 Hello, everybody! If it's Wednesday, it's Warhammer, and that must mean it's time for another episode of Warhammer Weekly. Joining me, as always, is my co-host, Tom. What's up, buddy? How you doing? Hello, friends. How are you? Tonight, we are going to be talking about the Old World, specifically about the Tomb Kings. I just realized I have the wrong image up. It's supposed to be this image, but maybe that's still fine. That's fine. It was the same thing. It was just a different image of it. So, yes, we're going to be talking about Tomb Kings in the Old World. My personal favorite army. My largest army I own in the Old World, and possibly in any game ever. And a very fun army. So, we're going to kind of go over it. This is something Tom has enjoyed at various points in the past as well. Even into AOS, Tom, I remember some of the most anger you've ever gotten on Twitter. Like, just huge... I was trying to board an airplane at the same time for work, and I'm stressed here because I'm trying to keep my co-host from flipping out on the GW design team, because he's losing his mind in a public internet setting. Yeah, it was great. It was good times. Good times. Blacklist, it's still to this day. It's great. Once you burn a bridge, it's hard to rebuild it. It takes a while. A day to burn a lifetime to rebuild, yes, absolutely. Eight years later, indeed. Okay. At any rate, but of course, first, the news. Yeah, we do have rumor engine. Yeah, yeah. We do. I hate it. It's gross. I don't like it. It's bugs and some kind of hive. Alright, so I assume it's a nergal thing. It's disgusting. I mean, maybe it might be a nergal thing. Like, it could be something else, though, right? I don't know. It's just gross. I literally looked at it and was like, that's gross. I don't want to look at it anymore. Really? So you just blew right by it? Yep. You're welcome to guess. I am not. I am abstaining. It is a disgusting, weird little thing, and I don't like it. Yeah, it looks like flies, but that also looks like a hive, which is really weird. As mentioned by Hades, it could be a Sylvaneth thing, and I'm actually inclined to think it's a Sylvaneth thing. Because of the shape of bugs, and we don't see bees really anywhere else. You don't normally have, and as, again, as Cygnus pointed out, you don't normally have leaves with nergal things. Nergal things is normally like dead and decaying. There's not life. Absolutely. It could be Sylvaneth as well. Completely agreed. Yeah. So I'm going to call Sylvaneth. That's where I'm going to come down here. Fair enough. Cool. Let's look at anything else in the world. What's next? This weekend is the pre-order for both the FEC full order, as well as the new Dawn Bringer's book four, which will bring us a bunch of death, whatever they're called. You know what I'm saying. Regiment of renown. There we go. Yeah. Lots of death. I figured you'd get there. Yes. Yeah. I'll get there eventually. But yes, we've got the Mad King Rises. So we've got finally the release of all the rest of the FEC stuff, as well as single kits for some of the stuff that was in the larger book like The More Big Nights and The Executioner and the Crypt Guard and things like that. We got the little preview rules for some of the Regiment or renown rules. Obviously, we're not going to like, they're there. You're welcome to look at them as per use. I'm not going to really talk about them because I don't. I don't think it's worth reviewing rules outside of the context of like all of them. So yeah. Yeah. I mean, what this tells me like is that we are like, I am a firm believer that we are on a fast track to the new edition. Like this feels like a new edition thing. I suspect that like because we got each of the more Tarks with their representative stuff, like it makes me just wonder if truly like allies are a dead thing of the past and we're just going to move towards Regiment of renown in the future. Yes, I certainly think that is correct. Like if you want my guess, my pure, honestly kind of Hopium guess is that outside of a very few specific situations where they where you're allowed to pick from other armies for extremely strong thematic reasons. So like cities having stormcast or some of the like, like some of the cast armies intermingling in some ways, right? Yeah, where you can bring in kind of the the the iron wall as it were or whatever, or vice versa. And those should be in very like controlled ways that the entire ally system should just be killed. It's just nonsense because either it's never taken because it's pointless or it's always taken because it's broken and it shows up in way too many lists. Like the narrative player smoke screen that gets thrown up around this of like, but what about the narrative person who just wants to do this and this? Okay, well, there's plenty of already rules in place to restrict the choices you make. And if you want to play full narrative, you don't have to pay attention to literally any of those. You can ignore anything you want, right? And I'm normally pretty reticent on these kinds of like balance steps because I do think they'll often make the game worse. But in this case, I'm completely with it. I think it adds a level of complexity. It's a weird barrier for new players. I don't think anything you should ever be taking that the like the best choice you can make should be from outside your book. Unless it's like clearly labeled in the book, like you may take a unit of Stormcast that represents, you know, the Stormcast auxiliary that is within this city, right? It's there to help out like fine. If like if cities has that as a special rule, I'm okay with it and it makes sense to me and it's cool. Right. But there it's been baked in, built in part of the thing, right? They could even go tighter than that and say like you can take this unit or this unit or something like that, right? And not be like, oh, this unit, for some reason, all the auxiliaries are dragons or whatever the most busted unit of the moment is, right? So that's it. No, I agree with that. And I think that that's probably our trajectory. Based on the evidence that we have, I think that that's probably where we're headed. Yeah, exactly. And straight up with, I'm with Mike here who says, I absolutely hate seeing any corn army with a wizard ally. Agreed. This is exactly the thing I'm talking about. Just as likely as this to quote unquote help the narrative, it's likely to just bust the narrative, right? Yep. And I like absolutely it just it ends up create like, yes, thank you. Stonehorn says it's supposed to give variety, but it ends up creating conformity. I agree. It's one of the few things I don't like about this construction in the old world just to tie it to tonight is I don't like the ally and mercenary and all that stuff choices because I don't want to think about any of that crap. The only the only part of that that has any value to me is you can take things from literally your own expandopedia armies, which is fine. That I'm okay with like, okay, you're not playing the mortuary cult, but you can have a unit of venerable shop T they just count as in this category. Fine. I'm totally okay with that. Yeah, that's in the same army. It's funny to bring that up because like, I was thinking about the royal whatever one that has the tomb guard on chariot. And I was like, man, I went to guard chariots just in my normal army. Like I don't want the extra stupid rules or whatever. And, and, and, and like that's encouraging, because I thought I had to be the stupid thing in order to get the thing that I wanted. And so I'm glad that that that that is not the case. Nope. It's not, which is that I love, not against that. Not against being able to put that in your army. I just don't want like, you know, and even though they've got like oh it's either you can take allies but they're suspicious like okay. How about we just don't. How about we just don't. Anyways, like, yeah, I, Ben says the tournament I'm doing next month will be banning allies and mercs. Yeah, that's fine. I would write it as any allies and mercs outside of your own faction or army, basically, like I then I would support it because I do think you should be able to take like an arch necrotech or venerable shop T or tomb king chariots or sorry to guard chariots or whatever right like yeah it's that's cool. It's just cool stuff. So, like if it's one of your units, fine. If it's not, get it out of here. Okay, again, other than very specific situations where it like, should very specifically be there because that's warhammer. At any rate, okay, excuse me. What's next other news. We have so golden demon details to those were announced that's exciting. Exciting and late they got announced 57 days before they are something like that maybe less for the actual golden demon so I hope you weren't working on something that is now wrong. That the that they clarified a bunch of these rules. I watched the culture of pain episode they're called a pain episode around this and you know, they're all very nice, very British gentlemen. I'm going to say what they didn't say, which is it's ridiculous to wait this long to publish this. It's unprofessional, and it's not showing any respect for artists that spend literal hundreds of hours detailing incredible work on your company's miniatures that you delay to this level. It's a joke to start a golden demon entry of any significant like quality that has a chance of winning at this point in time. That's almost suicidal unless you're one of the like best artists in the world. Okay, and to put out something this late and pretend like it's not a huge time investment is disrespectful. Could they be doing it to try to limit the number of pieces that each artist is submitting? No, no, no, I just think they don't care. Okay, that's what I think. Because if they did they would act differently. It's that simple. Action speech vote. I'm not going to contest that. The other notable thing is that in like, you know, they were all very kind and gave like the positive and the negative. And I respect Henry and Andy and Matt and Richard. Great deal. They're all amazing, amazing guys. And like, but they're too kind. They're too British. They need to be called out for this bad behavior. Period. End of story. Especially when they make like tangible changes. There's also silly stuff around like the age of young bloods and who can enter. There's there was changes around like whether or not you can use a sculpt that someone else sculpted, but you didn't. Like these things did change at the last minute. They also added an old world category. So to tie in again with the show tonight and could even be bothered to put up a picture of an old world miniature. It's just a picture of the thing. You couldn't just dig back to any previous thing on your website. Just snipping tool that right out. It couldn't do it. It's too much trouble. It's too dangerous. Yeah. So, you know, at any rate, I look forward to an adept con where I have where I'm not entering Golden Demon and couldn't care less about my like it's nice. Nice not to have any things. What I will be there for is rooting and cheering for my friends who are entering and absolutely and fully supporting them in their endeavor to bring home a trophy. So I hope those who are entering do well. But for me, no, it's a hard pass from now on out. I've seen too many repeated times where they clearly don't take this seriously. And so I don't feel the need to either. It's that simple. Okay. So that's, but yeah, good stuff, guys. I get the statement better late than never has never been more true. All right. Cool. What's next? Or just never. Don bring your story. What 13 or 18 or so. I don't have a picture for this one. But yes. Yeah. So Mexico. Yeah, boy. The end is nigh. Look, look, I don't normally talk about the dawn bringer stories they publish on the side but obviously I was going to talk about this one was like 18 stories and I'm finally dating to mention these right. So these are all like the interstitials from things happening around the world, right? And basically this is just like a little side story about first of all, it's almost incomprehensible because it's told from sort of the perspective, like the first person narration of a skaven engineer. So it's just basically incomprehensible because it is the definition of reliable. Yeah. Well, I mean, he's just like, he's just narrating openly and talking to his assistant. So like we don't, it's like half the words are just repeats and weird words and talking about imaginary tech suit and just crazy crap. Okay. But the long and short of it is he's upset because he got embarrassed by a fellow rival engineer. So he builds a gun that can, that can literally destroy people's souls. He builds a soul gun like it uses warp energy to explode your soul. Yeah. So he goes over to with his little assistant to attack the other guy, the other, the one who embarrassed him and he shoots the gun into the dude's lab and the dude comes out and he's like, haha, you didn't think I'd know that you'd be coming after me. I build a mech suit that absorbs warp energy. So you didn't get me. And in fact, I've got guns on this thing. And so he goes to shoot the dude and he goes to reload and shoot the other guy again. And then a vermin Lord shows up. And the vermin Lord is like, all right, enough of this, cut it out. The funny thing was the, the engineer's little assistant, his little acolyte just dies on the spot when he sees the vermin Lord, which is very funny. And so the vermin Lord's, all right, enough of this. We need both of you and they're like, what, what for? And he's like, for some great work, something like that, right? He's like, we're gonna put your, but what they're implying is what the vermin Lord implies, we want to put your ideas together. So like, we got a mech suit over here, we got a soul killing gun over here, peanut butter chocolate, let's put these two together and get rocking and rolling. Okay. You have my attention. So like, let's go. Look, I was welcome to this brief story time with Vince during the news. But I really hope that was actually a preview of what we're getting in like a 4.0 scaven relaunched. Yes. Yes. And not just some silly side story. Like if that's, if I get mech suit scaven with soul killing guns, like, man, this is. You're like, go on. This is what we're here for, baby. This is what I've been waiting for. I will forgive you for that horrible 2.75. No effort book you put out as my last book, because you if you were putting all the work into this, great. So, okay, there we go. That's it. That's all. Yeah, it's good. It's exciting that they are giving glimpses even narratively for stuff like that. I'm talking about other games as well or other tangential products. We had the rules for the FEC and war cry drop in a PDF and I don't know if you saw this, but the PDF is actually like all the death armies, not just. Yeah. And I was looking at it and I was like, we're gonna play some war cry. You know, like I've been painting and still painting. This will be one of the hobby time for havoc this weekend or have for worse this weekend. Holy worse. And, you know, I've been spending some time with the FEC. So I could, I could do, you do some war cry baby. Sure. Let me just stay here. Mike Cathgard said, as well as you don't get your hopes. Well, as long as you don't get your hopes too high, Vince, I want to be very clear with everyone. My hopes are unreasonably high. They are sky high. They are a satellite orbiting this planet right now. You can't get higher. Okay. Before the concept of high loses all meaning. Okay. Cheech and Chong have got nothing on the height of my expectations. Okay. I am through the roof and frankly, the only reasonable end of this is utter disappointment. But I, but it does not matter until that time. I will be excited and, and, and holding out at just an obscene amount of hope. I will be that Elmo meme where he's got like some fruit and then a big pile of like, you know, things we shouldn't say on YouTube. I suppose because it'll be bad. I'm going straight into that. That's all I'm saying. Okay. So there you go. That's how high my hopes are. Classy. Yes. Actually, when Vince's hopes come crashing down, it'll be an extinction level event. Correct. My hopes falling to earth will be the meteor that ends like kills the dinosaurs. Yes. Absolutely. Okay. So I could only be disappointed and I welcome it. Let's go. All right. Yeah, it looks fine. Yeah, sure. Cool stuff. I always like when they put out these kind of free rules and stuff like that. It's good. Make it easy for people. It's very nice. All right. Anything else in the news? No, that's it. That's it for our news. Dougie fresh it isn't there some chaos dwarf rumor, not that I'm aware of. I mean, there's been a general rumor floating around that they're going to, you know, some point during 4.0 have a release. Not meaningfully. There's a not meaningful chaos dwarf rumor that we have no actual evidence of. And so in light of that, we're not going to report on on hearsay and. I mean, what I'll say is this it came from a fairly reliable rumor source over the last couple years. On on TGA. So take take that as you will like it was a source that has reliably been providing. It's clearly someone that is internal to GW. Given based on like the information and the stuff we've gotten over the last like seven or eight years. So much so that some people have thought that the source is a like a sanctioned leaking. Because it's just been so consistent over so many years. I don't think there's any believe me there is no such thing. I believe that's fair. I have literally been there in person when a leak happened less than 12 hours before a thing was supposed to be released incidentally in the background of one photo where it was irrelevant. And the chaos that ensued there is no authorized leaking. You can put that nonsense to bed. Okay. Wow. That is like it caused a corporate wide executive level catastrophe. All right. Like emergency meeting at the highest levels of the company. No, they do not authoritatively leak. That is this anybody who's been anywhere close to them. I cannot reinforce enough how no that is like this is people getting fired instantaneously level of no. Okay. Well, regardless, one of those sources that has consistently leaked suggested that they're that cast words are on the way for the new addition. At some point the new addition, which would be cool. I'm here for it. So there you go. Are you? I heard from you. They're not a real army. They're not. But if they get an army release, they will be. See how that works. That's how that works. That's how you become a real boy. Okay. So there we go Pinocchio. My hope is for you. Like go get it. Go get that. I hope they find the Blue Fairy. So there you go. All right. Let's move to some pick of the week. All right. Tom, what would you like to share with everybody? Yeah, kind of in the spirit of what we're doing. I want to highlight Chuck's channel. String Pamer. Right now. You bastard. He's been putting out some hot, hot old world content and been watching a little bit did some high elf army creation. Which in the like. So buddy, for those that don't know, you need to check out Chuck's channel. It's fantastic. So what are you going to do now? I agree. That's why it happens to be listed down in the description already. Is it really? Yes, because that was my pick as well. That's fine. I will. I already mentioned it earlier. I'll simply direct everybody to that very nice call to paint episode, which was a great episode. And I'll link that after the show is over. Obviously, I can never recommend the entire team from call to paint enough. They're all great dudes. So go and check it out. They talk about like it's the golden demon kind of their response and detailed discussion of the updated rules and all that sort of thing. The situation as we call it. Very good. Yes, he did faces and bases. That is exactly what happened. They said, did Tom copy Vince's homework then present it first? Yes. Yes. No, no, that's not true. Here's here's the truth of it. Are you ready for the truth of it? I don't have any of these books and I had to do research. And so I had to go watch a bunch of YouTube of other old world stuff like I haven't had a chance to play a game yet. And I had to go like find digital copies of these things in order to read and prep for the show. And Chuck just happened to be a bunch of contact that I watched. So that's how it is, folks. The truth. Good enough. All right. Well, with that, why don't we leave this contentious pick of the week behind and move over to our hobby time. So Tom, how's that army going for holy wars here in three days? You paint in the hotel room? No, I don't think so. I have three bat nights that I'm working on. I mean, like it's not as high of a quality as I wanted, but it's also not like unpainted, right? Like I'm in the in between. Like I've got a round of highlights on, but it just still feels that I need to push and, you know, push it in both directions on everything. I went for more models than I wanted to. Originally, I was like, I'm going to do a low model count army after I get all the zombies last in the fall. Sure. And then I just did 40 ghouls. So that was a mistake. And so I didn't go as low model count as I wanted. No mistake found. No, it's fine. It's fine. And so I just so I ended up not and then a bunch of stuff happened. I got in a car accident last month and so painting has been a little bit difficult. Sure. It's taken me like, you know, like, I can't sit as long. I can't do the painting thing as long and all that. So I'm going to do as best I can. But you know, and then I'm, I'm doing some other things that I can't talk about. Yeah, folks, that's right. I have things that I can't talk about on camera yet for hobby time. So I've been doing some of that this last week. And I've also, because of all this stupid old world watching, I've started the unpacking process. Sure. So if I'm doing something here and you're like, what is Tom doing? What is he working on? I'm doing unpacking for old world stuff. I counted my high elves. Yeah. I sold a bunch this last week. Sure. Right now, conservatively, with no upgrades that I'm at about 16,000 points of high elves. It's pretty good. It's pretty good. It's pretty good. So I was like, I wonder how much, you know, like how much dwarfs do I have of old world? And I started unpacking and realized like, I have like 2000 points at least of painted dwarfs. Hey, there you go. They're like an actual army. I have an actual army painted of old square base. So I was like, oh, interesting. So yeah. So I'm in the process of unpacking a bunch of my dwarfs to see what I have there. And then I have a bunch of two kings. So I'm going to do that. I'm not unpacking them tonight. I'm going to unpack them another. But yeah. So I'm a, yeah, we'll see. We'll do a small world. Okay. A little bit here, a little bit there, you know. Very nice. Excellent. All right. Hey, Nathaniel, we're glad to have you along on all the live streams. That's great. Yeah. For myself, I thought I would just do something a little different here rather than try to hold up a mini that no one can see. There you go. That's what I've finished up here. Finally brought this girl to a close. She's not actually attached yet because I wanted to put her aside and then return back to her with fresh eyes a couple more times. This is after a couple rounds of changes. I actually made a video all about how many times I've messed this up and had to go back and fix things and just kind of about that and about failure and all that. You'll see that. Well, I haven't made the video yet, but I did a bunch of recording and I'll edit it and you'll see it come out probably like well in the future. But so this is what I was working on. And I'm pretty, pretty happy with how this came out. This is something that's been on my desk for frankly too long, really. But it feels good to have it be finally done, I suppose as it were. And so, yeah, that's what I've been painting. And then now with that being done, I then decided to put together this little Tomb King fellow here on foot. I wanted a new Tomb King on foot. Although I may make a little chariot for him and make him my new Tomb King and chariot, I'm not sure yet. Because he feels like he could be a good chariot dude. I have an old chariot Tomb King, but why not get a new one? I have Tomb Kings on feet, so why not get a new guy to put in chariot? I haven't decided yet, but there we go. Okay, so that's what I've been working on. That's my hobby time. But yeah, overall pretty happy with how she came out. I think that was a good piece. Definitely a sort of level up piece, lots of learnings, things like that. So, yep. Okay, so with that, Tom, why don't we turn to today's main topic, which is to talk about Tomb Kings. Tomb Kings in the Old World. They're back, baby. So not the last March. Yeah, exactly. Famously I did a little run of videos a long time ago called the last March of the Tomb Kings where toward the end of their retirement I did a bunch of videos focused on them and painting them and stuff. And then just when I thought they were gone, they're back. So cool. And I am excited about it. Like I'm going to be straight honest. I've played this army now a couple times in the Old World. I really like it. I really love playing it. I think next time I get a game in, I'm actually going to do plutonians just to give them a try as well for a future show. But I, because I have a very large fully painted army of that as well. But this army is just an incredible amount of fun to play. And I love it and I thought we'd go through it. Okay. So let's talk about it. Start with a quick overview. Tomb Kings are back and it feels good. It feels like you're playing the Tomb Kings. And if you're a former player of the army, there's a lot here you will find familiar. One of the things that has always been true and the reason I love this army is because you just get to ignore so many rules in the game. Now your troops have a truly egregious amount of special rules like egregious. Okay. As I famously said, your Tomb Guard, if you build them in the way I build them, have 14 special rules. I would like everybody to go ahead. Have you discovered the army builder yet Vince? Yes, I have. Absolutely. The army builder is great. It's still being updated. It's still missing some things, but it's all the time. But what I'll say is this, it helps with the like unlimited or the endless rules problem because of the hotlinking. Sure. Rather than just being words on a page, they actually have all the hotlinks. So as you're building an army, you can click through and see what everything does. Man, that's super helpful as you're learning how to build armies. Sure. Absolutely. Have a good night, Rob. I hope he probably already left, but that's okay. He knows. Somewhere he knows. I think that can make them a great starter army because you just don't have to worry about remembering certain calculations. You just remember that you ignore a thing. Yeah, I like that. Oh, battle shock. I don't have to worry about that. Like terror. Like fear for your enemies. Being immune to all psychology, not making break checks. Always hitting on fives with your bows or fours, basic. Fours or fives depending on who's shooting. But like, you know, all that stuff is honestly pretty great. That being said, it will be quite a jarring experience if you then need to go play a normal army and suddenly need to remember how all these rules that you've been ignoring for months work. And yeah, so that's a little bit of good, a little bit of bad. But I think they're a good starter army. I really do. But yes, they can be like a bit of a bit of a pain sometimes, but I still think they're good. I still think they're good. All right. Somebody said, what army builder? Why that would be the old world builder, the army builder for for the old world. And specifically you can I will I should be able to actually post a list here or post a link. I should be able to post a link in our own jet. I think there. I did not. I did not too long ago. Yeah, that work. I think that'll work. Okay. So at any rate, that should test it. That works. Yep. There you go. There you go, everybody. There's your link to the old world army builder. It's still, you know, a bit in progress. It won't have like everything exactly as you would expect for every army. But it's pretty good. It's pretty good. Yep. So two Kings. They still have terrible base troops that lose to most everything in the game when it comes to like your basic troops. They're still garbage. But they have restoration and really it's about like sort of properly trading your pieces, setting you up for multi charges, holding things in place with your Garbo troops until you can bring in the heavy hitters, that kind of thing. It has some decent regen though. Yeah. So like, yes, your stuff is Garbo, but you're, you're putting models back, which is not something that a lot of armies can do. Absolutely true. Yep. And this army can actually have a surprising amount of mobility depending on how it is built. So what I mean by that is Tomb Kings, because of the way, because you're undead, you can't march, okay, which you would think would greatly limit sort of your overall mobility. But it actually, well, you, exactly, you, you have Desert Wind. You have quite a few troops with Swift Drive, which is pretty impressive for making big charges. You have quite a few troops with, or you have troops with Vanguard and Scout and you have multiple different troops with reserve moves, which isn't a whole extra movement at the end of the shooting phase, which is quite, quite strong. So, yeah, all that stuff actually turns this army into quite an interesting different, like a mobile force if you, if you, depending on what you're playing, I mean, you could, you could play without all that, depending on kind of how your armies build. And one of the questions was, why can't they march? Why can't they march? Oh, I don't know, because that's just a thing that they can't do. Because they're slow. Because they're slow and dead. Like, because of the special rules around everything. I don't know, because that's, that's what you can't do. Go on. It's in there. I remember being like, can I do this? And then I had to go look, because I wanted to see if it was still the case. And there was, it's still in there that you can't march. If you're going to ask me to quote page inverse, exactly where? No, I don't remember where. I just know they can't. You want to see something funny? Awesome that I found. Sure. That's right, folks. That's a dwarven bolt thrower in original packaging. Well, new old stock, huh? There you go. Yeah. Is it nice to have the whippy measuring sticks back? No, they're terrible. Let's get rid of those. They're awful. Obviously, those are trash. Those are their own stalls only. As I've been looking at it, I was like, I don't know. I could, I could probably buy a box. Like I wouldn't mind having a template and I wouldn't mind having it. And I was like in whippy sticks. Not all. I probably don't need one of those boxes. I mean, I have so many whippy sticks. I had to put them all away because people kept taking them and messing around with them at the table and just like, I was so annoyed that I just threw them all away. If you need templates, Tom, I got templates on demand. So don't worry because I never got rid of all my old templates. I just want to say that. No, the irony is that I have a bunch of 40k like neon green templates as well. And I think they're the same. Yes, they are. Yeah. They also make excellent drink coasters. So that's why I never got rid of them. I just used them as drink coasters for a long time because that's how I roll. Okay. The one big change, Tom, is you can't stand and shoot now with your tomb kings. So that's cool. That's pretty awesome. Yeah, I need stuff right. Okay, so let's talk about the army itself. Let's get into the actual TK rules. TK fire. So, okay. All right. Special rules. Let's start with your general army list for the normal tomb kings and what you can do. Okay. So your normal grand army composition list. Yeah, you got to have one tomb king or two prints. Fair. Yeah. And you got to have one high priest or mortuary priest. Okay. Yeah. Tomb kings. And one of them upgrades to the Hierophant, is that right? Correct. The highest leadership, high priest or mortuary priest, becomes the Hierophant. And same thing applies. It's normal if the Hierophant eats it, then your army starts crumbling, right? Okay. And that's amazing. Tomb king Tristan just said, Ness going to give it to you. And yes, that was what I was quoting there. Tristan, I'm glad you caught that. Thank you, absolutely. Ness is not to be trifled with. He's no Mr. Game and Watch, but he's pretty good. So the, and then you can have another zero to one tomb king or high priest for a thousand points. So in a 2000 point game, you could have, you know, another one, another one. And so that's of like your highest level guys. You could have as many other tomb princes as you want it, but only the king or high priest. And then your royal heralds and necrotechs, which you can just have some up to your normal 50% of lava. Okay. So that's kind of your character breakdown, 50% of your army. We talked about it before during the review show. I am curious to get your take, Tom. I love this style of army building. Like I said, the mercenaries and the allies can go take a walk is my honest answer. Outside of like the, the bringing in stuff from your armies of infamy list. Yeah. Um, but I like legitimately like this style of army building. The fact that like, obviously this doesn't add up to a hundred percent and that's the whole point. Right. So you can flex the different categories. That's probably have a heavier hero hammer or you can go into more or more special or whatever. Yeah. Like the percentage either men or max with then additional unit governor switches, like must have at least one, no more than one or no more than three per or something like that. It is an elegant, it is an elegant design method. Yeah. I really like it. A list building. Yeah. Agreed. And through the armies of infamy, you can still get wacky armies that have like, you run more monsters. Or you know, stuff like that. Right. You can still get. Yeah. Maybe like, I don't know. I looked at the armies of infamy. Talk about it here for the king games, but like, I didn't feel like there was anything that crazy. Right. Like because I expected the royal, like the royal, uh, not hunt the royal. Guard one. I was like, Oh, I'm going to do a whole tune tune guard army. Let's do this. And then I looked and you can't. Like because of, because like, yes, you can move like a chariot with tune guard in there into core, but like, like to guard themselves, never go for. Well, I mean, in the basic army, you can have one unit of tune guard in core. And by the way, like, depending on what you're playing, they could be your entire core. If you're, if you're, when we've played, we played a team's game as well. And so like a thousand points, you know, per person, right? And like one unit of tune guard could, could very easily, depending on its size, chew up most of your core points. So sure, sure, sure. Um, but at any rate, I mean, I ended up using a lot more for various and sundry reasons because your units are cheapest chips. Speaking of which, let's talk about your core stuff. You got to have one plus unit of either skeleton warriors, skeleton or skeleton warriors and or skeleton archers. Okay. So your basic two dudes, which is fine. You're basically always going to take some skeleton archers. They're good chaff. They're good, like things to be in the line. They're good just to put some shooting out and weaken some units. You want stuff like that. Keep people's heads down. You can have some, you know, some number of units, just whatever you want of skeleton skirmishers, tomb squorns, two swarms, skeleton horsemen, skeleton horse archers, and skeleton chariots. Love me some chariots. Love them being core here for it. I have been here for it since 2004 when this released skeleton skirmishers. Tom, I don't know if you notice what those were. Those are a new thing. Yeah. Yeah. Little unit to skeletons, but they're not really going to be good for chaff though, right? Because like with overrun, that's like that seems like it's a recipe for destruction. Well, I did learn that, but it could still work out in your favor. Like the answer is maybe, maybe not. I love skeleton skirmishers. I've put them in every list I have. They can be excellent bodyguards. These cheap bodyguards for foot characters that need to roam around freely. Okay. Okay. Because you wouldn't be able to select them out without shooting out the rest of the unit. Is that right? Yeah. Yeah. Because characters can join skirmishers and they, they do have chariot runners as well so they can act in kind of interesting ways there where you can shoot over your guys. Basically, you know, shoot through your guys. Yeah. And move through your guys. And even, you can literally charge right over top of them and they just nudge out of the way when you go in. So kind of interesting. And then you can also have one unit of tomb guard or sepulchral, sepulchral. Sepulchral spalkers. Yeah. Those dudes. The bad snakes. The bad snakes. Hey, I like them. They're bad. They're so bad. I didn't say they're good. I just said I like them. Okay. And by the way, horse archers also amazing. Like all of these things are amazing. Your core choices are all amazing. Not for what they can actually kill, but like it's just a utility play all the way around. Yeah. Except for tomb swarms, which have no purpose in a normal army, but are amazing in a mortuary cult army, which is what I tend to run. I prefer the mortuary cult. What, why are they significant in the mortuary cult? Because in a mortuary cult, the, the, the mortuary priests can sap wounds off of those to add to their casting. So. And yeah. And as a swarm, you know what's better than plus four to cast Tom plus seven turns out. It's pretty good. It's pretty good. So I don't hate magic in this game. I actually quite like it. So at any rate. And then you've got your special troops, which are your tomb, guard shop T, Morse apocal stalkers, carrion and necropolis knights. Not sure to think about carrion yet. They're okay. Zero to three tomb scorpions. I have used one a couple of times. They're all right. We'll talk about various things. We're not going to review every unit by the by, but we'll talk about them in general, like the things I like. And then zero to two war sphinxes, not counting mounts per thousand points. So you really can have a pretty darn war sphinx heavy list if you want, right? Even with the base army, because you can put your character, like basically 75% of your army could be worse things. Because you can put your character on one. And then you have. So yeah. Okay. Yep. And then 25% of your armor. Yep. And then you can have a necrolith colossus or a necrosphinx up to two screaming scull catapults per thousand points, which are bad. And one casket of souls per thousand points, which is really good. Casket of souls are amazing. And then obviously your mercs now is. And then of course, as per always, you can upgrade one of your little dudes, your royal heralds to a battle standard bearer for 25 points. Which doesn't have like a huge effect on your army. Like normally obviously what a battle standard bearer is doing is pretty massive in the re-roll break checks. But here you have a different sort of rule, which we'll talk about when we get to that guy. Because you don't break. Alright, but anyways, that's the army. That's your basic list. We'll talk about that more when we get to the other armies, because we will talk about the armies of infamy. Yeah. Let's get into the actual, let's talk some magic items, special rules, that kind of stuff. Why do I have... Did I keep... Okay, I guess I kept the magic items first for some reason. Well, that's fine. I don't know why I did that. Alright, great. Who cares? I meant to cover the special rules next and then the magic items last, but I didn't. So, yeah, I mean, welcome back to points, Tom, for magic items. We're back. Like it was like I... When I cracked open the book for the first time, I had to take... It was the sharp intake of breath. Like, okay, here we go. Like back to individual models. Right? Mm-hmm. Yep. Like, yep. Here we go. So, obviously, you've got your big giant weapon, your destroyer of eternities. Yep. That's your big two-hander. Killing blow, magical attacks, two hands, strike last. And instead of attacking normally, you can choose to make a special scything attack. If you do the enemy unit, they are declaring their attacks against sufferers. D6, automatic hits, each resolved using the destroyer of eternities. Profile, which is strength plus two AP, minus two, all that other stuff. It's really good. It's a really good weapon. Like, it just is. Because you're normally swinging with either three or four attacks on the person that this would have, or be on basically four attacks realistically with the person this would be on. Which is your tomb king. And like, you just... I mean, making D6 auto hits is just better than four attacks. Hitting on probably three. Yeah. So yeah. And like, strength plus two and AP two, AP minus two is great. I mean, it's basically just a great weapon. But it's a great weapon that can do the scything thing and has killing blow. Just keep in mind, a great weapon will only give you strength plus two and AP two. Okay. Then you've got the other one. The one that I have played around with that I do quite like is actually the flail of skulls. I think it's amazing. Its strength modifier only applies the first round of combat. But the fact that it's multiple wounds two, do not sleep on that multiple wounds two. That is a very potent ability. Very, very potent ability in this game. You still got your AP minus one. So it's fine. Basically, everything in this army is AP minus one because of a special rule we'll talk about later. But the fact that you get that massive strength plus three, that's so huge. Like for a cherry award or something like that, fantastic. So for multiple wounds two, that means that whenever you cause a wound, it counts as two. Yeah. If it's not saved, it becomes two wounds. Yeah. So like beating up on big monstrous infantry and stuff is, you know, really, really strong in this regard. Are you concerned about the fact that it only, the strength modifier only during the first round of combat? No, because you can pretty easily get yourself back into like, if you're using a unit with this guy at the head, like I said, this is actually my preferred kit out for like a tomb king on a chariot who's in a chariot unit. And like ideally what's happening is that thing is charging in, breaking something. And they obliterate everything. Well, they're not going to obliterate anything because nobody gets obliterated in this game unless they're a chaff unit. Sure. But they're going to get hit. Hopefully they break and or fall back in good order. I'll take either, frankly. And then hopefully like it'll become a new round of combat next time. Right. A new charge. Yeah, whatever. Like it'll still be, even if they come back and charge you. Combat ended. Correct. Correct. Right. Yeah. So there you go. And so, you know, it's, it's kind of fine. Like he's still a very strong hero. The unit's still perfectly good on its own, but you just like it's, it's cool. Yeah. So I like all that. The never give up, never give a priest a magic weapon. That's stupid. Because they shouldn't be in combat. Correct. That's right. They should never be in combat. They should just never be in combat. They should always be like on a horse being sneaky, writing around, having reserve moves, stuff like that. Where they're just like hiding behind the line in a unit of skeleton horse archers or something like that. All right. You got your armor of ages, which makes people reroll successful to wound rolls. It's pretty potent on a high toughness hero like a tomb king, I will say. It's very expensive armor, but it can be pretty worth it. It will keep your dude alive. Like it is, it's a very defensive item. That's the, that is real. That's what it's supposed to be doing. That's what it's supposed to be doing. Yeah. If you're going to pay points for something, it should do the thing that it's supposed to be doing. Yeah. It's really especially effective in a challenge if someone tries to challenge you out and that's on there. It's not going to make it so it's much, much, much harder for them to bring you down. Yeah. So because it just causes a lot of swinginess because they're not going to have that many attacks against you. Right. Depending on what you're fighting in that challenge. No, Tom just keeps messing with plastic bags. Yes. That's the thing, Cygnus. Sorry. Sorry. I'm unpacking my old world army as we're talking. And you can't do it anytime but right now. Nope. I have to do it right now, but continue. Sure. I'm excited. Sorry. Absolutely. The Crown of Kings is actually pretty solid because it's more resurrection, more restoration, basically. So that's cool. Like it's a good ability. And being able to do it more when you're unengaged is pretty strong. I like it doesn't matter that it's only your skeleton type dudes. That's often what you want. Anyways, you just want to keep those things topped up. In the standard category, the one I like is, like the icon of the Sacred Eye is pretty great on a unit, on a big unit like Tomb Guard or something. Giving a plus one weapon skill is pretty fantastic. As is the icon of Recap. Where you can single free reform at any point during your movement. Very strong. Again, a lot of this army lives and dies based on its movement. So that can be pretty solid. So yeah, there you go. And then, yeah, there you go. That's your magic items. Now, I will state, we're not going to talk about them in detail because I didn't want to share every page of every single thing and take 22 years on this. But Tom, in this book, okay, there are additional magical items. That's the Expandopedia. Now some of these magic items in the Expandopedia are limited to the particular armies here, but some are not. And I actually, like I did want to call out, I think I missed a page of magic items. Maybe there's another page of magic items we'll get to. Did I cut them? Like an idiot? Nope, I didn't. I just accidentally missed that picture. Okay. There is one more page. Sorry. And it's really worth mentioning because my absolute favorite magic item is in there and I'm very sorry, everyone. Okay. You know what makes thrilling live stream is you looking at books. Yeah. Well, deal with it. Okay. I cut out the enchanted and arcane items. I'm sorry. Sure. Okay. So within this space, there are a couple of items that I think are very worthwhile. The icon of rulership, which is for chariot lords, which is one of my favorite ways to build the Tomb King. It makes him incredibly durable and tough. Yeah. His unit strength goes up to six and his impact hits go AP two and gain magical attacks, which is very strong for making sure impact hits land. And then also the hair high, high erratic jar, high erratic jar. Okay. Which is one of the ultra common magic items. It's extremely common. So you can take it multiple times, but it's a 25 point magic item that is single use. But during the command sub phase, if you're not engaged in combat, the bearer of the hieratic jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the arise special rule twice during this command sub phase rather than the usual once. Once. Super duper worth it. Super worth it to have on like your like that 25 points is extremely well spent on your like your hierophant or whatever. Because the fact that he can turn and be like that unit, bam, that unit, bam, and he can hit two things. He can like top a character off and restore a unit in one phase is so unbelievably good. In a similar fashion in the expand Opedia, there is the tablets of ta ta ha. I don't know how many of these say these words. You can carry three of them. They're all single use. But before you make a casting role, you can break one and get a plus one mod to the casting role. So also a thing that could be worth having if you like it's nice to have one or two. Depending on what's going on, like 20 points generally isn't too much of an ask just to make sure a spell gets through again in the mortuary cult. I'm all about it dog. Why not like plus seven to cast? Why not plus eight? You know, like let's go. You know what I hate doing? Failing spell casts. Let's just go fated to spell who get your get your 2d6 without a bonus out of here. Okay, we're doing this. So there you go. All right. Now let's talk about special rules. The actual thing that I was meant to do before magic items. Okay. Yes, it does Travis. You're absolutely right. For the row host. So first of all, your arrows, you just never take modifiers. If they have, if you have the rule, you don't take modifiers. Positive, period, like positive, negative. It's great. It's on fives. Just all your archers hit on fives. Find a hill, put your archers on the hill. Done. Call it a day. Call it a day. Roll fives. It's great. It's really great. Skeleton horse archers are like, you're riding around. You're being all silly. You're, you're getting people into max range, shooting all your little boys off. They all hit on fives. Then you just reserve move away. Wonderful. Okay. And then you got cleaving blow. So this is like for your tomb garden stuff. Works against regular infantry, heavy infantry, light cavalry, heavy cavalry, or war beasts. And it shuts off. If you're all six to wound, it shuts off armor and regeneration. Okay. Cool. Not as good as killing blow, but you know, still fine enough. It's like weaker killing blow because it doesn't outright kill them. So turning off armor and regeneration is in fact in many cases the equivalent of killing them instantly, I will say. Not a lot of ward saves getting thrown around really. Curse of the necropolis. If you lose your last wound, the unit that made the attack immediately makes the leadership test. If it's failed, the enemy unit suffers D3 strength two hits with an AP of nothing. Okay. Cool. Because you're like bugs come out of you. I have never remembered to use this rule. Never in the old, we had a version like this before. Never used it since. I don't lose my tomb kings that often though. But still, I don't remember any time I remember to use this rule. And I don't care. Dry as dust. And basically like don't get hit by flaming attacks. That's what that says. You are, oh my God, I'm still on fire. You know, that kind of thing. Sure. And so that's fine. It is what it is. Indomitable, very important rule. You know, this special rule reduces the number of wounds suffered due to the unstable special rule by the numbers shown in brackets. How many, like how often do you expect that you would be encountering flaming? Not super often. How often are you fighting dwarves or elves? No, there's not a huge amount of flaming in elves. Dwarves can flame rune up their stuff and things like that. They've got a lot of, like, or fire throwy things. Things that throw fire on people, you know. I mean, Bretonian peasants can have flaming bows and stuff. Like it's there, right? Yeah. Travis never throw good money after bad. You just like, you just got to tank that, okay? Just this last week in our D&D game, we were fighting like an archmage and he had flame shield up. And we didn't have any dispels. We're like very low level. There's a ridiculous, crazy fight. And I'm like, well, only one way to get through a flame shield. Just kill the wizard. So everybody hit him until we're all dead. Hopefully he dies before we do. That's the plan. That's the tactic. Sometimes you got to just face tank it. Don't throw good money after bad. Indominable is really important. I cannot state this enough because, especially on the units that tend to have it, because those units are often susceptible to losing combat by a few points. And it really, really, really is awful when you just start crumbling every time you, because I mean, that's what happens. You lose combat, you crumble, right? Yeah. It's still a thing, Tom. It didn't go away. I watched a battle report and after, like every time, like the individual kept losing combat and she just had to keep rolling crumble rolls and I was like, you're breaking my heart. Like this is just, it looks so painful. Poor Tomb Kings. Well, I mean, you know, when you're, when you're unstable, okay? Obviously you're unbreakable as Tomb Kings, which is great. Yeah. It's great to be unbreakable. Now I should note here that unbreakable doesn't mean you don't give ground. Okay. In fact, it means you just default back to give ground. Okay. And however, you will have a rule that we talk about here in just a moment that can shut that off as well. One of the interesting things about this army is that many of your units can just sit there and like if they lose and they've got some decent indomitable, maybe they lose a wound or two, but they really just do not move. And that's actually quite potent in this current world because you can push them back, but they can't push you back. So your lines become much more predictable, cool. So, um, yeah. So, you know, unstable is not a great rule to have. It hurts, but indomitable is pretty important. So, you know, watch out for it. It's those units that have it, it's very much worth paying attention to. A co-pesh, a hand weapon carried by a model with a special has an AP characteristic of minus one. Cool. It's great. Like it's just a great rule. It means that most of your units that have the co-pesh rule just have an AP of one, like a lot of your army ends up being AP neg one, even when they're fighting with just like their basic weapons. And that's pretty awesome because AP one is like pretty decent in this game. Because remember armor saves never, ever, ever get better than a two-up and realistically you're most often fighting like a lot of four-ups, four-ups and five-ups and stuff like that. Nehekar and Phalanx, this is the thing that if you're in close order and you choose shields, you can choose not to give ground. So there you go. So they have to be, they have to more than twice outnumber you to make you give ground, which in general you're not going to run into because this is going to be on things like a big unit of tube guard. So most of the time you're not going to, that unit isn't going to generally get hit hard enough to where it actually like is going to be in any kind of that kind of danger. It's a pretty tough unit. Your Nehekar and Undead rule, which is what we call a Matroshkidal rule because it's a rule that actually has four other rules in it. Oh, there it is. Models with a special rule are undead. Undead models cannot march. There you go. Ha, I knew it was in there. Unless they have the fly rule. So that is in defense of your carrion, being able to fly lets you march in this army, which is cool. In addition, all undead models have the following special rules, fear, immune psychology, unbreakable and stable. Cool. All right. So there you go. And then there's just the rules for in what order you resurrect the fallen, which is fine, but just because it's generally the order, you'd want to do it anyways. So, but like you just follow the logical pattern. Anything jump out to you as unusual there, Tom? It's most a lot of the same stuff. No, I mean, it's so funny. Like one of the things as I've been looking through and building and all that, it's just like it felt like home. Yeah, right. Like all of it just feels as it was, as it should be, right? Like the rules just make the sense. Now that means nothing to anyone that never played fantasy, right? Like this is all just rules everywhere. Like old rules, overwhelming, but a lot of this just is what they should be, right? Like it, it's the difference between trying, like, do you remember when we played? Oh, this would be a terrible analogy and AOS players are going to hate them. Remember when we used to play that old terrible RPG D&D fourth edition? Sure. And like so much of abilities and stuff like that was like sanding off the name of things and like rebranding things. Because they're like, we just, you had to do that in order to make it feel like the thing that it was supposed to be. And it feels like an AOS we sometimes had to do that because the entire identity of things had to sit in like one or two abilities. Sure. Like it's a profile with one or two abilities on a wash bowl. And that's what made the thing. And I know that this is a much more complex system. You ain't kidding. But things feel like the things that they are. Like the nuances. Yeah, like the nuances of units and of the identity of things is real. Like I remember looking through the high elves and like looking at sword masters and I'm like, yep, this is that thing. This is that thing. Yeah, yeah. With all the crazy rules and the knocking arrows out with your six upwards saves, like all of that is there still. And so for better or worse, the rules actually are doing something. Like the rules are part like that are are like implicit in the identity of the thing. And I think that that really feels what we see when we're like, for example, looking at doing things like this is what doing things are. There's such a special rule, heavy army, which is perhaps counter intuitive to the earlier thing I said about a good starting army, although I do really believe they are. And what's up? First off, hey, what's up, Forge? What's up, Kieran? How you doing, brother? Hope everything's well up there in Canada. And it's good to see you back on the show there, man. Good to see what tuning in. Absolutely. Yeah, I love this army because when you play this army, it feels like you're playing the Tomb Kings. Like it really, really, really does. Okay. And I like the way this plays. You know, it's funny because I actually made this. When I was playing a game, I was, I made this commentary on my opponent. I pretty much hate all death armies in AOS. Okay. I hate that they get to all be bravery 10, which is how they captured their unbreakable nature. Right. I hate that you have so much ridiculous model restoration, like too much. I don't like it. It's like literally unfun to me to just be like, and this comes back and this comes back and this little unit comes back and stuff like that. It's, I do not like it. I do not like that design. I get undead should have some kind of model restoration. This is the correct amount. Like what I'm doing here in this army is the correct amount. I'm not putting 30 zombies back on the table. Right. In one go. Off turn. Right. Yeah. Okay. Yeah. Yeah. Yeah. And so like I just that I, when I play a death army in AOS, I have to deal with too many extra dumb rules. When I play in a, when I play an undead army, my tomb kings specifically in the old world, I'm like, this is great. I feel like I'm playing the thing and my experience is simplified. I'm, I'm using less of the rules effectively because it just cuts out huge annoying parts of the game for me that I just don't have to even think about anymore. Yeah. So that's great. Okay. Let's talk about the spells. So obviously this is your effectively your three, your three default spells. You can def, like you, you don't get to your wizards as we'll see. Don't pick from this lure. Like that is to say you don't roll on this earth. There's not six of them here that you can roll numbers or dice against, but when you roll out your spells, you get to discard, you may choose to discard one of them, one of them to, to pick one of these instead of the signature spell. Is it one total or one per year? One total. Oh per hero. Sorry. Yeah. Per hero. I didn't know what you were asking me. Yeah. Like if you had multiple. If you have multiple casters, they could select different. They can each toss out one and pick one of these. Yeah. Sure. Um. Okay. So talk about them real quick here. You got the incantation of cursed blades. It's an enchantment. So interestingly, all of these are happening. All of these are happening during the command phase, the first phase of the game because they're enchantments in Texas. Um, and so incantation of blades is until a start, until your next start of turn sub phase, any friendly unit that has the Nehecarin undead special rule, which is like your army, obviously. Uh, and was it is within the casters command range, command range is equal to your leadership unless you're the general or the standard bear, uh, in which case it's 12 inches, unless you're on a big monster in which case it's 18 inches. Uh, anyways, may re-roll any hit rolls of one, which is very, very, very potent. Uh, when it comes to this re-rolling is always very strong. So, duh. Um, obviously extremely strong if you're like that dude sitting in the middle of a unit of tomb guard or something similar, right? Or has a unit of snakes right next to him or something. Uh, but my hot pick is always the incantation of the desert wind. I'm there for it because it's got this 6 up 10 up thing. And you're, you're rolling for that 10 up so hard. Like this is what you have your Hierophant casting. Uh, this makes it so you get to either pick one unit if you get the 6 up or everybody within your command range and they all get the reserve move special rule. Uh, that's really good. That's super duper duper good. Have you found that you like the reserve rule? Yeah, reserve move. Yeah, you get to move for free at the end of your phase. Yeah, it's super good because turns out getting an extra movement, uh, at the end of your phase is strong because what you can often do with it is either some maneuver you need to do. Like you moved and you can do some maneuver now burn your whole move doing some maneuver. Or, uh, you could be like, I'll just move back. Right. Like you just literally walk back, um, like depending on what you're trying to do. Um, so like it's just, it's just a very strong rule. It lets you basically like do some interesting repositioning. Like you kind of move everybody and then they could kind of, they can, it gives you a little bit more repositioning capabilities. And then your incantation of desiccation. It's a hex, uh, with a 15 inch range that, uh, until the end of the next, it's this turn, the target enemy, uh, unit suffers a neg one modifier to its strength and toughness, uh, to a minimum of one. Uh, the effects of any, it can only have one hex on at a time. Sure. I mean, minus one strength and toughness is obviously pretty good. So all fine, all perfectly fine. Um, the problem with hexes with a 15 inch range is it's pretty hard to use. You can't throw it on someone in combat. So like, you know, tough. Yeah. Uh, that being said, if you happen to be in range, you know, it can, it can be an okay thing to have in your pocket, but, uh, Desert Wind is always my first pick. All right. Oh, there they are. Of course. Ha. See, I did have them, Tom. I just missed the pages. There it is. Why didn't you read over this and tell me I had these armor? There you go. There's the icon of rulership I was talking about earlier and the heretic jar. Found them. Found them, everybody. There they are. Cool. Okay. Cool. Good stuff. Uh, right on. Army rules. Some of my favorites talk about army rules specifically. Now, I'm not going to go over every single, uh, unit in the book. Okay. Um, because frankly, there's just too many of them. And, you know, I'll, I'll talk about some others that aren't here. These are the ones that I really like. Uh, and, oh, Cygnus said I told you you were there. You flipped right past them. Well, I'm sorry, Cygnus. I'm an idiot. Uh, yeah, let's talk about these dudes. Yeah. First off, your monarchs, your tomb king and your tomb prince. Uh, so one thing to note is I really love the standardization around troop type and base size. Regular infantry, 25 mil base. That's just what it is down the line. Right. So like bases got very unified. Troop types got very clearly defined. All that kind of stuff is very clean. It's great. Yep. Dude has good options. You know, oftentimes I'll give them the flail if I don't have, if I'm not going to give them a magic weapon, uh, or a shield or something like that. Um, you can be mounted. There's a series of different mounts you can put your dude on, including a horse, a chariot, a big dragon, a war sphanks and so on. Um, I prefer the chariot honestly, I think is my favorite one. I like that he can then still be in the unit. The chariot is additive with his wounds. And so he ends up becoming basically a seven wound, uh, model, which is pretty tough to remove when he's based toughness five. So pretty great. Uh, and obviously he gets the big, you know, 50 or 100 magic items point same as always. Uh, curse the necropolis, the stupid thing you'll forget and doesn't matter. Dry as dust, flammable, indomitable, too. Copech, my will be done. Necaron undead regeneration five up. He, that regeneration five is important. A lot of your units have regeneration, which is fantastic. It gives you like one of their extra chance at a pseudo ward does still count toward combat res. But in the end, it's nice because it, uh, can keep you in the fight. Importantly, this guy has a command ability now. They sort of, this is a new thing and I love it. Um, but during the command sub phase, each of your people get to do one of their command things every turn. Yeah. Yeah. And he can do either forward to glory plus D three movement. Uh, uh, basically, it'll be him in any unit he's part of. So either D three movement plus one weapon skill or plus D three initiative. Obviously strike like the cobra, uh, is incredible. Plus D three initiative is wonderful, uh, because your army is pretty slow. Um, so if you drop that and get that big three, it actually is very meaningful to your force, um, and where they go. So. Yep. Pretty cool. Uh, of course, it also gives you the important chance. Every time I use this ability to say much like Nicholas cage, I've studied the ways of the cobra, uh, and then do this every time. And then I roll the dice. Uh, so, you know, there you go. It's very, it's, it's, it's rewarding narratively, I think. Uh, absolutely. Cobra Kai mummies. That's right. Strike first, strike hard. No mercy. Uh, yeah. Any, any thoughts on, on our Tomb King to Prince here, Tom? No, I mean, like, uh, I like what he does. I just, I wonder if, because they for construction, you can have basically either like a King or, uh, um, the high priest, right? You can't have both. No, you get both. Or do you get both? Okay. Because you can have a King and then it's like the other one. Yeah. So you can take. Oh, is it per thousand? Okay. Yeah. Sorry. I also have been like neck deep and high elves. Um, and their construction rules like you get an archmage or you get a. Yeah, yeah. You don't get both. Yeah. Yeah. No, this army is very much about having two powerful leaders, right? Like just because that's the classic build. There's like a high priest who's the higher infant and a tomb King who's the military leader. Like this army has always had that kind of construction pattern. It doesn't count as a hero or it doesn't count as either, right? No, it's just a rare choice. Yeah. It does rule though. I hear that. Yeah. I do. It's it's the. Yeah, we'll talk about when we get there. I love that. I love that thing. What's your favorite mount for your two King? Definitely a chariot. Absolutely. Because he can still go in the unit of chariots. It takes him up to seven wounds. It makes him much more mobile because obviously now he's moving around at the chariot speed. The bonus to weapon skill or initiative can be massive on that unit depending on like what's happening like at that particular moment. Do you see yourself doing any other mount or any other heroes on chariots other than your two King? No, probably not. Like would you do a herald for example on a chariot? I have one modeled. I do have her. I actually don't like him in that unit is my honest answer. I prefer him on just on foot in a Tomb Guard unit. Okay. I mean the other mount if you want to be sort of wild about it is putting him on the either the big dragon or the or the worst things. The advantage to being on the the big dragon is the big dragon does have fly. So suddenly he can march in that construction. But I mean keep in mind if he's on the chariot he has reserve move which gives him pseudo march. So, but you know kind of better because his unit can still shoot. Right. Yeah, that's fair. But like I love I love him in the chariot. Like this you don't sleep on that my worthy champions the plus one weapon skill. It's it's pretty legitimately good. You don't generally need the D3 movement with the chariot lord because you're already move eight with Swift Strike. So like you're you're able to more or less get where you want to go. But the plus one weapon skill is actually quite meaningful especially if you are playing with like the Tomb Guard chariots. It actually has a huge huge huge impact because he can join that unit all the same if you if you happen to have them in there. Yeah. And putting him at weapon skill seven actually means he can like he's really hard to get a good any good number on by anybody. So. I hear that. What are your thoughts on the D3 initiative. The strike. It's incredible. It's incredible. It's straight up incredible. Now often on the charge he'll still like your unit will still go first against anything except the speediest armies. But it's nice to have that option like you know if this guy plows into a unit of sword masters. Let's just take that the sort of example of speedy killing things right speedy pain. Yeah. You're at the same initiative they are. Like with your two. You're saying because you're at a base four. And then you get three for charging. And then you get three for charging. I got it. And so you move to a seven. Yeah. Now that's not great. Okay. It's fine. You're going to get your attacks. But they're still going to get to attack as well. So like if you if you D three yourself. Then you know you're first. Right. Unless there's a character in the unit. You know you're first. Yeah. Yeah. And he can do some decent damage to the unit then and hopefully reduce the fighting rank some before the crack back. And so I think that's why it matters. Yeah. Yeah. In against the non super speed armies that bonus lasts until your next start of turn phase. So if you go get in combat and then don't end up breaking them or something like that. Okay. Yeah. It can actually be pretty valuable to have you know to be at like initiative five six seven or whatever you know like five on your normal troops or whatever. During that time because then you don't necessarily if the like you don't then necessarily go last in the next combat. Right. The next in the next round when it passes to their turn you may still be able to go first because you're carrying that bonus through. And does your chariot strike on your initiative? No. It uses it's like what do you mean it's impact hits or the mount. Yeah. The mount. The mounts use their own initiative. Everything every every component uses their own initiative. So like if you had a worse things a worse things would use it's one. That is correct. I mean it gets a D3 is like that initiative is a thing in its mount could get a D3. Sure. Sure. The real thing that makes me sad I would love so much and they didn't they didn't sadly they didn't give me the option I really wanted. I want to put him on a snake. I want to make him a snake writer and put him in a unit of snakes but sadly they didn't give me that option. Sure. Boo. We know that you could take the guy off the snake because the the the special army can get an unmounted snake. Just snakes. Right. Just snakes. Yeah. So yeah I like that like you have a great general he's leadership 10 like I more or less always spring for the Tomb King I think he is worth it. Having a unit that's leadership 10 it's huge leadership in a big command range. He's very likely to get off his his my will be done with that number. He's like his stats are fantastic at weapon skill six and strength and toughness five base like he's he's a house. You know he gets there. I think he's worth every bit of that hundred sixty points hundred ninety five or whatever with the chariot completely with it. So like when I look at that two thousand point four some like yeah this guy's totally worth ten percent of my army I'm okay with that. So. Have you. Well this is a tangential question. I mean we'll get to it I guess later but I'll mention it now just because you can have a mounted King like. Have you done any rebasing with the new base sizes. I have I have what I've done new. Is all on the correct basis. Does that make sense. Yeah I have not moved any old stuff to new bases yet. I'm just going to wait to adapt to con because I know somebody there is going to sell the base adapters and I'm going to pick a bunch of those up. You can order them from Minimag they have the base adapters that's 3d printed adapters all sorts of things like that. And that's so what like and so I mean I guess this is a general question. For those because you we you all didn't talk about it at all in your first show. About the base changes what all base changes have we've seen. Other than the like the 30 by 60. Yeah correct. I mean quite a lot if you think about it a lot of troops are on 20 mil. Squares. Like think about how many troops are on 20 mil squares a lot. Yeah. Like regular skeletons skeleton archers like out of this army basically everything that was on foot was on 20 mil squares right for the for the most part. And now that I think about it all of my all of my Dwarfs are on 25. Like. They're all 20s right now. Yeah. Yes. So like either you rebase them 20 mil bases are gone. Correct. Everything it's now very standardized like a regular infantry. Army independent. Right. Skink to chaos warrior or whatever is a 25. Yeah. Actually I think is on a bigger base. Yeah. Whatever pick your thing. Best to go. There you go. He's big. Are on are there all regular infantry. Those are on 25 mil bases. So. And then yes. Cav went to 30 by 60. There are some other changes like it's around. So. Yeah. Interesting. Like I said it honestly since most of it is going up. It's easy to just buy the little adapters or 3d print a little adapters. Yeah. There's a ton of them out there already that you can just pop up up up up up slot everybody into. You're good to go. Who cares. So. Easy peasy lemon squeezy like that's honestly legitimately simpler than than pulling all those cutting cutting and gluing and. Yeah. I mean I should rebase all my tomb kings because they're they're like. They're bad. Their bases are all bad but whatever. All right. Royal heralds. This is your banner guy. Yeah. What's up banner guy. He's trash. He's a trash model in combat. He doesn't really do anything. He's tree ish. But he's cheap. The reason you're taking this guy. If you're taking him. So he has like the banner of the king dry as a flammable. Indomitable one. Co-pash neck are in a dead regeneration five up and sworn protector. Okay. And he can take a bunch of things that you shouldn't spend points on. Like. Maybe a shield. I guess. Maybe. It's probably a worthwhile two points. Um. The. If he's your battle standard bearer. Then he replaces hold your ground. A thing that doesn't do anything for you. Yeah. With this new rule which says friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Friendly. Yeah. Not holy within. So there's a big bubble. Okay. Indomitable D3. So, like, it's pretty much worth 85 points to have him, like, center your army, have him be in a unit, and just kind of be broadcasting that nice 12 inch bubble out there of Indomitable D3. It really will cut your losses considerably. Yeah. Any opinions on round bases and the square movement trades? Yeah, I have no problem with it. Why not? Yeah, 100% go nuts. I think it's a great idea. Like, yeah, let's get, I mean, like, we cannot. I mean, I'm gonna take a strong stance here. We as a community cannot be base elitists. Okay. Like, it's not the time for that. This is a movement trade thing. They've already talked about using that you're like on the website. They were like, hey, yeah, remember unit fillers? They're back. Maybe here's how you make these. And it's like, okay, if we're willing to just let some discarded piece of terrain represent six models in a unit or something, right? Then I don't know where moral high ground you're standing on when you just let somebody slot their rounds into the into the square adapter. So I'm here for it. And then obviously, yes, one protector where he can he can take the hit on himself. He shouldn't. He dies very easy. The actual monarch is much harder to kill and will be just fine. And yes, you're right. It is better technically than indomitable D three says it does stack with indomitable. You're absolutely right. So it's like super indomitable D three. You're correct. So yeah, there you go. Cool. But the the hold your ground rules why you take this guy? And I think he's worth the 85 points. I've never like, I don't I don't think any of the standards are worth it for like actual magic standards. Like that the expensive ones that he would carry around. None of them move me. Honest answer. Like, even, even in the expandopedia, there's a really good standard in here. The do do do the single of centuries, which is awesome. Because the single, this is another part of that initiative plan, Tom. But the single of centuries can go on anybody. It does not just on this guy, because it's a banner that only costs 45 points. But all enemy units within six inches of this model have a minus one modifier to their initiative characteristic. It's great. It's great. So yeah, like, but that's a, like, again, minus one initiative to the enemies is great. Bring bring them down to your level. Right. So okay, lich priests, these guys have two pages of rules. So yeah, you get high priests and mortuary priests, you know, whatever, whatever. And there again, regular infantry. It's a guy. Your spells here, Tom, are elementalism, illusion and necromancy. Which is weird, because necromancy used to not be their thing. Like they used to be like life energy, empowerment, not death power. Hey, I mean, it's the one that's the base bell. They're all kind of mixed up, frankly, like, as to what's in each. So here's the question. Are you springing for the high priest? Or do you see a space for mortuary? The mortuary priest is fine. I think you should generally have one high priest in your army, if you can, more than like almost any force I would tell you to go get a high priest to go get a level four priest, like, make him a high priest, make him a high priest. He's worth 170 points. Yes, 100%. Like in this army, you want that power. Yeah. Because so because like, obviously, your spells are going to be fairly important for you to get off. There's a lot of things that arise. Arise is so important. Exactly. Arise, which we'll talk about in a minute, triggers off of your like has potency based on your wizardry level. And so like it's it's pretty important. I have found Tom in playing with all three of these schools of magic. My favorite is not what you think it is. It's not necromancy. It's elementalism. It is elementalism. Yes, you're exactly right. I love elementalism. Okay, good. There you go. Yes. Elementalism rules. The and like it's great to give to your level four, because then you have a pretty decent chance of rolling a five and getting windblast, which is a spell that rules. But but I mean, plague of rust is good. Windblast is good. Elemental spirit is fine. You know, like earth and ramparts is fine. Like they're all they're all fine, honestly. And even trap like travel mystical pathway like, yeah, it's good. They're there. It's an interesting set of spells that have a varied set of abilities. The only one I don't like is flaming sword, but whatever. It's fine. By the way, it's signature spell and elementalism is another penalty to initiative. That's that's pretty hot. Yep. So again, it's just like, stack it up, stack it up, right? You got to get people down to your level. So yes, as mentioned, this guy does have the arise thing. He's got a bunch of other stuff like you know, curse the necropolis indomitable co-pash lore of neck are neck are in a dead regeneration five of them from beneath the sands. Okay, arise is really nice because yes, you you're making a leadership test. Oh, also, the other reason for the high priest Tom is it moves your leadership to eight. And keep in mind when you're making these command ability checks as a hero, you're using your own leadership. Yeah, yeah. So like even if he's standing right next to the general who can like who's making him leadership 10, he's using his eight or seven for this test. Okay. Yeah. So and if you pass it, a single friendly unit that has the net car and a dead special rule read your army within 12 inches again just within holy recovers a number of lost wounds. And then that have you seen how many they get a space on the thing? No, no, it's all just within. It's all within. I just pointing it out because I think many AOS players at this point, we all like we're so scarred, we all just read it as holy within. And so I just I want to point it out. And you know, like, if you hit a regular infantry or heavy infantry or swarm unit with this with this thing, you're getting four plus a D three wounds or, you know, wounds worth of models restored. Great. That's that's a lot. So I will I will take that mini tomb guard back. Yes, please. Yeah, sure. Absolutely. Exactly. Or that's like on average, two chariots. Yep. I mean, and don't sleep on the fact that again, when you're talking about monstrous infantry, so your Ushabti, that's your level of wizardry just straight up your level of wisdom. It was one one chariot on chariots, you get the wizardry level back so you're getting one. Yeah, but still for one per year ago. Correct. It's only heavy chariots, monstrous creatures, behemoths or war machines, they get a single wound, which is like, okay, that's the only time where your wizard level doesn't matter. And again, you still need the higher leadership still made you more likely to get it. So yeah, I have found most the time I'm targeting, you know, infantry and monstrous infantry. That's just the way it's happening. I'm not stitching together the those big things very often. And then from beneath the sands, which this is a really weird rule in the way it interacts with the game. Okay. Because so like, this is kind of weird to sort of explain. But like the in the strategy phase, right? You begin with the start of turn phase. Yeah. Okay. And during the start of turn phase, such a great piece of art. I flipped by this. This I love this. Flip by that. Look at that. Yeah, that's great. And anyway, love the just awesome stuff. Anyways. Okay, so ambushers, you know, with the special rule, maybe held in reserve, blah, blah, blah. From the beginning of round two onwards, roll a D six during each of your start of turn sub phases for each unit of ambushers in your army that is held in reserve. Okay. So at that start of turn sub phase, you roll to determine if an ambushers coming on the table. Now keep mind they don't come on the table until later in the movement phase, but you roll early. You roll early. And then after you've rolled that, you still get a choice of whether or not you want to use this. Okay. So because the command sub phase is happening afterward. So you've already know whether the ambushers are coming. And then you can do this, right? So during the command sub phase, their turn, if they're not engaged in combat, this character may choose a single, a single friendly unit that has both the NACAR and undead and the ambushers special rules that is currently held in reserve and attempt to summon it by making a leadership test using their own leadership. If this is passed, it's immediately summoned and can be placed on the battlefield anywhere completely within 12 of this model, but not within six of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. So they can't charge, but they can move still, which is interesting. Yeah. And then if they, if you fail, then they don't show up, right? So you can kind of get like two bites at the apple for your ambushers. I honestly don't think it's worth it most of the time just because I don't really like putting any of our stuff in ambush. I've played around with ambush and I'm just like honestly not there for it. Easy. Yeah. So, yep. Yeah, I'm going to have to play with it because there's a lot of options with with ambushers. Like obviously I was looking, I've spent a lot of time in the high El space. Some of my dwarves definitely have it as well. Yeah, it'll be interesting to see how it would play with Tomb Kings, especially if you're able to guarantee some of that from the beneath fans. It makes it more likely. I think, I think this makes the ambusher like at least part of the discussion. I think without a rule like this, ambushers are pretty terrible. What's interesting about this is honestly summoning up last minute redirect chaff, okay? Like suddenly there's a thing in front of them because this only has to be six inches away from enemy models when it pops up. And so like you could pop them up and put them at such an angle that like if the enemy is going to charge they have to charge that thing and when they front towards it they if they even though they're going to kill it when they overrun they kind of shoot off in front of you and give you their flank to the encounter charge. That I think is a pretty valid and strong use of them but it's not like how you're not summoning the thing to go like kill something. It's literally just like you're going to summon a weird speed bump that redirects the enemy out of your way, right? Sure, I can see that. Which isn't bad. But I mean is that worth you know spends and points to get a skirmisher unit to do that? Potentially. Potentially. It's it's I'm not sure. It's that's that's I'm still that's what I said I'm still very much on the fence on this one but at any rate it's there. Okay, Necrotech. Again he's like a Garbo hero as far as actual stats go. He doesn't really do much of anything. Got a whip though which is fun. Yay. But he has like the best commandability. That's why you take this guy. This guy is 55 points for this commandability. Again you don't give him any magic items. He doesn't need any extra. He has no other gear choices. It's fine. He's like he's there to be stuck in a unit of Tomb Guard. That's what this guy might as well say. Okay. He makes a test using his own leadership which is on a seven. So it's more likely than not but it's not an easy check. If it's passed until your next start of turn sub phase, this character and any unit they have joined gains the extra attacks plus one and hatred all enemies special rules. Yeah. That's good. That's real good. That's pretty good. Yes, please. Yeah, absolutely. Hatred. Yep. I mean as a quick aside if you like if you have your Tomb Guard and you get this off and they you know land a reasonable charge or get into a fight you know. Yeah. It's it's pretty good. It's pretty good as things go. Turns out it's pretty scary. Now I don't have the the scroll in here for this guy but I thought I'd just very quickly discuss the Ark the Ark Necrotech. This guy comes in as part of the Expandopedia. Okay. Totally different dude which is what's so funny about it Tom. So this dude is 90 points instead of 55 so he's like considerably more expensive. Same exact thing. He literally even has the same piece of art. They couldn't be bothered to give him a new piece of art. It's the it's that picture again. Yeah. I'm aware. Yes. But this guy has a totally different role. Okay. And he's like a mortal lord level character. He's still a garbage fighter but like at least he has three wounds and stuff. But he has immortal overseer where during the command sub phase of your turn he can drive a single friendly unit within their command range to greater efforts by making a leadership test. If this test is passed until your next start of turn sub phase that unit gains plus d3 to its initiative. Pretty good. Pretty good. So if you've got so now let's do some stocking blocking right Tom we've got the signature spell that's a minus one we've got the banner that's a minus one we've got the Ark Necrotech for plus a d3 we've got a tomb king for plus a d3 all of a sudden we are zippy zippy fastest lightning tomb kings right. Yeah. So pretty cool. And then he also has stone shaper which you can only use if he's not in combat. And he can nominate a single friendly necrolith necrolith colossus necrosphinx unit of ushapti or venerable ushapti until the end of this turn the nominated unit improves their armor value and uh sorry blah blah blah the nominated unit improves the armor value of its regeneration save by one so he gives them plus one regeneration really good really good um turns your venerable ushapti into a regeneration five up that's how you're using it like that is how you're using it because those guys are a little fragile a little for glee um but regeneration five up goes a long way to solving that so just thought it'd be interesting to mention that guy you can take him in the normal army construction because he could show up as part of your sort of allies force so worth like to me he's a pretty worthwhile inclusion all right let's get into the uh the normal infantry here tomb guard tom you know him you love him here we are i want to do an entire army of tomb guard i know that like it's not good but i mean you pretty much can because one unit can be core it's very easy for that unit to basically be your core you wouldn't want to take all your core with it like legitimately you probably do want some unit of skeleton horsemen or something like you probably want like you could probably do a 300 point unit of of tomb guard like that wouldn't be tough right to do a big knock with some upgrades right no and then know what no it's not hard it's very easy yeah it's very easy yes and then you know like to easily do a 20 ish archers um is only 100 points um so you could easily go to like a couple like two blocks of 20 archers or something like that um and then just do more i just want to use the better models like if i'm being completely honest like the tomb guard models are simply beautiful um and the fact that you can get uh 20 of them in a box is sexy yeah they're part of the newer sculpts uh so like they came out in the 2011 wave i still have a bunch of the original metal ones too from that which we're fine by the way hard pass i mean i know they're fine hard pass um i have like 30 metal sword masters and i'm like sure it's so painful but yeah tomb guard are fantastic i mean your basic tomb guard or you know move for weapon skill three ballistic skill three strength and toughness four which is wonderful you know one wound two initiative one attack leadership seven ten points of peace it's fine they're not incredible there are certainly many many better sort of pseudo elite units these guys are still regular infantry they're not even heavy infantry they do only have light armor okay so it should be noted these dudes are only on a five up save okay uh but you know like this obviously you're giving the full kit too i don't really often feel the need to give them halberds that you can there's nothing wrong with it um they've already got co-pash as a rule so they're already ap one um with their hand weapons it's just a question of whether or not you want the strength bonus um the i i almost always give them a magic standard i think it's completely worth it i don't ever feel the need to give the tomb captain any magic items that's feels like a complete waste of time uh and the drilled and neha car and phalanx rules are actually fairly okay i guess drilled you would get to take like half advantage of because you can't march um right so it just gives you but you could still reform correct like that's correct which is to me that seems like that's where the money's at sure um yeah neha car and phalanx is totally worth it totally worth it um because again the ability to just never give ground with this unit is is valuable um you never get pushed never your your your enemy never gets the choice right of to push you back to get you out of position like if you set up for a counter charge and you're you know you know how that's going to look you know it will hold the line right which is very valuable um they all have cleaving blow as well which is cool um they're a close order unit this is for kind of first time we've mentioned it because most of the other heroes obviously are just people on foot um and they have regeneration six up they are a regimental unit tom i don't know if you notice that okay um regimental units what that means is do you remember how the empire used to work with detachments yep it's that okay like many armies can have detachments now and so like your tomb guard are a regimental unit which means they can have little um detachments they can be accompanied by detachments so for example the skeleton archers can be a little detachment on the side and then they'll act like a detachment shooting and response and you know stuff like that so pretty cool um i played around with it a little bit didn't see much benefit it's interesting enough it's fine i like i i think i need to figure out how to use it better because it didn't really do much for me but i'm sure there's some use to it um okay uh let's see and of course we gotta talk about your basic skeleton warriors the trash troupe that's just here to exist uh garbostacks all the way down the line just bodies just bodies what bodies bodies and you can summon like there there was one item that you like you throw and get like 2d6 plus 4 yeah correct i saw that and i was like this looks like an objective taker to me yeah sure sure um you know it's like it's skeletons are what they are bad yeah okay i do not believe in giving these guys light armor at four points a model i think that is throwing good money after bad uh i like that like a six up save is fine it's fine okay um the this unit you generally will give a full compliment to like a standard bearer champion musician it can matter yeah um i do give them how big of a block are you going if you have a block of skeletal warriors like are you running like uh are you running like 60 skeletons no no no i i run them in 20s honestly for what they're they're there for um they're they're there to be able to blunt other charges and like in general the number of attacks in this game 20 will will like survive yeah unless they get yeah unless they get whacked by like a real hammer out of the enemy army so just like try not to let that happen i guess right but they'll they'll they'll be able to hit and still be standing even after their losses most things they do have horde right so there there is a decent justification for taking 25 and just making it an even 100 point unit like you don't need to give them spears you don't need to give them light armor um maybe you give them a heck hard and fail lengths so they don't have to give ground because they can take they can access that rule so you take 25 of them to 110 points won't you lose points for the banner yeah sure yeah you'll you'll give up points for the banner i still think it's worth it just because you don't want to be losing with this this unit's meant to take a hit and it's gonna get beat in combat so like it's got horde so it can claim a plus three rank bonus if you've got a banner as well and it's close order it's sitting at it like if you if you buy the 110 point units 25 of them right yep then you you're starting with a base plus five combat resolution right like your neutral is plus five yeah yep the i did nothing i get five oh and i you know that's not bad like honestly uh it means that in like a lot of cases they won't really lose much especially with their because i mean they have they'll be six up six up right assuming no AP yep and that's fine like again i've rolled more than 10 dice like one time in this thing i mean i can't explain how fewer attacks you make in this game right because you're only getting your second rank um with certain rules or yeah basically never yes yeah like in certain circumstances yeah correct um and almost never when you're like being charged basically so it's really the fighting rank you're worried about and you know the five of them pretty tight somebody brings some wide unit into you a bunch of their fighting ranks only going to be pitching in one attack even if they've got multiple because they're just out of base to base contact you know stuff like that but they're there to take the hit and then set up for the counter charge from your snake riders or your tomb guard or chariots yeah like are your chariots like all your heavy hitters right and at 110 points they do that job pretty darn well um they're they're fine so yeah cheap effective uh skeleton archers and skeleton skirmishers i love both of these i think they're both fantastic uh the archers the are uh the only again never ever when i give archers light armor that is insane um it's like completely lunatic um travis our spears just i honestly i don't think the spears are worth it in in even on your normal skeletons they're just you know they're terrifying i mean your weapon skill too you know fighting that extra ranks not gonna not gonna pull it i mean you're still generally gonna hit on fours against like most stuff in the game but who cares like you're just not there to kill anything maybe maybe not like i just don't think it's worth another 25 points right it's not that like it's terrible if you did it it wouldn't i wouldn't look at you and think you're crazy i just don't think it's necessary so now if you took light armor on them i would think now using light armor on archers is the biggest like that's no who's we don't we don't pay for that uh never i do take the master of arrows and that's the only one just because then you get you get one guy who hits automatically on a four isn't that fun pretty good that's fun and yeah obviously they've got uh arrows um they are an open order unit which is very valuable i don't know if you looked at everything that open order can do but it's quite uh interesting and what it allows so good like it's good that there's some collapsing movement stuff that can happen yep i mean they're never gonna charge but it gives you things like you can charge over terrain and not be disrupted and stuff like that yeah um skeletons skirmishers i take them at five points piece because i give them all or bows can i ask a question on archers yeah go for so you're only unless you're on a hill you're only right right correct yep okay so are you are you are you taking a block of 20 of these and in a line of 10 no like 10 and 10 or how are you how are you like units of 10 at uh the way i take them is units of 10 it's 55 point units because it's the base unit plus the champ and how are you are you lining them up just long wise like 10 if i if i have a hill uh then i'll put them on the hill in a two by five right a couple different scattered around ranks of those because remember if you're on a hill like if this is the hill yeah if this is the hill right like this unit this unit that's back here you can see over this over this unit yes so you could do like two rows on a hill one lower than the other and then both are firing in two ranks yeah yep so you don't even need like that so yeah so but if you're on flat ground are you doing a by 10 how are you just 10 wide 10 wide yeah yeah if anything hits them they die instantly so who cares sure sure um the so like they're fine i've i've i every time i go to war i have a couple of these units i just think they're cheapest chips and they scatter wounds around that's what they do um i just think they're highly valuable because you're talking about a 24 inch range with the war bow um you're just always on fives like it's it's 10 dice nine on five one on a four let's go usually it ends up being like you know one or two fives and fives or fives and fours or something like that depending what you're shooting at so yeah one or two weeks yep yeah and that can be like super valuable when you're dealing with sort of monsters that are out in the middle of the field it can often be super worth it it just pitches them because you're still on fives and fives often their toughness won't be high enough that you're still not that you're needing you it's very generally you won't go to sixes against plenty of monsters well and war bows are actually running on your string they're not running on like the bow string i mean your string but sure three yeah um no it's just about like there's there's go ahead yeah i'd say there's because there's nothing none of your lower increase the unit strength no correct you can minus their toughness yeah which is great again that spell i talked about in l or in your in your uh signature lore that's minus one strength and minus one toughness right i mean like you get that on somebody put some shots into them shots shots shots shots shots i mean it's just about like you know it's just about hitting the the sort of um uh hitting the uh getting enough fire out there um played a game and there was like a gorgon wandering around the middle of the field that was threatening and so just like everything in the army just turned and shot at him and we just managed to sneak enough wounds through to felon right it's just like just mass weight of dice him down that's what i was trying to look yeah right and you probably had bows on chariots and a bunch of other just random bs shots right random skirmishers skeletal archers the casket opens up at him you know all that kind of stuff right it's just you just you just go hard in the paint um but honestly my favorite new unit in the world is skeleton skirmishers so you asked about these guys in the beginnings these guys are you know five to 20 right in number you can't take a huge unit but we finally have our skanking skirmishing skeletons they're just skanking all over the place just skanking around and finally we can meet the skanking skirmishing skinks on the field of skirmishing and skanking so uh these guys i generally take with the kit at at five points a model i don't ever take them as ambushers i just take them with warbows it's fine sure uh they're move five i know that sounds silly but they're move five like they get one more that's better that's better than normal archers let's go yeah yeah yeah um i duff is a big unit of archers with poison attacks worth it yeah there is a way to put an item on one of your heroes that if they join that that unit they can give them poison attacks um is it worth it depending your warbow has volleyball so like if you're on a hill you'd fire with the first two ranks and then half of every rank rounding up after that right so i mean it will radically change the efficacy of the unit the trick is it will also radically change the enemy's threat assessment of the units yeah and make it so there's something that gets targeted pretty hard pretty fast if with any of their range things um like the normal units of 10 archers basically don't get targeted because what lunatic would waste resources on that unit okay it's just not worth it the second you plop down 30 archers that are putting out um or something like that right that's putting out you know on the magnitude of like 20 to 20 try to think of how you'd rank them up but it's like 8 16 uh 20 24 yeah 24 shots i think that's right anyways with poison attacks they're going to be like well that needs to be targeted and something's going to go attack that thing real fast so you know there's like you you want with tomb kings you really want like disseminated threats yeah you want to control the like you want to control where their attacks are going or make them throw like make them functionally go throw good money after bad correct throw they're having to throw like really efficient things at your trash yes exactly where there's just like there's no good never made like the the the thing that you the way one of the ways you win with tomb kings is just by never giving them enough points to win because they're always having to deal with garbage right and the only time your actual units that are of value get in the fight is when you've tilted it so far in your favor that you're going to just win you know you're throwing like 55 point archery units at them and 20 point uh or 25 point skirmishing skanking skeletons in their way you know just ridiculous nonsense that they have to like get through to get to any of your actual meat and then at that point you're actually setting yourself up for the fights that you're going to win right now to your question earlier with overrun yes this can be a problem i walked straight into the exact situation you described in my first game where i used them and didn't set them up correctly and then had somebody just chopped those down and then overrun right into the unit behind them but that being said they're great escorts for characters um because they're just regular infantry um and they're a cheapest chips um because they can be in very small units you know you just take like five or six seven seven seven something like that so you easily keep lookouts are around and they are just like more random shots okay uh i would also point out that they have vanguard so they can jump out pregame and what does chariot runners do so they can be around your chariots you're like in a cloud your chariots can see through them move through them like just move directly over top of them and even if your chariot comes to rest on top of them they just nudge out of the way and they count the chariots as part of their unit so you can have them as a cloud around to like protect their flanks can i ask a silly question sure why would you ever take skeleton archers over skirmish skirmishers like if you're not going to do blocks larger than 20 and the reason why i bring this up is well i guess it's a core question right um because the reason why i bring this up is that to have them with their war bows is the same point cost but you get more movement with only one less leadership everything else is the same and you get more alternative like vanguard chariot runners and skirmish the regular skeleton archers can be detachments which can be quite valuable um onto your normal units so like yeah that's fair yeah um so like it it ends up being kind of the same as my honest answer yeah um that's fair it's you're you're but you're taking both of these as shooters right yeah yep yep yep yep okay uh cool ushabti hey what's up there what's up baby how you doing tristan are you still in the chat tristan respond if you're still in the chat i want to know how many ushabti you have tristan i need to know inquiring minds want to know all right are you what are you at ben through you like i'm not gonna say right now we'll wait wait until he's i want to see what he says okay all right shabti move five weapons skill four ballistic skill three strength the toughness for three wounds each two initiative three attacks leadership eight 49 big points apiece for this monster infantry on a 40 by 40 mill base hand weapons ritual blades and heavy armor you can also choose to swap them out for great bows which is you know not the worst choice they are hitting uh they do have arrows of ushabti so they're hitting on force because they're they are ballistic skill three uh okay um and but their ritual blades are like straight crack alaka with that i mean they're they're great blades right so it's like you're getting a strength plus two but at ap3 whoo ap3 uh makes things cease to be baby that's the that's the that's the lesson here you know who else has those white lions sure yes i understand um you know white lions don't have three wounds each that's true yeah that's true um the uh shabti alone are interesting because they i'm not sure they're worth it is my legitimate answer okay like i like ushabti a lot a lot a lot uh tomb king tristan says he he uh has nine uh wait that's a lie nine was just about okay got it he's just about to sleep all right he has nine okay you gotta pump them numbers up tristan those are rookie numbers i'm not gonna say how many i have now because that would just make you feel bad all right so um the the key with strike last is that strike last sets your initiative to one yeah yeah they're already initiative two so it's not changing that much but it can still be modified unlike stomp and impact hits which always get set and aren't modified like like impact hits are always on initiative 10 and stomps are always on initiative one and they don't get modified yep this does and so like having things like uh um having things like my will be done or uh or um which he really can't which he really can't give to the ushabti but the point is with other great weapon troops um having things like the um the spell that i talked about and you know other initiative penalties having the uh necrotech for plus d third the arch necrotech for plus d three initiative because he can certainly whip these bad boys into shape like he's he's the he's ushabti's best friend okay uh it's okay tristan we'll forgive you um now honestly that my only problem with ushabti is that venerable ushabti exist like venerable ushabti again out of the expandopedia are seven points more per model tom okay okay so there are 56 point space instead of 49 yeah not so there are there are approximately a 15 point increase sure yes now uh same thing hand weapons ritual blades heavy armor still get the ancient for seven points nothing changes there okay but the uh they they can't take the bows they have the exact same special they're melee they're melee only they're melee only still indomitable copesh the difference is what they add is first of all the ushabti venerable ushabti add magic resistance to which is really good like magic you're gonna have a super heavy melee unit like that yeah people will hurl spells at this unit yeah like absolutely people like you take six venerable ushabti people will hurl spells at them like it will happen having uh having magic resistance to is a huge deal yeah the other thing that they get is they go to weapon skill five from four and they go to strength five from four okay uh so that's those are two pretty big changes like it means that if you don't want to they have hand weapons they can just choose to use their hand weapons right so if like the difference between initiative five and four is going to be meaningful but strength five you know if you're fighting a toughness three unit the difference between like strength seven and strength five against a toughness three unit is irrelevant right so depending on what the the ap you're dealing with is there there's still ap one as opposed to ap three because the copesh rule right yeah so i like the question we need that penetration yeah if you don't need that penetration then you can jump up on your initiative right right so i really like venerable ushabti i'm here for those guys hardcore and they're worth putting i i i run a unit of six of them and put an arch necrotech basically like behind them he was running around with a unit of of skanking skirmishing uh skeletons um who can keep up with this unit move their move five it's move five everybody wins right and man that was a great unit i enjoyed that unit a lot uh so yeah there you go uh so i stand the venerable ushabti i'm like i'm neutral i'm a five or six on the regular ushabti but it doesn't matter because like modeling they're the same model so uh necropolis knights tom when these guys get come into into play you need it like you need to just have like don't fear the reaper queued up uh because you are about to you are about to collect some some some souls okay that's what's happening here these dudes do not mess around these things are all the best combination of two like as they always were i love these things i love these things they're incredible wonderful models wonderful models some of my favorite ever i know some people are like it's so dumb just having the dude standing on top shut up you shut your face you shut your dirty face they're amazing i need to so i've unpacked my dwarves fully um and now like the next is going to be to to walk through my tomb kings and to see where my numbers are because i haven't like that's a box i haven't cracked yet um and i i think it's going to be somewhere between my high elves and my dwarves so i'm excited i know i got six of these guys in the yeah this is another unit as you know tom that i have like an egregious number of and are you at 18 for these guys uh something like that that sounds about right uh it's it's a lot and like like an like an unreasonable number is basically what i've tried to aim for with all of my tomb kings units yes i love these guys cavalry spears light armor shields they do have armored hide one for that extra pip of armor so that's great um not that it matters if you've playing these guys right nothing should ever crack back at them like they should be killing any like they are a unit that can legitimately kill most things they hit not the whole are you running them essentially are you running them in threes yeah just threes join me in more than that again they're not going to kill like a whole unit of 25 dudes that's just not how the world works okay yeah yeah but they should most of the time eliminate the fighting rank of most things they they they go into right so nobody's actually striking back yeah um first of all their weapons kill for base which is great um so that's fantastic they can take a 50 point standard say something like if you want the plus one weapon skill standard for that that was so your weapon skill five now now you're really like that's great stuff uh because suddenly you're you're rocking and rolling threes basically all the time against most stuff which is great um the uh minus one initiative standard can do a lot to make sure that these guys are initiative three base instead of two so they can actually get up to six on the charge which is really nice um the they can take the razor standard not a bad investment for them gives them uh armor bane two so any sixes to wound or ap two which is fun not hugely impactful since you're already ap one down the line but it's it's okay um the i like the rampaging banner on them a lot gives them charge reroll uh this unit has swift stride real good okay or it's an oldy but a goody tom you remember it our old friend tom the war banner these guys don't have ranks giving them an extra plus one combat res often a perfectly valid investment for 25 points uh you know these dudes rule they you always take the full clutch so basically the three dudes are just your three command models right a champion musician and a standard bear um i never give the captain the great weapon i don't i think that's completely unnecessary um you you don't want him like that he he doesn't need to be down at initiative one his his spear is going to do fine his cavalry spear will do fine yeah um because again they'll go to strength five on the charge right um yeah so perfectly good five or five or six attacks per model poison attacks on the snake yes please exactly exactly the you know the the guys on top have cleaving blows so remember a six to wound ignores armor and regeneration which is awesome um that's for the guys on top they they are close order so they have the built-in extra plus one they have impact hits so at initiative 10 you're making like three strength five hits on the unit uh as you mentioned yes the the the serpents are making basically nine poison attacks and which is fantastic and then yeah the unit has swift stride so it's just very fast um with a base move of seven uh i like this is great so are you are you running two packs of three of these are you running more i like two packs of three you don't need to there's plenty of other things you can do but i definitely but i wouldn't leave home without a three pack i love them yeah i think they're now you have to be a little careful with them they have a wide flank because of that big long base they're on you know so you want to watch that other other highly mobile units if they get around on the side of you it should be noted these guys by the way do come in twos now tom like you can just take two of them i would never do it but it is a thing like you can just take two uh so interesting i i always take them in threes but they but if you're tight on points you can just take a two pack and make them sort of a flanking unit and it's okay so there you go they rule they freaking rule uh chariots uh chariots are some of the bread and butter uh i like them on their own i like them as a you know joining with a tomb kang on chariot or two friends on chariot or something um their unit size is one plus which is very funny it's a very funny unit size um you know in general these guys are good they're like 43 points but it's a high wound unit it's a very mobile unit uh you know again that your dudes are all rock and calvary spears they can actually do some damage on the charge um you do because they get d3 impact hits at strength uh strength four the strength of the chariot right yeah um they are open order which you have to watch out for because they won't get that extra combat bonus but they're open order which has other benefits as far as their mobility and being able to reform and remove and stuff like that so it's actually they're they're quite mobile they have reserve move built in tom so these guys at the end of the shooting phase get to move their move again right so like they could move up a shoot uh because they're they've all got war bows okay right and then pull back for like throw it in reverse right yeah yeah so depending on what's going on they can actually be pretty cagey right um again they still have the arrow so how are you running your chariot either in a pack of six or like three by three no just yeah three by three yeah sorry yes yeah three by three like three by two sorry three by two three yeah three yeah three by two three yes three by two three wide too deep yes correct um or just five of them around the king or he's in the center um you know and again they've got swift right like uh you hit somebody if you manage to to to break them to get them to run you know you're that one of the reasons I really like that I told you about that item that makes your tomb king count like double his unit strength right so one of the reasons I like that is because so each chariot has a unit strength of three right and so in that unit with him if he has that item on you've basically got 21 unit strength okay yeah and so if that unit manages to hit and then get somebody down to the appropriate point because it's a fear-causing unit um if you overwhelm their unit strength you can turn their fall back in good order into a flee okay and so what that like that's a pretty potent effect and oftentimes that those few extra points can matter in getting people to break right um because when your unit strength is that much higher you will kind of like because you're fear-causing and stuff you will just like break them um so it's cool it's cool yeah uh yeah so they're very mobile they're good I like them I like them a lot um yeah I'm trying to find the exact rules because I took to remember exactly how it works like the where you what the break point is there for it there you go if the winning side significantly out numbers the user side it will overwhelm the loser if the unit strength of the winning side is more than twice that of the losing side any losing unit that rolled this result when making its break test will break instead so there you go that's that's where I like that doesn't specifically have to do a fear but fear any big unit strength also matters in other ways okay cool uh the war sphinx Tom you remember the war sphinx so are you just skipping right over the uh the dragon yeah I did I blew past him I've blown past multiple units Tom I know you have I know you have are you not gonna weigh in on the dragon he's fine he's very expensive that's my problem he is he is very expensive yeah like okay I'll give you the like I was gonna do a brief rundown of everything at the end but here's my brief rundown of the dragon he's too expensive that that's it so like okay I just I would never put the caster on top of him I think that is insane um that is how to say cannonball magnet well sure yes 100 um but like yeah like characters should be in in units where they can't get cannonballed where somebody else can be like out of the way sir you know that's very important um but yeah I just think the dragon's too expensive that's I'll probably build him and put him together at some point no I'll modify him so he's not an ugliest in neutral with that dumb head the rest of us might just head is bad yeah which I mean there's a there's enough heads that you could swap out that should be fine yeah I know that a lot of people have suggested using the the undead dragon head yeah sure uh I actually would suggest if you're willing to do a little bit more conversion where the um the black dragon head from like the uh the black dragon like order serpentis and aos like that could be a really interesting like desiccated flesh because it's like it's it it also has the open maw but it's like it's disproportionate like the rest of this dragon like I think that that's that's what works for me about the alligator head is that it feels like the proportions are all super weird that archion right there has three of those heads on them does it is it really three of those nice I knew that you had uh I didn't realize it was all yeah that archion has three three dragon heads yeah it's a it's a it's a wonderful wonderful head I have never built archion with those dumb actual heads he comes with neither of my archions I have two archions and neither of them have the normal heads on them one is a triple headed dragon and one is the mutilith vortex beast chaos maw I have one partially built and uh and he he also uh is not going to have those heads like luckily the person I got it from stopped before they glued those heads on and for that I'm nice uh tomb king Tristan says the dragon head in person is pretty dang sick to be honest Tristan you're in the tank buddy I don't trust you that's what it comes down to uh cannons use line of sight to the bounce point and stop on heavy stuff no so not as bad as before yes those are both of those things are true Donnie cannons are still pretty bad they're still they're still pretty terrifying is my honest answer yes you're not going to put the priest on here could you imagine a world where you ever put the tomb king on on the dragon sure yeah sure it'd be a fun thing to play with it'd be a pretty scary wrecking ball but again I'm kind of like a uh uh my general way I play tomb kings is to sort of like spread a bunch of power out lots of years lots of things about the mobility if you're going to do that you're going to put them in a chair in the unit yeah and so like which I get that that's gathering a lot of power into one focal point the enemy can focus on and then I roll up against your dwarf army where you've taken three cannons per thousand points by the way we're playing 1999 just so we're clear uh and you know like why all of a sudden why all of a sudden my duty six cannonballs to the face and it's just like well okay cool he's dead yeah I was I was looking at you ain't gonna misfire that many times I was like I have I have so many siege on my dwarves like I have two to three of every single different type of siege for my dwarves so yeah um the worst things is interesting uh because he's uh you know he's you're saying as a mount or just in general in general uh both as a mount and and and is this uh you know it's generally worth it honestly to give him the two extra crew for 10 points like what a weird choice that you don't have to give him the crew but like if you're if you're in for a penny be in for a pound on this thing um you're saying to have four four crew instead of two yeah they're all like tomb guard crew so they're they're pretty decent they have cavalry spears it's a bunch of strength five attacks if this thing charges you know it's a move six so it's not it's not a super slow thing now in itself is is slow it's initiative one it would move it to four four tomb guard attacks instead of two yeah great yep uh I don't know if I honestly think the fiery roar is worth it it's it's okay um though I've always been kind of sketchy on breath templates because you gotta get like so close to use them and like yeah the nature of the thing is yeah and you can't use it in combat right correct so yeah I'm I I'm not sure that's worth the 20 points I would I would take the sting um because like sure why not like you get one strike first attack that's like a strength five for poison attack like sure wham kill a guy gotcha you know okay it's funny um but obviously one let's work the sword not sure coming in uh yes uh the you know you've got your your um um they these dudes still have short bows not not war bows but they do have short bows they can still again it can be a unit that shoots um which is fun they still have the arrows they are ballistic skill threes they are hitting on fours which is cool it's just more shots again it's just about like building up little bits of shots from everybody to start weakening things down the the thing is indomitable too which is really nice um and you know it's it is a behemoth so it will stop a cannonball um if a cannonball hits it it will stop it from going on which can be interesting as a sort of tactic to have this thing like tokyo drifted sideways in front of anything you really want to protect from your cannon so just like the cannonball can't plow through this thing um can you talk about good and it causes terror which is valuable in its own right could you talk about the significance of it as a chariot mount rather than a monster when it's mounted sure so when your guy gets on top of this thing right and basically treats it as a as a chariot mount it means you're five wins or what's correct yeah plus five wins so it means your dude has like he has a lot of wounds all of a sudden that that is true now he is also because he's a large target he's able to be seen very easily and stuff like that so he can be targeted by a lot more things so this is my problem like i'd rather have the seven wounds and be basically untargetable rather than have 10 wounds and have every you know artillery everybody you'll be able to train at me yeah yeah um now right i'm nice at you yeah yeah sure now that being said the points cost on it is like not unreasonable as a mount okay um this thing as a mount for your guy i'm gonna flip to it here real quick one moment hold please um there we go the uh uh you know when you're taking it as as a mount it's an expensive amount of points right because again you're you're paying like the freaking 175 points for this thing to be under a 160 point character it's it's it's a lot but it does make for a unit that's like quite dangerous as far as like if people don't answer it it will go in and actually hit decently hard um and it keeps its tomb guard crew as well yeah yeah correct still got the two dudes yes yep um so you know like it's it's good as a mount it's just really expensive that's that's my issue yeah i just wonder um and can you upgrade it as a mount with the normal upgrade options yeah as far as i know i don't i don't think there's anything that restricts that from happening like uh travis you had mentioned not being able to take the extra two but i don't i don't think there's anything that would stop that from happening unless i'm missing something which is entirely possible because there's a lot of rules but i don't think anything stops it from happening like i think you can still have the other crew certainly you can still take the sting in the breath i know that so yeah i mean ultimately it's my problem with it is you know i have multiple tomb kings on worse things just converted um my issue is it's just a lot of points that is certainly true yeah so you know i suppose it depends on what you want to do now i mean given this thing is toughness six so yeah it's pretty good it's it's hard but i mean you know wounds chip weight of dice can happen so yeah all right let's talk about the cascade of souls yeah baby yeah baby uh 135 points for a war machine uh with no base because it's just the thing it's just the thing with two dudes and then the guy um they have weapons it doesn't matter i mean like if i shouldn't say it doesn't matter that's not really true the casket guardians are like an actual okay threat against some dumb little chaff unit that tries to come up and kill it okay like you can't they can't just send in like a war eagle and expect to take this thing out why does the casket guardians still have a movement if the unit can't move right for for completion sake i don't know yes it cannot move when it's been set up that's right it it cannot move right correct it's like the anvil yeah um but like these dudes do make like four attacks um with great weapons okay so you know they will um if somebody sends just like some dumb eagle or five little you know stupid light cab at it like mounted yeoman or something they stand a very high chance of just getting chopped down um so you know it's it's possible but at any rate that's not why you're doing it while you're taking it like in your perfect world you want to kind of have this thing on a hill so it can draw a lot of line of sight behind your line within 12 inches of your your priests right and that's kind of your perfect world they become the locus for them yeah because it's giving them another plus one to cast right and both for them and for anybody with a bound spell yeah and uh so that's just a great bonus on its own um but specifically let's get over here obviously when it dies things just go wild like you don't want to be near this thing when it dies it it does do splody splody damage um like it's on a on a four up they take d6 strength three hits with no armor regeneration saves permitted so it's a pretty big explosion um but importantly this thing can alternate between the light of death and the the light of protection which is great and they are both good they're both really good uh the light of death is a magic missile so it's obviously gonna go off in the shooting phase the light of protection is an enchantment so it goes off in the command phase and about how big is the casket of souls fires both of them right like that big it's so small like the this is a cascade of souls uh it's a little bit better than that it's it's probably um probably two and a half inches deep by about three inches wide it's so small it's like ridiculously small yeah for what it is um it's about uh it would it would functionally fit on like a base of about that so sure yeah they should have just given it a square base I agree with Kieran who says like why didn't they actually give this a base like it should have just been given like put it on the 60 by something like it would fit on one of those right so I mean again the anvil doesn't have a base but it's because that like it's meant to represent like a permanent fixture on the battlefield I understand right like once it's down it's down and so I get it I would just rather it had a clean base so you can see like frontage and stuff like that I hear that like what I appreciate is that it uh to me it actually creates a distinction for those things that are movable not if the things that aren't movable don't have bases that's fine yeah okay so it's bounce spells with a power level of three which is good it's a good power level and light of death enemy makes a leadership test if it's past it suffers d three string three hits with an ap of minus one so still decent and if it's failed d six plus three strength six hits with multiple wounds to and no armor or regeneration saves permitted woo get ready baby you about to get wrecked son uh like boy oh boy that rules um the one good thing tom about taking uh necromancy as a as a lore is that there is a um there is a uh spell in there that's just like straight neg two leadership okay very powerful very very very powerful um what we call that the targeting laser yeah sure like you know I mean because you can you can get that's a that that neg two leadership is a hex so it's happening in the command phase you can drop it on a unit and then you come to the shooting phase and you're like oh unleash the souls baby and it just you know I mean you drop somebody's like leadership seven leadership five suddenly they're just right right um even somebody who's normally under like the their leaders leadership where they're like on leadership eight or nine now there's six or seven nope the chance of failure just skyrocketed right so um yeah I do like that uh I mean that's obviously that wrecks it's a cool magic missile uh and then the light of protection which is also good the thing you do if you have no good targets it's an enchantment with a casting value of eight and it remains in play while this balance spell is in play this model in a friendly model with an 18 inches have a six up ward uh and the but they don't they already have a six generation regeneration so they can do both they can do both you can take ward and regeneration and ward if it happens will actually stop the um uh the the wound from counting toward combat risk the combat risk yeah yeah uh just like armor or whatever um and then in addition uh any enemy units suffer a neg one modifier to any roles to hit made against this model and any friendly unit within 18 inches model um straight up minus one to hit and a six up ward unbelievably good defensive stuff uh so you know great great early turn play nothing you're not going to be in range for your magic missile but obviously you can only have one of these going at a time if you use the light of death light of protection shuts off and so on and so forth right so uh when does enchantment fire off with face uh command phase so right away for top top of the top of the round got it so you're gonna you'll light a protection and then if you want to fire off light of death it shuts off your lighter protection correct that's right and so you know which is fine like it just it's just you just need to decide how you want to use it like what's going to be the more valuable play for that thing in any given turn so yeah uh let's talk about some all well before we get to alternative army lists i just i'll we'll cover a few other units real quick here we we're going along and i want to do want to wrap up soon but just i'll i'll breeze through some of the other units we didn't talk about um because it's it's just worth mentioning those are all like my favorite units i've used so far um just a few other things uh skeleton horse archers are really good they have reserve move and scouts and skirmishers and swift stride all built onto them like that's a lot of movement related stuff um so they can be set up anywhere on the battlefield they can move after they shoot they're just incredible like they're in a skirmish formation they're incredibly versatile the regular skeleton horsemen again i like they have horde which is comical i would never run them enough to get that but they do have swift stride and vanguard so again a pretty good like pregame push out move unit and also decently cheap both of them um both of those are clocking in 11 points a model you basically don't need to give them any kind of real upgrades um tomb swarms like i said are good if you're in the mortuary cult which we'll talk about in a moment carrion i'm still trying to get to the bottom of they have like no save other than their regeneration they're 27 points a piece uh you can't take them in twos so it's an interesting 50.4 point unit because they have fly 10 they can actually be a pretty significant marching unit they can kind of get around behind the line in a way a lot of your other things can't and go harass enemy war machines and stuff like that which might give them enough value on their own to have like two or three of them i'm not sure yet uh i've played with them once and i wasn't impressed so is what i'll say um i think it may be just be matchup dependent right i think sepulchral stalkers are bad i just think they're bad i think they basically don't hit anything um yeah i think their shooting attack sucks and that's their only purpose in life so that's what that comes down to uh get at me in the comments if you think i'm wrong uh but i think it's bad um the tomb scorpion i actually like a lot okay uh but not as an ambushing unit i'm kind of all about it as just like a thing on the battlefield that's there uh i i at 70 points it's like a move seven weapon skill four strength and toughness five three wounds initiative three four attacks unit pretty good stat line and it has close order so it does have its own little built in plus one when it gets into combat it's indomitable it has magic resistance it's uh uh it's got um regeneration it's got stomp attacks and it's got swift stride and it's got vanguard so like it can pregame kind of move out and then you know it could like move and then make a big charge and it can kind of get to some pretty interesting places and like it does some decent hits it's got killing blow it's got monster slayer it's got ap2 like yeah i don't know man i think that thing might be all right uh the giant the like bone giant i don't think is worth it i guess is basically what i would say maybe somebody will prove me wrong but i i just can't see taking him over some of the other points and the necrisphinx is exactly what you would expect it to be very scary but very attention drawing but it is a fast fly unit like it flies nine so it can actually march around 18 so let me kind of go back to the team scorpion real quick just for question sure sure um so with it if i'm understanding weapon profile correctly one of its attacks can be your inventum sting as a strikes first and then the other three of the decapitating did decapitating cause correct okay that's right and then its stomp attacks at the end of the at the end of your or initiative one initiative one which is at strength five so like if i like this thing getting into a flank it can't disrupt on its own it's not strong enough it doesn't have the unit strength to actually disrupt on its own but i like it like getting out of flank where it's going to receive relatively little pushback and actually like it will it can really swing a combat pretty heavily yeah in your favor just like if it gets it yeah yeah yeah okay and then the screaming skull catapult um is like is like minus two bravery that's why our wise well it's minus one yeah it's minus one yes which is really good but it's a stone thrower which is really bad okay so tell you mentioned this in the last show but tell everybody why stone throws or throwers are as bad as stone throwers are bad because they just like basically they have a very actually low chance to hit like you have a 33% chance of rolling a hit on the dice okay because you're saying because they're ballistic skill too no i'm saying because you roll the artillery dice the artillery dice has two two hit rolls on it okay it's as two faces that say hit and four that are go somewhere else right drift in some direction right and most of your rolls like basically anything on the artillery dice other than a two okay well more or like i don't throw a templates now auto center onto a unit you just pick a unit range in auto centers you can't be fiddly with it or get okay so you can't actually like so it just centers in the unit is you can't actually like choose a spot in the unit right it's just it's center of the unit that's where it that's where it starts okay it's just place it on the center of the unit okay yep yep and basically for many units if you roll anything other than a two on your drift you're you're hitting basically nothing you know well unless it drifts into another unit but yeah sure so like it's actual chance to hit is pretty hard but to quantify but it's not high right and it also if it misfires it's just really easy for it to just be like well that's worthless now like stone throwers just misfire so easily and so easily get taken out of the out of shooting for like this turn and the next it's a lot of points to just be sitting there doing nothing now i agree with catharsis that said it's arguably the best stone thrower around which isn't saying much like yeah that is that is also somehow true and i completely agree with it that leadership bomb is really strong especially with like something like the casket of souls but okay yeah that's so that's kind of the other units we didn't talk about i just i i tried the stone thrower i i got exactly the result the result out of it i expected which was nothing it did nothing i'd legitimately rather just take like another 20 archers like i do that you do that math there's just no world where 20 archers doesn't do more work than your one stone thrower that's reality like i'll take the five up hit and know it and like i'm not getting that much more range out of the dumb thing but like at least these guys can move around so and don't have a minimum and and and and okay alternative army lists let's let's rock and roll let's bowl let's bowl let's rock and roll these are your armies of infamy these i just wanted to discuss real quick as soon as we went up there we go pen stop working all right so uh the armies of infamy tomb kings of kemri nekhorin royal host uh so you're basically you get one plus tomb king or tomb prince and then mortuary priests and royal heralds and uh so like you've got your guy uh and you've got your priests okay uh notably only mortuary priests not high priests you catch that yeah okay yeah uh joined late our tomb guard good yes short answer i love them i think they're fantastic you have to use them carefully they don't just go win every fight right there's plenty of units in the game that'll tangle with them but like they are absolutely for my money one of the best like counter strike units around put a necrotech in them fire off that hatred effect win okay uh core chariots have to have chariots because that that's your required thing here because this is you know uh this is set your list you get your only to have tomb guard or tomb guard chariots cool cool do love tomb guard chariots they are really good it takes everything i love about chariots and makes them even better i think they're worth the points and then also of course skeleton archers infantry cohorts and cavalry cohorts which are just like which are just basically like the same things but they have slightly more rules but they're functionally they're going to end up the same um and then your special choices are like tomb guard skirmishers horse archers you shoptee knights scorpions war sphinxes and then you can have zero to catapults is meant to be the more mobile list um i don't like this list i just don't like the royal host you do get some some special rules we'll talk about those here um within the general's command range friendly models whose troop type is chariot may re-roll the dice when determining a number of impact hits they cause it's cool it's cool um the basically for 35 points you can make your tomb prince your tomb king a play the wizard games they're also your higher event and they only can take from necromancy um and they get a rise so which is which is not terrible nope yeah it's fine um they can put skeleton skirmishers in ambush which i don't think is any value i just really don't because you don't actually have i mean you you have the regular mortuary priest who can still try to call him up but i just i don't think it's very valuable i don't know what i'm doing with those danguses yeah um and then the masterful outriders zero to one units of skeleton horse archers can have the chariot runner special rule that's actually pretty cool uh that's like their one rule they have that i really like yes because they're actually fast enough to keep up with the chariots that's the problem with your scan king skirmishing skeletons is that they kind of will lose the chariots eventually unless you movie chariots like kind of forward and back forward and back right these dudes can actually just keep pace which is cool uh and then steadfast discipline um when you have volley fire uh you can use volley fire when you move which is nice uh and or while performing a stand and shoot which is cool hey did you like i just mentioned earlier it's cool we get to stand and shoot now tom that's really fun can i just say that i'm so happy that like undead actually have a charge reaction now that's cool you enjoy you enjoy playing the game like everybody else plays yeah that's neat it's generally bad but we can do it sure so that's cool sure uh so that's them i just don't think it's worth it i don't like the royal host um you know also in this book is setra himself and uh tom i've got some bad news for you look setra the imperishable the great king of nehekhara the king of kings the hawk of the desert the master of the four wins the faster the four desert wins uh i don't think he's worth it that's that's what it comes down to i do not think i mean he's the same points cost as he was in aos yeah sure he's 445 points okay that's a lot now the dude has a bunch of special rules he has a rise he can use a rise in combat he always accepts every challenge he's always the general okay he has a command range of 18 inches all the time his impact hits have flaming and magical attacks he can join tomb guard chariots as though he were a light chariot even though he's a heavy chariot uh his my will be done affects everybody within six inches of him not just the unit he's joined which is cool so if you had a tomb guard chariot unit with him that's like a thousand points i just think he's so expensive and this is a game of trading and and like if somebody picks him up which isn't easy admittedly yeah okay he's not a pushover but uh if he you know he's a four up five up uh four up five up five up sorry because he has a ward and regeneration but it's not a question of does he have like good rules i mean he's awesome like obviously right he's a cool dude i love this final board yes it's just that like even at four up five up five up he's just gonna be hard pressed to get his his actual points back um it's such a huge investment in one unit so i don't know i may i may build him out and put a bunch of flanking a flanking him with some uh tomb king chariot unit sure looks like a lot of fun sure uh yeah i mean you're not wrong um it's just like so if so would so would you run him with uh five tomb king chariot units do you think uh no he'd be in a unit of four probably he can't get an answer from them either because they're light chariot one three behind yeah like if they want to get him to get at him they can get at him yeah because you don't have any any other heavy chariots um prince apapas mr mr bug man bug boy yep he's fine he's like a loner he runs around his own he's a little expensive but like he's okay he's he's there to go go behind the line and attack stuff um he's a little scared of work yeah um i actually like the cap um which is like the setris personal royal herald i actually don't hate the cap i think he's okay he's got a cool magic item his flail of conquered king is actually a pretty good weapon and in he's pretty good in a challenge despite being like not a super great combat character because of that killing blow um yeah so there you go that's my immediate thought on those dudes on those other special dudes uh so now let's talk about the mortuary cult this is where i'm living tom this is where i'm living okay so uh what one plus high priest or mortuary priest and then zero to one uh tomb prince or arch necrotech per thousand points so awesome we can get at that arch necrotech action which i love love those guys i'm here for them i don't honestly need a tomb prince in this army like i really don't which sounds crazy but like i you can run this without you you don't need it um the high priest and mortuary priest can kind of they'll they'll get that they'll get that they'll they'll butter your bread they'll butter your biscuits um ushapti is a core choice i'm here for it tomb swarms is a core choice i'm here for it because again there you're there you're like juice hey look juice you know okay cool um neck or serpents unmounted things as a core choice nope that's a trap don't do that do not do that and then all your normal skeleton people so that's fine like it's very easy for you to still get everything you want out of your your core um and then you can have the tomb scorpion down there which i like venerable ushapti which i like um and then uh you can get the necrotic colossus or the necrosphanx as a special choice you get one of them which is cool i i do think the necrosphanx as a special choice is a very interesting option and then obviously you still got the casket of souls hiding out in there as well as an as an aside you don't get the casket of skull souls in the royal host correct because it's an army on the move because it's an army on the move so uh there we go um boom and then your mortuary cult special rules you have to include one lich priest to be a tyrophant so it then and they are the general even if they're not the character with the highest leadership um which is interesting and that's fine um the if they use a rise um they increase the number of lost wounds the chosen unit recovers by one which is really good and it sounds so small but it's amazing when you have multiple priests using banging out a rise right um the sepulchral animus um before you make a casting roll this is the thing you go you you drink somebody's milkshake big cast bonus and you choose it's not roll a d3 it's you get to choose how much they lose which is really nice and then the terrors below this actually makes me want this is I think finally we got to a good ambusher so your tomb scorpions your necker serpents can have this rule for two points of model when the unit with this special is placed on the battlefield as a result of the using from beneath the sands so that that the lich priest calling him up priest one yeah uh it may nominate a single enemy unit that's within eight inches of it remember they can come up six inches away and whose troop type is regular infantry or heavy infantry the nominated enemy unit must immediately make a number of initiative tests equal to the unit strength of this unit for each test that's failed a single model belonging to the nominated unit is removed from play as a casualty so just slaying outright yeah you get to choose which models go uh no it just it just the enemy still pulls him off as normal yes you're correct lucius it's it they do have a nice unit strength for triggering this you're absolutely correct um so like that's the only reason you would you would take the three necker serpents without the dudes on top is to get a unit strength of nine triggering this like these guys popping up and then doing like that is a valid use of nine initiative on nine initiative tests yeah yeah which initiative tests are 2d6 roll under your initiative no it's um uh right that's for leaders yeah yeah that's what it is i don't remember it's good i'm trying to remember but i don't think it's doesn't matter uh i just want to shout out average joe who said who literally made the joke i use every time i use a rise ever which is like oh rise rise chicken chicken arise no say slower lose meaning uh arise chicken yes absolutely thank you thank you average joe for making the end of my night uh yeah there you go 1d6 roll under your initiative thank you appreciate it i thought that's what it was so yeah i mean it's variable against stuff like elves it's pretty worthless but you know against most armies it's actually pretty valuable because you know most things in the game are like initiative 3d initiative 4 that range so yep yes okay so that's it that's the end there we go there's your tomb kings honestly love it uh i love these i love this army i think they did a great job designing it like the rules are fun it's a very fun army to play it's a challenging army to play but it's also great because you get to like ignore certain things um and uh i just think it has a bunch of really cool rules that make it uh feel great uh so yeah i i very much love the it got rid tom of a lot of the stuff uh that i hated back in the old world like i'm not casting from scrolls anymore or whatever uh i have like just real wizards i get to take from cool spell lowers i can stand and shoot you know there are various ways i have to actually move i don't feel like i'm actually just like stuck in the muck in the mire you know much like playing a dwarf army now tom my guess is you'll often set up your troops in marching column instead of in uh instead of in combat formation right that way you can like triple move in the first round if you need to and then you know reform yeah yeah because you know like why not right um yeah so just stuff like that feels uh good is what i'd say there's just like obviously i don't have to march things still but but um i like the unit i like the new additions i love the additional troops that they added through these armies of infany like the like the banner blue shabti the tomb guard chariot the arch necrotech all this stuff is just fantastic and i'm i'm like i'm here for it a thousand percent uh so all in all i just like the arm the way the army plays it's a lot of fun and uh my regular like beast of chaos opponent is uh hates hates these guys he's like he hates all the rules i ignore i told him i'll play burtonians next time so that way we were both playing with all the rules uh anyway there you go if you've got any questions about these guys we didn't answer hey why don't you drop those down in the comment thank you chat by the way lots of good interaction this uh this this show hope everybody enjoyed this we will be doing some dalliances into the old world on the reg don't worry lots of armies to talk about and i'm gonna be playing plenty of old world games um i imagine the next one we do will probably be the other side of the of the of the main box yeah the burtonians um so i imagine that's what we'll get into next but you know watch out for that hey if you liked this look everybody these old world shows are really easy for people to come in and be like i don't like it and hit dislike i should have said this earlier i want to keep doing this content so please if you like the old world if you're here for it if you're here for us to to mix in and sprinkle some of this content please do hit like it like really does help and helps like counteract some of the hate we get whenever we do this just because there's some people who are like angry gw for various and sundry reasons but i'm excited about the game i've been having great fun with it so hit like hit subscribe all that kind of fun stuff uh next week will be a road show unfortunately with tyler so i don't know what we're talking about yet um it probably won't be the uh it could be the the donbringer's book yeah no the donbringer's book four that we would technically be able to talk about it next week it might be that i don't know i guess it depends like story time is possible i i guess we'll see um we'll see what happens but stay tuned for next week uh hit like hit subscribe if you want to support the show lots of ways you can do it merge down there amazon links down there use them pay no additional money but help the show uh hey pick up a book from uncle adam and i you know if you if you want some skirmishing skanking skeletons or skinks of your own we've got lots of great skirmish games for you down there you can go check out and use some of your figs in uh but uh so go check those out or of course there's the patreon focused on hobby review and feedback and taking your next step but as always everybody hey listen i thank you so much for watching this i really appreciate it tom thank you sir as always of course i can't wait to do that again absolutely bye bye