reduced by one if you're already anchored or grounded you suffer more damage so your speed here is actually dropped okay so it just drops it down to a two to battle there we go go here cool so that's now but it's done it right so 13 the second crick's called a 10 which is major structural damage d6 plus two four so another six so you just take a 19 damage okay that's an amazing broadside so call it round 20 and i'll give you this one back yeah uh do you want two 10 or even a 20 there you go oh we've got a 20 so it doesn't stack up it does it does it does build up i mean how are you gonna get to eight turns with this i think it'll be all over in about three isn't it uh then if i want to i could try and grapple you which i don't want to do that just yet i actually don't i want to be able to do something else with that ship in my next turn okay i'm not going to try and grapple you well the only good news is i have to take an absolute pounding is is my boats go next um yeah it it does look like it it's ah it actually hits both of us but i'll let you take it first okay so now i've already down to two which is good for you yeah there's no one like that i'm gonna have to move before i can do anything else aren't i yeah so so what i need to think about is does that take me past a good shot at you it will do so what you want to be able to actually do here is something called fire as she's there okay yeah because as you know that at some point your move will put you in a perfect position right so your speed is what five yeah so we know your boat your ship shall end here yeah so let's just say we know that your your ship is going there right but before you reach that point yeah you want to shoot me at the most opportune moment right so you will and it's just a modifier to your roll so because i'm gonna be close i'm gonna get other modifiers you know but i've slowed you down it means you don't suffer the speed modifier and i could get to one uh you could but you don't need to because the speed you're at won't negate anything but when i get more if i want one okay it wouldn't no you'd need to be grounded or ankle so not moving at all so that's two steps below with that now so i'll get the next one again so it'll stay a battle for you nice so lowe minus two for doing this shot okay but because it's 2.3 plus 2 okay so that's evens and there's nothing else to modify your the speed which six is yeah i've got a one c a one light two evidence is all right so you effectively shoot me now this round one roll needs to come in and i've become spectacular one of them hit me spectacular it's just a worse cannon so two down hit and then you just carry on moving so you finish your shooting as you go through and you and you move there right my second move you've got a turn yeah if you want it yeah definitely you definitely want to turn if you want to be able to back into the battle this is you see what's going to happen next yeah which i want it to slow down this is what i said to you i'm fairly sure now why wouldn't i have shot you here why did you tell me to shoot you there and let's say the minus two because you're firing as she bears that's part of that move so you're at the place you could but then i would have got a minus two potentially yeah that is but now you know how far as she bears works yeah okay so that's so in our next battle you'd remember that right so so now not only did i want to stop here by going to speed one so i'm tucked and hidden away yeah my demo person has not only made me have minus two so let's see which of those are the hits would have worked can we go back on the video please right so yeah bar time out i would have got a load of shots off him and uh right so i'm calling i'm calling foul on this you're supposed to have a teacher that teaches you remember we just to show you some rules yeah to win or leave yeah correct yeah that's it i've got to now navigate around the other ship around you so that's not bad and uh i can't get my front gun off i can't do anything else do i want to admit you're an easy target turning again makes it a little bit better for your next turn um and that'd be my blood run we've had a question will there be a german rulebook running at a moment we've got kings of war coming for uh in german very soon fingers crossed which work on that i'd love to i think if kings of war is successful then that would be definitely something we'd look to do and there's a demand for it we'd love to do it's a bit shorter than the kings of war so fingers crossed but nothing planned at the moment let's go this ship i'm going to bring it down the street and the back will be the first movement step because it only moves four each one and i'm going to shoot and don't want to turn for half it's off well do i want to try and move again incredibly oh you work your own moves oh yeah flying against your bed oh look if i turn the end of my moves just enough to do that check my base it's not touching your base yeah okay it's actually taking that bank account i feel you've taken me um there so unfortunately isn't enough to cross the T because your base is in the T it would be in an ideal situation my ship would be there so the whole broad side of my ship completely because that makes you do you shoot to get this one what you want it to be is you want it to be a little bit more yeah why don't you shoot to she bears they don't want it oh yeah no because it's shit rather than coming up behind someone's arse and letting them have a big how much damage has this ship already taken what none none that's your girlfriend who's not hurt yet okay it's taken now it'll be that one that's taken quite a bit haven't it shut up nice so let's shoot it go on let's get rid of that one um so i've only got two heavy on the side which are blues aren't they so two so each one is 74 there's potentially eight damages i can hit you now your speed is minus one but i get plus one for the distance so i need five and i got a crit so yeah you didn't show just four damage before you do that it was six minus one for mine plus two because it's closer yeah so it's hard to hit you i scored 10 there's obviously a crit double damage means it's four damage to start with and we rolled the 2d6 to see what the crit was it was a 10 the thing before is major structural damage you take an extra d6 plus two so four three good seven seven more damage to that ship i could take seven i love seven and seven how much is that up to you now uh not much really give me a five and i've just upgraded this to a three so i'm on 16 yet yeah are you up now there yeah okay well did this drop to damage that one that slows me down was that with double water i thought no that that was the the other one this one is just extra damage to the crit so let me come to my second move whereby i'm going to ram the ship in front so that will connect ramming ramming my blood runners are designed to ram they are they have the extra bonus to ramming uh this is where it gets a little bit messy um both ships now have to pass a skill check to try and evade each other i will automatically fail because i'm an orc and i want to hit you right you don't want me to hit you okay so i'm gonna try and slam my anchors on and do i do the sails we are both the same size medium so there's no modifier to add to this it's just a straight roll ordinarily you get to add plus one uh but because i have ram you don't get that modifier so you need a six plus to pass so if i roll any dice i'm gonna six plus i can skip out the way you basically evade it and i turn he's got it so i duck out the way i turn in whatever manner possible to skip past you so it'll be like that instead uh my ship has tried to ram and it's failed so it's the end of its activation you can't do anything else which is just as well i shot first yeah so that would be it so here's the grid boring nothing really happened though all right let's just mark up a few bit of yeah i was gonna say well we could do it i don't mind if there's a ram so i can try and grapple you so the ship may not have hit me because your skill enough to avoid it but i am still close enough to perform a grapple is where i try to actually grapple you instead unfortunately i'm going to do that because this one doesn't have the actual skill to go out i shouldn't tell anyone it's the hammer fist that will okay so he's done he's gone this has been hasn't it not yet yeah yeah yeah that starts up over there we haven't been marked i've done my two they're done so your next ship in line is your sloop and then your abbess yeah then my bomb though right so tell what sloop could do at the sloop you really just want to move as close as you can and shoot with now i've got this healing hand so i've got some boys up there there's some trouble so each of these three inches they have two demanding those who are going to repair actions so you have to sit there and do repair actually i'm sorry i'm just going to do shooting actions on that that's a while so yeah they won't really repair the ships at that all that's what's going on this one um you can basically just get it really close and get a plus two shot up on something yeah as long as it's within three inches you're going to get that extra damage and plus two basically yeah because it's a tiny ship it's about away next to anyone that's run up and so yeah one like one line so that's a red uh plus two so it hits me i'm not super fast so it did actually hit wow so two damage two that hammer fist which has already taken all four there let's give it up to six then say again laughing now well the thing is now you've got your abbess correct who it's absolutely going to cross the t isn't she yeah the course of the tears there so how fast are you going now two that's all you really need yeah and i've got four then turn so that you don't collide with the ship yeah then just go right across the front exactly stop there and then do a brutal amount of damage to oh yeah then turn so that you don't hit me that you can go in a straight line there you go and then before we again there is absolutely no way i can avoid this the whole of your base is completely covering the direction of anything my ship can do right so crossing the t so we're gonna have two blocks we're gonna have two reds two lights three heavies as you know viewers my dash on has been terrible all game and i think this will make up for it because this is the one this is this is where it all comes good so this is where the dice gods stern or foul hello you are at plus two to hit me that's gonna hit that's gonna hit that's gonna hit that's gonna hit they've all hit wow no crits though goodness for that don't make any difference oh they would now now before you do the damage yeah you are see the front of the back the front or the back the stern is about the bow is about is double plus one per hit that's how brutal this will be again so every blue dice yeah it's five damage okay so that's 15 every red is doubled to two plus one so that's three so six yeah that's 21 21 damage and every black dice is doubled to six plus one so another 14 so how much damage is that just done 15 15 plus six yeah two that's 21 plus 14 35 damage 35 on a hammer fist that had already taken six so he's completely blown to this wow there's nothing left of that ship to save the first blown there you go you do first blood absolutely that shows you when you get your heavy heavy boys and girls into the game yes it causes that's what happens when you get a good shot now if you were in the rear of that situation if you had managed to get on so you mean that maneuver that i actually wanted to do behind it but you told me to do that i knew you destroyed okay so if that was in the rear and you had a rear that's a rear rake so a stern rake you would have done trickle them so you'd have done even more than that but i came to war yeah so it's that kind of hanging it's about protecting your front and when you get a big ship a gun i didn't rank them across the front you got one plunk plunk so now we come to mine so let's put it i've been sensible just to ask because it's only a demo game if i'd taken one more speed he's on four inches forward yeah so you could but you wouldn't have hit too many times yeah okay so yeah you just keep going and just keep that beast playing i mean i'd have been happy if you'd have done that because then it would put you really really really close to my thwombo which would have done the same thing to you but now it can't but before i finish why can't i shoot my front gun at something you can if it's the closest target and within your line of sight so here the only shipping line of sight is this one what's your front cannon okay so that's the range it's a one light now no no this one heavy heavy is 20 15 range you can shoot it will be at minus one for range nothing to speed yeah that was a cock guys still a cock guy and you're actually shooting at a wall here which is minus two you hope so now it's my activation the bombo it's gone up a speed put it two movement steps so you get a walk in first movement step you can fire anytime during your turn so you can at the end of the move i can fly so you move fire and then you can move again if you want there's no range to shoot your abyss your abyss is actually the closest target so i'm not going to change i'm going to shoot the abyss first of all um not full speed but there's no speed modifier there is a modifier to your size of ship you're large so i get plus one range doesn't matter it's being direct it's not close range so it's just plus one five to hit you and i got a trick i love it it really does have to be in the microphone this is awesome so first of all let's do the thing yeah yeah the line so at least actually i heard it it's great it's got a third hand over there we're on two damage so far and the critical is a nine it's major structural damage d6 plus two now let's see if i can roll something isn't a one or a two this time i think one or two would be fine two so that's an extra four so i've just done six damage to the uh laugh at six give me a five laugh now no i love that at all there you go uh five on the abyss and that has fired its front one and now what i need to do is another motion step there and oh i do want to turn now this is a bit of a kind of setup for the for the idiot playing armada which we've all clustered in the middle and got very tight presumably if you're starting to play a bit more tactically you actually start heading around yeah and you can kind of make it harder for them and then duck in get your shot kind of pass push pass uh so close r and eight inch gets in range so these little bombo you might think are really good at a long range because they're indirect but what they really excel at is actually going as close as they possibly can for a roll attack because they have three heavy okay which as you know yeah three damage per hit so let's see your speed is minus one uh you don't only modify the side and i'm within ten so it's just minus one i wrote three well no uh six six and a nine so i get one this time that's three six yeah sadly it needs to be a bit closer it's your speed actually saved you here without that speed i would have actually got all of them in nine so i do three damage to this panther which is already taken how much 16 so it goes up to 19 still below my 21 so nothing i have to worry about at the stage all right you have to get oh nerve or over once you reach your nerve you start checking 21 you'll start testing yeah it's usually it's good if it's your turn uh so the next shit i'm activate and once you've gone over the structural points you sink you sink okay so it's the gap between your nerve and your structural points is when you're hanging around your start takes damage but you're not actually sunk will you might not be as effective because you're taking such correct you get crickled okay so i'll add out so this is the point you're not strong yeah that's the point between that wavering with kings of war yeah and then routing you're restricted in speed you can't go faster than the battle speed and you're just not as good at everything else because your rigging is gone your crew is dead you're lagging yeah it's this alone here now which is currently at full speed so i may want to slow that down definitely suggest slowing it down i'm going to do exactly the same as i've just done with that to that i think which means so is there any way that you can move this ship to maximize both firing i can get it here i can show you got another raking yeah so i'm thinking knocking down to two yeah speed wise there'll be a tight turn if you can do that yeah but it'll work yeah so and there is a five we want to be able to do that she's trying to both these ships which those that one that one yeah yeah if you have the range it's on to a bit of five yeah so it's going to go straight up and there's just enough space to turn if you can turn sharp enough which you probably can with a lady given their reds there you go at the moment it isn't enough to qualify for that yeah so i've crossed the t yet because i am actually right so i've got a choice whether i can either so i can then mark and we can do what we did last time because i'm going to end up here yeah you can perish your bed so i can perish your minus two but i'm also taking a plus two yeah your minus one for my speed right yeah that's still a good chance or i think that you'll see it i go to here yeah and i yeah i mean well closest ship will be this one on a partial okay yeah okay see you have to try and take my one boat or you do the fire should bear the cost of two yeah which ultimately is going to be doubled out yeah and it's better so i'm gonna hit you on the t yeah and then i'm gonna finish my go and then we'll shoot that one that'll do it yeah so in turn yeah i'll shoot this on the t yeah so let's go through that so minus two but plus two this is just minus one it's my non-marked this one so i'm gonna shoot my hammer fist on the t as i said she bears no damage yeah okay so we'll put some wounds on this hopefully this is going to be the same as the last one could think it one now it's not as big as this was again so i've got two heavies one light one c yeah a second before when i was there why would i find my front gun you had to turn out of arc otherwise you can't then move to get it so you so that's what i'm saying so you move and you complete your move yeah and then you shoot yeah right you can't can i have shot before i moved no first you have to move so you move you complete your move and turning is part of the move then and now your front arc is not enough to get this ship it's a tiny corner so you could partial i guess ron's has written you'd get a partial shot right this is fine does partial just mean you get a minus one it's minus one but this ship is also smaller so i've got three so i'm going to rate so i'm going to get plus two i'm going to get minus two and then minus one so you're you're just minus one hit so you want sevens or more i do here we have a look sevens i'm not on a crit all day the one hit but it's the blue which is double damage so four damage plus one so five damage in total okay on a ship which has taken nothing so far you put something on it and then i finish my turn off yeah and then i i bet you don't forget you can still turn okay and what does that mean what do i want to do right or i'm not sure it'll really benefit you but you can yeah um because this side's already fired yeah there's nothing this one can shoot you still want to try and get that ship yeah see this side yeah more certainly a shot on it yeah and your ship isn't actually blocking the one i said just yet lucky yeah uh so distance it's within eight inches so any gun is in range right um you same again don't suffer any penalty apart from speed isn't your speed is two steps isn't it battle speed yeah yeah you're pretty much straight roll is it it is a straight roll yeah and there's two sevens three hits that's great so a one a two and a three six damage okay on my blood runner this is on 15 that puts it up to 21 now you have on half it's 20 under one now we'll start seeing what happens up on the nerve yeah so before that ship could do anything now it has to pass a check a nerve test and it has to do it because any other ships around it as well so basically if i don't make that person it's going to surrender okay because that's where we'd say you're closer a bit yeah so you have potentially taken that ship out again already we just don't know okay but it's very very close to dying it's only about five hit left so so that's what's on that nerve is that critical period where you it might come good for you at the same time you're starting to show some signs of that exactly the crew is panicked at this one okay so next activation is going to be this ship yep this ship and then your tip okay this one all right i'm at full speed anyway i can't believe it you never get to game two eight turns hey i suppose i've not seen it so far yeah i was going to say why do you why do you see the x-cells in that you do it what that's cool you you won't see eight turns to the x-cells i've been jeez i've been in common i want to slow down i'd rather go down battle speed with two movements that's with this one hit five which is a straight line there they turn on a red here you saw this coming so there yay i'm going to shoot you with a front one so it has one light on the front is my red it is close range so double damage and i need to hit you i believe it's going to be plus two because i am close you're large which is plus one so that's plus three that's it plus three to hit you there's three plus i don't run a two finally you're finally a bad dancer similar to yours now but that's not the end of it so here's another move now so how far will five put me am i going to have to fire a shebelle five is here i don't need to fire a shebelle still in there you go let's do it so i get all the modifiers in my favorite place i have got two large two place so two black and two blue i am close that's plus two you're large that's plus three i scored a zero a zero a zero and a five so i believe runny that's three crits and a hit all doubled in doubly learning this game but i've got to play dead zone forever let's see this so that's six that's 12 yeah these are each two so 12 plus that's four and that's eight so well 20 so far you're going to bring it hard in a minute but you keep going well let's let's do the crits the first crick was a four so we have so far major structural damage let's see if i can get a big roll for once no i get one again there you go uh one plus two would be three so 23 so far the second crit um we are on major damage d6 plus two all six 29 and now the final crit here's a four which is major structural damage d6 plus two that's eight so 37 damage that's uh that's just a bit worth that how much damage did you take from so far five six you've taken six plus 37 so we're on what i can't think of that 43 43 that's almost as old as you know so good to talk on camera runny yeah i was enjoying myself the table is going with the 40 and three yeah gloting your sales time oh so what's your nerve though 55 it's a long way from that now you have an upgrade on that ship don't you the age of shield ah yes you can negate d3 damage oh great oh you take three off there you go so you're actually only on 40 good next oh i've cut i've got this one now though so if i can park it behind that other one i could do the same again let's see so my movements is four so even if i stay at my normal speed there's only going to be an broadcast it's been interrupted by someone with cheaty dice oh a great guy they've never done this shocking ask my son they've never done this right and so the smasher is currently at battle food so i don't know if i want to go faster or not i want the dice also to be my favor because it could potentially sink through our backs and if i push my speed a bit too much it could be enough to leave you alive and you've still got two more ships to go i let's trauma it's gonna stay there's the fourth the first move uh it's definitely going to be a range on this one it's within eight so on front is one light see the red and it's the one that's the bad roll out the way next move can we say about the tens or the correct the ones or something that one is always a fail it's always misses so no matter how many modifiers you get exactly um now i am probably going to crash if i do that i'm going to have to go to there good good you guys could do a board throughout the board uh within three inches i could if i successfully grappled i could have tried the board but then i got carried away getting excited at the uh doing so much damage potentially we should have shown the boarding action i grappled with that one and done it but as always i got really excited by rolling really high damage who is going to be our astute viewers yes you would have tried to grapple at that point and potentially even done more but i got really excited by this getting a yeah let's not move as much across the t with my biggest boat yeah let's do it three heavies oh seven forty four ten nice but i have to go have my tea now so i think you know how to play too close and three heavy it really is going to get to do that oh let's do this i've got no daryn's on that one yet you're not going yet andrew beckett says yes my team will be hiring for a position to see yeah the uk sales manager uk territory manager is available from nine p.m. this evening i um get plus two to this row because there's no other modifiers where are you oh yeah she's on that one yeah yeah i could so you do that before you move that's the end of its moves it's done it's two move steps so now i'm gonna try to shoot and then it's going to shoot on the side yeah yeah on both sides if you do that i'm doing this one first because it's the best one uh so i need four to hit you so i'll take the missile um there's no crit this time because it's close range yeah it's close range and that's a plus two but i'm raking your aren't i so i do do not make do not say anything do not say anything not say anything i was what's two times three that'd be six not which twelve does it shut up 18 is this a loady here without the token that probably had a token to start no it doesn't have a token okay so yeah you need to do about 20 that's 18 and that's nine so 27 damage she threw my nerve but there's no crit there's no crit darling 27 36 i think you sank it do your maths again what do you get i got 27 36 which isn't it's sunk 36 it's sleeping with the fishy reason that one was gone so that's is a loady which has already activated so it's not as big a loss to you what would be a bigger loss is if i can take out this ship yep and it's range is 13 so lights and my close cast on my heavy camp so it's just three blue this time and it's minus one what size is your gum break gum break is a smooth so that's minus one as well that's minus two eight yeah and i got a nine so i did get a hit two it is only two damage nothing fantastic there you go and then i am all done so you've got your sloop yeah so is there anything you can take out blood runner which is the blood runner that's my blood runner that's the most damage taken so far this one has taken five that's probably the best bet really with the time chips and more but you focus the fire on those two ships on the same one you potentially could then take a ship out yeah so your gun break how many sides yes it does two two lights get it close enough to shoot that one shoot yeah it's not worth messing around with that one if the wind doesn't change your abyss will be going before my smasher okay we might do what we see what the wind does yep the wind's in my favor that i'll be having one more starving i'm gonna have my tea right one light out the front is that one red uh yeah it's positive seven yeah that that that'll hit yeah so you do or what thing what two damage doubles because it's close to see it that's right so one one from a red but do you want to have my fifth so put that to seven okay one indirect for two hours yeah so this one is traveling currently about speed so two movement that's four so let's just go four it's going to put me here here and then i'm turning here see if i can get shot off on the two doesn't make sense could scatter is the only problem with indirect okay um and tell me is there any sorry yes that was a anyway there we are we're told off um i'm now in the game we see there's a lot of budget in this sea game isn't there yeah um so one second is there a minimum range for an indirect but no so you can just just lob it up yes so the scatter could get you yeah anything within eight into your potential target so indirect all right well who are you going to shoot with you have to be closest to ship is this one are you sure you want yes okay the roll it as close to that as you can seven hit um do you why six it's not within three there's no point blank you know how much this is normal six is you do you do okay nice one d6 damian that's one that's the answer eight right for all that risk and now you want to move again and get a nice shot off on me you can't turn you because you've finished your first movement so now you've got to move then you can turn which is fine because that is pitching a very good spot yeah do you want to turn now what's the advantages at the moment i'm not raking you're not you're not going to get a rake but you are close enough to get the the double damage you can't shoot you can't see me can i have a bunch of turn mess but i can't shoot all right you turn i'd say just a little bit more this direction yeah then you're not actually going to miss across the teeth of my best speaker than your base then i am out of it so i would say that's your best position which is the crucial bit for you so instead of six is you need four um one hit red is one so that's two down so you put me up to ten right is that the end of the turn that is all ships have been activated and done so the end of turn two at the end of turn two we would then remove the fire and the helmet activated tokens yeah leaving speed yeah we're probably going to do ladies and gents we're coming up for the two hour mark which is very long for demo but you've all got a good flavour of it we'll roll the dice maybe have one more quick go but probably i think we're probably going to wrap it up it's a shame we didn't show grappling well you can do the grappling is the first activation so maybe if we're going to stay there so we should we just say well actually let's see really good one seven stay where it is so the first activation will be yourself so you want to try and grapple me well i want to shoot you first then grapple you you've got to move if you are the first thing was moving anyway well it's actually what's your speed you can actually drop your speed and anchor yeah which means you don't move okay so you would shoot me yeah i have the closest possible point range yeah and then you can try and grapple let's do that anyway so right i'm going to drop anchor so you put the anchor yeah so you don't move what so that means you just drop your anchor and stop yeah you can turn now but that's all you can do which you don't really want don't want to because what i want to do and this guy's in trouble anyway uh this is lorry number 20 so he's not going to be around much longer so we just want to absolutely is that my gumbo that's me lorry that's your lady quite good at it so we want to shoot and grapple yeah start rolling like a wallop you and then you go right so one black from a close one red from a light two heavies i'm in three inches so it's plus two and then nothing else nothing from speed get plus from not moving you do you get plus one so plus three this is where we get some crits come on baby let's get some crits oh one he got one i didn't actually get one on the camera and i really wanted to do that the best one of all seven six and four yep so double those ones then so blue's become four each but eight and eight becomes two so ten on the blood runner which is now sunk sunk so you're going to grapple it there's nothing left to grapple right put it back let's have a grapple let's work out a grapple because uh everyone's been watching are going to call it a day so how would i scratch ain't i haven't just sung that though yeah i've assumed that you haven't yeah uh your grapple test is a skill test with a plus one modifier so there's a six plus one modifier seven so i'm trying to grapple do you have to accept the grapple or not i have to try and avoid it and is it definitely that if someone is doing the grappling there is an advantage to the one being grappled or are you awks and you think come on board well i'll give you a good fight we don't care um no you do want to grapple me or i would grapple you right okay so definitely the problem is i'm crippled you think so my ship isn't as good as yours to do it i halve my crew strength so my skill with the plus one so that would pass um you really have now grappled me okay so we would then well we'll assume you've grappled me right yeah yeah there's a shoot me when you do your test you either do or don't grapple lots of tests and then you would attack so the crew of both ships now roll for attacking to the 1d10 per cf i halve mine because you was okay so 1d10 per cs so i've got a cs of four and my cf is three so we halve it right now so i'll get one right so i get one d10 so use a black just for luck yeah i would get four you've got five and i've got finally a bloody cross is what you're looking for here right so i've got two cool so those both here the six plus does two damage the crypt does four so you do six more damage to me which would actually be enough do me in um so let's say i'd grapple grappled you then could i shoot no and do you start the next turn grapples yeah i would have to break away from you or try to get away from you in order to stop this fighting happening these two ships are basically strung to each other now yeah called them into each other and they keep going into one sink so yes so you actually get plus one modifier as well because you're attacking the ship in the first board and i can follow their grapple and i've surrendered so i get minus so you don't even want that anyway that ship is basically so that one's gone i mean i think you know we've been out like two hours i think that's not good enough for people to watch i think there was gonna be some fun here i'd take us some damage this took some serious damage i'm probably gonna pay you what he's trying to say is at this point he is probably winning the game so we're gonna stop as close i think if i would go there if i could do some serious damage to you this turn you've taken out my only activation before your ship hit so this ship would be next yeah so it would logically do as much as it can to that yeah this ship would come in do more to that this ship would then go slow turn prosody the front double the damage plus one there's much as possibly could and then i would be able to come back with this one wouldn't we do a lot and then i'd be using this still still there that's when it would yeah i think you probably think the the i best i think you'd go instead if you get any good shots it has how much damage you did before and i couldn't critical mean to the point and actually i don't really get much luck but there we are i thoroughly enjoyed it other than for about five minutes when my big ship was getting but um what a great yeah i hope people enjoyed it was there any comments on there rob no no the minute was obviously for people saying that obviously speculating my class died yeah very dodgy there's nothing wrong with my dice look there's there's there's just perfectly normal dice that were right now they are just flicked off the back row fish um i mean these have been awful there you are see still awful so um i guess will you be making a comeback with your door i think i mean people enjoyed it if we've got some good viewing figures we'd love to play i've got the hang of it i see i quite enjoyed playing the baselines i'll be honest with you and i was great fun yeah i know and i played some more could you think that one was fun in the dick paper yeah well it's just so much more well i've heard that the big excel ships which are coming out very soon really take it on to another level and i think i've could have gotten a couple of shots over this these are the bases that are they're very useful aren't they having a good place and then you either can do your mdf ones but i do like those and they fit in with the mat and um i have to say very enjoyable so i hope everybody that was fun for you all i hope it was something that you enjoyed and could come along with and um and go out run some demos get back gaming that's what the next few weeks is all about while the world reopens after the most crazy of times hopefully i'll be able to see you at gaming centre soon or come on down and say it's at mantic hq i will be taking my dwarfs out and taking to the high seas with those and we can see how they play and i think the only thing we haven't done is the ramming but hey we can pick it out but hopefully that's giving you a five try you've made it i did i should have we should have just done it anyway one time your dad got the good yeah have we got any tickets left for the tournament um four four last time i checked four tickets left and what tells about that climb is the broadside tournament yeah broadside tournament september the fourth september the fourth uh four tickets left four tickets left i think that's it okay so on the centre of the fourth obviously get back gaming it's going to be most people's first tournament maybe the odd one second or something but uh if you're excited about it very easy to paint beautiful to paint actually it's good fun isn't it they are surprisingly and a little bit of a different challenge rather than 28 minis 28 mil minis uh painting sales gives you kind of a challenge you have to use different things that was pleased with mine i mean you've got seven ships up for a 165 point game yeah and we had a couple of upgrades each so it's not too many and is that normal points 175 is that kind of poor i think i've played smaller yeah uh to kind of my first battle was only about 130 and 40s and then last battle i think about 250 okay so you can scale up there you're going to start adding some big ships yeah next the exiles are coming and single ships so if you want to just play a few games and you want to start tactically moderating you can start in those take two of these and take four of these and then just watch people cry yeah that's what the rules it was that was the list it was going to bring when i said no it's a demo game you psycho thank you i'll just i'll just i'll just bring this psycho uh psycho dice not the psycho so everybody thanks very much for watching i hope you enjoyed it i hope you've learned to uh learned to play with the idiot uh learned to play our marna and then we will um if we're happy with what you're doing against it look after yourselves stay safe be just bye bye bye