 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, both co-hosts. It's only one person yet they're both here. Tom, you're the official co-host for tonight. How you doing? Well, how's everybody else doing? Okay, we're good. Heck of a delay there. Uh, but all right. Tyler is the guest tonight because we just got the whole crew together because we're going to be talking about the new general's handbook. Tyler, how you doing? Fantastic. I'm so ready for four hours. It's not going to be four hours. Put that away right now. This is not going to be four hours. No. We're going to move through this quickly. You'll get a show of no comment from me. Absolutely. So the new GHB is here and we're going to talk about it. But first, of course, we've got some other stuff to attend to. Let's talk about the news. There's not a lot of it, but there's a little. What's going on, Tom? What's in the news? Let's talk about that rumor engine. It's a 40K thing. Next, who cares? He likes 40K. It's fine, but that's fair. Yeah, that's fair. So we have the Warcry Blood Hunt teaser. Yes, yes. Man, those boxes march on. Every quarter. That's how it happens. Three months goes by pretty fast. It's not a long amount of time. Shocking. So what were your all thoughts on that tease? It's fine. We saw that both of those miniatures that are there, I think one of them we thought might be a Slenesh miniature, the other one was clearly corn just from the look of it, are actually the Warcry miniatures. So they're not the one hero that comes with those books theoretically. But that's fine. Yeah, sure. Cool beans. I mean, I'm excited for it. I think that the Warcry releases have been some of the strongest stuff on a while. We've been on an increasing trajectory. I loved the Jade Stone people versus the Little Lizard people. Thought that was fantastic. So I can't wait to see what this one is. I think this one's going to be a banger. That's my personal take on it. Yeah, I mean, what I'll say is this. I've really, I've been beating this drum for a while. I have appreciated their terrain that's been coming out of this. It's really just sharp looking and I'm looking forward to what else we might see. Yep. I agree with Curran. It still means the hope for a new Valkia Sculpt is alive. That's right. Silver linings. Let's find it. So there we go. One can only hope. Okay. Okay. What else we got in the news? We have the U.S. open locations for the World Championships. So that was excited to finally have that announced. Man, they really know how to pick weekends for me. That's all I'm saying. Did you look at, because this is four locations. I have the map up on the screen now. And Atlanta is actually the finals, right? That's where the finals are. So really, we're talking about Tacoma, Kansas City, and Tampa, Tampa Bay. So, you know, pretty good geographic distribution across the country, I've got to say. So pretty nice there. And they, all of these tickets go on sale February 3rd, if memory serves, is that right? The very beginning of February. So yeah, cool stuff. I mean, I know I wouldn't be going to any of these events. So I'm good. But Tom, I take it you looked at those weekends and were like, oh, it's all stuff you already had accounted for. Well, I mean, some of it, like I have commitments the week of the championship. And so that spoils the whole pot for me, right? Like, that's out of the window. And it looks like that it might be that week every year. And if that's the case, I'm just not in like, it's just a not it's a nonbow for me. Yeah, sure. Sure. Sure. Tyler, what about you? One of those not too super far from you? Yeah, the Kansas City one. And I saw it's going to be a teams event. So I'm thinking about doing that one with a sprinkled crew. Nice. Like, you know, if we talked about, I would like to learn more, experience more of the team's format, get a better feel for it. So yeah, it's got me intrigued. I know that was on your list for the year. So that that did surprise me that one. Now, I mean, that is not on your doorstep, but it's it's certainly not far. I'll say so you're you are in that that area there. Well, my answer is, I think these will be great. I'm also excited to see by the way that you can get your your golden tickets with other events as it were just like with last year. So working with a lot more events. So cool stuff. I look forward to seeing how it all shapes out. Uh, and Martin said no Northeast events again. GW doesn't like our venue prices probably. I mean, I'm sure that's true. Like the Northeast is super expensive to host events in. So yep. I mean, I know my company very rarely puts any events in the Northeast for very obvious reasons. I have never paid as much for an event as I did at Atlantic City. Sure. So yeah, it's just it's just high costs. So sure. I mean, the unfortunate reality of it probably. Uh, okay. Cool. That's the news. Boom. Yeah. Done. We're getting through it. Let's do some pick of the week. Tyler hit me with them picks of the week. What do you got brother? One, one. He's got two. One means two. One means two, Tom. That's, that's how this works. Better not take my other one. Jemri Vesier. He's got a new channel. He's on team America. Very thoughtful guy. He had a great video this week on new GHB missions, some of the changes he thinks on average we're looking at playing on less space, you know, fewer average number of objectives, the impact that's going to have on the game, in particular the state of shooting. Though highly recommend that video, especially if you're interested in competitive kind of top end competitive play with thoughtful and then we're going to be talking a lot of second and third order consequences tonight. Cause when you make these big changes, I mean to the system, there are going to be consequences intended and otherwise. So we'll see how it shakes out. Okay. I'm sorry. Go ahead. Yeah. So we're only once I've mentioned them in a little while. They had a first bat rep with the new GHB Deans versus Nurgle and they always do those great skits. And this one in particular was spot on. I appreciated their, their skit. I don't want to give it away, but yeah, it was, it was great bat rep. So solid. Yes. I watched that as well. I enjoyed that one. Tom, what do you got? What do you want to share with everybody? Yeah. I mean kind of on brand on topic for us. I'm going to promote AOS coaches. He recently did a show this last week on kind of the battle pack review for the new GHB this season too. And I want to promote that because he did an excellent job. Perfect. Yeah. And I want to give as two brief things. One is I want to give a shout out to Emily. I know that Tyler will probably want to join in on me. Ben, you talked about your thank you from Emily. I likewise received a let me be clear dice tray. And I think Tyler also received a wonderful gift. So thank you for celebrating the eighth anniversary version of that way. It's eight, right? No, it'll be nine. We started in 2015. Yeah. 16, 17, 18, 19, 20, 21, 22, 23. I don't know. Maybe it's 2014. I'll go back and look. It doesn't matter. I'll figure it out when we do it. It's the 28th. I know the date. I don't know how many years. Sure. Indeed. It doesn't matter. My wedding anniversary is engraved on the inside of my ring. See, that's I got to do the same thing. I got to get a second ring. Yeah, but the question is, what kind of ring? But so now we need to do the other one that I wanted to say thank you to was or not thank you, but just highlight for those that are interested in the on the other side of the tracks in CCGs. We often talk about magic. So for those of you that have are playing bingo this evening, here's your magic reference. The new set is dawning a big kind of epic crescendo to the Phyrexian saga that's been unfolding. And actually, like I read their narratives, like this is something I never do. Sure. Is read like the stories that they published. Because all lore's dumb, but continue. But I got sucked into one and I was like, no, I'm going to read the rest of these. And so I went back and read like the five or six stories about like the deep strike into Phyrexia. And so it's just super fascinating. A bunch of planeswalkers get die and ice and stuff like that. It's great. A bunch of big names have been around for a long time. So I would for if that even the least bit interest you the narrative was surprisingly good. So I want to share that with everybody. Very nice. Yes, it's a very touching thing for a very large brained individual to be in love with the Medusa. So the love takes all forms. I don't judge. So the my pick of the week is going to be to a couple of friends of the show, but specifically to a Kickstarter. Now we don't often talk about Kickstarter because most of the time it's not something I like repping or talking about. But this one stands apart. This is from Dark Fantastic Mills in collaboration with a lot of individuals that are people that we like and respect. Steve Foote is involved in this. And this is for the Chaos Citadels. It is linked down below. Looks super cool. It's already funded. So, you know, it's like you're just basically jumping on board now at this point. You don't have any concern about that. Link is down in the description. Go check it out. Look at this awesome terrain. It's amazing. Dark Fantastic Mills has been obviously someone who's made incredible stuff for a long, long time, who I've had the good fortune to play on tables that were furnished by them at events. And, you know, it's just exceptional, exceptional quality. So 10 out of 10. Check it out. Links down below. So thank you to everybody for getting this going. And I can't wait to see how big it gets. So there you go. They are simply stunning. Yeah. And if anybody in the community deserves support, it's Gary at Dark Fantastic Mills for everything that he's been doing. We worked with him a lot on Vault Wars last year. He did all the awards for us. He donated terrain to us. Yeah, he's outstanding. And a lot of people have those stories around the community. The guy's awesome. Yep. And let me just say as an aside, like it's a wonderful call back to some very terrible terrain that was released at one point in time. Like that I love to death. Don't misunderstand me. I did. But let me just call out just how ingenious his like, like the three-way joint system that he developed for these. I don't know if you guys actually took a look at it. But not only does it like, like one of the things, in addition to the number of problems with that other terrain that I'm not going to talk about, is that this stuff actually not only does it slot together, but there's actually, he's created slots for magnets to go in as well. And so you can actually like, not only is it, you can customize the, like how things go together, but it'll actually like stay together because of both the slot. There's like two different types of slots plus a magnet. And it's like, it's a, it's an ingenious joint system. So I want to just call it out. It's nice. Very nice. Awesome. Check it out. Link below. All right. Let's talk about some hobby time. We're moving quick because we want to get to that hot, hot GHB action. Tyler, what have you been working on, buddy? Yeah, I finished up that little tree, had a few more things to do to it. And then I've got my next hangout tomorrow night. So yeah, I'm really excited. I think it's going to be a long one tomorrow night. Hopefully we'll get a lot done on this Nerd Alarmie. Very nice. Very nice. Good luck. Get paint, get the paint jam going. Nothing gets you, nothing gets you painting more than hanging out with friends who are also painting. All right, Tom, you've obviously got a lot on your plate right now. So I'm not sure what you've got if you've got any hobby time in, but what you've been working on. That's an understatement. I mean, my hobby time has been in, I'm going to pull a U. It's being invested in something that I can't talk about right now. Yes, this is true. Yeah. But when that can be public, I look forward to sharing the news of what I've been working on. I have no judgment for you there, Tom. You're working on something that I fully support you doing and want you to dump all of your effort and life into. All right. So I am painting a new thing that I can't talk about, but that's okay. I can show this previous thing that I finished at the beginning of this week, which is this guy right here. Big Papa Horus ascended. As soon as I got this dude, obviously GW sent this to me. Thank you to them. But they sent this along to me and I was like, I don't normally care about painting space Marines and I don't normally like Black Armor, but I saw this dude and I was like, well, I'm going to paint this guy. Immediately, I'm just like, this guy's getting painted. So he's just incredible. Yeah, I mean, he's just incredible. It's a fairly fiddly fig just because he has so many beeps and boops and doodads on him and such. But, but man, this guy was actually really fun to paint. So and I, for those who were observant, you would have noticed that during the announcement of my paint set with Monument Hobbies, this was the figure I was displaying some of it on. He's all done now. And there'll be a couple more videos actually having to do with this guy. So you'll, you'll get the, you'll get the full story. So if you, if you like big, giant bad boys, then, then, you know, I got you covered in the coming weeks. He has lots of, yeah, lots of those two noobs. How long did he take me? I don't know, a while, like a while, a couple, I don't know, 50, 60 hours probably somewhere in that range. I didn't go super hard on him. He's not for competition or anything. I wanted to do him up to display quality, but like I could have easily spent hundreds of hours on this guy and gone nuts. But, but like he was just, I wanted him to be fun, not painful. And plus I needed to make a video about it. So I couldn't just spend a month painting the dude. Anyways, but super fun. So Cody loved to hear that. Glad to hear that Payne's Gray's new favorite paint. It's right here on my desk as well. Like getting used for, for that stuff. So there you go. Tom, you came up to visit and I meant to give you one of the paint sets and then totally forgot. So remind me and I'll, I was going to give you one because I got an extra one to give you one. And then I forgot, but I'll, I'll try to remember for next week. Okay. That's what I love to hear. Thank you, Anthony. Much appreciated. Uh, so that's some hobby time gentlemen. Are you ready to get into the G, the H and the B? I'm not talking about your Georgia homeboy here. I'm talking about the general's handbook. Okay. 2022 2023 season two for some reason. Let's go ahead and stop this. Let's just never do this again. Okay. Before this isn't even in my overview. This is just number one out of the gate. Let's have this be like the last six month season. So assumingly we get a new one in the middle of the year, right? Because that's when they normally happen. Fine. So this will effectively be this last six month season. Yeah. And then from that point forward, let's just go back to years. Let's just do that. We all good? Okay. Cool. Give us, give us a six month battle plan PDF at the six month interval. Fine. Add a couple. Yeah. Add a couple of battle plans at the six month period. Great. Perfect. No issues with that whatsoever. Throw it out a PDF. Like here's some new, it like publish a new PDF, like our event pack with some new event battle plans. Great. Okay. All right. Let's do this. Now that being said, let's talk about the overview of this thing. All right. All the basic battle pack stuff remains the same. What I mean by that is remember a battle pack defines things like unit limits, what it means to play a pitched battle, how many allies you can have, how does mysterious terrain work, right? All that stuff is technically part of the battle pack. Sure. Right. So that all stays the same. Like we're still dealing with the, uh, the same game, I don't know, like fundamentals. There we go. That's the, that's the word I'm looking for. Okay. That's not to say the changes aren't big because they are. Okay. So Glacian veterans, all that stuff, that's gone. Forget about that. Bounty hunters, all that stuff, gone just as we, as we had foretold. Okay. Of course, everybody knew that was going to be gone. And instead now, now the age of Galatian veterans is over. Not that you ever played those or anyone ever saw those never happened. And instead, now the age of Galatian champions has dawned. If you love foot assassin melee heroes, this is your time. It's time to shine boys. Or is it, or will this be the same thing over again, where the thing that the whole season is supposed to focus on, uh, it doesn't, it backfires and we never see those just like we never saw Galatian veterans. Who knows? Uh, I guess we will at the end of this presentation. Uh, I would say, so now let's get into those. That's, that's like some basics. Here's my initial read, very high level. I don't think this new season has the same swingy potential at first glance as the last season. What I mean by that is like, there's no clear bounty hunters to me here. Okay. That just like absolutely breaks the game wide open. And, and it's like, this is so busted, silly, right? It's just bent, but there's still a lot of complexity to this season. So that's, that's like a very surface read. But what do you think, Tom? What's your, what's your read on that? What's your, what's your feeling? Uh, I mean, I, I hold a very similar position. I think that, uh, there's, it's not as like, it doesn't feel as dramatic. It doesn't feel as overwhelming as the prior one when we talk about the shifts. Um, I think that there's going to be some neat or some interesting opportunities. Um, and I think we'll talk about some of that. Yep. Tyler, what's your read? So just kind of high level. Yeah. I think this will be the best blend of elements and the best ecosystem that we've had so far in 3.0. So the tip to the past two seasons that we've seen to date. Uh, now that's a low bar in particular with last season, but yeah, I, uh, and it would be better if we were able to waive a want and exclude action battle tactics, which controversial apparently it's very controversial. I didn't realize how controversial it was until today's Twitter discussion. Uh, Warhammer Twitter was all a flurry with this discussion today. So I get the perspective, you know, it's, it's not going to happen the perspective that it's part of the game before it's part of the game. Therefore it's going to be played. But I do think that it would be a better will to live in if the season were played without action battle tactics. Now that's kind of a complicated nuanced discussion with the number of layers moving parts, but I'm excited in general about the season. Yeah, I think that, uh, I think flaming has a good point here, which is, I think his read is pretty, pretty, pretty accurate. We'll quibble here and there, but you know, this is, the GCs are much more forced into this go round than the Galatian veterans were. Like you really feel the need, the presence for these things in a lot of ways, right? And, uh, I think that's, that is going to have some effects like that, that, that's going to mean something. Uh, so now at the same time, uh, just if you think about the footprint of your army and what they potentially represent, GCs do take up less space somehow mentally, although maybe not, uh, points wise, although maybe points wise than Galatian veterans did or theoretically could have, right? You know what I mean? Like when it was your core battle line units and it's like, but that's, this is my army, you know, and certainly that's a scaven perspective speaking. You know what I mean? Yeah. Yeah. But, uh, whereas this is like, okay, it's these three guys, or gowns, right? It's these three people, um, as opposed to the rest of the force. So I do think there's an interesting sort of dichotomy there. I'm sorry. What were you going to say, Tyler? Yeah, that, I mean, at a high level, my initial read on this and having played a dozen games so far, Galatian champions will be moderately relevant, particularly because of some of the new missions, the set of six new missions, right? Yeah. They're not going to be highly relevant because of faction battle tactics. If you did not have faction battle tactics, suddenly Galatian champions would elevate in terms of importance, become like the most important thing. Yeah. Yeah. Now, I know there can, there's an argument that will say, well, that's just another level in which inequity can exist, which is that of the 25 some factions, right? Some of them will have better Galatian champs than others. So by far, by the way, it's not even close. Like some of these have amazing GCs and some of these have none to pour. Yeah, right. So, right. In terms of expressing the design intent of this season, it's just my perspective is that if you want to have a closer orientation around what appears to be the design intent, then faction battle tactics would be that getting rid of those would be that closer expression. Sure. As it stands, it will be moderately relevant because of the some of these new missions. Yeah. Okay. Let's get into the specifics because it's probably people watching that are like, but Vince and Tom and Tyler, what in the holy heck is a Galatian champion? What does any of this mean? All right. That's a reasonable question. Somebody's probably asking. So let me just hit this real quick. There we go. I just realized I didn't tweet about the show, which I should do. So why not just do that live on the air? That's fun. It's a fun thing to do. Sounds great. Okay. There we are. I just love that. Yeah, absolutely. That's what people want. Me on Twitter. Okay. So let's let's do this. Here we go. Oh, I should state real quick. I do have one more final point I want to make here. There is more in this season. So not only is there battalions and the normal crap we've come to expect spell commandability, there's also artifacts and unique enhancements. We're back. Okay. We're back. Don't worry, Gareth. We're not going to get into it again. I'm tired of that off of Twitter all day. I mean, but it'll come up. It'll come up. It's going to be it's a relevant part of this discussion. Okay. Galatian champions. What are they? Uh, well, heroes with a wounds characteristic of less than 10 that do not have a mount and are not unique. Okay. That's our Galatian champions. That's why I said foot melee assassins. Like that kind of a person is more or less what it is, or your classic utility guys or something like that. Right. Um, so what does that mean? Okay. Simple. Let's give some easy quick examples. Mega boss on Mawcrusher. No, not a Galatian champion. Mega boss on foot. Yes. Yes. A Galatian champion. Doom bull. Galatian champion. Dragon ogre Shagoth. Not a Galatian champion. 10 wounds. 10 wounds continues to be the worst number of wounds you can have in this game. So that just continues to ride and I'm good with it. Like fine, just if you're going to print 10 wound heroes, they should be docked 50 points immediately. If you thought it was a 300 point hero, it's a 250 point hero. Take the same hero, same stats exactly, except one of them is nine wounds. And one of them is 10 wounds. That 10 wound guy should be 50 points cheaper than his nine wound counterpart. That's how much of a difference we're talking about here. Okay. Uh, also just a brief comment around the mount thing. Don't forget the FAQ K mount separating that companions. So like your fishy friends on your IDK heroes as an easy example are not counted as a mount. So you don't have to worry about that. Your little tiny IDK heroes with their fish friends are still Galatian champions. Thumbs up. Okay. So that's what that's what we're talking about here. Right. So what does this mean? What does being a Galatian champion mean? Well, friendly Galatian champions cannot be picked as the target of attacks with missile weapons while they're within one inch of any friendly battle line units. All right. So we got the thing. We're going to try this. We're going to try this for a season, right? This is the thing that everybody's been screaming about for eight years. Yeah. Right? Yeah. This has been it. Like everybody said the problem with the game. I love that. I love everything when it starts with that. That's always my favorite sentence. The problem with the game is that you can kill these little heroes. Okay. Now I've never personally believed that. I think being able to kill little utility heroes is the only thing that keeps the silly little buggers in check because I think like utility heroes, most powerful unit in the game, foot assassins, worst, second worst unit in the game, only, only beaten out by, by non-hero monsters that are, that it's only purpose is to, is to go beat things in the face. So we've got quite a disparity here of people we're protecting, right? Like one of the best units in the game and one of the worst both fall into the same category. So I wonder which ones will be the, will be the ones everybody takes. Okay. Tough decisions. Well, we'll see how they, they're not completely unaware of that. And they're, they tried to give us some stuff to counteract that. So what did they do to counteract that? Keith Rogers? Yeah, effectively, it's the 40k thing. You can't shoot my foot heroes unless yes. So as long as you're around, battle line units can't be shot. There is an interesting secondary consequence of this by the by that I want to mention real quick, which is this protection only extends when you're near battle line units, right? Correct. And that is interesting because some armies actually do very much minimize their battle line or intend their battle line to be like very easily destroyed frontline chaff that just evaporates in a matter of seconds while other units do the heavy lifting. Those armies will have a problem with protecting their Galatian champs with the key to victory rule, because they just actually won't have any battle line units to stand near. So it is a thing to consider, right? Yeah, absolutely. Okay. Cody says, listen, we can't have the problem with the game discussion without bringing on many act yet. You're not wrong, Cody. Don't worry. We'll do the mini act show of why AOS is bad in the future with him at some point. That'll be a very fun show. It'll just be him complaining about the priority roll for like 50 hours. It'll be great. I can't wait. It'll be like 2016 all over again. Okay, so desperate action. If you're taking the second turn in the current battle round, at the start of your hero phase, you can pick one friendly Galatian champion on the battlefield to carry out two heroic actions instead of one. All right. How good is this rule, Tyler? How good is this? Seems good. It's been middling in the relevance, my experience so far. Certainly when you compare it seismic shift, season one, and proven ground. I know we had a different opinion about proven ground, but I found proving ground to be quite meaningful. It's pretty meddling in my experience so far. Now I may just not be running armies that can leverage it, but yeah, it's my experience. What's your read on it? Yeah. I mean, what I would say is it's going to depend on which army book you're using, right? I look at this and I think, man, I'd like to run this with fire slayers. Sure. Right? Because, you know, be able to empower, rune, and find this tower. For those that actually have two really good heroic actions, I think that there may be some gas here. And in fact, I think that this is going to be a pretty good season for fire slayers. But yeah, so I don't know. I mean, what I'll say is I think your mileage will vary. Yeah, I think that it could. Because what I mean by that is, not only is an army specific, but I think sometimes it looks like it's going to matter, and it just may not matter as much. Because oftentimes your heroic actions are dictated by what's going on in the game. And there may not be good secondary heroic actions to trigger. That's what I think. So your mileage will probably vary. Yeah, I think this is going to be highly varied. So I think it is an interesting incentive to go second. I think if you're going to win on the double, you're not not taking the double because of this, right? Let's do like. Yeah, that's what I mean by middling. Yeah, it's right. You're not. Yes. Yes. What you just said. Right. That's it, right? Proving ground is a was a major incentive. You might be able to not win because of because of the nature of like what happened with proving ground or seismic shift, right? Like an objective that you need to score might suddenly be unscorable for you. And that might prevent you from the win. Right. This is a completely positive incentive. That is to say, you know, you win the prior role and you're thinking like, okay, do I go for the double turn or do I go second to get desperate action? I don't think there's a world where I'm making the choice to go second because of desperate action. This is like a, this is a rebate coupon, right? Like, cool. I'm glad I get it. It's a neat benefit, but like this is a cash back award at best. Yeah. Right. And what it will often mean is, and I CW, you just took the words right out of my mouth. What it will often mean is you do the thing you, you need to do and then you also heal. Sure. Yeah, we're fine. Yeah, absolutely. Yeah. Exactly. So, you know, that'll, I think that when you look at this, it is a fairly weak benefit when taken on the whole, averaged across the game. I think in the hands of certain armies that have quite potent heroic actions that we're competing against other things, especially those books that have, you know, army specific heroic actions. It's a, it's a nice penny and they'll make some hay out of it, right? But again, it's on your Galation champion. This is your small foot hero. This often wasn't the guy you were really desperate to use the, the heroic actions on most of the time anyways. Like, let's be honest, your heroic actions often get dedicated to your big important splashy monstrous heroes or, or whatever, right? So, but that's not always universally the case. You know, you talked about like Cabalus and being a fan is great, right? It's, it's, it's great for someone. Yeah. Maybe I'd have to look, this could be wrong. So maybe somebody can check me on this because I'm the book in front of me about slaves of darkness, right? So they had the pledge to dark gods, heroic action and drawn power, heroic action, right? Yep. Okay. So, I had been taking undivided on at least some of my now galley champs as mitigation of them potentially getting turned into a spawn and the 3d6 role, right? Sure. As now, if I'm understanding this, like I said, I don't have a friend of me, so I could be wrong. You could just take both of those heroic actions and the pledge that our gods gives you the protection because you're, I think you're rolling three dice instead of two dice and you pick the two that you want. As long as the same hero would qualify for both. Yeah, there's, there's no reason. Well, I'm the same here, right? Exactly. So that could be a way that now you don't necessarily have to take undivided for the protection against turning yourself into a chaos spawn on rolling the double ones on your miscast or sorry. I'm thinking, I'm thinking, I'm thinking of chaotic conduit, the spell to get the easy battle tactic. I'm all over the place on this to get the easy battle tactic for rolling. Let's cut to the heart of the matter here, Tyler, not to interrupt you, but the reality is you're still going to take undivided because you're not going to risk on the turns where you don't have two heroic actions. You're not going to risk spawn them even though you know, because you care. That's very fair. No, you're absolutely right. You're too risk averse for chaos. Okay, this is why you shouldn't play chaos. I mean, that, that checks out. You got chaos is about risking it for the biscuit. My friend. All right. So here we go. What else is here? So we got these extra heroic actions. Well, they gave us some new ones. Okay. So the two heroic actions can only be carried out by Galatian champions. These are specific to this season. And clearly this is an incentive to try to buff the melee foot assassin heroes that they know are as previously stated, basically the second worst unit type in the game. Right. Utility heroes already good, but who cares? They often also don't use or need heroic actions. They're like just literally there to exist. Right. And pass out their, their buffs and their sippy cups and their whatever else they happen to have. Okay. So foot assassins needed the buff. So what are we doing for that? All right. Well, we've got the two heroic actions are strike at the opening, which is pick one friendly Galatian champion within three inches of an enemy unit that hero can fight if it is not already fought in that phase. However, that hero cannot fight again in that phase and the strike less last effect applies to that hero until the end of turn. Okay. So I get to fight with this foot hero in the hero phase as long as I'm within three inches of an enemy, but then in the combat phase I'll strike last. Yeah. Fair enough. That's what's happening. Yep. Hero phase fighting is something I care about a lot less than hero phase shooting. It's generally fine because you have to be in combat when it swings back to your hero phase. So it's not, it's not always something you do. And we're talking about the worst least offensive characters in general here. Like these are, these are, they're the second worst unit type, but they are the lowest actual damage per point in the game. Like this is truly throwing good money after bad because this is the lowest damage per point in the game. I cannot state that emphatically enough. Every other unit type in the game has a higher average damage per point. Okay. All right. What is the worst unit type in the game? Prussian warfare? Monsters, non-hero monsters, especially melee non-hero monsters. So here we're talking about your caribduses, your war hydras, your Saigors and Gorgons and so on. Terrible. They have no purpose. Okay. It especially helps if you give them all a five plus save, which is what GW tends to do. That just makes them really bad. Okay. All right. So timing question. Not sure if this is best for the FAQ for missing something. Can you choose the action and save the hero phase fight till after you cast a spell? No. You cannot. You have to like hero phase, heroic actions are start of the hero phase. You can stack all of your start of the hero phase stuff, however you want. So for example, if you happened to be in the I can do two heroic actions thing, right, that we just talked about the desperate action thing, you could, and you're talking about some foot hero, he could declare his best day ever, or finest hour as it's really called, and then make a second one. This, that would be perfectly fine. You could declare your battle tactic to like I for an I and then kill the unit in the hero phase. That would be perfectly legitimate. So like all of these things are valid. But no, when you declare an effect, you had like you have to immediately then resolve that thing. Okay. Great. So that's number one simple. Who cares? My average low damage heroes fighting in the hero phase. Got it. Then we've got lead by example, pick one friendly Galatian champion that has a sworn bodyguard unit. We'll get to that later. That's coming in a moment. And that has just carried out the strike at the opening heroic action. If that sworn bodyguard unit is wholly within six inches of that Galatian champion, and within three inches of an enemy unit, that sworn bodyguard unit can fight if it is not already fought in that phase, blah, blah, blah, they can't fight again and strike last applies to them as well. Okay. So what does this mean? This means you have to be effectively in a place where you can use two heroic actions because you got to use the strike at the opening first, and then it lets you pull your bodyguard unit in with you to fight also. So the standard chain activation, but this one's in the hero phase. In a moment, we're going to talk about how you do this in the combat phase as well, because you can do both. Okay. The key being though, you have to use the strike at the opening first before you use this. You got to be in a place where you use two heroic actions cannot just pick lead by example and fight with the unit or something goofy like that in the hero phase. Nor can you do it if the hero already fights in the hero phase for like some other reason, right, which there are many reasons why you might fight in the hero phase. Yeah. Okay. What do we think of these heroic actions? Tyler, where you live in with these? So again, I think we're going to be highly situational. The armies will be able to take more advantage of them than others. The, but the impact will be pretty moderate. You can with certain armies build into it a little bit. So far in a dozen games, I've had one example of where this meaningfully came into play. It was chosen to chaos Lord, one of the best pairings that one can think of, right, was something like this, where the chosen were in a position of the board with the matchup and kind of where we were in the game. We were playing the position over power where the flank objectives were going to go away. And we were kind of coming up on that, right. So I didn't really have the option to just ignore these chosen that are generally in the middle of the board on my side, right. Though I went into them with a great and clean one, not kitted out optimally for combat. And he whiffed and I wasn't. And then after I whiffed, I'm, oh crap. I just realized what I'd done. My opponents, right. He's going to get, we were coming up on the, on his opportunity to use it. Yeah, yeah. He's going at the bottom of the round. He's about to take his turn. Yeah. Okay. And so I think it'll be situational, but it will matter sometimes. Tom? Yeah. Yeah. I just, I'm not, I'm really mixed on them, to be honest. Sure. I'm just not, I'm not certain that they're going to turn games like I think people have, you know, not a lot, but some of them that's fouls, right. I think they're, they're fine. Yeah, I'll go a step farther. I don't think they're good at all. I think they're, I think they're actually like bad. Yeah. Yeah. Because I think you'll be able to use them extremely rarely. You'll be burning outside of a few very special corner cases with people who can really juice heroic actions. You're like, like S2D, right? Being probably the one, the one army where this isn't a trap because you could also have like, because of the thing you mentioned, there could also be a demon prince over there somewhere, like also double heroic actioning or something or whatever, you know, like there's, there's just, there's lots of options there. Right. Um, I think most of the time this isn't going to be the heroic actions you want to do. The book heroic actions are mostly good and the things you want to be doing, like just the core ones. Okay. I think most of the time your unit won't actually be in position. Six inches is a relatively tight circle. It's not that you can't plan ahead for it, but you've got to like, you've got to really plan ahead for it. Okay. And, and then hope your unit survives and get to the right place and have the right situation occur and then decide to burn, you know, both your heroic actions on this one thing that maybe, maybe, maybe does something. Right. I mean, I just don't think they're good. I think they're actually just legit bad. That's it. I'm not saying they'll never do anything. That's not the bar for bad. Okay. Uh, that would be completely useless. I don't think they're completely useless. I want to be super clear. Right. I think they're bad. I think in 95% of games, this will never come up and it will never mean anything and you will just forget it and it won't be relevant. Yeah. Like I said, guys, doesn't games. I've had one instance where it's, it's coming to play and I could have avoided that. Well, a little bit, at least, you know, that was more of an oops, not realizing. Yeah. Forgetting about the rule, but yeah, I, there's, there's kind of a chain of thought that begins with the expectation that this season will have more bodies. I mean, I suspect we all, sure, all aligned around that notion. This is going to, we're going to have more bodies probably this season with bounty hunters alone, you know, going away and then kind of that tying into battle plans having us play on less of the board. Like the average objectives and space we were playing on the board was higher last season. It was one of the highest I think that we've ever had. Soak stillness, eight objectives, close to the chest, six objectives, etc. So you kind of add all that up. I think we're going to have more, I mean, Jeremy talked about this in his video, more brawling over primary objective scoring. If we have more brawling over primary objective scoring, and you have classic power pairings, 10, 15, hearthgar berserkers with pick your hero, 10 protectors with a castellant, maybe this will come into play a little bit more than is expected. I want to construct a situation where everything you said can be true and this is still bad. And that is sworn bodyguard just isn't a, isn't a battalion worth taking. Right. If it ends up being more valuable to be, like you've got to have that battalion to take this, to use this. Like there is a straight battalion gate on this that will increase your drops. Right. And so if Batredge ends up being valuable enough that people don't care, like if the counter shooting isn't enough that it matters, right, that people don't feel the need to like out draw, like, or whatever. And people just stay cloistered around battle regiment, 70, 75% of the, the attorney lists stay in Batredge. Then who cares? Like, whatever, this isn't even going to impact your games. Like nobody has this thing. Nobody even qualifies for it. Yeah. So there is, of course, I mean, maybe I'll hold off thoughts, but there's one battle tactic where sworn bodyguard is relevant potentially. Maybe I'll save some thoughts until we get into battle tactics. Sure. Sure. Sure. I generally agree with the theme of what you're saying. Yeah. Yeah. Again, I'd love to be proven wrong here. I'd love to know that they're writing rules that are actually like useful and will show up in the game, but I just, I just don't think this crosses that bar. I think there's way too many places it can trip. Okay. Let's keep going. So who are winning GCs? Let's talk about these Galation, these Galation champions, these alleged Galation champions. Who are these winners? Okay. So my pick, like the utility guys are just utility guys. Fine. It's neat. Like they're, I want to say they're not pictured in this list because I don't care. Like a utility guy that's just there to provide buffs, never needs to use the heroic actions. Doesn't care about using the bonus one and now suddenly just can't be targeted. Yeah. Right. Outside of the sniper battalion, which we'll talk about in a moment, or spells or other types of things, which we'll also talk about in a moment. Right. But to me, if you're actually going to play this rule and like have some desire to use this heroic action combo, right? If you're trying to play into the season, then who's, who, who, who, who can actually make money off of this, as it were. Right. So I've got a selection here of five heroes I think are okay at this. Four that I think are pretty obvious. And then one that is my wild card pick. Okay. But you have to not only does the melee you, sorry to interrupt, buddy, are you constraining? What's your criteria melee foot heroes who can do damage, but also have the potential to pull a powerful unit into combat that can fit easily within six inches, reasonably as the way they would want to operate as a power. Okay. So we're, we're mainly talking about the heroic actions here in terms of assessing the relevance of galley champs, not just the heroic actions, but also then for the coming battalion. Right. Cause it's going to be the same situation there when I want to do it in the combat phase. Right. So who can make the best use of this stuff? Right. That's what I'm asking. Like they've provided us a set of tools chain fighting here specifically the tool, right? And either the hero face of the combat phase, as we'll see in a second. Right. And so who are those melee foot assassins that we think could actually like do some work? Hmm. And my answer is these guys, like you're over tyrant, you're doom bull, the doom bull, especially who classically just got shot to crap and would just die before you got anywhere near combat. This protects him as long as he's near his Minotaur buddies. Minotaur's aren't, you know, are pretty cool. Boog or whatever they're called. And so pretty reasonable damage clapped back on that. Let's hope it's even better in the new book. We should know that soon. They had the little preview article saying, Hey, be stuff is coming soon. Stay tuned. So I'm just kind of this is like a future stonk. So I'm just guessing this guy is going to be super good in the new book. Cass Lord, you already mentioned him, right? The ability to pull things like chosen in, like he's got an incredible unit on the backside. The tyrant, by the way, can easily pull in something like iron guts or somebody like that who, you know, doesn't have a huge footprint and yet will just wreck. Right. So you get a bodyguard at all. The like I still haven't looked at his book. Okay. He does. Yeah. That's another thought. Like if they can also melee bodyguard, then that also becomes even more interesting, right? As the Cass Lord and tyrant can the, the, the megaboss on foot because he can get broken out of the strike last effect. Sure. Yeah. Right. Like he can have some other unit of pigs or something like that in the army. During the combat phase, break him out of, hijacky, break him out of fight last through smash and a bash. Right. So seems pretty great. And obviously he could be pulling in, you know, like a bunch of brutes or something. You know, it's perfectly fine. Perfectly fine slap. Now appropriately priced brutes. Yeah, sure. Exciting. Absolutely. Absolutely. And then so the night Zephyros, I couldn't find a picture with just the helm one. I know that's like whether mask off, it's the special character, obviously special unique characters, not qualify. I know that I'm just talking about the generic night Zephyros, which is interesting to me because she can teleport. So it was just interesting to me that she could like partner up with a storm cast unit, get them fighting. Right. She makes a bunch of attacks so like she could have some kind of reasonable buff in some way. And then and then just like zap away. Just go leave and be somewhere else, teleport away in the movement phase afterwards. So she could like get her fighting done and then not have to worry about the only reason she does something is because she lands a nine-inch charge. Just thought it was fun. So those are my picks. What about you guys? You got any other picks? Anything coming to mind? Yeah. I mean, I think that there are some traditional like, yes, I think you've I think that Naive is going to be the best storm cast. Yeah. Generic. Generic Naive. Yes. Yeah. Yeah. Of course. Yes. The night Zephyros. But you know, there have to be some other storm cast heroes in there that I don't think that people are thinking about. No, sure. I went through a bunch of them. Like you already mentioned the Lord Castellant. That's a perfectly fine pick. Yeah. Sure. There's one particular Tom. I'll just go and mention it if you want to go ahead. Yeah. So I think the most popular pick that we'll see in storm cast list this year will be Night Azeros. That's for a couple of reasons. So the Azeros has been amazing at various times in this game. I know Vensu and I are huge fans. Huge fans. So Azeros has a melee buff, pick an enemy unit, start a combat phase with our end of charge phase, pick an enemy unit, end of charge phase. The nine inches plus one hit, any attacks, melee attacks against a four storm cast. I think it's the worst storm cast. Okay. Which move? Five wounds. Three of save. Very mobile. A great aspect of the champion piece. You know, like stubborn as Rhinox, kind of stem models. I've been using that a lot. But there's an artifice. I've been going through the storm cast book of such storm cast the last couple of weeks here, been looking at artifacts, such a right. What might be some hot picks? Silver drought artifact. Silver drought allows you to hide out of sequence. So I go, you go into Teen Hearthgar berserkers that would normally be fighting you first. You pop silver drought from your Azeros is in the battalion Galatian command as a swarm bodyguard, you know, really meaty swarm bodyguard unit, right? Now you're fighting first with your Azeros and your swarm bodyguard because of that artifact. And he's got the mobility to deliver it. So anyway, I think that could be a popular pick. 100% with you. Zeroes is straight money. Yeah. I think some of that is like, sure. And I think that like, I don't think that you're wrong. But I think that we may actually see some unlikely combos pop back in. And what I mean by that is I think that some of the mounted storm cast heroes are all like eight wounds. They can't be mounted to be GCs. Oh, yeah. Yeah. Yeah. Sorry. Yes, exactly. No, no, it's fine. It's okay. Yeah. That's just it. Like, I get it. It's a lot of things. And that's the problem because you're right. A lot of them would be really cool, but nope. Nope. I think the Azeros, like I love the Azeros pick. I'm totally with you because the Azeros pick is hot because it is one of these rare foot heroes that zips around at like a 12 inch move. Yeah. Yeah. But he has to have, he has to have people to pull in with him that can move like that. And you don't have a lot of that in storm cast. Yeah. We're talking about time. Just roll nine, Tom. Or just roll sevens, like, you know, because you drop them and pop them. And then you get in a fight and then you whatever, whatever. Stick it out. Yeah. I mean, I think the combo is more relevant. I was talking about it more as an aggro play, right? The example is more as a, as a phalanx play, right? Sure. Or you've got your, yeah, your brick of protectors or whatever, right, that are protecting your shooting, kind of may have to come into you. Yeah. It's more of that. Few objectives on the board. And she can, she can go, the Azeros could go over. She can take a point with it. We'll talk about what you're referencing the Countess 10 thing in a moment. She can hold that, but then pull back, jump back on with them, right? And then go or something like that. Sure. Sure. And obviously I think that stuff like Grimwraith berserkers, for example, I think are going to be hot in this space. So. Yeah. I really went back and forth on whether or not to include Grimwraith berserkers. I saw a lot of people say, like, what about, like, people of all their picks here, their, their, their units and all the average melee heroes with average units are not anything to write home about. And they're not worth building into. It's just, it's just more good money after bed. Like the, the executioner ghost with some night haunt pull behind him. Nope. Trap. You know, a rune father on foot with some hearthguard berserkers. First of all, he does, they don't need that. They already have what they need to, to wreck most people. Like again, it's just, it's just, it's a hat on a hat with them. Right. But I mean, that's, yeah, maybe. Yeah. Like they weren't, they weren't dying to shooting anyways. They were already, but Grimwraith were. Sure. No, that's why I said nobody are there. Yeah. 100% agree. There, there's a difference, right? That's why I'm saying, like the, the Grimwraith is when I went back and forth on a lot because him, I actually found interesting, like him pulling in a unit, he actually is rather interesting and killy. Keep in mind his whole fight twice thing is only in the combat phase. So he doesn't get the extra one in the, in the hero phase. Like he, I mean, hey, it's an extra, extra fight, I suppose. Well, I mean, he could, but you could, he could get prayer and he fights in the hero phase from the prayer. Sure. Yes. Yes. Absolutely. What, what ended up me keeping him off of this list was when he is really interesting is when he's in the combat phase swinging and then fights at the end, like when he fights twice because he dies or something. Yeah. Well, yeah. Or he spikes, like he, he pops his magmalt and all of his stuff and doubles his attacks. Exactly. Like that's what actually makes him killy when, when he's just like, and he pops off on his rune and, but I mean, I mean, he's base, neg two, rend two damage. Sure. He's fine. He's passable normally. Right. I mean, look, none of these models, even the ones here do any real damage. Right. Okay. Right. Right. So like, all these guys are average at best. Those guys are all below average. Like a Grim Wrath just straight without any buffs is just like, it's fine. It's okay. He probably averages 2.3 damage or something at a turn. No, I mean, no, no, I disagree with that because he's, because he always piles in twice. I'm, I'm talking about one fight. I'm talking about one fight. Cause remember in the hero phase, he gets one fight. Sure. Sure. That's what I'm talking about. That's fine. I'm talking about delivering him. Yeah, you're good. And, and he's going to get into combat more reliably now than he ever did before. And I think that's the key. Again, I went back and forth. I ended up leaving him off, but I, I, I'd say, sure. Like yeah. Okay. Yeah. Cool. Like I could see him being either on this list or a near miss to this list. Right. So I'm, I've got a couple of for you. I'm curious to get your opinion on here. Hold on. Lord of plagues, Lord of blight. Nope. Nope. Straight out. Those guys do nothing. They do no damage. Like they're not like, again, as far as getting them fighting, you're gaining nothing. And if you have five blight kings or something, you pull in, that's not bad. It's hero phase disease. 10 blight kings. You're actually going to be really hard pressed to keep them in a tiny six inch bubble because of 10 40 mil basis. It's not impossible. They do fit. Okay. It's just like they're not going to all fight very easily. In that six inch bubble, like that's another thing. How much of what the unit has, can you deliver when you're holding them in a tiny six inch bubble around this one hero? So if you got a bunch of 40 mil dudes with one inch reaches, because they can't be in the fight and a half inch of a half inch battalion if they're in this battalion. Okay. Then you're just not delivering a lot of power. Vince, I think you're focusing on the hero phase piling utility where you're, you're talking about winning GCs. And for me, I think the like not targetable is way more important. Yeah, but that's just it. I don't, to me, that's just baseline. I don't need a battalion. I don't need anything. They just exist and they're that sure, sure. But we're talking about what, what units in my opinion benefit the most. And that's, that's where like, I think you're being, you're hyper fixated on the, like the combination with it, with the battalion and the hero phase fight. And what I'm saying is, is that I, I actually think that some units, it's way more important for them to just get in the mix. And I mean, before they weren't even getting that opportunity. Sure. And that's fine. I'd like, yeah, absolutely. Like then in that case, sure, then the list is whatever, because who cares? It's just, isn't it neat that foot heroes can't get targeted anymore? Yeah, absolutely. Like that's great. Things like grim raths and other heroes that might have gotten shot will just not. It's great. Right. And current, I know you're trying to rep this hard, but you're not fighting with all them blikings, not that tiny bubble. It's just not happening. Yeah. Yeah. Like that's the issue. You know, like, so that's, that's where I come to. So the Nurgle point and writing a fair number of Nurgle list, a value of one or two drop is still too strong in my view to bother with Glacian command. Right. Which is the other concern. Yeah. I think quite of like on drop count, I actually think the average drop count will go down this season. Sure. I think a lot of the melee oriented armies are going to be even more oriented around lowest possible drops. And then there will be some shooting armies or armies with shooting elements will choose sharpshooters. Yeah. The number of armies that will choose to increase their drops by two with Glacian command that it that will just be incidental like stormcast nine drops. And it's incidental that I have Glacian command because why not? I don't really care about being really low drop with stormcast. Sure. Sure. Yeah. Okay. I understand you now current. And yeah, that's fine. Sure. Absolutely. But when they have the half inch within a half inch, they get a lot better, like a lot better. So sure, it's pretty good. It's all fine. Like there are many units that will just shrug that off and be like, I don't care about all your attacks. Like, you know, you take those guys into an equal unit of protectors, and those protectors are going to just laugh that off. Like they'll give them the laugh. You'll be lucky if you kill a protector. Now the disease will do a great number on the protectors. That's actually the winning combo against them. But like, you can, you know, you got 70 attacks that are basically like a rend one. So they're still on two ups. And it's just like, okay, cool. Like neat. You know, that's, uh, stop. Don't, don't hurt me. Quit it. Stop. And then the protectors just smash, right? Like, so, you know, whatever. I know we can't spend an hour on this, but while it's in my mind, I do need to give a shout out to Worsong Revenant, which is kind of more reflective of Tom, your broader lens on this at the moment. Yeah. I think the Worsong Revenant is obviously it was highly valuable in Sylvanethalus. It will now have a broader palette of play where you can function more in the mid board, whereas purposely it was largely right that, uh, long range, uh, the, whatever that ability to sling spells through the trees that it was using for long range bombardment. And now you can have it midfield with stubborn as a Rhinox, for example, maybe in surrounded by some dryads to get crazy. That's all because what effectively Tom, you did is you jumped to my point for me. Okay. Great. Which is fine. Sure. What I wanted to build here with this is if you try to use, like, I tried to build an argument for using the whole Buffalo, right? Like, let's imagine I'm wanting to play with all of the rules. Okay. Like they wrote all these rules. So that's like, shouldn't I want to use them? Right? Like that, that should be the thing. Yeah. Like they told me, here's this battalion you can take. Here's this thing you can do in the combat phase where you can chain fight. Here's these heroic actions to chain fight in the hero phase, right? So shouldn't I want to make the most use out of all of that? That's, that's my first line of thinking here, right? And my point is to actually go from to use all the parts, the Buffalo. Yeah. Okay. Very few armies can do it. And most of the time when you try, it's throwing good money after bad. And even when it's good, it's like average at best. Yeah. And it's probably diminishing your overall drop count. Your point is actually exactly correct, Tom. Okay. And that's where I was snaking us around to the best GCs are actually just the same utility heroes that never use any of this crap you always had and just, you don't, you want them immune to shooting and don't want them in combat. So like, so for example, the stone mage in luminous, he was already following around a battle line unit. Now he's following around a battle line unit and he's immune to shooting. Right. It's just a straight buff for all of them. Why would I throw good money after bad? We've just, I, this is, and this is where I talked about that differential, right? These are the best heroes, utility support guys. These are the second worst units foot melee assassins. Why would I try to invest all this effort into making this terrible role move up to average when I'm already basically for free, taking like one of the best units in the game and making them better? So I have an answer to that, which is because you may need to be concerned about achieving the glacial champ that the full palette, you may need to be considering the full palette of glacial champ battle tactics in your list building. Now I don't think that's going to be the case. I don't think that's the case at all. But okay. Well, that's, that's the problem. Yeah. That's part of the problem here. I don't. And for most of the battle plans, it just matters that they exist. Yeah. Yeah. I'm kind of curious how some of this, do we have any clarity on how some of the acts with like Garrison rules and stuff like that? What do you mean? Like if they're together in a Garrison? Yeah, they're together to get Garrison because like, I look at this and I think, yeah, KO is going to be hurting in some ways, but are just all KO foot heroes immune to shooting now? Probably. Because if they're in a boat, if they're in a boat with other infantry units, or can they just not be targeted now? I haven't heard anything, Tom. Yeah, I'm not sure. Sounds like a great FAQ question, but I feel like the answer is probably. Probably, which I don't know that that matters for KO, right? Like in some sense, but, you know, like they were already heavily disincentivized to shoot with minus one to hit, plus one to save, yada, yada, yada. But it's just fascinating that like, I think that there's some downstream repercussions that I just, I don't think that people have fully. Hey, everybody, all the little skankerdos pile in that temple, baby. So, yeah, I mean, this is, this is where I'm going, right? Yeah. The best heroes for Galation champions are the same exact heroes that were already the good heroes you're taking. There is no effect or change in this season where suddenly your melee foot heroes you wanted to play are suddenly going to become real good. That's not what's happening. I want to disabuse everybody of that notion. That's why I went through this whole journey, right? Because in your best case scenario, the heroic actions are bad and hard to use. Okay. The combat phase chain activations, a lot of armies can already do anyways. Okay. And the real power is in just be immune to shooting. That's it. Yeah. So I would disagree. Again, if we're not, we're not using faction battle tactics, but we will. Before I generally, I'm aligned with you. Going back to the initial view that I expressed, PCs will be moderately relevant because of the battle plans. Sure. Oh, I think GCs will be relevant as a, as a, as a cast. Yes. I think they will be relevant. Absolutely. I just think this, all this extra subs, like they put, they laid down a foundation, Galation champions, right? And then they built this whole house on top of it and it's a house of cards. Okay. Yeah. Yeah. More aligned with that than not. There are exceptions. And yeah, if you had certain conditions, those exceptions become stronger. Yes, generally aligned. Yep. That's, that's, that's where I'm going with all this, right? So, okay. All right. So with that, let's lay some more groundwork. Magic and command abilities. We got a new realm spell for Wizards and new command abilities. These are actually kind of interesting. They're like, okay, it's certainly better than the command ability of last season. So that's nice. Yeah. Grinding teeth of Galay, CV six range 12, if successful, pick one objective within range, roll a dice for each unit within six inches of that objective on a four plus that unit suffers D six mortal wounds. Okay. Now we're talking with some real damage. I love C and D six mortal wounds on a spell. So to ask the question that's been going around, how do you determine the disability on a two dimensional objective? Yeah. If a model standing on it, can you not see it anymore? Yeah, exactly. Sure. Right. Exactly. Yeah. Good FAQ question. I would assume the answer will be come on, you know, Yeah. Come on. Stop. But sure, like cool spell. So that's fine. It'll be a lot of fun on battle lines drawn. One of our battle plans. Oh, sure. Yeah, yeah. No joke. Who boy, quarter of the battlefields. Yeah, who boy. Now, one, one important note that is each unit within six of that objective. Yeah. Yeah, it hits your own guys. You hit your own people as well. So important to note there. Okay. It's like this. Do you like, what do you think? Yeah, it's cool. Still too short to actually be really useful. If it was 18 inches, it would be like you people would cast it a lot. But at 12 inches, it's like, it's okay. Is this a secret buff to slun ash? That's what I want to know. Just wound a bunch of your own people, just pick your own objective and just be like, wow, and just cause a bunch of depravity on your own army. I thought about that. That's interesting. Maybe. Sure. Sure. Look, you can't kill me. I'll kill me. Like, it's like, I don't like, when I saw that the first thing I thought was, so what do I gain by wounding my own people? And like, that's one of the first places I jumped to it. It's interesting because of the way that they've worded this, there may actually be some real weird corner case stuff that they did not. Yeah, there's obvious connotations. Like 12 inches is relatively short. Anytime you have a relatively short spell range, then immediately you start talking about spell portal and stuff like that. And or the mobile wizards that your wizard hero monsters who like are tough enough to be actually casting spells in combat and can like be fighting over here and then just point at that other objective and be like, wow, you know, and right, something like that. I'd have a hard time thinking of an army, and you probably agree with this, but it's an army that's taking spell portal because of this spell, right? They're taking spell portal because of another spell. No, I hear that. I hear that. But like, let me push back on that and say a lot of scenarios, like oftentimes one of the things that happen is that people bunker around objectives. Sure. So you could, if you have an alpha caster, right, you can, you can drop the D6 mortal wounds on their army. Fair. Yeah. Yeah. I mean, I mean, if we know the value of, you know, the value of rune of petrification, which is kind of like this. Right. But what about this and all of those other things? Yeah, I mean, like that, like the key is going to be, this is going to be a tool in a select tool box of alpha, like alpha casting. Sure. I agree with like Nick Garcia, war song bomb just got stronger. Right. All that kind of stuff. I mean, it is still on a four plus, which means 50 50, but D6 mortal wounds is also a lot. But then there will be times you cast a spell and it's like, no, no, no. Yes. One mortal wound. No. Yes. Two mortal wounds. Spell done. Right. Four plus six mortals. Yeah. That being said, sure. I'm sure that there will be a slight bump in the percentage usage of spell portal, at least at the beginning for people to try this out. Right. Like my guess is you would see like a x percentage buff in spell portal usage and certainly some Sylvaneth casters and people like that will take this and things like that. Okay. Seraphon and that kind of grew up. Command ability, no retreat, no surrender. Yeah. Great action movie there. Start of the combat phase. The units that receives cannot be a hero or monster or have charged and is within three inches of an enemy unit. Okay. So this is a start of the combat phase command ability. So it's competing with the two best command abilities in the game. And it's also getting shut off by roar. So just important things I want to note here about the consequence of that. So the unit that receives it can't be a hero, can't be a monster or have charged and has to be within range of an enemy unit. So they have to have already gotten there somehow last turn. Right. Yep. Okay. That unit cannot make a piling move but adds plus one attack to melee weapons not mounts until end of the phase. Okay. Cool. Plus one attack is pretty good buff. Like for a very particular type of unit, again, you're a four mentioned chosen or the blight kings or the things like that. If you feel that that's more relevant than plus one to hit, depending on exactly what you're doing there. If you've got any kind of foot unit that happens to have multiple melee profiles. Cool. That's that's going to be a big winner for you there. But you know, again, you have to have survived into this point in time somehow and and go from there. So I could pair potentially with the Galician veterans battalion allowing you to find two ranks. Yeah, get more leverage out of this. I mean, because otherwise there's not that many units that would be fitting for this that have a three inch reach. I mean, obviously, we've mentioned protectors a lot. Protectors could leverage this. I mean, star souls needed need to be in position to with one inch and star souls. But yeah, I suspect this will be another one that you may not see as much as meets the eye just reading it like reading it. It feels pretty good to me. I don't think we're going to see this a whole lot. Yeah, I don't know. This one feels a little better to me. I like certainly, I mean, this is miles better than the command ability from last season. Let's just talk about that. Oh, yeah. Okay. Yeah. Good night. You know, I think it's like a pretty good buff that if you have the command points, like if you're an army that generally has the command points to run three command abilities in the combat phase and you tend to fight with three units. Sure. Yeah. Right. Like, I'll attack these guys. I'll defense these guys. I no retreat, no surrender. These guys who are already in combat, right? Or whatever who got charged. Um, like it's, it's, it's interesting because it's sort of the most valuable off turn in most cases. Like in the enemy turn is when it has the most value, like they charge you. And I agree with Gareth. It says it sort of can influence their, their, their fight order, right? Or their, their fight priority as it were. Yeah. So I think, I think this one's probably a six out of 10 for me. Okay. Right. Uh, like, I think it is good. I don't think it's great. I think it will get used as long as you have the units that can make great use of it. And I think there is a strong potential that we will see those units on the battlefield, uh, in this season. Right. I've got one unit in mind that could highly leverage this, but which is what are they called the sword masters for Lumineath. Sure. Have one attack that does a mortal wound on a two up. It's, uh, if I'm not mistaken, Tom, it's a melee profile. You take that two attacks within the galley vets and that could be up to 22 up mortal wounds from a unit of 10. Yeah. I mean, for me, I think of like, uh, I'm always excited when I hear plus one attack on something like storm vermin who already have some plus one attack and who actually without bounty hunters being around might, might see some play. They're one of the most damaging units in the game. Uh, and, you know, if, and, and the whole unit basically fights all the time because they all always have ridiculous reach, right? Um, you're there, three inch reach on a 25 mil base. So as a unit. So suddenly going to four or five attacks out of those guys is pretty good. Yeah. So I mean, does it seem fair that this really comes into play with galley vets battalion to properly, if I, since this is take advantage of this, uh, you're saying like to actually get the full use out of it so you can actually fight with everybody? Yeah. Like, uh, hearthgar berserkers are on my head. Tom, are they a two inch reach on the pull axis? You know, uh, that's a great question. I think they are. I'll look it up. But I'm trying to think of some more units that could actually leverage this and to what degree do those needed units really need to be in galley vets battalion. Uh, yeah. So maybe, yeah, they, uh, so they would be able to swing over the top. Yeah. If the opponent is pretty close. Yeah. Yeah. I mean, that's just it. That's why I'm thinking about units that don't have to worry about that, right? Like you mentioned protectors, they've got the reach as long again, as long as the, as you said, those star souls are in the right place and so on and so forth, just to move your unit correctly, things like storm vermin, that kind of stuff. But sure, I mean, that if that's where I think you make the most hay of this, because then I can still be one drop in it all day and, and maxing and relaxing on this, on this command ability, right? I didn't have to influence anything to do it. No cost all Benny, right? So yeah, the blade lords, Venari blade lords, yeah, too much reach on their great blades, perfect strike. So yeah, potentially a unit of 10 that could be 20 dies, two up mortal wins. Stabby stab. Pretty, that's pretty, pretty damn good. Sure. Sure. Yeah, you're a good to good point, Warpstone. The other, the, the other buff, the other plus one attack is also a combat phase, command ability, so they couldn't get both. That's absolutely correct. And I forgot that was the case. Too many combat phase things. Yeah. All right. Thank you, Warpstone. You're absolutely right. So wooden stack, boo. So there we go. And yeah, the Warbringer buff is superior. Okay, let's talk about these core battalions. We've got three new core battalions, Galatian command, sharpshooters and veterans. All right. I'm just going to ask the question right out of the gate. Here we go. Okay. Here's the starting question. How much do these, how much do these draw you away from the one drop? We've talked about the one drop, the challenges with it many times. It's such a powerful incentive because it determines you. It lets you set the tempo of the game. It's quite attractive for many armies, not every, not every, you know, Knight Haunt doesn't care, Skaven don't care. There are plenty of armies that can be like, yeah, I'm 52,000 drops. Who cares? Right? Those exist. But for a lot of armies. Oh, I agree, Chase. I was just getting confused. I'm not saying too many combat phase things. A bad thing. I'm just saying it easily. It just forgot. The, how much do these draw you away from the one drop on average? It's going to start. I think I think about my guess is we're going to end up seeing about a half and half split. Okay. Where I think that some armies are just going to tend towards diving into these things. And I think that some armies are definitely not. I think some armies are just going to go for the one drop. Not unlike what we've seen before. I think in general, what you're going to see is you're going to see a much more stark difference where I think spread is going to go from one drop to six drops rather than one to four. We have a middling range before of one to three as our low end. I think it's going to be a pretty hard one. And the spread will jump out because they will dip into one or two of these battalions for all of them bright and be 12. Okay, Tyler. So yeah, I like the point about the one drop end of things. Yeah, becoming even more pronounced. So I was just thinking about shooting armies, right? Aiden at Skaven, Seraphon, Stormcast, Sylvanath, Keio, Zinch, Luminath, Doc, cities, ogres, cruel boys. Okay. So Seraphon, if it'd been high drop, you could leverage this and still be high drop. I think Stormcast will leverage maybe key in on sharpshooters. Stormcast, I think a number of lists will long strikes, etc. And to sharpshooters, the benefits to significant, I think, to how Stormcast plays. Keio would have to seemingly change some of their list structure from what I've seen. Tom, you'd be better to speak to this, maybe Skywarden's engine rigors coming back, especially in sharpshooters. But Keio was pretty low drop, weren't they? Yeah, in general, Keio has been fairly low drop. They don't really benefit a lot from this because sharpshooters, your infantry, aren't your shooters. You're both shooters, right? So I don't know that they have, I don't know that, I don't like, you could probably do, you could maybe do thunders. You could do thunders in sharpshooters and maybe get some more out of a unit like that. I've ran heavy, heavy rigors and wardens before, but the problem is, is that they're a trap as a unit, just in general, because they're still, like their raw numbers haven't changed. And that's the problem, is that they're still a three-man unit, they reinforce to six. Okay. You know, like that's not a worthwhile buffing, like you're not going to buff that unit. That's a non-starter. Okay. So Skaven, as far as I remember, pretty high drop. I mean, a lot of their pieces. Sure, of course, I'll throw some stuff in sharpshooters, like why not? Sure, why not? Although a lot of their best stuff doesn't fit. Storm fiends, warp lightning cannons, Gisels. So it's kind of interesting, but they do other things that I could throw in there. Incorrect choice. It is ninja rats all the way down, homie. Mortal wounds, zip zap, die hero, that is all that is going in that, in that battalion. It is three units of ninja rats who air drop in and then go zip and kill your Galation champions and then be like, well, we did it boys. Mission accomplished. We have assassinated the enemy and depending on if we're using that very bad battle plan, we win now. Got the name Jacob Brendon in my head, who ran Skaven with a bunch of ninja rats that did really well, recently, really good player. Lumeneth, I think will continue to certainly techless builds. We're probably still no one drop. I don't know that they're going to take sharpshooters, just given the significance of one drop to them, getting their buffs up, dictating the early pace. We've got Eideneath, that's another one that, maybe they'll put Reaver's. Daughters of Cain, I'm really interested in Daughters of Cain. They have been very low drop, right? One or two drops with Daughters of Cain competitive list. 15 both snakes, are they going to go up to four drop? That's meaningful. An army of hammers and screens, which then, I mean, they always want to give away that turn one. If you are four drop, you're potentially going to have to be very good at screening and keep those both snakes alive. Yeah, anyhow, it's kind of interesting going through it. Here's my thoughts for whatever it's worth. I think the only one of these things that would ever make me pause for a moment over going Batredge would be Galatian sharpshooters. Like, if that's the choice, if it's literally A against B, okay. I don't think Galatian Command and Galatian Veterans are actually worth much. All right. Like, I just don't. In general, across the board. I think the real answer is if you, like, some people will take all of these specifically sharpshooters and veterans. If you're already in an army where you happen to be building like that and just have extra slots, right? Like, if you're already naturally not using Batredge because you're using Warlord or something like that, right? Then sure, like just put your shooting units in Galatian sharpshooters. Why wouldn't you? Right? Like, Warlord is super easy to fulfill and you got what you needed out of it. You got your bonus, your bonus artifact or whatever you were aiming at, right? Your bonus enhancement. Okay. But so in other words, and if you have, there's a lot of armies who even sharpshooters, like they're not going to give it a second look because they just don't have any shooters worth putting in here. Yeah, absolutely. I would say at least half the armies in the game don't have any shooters worth putting in that battalion. Okay. Yeah, so I've got 12 shooting oriented armies here and Zinch is on a technicality because it's ranged magic. It's not, you know, quote unquote shooting. Sure. So yeah. Now, Gareth has pointed out that what I'm saying sounds strange because I've spent the last six months talking about how much I love Bonds of Battle. And yet here I am trashing Galatian veterans as being basically not worth it. Okay. For again, on average, across all armies, like there are certain armies where it becomes extremely worth it because then you're all of the infantry you'd want to be fighting with is this type of infantry. Okay. And so you're just like we're already screwed. Right. So this is the only way you unscrew yourself. That's why I hate it. Okay. I don't like the implementation of this as a battalion as opposed to just a rule they can get. So what we're saying here is some armies who just by complete happenstance, right? Because it's not like there's any thought put into this. Right. Yeah. Some armies just happen to have dudes on 40 inch or 40 inch very big on 40 mil bases with one inch reaches. Right. And that's like the main guys they want to be fighting and they would like to take them in units of six or something. Right. And so if they want those units to actually be worth the points as written, they just have to take this thing as opposed to any other thing that they could do. Like sorry, you just don't get to be one drop if you want your quality of life in your army not to be terrible. That's pretty I don't like that. I don't like this as a battalion. That's the simple answer that should just be the rule. Yeah. Yeah. For me, for me, it turned me off on the idea of 10 blikings, which otherwise is an attractive concept because it necessitates going to post or at minimum the three drop does not ideal. Agreed. With Nurgle. So. Yeah. And so I mean, you know, that's that's my main challenge with it. Now I do still think it'll get taken. I do still think there are some armies where to be valuable. I'm not saying it's not valuable. I just hate that they have this weird extra cost hidden in there. That's what I don't like. So please hear the nuance in my voice on this. Okay. And so like in most armies, you're not looking at Galatian veterans and being like, Oh, that seems like I'm getting a super cool ability. You're not. You're getting fight like all other normal units in the game. Yeah. Yeah. You're getting brought back to normal because of the bad coherency rules. That's it. That's not an attractive thing. Right? Sure. Sure. So you know, I mean, honestly, Hades, I'd rather just everybody be one drop and then we roll off. Then we're actually just rolling for first turn. I don't like that some armies just get to have to pay this tax. You know, it's not, I don't find that argument compelling. Now sharp shooters. Sure. If you've got straight shooters, take it, right? Like if you've got straight shooters and you can afford the drops, like if you have the chaff to protect, that you can protect against the alpha, right? Then sure, especially depending on what battle plans get used, which is my final point on this slide, depending on, we're going to talk about battle plans here in a few minutes and depending on the battle plans to get used, the value of this could skyrocket. And by the way, if you've got good shooters, hey, congratulations on your wins in those battle plans. Like I'm excited about your, I'm excited about your extra victories. Again, it's not automatic. Nothing ever is blah, blah, blah, blah, blah, but congratulations on being 70, 30 favorite in the match. Okay. And honestly, Galation command, I find the least compelling thing on here. I don't care. Yeah. Hence the heroic actions are also worthless. So now we've come all the way back around. And that's the whole thing. Like if this is bad, which I think it is, because all the good units who I'd want to have this already just do this now in their book. Right. Yeah. Yeah. And also probably bodyguard and get a ward. Right. And so I just, I just like, why, why, what, what is this? This is just too extra. This is nothing. This is a nothing burger. Tom Knight Haunt, you're putting play guys and Galation veterans, right? You're not worrying about extremely low drop. Probably. I think that they're probably, I mean, you would, you'd be able to fit enough in there. That's fine. I don't know what melee hero that you, what GC that you would want to mix them up with. I don't know that. Not, not Galation command, but the, the bonds of battle fighting in two ranks, Galation veterans. I understand that. That's what I'm saying. Like what I'm saying is, is yes, because I don't know what would go into Galation command. Like what hero would go with them. That's the problem is that like, there's not really a hero. And why would you do that? Like when realistically, if you want a fight with hero, the right answer is to grab the mounted, the mounted Knight of Shrouds, who's going to pull them into combat anyways. Or the unique characters who slap or whatever, who are just like going and do a bunch of damage on their own and just like call it a day because you just roll enough charges to make them fight last anyways. And it's like, yeah, we all get to go first anyways, guys. Right. Like so, like I think that, I think that Knight Hawn are probably in a unique spot, unlike a lot of other armies, as they have been, right? Like they weren't playing the bonus damage game because of the way that they're, because of the way that Moth's face was reducing damage. And so like they've been playing kind of their own game this entire time. And I think that's going to continue in, into this next, next GHP. I'll just start off and think of some other examples. So a storm vermin, are they 32 mils, Vince? Are they one inch reach? 25. And there are going to be three inch reach all the time. And as an aside, as much as you were talking about getting Blaine Dyson, I'm much more likely to put just a metric crap ton of chain raps in a Galatian veterans battalion. So like because, oh good, good. I said reaching that fighting within, you know, like those ranks way more, or right, or, you know, like that. The first thing that had me excited about this when I read Galatian command doesn't actually even work. Because when I first read this, I was super excited about Skaven. Like I love Skaven in this current edition. It's sure it's a 2.75 book. It's not a 3.0 book, but it's still fun. And I really enjoyed playing the army. Like I've had a great amount of fun with it over the past couple months. And I thought to myself, neat, I'll take, you know, some foot hero, we have lots of easy Galatian champions in Skaven, no problem. Right? Sure. Sure. And we have Scurry Away, where when we activate instead of fighting, we can retreat and just leave. Just piss off. Yeah. Right. The problem with that is you're normally burning an activation for not fighting. Right. And I thought, haha. Right. I can get around that. Right. I'll activate my little Galatian champion, he'll run away, and then the unit will get to fight. And then I actually read the words. And I realized that didn't work. Because if you read the card, it explains the card. And so, you know, in the combat phase, when you fight, stop right there. I didn't. Sure. Because instead of fighting, I ran away. I made a normal move away. Right. So I can't even trigger the thing on the way that would be actually fun and interesting to do. So again, I just, I don't see the use for this in most cases is the, is the argument. To me, Sharpshooter is the one that like you'll probably see the most. And even then only like eight or nine armies are actually poised to take advantage of sharpshooters in any meaningful way. Sure. I'm a little surprised. Yeah. I mean, I'm coming around in this view of events with galley vets. In my mind, I just assumed that there would be more factions. I would leverage it. But as I mean, I'm thinking of like the Marty thralls, but for two inch reach, which helps with their 32 mils. So are you doing it them, which is going to increase your drop count? I don't know. Yeah. Like I'm having a hard time thinking of many factions that would be enticed by the knight on is the obvious one in my mind. You know, Coach Coco mentioned corn, which I could see because they got a lot of 32s. But again, they're they got a book on the horizon. So who knows what their new book looks like if they get updated to properly have a bunch of, you know, proper reach on things, then okay. Right. So yeah. Okay. Maybe Stone Guard and Luminath obviously wardens don't care. Anyway, but Luminath generally want to be low drop. So yeah, that's interesting. I'm a little surprised. Yeah, that this might be the case. Yeah. Assistant ref, I like the way you put that a lot of these rules, not just battalions seem like stuff. There's just a bonus for what you were already doing, but not a reason to change what you're doing fundamentally. Yep. Okay. Well, we got some new stuff to discuss artifacts and enhancements. We'll go through these quickly because I want to keep moving. My goodness, we spent a lot of time on this. But that's all right. We're going to we're going to keep this tight. And we're going to start starting now. I don't know. Here we go. Keep lying to yourself. It's fine. Shut your face. All right. So okay, let's talk about the artifacts. Tuscelm, when charging, roll a dice equal to the unmodified roll dice equal to the unmodified charge, each four plus the mortal wound, you get good ogre charge. That's what it is. But it's not cumulative with other charge abilities, which is like that is surely worded from that unit. Yes, from that unit. Correct. Um, what a what an interestingly obscurely worded thing. Other charge abilities or whatever. Sounds fun. I'm I can't wait to see what that the FAQ questions that pile in over that. Yeah. Guys, write this one much. It's fine. Mortal wounds on a charger are good. It's not a bad thing. I think we've got obviously opportunities for a combo damage, combo charge, impact plays with multiple units. Like thinking about a storm strike chariot pulling in with a galley champ with this, you know, asros as a potential go to with the 12 inch move, you know, that could be a nice potential little power pair, asros and a chariot double con combo damage. Okay. Let's ask the important question. Right. Is this ever your first artifact? Okay. Cool. Cool. I mean, right. That says a lot. Yeah. How often is it your second artifact? Oh, let's see. Probably to be clear, by the way, this, when I say other charge abilities, the exact wording is, uh, if the bearer already has an ability with an effect that triggers after they make a charge move, you must pick which effect applies. You cannot use both. So it's not just like not cumulative with other I roll a bunch of dice on the charge. It's not cumulative with like on a two up, you do D three mortals on a charge, you do this or that or the other thing. None of it. You get no other effects that trigger on your charge. You only do this. Right. Yeah. I mean, I'd have to think long and hard about it, but maybe like I'd have to find a corner case where I have just an app on a bonus is to charge where you're like plus six to charge. I mean, still the unmodified charge roll is what you're rolling. Yeah. You're right. Never mind. Yeah. It is unmodified. Yeah. So, yeah. You're looking at, right. So I'm like three D six, a set or three like drop below. War Channer is what I was thinking about the other day with this, you know, War Channer buffs itself goes in 36. Yeah. Let me ask you a question. You put the Tuscalamon and Knight Haunt Hero. Okay. They charge. What happens when a Knight Haunt Hero charges normally? Uh, you get your, you get your debuff. You get your, you get your, we're spooky debuff, right? Yeah. Or you get the Tuscalamon. You don't get both. Correct. Because it's an effect that triggers on the charge. So you like, no Knight Haunt players ever take it. That's because like, no, no, thanks. I'll roll on the slot machine of you fight last or get an egg one to save. Thank you very much. Okay. Right. And that's just it. Like, like the, the, the number of people who you actually want to give this thing to, it's, it's not huge. Yeah. It's not huge. Think of some other examples of 36. So, Cragnos. By the way, again, these artifacts are only for Galation Champions. I just want to make that super clear. So we are talking about like the foot utility heroes who are the ones we all decided and agreed are the ones we're actually using ain't charging. Yeah. This is a subcategory of a subcategory of this category. Right. Right. Right. So, okay. Yeah. So like these are, these have to cross such a high bar to be good. Yeah. Look and see if you got access to a three D six. Like that would be more or a really good power pair, like a really good power pair. That can combo damage impact hits. But I do think there are some things that can deliver three D six. That's kind of interesting. Sure. It's, yeah, it's fine. That makes it fine. Fine. Keep you the night flyer cloak. You can keep the unit reserve and set them up, you know, nine inches away from the enemies, but they have to be within one inch of a friendly battle line. Cool. If anybody takes any of them, this would be the one just because like it will allow you to set up a utility hero where you actually need them to be. That would be the bonus of it. Right. Again, we all agreed the utility heroes are the best ones. They're the best Galatian champs. So, and sometimes they're slow, but hey, if I can just like drop them into position where they can be buffing the unit I need to buff and they don't normally have an ambush ability. Great. Fantastic. But again, situational at best and the Griff feather charm. Hey, welcome back, buddy. We missed you. Mr. Five Up Ward, you're well, you're back again. It's okay if you're on a small hero that's already immune to shooting. So, good stuff, I guess. I've never, I've never looked at Five Up Ward with less like, I've never seen a Five Up Ward be less attractive. Yeah. Okay. I doubt it'll see a whole lot of play. Yeah. Yeah. The nine flyer cloak, of course, it triggers the core rolls. So, you still have to be on the board by round three. Of course. I keep you in any research. Of course. Of course. Well, because the problem with the Five Up Ward artifact was just when it was on big, giant monster heroes. That was it. That was the whole point we made in the show, right? Like, Five Up Ward's don't work on big monster heroes who are already super tough, right? But they are fine on a stupid, worthless foot hero who basically does nothing. That's it. I'd be surprised that many people are spinning in artifacts a lot, yeah, to put this, even on a like, like Tom and Injun master of the original suit with what, nine wounds, eight wounds? Is this attractive at all? No. No. No. No. You're just going to take other things in the army. That's the problem. It's like, KO get extra artifacts and it's probably not even making your third or fourth. No. It's like, I could go, I could go infinite, like I could go infinite mortal wound bombs on him. Sure. Why would I do this? Yeah. Drop them bombs. Yeah. I agree, Emily. That's likely the issue. I think it probably does need to. All right. Unique enhancements. Galation champions only. You get one free. You get no duplicates. You can select additional. You can spend your enhancements on this. Okay. So that's what these are. This is a new unique thing. Everybody gets them cool beans. You get one. Everybody gets one. First one's free. Tunnel master once a game instead of making a normal move, you can teleport to nine inches away. Effectively. I'm shortening these down, but that's the gist of it. Fueled by girlish rage. That doesn't sound right. Did anybody say that out loud before they typed it? Girlish rage. Okay. Anyways, once a game before you allocated wound that would kill that unit, roll a die on a three plus ignore that wound, heal D three and ignore the remaining allocated wounds. Hard pass. Stubborn as a Rhinox, the Galation champion counts as 10 models for contesting, as long as no enemy GC are on the objective. Certainly the choice. That is the soup diger right there. Oh, girlish. Girlish. I was looking it up. It's your fault then. It is my fault. I'm sorry, everybody. Girlish. Okay. It's just my fault then. Uh-oh. Maybe we're dealing with some Freudian issues here. I don't know. All right. I mean, that stubborn is a Rhinox is great. It's super strong. And then leadership the alpha once per game, the GC can use rally, all at attack, all at defense, or redeploy three times for one CP. Also a strong choice. I like these. These are fun. I think everything except the girlish rage one, which I was mispronouncing. Sorry, everybody. Uh, is, I could see it being the choice. Like triple redeploy or triple all out, or whatever, you know, triple rally, very potent, tunnel masters, very potent in certain armies. Like, yeah. I think all three of these will see some play and are interesting and useful in various armies. Yeah. So, yeah, like, we got one. This is good. You got three out of the four. I think three out of the four are useful and, uh, and interesting even on the heroes that we have to put these on, um, taking a random worthless foot melee hero or utility guy and making him count as 10 models on an objective. That's a huge deal. It's a huge deal. Right. Um, tunnel master, same thing. Just being able to like suddenly take a dude and have him, you know, teleport around where he can, uh, be much more valuable for battle tactics. Huge deal. Right. And then leadership of the alpha. I don't think I need to explain at this point why using, why being able to triple issue command points is super strong. So, okay. So, well, good. Good job, guys. I think, I think you nailed it with this one. I really like these. I think these are fun. I think these do open up play styles. They open up play avenues and they make the heroes more valuable and important pieces in the game. They hit all of my boxes. They are a straight win. A plus. Love them. Great stuff. Okay. I wish that, so we built like a really nice chimney on the side of that house of cards, but it is a glorious looking chimney. It's really nice. Yeah. Great brickwork and brickwork isn't easy. That's a very, that's a very, like you have to, you journeyman and apprentice into, into brickwork. It's not, it's not something you just do. Okay. Cool. Grand strategies. Uh, Tyler, what do you think about the grand strategies? Okay. So obviously we've got, we've got three old, three new. I didn't color code these. I should have. I color coded the battle tactics, but take us through what you think about these. So a bit of a mess. Yeah. Particularly given the fact that we have take what's theirs, the overwhelmingly most used choice of the last six months, which will still be the case unless you're leaning into a faction grand strategy. There is, let's see, if your general contesting objective three survivors instinct, if your general is a glacial champ, have them contest an objective outside of your territory at the end of the game, I could potentially pair with tunnel master where if you're confident that you can keep your tunnel master GC safe until the end of the game and then go test an objective outside of your territory. Maybe if you're really desperate, you might look at that one. The day is ours. Have more galley chance of life from starting army than your opponent at the end of the game. If you're lumineath and you're planning to shoot the world, you're in sharpshooters. It's always just so risky, though. Like it's super high. The day is ours. Any of those have more of X alive than your opponent has at the end always ends up super risky. Yeah. Yeah. Like I think about things like stake and claim are really enticing with armies that are going to be running six foot heroes. Like I think about like night haunt. I have a bunch of mobile foot heroes. Right. And so like stake and claim is enticing. Sure. Yeah. For me, I look at them and say take what theirs is still probably the top choice, but survivors instinct is honestly interesting, especially if you have an army where you know you have a relatively survivable GC general because of things that you can do to keep them alive. Like my relicter in my storm cast basically never died. Right. That dude never died. He's always alive at the end of the game. Right. I can just layer on that guy and he's got even more layers now. Right. And Skaven would be another great example. Right. Where it could be a hero who's very tough and behind the lines and is tough himself like an arch warlock or something who can also just be like skitter leaped around. Right. So you can just be thrown and teleported around or, you know, null hold and tell and skitter leaped and yada, yada, yada, yada. Right. Like the options are multitudinous as it were. Right. So like to me, if you've got that kind of a general where you tend to have that dude who just lives and is around and isn't generally threatened and will be threatened even less in the current world, survivor's instincts are perfectly fine back because then you just, you can easily shelter them back, castle them up, and then run them out, you know, they turn four into five and just, and just get it. Yeah. So like it'll be those two I think everybody takes. Yeah. Yeah, generally agree. Yep. But I do agree with Kyle that kill my boss dudes is a clear target to paint for your opponent. Yeah. I mean it like when you, when you, you know, you write down survivor's instinct, it's like, okay, well, cool. Now, a little thing pops up on your enemy's HUD that says new objective added. Right. New mission objective. Rob them of their three points. It definitely has counterplay, but it is still it's very achievable. Yeah. And the day is ours. I mean, night haunts is one of the obvious problems and night on are going to be, I think quite well, certainly people want to win. Not on are going to be quite popular season, you know, like welcome to nine spirit host and four galley champs that are not dying. Sure. Yeah. So absolutely. All right. Battle tactics. I think the grand strat discussion is the sort of least interesting version one because whatever. Let's talk battle tactics. Um, there are four that are repeated are highlighted. So the four we kept are gaining momentum, fine, achievable. Right. Like I, I often did gaining momentum during games. No problem. An eye for an eye. Again, great. Nice one. I like eye for an eye. I like that it's not a turn one go first doable thing. Like you literally cannot do it if you have first turn and so on and so forth. Um, but it's always interesting because it's sort of untargeted. So that's fine. Yeah. Uh, desecrate their lands. Super easy slam dunkathon 2023 remains. That one is always just like a gimme. Uh, and then, uh, this one's mine, a very specific thing that is very ironic to keep in the grand strats we just talked about because most of the time, if you're, if you're a guy, if you're a general is a guy who can complete survivors instinct, he is not a guy who can complete this one's mine. Those two are not completely mutually exclusive, but the, that there is a very small cohort of overlap on that, that, uh, that particular little Venn diagram. Okay. Uh, so again, so that's the, this one's mine was pretty rarely chosen. A lot of armies don't have generals that were capable of completing it. Yeah. There's not a lot of like a killing kings running around that, you know, can get in the right position, can deliver the, the impact to reliably get the job done, right? Oh yeah, it was pretty rare in my experience. So what are our new ones? A matter of honor, pick one enemy Galation champion or sworn bodyguard unit on the battlefield. You complete this battle tactic. If that unit is destroyed during this turn by an attack made by a friendly Galation champion or sworn bodyguard unit. Cool. Never picking that. Like never. My utility heroes will not be trying to get that one. Now this goes back to your argument, Tyler, right? Like if, if we had, if we had banned book battle tactics, right? If that was the thing, if there were no book battle tactics, and so this had to, like, and you were having to find your five from this list. Suddenly those melee foot heroes would, you'd, you'd be a lot more incentivized to pick them, but it's just not the world we live in. Yeah. Right. I thought it could be. Could be. Could be. If people are brave enough to make it happen. All right. Because this is really hard. I'll say this is really hard, even if you do like other than the super killy guys we mentioned, right? And they're pet unit friends. It's still really hard. Like you have to build completely into this, playing everything in the new season to get this one battle tactic. Right? Yeah. Yes. I was saying, I've had a couple of games where this is coming to play more accidentally rather than deliberately engineering it where I've had protectors in position to kill a galley champ. And the reason they were in position because they were a sworn bodyguard, they were in the Galatian command. Now, if you are struggling to figure out in particular your fifth battle tactic, then this might be one that impacts your list building, but that goes back to the issue. If you're using faction battle tactics, I think most armies are going to be looking at at least one from their book to compliment four from this list or more from their book. Sure. Doc will have to find two on this list. Easy money, baby. Easy money. Eye for an eye and desecrate. Sounds good. Let's do it. What do you mean new battle tactics? Never heard of them. New phone. Who dis? Okay. Lead the assault. You complete this battle tactic if at least two of the objectives you control are in enemy territory and each is contested by any friendly Galatian champions. Doable even with the utility guys, right? It just has to be in enemy territory. Cool. Great. Okay. So this is a doable one. It's a doable one, but it's very battle tactic dependent or sorry, battle plan dependent. We'll talk about that when we get into that. Well, let me just denote it now. So only four of the 12 of this as even viable. Yeah, exactly. Meet the conditions for this battle tactic, which may or may not matter. So at first blush, that sounds like, oh, that's really bad. But if those four are four of the good ones that show up in most tournaments, cool, this suddenly becomes a very viable tactic. If those four are never in tournaments because they're bad, then this one's bad and it never gets done. Right? Like that's why I said it's very battle plan dependent. It's not just the count. It's also the quality, right? Yeah, fair. Yeah. United offense pick one objective controlled by your opponent. You complete this battle tactic. If you control that objective and two or more friendly Galatian champions are contesting that objective at the end of this turn. Okay. So what we see here is second in a row of objective dance Galatian champions. So again, high mobility Galatian champions like those weird flying or high move Galatian champions become so much more valuable. Right? Like they don't have a mount. They just have wings or run really fast or whatever. Right? Like the faster the Galatian champ where they can sort of move around the board as you would need them and or you teleport them or you tunnel master them or or or or yeah. And the more you can move these little people around the better because they just they're going to need to be in different places. Yeah. Again, quite doable because it doesn't care where the objective is. It's just current controlled by your opponent and then it's not. So this one's very achievable. Yes, I agree. Night of zero stonks also skaven stonks in general by the by. I would point out that skaven have a horde of these idiots who can all be teleported quite easily and other associated silly tricks. Okay. And then finally, cunning maneuver. Pick one friendly Galatian champion on the battlefield that is more than three inches from all enemy units. Okay. You complete this battle tactic if at the end of the turn that Galatian champion is more than three inches from all enemy units and is contesting an objective you control that is wholly outside your territory. All right. So pick a guy or gal, right? That isn't in a fight. And if at the end of the turn there's still not in a fight, right? And they're contesting an objective. You control that is wholly outside your territory, wholly outside your territory. Okay. Is this the new? What was it? What was it called time against against the odds? Thank you. Is this the new against all odds? Yes. Yep. This is the new against the against all odds or whatever, like against the most, most games that I played, if somebody is struggling, it's kind of maneuver. There we go. Good to go. Yep. I'll just pick this. I this dude's he's standing on this objective. It's not in my territory at the end of the turn. He's still standing there. Got it. Behold my cunning. It's like they seek to name this one ironically because it is the most smooth brain play. Yeah. At least it says wholly outside your territory. I mean, that's that's true. Some some it is. It is just slightly harder than against the odds. Yes. Just slightly. Yeah. Just slightly. Now you've got to like walk somewhere. Maybe. So yeah. I mean, we've got a good mix here. Many seem doable. There is a there's a there's a giant elephant in the room. Okay. I feel we should address it here. There is one army amongst our 25 that only can complete four of these eight battle tactics. Period. And this has been the big go to for using book battle tactics. What about the sons? They cry. It's the what about the children? Won't someone think of the children? Okay. Yeah. Because obviously, sons can't have Galation champions. It does not exist. Error 404 file not found, right? Yeah. And so you are correct, Jack. Hence, and yes, exactly the analogy. The and everybody said that's why you should use book battle tactics. Otherwise, Giants can only do can only get four and hence can't basically five over tournament and whatever. So as a giant player, my first response is I'm not sure I care. I probably still won't play with my book battle tactics because they're bad and I hate them anyways and they make me angry. And I'll just get four and be like, No, it's good enough. My goal is very simple. I'm just going to kill you now. Like my my new goal with Giants is very simple. Kill the entire unit before kill the entire enemy army before the end of round four. We lean into the smash build and we smash. And that's it, baby. And like, you ain't going to get five battle tactics either because you're going to be dead. Sure. So I can't I can't win the tournament because I didn't get my 25 battle tactics, but I can still go five and no, I'm just going to kill everybody. That's my new that's my new solution. So there we go. And if and for other Sun's players out there, you know, what I'll say is yeah, it's unfortunate that that like this whole season seems literally written to just pretend like the army doesn't exist. That does suck like joking aside. That's pretty crappy. Um, but it is what it is. I will still have fun playing the army because 0% of my enjoyment of playing Suns of Behamat was dependent on their ability to complete battle tactics. Sure. Yeah. I picked Suns of Behamat to suplex enemy monsters and I will continue to do that. Yeah. And embrace the hard mode. If in fact they're on hard mode now, which they appear to be just, yeah, embrace it. I agree. Best you can. Yep. So that's fine. They're worse in melee, worse at killing things and now worse at playing battle tactics. I mean, just great stuff really all around as somebody who consistently picks and plays armies who get like mega nerfed into the ground. Uh, you know, it's fine. You get used to it after a while. It's all good. Such a life. I mean, but if somebody put their army on the shelf for this season, their Sun's army on the shelf, I wouldn't, I wouldn't hold it against them. I'd get it. No, I would totally get it. Yeah. Cause it sucks. It sucks not being able to participate in the fun. Like, Hey, here's a whole bunch of rules. Isn't this fun for everybody? And it's like, not you. You don't get to play. Okay. Battle plans. We got there guys. We did it. Okay. Uh, let's talk about battle plans. We're going to move through these quickly because half of them are repeats. So we are going to go through the first six very quickly. Prize of Galay. It's still prize of Galay. Is it still the best battle plan in this season as well? Yes. 10 out of 10. It's a great, great, great scenario. It's got great deployment. It's got five objectives. It's got wonderful, like the scoring nature of the thing is fantastic. There's nothing bad. It's got, it's great fraternities. It's a 10 out of 10. It was a 10 out of 10 before it's a 10 out of 10 now. It's good that we kept it. Yeah. Yeah. These are interesting to see the impact of proving ground going away on some of these proving ground and to have a relevance and prize, but no, it, that certainly I don't think hurts the mission. Yeah. It's solid. Absolutely. I think this just makes it an absolutely fantastic scenario. I'm so glad we're done with that proving ground cap and we don't just have to worry about any more. Clear that garbage out. I could cut about 50 more rules from each of these seasons and we'd be great. So good times for my book. Prize of Galay. 10 out of 10. A plus should be in every tournament pack. One out of five down. Okay. Cool. Next. Realm Stone Cash. Not real popular tournament selection last season, though I like it a lot. Um, it still has the same problems. It always did, you know, alpha bunkering and leads to a scrum in the middle and stuff like that. It does have a very simple, easy to measure deployment. It does change the game a lot. It's a very fun, suspenseful thing. That small deployment area is still a challenge. It was before it still is, right? It's a good scenario. Might encourage a little bit too much. I still give it a seven out of 10. Like if it shows up in a tournament pack, I'm not sad about it. What do you think about this one, Tom? Realm Stone? Uh, I mean, I don't know. I've just, I've never, I don't know. I'm not a big fan. I don't like when things move. Like I know that it's- Tom doesn't like random uncontrolled elements of things moving around the board. And I get that. I get that. It's just more, it's just it, and what I mean by that is like, it just takes more thought process to plan. And what inevitably happens is this, I'll look at it, figure it out. This is fine. I'll be playing somebody who have not put as much thought in. They're just here to roll dice and they lose the game because it goes a random direction. You know, like, or they don't, they don't, they don't plan appropriately. And like, sure, that's a skill test. I get that. But like, I just, it's fine. Sure. It's fine. I don't think it will be, I think it will continue to be not very popular because there's definitely a cohort of player and person out there who doesn't love the, the, the dice roll heavily determines sort of the overall winner of the game. And this does have it. The dice take a pretty heavy hand here. Yeah. I wish I had more of a clear sense of how much alpha bunkering to roll and when conditions with this mission, because still when I read it, that is all that I see is armies that will go first, have the mobility, put durable units, zone out the six in the front, zone out the six in the back, and generally play the game to deny their opponents scoring primary objective scoring in round one and probably rounds two, potentially round two. Certainly if they do it in round two, they could have just won the game right there. Yep. Just in terms of the score. But I don't actually, I'm going to care if anybody has thoughts on it. I've seen some games where I saw good players achieve that and their opponent was insufficiently able to break her castle in the middle right. It decided the game, but it wasn't the standard that I saw. But no, sure. It's tough. I think in the end, it'll continue to be a sort of minoritarian sort of placement in tournaments. I just think it will. It's okay. It's fine. I think it's a very fun game for your your home tabletop games. And I think it'll show up in some tournaments every so often. Battleline's drawn. Hey, good news. We got rid of the dumb rule. Okay. But so this one's the one where the objectives are the table quarters. That's it. Sure. That's that's the thing. As you pointed out, the realm spell gets real interesting in this particular battle plan. It is simple and easy to measure. I think it is easy to get caught out. I said this originally. I continue to place this. I actually moved this one up just slightly to a five out of 10. As far as its tourney readiness, because it doesn't have the bad your dumb stop teleporting rule anymore. So like it's okay now at best. It's like it's interesting playing table quarters as objectives. That's not nothing. It is interesting. I'm modeling events. Venturella. I still don't understand why you don't like this one. I agree that you do. I would expect you to find this like meaningfully intriguing as a as a unique experience. Sure, because I'm separating my own personal tastes from what I think the average expectation of how it's valued in a game. My personal tastes are I would play this anytime, every time I think it's fun and funny and hilarious and like, yeah, let's let's do it to it. Right now that you got rid of the garbage rule that was garbage. The you can't teleport. I'm totally down with this. But the table quarters thing as a as a tournament function, right, is suspect to me just because of how much it's going to encourage a lot of very fiddly sort of like moving around and and weird counting and incentives and objectives back and forth and just like it's going to cause a lot of strange situations in my head. And it is very easy to get like alpha blocked into your zone here as well because the nature the only the only downside of this deployment is it is very susceptible to a strong alpha block. Right. So that's that's all. Um, I, you know, I could be convinced otherwise. But I again, it moved up to like, I'm not going to out now revolt if it shows up in a tournament pack, which is what I would have done before. I would have like, you know, I would be like, well, I don't want to play in this tournament anymore. That's not going to be any match play, you know, fairly competitive games in on this one, like get a good feel for it or really? What's your current view on it? Dislike it or? No, uh, no, I mean, I think it's fine. Like I said, I haven't gotten any games in. So, uh, yeah, it's fine. Yeah, I think, I think it's like middling it best. I think, I think for a tournament, it's just prepped to cause headaches is my is my answer. I, and I would agree with that. I don't think that it is, I don't think that it is set up in a way because of the linear structure of the scenario. You know, it doesn't have the, like in prior versions of this, it had like the late game control the objective when the game condition. And this doesn't really have that. And so in some sense, it's just more bodies. Right. I mean, it opens up a lot of like teleporting shenanigans, moving stuff around, dropping into the back and just like towing into table quarters. Like it feels like it's going to cause that. That's the kinds of weird interaction I'm talking about. And just also counting up like the models, right? The time of like, how many of these guys know this guy's, this guy's slightly out like units don't tend to operate within neat quarters. You know, they'll tend to be spread out. And so it's like who's in, who's out, that kind of thing. So like it's going to be annoying to just like have to run the tape measure along the entire line over and over again to be like this, this it's not a killer. Okay. I'm not saying that's like a killer. I'm saying it's those are all little, little things that that are going to needle at you. Yeah. Yeah. Well, you know, I mean, we did a show on this. So you know, my opinion on this fence, I am hard in the minority on liking this mission. Hot take, I think it will play worse with the teleport now being on the table than it used to. But I get why people hated this mission. People don't like when you turn off action abilities. Surprise. Like seven other players don't like that shock. Like I get it 100% get it. So anyway, we don't have to repeat all those arguments, but I never had a bad game on this mission against some very good players. It was it was a different experience. Really enjoyed it. Yeah. Clearly I'm in in the hard minority on this. So sure. Yep. Okay. I think you didn't see it before. And I think honestly, you still probably won't see it very much. Yeah, so some people will play around with it a little more. Anything that show off action abilities, most TOs were smart enough that used to be to go like, Hey, let's let's not put this in a battle pack. Right. Now that it doesn't do that, I think it'll show up some, but, but not a bunch. Like it'll increase, but not that much. Yeah. All right. Lurkers dwellers below one out of 10. It remains garbage. It is hot Chinatown garbage. This thing is terrible. It's terrible. I've made the argument. I'm not going to go through all again. No, I yes. I'm generally see the three other shows we've talked about this battle plan and why it's trash. Yeah. It's just it's so hard at most events is what I would say. It's a bad table setup. It's a bad game setup. It's got an instant lose condition. Instant lose conditions generally suck like they had to know this was one of the worst. Like did they look at no numbers? Nobody played this. They showed up in like zero tournament facts. This thing's garbage. Yeah. Yeah. And we've had the discussion about why you think there are differences between this and what I laid out the history of these kinds of release in my mind to some degree, the history of these kinds of missions, right? Blood and glory, knife to the heart, take and hold these instant win conditions. And so we don't have to repeat all that. And a lot of people already hated those. And this is a worse version of those. Yeah. Yeah. Yeah. I wasn't the biggest fan of most of those. And especially now that we have battle tactics. And you know, if you're in a tournament where you're getting points allocated separately to scoring, you know, to achieving and denying battle tactics, this could potentially play or do some weird things in that regard. If you have an instant win condition. I hope this shows up in zero, zero battle, like tournament packs, zero. And I agree with Scott R. Why did they keep this one? I've never put it in a pack. I trust Scott R and Scott R. I trust. The man is a TO extraordinaire. All right. In the presence of idols. I like this one fine. Like I like this one before. It's a seven out of 10 for me. It's pretty good. I like the sort of cross of like the deployment versus the X going to give it to you of the box setup versus where the objectives are. So it's cool. It was good before it does heavily reward shooting. The more you see about this, the more and you know, it tends to be quite beneficial to shooting still. So yeah, but yeah, very, very solid mission. But yeah, it's good. So like if you like shooting and you want shooting to be good, then this one's pretty good. So and that's fine. By the way, you can have one mission that rewards that kind of play. It's okay. So there's a later one that I think rewards shooting too heavily. This one's like, it's there, but there's a later one. And the new ones we'll talk about that's too big. And then finally, the night is paths. This is the last one we kept. Good. Like I gave it a six out of 10. I could be moved to a seven out of 10. The only thing that really makes me hate it is this deployment map is is bad. It's just super bad. It's like the worst. And Tyler shut your face. And it's fine. We've talked about it before, but that's really what hurts it for me. But I could be argued up to a seven on this. I like I like the night is paths. It's fine. You know, it's it's an interesting sort of thing. It makes people deck charts it to some degree or just ignore it completely. I generally like the box setup on objectives. I think the box setup is is is a is a nice objective setup. Like I really I think I invest a lot of how good is a you know, a scenario, a mission into just like how are the objectives set up? Because I think that's a huge deal. Huge deal into how much it encourages movement and and spread and stuff like that around the board. And flaming. Yeah, absolutely flaming. I 10 out of 10 was prize a galay straight 10 out of 10. It is fire. Play it. It's fun. I mean, I played it like 50 times and I'm still every time we play it. I'm like, yeah, let's do it. I'm ready for this one. I cannot count the number of times I've played that like often times in our in our just like weekly games. We just were like, you know, do this one? Yeah, sure. It's fun. Okay. Anyways. Yeah, it's good. Tyler, any problems? Night is paths? That's fantastic. Yeah. Yeah, it'll make its way hopefully into a lot of packs. I agree. Six out of 10 seven out of 10. Good with it. It's fine. Good spread. Bad setup. Bad, bad, bad setup. So bad. So bad the setup. But other than that, it's a good start. Like they could have just changed the picture. It's all they had to do. Well, it's literally it's just like how much is it to have the guy do one more picture or the gal do one more picture? Whoever, right? How much is to have this person change one piece of art? Your support club in the comments, people supporting you with your terrible takes on these deployments that are not even remotely. All right, I'm going to shut up now. Let's let's move on. Moving on. Okay, let's talk new ones because yeah, here's that now let's get into the meat of the thing, the new battle plans. What's interesting? Okay, only the worthy. So here we have our six new ones. Deployments holy within your territory nine inches away. So we've got the traditional meeting in the middle nine inches out so 18 inch DMZ shrines of conquest while there are any while there are any Galatian champions within six inches of an objective only Galatian champions can contest that objective. In addition, no more than one Galatian champion from the same army can contest the same objective at the same time. So spread out and so on and so forth. Okay, so the setup is interesting. It is rather blocked into the middle. It's like there's like rotating this box into this line actually makes a big difference over the other line. Like the this box is very different from this box. If you understand what I'm saying, like if it was existing at these four points, instead of these four points, it would actually make a huge difference in the spread of the army. It's a small thing, but it's okay. It's a good easy setup. It's a nice design on the four points. I don't I don't hate it. Not as good as it could be, but I don't hate it. I hope you have good Galatian champs is my bad about it. If you don't, sorry, sons of batamot, you just get to auto lose on this this particular mission. So I don't know what to tell you. You just don't get to win this. Like what's what's the sons of batamot on this like spread on this one 90 10. Yeah, it's pretty it's pretty probably pretty rough. Yeah, you're like you can't throw rocks to champions to kill them. They're gonna just bunker them in the middle of the unit so you can't attack them. So they're just gonna sit there and hold one, hold two, hold more over you forever. Yeah, a quick not really a play. Yeah, like I'm pretty sure this is as close to auto losing a scenario with an army as it as you could possibly get. Right? For everybody else, you can you're probably in the game here. What I said was if you have the ability to remove enemy Galatian champions at range, magic, non targeted attacks, things like that, because there's because the only thing that the season is stopping is ranged attacks, missile attacks. Right. So you could do like magic and stuff like that. Yeah, sure. If you're Sylvaneth to tootin at a distance, right? Just war song bombing and using the new spell to just be like word to your mom as I came to drop bombs, right? Or your you know, you have like pick a point, damage everything around the point spells, long distance endless spells, right? Any of these sorts of things if those are in your wheelhouse. I'm looking at you, Zeench. What's up? How you doing? You know, this is like this can be a pretty strong scenario for you where you could just win because you just basically by the bottom of one eliminate all of their Galatian champions. And now they're just a sons of bad mud army. They just can't contest anymore. And that's my problem with this one. I went back and forth. I marked this one back and forth as like a four out of 10, a three out of 10, a five out of 10. I really went back and forth in this because I have no clue how much to measure that effect. Yeah. So. Oh, by the way, or if like Sharpshooter ends up being a really huge thing, then obviously also that because that will let you remove champions. Right. Yeah, I'm kind of a Jekyll and Hyde on this as well. I'll predict. So you made your prediction. Tommy, curious your take on this. I do find this the most fascinating of the missions that could be played or maybe that because there are some that probably should not be played at GTs. I think this will turn out to be fine. In terms of the aggregate of the variables that we're looking at, which is a lot to even try to begin to go into it with how the games will end up playing on the whole. I think it'll turn out to be okay. And this will be a good mission or much closer to a good mission than a bad mission. Okay, let me interrupt you real quick with a point that may weigh into your thinking. By the way, Keith, that Suns does not weigh into my rating at all. Like I didn't even think about them in establishing this rating. I don't care. I just assume they suck in this season. They're not factoring into my rating. Suns a bad month. The last time we had a scenario like this, it was the one where do you remember the scenario where the only heroes could claim points? Yeah. You really hit me. This is a very low blow. It's below the belt. What's going on here right now? I don't appreciate it. Duality of death. Okay. Did you like duality of death? It was my least favorite mission, maybe of all time. Because if somebody just pulled the trigger and captured heroes, you went good game and scooped. Yeah. Right? It was terrible. Okay. Now I have to kill less things to put you into that position. Yeah. Because before I had to kill all your heroes, including potentially very tough ones. Right? Like I had to pull a Marathi or a Star Drake or whatever off the table to stop you from being able to do that. Here, I've just got to kill three foot dorks. I mean, if they can. Yeah. Yeah. And then, oh, I'm 100% sold on the power of Zinch in this mission, probably the power of Skaven. Those Skaven, if people lean in the direction, as you said, taking sharpshooters, the three obvious go-tos, Giselle's, Storm Friends, and Warpliney cannons clearly do not fit in sharpshooters. So maybe we will see some adjustments. It's gutter runners, Tyler. It's just gutter runners. Got it. I heard you earlier. But I'm saying that we were not seeing an enormous number of gutter runners being played previously. So maybe that will be the, the, the, the adapt, the adoption. I don't know what unless you were with, I was looking at the ones with all the rat, ninja rats. And I'm sure. But what I'm getting at is there are armies that are shooting that have strong incentives to be very low drop. Luminath as the obvious example. There are shooting armies that are quite fragile that it's not necessarily apparent to me. So I'm thinking about Stormcast, like, okay, if a long strike Stormcast army kill my three, let's say I've got three galley champs. I don't, there's a lot of armies, I think, that could still be competitive against in that matchup in the game. I don't think it's necessarily an auto loss in the way that you're thinking of it. I don't think it's an auto loss. Again, other than sons, right? But I think it's really likely that there's going to be a lot of games that end in turn two with three dead galley champs and scoop. Of course they have to have a galley champs testing those objectives, which you can kill with your army. They're on those objectives. I mean, you're part of your thesis. This Oh, has been people are not going to be running that many mid board, quote unquote, durable galley champs. They're mostly going to be leaning toward these. I'm playing a shooting or reach army against a melee army and I lift your three galley champs. Well, I mean, do you scoop? Like, so now are you saying that you're fully in the are you fully in the battalion that lets you pick them out? No, I don't know. Like what I'm saying is through one way or another, okay, this is the situation I'm describing to you on one side of the board is a shooty army or a range or a power, a power projection army. Okay, that has the ability to galley like what? Yeah, like I don't think the other side of the board is a mostly melee army. There's a lot of them around, right? Nurgle, S2D, whatever, a mostly melee army pick your poison. There's a lot of them out there. Okay. And I lift your three galley champs. Mine are in the middle of all my units. You playing this one out? Yeah, 100%. Okay, how much do you think you're going to win? What's your, what's your win percentage playing it out? Well, I mean, I would play it out out of spike, which is, I understand. What's your win percentage from pulling back from that? Not sure. So I'll get some games in with this. I'm gonna say it's two out of 10, three out of 10 at best. I mean, my answer is, is that I'm going to select armies. I understand. I'd say like, it's, if this is in the running, I'm going to select that don't have to worry about that. That sure, you may have power projection, but you're gonna have to lift all six foot era. Yeah, yeah, yeah. I understand. Some armies will have so many that, yes, it becomes hard. Like the night haunt is a good classic counter to this, right? Where not only are they, it's, is it hard to lift all their dumb heroes with stacked word saves, but also then they have like, you know, ridiculous mobility floating around them and everything else. Yeah, yeah, yeah. So let me give you an example, Vince, from the lab. You want to go ahead? I don't think this is as bad as duality of death, but I think this is an extremely swingy scenario, extremely swingy. Okay. I would agree. It has that potential. Yeah. And particularly if it's the lens of the broad player base. Yeah. But as an example, I finally got a decent test in with what I'm looking at for tournaments early this season, which is a melee stormcast. Sure. Okay. So foundations of Karazai and 10 protectors, utility heroes, some, you know, Castellan, relic tour, two by five lives, five duties and sharpshooter. Okay, so melee list. If they generally it went be well on Tuesday, a good lunatic player with a very good techless build, a lot of shooting, rune patch fact like what you would expect, right? Sure. With with techless previous games had been very difficult with all the mortal wound output, etc. I was incredibly competitive and won that game. There's various variables. It's a longer discussion about why, but if he had been shooting my galley champs at game or power tune, because I would have won, it's I think the odds of me winning would have gone up even further if that's had been what he had been doing. If you know what I mean by that? I do. He's spending his time taking out my relic tour, my Castellan by Azeros or power to you buddy. Yeah, yeah, yeah. That's good to me with you. And that's why I say like, I'm not saying this is like the what if I thought it was insta loser that bad or like, or, you know, auto lose, I would have marked it a one out of 10 and said it's it shouldn't be in a tournament at all. I didn't. I marked it a five out of 10, right? Because I think it it's it's not duality of death, but it certainly harkens and has a lot of echoes of that. And I think that's the swinginess that will result. That's what I'm saying. Well, 1038 p.m. on a day journey. Tom, I'm going to mark this as first time I've won a I'm going to want an argument against this man. I'm going to want to mark this occasion. for it back. I'm going to put this as a win in my book. So you may count this whatever you want. Okay, let's talk about path of the champion. I mean, I didn't change my number. I still added out of five out of 10. So I don't know what you won. But congratulations all the same path of the champion deployment wholly within your territory, more than nine inches from enemy. So again, box to box, fine, easy enough, like that setup. It is a little susceptible to the alpha bunkering as previously mentioned. But what I like about this one is it actually encourages some interesting spread here, which is nice, because it's like correctly love this four box objective setup. Love it classic super good. At the start of your hero phase, if any friendly Galation champions are contesting an objective that is wholly outside your territory, you can pick two battle tactics to complete in that turn instead of only one. One. Thanks. I hate it. Okay. Like I hate this. It's such a nice setup. It's such a nice objective map. Double battle tactics, double rainbow. Terrible. Terrible. Double battle tactics will heavily favor those who can reach deep into book battle tactics and run up the score. It's that simple. Yeah. Yeah. There is literally nothing else in here. This is your biggest incentive on running heavy GC even more than the other ones because you can just like run the score to a million. Okay. Yeah. And it will make the already potentially slanted world of book battle tactics way worse, three out of 10. I hate this thing. How different is this in your mind if we're not doing faction slash book battle tactics? We're just doing the GHP. Well, then it gets kind of interesting all of a sudden because you'll burn through, like you could, you know, potentially you burn through all the battle tactics and have nothing else to complete, right? In that world, it's maybe more interesting. I would need to think about that deeply, right? Because you're just going to run into really hard ones then really fast, right? So, you know, maybe it's okay in that world. But in the world where we're using the rules, because apparently you have to play with all the rules. Fairly. Fairly. I thought TOs were actually in charge of things, but what did I know? The this is just that was a passive regressive moment. In case in case anybody missed that. There was some passive aggressiveness there. Certainly it wasn't my part. I don't know about you. I can't speak for you. I recognize I'm probably in the minority here, but for me, like I'm probably just going to self select out of events that use the battle. Well, especially this, this is like take a thing that's already controversial and did a lot of people have a problem with and now double down on how much they impact the game. Like I just think this thing's bad. I just think it's bad. Yeah, I don't, I don't think that like to follow up because I wasn't obviously on the show when you guys covered the, but did that conversation. But my, my take is simply this. I don't think that competitive, you can have meaningful competitive events that, that communicate anything with battle tone tactics. Like I think that because I think it skews the the results terribly. Okay. Strong, strong stance. I like it. But anyways, I hate this. You may, let me say it this way. You're, you may as well be playing a narrative event. Like, these are like, I don't, like, I don't, like you can call it a competitive event. That's fine. But you may as well use the items from the, the, or the, like, you may, is that what you're aiming at? Yeah, the stuff from Thondia or you may as well, just like playing the, the malign. Yeah, sure. All right. Of scenarios, because it's not nothing goes to a, Tom and I go to a bunch of narrative events. He's not saying, yeah, he's, he's, you're mislabeling, you're mislabeling your event because it's not competitive because it's not mathematically, uh, like it skews way too hard towards a certain arm. Okay. So all, all fair. I just want to keep moving. Uh, so this is why he won, Tom, what takes like that? Just bold, just bold, clean, strong takes. All right. Yeah. I, as per usual, if we had just stopped writing with the, like, if this was just literally the challenge, the scenario, right? If you deleted leadership forged in battle, I'd be like, yes, perfectly fine. Battle plan. Like I didn't need anything special going on. It's just, oh cool, neat four box fight. Like it's fine. It'd be fun. That's the, that map is still my favorite out of all the maps. Yeah. Like this is a great map and uh, hey, that's great unrelated, but after a lengthy hobby slump, I just completed my first set of minis for 2023. That's awesome, man. Glad to hear. Keep, keep the hobby, keep, keep going, starting strong. Uh, this map would be like four points is stronger in my scoring if it didn't have that dumb rule. That's it. Like literally if that rule was replaced by Ipsum lorem text, it'd be a seven out of 10. Fair. That's it. Check out. So don't use this. It's bad. It's a miss. Straight miss. Okay. Jaws of Galay. Uh, interesting setup here, uh, with the, these two like, uh, sort of long L's. That's a, that's an interesting setup. I don't hate this one. I don't hate this one. I'm okay with this. Uh, wholly within your territory more than nine inches away. So fine. Uh, kind of a, again, we got the four box, but then also one in the center and then swallowed by the caverns at the start of each battle round after the first, after priority has been determined, the player taking the second turn in that battle round can pick one objective on the battlefield to be swallowed by the caverns below. If they do so, that objective is removed from play. Okay. Okay. Uh, I shouldn't say terrible. That's too strong. It's a strange deployment map. That's not terrible. That was, that was copy paste error. Um, high incentive for going second each round, like really high, like super duper crazy high bad. I don't really have anything to say about this. That's bad. Um, I mean, scoring will get really tight in later battle rounds if the game goes the distance, because you will very quickly run out of objectives. But I think this is one of the better ones the new season. This one's got an eight out of 10 for me. I, I like this one. I like the huge incentive on going second and not taking the double, like I'm really big incentive. Um, eating objectives out from under your opponent is fun. It's a classic mechanic that has been put to great use and a lot of different things. I like that when you eat it, you don't get any bonus points or anything. There's nothing like that. It's not like silk steel nests or something, right? Where you, or that, that ilk, whereby eating their objective, you also get a bonus point. No, it's just, you're just taking it away as a scoreable thing, like out from under them or whatever. Right. You can choose anyone. Uh, so I like this one. I think this one's cool. I'd love to see this one in an event. Like the setup, like the objectives, like what's going on, like the incentive structure, eight out of 10. Right? Um, what do you think? I like deployment. I know that's really weird. Like it's, it's really interesting. No, I think, yeah, I think this is interesting. Uh, because it's, it incentivizes spreading armies apart. Um, and it, it, it deeply rewards not one non-one drop armies. Yeah, see that. Yeah, I played this last night, uh, against Lumineath, which probably contributed to making me more competitive against a castle shooting army, this mission. So I definitely appreciate that. It's pushing against castles, particularly shooting castles. This is outstanding. Yeah. My favorite. Cool setup, cool objective map, cool effect. This is great. Um, if I, like, I could see this one maybe moving up for me a little, like it's an eight out of 10 at first blush. I haven't got to play it yet. If I play it and really enjoy it, this could move up a point or two. Yeah. I do think this is the strongest on offer. I guess just like of Galay means of quality. So like prize of, that's, that's what we mean here. Code. All right. Ours for the taking. Uh, the objective on the border of each territory is the home objective of the relevant player. Uh, deployment wholly within your territory. So there's no special rule here. It's all, it's in the scoring. So the special rule here is effectively, this is really interesting. Control your home objective is one. Control the center objective is one. Control the enemy's home objective is two. Control the center objective and that objective is contested by a friendly Galation champion. One. Okay. So the center objective is worth a max of two if you have the, the, the G.C. near there. Yep. Yep. The enemy one is worth two all the time and you don't get any bonus from that and yours is just worth one. Yeah. Yeah, I like this one. Yeah, go ahead. Please, Tom. Yeah, go ahead. I like this one as well simply because of the deployment. Deployment makes this super interesting. Yeah. About whether, like, because your home objective, unlike most other examples of this that we've had in the past, your home objective is under threat from turn one. Yeah. Yeah. And you're going to make this real hard decision about how much is sitting way over on this side protecting your home versus way out in the push forward position to push against theirs, which I like a lot. Which push forward, which push forward are you pushing for? Are you pushing in the middle or are you pushing into, yeah, it's a great, yeah, like, I love this. Like, it is the exact type of tactical challenge that I love to see in their scenario writing. I'm going to move this from bad. I put this in bad and I don't think it's actually a bad thing. I'm going to cut this here and we're going to put it down here because I think that's more fair. It's interesting. It's not bad. Okay. So this is another one that rewards high drops that gives benefit to higher drops. Cool. Where are you putting all your stuff? How do you divide your forces? Awesome. I'll choose my. Thank you. Absolutely. Totally agreed. Didn't even have that point. I completely agree with you. This one I barked as a seven out of 10. I could see it go into an eight out of 10. I like this one a lot. I think this is a better take on the classic sort of battle for the past or whatever that kind of thing. It's clearly aping the same sort of mechanic with the like two home objectives in the center, right? But we actually cracked the code on how to, first of all, it's not one, two, four or something flat, right? It's one, one, two, two. So scores still remain much closer. You don't just like lose because you lost your home objective for one round, right? And the setup completely changes the nature of the game here that the classic battle for the past is with the one, two, four didn't one, two, four, whatever, however you want to set it up, just didn't, right? They were, they fell right into that trap. And I think this one is, is, is very, very strong. Yeah. Yeah. It's one A and one B jaws of gallant and ours for the taking for me with these new six. Yep. Played this one a couple of times. Amazing. Both times and all the reasons that we've discussed. Yeah. You've got incentives to consider all three of these as part of your game plan. I like the use of galley champs. There's even an argument in some matchups and some lists to take first on that center or whatever the case might be. Yeah. It's there's a number of variables and they're all working in this mission. And this feels like, by the way, the right amount of weight to put on the galley champs like it's valuable. It's useful. It's not game determinative. It's not scoop. If you don't have it kind of thing, you know, it's just a potential one bonus victory point. Correct. That's a big deal. By the way, I'm not saying it's not a big deal. I'm saying it's the exactly the right amount of deal. Correct. Yeah. It's the right incentive structure. Yeah. Yeah. We haven't called that out. That that's one of the, you know, points we've emphasized on the show over the years, give us more battle plans that just have one element going on, like one rule at most, right? And then maybe like one special scoring element, ideally with small variants, one victory point extra. Yeah. They did a pretty good job with that. I mean, some of these one rules are misses, but you know what I mean? Sure. Yeah. I mean, that's the problem. When you bank it on one rule, it better be a good rule. Yeah. So like, but this one is good, good design, good implementation, good execution, fun stuff. It does have the risk castle problems, challenges, whatever, but it's just not, it's not a problem. It's just a fact, right? And so like, yeah, it sets up that structure. Yeah. I like this one, seven out of 10, maybe eight out of 10. When we come back to it, this is another one I could see going up a point or so. Yeah. Okay. Twists and turns. Oh boy. Well, they couldn't be good forever. Here we go. Objectives. The objectives used for this battle are either active or inactive. At the start of the battle, all objectives are active. More on that in a moment. Holy within your territory, more than nine inches from enemy territory. We're using this, this L map again, which is fine. I don't hate the L map. Yep. Yep. Changing priorities. At the end of each player's turn, after any victory points have been scored, the player whose turn is taking place must roll a dice for each active objective they control. Add one to the roll if that objective is contested by any friendly Galation champions. On a one through three, that objective becomes inactive. On a four plus, it remains active. At the start of each player's hero phase, the player whose turn is taking place rolls a dice for each inactive objective they control. On a one to three, it remains inactive. Add one to the roll if that inactive objective is contested by any friendly Galation champions. On a four plus, it becomes active once more. Okay. There is so many dice being rolled. This is a lot of text, but let me break this down and try to make it simpler. It's the end of your turn. You control two objectives. You're going to roll a die for each of those, and either on a four up or a three up, depending on the presence of a galley champ, you either, that keeps being an objective or it flips and it's inactive. The opponent can't take it from you, but you can't score it an extra round either unless it goes active again. When it rolls back to your hero phase, you're going to roll again. Right. And no, no, no, hold on. You're going to roll and it goes inactive. Like let's say it goes inactive. Yes. The initiative then would go to the other player. They roll at the start of their hero phase. No, because it's hard to back on. No, no, they wouldn't. Okay. Okay. Because you only roll for each inactive objective you control. This is the thing. Okay. So at the end of your turn, you're going to roll and some are going to shut off and some are going to stay active. Yeah. On either a three up or a four up. Then it's going to pass to the enemy turn. They can't take the inactive ones for you or interact with them in any way. Now they can go stand around it, right? Like they can kill you off of it and stand around it and then hope when it rolls through your turn and then back to their turn that they then roll a three up or four up to reactivate it to reactivate it. Okay. But what's actually going to happen here a lot is you're going to stand on the thing, roll it inactive. It goes to their turn. They don't take it from you. And then you're just hoping that it turns back on at the start of your turn. Yeah. Okay. I marked this too high. Four out of ten. Okay. Yeah. Interesting deployment map. Again, I like this map. It is five objectives. I just want to point that out. There is an objective down here in the corner and an objective up here in the corner. So this actually uses corner of the board edge of reality objectives. Okay. So all the way across the line. There are five objectives. Okay. Amazing. All right. Why can't you take an inactive objective because it's inactive? You can take it. You just don't score anything for it. Right. You don't score anything for it. Yeah. You can contest it. You just can't you don't score or score points. Right. Because your scoring is right here. Control one or more active objectives and so on and so forth. You can gain control of it. That's what I'm saying. You can gain control of the inactive thing to no actual scoring point. Right. It happens. There's still contestable and controllable. It's just you don't score anything off of it. So you're tracking like how many active objectives do you have versus inactive objectives and blah, blah, blah, blah, blah. Right. Yeah. Okay. I don't like this. Four out of ten is probably being generous. It's interesting that we got the first use the corner where an objective is partially off the board like neat. It's a historical landmarker. Right. Yeah. Yeah. Yes. It would. Yes. Clack. It would still count as contesting and controlling for purposes of battle tactics because it's only scoring that cares about active or inactive. The bad here is there's lots of rolling, easy confusion. People will forget it. We'll forget to roll. We'll roll poorly and it's very, very, very, very, very random. Like you will play to the best of your ability and sometimes just not roll a three up on a couple of key objectives and the opponent will roll three ups or four ups on theirs and they will. And that's it. And the game will be decided. What I don't like about this is here's why I don't like this battle plan. I can make it this simple. Let's imagine, let's go back here to this. Okay. Let's look at the picture. Tyler, Tom, I'm going to stretch out an imaginary scenario for you. You ready? Okay. I'm the blue player. All right. At the beginning of the game, I run out and take this objective, this objective and this one, like the center and the top right two. Okay. And then score those. Hold one, hold two, hold more. Like they're all active at that point. My red opponent moves down here and takes these bottom two, the bottom left two. Yep. Okay. And then we proceed for the rest of the game to not move. Yeah. Nobody moves. Nobody fights. There is zero further interaction in the game. We literally just go and yeah, we literally just sit there and stare at each other and I go hero phase, no actions. I'm done movement, no movement. I'm done shooting, no attacks. I'm done no charges, no fights, done your turn and they do the same thing. Yeah. And you still meaningfully don't know what's going to happen. Correct. I could, as the blue player, I could still very easily lose that challenge. Of course. That's another. Yep. That's true. There's still a quite meaningful chance that I lose that thing. Yep. That feels bad somehow, right? Like I'm not crazy here. Yeah. So I've not played this one, but I would be surprised if this were not a hard pass or a number of reasons that you've laid out. Yeah. I mean, like again, it just ends up being another set of random, like this is just random. This is in some sense, sometimes is relocation or but just a little bit different. Like it is a toss of the dice. There are some things where you can kind of nudge that here or there. But the question is, is how many four ups can you roll? Yeah. Yeah. Maybe you're trying to get clever and not getting within range to trigger the active and active mechanic. But I, I don't know. It just, yeah, it looks like a hard pass. Yeah. I think twists and turns to hard pass. I scored it a four out of 10 just for like sheer, I guess, novelty of using the corners as the objectives. But honestly, I mean, honestly, I don't think this should be in tournament packs. I just don't. I think it is. I think I'll play it in my home game because I love weird random things happening. Although I hate all the mental tracking. Like how much rolling for rolling are you going to do here? Yeah, all the rolling. You know, that that's actually the part that even I don't like. It's just all the rolling and bookkeeping. People screw this up left and right. Just, they will. Yeah. Yeah. You just, you just got to look at that block of text events to get paranoid about this. You don't have to read it, but just looking at that block of text. I could, if I was, again, if I was in a development position and somebody passed this to me, I would have looked at the size of that block of text and went, I'm not reading this. Do it again. Yeah. There's no way that's good. Anything valuable didn't take that many words to say. Try again. Yeah. Okay. Yeah. All right. And then position overpower. Again, using the partially off-board objectives all the way at the edges of the table. But here, instead, you've got these two flanks and then the middle one with this like squished deployment zone. So it's an 18 inch DMZ, but then a squished space behind that, right? So it's a little bit bigger than lurkers because it extends out another few inches in front of the the 11 inch line. But it's not that much bigger, but a little bit meaningfully different. And then lost in the landslide at the start of the fourth battle round, the flank objectives are removed from play. So no, no randomness to it. Everybody knows it's happening, right? It's a known quantity. It's just like there's effectively in the first three rounds, there are four objectives in round four and five, there are two objectives. That's what's happening here. And then one objective to hold one, hold two, hold more. But then if you control any flank objective contested by a Galation champ, one VP again, any, so you don't get one for each. It's just one. We wrote the right word here, control any flank objective. Good job. So we're not getting two bonus points at this. So again, we got a one victory point, Galation champ incentive structure, the correct amount of incentive. Okay. Overall, I think this one's kind of neat. It forces the enemies in just to start in the center, but spread relatively quickly while then collapsing back at the end, theoretically. It really pushes movement being important because of the constrained deployment zone. I mean, the bad is that many games don't go to the fourth battle round. So like there's a lot of games I've played a lot of games that get to round three and stop. And so the special rules in this particular scenario may just like never happen. Right. Fast Galation champions, however you can achieve that, give a big points advantage early. So again, Knight of Zeros, teleporting people, setting up your gnaw holes, and you know, near those objectives, like I know where my two gnaw holes are going in this one every time. You know, that kind of stuff. I don't think it really has any big challenges. It has play. It's again, a seven out of 10. I think it's successful. I think it could show up. I think it's fine. I like it, too. I mean, one thing I was thinking about, so of course, because they're bordering the edges of the battlefield, you have less space that you are trying to zone out, right? Sure. Cutting off the space that you need to zone in terms of alpha bunkering plays. Yeah, because it's not the full circle. You're only protecting the half circle. Right. So armies that could potentially, I don't know how often that would be done, but that was one thing that stood out with this that could be a play. Yeah. So if you've got the means to have the mobility to alpha bunker on even both flank objectives, hold a little back on your own, then you probably have the mobility to redirect from that point, at least with some of that army as the game advances. Yeah, maybe some armies could lean into that kind of play, but yeah, generally seven out of 10 feels about right to me. Yeah. Like if it showed up, I'd be like, okay, cool, great. Let's just do it. Again, I'm not sad about this one. So to wrap it, let's just a quick review out of our six new ones. We've got one that's so one good twist and turns bad. So we got one in each ours for the taking. Sorry, real good. So we got two real good ones. Jaws of Galay, three real good ones. Path the champion three and two very bad. Don't use it. It's bad. It's bad, bad. And then only the worthy, which is like, okay, I'll count it in the good category. Like it's okay. It'll probably qualify there. I think we've got four, I'll call them viable, usable out of the new six, which is good. That means that that is an overall increase from last season because then when combined with the other ones, you've got then five usable in the nightest paths, six usable in the presence of idols. And then seven in the realm stone and eight in the prize of Galay. And I know Tyler might argue for one or two more of those, but he's wrong. But to me, you know, bargain basement, you've got eight. And eight is fine. Eight is a good number. I'd rather it be 11 or 12, but eight is fine. Eight is fine. So. Yeah. Place B. Absolutely. Okay. So I did have a few high level questions. I know we're pushing on time. I was curious if you guys think we're going to see more shooting or less shooting? More. This is the last six months. More. Yeah. More. All the incentives say have more. Let me say it this way, more power projection being a winning strategy, whether or not that translates into shooting. I have a lot of questions on how much sharpshooting slash, you know, the sharpshooter battalion and all that crap gets taken and matters. I don't know what situation we'll be in with that. But I think everything in this, the secondary consequence of Galation champions is kill the Galation champions. And that means power projection. Yeah. Yeah. They are incentivizing you to have those tools. Do you think we're going to see, so I think it's fair to say we all agree, we're going to see more bodies broadly defined. Sure. Now that, now that I don't have to have my units blown up by risking enemy bounty hunters. Of course. Yeah. I mean, absolutely. I'm going to put some storm vermin back on the table and clan rides back on the table and stuff like that. Yeah. Sure. And my general rate is like I said at the top, I think the combination of elements, right? The ingredients to the ecosystem recipe will be the best blend that we've had in some time. It's kind of like my general feeling. I see a reason for some shooting, a reason for durability, for melee, a DPS checking or more bodies. Monsters are still, you know, some monsters here, monsters will still be relevant for various reasons. Yeah. It feels like we'll have a pretty good blend season, like not weighted too hard in any particular direction. I think I agree with that. I think that, again, I think the idea of people taking foot melee heroes and using all of the nonsense around that is just completely silly. Like I just don't think you're going to see a lot of the Galation command and those heroic actions. I think we're all just going to move on and forget about that stuff pretty much instantaneously. I think that you're going to see the same utility quality foot heroes you always took before being taken and now they're just harder to kill, right? And you guys think that average drop count is going to go down? We're going to see more. Yeah. Yes. Yes. On average, the one drop thing is hard to predict. Probably yes, but I think average will go down. Yeah. Tom, what was your view on that again? So you thought we would have sharper spread? And so you're either going to see more people go hard one drop or just lean into all the drop. Okay. Yeah. I think it's going to skew one way or the other. I don't think it's going to, it does not lend itself, let me say it that way. It does not lend itself to being somewhere in the middle. Okay. Very good. All right, everybody. Well, there we go. We did it. What do you think? Tell us below. Make sure you drop it in the comments. I didn't mention once this entire show hit like. I really should do that. I should be better at this YouTube thing after nine years or whatever, but here we are. You'll get better someday. Someday I will. At any rate, hey, everybody, thanks so much for watching. We really appreciate it. Hit like, hit subscribe, if you didn't already. Hit all the fun buttons. Don't forget if you want to support the show, you can do so through the Patreon link down below. That's focused on hobby and review and feedback and taking your next step on your hobby journey. There's also a merch store down there, so you can check that out as well. But as always, share it with your friends. Hit all those buttons. Buttons are fun. Click them. Click them hard. Click them now. Click, click, click. But as always, no, thank you, Tom. Thank you, Tyler. A lot of fun. I'm excited about the new season. That's the last thing I'll say. I think we're all excited, right? Absolutely. Yeah, I mean, yes. For me, and I've said, the more determinative factor is going to be whether the battle tactics are adopted or not. Sure. That's more determinative than anything. Sorry, Sons of Bambamot. I guess enjoy the shelf and or having a rough go of it for the next six months. Hopefully, it's better the next time around. We need to get some Sons of Bambamot hard mode awards going in the community. 100%. Absolutely. That hard mode award. Yep. But otherwise, thank you so much for watching. We really appreciate it. As always, we'll see you next Wednesday.