 Hello and welcome to our Armada playthrough. So in this video We're going to be showing you how to play Armada. This is our new game It's the game of epic naval warfare, and I'm joined by Matt He's the studio manager. So I'm Rob. I just introduce myself and I'm joined by Matt who's studio manager And he was responsible for taking the Black Seas rules and giving them a fantasy makeover Yes, so basically adding wizards Okay So what we're going to do in the video is we're going to show you some of the main concepts So we're going to go through the turn structure. We're going to go through things like movement Shooting and boarding actions as well. Yes, plus some extra bits that we might need And so just in case people haven't heard of Armada. I don't know who that might be Can you explain a little bit about what it is and what people will be doing in the game? Yeah, so Armada is Based on Warlord games Black Seas rules set But we've Ported those rules into our fantasy world of Panathor, which is where Kings of War set and Dungeons are growing all those all those great games So putting out our spin on it. So we've introduced new obviously new fleet types You don't get walks traditionally in historical games So orcs, Bacillians, some undead dwarfs, the ones we're bringing out to start with and obviously we've got plans for plans for more So we've taken those rules Introduced all those fantasy elements and obviously the things around that like magic and upgrades and Krakens and all that sort of good stuff So it's a it's a ship based war game So typically it would be one fleet versus the other in a variety of scenarios capturing Krakens, plundering, treasure, all sorts of stuff. Okay, and we're so we're taking on I'm playing as the orcs and you're the Bacillians, the pious kind of religious Holier than now. So holy they're bad. Is that kind of what it is? Okay, fine Normally, how many ships would you have in a in a typical game, would you say? This will be quite a small game Just quite good for you know, three or four ships on this size size mats. Yeah bigger mat four by four Maybe six to nine if you've got lots of smaller ships in there as well as a typical fleet size, right? Okay, and there's different sizes of ships. I guess which ones have we got here We've both got a single small ship each and then two medium ships and what side of the ship's got to you There's a range of five range sizes so tiny which are the little squadrons represent just a small number of two or three boats Then you've got small ones Mediums then you've got a large and then you've got extra large as well. Okay five categories of Cool. Okay. So now we know basically what the game is we'll go into what the turn structure is Okay, so we're going to start with how a typical turn structure runs We set up the boats here and then Matt is going to explain what happens next Yeah, so in a turn you go for a number of phases the first thing you do is you roll for the wind direction now the start of the game Your scenario will tell you where the where the wind starts it could start One of maybe two positions or something like that or it will say it's definitely starts starts here What you do then is you place the the windrows On the compass point where the the wind is blowing from So the first thing you do is then roll for a wind once you turn turn to onwards and it could move So, you know, if it does move it will only be one compass point round anti-clockwise or clockwise But that affects the next thing which is your initiative and these mark the these locations here Are where the windows would move to yes And you can then use those as reference points to from as the winds blowing to move your line across Next so you can see where you're heading towards. Okay So initiative Determines the order that the boats then moving and that's determined by the wind So the wind is currently here for us And it's going to blow directly parallel with this this edge then All the way this way and as it hits the ship. That's the order that they activate it. Okay So currently This ship would activate first then this awkship then this smaller awkship Then this bassel a1 and then these two in order, right? If the wind moves the same moved say it moved up to here up to this way and from this corner It would then go from corner to corner and actually if we have a look net then at the line It will go It will then hit this one first. Yeah, then this one then this one then that one Right, so it's actually in a different order and then actually then that one then that one So depending if the wind moves it might change your plan slightly or you could or you can set yourself up to predict where you think The wind if it moves then you're still okay. Okay, so there's a tactical element in that in Lining yourself up if you want the initiative to move before something else does and it's measured from the base of the ship Yes, it's a base. Okay. Yeah So that's once once you've done initiative then the ships will activate in that order, right? During a ship's activation It will move a number of times depending on its speed now your speed Can be you are either you could be anchored in which case you can just just turn and shoot Or you can go a steady speed which gives you one move Battle speed which is two moves and full speed which is three moves. We call each move a move step. Okay So I guess we'll show our movement works and what each of that what they mean in a minute Yeah, so at the end of each move step you can turn up to your maximum turning angle and then shoot And then so so say I was gonna say the ship was going at battle speed It could do one move step turn and shoot do a second move set turn and shoot okay, and then it's It's finished its movement and shooting But the once you've finished your all your movement and your all your moves steps If you're within three inches of an enemy ship, you can then attempt to grapple them and then boarding action Okay, once you've done that then that ships activation is done and you move on to the next one So it's quite simple once everything's activated go into the end phase where you clean up thick various things and maybe some end Phase effects are done, and then you go on to your next turn. Okay, so next we'll see how a ship moves. I guess yeah, it's important So now we're going to have a look at how Movement works out 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 partial move step Now this one has been set to Battle speed so it will make two move steps. This one's 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 in what that looks like. So what are the speeds? So you've got battle speed full speed. She got anchored. Yeah, obviously Yeah, yeah, yeah steady battle fall. Okay. Yeah So if we move this one so this this ship was to activate So it has to move five inches So that's no low. I know he is it that's the guy panther. Okay. Also. Yeah, that would move five inches in a straight line like so And then if you on the on the the card will 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 that you can see that one's a wider angle One's a one's a narrow angle So this one if I wanted to turn it 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 I can turn it up to there Right, and then that's done. So there needs to do its second move. So I go five again And then again, I could turn if I wanted to so let's save a turn about the other way And then it's moves complete. Okay, just the wind effect you at all for where you can turn and move If you're gonna play the full wind rules Then yes, it will affect it depending on the direction of the wind It will affect like the speed that you can go If you switch you turn straight into the wind You know, it might might hit you and slow you down completely and you've got a chance to tack out of the wind Okay But those are in those are additional rules for people who want to play the full wind rules Otherwise, it doesn't affect you. Okay. I guess that just makes it a lot quicker to learn. Certainly. That's you know 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 you just obviously just how far it goes And how far it can turn so go five and All the way that way I'm gonna go five again And it can go One go too far because it's gonna crash into that one. Yeah Turn like that and then it can come all the way in front of it. We're just gonna miss it all the way up here Like so so actually so with the hop is as fast as speeds more move steps and the bigger turning angles You can be much more maneuver or much quicker That's what I was going to say that you guys expected to be quite Slow is in terms of the turning of arcs and things like that 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 it you know even with a wider turning angle You're gonna have to slow down in other words You're gonna 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 your turning angles to calculate and your speed and obviously judging what the other your opponents could be Doing as well. So there's a there's a lot of tactics to think about but yes You can get around quite quick and what what happens with things like terrain? How does that affect how you can move well typically you're not allowed to deliberately hit something Right, but obviously through perhaps bad luck bad planning anything else. You might hit something Ships trying to ships that will hit each other both get a chance to evade And as long as they as long as one of them passes then they won't hit each other Terrain can't get out the way so something like rocks or an island if you do unfortunately hit it It's gonna hurt, right? Yeah The only exception is the the orcs Obviously, they are allowed to ramp so if they've got if they've got shit 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 Okay, also a bit mad like that great sounds great Is 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, which if you're which and the rules for oars Very slightly depending on whether you're using the full wind rules. Yeah, we're not so like we Like we are here then they can make a if you've got oars once per turn you can make them Move a turn before your move step. Okay, rather than rather than the end. That's usually yeah Yeah, so 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 Okay, so now we'll come into the good stuff. This is when I get to shoot things And I'm gonna move my hammer fist Yeah, hopefully try and shoot your and set your girl panther. That's the girl okay, right? So I've got a move of five So what speak so I'm at Speed your battle speed battle speed to move steps. So I'll move Five so maybe that's it straight along there basically like that to here. Yeah, and then I've got another one I can you can turn before you shoot So I'm red. Yeah So I'm gonna turn all the way because hopefully I'm going to try and shoot you with my forward cannon And then hopefully go both sides as well. Yep So will I be able to shoot from there with my forward facing cannon? Yes, so but forward Forward and backwards that is your fire arc like that. Okay template so you can work that out So anything then in that cone. Yeah is is is a valid target and similarly at the back if you've got any rear firing rear firing weapons To your sides, it's the width of your base So your your starboard and port broad sides are the width of the base all the way out So it's that corridor. Okay, so anything that's in there is a target So obviously the bigger the boat the more you can shoot I guess for those is that right on your broadside? Yeah, much wider corridor to trap stuff in. Yes Okay, so now we've established I can definitely shoot you. Yep. What do I need to do next? So you have a look at your ship card. Yeah, how many guns you've got at the front So I've got one L. That's one light light weapon. Okay, so light weapons roll red dice We have different colored dice for the different weapon types because obviously you might have a broadside that buys all three types Okay, and so you roll different color dice, so Normally you need six plus any modifiers. I don't think there are going to be any here So you're not a you're not a close enough range. You're not a point blank range So what's point blank range point blank if you're within three inches, then you're right up close Okay, and it's double damage, right anything else. Okay, it's easier to hit So there's no other modifiers at the moment. So you're gonna need a six to hit me. Okay, so hopefully I'll do this So let's pretend that was a six There you go. Wow. I got a six fantastic So light guns don't do huge amount of damage. It's one damage. So I just take the one on here Now we use there's a space on the card to stack up your damage counter so you keep them off the table. Yeah, and notice each ship card you have a Structure points. Yeah, so like the guy panthers 28 and there's also a nerve value as well so If you ever exceed the structure points you destroyed. Yeah Once you've got enough damage that six meter exceeded your nerve value, then you're crippled Okay, there's a chance each each time you activate the you might surrender, right and it affects your shooting and things as well Okay, so I've shot with my one cannon now. I've got another move Yeah, so I can move forward again, and that's another five. Is it? Yep I don't know. I'm just gonna keep on going So I'll end there. Yep Now this look this looks good for me. I'm quite excited about this. Yes That is a point blank because you're within three inches. Yeah outside fantastic. Okay, so I've got Two L and two C but see your basically your close-quarter guns, right there the other than in indirect Which are random. They're the most devastating. They've got very short range Yeah eight inches But they do three damage instead of one like your light guns. Okay, this range. It will be double right Okay, so which color dice I need for that one? You need you've got two light guns. Yeah, so it'll be those two and you've got two close close Quarters guns, that'll be the two black ones. Okay So in terms of modifiers, you've got the point blank. So you're gonna get plus two to hit And otherwise, that's it. So you're so what you are sixes before, you know fours fantastic So I roll them all at once. Yeah, and I say so these different colors are so we can easily tell what's it No, it's not let's let's pretend that again. There we go. Yeah, so I've got a Nine so all of them hit this time from nothing hitting Okay, so what happens now? So you've got that's one two three four five six seven eight Because you're at point blank range. That's double to 16 right 16 damage. Yes 17 so it's getting closer. It's not funny And can you get things like? Criticals as well. Yes. So if as long as it's as long as it's It's possible to hit so it's a solid these these all count as solid hits as long as it's a solid hit But it rolled a natural 10. Yeah, that's a critical hit. Okay And then there's a critical hit to table which you might catch on fire might affect your speed You will cause more damage again. Yeah from from that as well Indirect weapons which are up and over and kind of avoid a lot of the armor and things like that Course criticals on a nine or a ten. Okay And then so we've done so we've done front cannon. We're done broadside I've heard of the thing called crossing the tee. So maybe we'll have a look see what that is next. Yeah So we've seen You know shooting with our forward-facing cannon a broadside and then one of the most Devastating kind of attacks is something called crossing the tee So we'll just explain kind of what happens there and how that works So crossing the tee was was a devastating naval tactic where You get in a position where you could fire your your cannons all the way down the length of the ship But smash through all the decks and just cause all sorts of mayhem So you can either do that from the from the front or the back, but you have to have your angle right, right? It has to be closer to you and has to be down the link down the length of the ship So if you have a look at this a lowee moving now, you know this this this Orc ship here is in a quite perilous position because if I take my move step here yeah, my Left port broadside he's going to catch that right down it's down its length now the enemy ship Has to be its base has to be entirely within that broadside corridor. Yeah, I can't be slightly out of it or anything like that and the projected Length of it has to also fit In the length in the width here as well. Okay, if you're slightly like that, then you've come out this way, right? I'm not got the right angle. Okay There's quite Tricky to get this but once you have got it. It can be devastating. Yeah, so a stern rake like this from behind Is point blank range is triple damage. Wow, okay? So if my allowy were to catch you like that. I've got two heavy guns. So that's these two I've got one light and I've got one Closing gun So I'm point blank range on plus two just like you were before so I'm hitting on Force and there's always you need sixes and then fours everyone is the standard Veteran crew you get a better experience crew or worse, but six is your standard number and then you modify Okay So one that's missed. Yep, which is my biggest gun, which is unfortunate now. I've got Four and a five so my two heavy guns have both hit and I've also got my light guns also hit now I've got a natural roll of 10 there on a dice that was successful. That's a critical hit. Oh dear So I'll work out the the normal damage anyway, so these are my heavy guns there to each that's two four five Sheffield is 15. That's 15 damage to that shit. Plus. I got a critical as well Okay for the critical table you roll 2d6 and then have a look to see what Do I roll those or do you roll those? I roll those because I shot you okay fair enough Nine so if you have a look at nine that's major structural damage the ship takes an additional d6 plus two damage So you take an additional four damage. So that's what you're 19. Yeah So the longer ranges when you start the game You'll be chipping away that the enemy ships, you know We want one two three's points of damage once you can get close in with close port for size point blank And especially if you can cross the tee you can blow chunks off of ships. Okay, so that means so I've got a Structural points of 38. So I'm all about then my nerve. Is that my nerve? Which is that's 28. So what happens if you reach that once you once you between there and you're obviously complete destruction Crippled okay a crippled a crippled ship suffers modifiers. It's going to go half It's a half its guns in any one gun position It's also got half its crew strength in boarding actions Yeah, and every time it activates if there's a big enough ship that it can see nearby It has to make it was a nerve test Which is based on the experience of the crew as a skill test if it fails that it's horrendous. Okay, okay So we've seen you can cross the tee you can obviously fire your broads eyes fire your front cannon as well But it is also possible to shoot when someone's kind of sailing past you or when you're sailing past someone else That's right. Yes. So outside of the the normal turn sequence of shooting at the end of a move step You've got there's a rule called Fire she bears. Yeah, so you can either do that in your own turn as you move past a faster ship So there's this modifiers negative modifiers to attempt it because you're because you're on the move and etc You can also Interrupt your opponents turn and fire out of sequence As long as your ship hasn't already activated that turn. Okay. So let's say I'm going to move my bloodrunner here You know, I'm just kind of happily merrily sailing along And I've kind of ended my move step here Now you've ended your move step inside of my Front arc. Yep. So I don't you get to do any shooting first, but actually your broadside is down here misses me So then I would get to to shoot you with a fire as she bears So I guess that might happen if if I was hoping to shoot you I might have Measured incorrectly or something like that and ended up kind of overshooting the target I guess in some ways so you may end up in that kind of situation then Yeah, and it's minus two for me to hit you because it's such a tricky tricky manoeuvre Now you're well beyond three inches. So you're not point blank range Um, and I've only got the one gun to the front, but I'll do it. Yep And so normally I'd need a six so minus two I need an eight right No, it's a mess. There we go. So what I'd do at this point Um, I'd take a fired marker and I'd put that on the In the gun position that had fired. Yeah, so I know that when it comes to my turn And that ship back activates Uh, it can't fire from that gun position right because you only fire from each gun position once per turn Okay So you've got to I guess weight up. Is it worth the risky pot shot? Yeah Which then uses your cannon or do you kind of wait and kind of think okay? Well, I'm going to kind of sail around and hopefully get you there Yeah, I mean if someone sails past your broadside. Yeah, well, I'm going to go for it now Right, okay, especially if they're very close because you know You're you're you're the point blank will cancel out the the modifier for the uh, far as you're better So then you're success. Okay, cool. So that's a good tactic then if you kind of want to I guess get people on the words they might kind of think oh, it's fine. I'm going to sail past last They could get shot. Yes. It's another thing to watch out for So we've seen moving Shooting and now the bit where I hope the orcs excel which is kind of boarding actions and grappling you So I'm going to move up Unfortunately this lonely little boat here seems very lonely So I'm going to come up and do my final step of movements. That's five And then hopefully Am I now within kind of grappling range? Yes within three inches So at the end of your all your move steps, uh, if you're within three inches of an enemy model Yeah, fine. Yes, you can then attempt to grapple them. So grappling is a Skill test Normally if one or both ships are moving at full speed you can't do it But again, orcs don't really care. They'll try anything. Um, it's the slight negative modifier for that But they'll try it. Um, but we're not moving at those speeds. So it's a skill test and orcs are Great and very practised at it so they can reroll it if they fail. Okay. Now. You're just a normal crew So, um, but you have got boarding nets. So you're going to be on a four plus to uh to for a successful grapple with a reroll Okay, and that's on a d6 Okay, so here we go. All your skill tests for your crew are always on d6. Right. So I need a four. Hopefully this'll So two with a reroll A six, okay few we didn't even have to footage that one Yeah So the smaller ship always gets pulled towards the bigger one. Okay. That's the the the same size. Um, and then it's the And there's a specific order which you move. So I will get moved to you Yeah, and you always go side to side the smallest amount of uh that you can move So I get pulled to there Um, essentially you're lined as possible. Yeah, um, and then you initiate a boarding action. Okay So on your card, you'll notice a cs which is your crew strength. Yeah, that's uh, I'll have a number next to it You've got four. So that means you roll you're rolling four dice to attack me. Okay. If I look at my gumbig I've only got two so I roll two color doesn't matter. Okay in this in this instance your Based to to hit to score a hit is six Um, plus any modifiers you've got now you can have upgrades like more axe and all sorts of things like that Um, uh, you've got because your orcs you get plus one anyway Yeah, um, and if you're if it's the first boarding action following a grapple the attacking ship gets another plus one Okay, your sixes you're now needing fours and I need Sixes. Okay. So hopefully I'll do some great damage here I've got one Oh, I've got I've got two with a 10. Okay, so Anything that's a six plus is two points of damage Yeah, and it's a 10 is a crushing blow. So it's like a critical for shooting But it's a it's a crushing blow in here and that's four points of damage. So you've done six I only hit once for two. So I did two points of damage to you You've done six to me. You've won that combat. Okay. So do we both take wounds or damage? Okay, so there's quite a risk actually, I guess in that case of of boarding actions because You might get hit worse than the enemy. Yeah, okay. Absolutely. Yeah Um, okay. And so it's but we don't roll on the damage table. No, it's just double damage. Okay crushing blow Yeah And is there anything else that might affect boarding actions or is that kind of Roughly what you do? Um, I mean there is obviously there's rules for if you've got uh multiple ships involved You can then have to if once these ships come to To activate again, they can choose to disengage or carry on their their boarding action obviously you can have some Equipment or upgrades or captains and things might affect your boarding and stuff as well Orks as I said have got things like more guns and more acts that they can put on all their ships to influence all of that And the bigger the ship the bigger the crew and the bigger the number of dice you're gonna roll Okay, great. So I think that I mean, maybe we'll have a look at kind of what happens if you might crash into someone How you evade that we can do that and then I'll try and ram you as well. Okay, good So if through poor planning You may occasionally Bump into another boat So we're going to see what happens there and see how you can evade Or in the case of the orcs how you can ram them So you're going to try and accidentally smash into me. Uh, and we'll see what happens there Yeah, so I'm I'm badly positioned with this ship. So I you know in its in its move It's going to have to go straightforward, which means it's going to hit this so the point here with it with the Collide we both have to make an invade test right because Unlike what orks love to hit other things, but they don't potentially really like being hit themselves So and um, certainly other other fleets really don't like having their boats smashed up because it's a chance of sinking um, so You make both both boats make a skill test, which is an evade roll Um, as long as one of them passes, then the ships will avoid each other. Okay. They both fail. They will collide right With terrain terrain will always fail. It's evade roll. Okay only got the ship that's moving to try and try and get out the way And what do you need it? You get uh, plus one to this so we're both regular crew, which is normally a five So we're both on fours. Okay to try and avoid it So I failed But I have Yes, I passed at this point. We were okay. So I would I would complete my move step If I could if I couldn't if I couldn't clear you with my move step, then I stopped short. Okay But then because because the because the ships evaded each other I can then carry on I stopped short I turned the smallest amount so then avoid you with any further movement. Yeah, and then I complete my turn. Okay So then I would be be over here Now if we if we hit each other, which we'll see in a minute obviously then there's damage to to both ships And you both Get, you know, you're gonna lose speed. You're gonna, you know, effectively anchor but you collide into each other So let's now reverse it. Yeah and do what the orcs do best, which is ram you so what would happen? I would just come You would say it. I'm going straight forwards And you'd come in you'd stop obviously where I am. Yeah Just there. Yeah Now I've got uh, I still have a chance to evade Um, so let's pretend I fail because what's this anyway? Oh, yeah, there we go great I was fated. So I I I failed So you now hit me. Yeah now we uh in terms of so the damage we both start with one d10. Okay Um, now if one ship is bigger than the other for every size category that ship gets another d10 Okay, so you're a medium and I'm a small so that's another dice you get. Yes Um, and because you've got the ram rule two in brackets, you're going to add plus two to the amount of damage that you do Okay, so if I got two rather than two guys, oh, oh, okay So if I got ram one I'd add one. Okay fine. So they're not adding they don't add a lot more damage Yeah, but the but the the fact is that they can ram in the first place anyway And then they can initiate a boarding action. Okay. Yeah, so they hit they do damage and then they'll pour on board Okay, fantastic. Um, again, we need sixes for this one You're rolling here and this is literally the amount of damage that you're causing. Oh, okay fine. Right. Okay So let's look so I've got six and nine to me. Yeah And I only I do eight back to you now. Remember you're 15 plus two so 17 So my structure points are 20 and my nerve is 15. So I'm already crippled right this point So the point you now board me I'm down to half a tax as well. Okay, so as you can see it's quite quite devastating Yes, I mean the orcs. I mean, I guess that's their tactic. Isn't it really to To ram stuff pretty much. Yeah. So, I mean, I did I did eight back to you But you know, you kind of shrug that off really. I don't care about that. But I'm in a serious trouble. Okay at this point Wow, so ramming is all the orc players out there definitely need to be ramming everything Apart from islands avoid islands for ram the boats. They're orcs. I might do that too And there's no criticals or anything like that for this one Uh, not on this one though. Well, there we go. So there's ramming So I think we've pretty much covered evading ramming Obviously, if that was an island you'd just be rolling to evade and then what happens with damage if you hit the island there Do you roll to see what? Yes, so this um, so the island obviously itself won't won't take any damage Um, so it causes it causes to the the ship that hits it One d ten of damage for each Size of ship if an excel ship hits it it takes five d ten damage Okay, wow, but if a small you know the small ship hits it then it's only two d ten damage And say if you survived here now, we're are we kind of locked in to combat now? Uh, not at this point. So at this point you you could then you would then still be Grappling me in which case I'd go this smallest amount and you pull me around to the side like that Right, oh, okay. You bored me fine. And then if you managed to survive that Next turn can you sail off or I'd have to make a Well, you're you're there. So I'm crippled at this point. But yeah, anyway, yeah I would have to try to avoid surrendering to you because there's a bigger ship Medium-sized ship or you know within 10 inches If I pass that I could then try another skill test to try and disengage and sail away. Yeah Depending on the initiative, you know, you might then catch me up and That that being crippled is in serious trouble. Yeah, okay Fantastic. Okay. I think I've got the hang of ramming. I'll be doing that all the time So I think we'll probably just wrap up and see what else we've got to look at So thank you very much Matt for showing us how to play. So we've covered pretty much the basics there Obviously, there are more kind of advanced rules like kind of different kind of upgrades for your fleets Yeah, some of the different Ships have got their own rules as well. Yeah Specific to that to that ship or to again to that to that fleet. So yeah, there's there's layers on top of the base mechanics Yeah, okay So we'll have all those covered on the mantic blog So as we come towards launch we'll be going through the different kind of factions How the different boats work some of the different rules as well. So make sure you keep checking there as well So thank you very much Matt. I hope you've enjoyed that at home And then we look forward to you all playing Armada when it's released this november Bye. Bye