 So now we're going to have a look at how movement works, how the ships move, and Matt is going to move his Bacillian fleet and show you the different speeds and the turning circles and things like that. Okay, so both of these ships have a move of five. What that means is for each move step they perform, that's five inches that they have to move. And they have to move that far, you can't do a partial move step. Now this one has been set to battle speed, so it will make two move steps. This one has been set to full speed so it can make three move steps. And because they've both got different turning circles, you'll see the difference in what that looks like. So what are the speeds? So you've got battle speed, full speed. So you've got anchored, which is obviously not moving at all. Steady, battle, full. So if we move this one, so this ship was to activate, so it has to move five inches. So that's no low heat, is it? That's the Garpanther. Okay, also, yeah. So that would move five inches in a straight line, like so. And then on the card we'll tell you whether it's a yellow turning angle, which is the narrower of the two, or a red turning angle, which is the wider of the two. And you get this turning arc here, which shows you, which gives you, you can see that one's a wider angle and one's a narrower angle. So this one, if I wanted to turn it, I put that there and say I wanted to turn it. Let's go this way. Put it on the back corner and I can turn it up to that much. I could just turn it a tiny bit if I wanted, but I can turn it up to there. And then that's done. So here it needs to do its second move, so we'll go five again. And then again I could turn if I wanted to, so let's say we turn it back the other way. And then it moves complete. Okay, does the wind affect you at all for where you can turn and move? If you're going to play the full wind rolls, then yes, because it will affect you depending on the direction of the wind. It will affect the speed that you can go, or if you're supposed to turn straight into the wind, it might hit you and slow you down completely and then you've got a chance to tack out of the wind. But those are additional rules for people who want to play the full wind rolls, otherwise it doesn't affect you. And I guess that just makes it a lot quicker to learn, certainly. You can get straight into it. Absolutely. So if you have a look at a full speed one doing red turning angles, you'll see the difference in obviously just how far it goes and how far it can turn. So go five, and I'll turn all the way that way. Then we go five again, and then it can go too far because it's going to crash into that one. And I can turn it like that and then it can come all the way in front of it. You're just going to miss it. All the way up here, like so. So with half as fast as speed, more move steps, and the bigger turning angles, you can be much more maneuverable and much quicker. I was going to say this, you guys expected it to be quite slow in terms of the turning arcs and things like that, but actually that one we could get around. That was quite nimble, that one really. Yeah, you've got to be careful, especially on a smaller table like this, that you don't go too fast. Because even with a wider turning angle, you're going to have to slow down. In other words, you're going to be hitting the edges or hitting terrain and things like that. And obviously you've got other ships to worry about. So you've got your turning angles to calculate and your speed and obviously judging what the other opponents could be doing as well. So there's a lot of tactics to think about, but yes, you can get around quite quick. And what happens with things like terrain? How does that affect how you can move? Well, typically you're not allowed to deliberately hit something. But obviously through perhaps bad luck, bad planning, anything else, you might hit something. Ships that will hit each other both get a chance to evade. And as long as one of them passes, then they won't hit each other. Terrain can't get out of the way. So something like rocks or an island, if you do unfortunately hit it, it's going to hurt. The exception is the orcs obviously are allowed to ram. So if they've got a ship that's got the ram rule, they are allowed to deliberately hit other vessels. And they can then initiate a boarding action which you can normally can't do as well. Orcs are a bit mad like that. Great, sounds great. Is there anything else that would affect movement or is that kind of pretty much it for that? That's it. In the main, some ships have got oars. And the rules for oars vary slightly depending on whether you're using the full wind rolls or not. So like we are here, then they can make a, if you've got oars once per turn, you can make a move, a turn before your move step. Okay. Rather than at the end. That's useful, yeah. It gives them a little more tactical edge if you've got oars like that. Great. Okay, now I'm an orc player, I haven't shot anything yet. I'm getting a bit twitchy. So maybe next we'll see how you can shoot people.