 Mae'n dweud iddynt ma'n meddwl am ddim yn dymog. Mae'n dwi ddim yn ddod fel y dyfodol yn galluенияu'ch bach a ddim yn tro. Mae'n ddim un oedd ymddir yw'r ddysgu. Rhywun eu cyflwynesen nhw, chli'r cyflwynesen nhw, i fynd i ddweud o ran ychydig, a ddim yn ddod o'r ddweud. Rhywun eich cyflwynes nhw. Felly mae'r prion blac, mae'r llai moddau mae gydigion bach i ymddir yr llai gweld. Mae gyrdd wrth i fi, Dyna'n amser, we've got Smitty is there, I've then got Lily, and then on the end there is Bruce Cooper. So that doesn't quite get me to the 200 points that we were just going to use for the demo, so I've used some of the equipment as well. So I've got a hammer and some football pads, so you can buy extra equipment, even though my governor here has a... I think he's got his bretta, and he's also got a knife. Because of the dual wield, it makes sense Ac fe ddaeth yn gallu willydd yn goat Rhucs acknowledged efallai o dim ond y meddwl, addwl yизinod agon nhw'n meddwl yn ddwi'n newi y meddliadau, ac bod Yll zeggenidd wedi gw Anim ac yn dweud mwyaf ychydig ar hyn o fy Ngheil existeill. Felly felly yma'r LE yna... .. heav doses ymacor rhép�... Peerperthau yn dlegredain... .. roeddwn yn Llyfr겨 metaphorlen ar y cefno l這樣的llol, Andrew, Thomas. Mewn gwirionedd yч Denys g senteach iddyn nhw yn dadorb yn hyfawr mewn tu erbyn... .. acau heddiw ambydonant, I'm using Michonne because she's neutral so she can join any team she wants so it's the one doing Nomad Michonne. To get myself up to the points, I've got Mac and Terry because they're always useful. Within each of the deck of cards that you get, the lawful or the ruthless, the prisoners have got faction rules. Their faction rule card shows that they've got trust issues shockingly from some prisoners. They're my primary faction so when it comes to the strategy phase, I don't need to roll any dice. I get one strategy point for each prisoner that I've got in. So at the start of every round, if I've got all four, I get my four strategy points. Each different group and the green family hilltop would be able to go their own special rules. That's my prisoner's one. Right so now we've gone through some of the how-to's and all the changes we're going to play through a full turn of walking dead coat of arms. So we've chosen the supply grab scenario from the book which will be coming out. Because it's quite a simple one and we can go through it quite easily. So we've got the board, 20 by 40 set up, scenery. It's supposed to be everything's two inch gaps so a walker can move through. We've got some areas over that which we won't be playing into. Artistic license, we'll try to keep it in the middle. So the first thing we need to do is roll for our setting up initiative. So I'll let you do it Daniel. So it is me. So with this one we've got nine supplies. We're playing at 200 points and the point limit then dictates how many supplies you have, how many walkers you have. But it's just a table to read off. We've got 200 points so we know it's nine supplies and it's going to be 15 walkers. If you go up to the next level of a 300 point game that would be 20 walkers. So there's no working out anything, it's just read it off. We've already put nine supplies on. We would put them down. We've already put nine walkers on. So we've got some more walkers to put on in a second. So I'll start going with them. I'm going to be having this edge and Richard is having this edge. So I want to try and make it a little bit more difficult for him but I can't put them too overcrowded but I'm just going to put a lot of them here. We're quite stacked in aren't we? So we're going to go on there. Just going to chill there. I don't know how it's going to come up here just to make. And the last one we've just had in the woods a bit. So once everything's on, you've got your supplies on, you've got your walkers on. We've got 15 walkers. So again we're at 200 point limit. Then we go for the deployment. This deployment is a little bit different. So you split your army into two batches as evenly as possible because I've got four models, two and two. You put your first two on then your opponent gets to put on their first half. You go for your second half. So I've split just to explain mine. Because there's a Woodbury commander rule that will come into play I need to partner mine up to make sure there's always a commander. So I'm going to put Bruce down. He needs some cover for some shooting. So he's going to start here. And the other person he's going to be with is Smitty. And Smitty is expendable. So he's going to go here. Right so with my luck I'd like to say I'm going to play it a little bit tentatively but I feel like I'm just going to try and kill Dan. So what I'm going to do is I'm going to have Axel and Thomas starting right at the edge. Okay so then it would pass back to me. So I'm going to go similarly. I'm going to go with Governor on this side and then Lily and we're just going to get straight into it. I've got three left because I've got five on my team so it's slightly different. Tactically holding back three rather than two might give me the edge. Also might dash straight away however we'll find out. So Andrew, Dexter and then cheeky little Michonne with Mark and Terry. So we're all deployed. Ready to start going. So turn one I've rolled for my strategy points. I've got two strategy points to play with so I'm going to have to be quite careful with them because they're not going to go too far. I don't know what I need to do with them just yet. So I'm going to activate Smitty. Smitty is going to shoot this one. So we do the line of sight check that we did before. I can actually, so this is something different. So normally you'd go base to base, centre to centre. I can actually trace a line from anywhere on mine to anywhere on the walker that goes around this barrier. So I'm going to negate that red defence for the walker. So that's something different here. So with it being close range. So again close range up to 10 inches. I know it's definite to 10 inches. I shoot with a white, red, red with Smitty. So that's what we're going to see. And I get four with a headshot. So I know it can't be defended. Absolutely not. But it has triggered mayhem and it has triggered air. So it's not a reliable weapon. It's not a reliable weapon. So we've got an ammo check straight away for Smitty. So Smitty rolls. He's good. He rolled his shield. So that was something. So because I've got the headshot I know I've killed the walker. So that's important. Walker dead. But also because there was the headshot on there I need to just roll this to see if it was out of ammo. I'm still good for ammo. This is where the danger happens. So anything that's within 10 inches is going to shambl towards Smitty. So this is where we start seeing. Anywhere based away. So that's just out but that one is definitely in. So that one's coming towards and that is just short fortunately. Where that's activated. So I can probably run away from that and it's not going to chase me. So that's walker one. Is this one within. We're going to say that one is. So that is going to shambl without taking out the tree. So I'm trying to clear. So tactically I was trying to clear those to give me a chance to get in with the governor and Lily. This one is then going to shambl and if it hits so it's always going to move it six until it hits its barrier. At the first time it hits a barrier it sticks so that one sticks and the next time it moves it would just carry on round it. Was there anyone else within? Is that one going to be within? We're going to say that one is. So we're going to move that into the car so that it moves as much as it can hit on the barrier and stopped. So I've cleared out. So tactically they're now locked down they're not going to move again so we can get some things done. So I've done that. I can then sneak away and I want to be outside of the kill zone of that walker. So we're going to sneak away. It's going to move up to there. That's my four inches and that should be outside of two inches kill zone. And that's him activator. So that was Smitty's turn. Good job Smitty. Right so seeing what Smitty's done there I'm going to do something very similar. Creating mayhem early on pull the walkers in and freeze up for the rest of the turn. So Dexter here is going to shoot that little pretty walker there. So as we can see clear line of sight. Well within 10 inch. So he's got his standard white shooting and then it's another red but this is multiple shots two. So the first one, first shot against that walker is three. And I know I can't defend that on this red die because that only goes up to two. So I know it's definitely caused damage. There's no headshot on it. So it's a prone walker. Certain is. So we're going to knock that walker over. We're not using prone markers. We're just going to put that walker over. It's going to roll away. Stay. Shooting a prone walker matters well go for it. So same again. Just a two this time. It's really matter either way. There's no headshot on it. One. So it's caught a wound but it's not in melee so it's not dead. Unfortunate but I had to go for it. That however is causing mayhem. So the chubby little walker in the back there he's coming straight off the supply which is what I was going for. Duncan in there. Activated. Activated. So that's free. And then thankfully I've got one here and that's going to come. So Dexter explain it can move through the tree but because that's class is difficult to rain it halves its movement. So we've probably got two inches movement beforehand and then it's going to get stuck just on. We're going to stop it about here because it would get part of the tree. So I've cleared some of the walkers off from that area. However I'm kind of thinking to myself with your second action what can you do? As my SP for the prisoners is four because I have four prisoners that's their rule. I'm going to use one of my SPs for one of my leader special orders. So Dexter being the group leader he's going to use follow me. It's kind of a cheeky tactic to pull someone else within there that kills on the way. So what he's going to do because they can move through the friendly models Dexter is just going to sneak to the other side of the barrier take young Andrew with him. Doesn't activate or affect Andrew at all. Just means he's moved further forward I thought he'd be free. Use one of my SPs but I think they'll be worthwhile. So I'm going to activate the governor. The governor is going to use one of his strategy points so I've got two for the round. So I'm going to use one with the governor. The governor is going to run round with pre-measured it that's eight and that causes noise. So the governor runs round to here he causes noise and that's going to pull the nearest walker into a shambl into it. But by doing the move the follow me that also got a free move for Lily to move forward so she's coming closer to here. That hasn't activated her in any way. So action one was governor but it's brought Lily along. Now governor's in in all that wall I'd have to wait and resolve this combat. Now I'm going to spend an action to melee. So the governor's melee basic is a white red and I gave him the hammer so that would normally give me an extra attack but this time I've only got one action to spend so I'm going to roll it all together now. So I've got a very good roll. So that is five with two headshots. That looks like a dead walker to me. Well I could get a five. I could get a five on one red. Oh that's a blank. So dead walker, well done governor. That's what governor does best. So he has taken out that one but he's activated himself but he's moved a Lily into a really good position for next time. Right so thinking tactically with my second move having moved Andrew with follow me what he's going to do now he can just about sneak to that supply. So he's not causing nice, not causing him but he's managed to get all the way to the supply scavenge it with his second action. So on our cards we've got a little section at the bottom for suppliers so Andrew's going to get one down there. Now that's VP's ratting my bag straight away on my second action. And with this you get a victory point for having it in the first place and you get a second victory point if you're still alive by the end of it. So I need to kill him to basically cancel out one extra victory point that you're going to get. He can't kill Andrew. So although it is a very pretty target taking out Andrew at the moment I'm worried if I don't take this supply Andrew's going to get it on the next turn and then he's going to get too much of a lead so what I'm going to do is I'm just going to sneak Lily forward so she's going to go to this side of it present a bit of a threat spend her second action and that's the scavenge. That's her activated, that was her too but it levels the score and that's what I need at the moment so that goes on. Lily's card. So I need to get stuck in. Michele being a badass she's going to just run straight into battle so she's going to run straight into that one the noise she's caused will pull the one closest walk which is that one into her Mac and Terry poured along with her just chilling out there at the back. So Michele has blue for Mele and blue for the Katana she also has follow up attack so if I win the first one I can go straight and attack the second walker so the first walker five in a headshot I'm going to say that one's dead and the headshot kills it so straight on follow up attack another walker within a kill zone obviously going to be that one two blues just a two so it could be defended don't take it out of three we roll defended got a two so absolutely nothing happens so just to be clear two with the headshot in defence doesn't cause a bite from a walker just defended so that's Michele on activators and that really annoying walker that won't go down so I've got Bruce left to activate so Bruce is over here what I'm thinking of doing is running him over here to get near that supply but then I want to try and clear out some walkers what I'm worried about in terms of my position is if he shoots or does anything else I'm going to be within that kill zone because if I'm within that kill zone on the next phase the walker is going to come round and munch me so I know I can get to here as a run that's outside of the kill zone and the next nearest walker I think is this one so that is going to come in the six inches towards me and it's still going to be outside because it's going to donk off the car so it's going to get to the car and that's now activated so what I want to do is try and clean out those two walkers so with my shooting Bruce is with close range and I get the benefit of assault now so that's one of my keywords assault means I get an extra shot so already it would have two shots because I'm close range within five inches that's three shots potentially with the first one I'm going to go all out in case I run out of ammo so I'm a white, close range and a red for shooting and I'll spend my last strategy point to add an extra red to it so we're going to try and shoot this one first with white, red, red and that is two with a headshot possibly same no, don't have it all so I've caused a headshot so that could cause an ammo but because I'm reliable I can ignore the first critical success so the first headshot does not cause the ammo with the reliable weapon I've now got to lose my extra red so I'm down to white red to try and clean out this one with shot number two and that is not a good roll so four with two headshots it can't defend it but now I've ignored the first one because my reliable weapon now I've got to do the ammo check so see if I would get shot three I don't so I'm out of ammo so I need to put the ammo counter on his card and I've got to spend an action next turn in order to remove that he's not going to shoot again so he wouldn't have got his third shot anyway but now we've caused some mayhem so we can ignore these two walkers we're going to ignore this one they've already moved all that war he would have been absolutely swarmed but this means I can shoot a lot more in this version of the game so we're going to shambl towards that's going to hit the car he's activated or she's activated and then this one is going to be into the car here so they've now both activated so that's cleaned up a lot of the board and that's the end of Bruce for this turn right so this is one of the perks of having a larger team and not having initiative first I've still got two characters left to go while Dan's got absolutely nothing left so what I'm going to do is be very clever so I've got Thomas who's his tactician I can spend one SP because he's a tactician to change his type for the whole turn so he's going to turn himself into a runner so now I'm down to two SP and then what he's also going to do because a runner he's going to spend one SP to add the extra two inches and now he can run ten inch and because of Dan's foolishness of shooting everything nothing's going to hear me run so Thomas just going to mosey on over there so we get his normal eight inches run he's used turner speed he uses tactician ability to become a runner and use the runner ability to run a little bit further so he's spent two SP but it's a very good use to get to that supply I saved the SP on purpose bit further on because I know that these little tactics could really sway a game so a second action I'm just going to take that supply there and scavenge it but he's activated so then that leaves me with axle left what I'm thinking is I don't want to go into the walker phase having to defend I know Michonne's a tough cooker but Axel's just going to jog on in into that walker so Axel's melee is white however I could choose to shoot with a handgun in melee but I don't really want to there'd be no repercussions at this stage because everything's been activated however I'm outnumbering so with Michonne there I get the extra red anyway so see what happens just a two two, no headshot one so I've caused a wound and that drops a walker onto the floor perfect this is again another subtle change you have the option of push backs I could choose to leave the walker there and prone if I really wanted to just not that foolish so I'm going to push it back an inch make it prone because coming up later there's a chance that that walker could stand up and if you hadn't chosen to push back it could stand up and lock both Axel and Michonne so we've done the action face everyone's moved everyone's done what they needed to do we move on to the walker face and the first thing you do with the walker face you get out your kill zone template and you centre it over all your walkers so we've done this and what we know is that this walker does have Dexter within so he moves around and he's into combat yep unfortunately for me so now Dexter unfortunately is going to have to defend from one walker one die and that's where we get that out numbering thing where the second walker would have another two but we've just got the one and it's a blank so we've got nothing to defend so with my defence I've got four and a critical and a headshot means absolutely nothing I'm just defending however with the walkers attacking there's no push backs even if I defended it it still wouldn't push back so unfortunately at the start I've turned two I would be in melee or I could withdraw the next phase is we look round any walkers that haven't activated already take it in sequence with a personal initiative we get to move them so this one has stayed out of it because we tried to play the game over here so this one is going to move towards the nearest survivor he moves there and then that would be shown as activated as well then each different scenario has got a different event phase so unlike the event cards with it all that war each scenario has got a specific event we'll skip that for this one we want you to find out how the events roll when you purchase the brilliant book which will come out so we could check the herds as we showed you in the examples we haven't got any herds we haven't got five within that kill zone template so the next thing we do is move to the end phase so now we're into the end phase we've got to first check for any of the prone walkers whether they're going to stand up or not so we've got one here and we roll the black die action die we get a shield so that is back so the move to push back was obviously the right one because that would have locked up those two next thing we're going to look to and that stands up as well not looking good for Andrew over there so the next thing we do we've done the stand ups if anyone was bitten we've got an infection roll and they could potentially lose another health we haven't got any of those so now the last thing we do is victory points you've got your two I've got two banks I've got one bank so it's two one at the moment and then we would hand over initiative for the start of turn two so there we have it that's an overview of call to arms with some of the key differences some of the gameplay mechanics we've got going on it's an exciting time going into end of July, August when the book comes out so I know personally I've got every miniature from the whole of all that work I quite like the fact that we're going to get stuck in we're going to have big battles 10, 20 characters fighting it off I'm going to get Liam in there I'm going to have Clem in there I'm going to have 10 kids 10 adults in it I'm just going to be able to well, kill them so what I particularly like is when I play all that war I tend to now narrow it down to the 5 to 10 characters I tend to use and the sum I just discount I just wouldn't use it with this it gives you another reason to use them everybody has a use so even some of the narrow so they're the small appointed characters they become especially useful for scavenging because once they've grabbed it they sometimes have this special rule where they score you more victory points so there's different ways to play it in different scenarios the mechanics behind all of the teams there's a few new keywords coming in but the basics are all there all the new cards the fact that what you see is what you get on all the characters so Lacey will come at you with distract and her pitchfork for I think it's 14 or 16 points you don't need to add anything to her she's ready built going to enhance your team so you've built this collection it's just another way to use it a different mode of playing and it's quite speedy when you get into it so hope you enjoy