 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 are my co-hosts. First we'll start with Tyler since he's the longest-serving co-host. What's up Tyler? How are you doing tonight? Clearly, yep. Awesome. Good to see everybody. Good to be here. Good to see you, sir. Also joining us, that's right. He's back. He's back in his actual location, which may change intermittently in the future weeks as he perhaps integrates himself back into the show in some way or another. We'll see. It's Tom. What's up, buddy? Hello friends. Sorry, I missed last week. You know, I'm back. I miss a show every once in a while. I apologize. I'm here. It'll be fine. Yeah, there you go. Yes. Hit like if you're happy that Tom's back. Hit like if you're not happy that Tom's back. Just hit the like button. That's great. That's either way. We we know and we appreciate it. All right, so we're gonna talk about hidden gems in AOS 3.0 tonight. Those units, combos, items, whatever, that maybe in 2.0 they were underwhelming, but now in 3.0 they deserve a second look. But first of course, as always, the news. So, Tyler, you're still on news duty. What's up? I'm still up. All right. Rimmer engine for seemingly the eighth week in a row. It's a probably 40k thing. It is. Yep, there it is. It's a 40k thing. It is one of the Oathbreakers, the Warden, asked Warden coming back. Chorfs. No, it's a 40k thing. It's the 40k chaos re-sculpt that we've been seeing a lot of images of lately that's been rumored for years and years and the tentacles, the tentacles spoil it. Yeah, like yes, like the little pipes are coming off the back. That's 40k folks. Sorry, not chaos dwarves. It's not Hashit. He's hiding in, he's hiding with the with the elves up in in Haish. He's dead because that's not a thing and he doesn't exist and that's fine. No, it's totally a thing. All right. Path to Glory, which I have zero interest in, but you added it, so take it away, Vince. I did. I added it. It's not like I have a great interest in it either. It's this thing that's annoyingly in my rule books in between what I want to read, but I know a lot of people love it, and that's not, that's fine. I'm not gonna yuck there, yuck. Sorry, Sam. I'm sure you do. I know you do amazing work with it, but yeah. Yeah, yeah. It's not like that is not a judgment of Path to Glory. A new Path to Glory seems like it's awesome. It's a judgment of my interests. But at any rate, they put out some nice articles this week for the upcoming Stormcast and Orc release, where they went through some cool stuff that they're gonna have in the books, including within Path to Glory, the ability to make your own Stormcast chamber. Okay. So it's kind of cool stuff, right? So you can have like your own chamber founded for your your Path to Glory. Pretty cool. I sincerely doubt those rules will make it into Match to Play. I'm sure a bunch of people read that and were like, yay! Finally, I highly doubt that's a Match to Play rule. It was in a Path to Glory article that was all about Path to Glory. So... They're still making these rules. They're still printing Path to Glory. A lot of people love it, Tom. A lot of people love it. I know. I know. A lot. A lot of people love the Transformers movies, too. I mean, look, Bumblebee was good, but that's not what we're here to talk about. Yeah. It was good. It was good. I like it. Unfortunately, it came after a bunch of movies that everybody hated, so nobody went to see it, which was very sad. It was great. All right, we we finally got there. Battle tomes are on the way. Stormcast, Orc War Clans, the On Pre-Order this weekend, getting all the usual goodies, Skull Cards, Dice, including Grand of Fancy, Grand Alliance Dice. That's a nice touch. Got the Night Judicator with... Basically, it's the Griffhound release. We've got Night Judicator with Griffhounds, Storm Strike, Chariots with their Griffhounds. Yes. Like we were probably missing a Griffhound in there somewhere. That's that's supposed to be on the way. A weird Masters of the Sacrosanct, the Lord Arcane on Griff Charger, and one Evacator Prime getting released together. A poor guy. Sure. I have so many of him. I have like all the everything of him. I mean, it's... There is obviously one question. I didn't like I'm trying to do a bunch of stuff as everybody hopefully noticed. I made a new overlay for this for the show going forward. And you know, like I'm trying to do some stuff to spruce up around the house here as it were. And you know, one of the things I really wanted to do, but just ran out of time on, was to make up a to figure out how to integrate like pop-up gifts where I can hit a button and pop a gif up. Because I would be popping up the Where Are My Dragons Gif right now. You're just gonna have to hold up a sign, Vince. I'm gonna have to hold up a sign. That's the only option. Yep, I'm gonna be, it's gonna be holding up a sign. But at any rate the, yes, so we're getting wave one of these two releases. Yep. So that's fine. I'm interested in the Knight Judicator and what he does. I'm interested in the... I'm interested in everything but the chariot, actually. So that's fine. Oh, is the chariot doing anything for you? Aesthetic. I mean, it's bold that they're going back to chariots after what, four years away from releasing any? I don't understand like, let me start again. I like Griffhounds. And this is, I think, the way that they could be like, let's put Griffhounds on the table without actually making that unit good. Sure. Sure. And they're like, let's do a chariot with them. Yeah, that's a great idea. Now people get to paint Griffhounds. I don't know. Like, I just seeing that, seeing the ones with the new Knight Judicator model that was badly photoshopped, like they're in Griffhound Mania and I see that and I'm just like, can we just make the actual unit good? Can we actually just play with our toys? Hey, the new Griffhounds have a have a much stronger Bork now. I know, but they're just, they're just not priced right. Yeah. Well, at any rate, we'll get the uninteresting chariot and then eventually we will get our dragons. We'll see when. Indeed. Yeah. And yeah, we're getting the Breka Boss on Meyerbrut Traga and the B. Skewer Killboys, so that that big old tree ballista. That. So, yeah, excited to see that. Play no later than Saturday. We'll start seeing our leaks all over the place. Yeah, I mean, we'll have the full rules by at worst this Saturday, right? Because because man who reads book will read the book. Some things never change. And apparently man reads, man reads book is one of those. That is indeed. So we'll see. Yeah. So they were with a preview on Sunday. They showed the full photo of Bastion Carthalos, a Lord Commander badass who is in fact a badass points depending. Sure. So folks, always this guy always points. Six inch move, eight wounds, 10 bravery, three up save solid. Uskivar or however you say that, the Sunderer, that enormous hammer, four attacks, threes, twos, minus two rend and the beautiful four damage. Yeah, four damage on his hammer. Take that. Take that, Gargantz. Okay. Poor Giants. Now I'm just sad for those big models. Yeah. And then the thunder something once per turn you can choose one enemy speaking of Giants. Once per turn you can choose one enemy unit in the battlefield and roll a number of dice equal to the wound characteristics. So here comes 35 dice and for each six up a mortal wound to your mega. Each turn. You can call it on the Thunder. Once per turn. Yeah, once per turn, yes. Maybe once per round. I don't know. We were relying on sideways texts, but yes. Either once per turn or per round or something. The point is he can zap lighting bullets anywhere on the battlefield and try to find people. They have my attention. Sure. Probably once per your turn. Castielin of Azir at the start of the first round after determining who has first turn before the first turn begins. Basically you can redeploy D3 hammers and sigmar units. Pretty good. And any battle plan restrictions will still apply. He's got a four up ward. Top of eight wounds. And to top it off, at the end of a phase, if any enemy models were destroyed by wounds caused by him, he heals all of his wounds at the end of that phase. Yeah. 280. I mean, probably. He is hard. Like this dude is going to be hard. And he's eight wounds. That means he's bodyguardable. That means he is lookout cerebral. Yep. Well, yeah. Yeah. He's a little hero. Right. Yeah. That's the point. He's a little hero by the leader. So you can benefit from all little hero things. And he hits like a truck. He's not very fast, but he has a lot of utility. The redeploy theoretically will let you also play around with shoving people up into heavens or pulling them down whenever pregame. Right. So you can get Swippy Swappy on him. I mean, you know, look, if this is like, all I'm saying is if they get 260, whatever, something like that, probably fine. Yeah. 260, 280. Yeah. I want to see what the Celestin Primes Hammer does. If this is what Rando Stormcast Hammer does. Okay. Like this guy isn't, I mean, I shouldn't say Rando. He is like the leader of the Hammers of Sigmar. Let's be clear. Yeah. He is the Lord Commander of an entire chain, but the Prime is the Prime. He's, he wields Galmaraz, the weapon of Sigmar. Like the thing that Sigmar uses to go crack God skulls. Maybe let's make that weapon not suck. Just could we have the Prime be cool for the first time ever? Sure. Seems reasonable. Sure. I could see that. It's a small ask, but I'd love to see it. Yep. Yep. So we've got the fact update. Yep. Subvention. Want to talk about that one, maybe? Sure. Yeah. So we got the, the fact to the fact. Clearly it was all our show on last Wednesday. They got that published out there with the fixes. No, it's not true. We had almost nothing to do with it. I'm quite sure. But I was very happy to see it on Friday. I was just sitting there painting actually and was seeing everybody discussing it. As I, as I'll discuss later, I was doing a little paint jam this last weekend, but the, I mean, they fixed most of the things I wanted to see fixed. So you, they fixed obviously the ward thing that was a total nightmare. So great. We unwound that, which was, as I always said, the reason I wasn't super mad about it last week was because it was so clearly a mistake and I expected them to fix it and they did. They also clarified that when you, like they went for the harder interpretation, the one I was advocating for, Tyler, that when you bodyguard, you can't ward the bodyguard unit, which I know not everybody is happy about, but I love it and think it's absolutely appropriate. I still think they should just formalize this timing, by the way. Like they should just make us, you know, they formalize the timing of the attack sequence of the like strike first strike last, all that stuff. There's like a very formal sequence you follow. They should really just formalize the damage allocation sequence in the same way. Like put out steps one through five and, you know, and that would be fine. That would clear up most of this. And then they could just say in, you know, step one, step two, step three, whatever. But so you can't ward off a bodyguard, which is great. Bodyguards are now officially relegated to where they should be, which is just an alternative word for that character. That's how they should function all of the time. It's just a bad word. I mean, it's a different word, right? Like, yes, it's still a word. Bad is too strong of a word. That implies it's not good. Keeping the character you want alive at the cost of a shlub, a wound on a shlub you don't care about is still good. It's just not as good as the standard words. Yes, I agree with that. But not the best doesn't mean bad. The kind of like light switch thinking is not positive. I don't know. No. I mean, if it's not the best, it is by default bad. No, that is absolutely incorrect. As every silver medalist in every Olympic sport ever. By the way, Tom. And how do you think silver medalists feel standing on the podium next to gold? Worse than the bronze medalist, according to psychological research. That being said, they're still generally the second best athlete of that type in the world. So they should feel good. But for any normal human, it's a literally a lifetime accomplishment where you're going to say, Tyler. Indeed. How happy I am to have this man back because I've literally had conversations with you about how I feel like I don't argue with you enough. And now that's covered. Sure. Yeah. You don't have to worry about that. I got it. Never have to worry about that with you. No. I love it. No. I disagree with that. Martin Orlando says don't three bodyguard war scrolls bypass this still. Maybe. I don't. I don't think so, but I'm not sure. It'll probably need an additional clarification. It's always it's always a rolling FAQ. So anyways, they've cleared all that up. Great stuff. They fixed up pinning, which I did not see coming. I was thrilled about pinning being fixed. I was one of my least favorite things that happened as a result of the fact where they decided to screw up pile in a month into the game. Like just like they did in second edition, but this time we learned our lesson. They unwound it. And now you just you just pick a unit and pile in toward it the way you would logically think both the people in the world and the player would want to act. It's simple versimilitude and stops ridiculous gamey BS garbage, which is all that would come out of that rule being like it is. It would allow bad awful players like Tom to be to just like awful players. Yes. I mean, I disagree. Awful as in you're an awful human being. Not. Oh, okay. No, I agree with that. Yeah. That's fair. I agree with the players that are awful people to abuse that. I don't like it when you win through rules exploits of that type. Like that's any time you're doing that kind of crap. You're not actually winning through your tactical acumen. You're winning through your ability to manipulate a rule that works in a counterintuitive way. And that's just not how the game should function if at all possible. Yeah, so that was good. It was a great fix. Oh, Cogs. Cogs, yeah, we got Cogs fixed. Well, Cogs changed to actually justify the cheap price of Cogs. So now it is what face hammer actually had it as interestingly enough in their pack. So you just pick a wizard and they get an extra spell cast. Correct. The correct way it should have worked. That should have worked. That's how it should have worked always. Yes. One wizard. Yes. And now it does. So hey, we got there. We got there. And one that I've seen a lot of questioning around, they had a spell portal clarification. The TLDR of it was some folks were doing an area of effect spell through both ends of the spell portal, which you should never do that, but apparently people were doing it. So basically added some text to clarify or change the text around to clarify. You know, don't do that. That's not how this tends. You got to pick one portal to have the spell go through. Like that's the kind of nonsense. I just can't even wrap my head around. Sure. Sure. They clarified Mount Raid. Some says allegiance abilities include Mount Raid. Each time you take a Mount Raid enhancement, you can pick one Mount Raid and give it to an eligible unit in your army. An army cannot have more than one Mount Raid. And an army cannot include duplicates of the same Mount Raid. So they just added that to their list of enhancements to formalize it, fix, navigate realm routes that they had completely broken on Sylvaneth. So we got that back. We're back. We're back. Sylvaneth, they're back. Fifth change, but we almost got there. It's not quite right yet. Yes. Would you like to explain, Tyler, why it's still slightly wrong? Oh, if anybody from Games Workshop in the studio is listening, guys, we need to verify, we need to update, navigate realm routes for 3.0. So it's using old language, which means as it stands right now in 3.0, if you are in combat and you use navigate realm routes, you're actually not going to be able to teleport out of combat because you're not, it's instead of a normal move. And you can do normal moves. Yeah. You can't, you can't retreat. It doesn't specify retreat. It needs to specify you can do this instead of retreating. So, yeah, we still need to have that. Are you making the count, Vince? The answer is four. Does Tyler have one? No. Doesn't Tyler have one? I don't know. I can't answer that question. Tyler, do you have a NashCon sword? I'm giving my number, Tom, which is four. Okay. What's that? How many NashCon swords do you have? Oh my God. Get out of here. That was being very nice. No. No, no, no, no. No, no, no. This is not a slide of you. If you read the comments, somebody asks, we need to count as to how many swords there are. This is Anthony. Yes. Anthony asked how many NashCon swords are represented amongst the hosts. Oh, well. Vince said four for himself. I think I've got a best order and then like four, four ones, but somehow only a best order to pump up the ego here real quick. So I have zero swords. Aw, they didn't give best order swords? Probably not. I'm not here. They did. Come on, David. Come on. Four one every year at NashCon. Yeah, it would have been now, but that's all right. I'm in the same zone with you because I would be at five, Tyler. So the answer is six. Sorry, Anthony, only six swords. There you go. All right. Anyways, moving on. That was a fun question. Yeah. Navigate the realm roots. It's like you still like some units can still run because of the way the wording did it. So maybe that's intentional. Maybe it's not. I don't know. Like the fact that some units can run use it instead of run or retreat because of the wording and the fact and some can't. But it's not that it's weird that some can't do it. Like if it was just carte blanche, you can't do this. It's weird that like they specifically FAQed in some ability to do it, but not all ability to do it. Right. So like, if it's just a benefit of those couple units that happen to have it. Cool. Like if that's, this is again where I go back to, they should be putting in intention language. Right. Yeah. When they say this, like, like they should think through the consequences and speak to intent. It would clear up a lot of this stuff. Like you can italicize and speak in plain English. Like we are restoring back. Now this cannot be used in place of a retreat. We know that these three units can still do it in place of retreat. Right. So that's an intentional decision as a benefit to these three units because we felt they should be the highly mobile sort of either skirmish units or centers of the army that then move around the power for your other units, though, once they're engaged, they don't have either the wherewithal or tools to escape out of a combat using it. Fine. Great. Then that would just clear it up. Right. So just put in that kind of language. You know, I. What you're referring to, if I'm gathering is that the tree trees with their waypipes and the three big trees, Derthu, ancient and the true lord, yeah, they can all do this. They can all teleport out of combat. Right. Right. And so, yeah. Right. Like those all can because the way the FAQ answer was sort of jacked in. Seems like a, seems like a job for the rule steam. Yeah. Like which that we don't have that in the news, but they are hiring another. Oh, I was going to add that one. I was doing work. I'm sure you were. Yes. Go ahead. Yes. They are hiring GW is hiring again for the, for a developer role. Sam came on today and he was like, Hey, anybody wants to work with me and make that four plus a three plus. Come join me. Yep. That three plus a four plus as the case may be right now. But yeah. Indeed. So that's interesting and exciting. Yeah. So, but it is, it is a, it is a nodding hand position. So for all of you us folks that requires a move. Yep. Yep. Nope. I'm not doing that remote. I don't think they pay enough. And I don't think, and I, and also I'm not moving to nodding them. So they, if you, if you're interested in opening up a consulting position, give me a shout. I'll see what I can do to set aside time for you. But beyond that, I'm not interested. But I hope they get pretty good. Oh, do you guys, I know we got events. Yeah. This is a new section. You're going to enjoy this buddy. All right. So let's move to events. Yes. I don't think we have any other news items. That should be all the news. Let's talk events. Boom. Event list up. And this will be part of your job. I'm sure at some point you're going to have to track this every time you're on Tyler. I have the distinct feeling this will never go away from you. Uh huh. All right. Let's talk events. So upcoming events. Yeah. So this weekend we've got Bruce Lee Brawl 3000 points because Brendan is a madman. That's going to be fascinating to see. I saw he's got 44 lists submitted on time. 15 order 11 destruction 11 chaos and seven death. What would you guys want? Yeah. What would you guys guess is the most played faction? The most played single faction. This is Bruce City and it's 3000 points, right? I don't think it'll be suns this time. No. Because nobody has this number of megagarkets. Yeah. Nobody's buying extra suns. Right. What were the faction breakdowns? Those were the grand alliances. 15 order 11 destruction 11 chaos seven death. I'm going to say Daughters of Cain. Wow. That is a long shot call because they have always been a small meta percentage. You're right. You're right. I'm going big. Sure. I'll go. Yeah. It's definitely not Daughters. Seraphon. Seraphon. It is suns. Wow. Okay. I think suns with five. Did everybody just throw the Kragnos in? Is that how we got there? They were just like normal giant list throw Kragnos on top because we all went out all the suns players. We all went out and got our Kragnos. And then like that and a baby and they called it a day. Like they got an extra baby giant sitting around. That's probably what it was. Yeah. Yeah. Yeah. That would be my expectation. A bunch of Kragnos and growth tricks run around this weekend. Oh, sure. At 3k. Yeah. Oh my gosh. Oh my gosh. We got that going on. We got face armor GT. That's going to be another big one. Yeah. And then Melbourne GT as well. Yeah. It should get some interesting results this weekend. I'm not sure if I'm not looking at the window in terms of where we are, but for the October list of events, I added reef reef con. So folks, if you're in Australia, I think Townsville, definitely check that out October 2nd through 3rd. Thanks to the gentleman who pointed that out in our comments. Last show. Appreciate that. We missed it. And then we had two events. Last weekend. GT, about 30 players and then when Norway, Armakan or Sam are open, 42 players. I can GT. There were only five players that went for one and only one that went 5-0. It was interesting. Hmm. That is interesting. Yeah. Steve Curtis take it out with take a tribe. He was the only 5-0. Jack Armstrong, Sire, Lumina, the Techless, Cathlar, Sentinels, Wardens going 4-1. Yeah. Benjamin Saiva with really cool. Nurgle list, 3-by-20 play bears. Blow, Brotspawn, you know, Slopidy, Scribner, Guo, really cool list. Bourbon Lord Corruptor was in there. A kind of nice techie list he had. I think he was the only one who beat Jack, right? Like he was Jack's loss. He was, yeah. Yeah. Benjamin was the one with his Nurgle list as the one who beat Jack. So there you go. Oh. Darren Stiles, Rakothin's Tell, and Russell Taylor, Hagnar that wrapped up the 4-1. And then Armakan, we had seven players at 4-1. I think one player at 5-0 that took it out. I'm not going to bother, as usual, with the Jim Bob American Mouth to try and pronounce these Norwegian names. So we're just going to... Zytrek was the 5-0. Hagnar, 4-1. Keltner, 4-1. Hermdar, Tom, we got a Hermdar up there, 4-1. Potrik, Runefather, 2Battlesmith, RuneSmitre, RuneSmitre, 2x15, HearthGarberserkers, Tim Volkkeid, Flamespitter, it's 95. Nice. Yeah. Nathan, Kastelai, and Taker were the other 4-1s. So yeah, decent mix, but a lot of what we're seeing in the top six are represented there. Sure. Yeah. I think what we're seeing is that anybody can reach up there, but there are definitely some armies that are reaching more than others. There's some trends. Which, I mean, that's a healthier meta than we've had, right? Like where it's not locked. Yeah. The top five aren't locked. Like, you occasionally get like a dwarf slipping in to the top five, but that's not common, right? Like, that's not the standard. Yep. So, yeah, yeah. And the lens compilation this week, now with 22-so events, we have 0-60%ers. We've got, you know, a number that are in that 54-58% range, particularly the top six. Soul Blight, Sons, Lumineth, Others of Cain, Seraphon, and I'm missing one. Maybe I'll think of it here in a minute. But yeah, we've got the top six. And then, yeah, it's a pretty nice spread. There's a few there. We're actually living almost in the fat middle. There's nobody at the top end because of the Mr. Burns syndrome, right? Right. Right. As shown by like, just sort of the, they'll hit each other and explode, and then it's like somebody else will sneak through, right? But the bottom end, there's a few people who have fallen off. Like, if the fat middle, as I originally defined it, was 40-60%, right? Like, that was our wide tolerance within AOS. Right. Obviously, an extremely healthy would be 45-55. That should be the goal. But that's why I call it the fat middle because AOS is, you know, tends to be a swingier game. So I said, okay, we'll tolerate 40-60. We've got a few armies that are failing to meet that low end bar. Yeah, so. Blomp, blomp, blomp. Poor Beastman. Yeah, I think, aren't, didn't Skaven also right now, rank below that 40% number? We actually are, yeah. I don't believe that. That's a lie. That's what you get to be in the fairest army in Warhammer right now. That's what happens. You get beat up by all these cheaters. Skaven, please. Come on. Adam Trunzo. There's got to be more Adam Trunzo's out there that can get that number up. It's ridiculous right now. Aideneth as well. I don't understand why Aideneth are not high right now. Zinch was the sixth one that I was forgetting. There we go. How can I forget Zinch? Of course. Just as the changer of the ways would have predicted, he caused you to forget. And then remember, all according to plan. Yeah. So look, I'm looking forward to these events. I think some people in the comments said that Melbourne GT because the lockdowns is now going to be an online thing. So, okay. Oh, got it. So we'll see what Face Hammer and Brew City do this weekend. Those will be our two for two big ones. Those are two big ones for this weekend. Yeah, those are big ones. Obviously, Brew City will create some odd lists, but we'll see. And then, I mean, both of them coming up this weekend are the strange outliers, as it were, because one's a 3K, and one is a, has like heavy sort of self-imposed comp, right? So it'll be interesting to see. But a lot of cool stuff coming up over the next couple of weeks. Happy to see it. Cool. All right. So that's events. Gentlemen, shall we move to some pick of the week? Tom, you are technically the guest. What's your pick of the week? Technically the guest. I'm so excited that I actually have something this week. Ford Thoughts. No. So, I don't know that I've ever spooked them before, but Aethercast is a group of, it is a show that is done by a bunch of, like, KO, like it's a Coradron Overlords-focused show, and all the big names. Yes, but like they have a stream, too. Oh, really? Okay. Like they have like a, yeah, like they do images and stuff like that, too. So it is a, it's a show, it's not just a podcast, but it's primarily a podcast. It's a Coradron Overlords experience. It is. It is. And all the big names, obviously, Crone and all the people that you would expect. Anyway, that's been Braun, Crone. Sorry, had a couple drinks. He is not a strange old, like, witch living in a swamp. He is, in fact, a human person, but yes. I appreciate that. And they have a show coming up this weekend that I've been invited to be on. And so I'm going to spruke their show for them. And yeah, you know, what can I say? And we're going to talk through my Nachcon games. And so we'll go through my list, the two lists that I built, why I took what I took, the logic, we'll walk through the deployments and the matchups and stuff like that. Nice. Nice. Yeah. Tyler, how about you? Everything, by the way, will be linked in the description. Tyler. Thanks, Jonathan. He pointed out that Nachcon is canceled due to the lockdown. So that's good to know. Boo. I know. I think it's as well. Cool. People being safe. Darn it. Darn it. Now, boo that they have to do that. Like, it's a shame that that becomes necessary. I know. I'm just giving you our time. Because I'm not booing Australia for being responsible with the health of their people. Yay, that. Boo that it had to come to that. That's unfortunate. Indeed. So, I know I mentioned them a lot. I haven't mentioned them on the show lately. That's my excuse. Season of war. Almost contractually obligated at this point. I love that channel. They had an amazing. OCR bone reapers versus Keridron battle report this week. They did film it before the fact. So they were using old rules, so much gains and alphas, alpha beast pack Italian. You know where for some reason they decided to give us clown car back. You guys did not need that. Nobody needs that in their life. I don't know. I want a clown car in Barak Nar. Sure. Yeah. Nightmare. Amazing battle report. So it was more to Victorian. Catechrose. Leech Cavalos. 30 more tech. 20 more tech. Two by five. Death Riders. Crawler. Actually saw a crawler on the table in 3.0, which is weird. Battle Regiment for one drop 1950 for the triumph. And it was Zilfan. Dridgible. Engine master. Ethic chemist. Admiral. Gotrick. In appearance. Definitely worth watching to see what Gotrick was up to in that game. 3 by 10. Arco. Arconaut company. 10 thunders. Ironclad. Warp lightning. Get out of here. Go away. Warlord. Hunters of the Heartland 1990. Really amazing game. Yeah. My warp lightning was my MVP. Sure. It's yeah. It's shocking. It was 35 in my first game. My first game. You were keeping track. Yeah. Something like that. Yeah. Something like that. Yeah. Yeah. So yeah. No wrong. Awesome battle report. It is linked down in the description right now. By the way, John Dailey said the Sydney GT, which is in October or was originally October. Sorry. Has been pushed to January. So there you go. Yeah. And also Crimshadow asked, did we mention the small snippet of the Hollow Knight's Stormkeep rule or no? I did. We did not. I saw it where you get for a fight on death with them. But I'm not, I'm going to reserve judgment on any of that stuff. Because we have a whole picture. Yeah. Until we have a whole picture of what it is because it's just not worth mentioning what is one out of four rules out of seven store guests chambers. So like it's such a small nothing. We're going to be doing a couple of weeks after this. We are going to be doing the book reviews. So like, I don't know in what order that's going to be yet. That's going to be based on guests and availability and stuff. So we'll be doing either Stormcast or Oryx next week. And then whichever one we don't do will be the week after that. So. Well, we'll have the full picture soon. And I can't wait. My pick of the week already linked down in the description. You will find a link to Radio Free Hammer Hall or a good little poll Conti who did a review of somebody who doesn't show up in this, in this presentation we're about to talk about with hidden gems. But I do think has got play. And that is the Glotkin. I like that big boy. None of us put him back on the table. Now that's just because I limited us all to making each of us are going to have five picks. So we had to, there had to be some kind of limit. So we're just not here for hours and hours and days. Right. But I do think we'll probably still be. Three hours 30 o'clock in an average. No, stop it. You stop. You stop. You stop your nonsense. All right. The, but the, the. But the Glotkin. I do think deserves to be on this list. I do think he has a hidden gem. I think he's got some potential play. I know honest war game of Rob just did a Nurgle faction focus. And the Nurgle list he reviewed there uses four big monsters. Two goos, one kitted for buff, one kitted for combat, Rodigus and the Glotkin. So he's got all the fatty meat. So it's, it's everything's so marbled. So much fat. I don't know what you do with that much meat. Indeed. What are you, as Justin Timberlake famously asked, what are you going to do with all that meat? So the, but you know, so I think he's a good pick. And if you want to see why, I think Paul highlights it very well. Check out the video down below on Radio Free Hammer Hall. So, all right. Very good. That, that brings us through that pick. Oh, the week gentlemen. It's time to turn to some hobby time. I'm glad I am here with two people who probably painted nothing, but let's find out if I'm right. Tom, I kind of save some time on the show somehow. No, I appreciate it. Tom, have you done any hobby? What do you say? What is this? Oh, you got the Mortalis. You got the, the, the, the Terminado. The Mortalis Terminaxis. The Terminado. Yeah. Yeah. The Terminado. We were standing that hard, Tom. Because it's so good. It's so good. Yeah. It's, it's, it should probably be in our list, to be honest. It could have made the cut. It should have made, and actually in fact, I would argue a lot of night and hot stuff should probably make cut the cut. And people just aren't giving them the time of day. But it's probably what I will take to, to Adeptica. Yes. Nice. All right. Awesome. That's a, that's a, that's a heck of a called shot from downtown. They could have a new book by then. That could be possible. They could. I don't, I don't know that. It's just, I like the tech that I'm seeing. Cool. Very nice. All right. I look forward to seeing you getting that painted, Tom. I have how to paint bottles as a tutorial on the channel if you'd like to get some help. You make videos? Yeah. That's weird. Tyler. Did you get any games in this last weekend? I got a game in against Sunza, I seem to just play Sunza Behem and Anarchion in my local meta. Sure. Somehow. Living a good life here. And, uh, yeah. Got, uh, great enjoyment of Rida Ploy. Uh, my friend, uh, Bryce, who's in the chat, he rolled a six, uh, which just completely screwed up the clock that I was on against Sunza Behem. You're on a clock. Gotta get that damage in. And so yeah, it was amazing like how one dice roll can just cause a cascade of horrific consequences in a game. Nice. That was, that was fun. Yep. I know they, uh, I was testing out the Sylvaneth cat that we had where you were berating me about all of the save stacking that Sylvaneth can do. Sure. And how it's nonsense. You may have a point. Maybe. You may have a blind spot here. You may have a, just like me, I may have a Sunza Behem at sized blind spot. Yeah, I get it. Yeah. Yeah. It was pretty easy. It turned out to get plus three, plus four. Bites from Hive. Heat of Spirits Uncommandability. Mystic Shields. You know, et cetera. Well, our defense finest hour, sure. Continue. They're current off base scroll ability. Sure. Yeah. You could get a plus, at least plus five. Nice. And I mean, obviously, yeah. So anyway, that was, yeah, that, uh, that's something. Yeah. I was just, just trying out Sylvaneth to see how, how crazy it can get. And yeah, it can get a little crazy. So anyway. Right on. Very good. Uh, I sadly did not get a game in this weekend. Uh, well, that is to say, I didn't get a game in of, uh, of AOS. Um, I got in two games of Rain and Hell because I was up in Wisconsin visiting, uh, Sam and Adam. Uh, we were having a paint jam slash planning weekend, planning out the next game for next year. Uh, as well, Adam and I recorded a couple of battle reports for Rain and Hell, which will go up on his channel at some point in the future. So that was very fun. Uh, and, uh, so that was, I was, it was nice to, to film those. And Adam obviously has a much better setup for that than anything like I would have. So, and he took care of all the work. So I just had to show up and play, which was easy and fun. Uh, I got a. Uh, I got over the three days that I was hanging out there of three and a half days, whatever. Uh, I managed to get an annihilator of an a half painted of my rat cast, which I felt was really good. Uh, so now the unit is halfway done. This is where this is my other half finished guy from the weekend. There he is. And, uh, but I came home and I've got to finish up my Lord Imperate, Imperatent, Imperatent. Uh, so there he is. Uh, he's, uh, we can't see those on camera. It's too dark in there. Yeah, I know. That's fine. You're wasting your time. You hush your face. I'm just showing that it exists. Uh, so I'll do pictures at some point in the future, but he's almost done. Uh, I saw your annihilator. I didn't realize that you are scraping the shields and save all of that off and replacing it. Correct. Yeah. The shields are blank. I'm guessing that was hand drawn your new. Yeah. Yeah. I mean, I had to scrape off other stuff too. Like any of the older shoulder pads are also ground flat because they don't have any of the logos on like their shoulder pads. I got most of the. I'm guessing you ground them in the lacquered, lacquered the rough part. I mean, it was a combination of different stuff, but it was like for the bigger stuff, like for the annihilator shields, I had to get out the Dremel. Like I couldn't do it. Oh yeah. I could do it. Right. But like I'm guessing like Dremel, well, it was Dremel. No, I didn't, you know, I didn't really need to lack or anything. It was like Dremel exacto to shave it down, sandpaper it down flat and then just a thin layer of plastic. Yeah. Plastic glue over the top to then melt everything flat. Yeah. It wasn't perfectly flat and that's fine. I just used that. It just becomes battle damage where there's like cuts and scrapes and stuff or dents. Right. So it makes sense on a shield. You know, like that, that thing would be rather dented even in. Yeah. Even for well clean stormcast, it wouldn't like your shield would be the first thing to go busted up. So. So yeah. So once I finished those two units, I will have three units done of my rat cast. I'm excited. I will have a hero and a battle line unit and another unit. So it's moving along. I'll have almost 500 points probably. So I feel like we're getting somewhere. Sure. Yeah. And I've got a bunch of things to paint for other people. So it's going to be a very busy month and a half. Anyways, Are you going to, are you going to paint my army for havoc? No. No. I'm painting nothing for you. I'm so full on projects. It's not even funny. Well, I heard, I heard that you're, heard you're painting armies for co-host. So I thought, man, I want to get in on this train. No, I painted an army for a co-host that contributes to the show. Oh, got it noted. Yeah. There you go. All right, gentlemen. So that's hobby time. Shall we get to the main topic? Shall we get to our hidden gems in AOS 3.0? Okay. Right. Oh, here we go. All right. Hidden gems. So hidden gems. This show where we're going to talk about is basically the things that we feel in between second and third simply are better now. That's basically what it boils down to. Yeah. That have potential. This doesn't necessarily mean that they're the best of the best thing, but they've got potential. So what is a hidden gem? So here we go. It's a unit combo or game element that people are possibly sleeping on. Doesn't always have to be powerful. Could just be a good trick or something fun and unexpected. The broader power of the army doesn't matter. Any army can have hidden gems, right? It could be an overall sort of underperforming army, but it can still have a hidden gem in it. Is there anything I missed with this gentleman? Does that feel like a corrected description in your mind? Yeah. No, it sounds great. Yeah, it seems good. All right. Then let's get promptly into the list. All right. So I have my first one here. I tried to order these in like so we can, it will not one of us is talking straight through like I ordered all of ours. But I have the first one. Steam Tank Commander. Love this guy. Okay. I stan the Steam Tank Commander. This guy is so worth it. He's 230 points. He's 12 wounds on a three up save with an eight bravery. One of the better braveries you're going to find amongst a sort of heroes in the cities of Sigmar. There are obviously elves that can match him, but certainly he's the best human bravery. Has a very, so he has a good chance to heal himself just off heroic recovery. He also has his own built in D3 heal. So he can actually heal 2D3, 1D3, 2D3, 1D3 as it were. Nothing has to happen for him to do that. That's just a thing he can do in your hero phase. You can just choose to do this. You basically don't take a different bonus. Yeah. Which you're not going to use the bonus, but you're highly wounded anyways. Go ahead. I remember when you were thinking about pulling him out of your army. I was because he kind of underperformed for a few games before I figured out how to use him. Right. Right. Because I was still thinking that like I was expecting a decent amount of damage out of him and that's just not what he's here for. It's cool. He can sometimes shoot people with his gardeners. He's a grindy pinning unit. Exactly. Exactly. You know, he has his own built in all out attack as well. So technically it works on him and any other steam tanks, but you don't take other steam tanks because other steam tanks are bad. Right. So the, but that doesn't matter. It doesn't matter if you're using it just literally to give him plus one to hit. Right. He has to, he can pick an enemy unit and then all, all steam tanks, including him be a plus one to hit. And the, the key with that is you generally often want to be using all out attack on something else in the shooting phase. So you can still give him the plus one to hit he needs because his stupid cannon and his machine gun normally hit on fours. This moves him down to threes. I would state that he also has plus one to hit even without the command unit with 10 or more models. So it can be, it moves to a three very easily is my point. You can also then between the combination of those two counter out a neg one to hit. So he, so he can still get there. A lot of wounding on twos, which is quite nice actually pairs well into Tempest Eye and he becomes surprisingly fast in Tempest Eye. You know, this guy has random movement, which is generally annoying. But in the first round, he's actually 2d6 plus five without a run, which is a pretty darn great movement. It's 12 inches on average becomes his movement, which is quite fast. And obviously you can run and shoot with him in Tempest Eye because Tempest Eye has a run and shoot command ability that will it will prevent you from using the other command ability is his particular like I put this aura up and get plus one to hit. But he can go really, really far if you need him to. So yeah, I just I like him a lot between all his heels. He has a 30 inch range as well by the by on his main two attacks, which is his sniper rifle and his cannon. So what was his base base move base move is 2d6. So 2d6 plus two if you use the more pressure thing and then 2d6 plus five and run one in Tempest Eye and then 3d6 plus whatever if you run and then run and shoot, right? Okay. So you can generally get where he needs to be is my honest answer. This guy pairs super well with the Arcane Tome. This was my Arcane Tome recipient. This guy is great with an Arcane Tome because he can you can give him either levitate so he can then use that movement to fly over things and pin where he shouldn't be. Or if you're feeling a little saucy you can give him Flaming Weapon and he can Flaming Weapon is Crushing Wheels, the D6 attacks that are neg one, two damage become neg one, three damage. And so, you know, like in general he I find him to be a extremely resilient unit unit for his points. That's the key. He's not actually a monster. Okay. Which is both good and bad, right? Good. He doesn't give up points. If somebody kills him, he's not a, you know, he's not giving up those points, right? He's not giving the bonus. And they're gonna like grind on him generally too. Right. Like not even, like it's, he's not an easy to remove. I tried to easy remove him and I was wrong. Correct. Like I've bounced Arceon off this guy a couple of times. Like he's just, he's tough because then three up they save and the fact he's a hero, it's just, it's very easy to stack bonus. It's a save stack on this guy. If you give him the Arcane Tome, he can mist shield. Yep. Yep. Which I will often place him sort of outside on bind range in round one. Like, you know, he'll combine to kind of be one of the last things I set up. Make sure he's outside of on bind range. And then he can mystic shield himself pretty freely and, and then just like zip forward. Right. Because in Tempest Eye, you can play backboard because of all that bonus movement you're getting. And then Tempest Eye, he's plus one to save turn one anyways. Correct. So he's on a two up turn one. Yep. You know, he can find his, he can find a sour defense. He can, you know, like he can go real hard real quick. Yeah. So I stand this guy. The long range 30 inch range actually came into play quite a bit. I would use him as one of my last attacks whenever I needed to really, really reach at something like 30 inches is a crazy range to have in this game. So, you know, I, yeah, I think he's solid. Yeah. And, you know, in the, in the crush, he does a little bit of good damage because of his damage to melee attacks. So it's not a lot, but it's a little, and he's fine. How much, how much did you say it was? 230 points. Absolute steam. Oh man, yeah. That's what makes him good, right? He's right at that. He's such a great points value. He's affordable for what he is. Yes. For what he is. Yeah. His output is always like, okay, it's okay. The number of times in the tournament that I rolled a one to wound on the steam cannon is statistically outrageous. Okay. It would be like two to wound one. There was in one game, I noticed, I noted it because it was so outrageous. This guy rarely died, by the way. So he was usually shooting. But in one game, he fired four rounds. I rolled three ones. I noted it because the third time I rolled the one, the opponent was like, you rolled three ones for that. The opponent noted it for me. And I was like, yep. I don't know what to tell you. Yeah. I would say that's only generally outrageous to anyone who doesn't play a model that has that one shot on like two to two games. Of course, yeah, yeah, of course. And spells it all the time. Yes. Single attack, single range attack, somehow never work. It doesn't matter what they are. You roll the one. But anyways, I like him. I think he's effective for what he is. He's a true gem in 3.0 because of all the abilities he got handed by a big hero. And he doesn't risk you. He's a, he's a fantastic piece in the army that can actually achieve the full save stack because he's in 3.0 yet they save. So yeah. Penning is going to be a bit of a theme tonight, I can tell. I think that's something that at least I haven't heard a lot of conversation about in 3.0 around. I was having this chat with my friend David last night. And just in general, yeah, I think Penning may be a little underrated. And it's definitely, I mean, it's a tactic we've always had in the game. I remember doing this back in 2016 with Sylvanath. You, you would have a model of the ancient four up through Moonstone of the Hidden Ways, two up save, re-rolling ones, and a battalion household that does not allow you to retreat from it. Actually, Tom, that may have came up in one of our games at NashCon together. And yeah. Yeah, it was, it was amazing. So anyway, Penning is definitely a great tactic in this in 3.0, as it's always been. Yeah, I, I mean, I always used to like a long time ago, I would always run the mask in my Sylvanath army, use her for the exact same purpose, right? Because she's was very defensive with her ward save and such, and you could minimize attacks and she could, you know, potentially make people fight last and blah, blah, blah, blah. So yeah, I mean it's, I think Penning is a very underrated tactic. There's not a huge amount of retreat and then charge in the game. And so it's generally a good tool to have in the toolbox and he's one that'll do it. So, okay. Yeah. Right on. Next up, Tyler, this one's yours. Karnak. Yeah. Uh, whoa, the 300 corn dog. Yeah, saucy, saucy choice here. Oh, he was on my list. Shout out to Konstantinos, our good buddy, corn, their supreme. He definitely tip me over for adding Karnak to the final five. He's not a leader, which is actually great. And blades of corn, because they, those six, six slots are at such a premium. So with blades of corn, he can go and hunters of the heartland because of that. So that's nice. Like go trick. Yeah. For some reason. You know, you're not taking him to be punchy, but he can be punchy. He's got a couple of profiles. He's got like his best one is six attacks, fours and threes, minus one D three damage. Maybe in reapers, you could activate twice with him. Give him on threes and threes. I mean, that's not where you're taking him, but you know, it's a little bit extra on top. He's a four base safe, which is nice. You know, potentially do a little stacking, get him to three up. How much is the thing though? He is, that's the best selling point because he's 150 points. Yeah. And dogs, he summons five flesh ounce for free, which are great. I mean, they were great in 2.0. I thought and still excellent in 3.0. Dogs are now 105 points. That's worth 150. Right. Yeah. Because as long as you can get, you have to be near your quarry when you summon. Sure. But as long as you can achieve that, like pick your hero smartly, pick one you know, you're going to be near, right? Or have the, that they're not going to like burrow in the back of their army, right? Right, right. And, and then yes, he becomes a 45 point hero, right? Like decent damage. And you got a lot of utility, which I think is where we're going next. Yes. The real other than his amazing point value and that he summons these dogs, who's essentially 45 points, is the dispelling and a binding that he can do and how each time that he does it, he can trigger a D3 mortal wounds on the caster. Now, it's kind of, this is a strange situation. So I tell, I was talking with Constantino about this today and I didn't believe that this was true. But as far as I can tell, this is the wording. So it's strange in that, you know, normally when you're doing, basically the tale of the art is, he can dispel and cause, as far as I understand it, he can dispel and cause D3 mortal wounds on the original caster. Correct. Of that endless spell. Yep. Yep. I saw it's, folks, you'll have to look at it if you're not sure on it. But as far as I can tell, that's true. It's completely correct. The wording could not be more clear. Okay. So he has a built-in dispel and unbind. So he could potentially do D3 mortal wounds twice. But of course now in 3.0, you're dispelling in each hero phase. And you could heroic willpower and the opponents, you know, in the enemy hero phase to get an extra unbind. So that's potential two dispells and two unbinds for a total of up to four D3 mortal wounds to casters. Yep. For 45 points. 45 points. Effectively 45 points, yes. Yeah. I mean, absolutely. The addition of heroic willpower, right? Because he is a hero. Yeah. He can choose to do this. Yep. And if somebody's silly enough to put endless spells out, I mean, like he's dispelling with no bonus. Right? Fine. But if someone's silly enough to put endless spells out in an area where you can dispel at them, right? Where you're in range, which, by the way, obviously it's a pretty big range, between his normal dispell capability and heroic willpower, you can really punish casters for tossing out endless spells. Like it's amazing. Like the logical play there is almost not to cast your endless spells because he's just going to eat them and kick the caster in the teeth. Right? And if you get your wizard, if you get your enemy to not cast the endless spells they wanted to cast, again, great win. Like super win, right? That's a great point, Ben. It's one of those situations where it's the potential threat of that, you know, for whatever reason. I mean, corn is not generally doing a lot of power projections. So maybe, you know, it's got, maybe there's a slaughter priest, but you know, maybe that wizard has taken a few wounds and they might pop that five or six if they dispelled it in the spell to do those last three. Like just, yeah, you're right, that threat could be meaningful. Yes. I think it's really interesting. Yeah, I agree. I'm a big, Marnak stan have been for a long time. That's not a joke. I'm not, I don't mean that sarcastically. Like I, if you go back to previous shows, which I don't know what, you'd watch hours and hours. Yes. But I've talked about this always been a huge Karna, the dog general. Yes. I used to talk about how lassie was your perfect general. When he was a leader because he would, you could make him the general and all the bloodthirsters would just follow him along. But yeah, even though he can't do that anymore, I still think this guy is, is really solid. I would point out if you do manage to get him to fight the hero that is his quarry, he does still have built-in re-roll hits and wounds. So again, a lot of re-rolls went away. He is six attacks on fours and threes, and I go on D3 damage with his main attack. You know, that's not the greatest profile, certainly, but when it becomes fours and threes, he's re-rolling both. It's not a whole lot of attack. Yeah, threes and threes. Right, re-rolling all, that's actually quite good. So he can do damage. It sounds like go track. Six attack, threes and threes, re-roll. Very similar, yes. Basically go track. Basically go track. But yeah, the key is, you know, you got to pick your quarry smart, right? Something that he's going to want to do to fight. Yeah. Yeah, he's also nice and mobile. Like a steam tank. Like a steam tank, sure. He's also quite mobile. Eight inch move is fine, but the key is he also has built-in re-roll charges, which is also cool. I like things. Now that re-rolling charge is limited to once across your army, having it just built into units is really good. And so anybody who shows up with re-roll charges, that's an A plus ability in my book. Yeah. Totally. Yeah. Great pick. I dig him. Yeah. Karnak. He's only, he's like a fine wine. He only gets better with age. Okay. Yeah. Very nice. Tom. Wait, is this your pick, Tom? Or is this Okay. All right. Tom, you were bad, but all right, Tom, tell us about why you get an answer. No. So, I mean, what I'll say is this, like they weren't bad, but I don't think that people have really internalized what they're doing and what kind of effect they have on the game. I haven't seen them in that many lists. This is true. We haven't. And I faced off against a zinch list in it just about shut me down. Okay. And because what happens with this spell is if you get pinged for the one damage, which is like, you know, if you don't roll a one, you're going to ping for one damage. And when you take that damage, it shuts off all command abilities, like the units can't receive or give command abilities until your next combat phase, which means the movement phase, the shooting phase and the charge phase. That's all out attack. Because it's every, at the end of every hero phase, they're moving, yeah. That's right. That means you're all out attacks. That means your auto runs. That means your reroll charges. That means you're your unleash hell. That means everything. Yeah. Redeploy. To me, it shuts off the three things that I agree with this big. I think this is truly underrated. Is it shuts off redeploy, unleash hell and most importantly, all out defense in the shooting phase. Right. Right. One of the actual few things in the game that can achieve that, all out defense in the combat phase is much more commonly easy to stop. Sure. Sure. Right. Because you can roar at people. Right. But all out defense in the shooting phase, it's existence and the fact that it does exist is one of the things that keeps shooting sort of in line. Like it's the existence of that command ability. Yep. This is one of the only ways to actually shut that off. Period. In that phase. Right. That's the key. Yep. And it's moving and you're moving two of them. So like everything in the area is getting hit. Like all the units are going to get pinged and all those command abilities are going to get shut off. Like it like for KO basically it just said I can't use command abilities because everything that I was doing was in the movement or the shooting. Right. Or charged as a reaction. Yeah. You can throw this through the spell portal as well. But you know if you've got a way like our can to extend the range which now for some dumb reason in my opinion you know adds to endless spells even though we've never had that before. But you know so it could be through the spell portal and then eight inches and you know if you've got like each of this it's quite significant. Sure. And again it's triggering every hero so it's the scariest crap. Yeah. Yep. Yeah. And it's not the easiest dispel it's not the hardest but it's on a decent enough casting number that once it's out there you stand a chance of it sticking around. Right. That's on a sense. Yeah. Like it just the utility of this is what jumped out at me. Like obviously damage I don't care about that but the fact that like being on the receiving end is actually a really big deal. Yeah. And you can actually use it to shut down some really unique command abilities. Like some of the stuff that I'm going to talk about that are gems later in the show this would shut down this would stop those tricks completely out of the gate. Yeah. So. Yeah. There's a lot of good command abilities that actually happen and especially like movement and shooting in that time period. Yeah. So like being able to turn those off is pretty powerful. Yeah. I don't disagree. Yeah. I'm surprised I haven't seen it in more lists is my honest answer because it just feels like you know everybody talks about like Oh Unleash Shell is very powerful or redeploy is very powerful. It's just pure utility like this this endless spell is pure utility and it should not be ignored. Yeah. Yep. I agree. All right. Next up I just have written here. Skaven. That's all I've got is my header. I'm going to talk about a couple things that you can include in a single army if you were inclined to that I think are awesome in Skaven and I don't see as often. Now if List Labs is in the chat he knows all of these already. I know I know Smorgan out there. He's not he's not sleeping on any of these but I think a lot of people are and we got to get Skaven up over that 40% boys. Come on. Let's go. So all right. Cutting let's talk about cutting. Cutting is a which you will often have a master clan general regardless of what you're playing. It's almost it's almost a guarantee. After the battle has started roll a dice each time your opponent receives a command point on a six you receive the command point instead of them. This is fantastic because you get a lot of command points now and so like you go first your opponent goes second they get two command points two dice if one of them is a six you steal one of those two and now you have two and they have one when they're if their general is still alive you roll a six if they heroic action you roll if you're rolling for the six like you know there's a lot of things that give command points in this game. Now sadly there's also a few people cropping up who can just like they can once around use an ability without a command point being spent so unfortunate you can't steal from that the new Lord whatever his name is yeah Imperaton well yes the Lord Imperaton can do it but I was thinking of the new Bastion guy oh yeah similar ability so at any rate I love cunning I think it's a very worthwhile command trait just because it is a very fun role it is a very fun role let me tell you right now you every time they're like I gain a command point you're like okay you can have it yeah it's just it's great it's Vince's own private craith yeah exactly you're just it's the craith role right so it's a lot of fun the staff of rightful supremacy this is also a this is a magic item also out of master clan subtract one from casting roles of enemy wizards while they're within 13 inches of the bearer just within not wholly of course 13 13 inches isn't too bad of a range it's a little close but it's not terrible in addition once per battle you can dispel one endless spell within 13 inches of the caster you do not have to rule 2d6 the dispel automatically succeeds so the fact that you can dispel in both hero phases now makes this item innately more powerful things like your vermin lords who are still extremely tough even under the new rules they're like they're still quite difficult to remove they self heal like a boss so they can often go deep or pop up out of gnaw holes or stuff like that so they can be getting that threat range in and it really says in either hero phase is there some endless spell that's annoying you no it's not don't rule 2d6 rolling 2d6 is for losers and there are a lot of spells that even with all the bonuses you can generate in skaven it's better to just go nope nope you can't have that so I like this ability very much is this sub faction tide or I can't remember if that's how the skaven book works or not the skaven book doesn't work like that it just has to go on a master clan hero so any master clan person can take this which again you will always have some kind of master clan person in your army say for example maybe a vermin lord warps here or something so there you go finally the gnaw bomb the gnaw bomb was something I was always a fan of but boy I didn't get a lot better now so once we're battling your hero phase you can pick one terrain feature within 6 inches of the bear until your next hero phase that terrain feature has the scenery rules from the gnaw hole in addition to the scenery rules it already has so you can turn like you can turn say enemy faction terrain pieces into gnaw holes and then pop out of them which is fun the reason I like this is because the gnaw hole got changed in the new addition as did all of the faction terrain and the key is it now triggers at the end of the movement phase so you can actually evac people out by turning a nearby terrain piece to a gnaw hole and then simply leaving you can just retreat near the thing and then leave and you can teleport to any other gnaw hole because you can retreat and then at the end of the phase teleport correct exactly because it's not instead of a normal move correct exactly yep so you just do it and then you can still walk through it so you can move up to them and then go which is super cool it also works for the popping out obviously so you can have a unit far away oh surprise they moved up to this gnaw hole over here I turned this thing in bang bang now I've got a unit coming at you from a different position so it's just a really cool just a really cool ability that will keep your opponent constantly guessing like it makes them always paranoid because every terrain piece on the board becomes a redeployment option for you right if combined with like skitter leap or dreaded skitter leap it just becomes really really potent because then you can be teleporting around in the hero phase bloop now that's a gnaw hole bloop now there's a whole unit popping out of it bloop you didn't like now all of a sudden there's a bunch of dudes in your back field okay why in the hell have I never never heard of that Bob isn't it great people they used to use it with the big storm fiend units like the F-12 and so they turned something into a gnaw hole and just teleport 12 storm fiends anywhere they wanted yeah so yeah it's cool it's a super cool this is also an artifact this is an artifact that has to go onto a mission hero so you need either a deceiver or a death master for this both of them are skitter leap yeah the both of the people who would be skitter leaping yes yes so it's a very easy thing to use and the deceiver is a great piece anyways he is one of the few like good things in the game that has neg3 rend so and he's neg2 to hit and shoot or neg1 to hit and shooting sorry yeah because neg2 went away anyways all of these things got more powerful in 3.0 because of the various reasons they're out there so yeah those are excellent and I think together they provide this really nice control package so I dig it steal your opponent's command points get rid of heard their own casting shut down their in the spells and always keep them on their toes because they never know where you're coming from so there you go alright heroes now I have the point here is that many heroes that were previously questionable are solid I've talked about the Nomad Prince and my belief in him in previous shows so I won't reclassify all that but if you're looking for a great foot hero in cities of Sigmar look at the Nomad Prince don't sleep on this guy he is a boss you need zero other wanderers units to make this guy valuable but Tom also had a thought Tom take me through this guy and why you like him yeah so he was always a liability to me whenever I was building fire slayers because you couldn't body guard him right you couldn't you couldn't guard him with the orc rune the orc hearth guards and so and you wanted to keep your hero live for lords of the lodge and so there is an over emphasis on like wanting to keep this guy you need to have a rune father general which means that if you're like you're going to run him which means you're also going to be in hermdar likely just being playing fire slayers if you're in hermdar he's also broadcasting a neg one to wound bubble so he's going to be like a high priority target that's going to want to die and what's so fascinating is in the new world that we live in where in general like the stocks of heroes have went up because they can self heal in every hero phase now because of the generic what I call the generic defense package which is being a hero which gives them finest hour and hero phase healing combining that with the five up ward save amulet moves him to like a really hard target that you can have him like one thing that fire slayers have in spades is plus one to save like it's everywhere in their army from their banner bearer to their prayer and then you combine that with like you can get wizards easily enough an amulet with the book or with the book or you can easily bring in a 95 point allied Stormcast wizard if you need one for a heuristic shield they ever take away battle smith save stacking you cannot do plus two from two different battle smith plus two to the same model I think I don't know I'd have to double check on it but most people aren't gonna generally run two battle smiths especially be a save stacking generally doesn't work anyways but what but what you can also slip in like depending on how your items go you could get the four up spell negation bubble off the battle smith which is not a ward because it negates spells the damage and effects of spells so you can still get that four up and then he has a five up from his amulet after save that will probably be sporting and hit the mount trait reduces all run by one or you could take the mount trait that gives re-roll ones on saves and so he can get to three up re-roll ones really easy that reduced run by one is so amazing so like if you run a second magma draught they can have all magma draughts within X inches re-roll ones to save and then he himself can reduce run by one and so like he actually becomes a really hard target that's going to splash a ton of mortal wounds yep by what he's doing he's going to get in he's going to be neg one to wound in a bubble because he's on the larger base and he's going to be more highly mobile as a magma draught that's going to broadcast a larger area so like his utility because of all these small little knob adjustments in 3.0 the roof 285 what? 285 285 is not a bad cost on a hero especially because you're going to want him as your general anyways to make hearth guards battle line so I'm a big fan of this guy like now where he's at because the auric hearth guard you know we joked around about their ward save being bad or not being bad it is bad if I just I can do that or I can just give him an amulet and not share wounds with anybody and just be a better ward save and so yeah I don't know I like what this guy's bringing he has just a lot of solid aspects to him for his points cost so and he's a monster so he can stomp and he can roar and he can do all the monstery things now arguably because of the FAQ answer it's possible that the right right I don't know like it's a little bit of an unusual situation their answer there wasn't as clean as I would like it to be because there's a lot of these situations like the moves that wanderers change also open this door like I rolled a one to hit can that bounce back be negated some people say no some people say yes the ones that are very clear are like the like the shields on daughters where if you can't be negated that answer couldn't be more clear but with these things where they're not you didn't roll a die to negate it which then triggered it so is their point to try to shut down all of these or still allow these I don't know need another FAQ on that but if that if this ends up falling into that category then he actually way more way more dangerous right because then you know even units with more damage they do just meld yeah yeah and then he's gonna like and he has a decent enough bravery that he'll likely you know make his roll and and heal back up so I I'm a fan of this guy now I used to not be and I'm glad I did a custom like conversion form because it's a great model yeah no I agree solid pick alright next up oh boy because we've been trying to get this guy into the conversation for a while and now it's time Tyler tell us about the tree lord and why this guy is now good here we go here we go we we finally did it we absolutely finally did it yeah folks you need to play tree lord it's more in your 7th list okay they are 190 so of course cernath went up a lot of players complaining we've got 215 for the sides there's that's a decent differential 190 compared to that still has the free teleport oh that's big he has a good teleport right a good teleport yeah he's a great you know navigate round route so you can only use once and if you're not playing dredwood with it's free teleport for commensibility which a lot of people are not right now it's mostly a tree lord navigate round route cernath let's say and that makes a great power pair on an objective I love three swords and a tree lord that now gives you 11 models on an objective you put those three little you know 50 millimeter bases wrapped around the wherever of your tree lord and if the enemy is going to come into you they're going to be within 3 inches of the tree lord potentially gets stomped for some reason activation war is alive and well yep because they and now you always get it right yeah because it used to be that you could get you could get stuck with your stomp because it was a start of the combat phase thing that made people fight last and so in 2.0 if you got smacked by somebody who was coming into you with always strikes first they'd hit you before you could activate not anymore not in 3.0 that timing has been clarified so he always gets that stomp like you always fight last rule but sylvaneth did not all the big trees I still love to stompy stomp and they got a 50-50 shot of making you go last I should also state that with their stomp you know with it's so funny to me with the slanesh always fight last ours was always extremely controlled right like you you couldn't like once you tried it on a unit you were locked out of doing it to that again like I couldn't run two greater demons into somebody and roll twice trying to hit that unit to fight last I got one shot it either worked or it didn't right that's not how these trees work that's not how tree lords work right like tree lords are just like they can all just go nuts if you got three tree lords or tree lations or however you got stomps they can all just roll their dice and if anybody gets a four up you have basically a better version of the thing that everybody hated in slanesh right yeah and so we were talking about the pinning game earlier with the steam tank mender and the tree lord is a great piece I think to continue on that thread particularly now with all the different save stacking is he a base three up or base four up he's a base three up yep amazing 190 so Spiteswarm you know again probably you're running in the null route and just part let's say you're doing that power pair you got three swords maybe six eyes and a tree lord animal location so that's one of your what do you call them sort of one year your focal points whatever you guys whatever the term is you know usually your army will have like basins of power usually our middle have base power yeah base power so that's going to be one you'll have a wizard nearby branch which whatever it is rerolling this with especially the war song revenants with chalice nectar roll three dies pick the two highest plus one to cast within range of a wildwood Spiteswarm Hive you can get plus one to save for every unit seven at the unit holy within eight on a two up you roll two up per unit save there heed the spirits on command ability from the true lord ancient another plus one save and then of course the usual mystic shield yada yada obviously he doesn't start get a true lord on the equivalent of a one up a stacking twice with Spiteswarm and the heed the spirits on command ability which is always basically going to be if you got kernaugh it's going to be in range for most of your army because they beacon it out as well as the ancient or yeah the ancient but yeah I I think he's an amazing pinning piece that's being underutilized right now in the in the Sylvaneth player base and it's kind of old school Sylvaneth where that he would use I think is awesome for that and you know we can put out a little bit of damage with five attacks threes we're only ones maybe twos threes to wound minus one d6 damage yeah I love him at 190 yeah I would point out his big attack is his impale which whatever it's fine it is the one that can do d6 mortals but you've got to roll the six to hit with your one attack so I wouldn't exactly bank on it but his big sweeping blows are a three inch reach and his stomp is a three inch reach so he can sit behind as you were describing like just to make this very clear he's a nice yeah you can have like the current up front into the unit he's still in combat right behind them he's still fighting with his main weapon still stomping and getting them to go last and they may not even be able to hit him back right because he's going to be at basically the two inch line on the back side of a 50 mil base yeah yeah I mean and that's quite a bit I know we talked a lot about how a minus one brand has gone down to valley which yeah it has but all of that still can be a good amount of damage output particularly if your plus one attack those three swords I mean three swords and a lot of my test game so far are still quite good quite capable of putting on some damage just to make this a little clear in terms of the pinning like think about sons of bayonet so like I played under appreciated the save stacking potential of this army and what that can mean in terms of the pinning potential and normally I'm worried about the minus three Wren gate breaker blowing through my units but I you could you know fairly comfortably send in a tree lord with plus three stacking against a gate breaker to tie it up and that could be enormous in terms of the clock against sons of bayonet right I think it's got a number nice I like it I'm standing it man I love it I love bringing back the tree lord I want to see him back on tables this guy was such a beast in previous editions of warhammer so it'd be really good to see him back on I've had him ever since I had the tiny little metal ones I used to have the ones that are now like ogre sized like hilarious I remember those yeah okay and he's an awesome sculpt as well so this guy's uh vampire lord alright since this guy survived two waves of FAQs uh I felt it was time to uh talk about the vampire lord uh alright so this guy okay the vampire lord here's how he works the only thing we care about is what's in the orange box the command ability everything else on this guy who cares he is what he is right and he's not that expensive by the by hmm okay so I was sad when I saw this guy that he wasn't more hitty but whatever it's again it's a shame that he's not more offensive but he's offensive enough he's a three up base save we're already starting strong that's great that's we already we've talked about before how good that is in this current edition command ability fighting against all out attack and other command phase or other combat face abilities but let me keep reading if you do so pick one friendly soul bite grave lord summonable unit wholly within 12 inches of this model say graveyard add one to the attacks characteristic of that unit's melee weapons until your next hero phase until your next hero phase so the same unit cannot benefit from this command ability more than once per phase well that's cool I wasn't going to do it more than once per phase but I was going to do it multiple phases in a row so it's my turn I put it on my graveyard or whatever pick your unit plus one attack now it goes to your turn Tyler it's your turn and in the combat phase I use this command ability again that is so weird I'm still writing I have not had another command I have not had another hero phase yet so now they're up to plus two attacks oh wait you just double turned me in your second combat phase I'll do it again now we're up to plus three attacks okay the longer you let it sit there without me getting a hero phase the more deadly this unit becomes that's crazy yeah I didn't I've never heard about this we did a four hour show we're talking about this the most egregious part of this is that they limited it sold by graveyard units because they used to be able to do this with all some of all death any death unit and so the vampire lord was a shoe in for me on night haunt like I have a vampire lord conversion for my night haunt because he could do this to my my horsies my hex race and they had two profiles and so they were getting two attacks per usage yes now it's only SPG summonables but and sure maybe this would get fixed in the winter FAQ it seems hilariously silly but it didn't get fixed now and I don't think we're getting another FAQ anytime soon so for the next three months yes as has been pointed out this can combo off with necromancer dance so if you happen to get a van hell's and you're up to plus two or plus three attacks now it's plus four or plus six attacks pretty pretty great and yeah it does a lot of work I would also point out that if you're in Varkos Vircos sorry Vircos you have a command trait you can take that lets you use a command ability once per turn for free so if you happen to give this guy that command ability then he doesn't even sap away your command points to do this so you can just plus one attack that's free next round plus one attack that's free plus one attack that's free so on and so on and so on so he can just always do that and as I've stated before this guy is also an excellent I don't have it on the sheet here but he's an excellent guy to have a launch on the soul seeker to shuttle him around to get it because he has to be holy within 12 he has a little bit of mortal wound protection just from being a death hero in Soul Blight so like the cost extremely worth it for him to just be able to shoot around the board basically 20 21 inches effectively with how with how launch works and you can just easily position him to be within range of what you need for that unit so there you go dig this guy dig his wacky stacking command ability it's a slow build but it works as you're talking about this I'm just remembering Brenda Melnick pointing out in one of our chat comments that they miss something everybody shh and I was going to look into it like what what is he talking about and this is what he's talking about yes like full credit sorry sorry Brendan to Brendan who has used this I was aware of this before Brendan had mentioned it or I saw him use it but I did not think of the combo with the free command point return that is he does get the full he gets full credit for that one he earns his namesake lord of death again absolutely I thought of the basic way to use this he added the folds to the brain for sure he is the lord of death after all so there we go that's the vampire lord alright next up Tom thunderers again I'm not sure these guys were ever super underrated at the same time people like those so talk me through these no no yeah so it's interesting I think this definitely counts for all the ways they got better in 3.0 but hit us with it yeah so it's like a lot of people let me start this way it wasn't until I used these guys in a number of megas with mixed weapons to be very clear I'm not talking about thunders with rifles which was the almost like most people out there have thunders in just straight like Kron is an exception to this but in general most folks were running rifles like heavy rifle thundery units and running 10 man of these mixed weapon thunders which limits almost all of your weapon ranges to like 9 to 12 inches which is really restrictive to be honest but the thing is the way the synergy of the war scroll changed with the new third edition rules in particularly they have two abilities that are significant here one is that whenever you do have that mixed weapon profiles like three of the five weapons get plus one to hit blanket when you have at least one of each weapon so that's helpful or more importantly when you unleash health with this unit because then you have a baked in plus one because you can't all out on an unleash right so because it's already there you're countering the penalty and staying on your base numbers you're going to stay on your base numbers but what's so fascinating is that the other base ability that they had which is something I used to bitch about was that when like you never got the benefit of they had to be in combat for one to two rounds of melee combat before they actually got the benefit of this ability which was if you have an enemy unit within three inches of you all of your weapon profiles get plus one attack which is like really good when you have like aether cannons on like threes and twos neg two rend d3 damage right something that goes from one to two attacks a model and you have a cut you know you have two of those in your unit something like that ups your you know your average damage pretty significantly when you unleash like you unleash a unit is within three of you right which means that not only are you plus one to hit from the mixed weapons you're also a plus one to all your profiles when you unleash right um and like there were a number of matches that I just set this unit out and baited a charge just inviting people in with them not really like understanding the consequences of that like oh yeah I'm going to take some shots but actually like they're more dangerous and if you just leave them they're normal interesting um and then they're also fighting they're participating they're getting a shooting round outside of their normal shooting face yeah so they're actually participating in their their damage out of phase out of sequence um and so uh I'm a huge huge huge fan of the ten man thunders and in fact I even looked at like what do I need to do 40 thunders in ten man units one of the other fascinating things briefly about KO is that their um they have the their aether gold but you have to have ten man units and that's actually surprisingly hard in that army name because basically you only have two units that can that are not that are non-hero non-ship units that can receive aether gold at this point none of the rigors can because of how they restricted units even when they're in a case scenario where you can you know double reinforce you only get to nine models but you can do ten man units of thunders and ten man units of arco obviously um but here you can have the aether gold for plus one to wound you can also get triumphs for the plus one to wound um like if you have a normal triumph all of that's giving plus one to wound you're only going to get one you're only going to use it once but there were oftentimes where you can save that like I would be like okay well I'm going to use this one for my unleash and then the next round since I'm still in combat I'm going to use it again and everything's wounding on twos now um and it like it like they can do some real work I think they're probably still over-costed at 270 but they can do some real work at ten models um even with those short range 270 for five or 270 for ten for ten which is twenty one yeah that's one reinforcement point twenty wounds on four that's something safe yeah I was always impressed by them yeah played them quite a bit in 2.0 two by ten and two frigates they were always the most impressive part of the army actually to me but were you using rifles or mix he was using rifles mixed that was after that yeah but what I was going to say is that I haven't heard a lot of people talking about actually playing into I find that curious to kind of look and think about some lists that might be able to get some value out of that you know in terms of too inspired because that is you can use an enhancement to get a second triumph and then if you are you know 1950 and your opponent's 1990 then you'll get to use both of those inspired triumphs anyway that I wonder if that might be interesting I mean between the gold and the potential one baked in they really can capitalize on it right the key is lost one win which is just like and for me like I would load them in a ship with I would load them in a ship burn my eighth or gold off of the chemist from the special ability from the bellicor broken realms which then let me buff them turn one hero phase move dump them out of the ship six inches out so now I set up nine inches out in the hero phase I deploy them so they're three inches off your line right okay and you have ten of these guys you have a choice do you charge them mm-hmm is and they're all they're three inches off your line they're shooting 12 inches in so suddenly that range is not that big of a deal they're getting all their bonuses if you come in on them they're going to unleash hell and do a ton of damage like there's just I was just very surprised how they synergized with the new rules and the opportunities available yeah yeah and what I'll say is so noob said did they get the bonuses in a boat unleashing the answers no they don't they get basically none of their abilities when they're in the garrison but as Tom pointed out either in Barak Ziflin or with the new silly alpha beast rules it actually becomes very easy to dump these guys and still have the full mobility on your boat without issue either as a pre-game or in the hero phase or whatever so you can actually dump them out super easy and as Tom just said when you dump them they're not obligated to be nine inches away they can they when you when you disembark now when you leave a garrison you set up the unit fully within six inches right of the big ship basis so suddenly like they're setting out pretty far and when I would do that I would not go to the top and then I would put the two fumigators on to the side and so if you came into them you're in a neg two to hit sure yeah three inch reach for the neg one from the chemist yes and then three inch reach on models and then three inch reach on each of the fumigators and so the bulk of your army if you come straight in is neg two obviously it caps at neg one but it's going to fight each and so like it it adds up and ends up and then they're four up base save if you come in on them I can I can all defense in the combat phase and move them to three ups and suddenly like 20 wounds on a three up save not too bad for ten models were you doing hunters with them or have you tried that I was I was doing hunters with them in my Brock Tringy list and it was yeah it was great yeah to get that three up or whatever yeah yes right on yeah I agree all of their things got way better because of the and that's really what this is like units that just improved not because they changed the scroll because the ground underneath it shifted right and these are such the larger three oh frameworks right change and because those change how it interfaces with the scroll itself creates a hidden opportunity yeah and I agree crazy I think they're completely worth 270 points you're out of your freaking mind I think that is a 250 you're out of your stupid mind the they are that is more than fair for what you get out of these guys okay next up Tyler one of your picks the Cursling Cursling now this guy's a little wombo combo enabler so take us through good buddy to Kairos he is he is Kairos's best friends yeah now zinch players if there's any zinch players in the chat I was looking around at Lis and I couldn't find that many Lis that were using him maybe I'm just missing Lis that have been doing really well with this guy saw a lot of the Orgroid Thamaturge who's another one that's got turned on a little bit more with 3.0 so let me know if this guy isn't as much of a hidden as I think he might be one of Vince's play one of Vince's opponents our buddy Dan runs the Cursling in his little zinch castle yes well it shouts to my friend Cody he was the one who turned me on to him a while back so yeah he is 185 points 5 wounds 4 up saves a little bit better than your average save for zinch he's got the mortal Arcanite keywords which is important for getting access to the best spells in that book you know if you don't have like Archeon he's running around in the Shill of Fate he might be running this guy or the Thamaturge to have Shill of Fate because it's in the mortal side for the spell lore let's start with maybe the best thing in terms of Kyros Gleen Magic is his spell Gleen Magic the key with Kyros by the way is that Kyros steals the spells he has access to the spells of all the other people around him so by bringing Gleen Magic you've just given Kyros Gleen Magic so please continue right here yeah absolutely if successful cast pick one enemy wizard within 24 inches I mean that's a big you know normally zinch should looking at 18 inches for everything 24 inches of the cast are invisible to them pick one spell from that wizard it's War Scroll that is possible for this model to cast and roll a dice on a 3 plus the caster knows that spell for the entire rest of the battle that could be incredible you know I mean some good spells are keyword limited like Teclases Techneto I think that may be limited actually I don't know if that one is or not but you know some of the you're saying they after save no the protection is limited the Techneto or the Techneto is not the point is there's a lot of like damaging spells and stuff like that I would mind Croak's Celestial Deliverance or whatever that'd be a pretty good one to steal you know Eleanor Thor and Eliana's they're five up Wardsafe self Wardsafe I'm sure Kyros would like that sit on that or no just to take it away yeah anyway yeah I'm sure there's a number yeah great ones and then oh the caster sorry yeah so no Kyros would steal those things yeah yeah yeah yeah it would work go ahead there's a lot of good things to steal he's got two spells they can cast and two unbinds which is important because Vessel of Chaos if this model successfully unbinds a spell that is possible for it to cast it can immediately attempt to cast that spell even though it is the enemy hero phase if that spell is successfully cast it cannot be unbound so host Arcanum one of the favorites of zinch players around the world has the wonderful synergy of auto unbinding in rounds one and five yes indeed so you simply have yeah that's great you just pick the cursing and go he will be my auto dispel and I will be throwing that back in your face yup yeah and he's got two unbinds and for good measure he can re-roll unbinds and dispels for the model obviously you got Destiny dice as well yeah I don't know guys like he's 185 points gives you access to shield of fate this guy seems pretty amazing to me yeah I exactly 140 right I didn't write his points down I'm sorry I think 185 oh 185 okay yeah sorry still worth it again he's a pretty well-costed double caster with just as you said he's got a lot of synergy in with the other pieces like how he works with Kyros how he works with host Arcanum I would point out that this dude on his own does also have built in re-rolls on both unbinding and dispelling like built into his roll like so just having built in re-rolls to unbinding and dispelling when you're not using the auto ones is still quite good yet another thing they decided it was too powerful for slanesh to have so I understand we gotta take that away we gotta give it over but the cursing is still have it I'm not bitter and Artorius Rex said amazingly protection of techless is not key worded to Lubaneth or anything okay maybe 180 points 185 yeah I mean you're right man that's not cheap but Bill yeah he just got some real utility yeah with in particular Kyros host Arcanum yep you know more about Zynch than I do obviously but yes he's got potential yes the limitation of being five wounds on a four is of course downside but honestly in Zynch there's usually a lot of heavy targets people are trying to take out I'm not sure this guy stacks it comes to the top of the list so not really a priority when you're looking at the rest of the stuff that you're staring down right yeah so yeah he's cool I like him I do agree I think he's a hidden gem might not go in in every list but you know he could try to place in some okay mine mine next the Soul Feaster that's right I'm fully on this train here we go now it's time to talk about the Soul Feaster we're gonna we're gonna bring back the Keeper of Secrets one way or another I'm gonna hammer this that model back onto the battlefield I thought about adding this to the list of I'm like it's a waste of time because this is your first of course this is one of the first things I had yeah alright the Soul Feaster is kitted as per the Good Keeper of Secrets that is to say like it doesn't have the choice but who cares you always want the Sinestrus hand anyways because that's what enables the healing beyond that it's just literally a Keeper of Secrets except the normal Keeper of Secrets has five levels on the wound chart on the damage table the Soul Feaster only has four so the change happens at the lowest level so whereas the normal Keeper starts to lose sword attacks and her claws go down when she's more than three wounds on the Soul Feaster has to take more than six and remember this is a model that can heal quite effectively so like between having the Sinestrus hand so you're healing a D3 every combat phase heroic recovery so you can heal a D3 every hero phase and potentially two different spells that heal either a D3 or a D6 you can actually just shove tons of healing onto this model so like if they don't wipe it you can bring it back up really fast now still has dark temptations great ability still has delicate precision which is the mortal wounds on the wound roll of six has the Sinestrus hand as I mentioned but most importantly what she has is she has the Soul Feaster tendrils so at the start of the combat phase you can pick one enemy hero within three points not two D6 very important difference if the roll is greater than that model's bravery you gain D3 depravity points and one is subtracted from hit rolls for attacks made by that hero D3 depravity points is a lot of depravity points to gain off of a single ability every combat phase by the way not the start of your combat phase the combat phase so it's an extra average of four depravity per battle round that's quite a lot of depravity so that means you're ramping to summoning more stuff faster which is awesome her spell still sucks because we're still paying the wages of sin for the power of cacophonic choir in 8th edition it's been seven years since that spell was any good when do we get to have a good spell again I don't know but anyways cacophonic choir's spell has a casting value of six and a range of six successfully cast roll 2d6 each enemy unit within range that has a bravery characteristic less than the role suffers D3 immortal wounds yeah it's straight awful I mean that's in the running for number one on the list of crap and crap spells it's terrible it's terrible because I mean just like the number of bravery 8, 9, 10 things in the game is outrageous and I mean so okay whatever so grotesquely bad that we have we have a long time to spend in purgatory to make up for our sins of cacobombing people the original the original sort of techno or whatever you want to call it was the cacobomb anyways and she's only 385 points she's 35 points cheaper than the normal keeper of secrets she does not have the command ability who cares I'm going to summon keepers and I'm going to summon keepers and those keepers will show up with the command ability I just need one walking around with it since I can't multi-use it anymore 35 points in slanesh is not nothing that army is vastly over-costed and so any amount of points you can save is good so there you go I think she is an absolute treasure there you go there's a soulfeaster yeah paperboy j we talked about this on the last show I mean that's as I understand it bits can correct me but the keeper in the list is that you can simply summon it and get that wombo combo that Evan was discussing in his appearance on a was coach where you know you look to double activate something significant like sigvald or gludos he was talking about yeah yeah just just rely on the summon like you can get there right you're going to you're going to get a keeper of secrets you will get that amount of depravity out of this army right so like you can get there such keepers from there that's the answer so there you go yes I am aware that Evan got fourth place by the way and I listened I listened to that whole show that's good on him okay I missed it does he have to be in combat or is it just in the combat phase regardless of whether he's in combat or not he can do the d3 depravity it's you have to a hero has to be within three inches of him so you guys gotta be in combat I mean but you know it's it's not that hard to get this thing to combat with a 14 inch move and so on and so forth so alright next up Tom one of yours which might lead to a slightly larger conversation but Reiknor you had mentioned you had you had thrown a couple of things at me but I think Reiknor is the actual good hidden gem here the Grimhaler okay that's fair so what I'll say is this like Reiknor was always good you know like he was a great like tech piece he was great for like getting those casts off with the plus two to save or the plus two to cast like if you need the cogs early on or whatever like you could burn a candle and you could do the thing and or plus three cast you but with like him with the new Reiknor's condemned sub faction it makes him always count as a general so that's the first thing and why that's significant is that he one of the biggest deals about Night Haunt in my mind is that the general can resummon units that can rip them out of combat they have a built in teleport they can call them to they have a they can call other units themselves anywhere on the battlefield even in combat and pull them to themselves and reset them up around themselves but in order to use that to its most effective you always put it on your dreadblade hero yeah your dreadblade hero who's like five wounds and a very vulnerable hero and the key is is that now with Reiknor counting as a general as well you can use it off of either of the units right the teleport yep and so you have this highly mobile guy that's flying around or you have another guy that himself can teleport anywhere and both of them you can rip units to yep whenever you need to and command because of the change in the command point system command points themselves are more prolific if you know you know like depending on how you build like you're going to be probably fairly hero heavy almost all of my night Haunt lists I put together have been very hero heavy and so you could have potentially like double warlord like that's a very possible thing and in those phases where like you need command points because you know you're going to pull off a big like switcheroo you burn them and the interesting thing about night Haunt is you're not wasting it on all out defense sure sounds like a like I know it sounds like a really silly comment but it's true like what when you think about how you spend command points you're almost always calculating and I need to all out defense here I need to you know like I need to save this here with this army you don't do that don't worry about all out defense because everybody's ethereal and so you're going to have those extra points to move people around in this same sub faction you can also basically auto run without running you can increase the movement of your chain rafts or your guys that you're never going to take by six inches I'm going to say they're basic so now we're 12 12 12 yeah and if you have the banner all wind you can increase by another three so they're they jump up to 15 yeah the keys you can't run and do that six inch move buff but it doesn't matter you're effectively getting a run in charge like a run six and charge for the same for the same low price yeah exactly right so 15 inch move chain rafts that's pretty good yeah sure and especially when you have these high blocks three roll ones to wound and yada yada like that's all kind of built into what they're doing so it's it's a really interesting set of you know so people are asking me like what is the night haunt like what's the combo like it's it is supreme mobility right with massive bodies with bottom model replacement and right door still has some really interesting tricks up his sleeve like and people don't remember this but his spell when you do damage you pick an enemy unit not his when you snuff a candle sorry yes when you snuff a candle you do it to a model right correct so like you can if you're not in combat you can snipe out a model out of a chain and cause coherency and cause them to stop their or kill relevant things like for example the wizard in a luminous unit because that's their unit champion is who becomes the wizard right so you can just be like zap that guy is dead and like screw your ability to power up yourself yeah the range in front of you of that oh yeah I do it is 12 inches and he is a 14 inch and he's a 14 inch move that's a really good range yeah and so like now it's a hero face so you will have had to have moved in the prior sure or they walk near you cause they or they walk near you or yeah but it's it's a really interesting I think there's a lot of really interesting tech that's real subtle within Nighthawn and I think Reignor captures a lot of those really interesting things in his war school agreed yeah I think him and his condemned like the larger Reignorian brigade as it were right him and the the sub faction that he's included in I think both have to enable this like super high mobility Nighthawn that just becomes very hard to contain as has been pointed out by by the way smorgans in the chat what's up smorgans hope you're doing well and he said it's the age of mega death gargants I would point out that they do have the Nighthawn can take the the gate breaker death gargant he's the murk for death and suddenly they can have somebody who can benefit from law defense I would point out he gives you a giant 35 wound monster that has 10 neg 3 rend attacks and projects a neg 1 to hit bubble and yes and gives off neg 1 to hit yep because he's the death mercenary has the neg 1 to hit because he's got stinky breath so it's good it's good yeah yep I I did a bunch of lists with that death giant trying to play because he paints the best in death because you can just paint him ghostly and then have his hood be the normal ghost hood of your normal ghosts sure the normal like yeah he's got the look the sheet ghost the sheet ghost is just his hood yeah you paint that the same and then everything else is glowy sure because of course it is cameras cameras yeah I had to look this up to make sure I had the right unit but I I have 20 of these guys converted so I want to hear more we're all fascinated Tyler here we go all right I will do my best this is because my friends Alan has been running 20 at me over the last couple of weeks so I decided to stay in this a little bit again I'm not familiar you know forgive me really with it I was I don't run towards continue sure yeah I was shocked by the amount of buffs that you could put on 20 or I would gather 30 hammers I don't know if they can be battle lined but let's just go 20 for now 25 millimeter bases so it's easy to double rank them you know if you got 20 a lot of things a lot of times you're going to get all of them even though they only have a one inch reach you can so you can do of course the rune lord prayer that we all know and love the add one to rinse alright so now they're at rent too this is kind of like the melee equivalent here of iron drakes this is what we're going to be laying out yep okay you can do the warning king command ability for plus one attack now they're at three attacks potentially if you've got a lumen arc with I think it's like r of some r of glory or something cast on a seven that can give you a plus one attack as well you could even get them up to plus you know four attacks total that's from tempest I yeah okay I didn't know what yeah that makes sense so they could be potentially so definitely 61 attacks maybe 81 attacks minus two friends alright probably all out attack maybe you put them at hunters so they cannot get roared at so you take their threes have a unit of long beards that's going to be pretty common in a lot of lists just grumbling around just grumbling at them yep for the real ones wounds so now they're pretty reliably going to be at twos threes re-rolling ones minus two rend one damage on at least 61 attacks if not 81 attacks and I mean that adds up like in the amount of damage that that can put out it's pretty wild you can also command trade for re-roll charges and plus one of charge as well and the warden king I mean there's a number about you could get a buff from the hurricane number of other buffs you could potentially get but point being like I was shocked at how much damage just a few buffs you know what these guys could do when all of them get in I saw can I make a brief comment that actually helps you Tyler that warden king plus one attacks I was curious given the vampire lord similar ability how it stacks up what's fascinating about the warden king is that he chooses an enemy unit and then dispossess attacking that enemy unit all get plus one attack right and so from the giving and receiving commands perspective multiple units can get that plus one attack because no one is receiving those commands so you can get that plus one attack and still all that or has been as has been pointed out in chat certainly you have things like her Economs as well around they can give plus one to hit I would also point out that they very easily are immune to battle shock which is quite nice because again anything that's sort of natively immune to battle shock in the world where battle shock immunity is limited to one per phase is pretty nice they do have an ability but it is in addition that's not it's not then it stops it's in addition so like if you let's take that too make you red with packs yes are still on three right so like exactly in those 61 attacks you're getting like 10 mortal wounds for free right the math on again pretty easy to make happen like we're not doing a luminar we're not doing anything too crazy get into three attacks two three's three's re-rolling ones against the three up save all of that is about 37 damage you know that's a 10 man unit that's a 20 man unit 20 man which is a 20 man unit 20 man unit is 290 or 21 yeah I think I wonder if the right answer here though isn't 10ers hmm do you just the other thing I pointed out here is there's a mental thing that's shifted underneath them which is they're they're relatively slow right it's a 4 inch movement right but as has been pointed out like the the you know go trek is also on a 4 inch movement and that little dip wad seems to get around the battlefield fast enough so like redeploy as a thing existing it helps units like this really move right because it's a unit of 20 that's going to have a relatively decent size footprint it's actually pretty easy for the enemy to just sort of have nowhere else to go but ending 9 away from this unit in some way and then all of a sudden they're a D6 extra forward right I would also point out that they do have why go trek so scary sure I would also point out that they do have like many cities of Sigmar units they have one of the they have all the good musicians because their musician has built in and built in plus one to charge on your scroll is just so unbelievably good like it's such a minor bonus but the fact that it just exists on the stupid musician in so many cities units is hilarious to me and they're getting it from Tempest Eye too yeah sure there'll be plus 2 to run and plus one to charge in Tempest Eye yeah um yeah so I don't think it's as obvious or maybe as strong of a case of some of these we've discussed tonight but I would like I had no idea hammers you could actually make them very enough to potentially one-shot a mega you know like if that mega doesn't have the full on couple minutes plus three finest etc right I mean 30 37 and damage with very easy pretty easy to achieve conditions I was impressed by that yeah it's not definitely benefit from more buffs like minus one you know you can it's city you can go wild if you want but yes you can minus one hit with Luminar to make them more survivable yeah it's all kinds of things you potentially do yeah there there becomes a point of diminishing returns but like where it's just better off to have a limited number of buffs and more wait that kind of thing okay my pick Stomper tribe that's right I know listen go on listen audience I know that everybody's playing takers and breakers I know that you know that we've seen the tournament results we know where this goes but I think Stomper tribe is good and here's why I like it okay so Stomper tribe first of all it actually may it has a pretty large damage bonus for baby giants plus one to damage for your babies when they fight units of 10 or more plus two when they fight units of 20 or more now there aren't a huge number of units of 20 or more that still hang out in the game they're around they exist but there's plenty of units of 10 or more despite the MSU world that everybody says we live in most games I look at still have units of 10 floating around okay so I literally went through two days ago I went through the 25 factions and I think I got up to like 17 out of 25 reliably will have 10 units of 10 right absolutely that it's almost essential just because the nature of their battle line choices or whatever right and it's incredible what even plus one damage does to babies to baby giants because keep mind they make 10 club attacks on threes and threes neg one one damage turning those to 10 10 club attacks each so three babies make 30 club attacks turning those to threes threes neg one two damage is is such an insane it doubles it I mean but like it's such an insane damage spike right math math is okay second thing I like about stomper tribe they still have re-roll ones to hit in an aura so off of the stomper general he still has a an aura ability he can turn on that does not count as those units receiving a command it's just you have to be within the range which is a big bubble off of him and everybody gets re-roll ones to hit in the combat phase okay by the way you don't need to run a ton of babies in stomper to make this worth it you can have one unit like you could run three megas three babies in a unit and this is still totally worth it okay because what's even better than threes threes neg one two damage or three damage is re-rolling ones to hit as well it's a huge difference in what it means to their overall damage potential again so it's just bumps bumps bumps right and then finally stomper tribe has a command trait that I think I use it all the time and it's so incredible what it enables there's a command ability called or a command trait called eager for the fight and eager for the fight says you can attempt to charge with this general if it's within 18 inch of the enemy instead of 12 and you roll 3 6 instead of 2d6 when making a charge roll now now I love this for multiple reasons the stomper general doesn't get access to the normal command abilities like there's certain command abilities in there to be running around to give access to the normal command abilities like to all out attack and all defense and stuff like that he has his own personal command abilities but you can what that means because he doesn't have access to reroll charge is that you can fail charges with him on you can roll 2 would be like get in but obviously the broader level is that this guy's charge becomes outrageous because on average he charges 10 inches right that's just the straight math of that and you will sometimes get these crazy explosive charges where he'll just go 14 or 15 or 16 inches or something nuts right and you'll be like whoa all of a sudden we're just like I got my options just opened way up I can shoot this guy yes I can just shoot this guy all the way around right remember you can't long shanks in the charge but if you've got enough movement you can just walk all the way around something right so I love eager for the fight I think it's such a powerful command trait it can also enable weird things like you could suddenly catch the fox if someone's foolish enough to try to play games with you right because you can't like 18 inches and you happen to roll a 15 like you're gonna get that dude like it's just one of those things now it's weird somebody playing a fox should logically never move that close to you then they should always be sitting at their max 18 inch line or something like that and then floating farther away but it still hedges them and where they have to be right like there's still power to that because now you're pushing them it's true the bonus damage is also for the rocks that the babies throw which is absolutely true the bonus damage against the units of 10 or 20 isn't just in melee it's also for rock throwing I just do not count rock throwing as worth anything but sure it's not a real thing like rock throwing will sometimes do damage and it's fun but I never like it's not part of my battle plan as it were it's a fun side benefit yeah so I think Stomper Tribe is underrated I think that a lot of people look at the Stomper and say that he is the worst of the Giants and I don't disagree with that but it doesn't matter you can take one of each and three babies and that fits in the list like my traditional build is like Stomper take or break or three babies just literally running like the army list down just just what's in the the sheet I think that's about it here let's see yeah Kraken Baker Stomper three by one smalls yeah three units of single smalls oh yeah I like I like three in a unit but sure you can do that any unit okay I mean he wasn't taken of course but yeah sure but the the point is is that it like I think that Stomper has a lot of unique things going on I didn't mention all saves artifact that also kicks back mortals mortals that cannot be negated anymore because of the FAQ ruling so that's pretty good and you can obviously now also still put your Megas into your new boss battalion and get the bonus magic item so you can do like this you can do the eager for the fight and the Cestus on this guy and then still give your breaker the amulet of destiny something like that right so so you mean because of the battalion capability that we just suddenly got opened up it also means that you can still get the generic second magic item you want I would also point out lastly the Stomper has hurled body which is an ability to roll a die and if you roll greater than your wounds characteristic you instantly kill a model you slay them no save that is not tied to their pylon so even if it's not your turn to activate you can just be like are we are we done with start of combat abilities okay I kill that I kill that model so which is pretty cool so there's a lot here is my point and yeah I support this guy so there you go he's also the cheapest by the by he's only 470 that 3d6 is a good shot yeah any time that exists I'm always terrified like I play coalesce serifon and that was winning ability whatever it was whatever it was like that came up multiple rounds yeah it was just changing the the sequencing the pace of the game that one thing it's crazy how much more reliable and long distance it makes your charges like sure sometimes you'll only roll like a 6 and it's like okay I get like what would be a normal average charge but a lot of times you won't yep so there you go that's a good one I really like that one yeah I think stomp is underrated so there you go that's my pick uh faction perks and what I've got specifically written here is about lofnir lofnir oh yeah lofnir lofnir lofnir lofnir originally I'd framed this conversation around generic like generic perks but I think lofnir is a perfect example of this um is that any any sub faction that is giving free benes like enhancements especially enhancements are suddenly like have increased stock now yep because those things are harder to get at before you're just not getting free mount traits or you're not getting free items or whatever with every battalion that you take right and so now like looking at like grimfeared that lodge that's pretty good right um here in lofnir it every magma draught you have gets a mount trait right you have four four magma draughts you get four uh mount traits now they can't be the same anymore you used to be able to have them be the same in um in uh the fire slayer book but with the new FAQ they specifically said that you can never duplicate right um but it's still like you take let's say you do two rune sons and a rune father awesome everybody gets their own traits you do a re-roll one to save you do a reduce run by one you do a damage on the charge pretty good pretty good you know and so my point was that um I think that any of the sub factions that are out there that are giving these free enhancements need to be re-looked at and Lafnir is just one of those sure um as well like for us what's relevant is that uh the command ability lets you fire off um give plus one to hit and wound to one of your units um and I love that because basically it's all an attack another all out attack in the shooting phase right and you pick an enemy unit so it's again the same thing of like doing the I'm going to pick that unit anybody shooting it is going to get the bonus and they didn't receive a command but they didn't receive a command so they can still all out attack um and so there's just some really interesting kind of interactions that are here uh yeah so I just like and or we 4's and 3's 3's base 4's and 3's shooters 4's and 3's nake 1 1 4's and 3's nake 1 1 um if you're shooting a monster it does base 2 damage and it has a chance and it has a chance to have movement yeah that's what I love the fact that it's buffing the magma right for the hearth which are like I mean hey guess what a lot of people take monsters in this addition and real good command ability with those 10 oryx in a like tunnel like that's the way that you would deploy them you're going to tunnel them like every every list that I've built in general the default I'm going to tunnel is the 10 oryx so that I can put them anywhere I want on the battlefield they're going to pop up and shoot and they're going to have a hero there to do the command ability because he's popping up with them right and um and they're and so like you can pick up monster and either do the damage you need to do or cut their movement and possibly cut their movement now yep yep it's pretty good in a monster heavy addition absolutely I agree I think this is strong because I think as we talked about earlier this this also plays into the person like loft near being like sort of it's piling together there to what I think are some pretty good hidden gem combinations alright this is my last sorry last thing that's so we're at 3s and 2s Tom can't we get anything better than that reliably yeah yeah so you fire off your runes yeah you fire off your magma runes and you can increase I'm pretty sure you can increase you have a re-roll ones to hit rune you have an increase rend by one now the re-increase rend by one I believe is only melee I'd have to double check I okay I've never done shooting heavy enough to have that actually matter sure um but that's a good starting point though 3s and 2s but they have right they have they have some toys um yeah the question is could you get two two deep striking units of 10 and it would be a little more difficult if you're going heavy um if you're going heavy magma uh yeah so the ur runes uh one can trigger mortals um on sixes to wound uh one can uh re-roll hits of one just in general so you can get re-roll ones to hit and uh melee weapons are are rend one yeah so so rear ones yeah nice pretty good on demand yeah all right let's get to the last one here this is the last side and I just have written cogs oh question mark I'm up charge bonus uh question mark I'll let Tyler defend this one this was Tyler's pick cogs one of the most popular choices of all of 3.0 now it did just get heavily nerfed but Tyler's bringing it back already as a hidden gem uh side that five days later okay hit me nobody everybody seems to have forgotten the other side of cogs to speed up time so defend yourself Tyler walk us through the wombo combo all right so any army I mean this isn't new but I just feel like as a community we have forgotten how amazing even plus 1 to charge I mean Tom has always talked about just roll 9s well look legitimately just roll just roll 9s just roll 8s and you can win games with plus 1 to charge 8s are better than 9s it's true it's better than 9s all right so yes so as speed up time it gets plus 1 to charge whole length in 18 right lots of armies of course have teleporting where you're looking for 9s on the charge Sylvaneth Daughters of Cain Night Han Stormcast etc tons of armies I had this in a Daughters of Cain army I mentioned this on the show a couple of times but it's a simple combo that had a big impact on a number of games over two tournaments I have not heard anybody talking about this in Daughters of Cain community so that would be good to point out you can obviously buff up the Shadow Queen make her terrifying you've got three spell cast with Rathy Cain so you've got Mere Dance which you'll probably have on a Medusa maybe the Medusa's got to turn that Mere Dance the teleport spell you can teleport two heroes put them anywhere on the board maybe you've got that going on a normal six or a five maybe a four with R.C.A.N. in range it can be pretty reliable to go off with Mere Dance and you can absolutely have the Medusa outside of Unbind Range unless you're going against Seraphon or whatever usually it can be out of Unbind Range just backboard it just do the normal thing with Calibran and trigger with this teleport little Marathi and big Marathi so teleport little Marathi maybe a little more board but still potentially keep her out of Unbind Range to get a little bit more range of Cogs just like turning that nine into an eight with the real ones charge for the built in particularly with Hagnar where you can get that in round one on Daughters of Cain now making the buffed up Shadow Queen like an instant serious threat with the kind of real minds like that was game changing in a number of games immediately of me to you know do pile in tricks around and wipe out half a unit invocators one game like a lot of players are doing that with the Shadow Queen they'll throw up and you know maybe I'll roll the nine maybe I won't but now it makes it really reliable anyway same thing with more reliable or a lot more reliable or you just plus one to charge enough on cogs and how valuable I think that is from simply moving from nine to eight particularly if you got a way to reroll one specifically or if you're just rerolling in general I mean even Sylvaneth like you may there could be instances where it may be worth I mean this might sound crazy it might be crazy it may be worth not taking the plus three to charge from spy to arrive and instead taking the plus one to save do crazy save stacking then have the plus three plus four save on a pinning Derthu or ancient or tree lord against something you need to pin and a couple things you need to pin in place and then you're looking for that eight on maybe you'll get it maybe you won't but it's not I just think that there's yeah a number of armies statistically it is quite a percentage shift between the your ability to to get like two roles in an eight eight to nine yes it's enormous it's true it's true it's a cool seven that's what it was all about it's yeah I just I don't think I don't I don't hate cogs find it weird that we'd like I never hear anybody talk about speeding up time and how significant I think that can be for so many armies that simple plus one to charge sure with the re-roll yeah I mean it's the difference between well it's anchor price and got in the way on this one right like because it had this other ability it's actually good and has now been brought back actually looking at the plus one charge yeah from the stratosphere like there was no reason you would if you were taking it you were using it for the broken part of it not rather the sane part of it that was just a good buff right but you're right you're absolutely right like plus one to charge is a big deal iron jaws now you don't have to take blood tubes I mean who the hell knows with the new book iron jaws if they maintain the plus one charge across the entire army and you do cogs now you're at sevens right like I mean yeah it's just I think it's it's very simple and subtle it's not rocket science it's something that a lot of people use to run all the time but I just yeah you're right then it's kind of it's been lost no I mean plus one charge is a huge deal anybody who's ever played iron jaws knows because they have ability and plus one to charge how important it is like it's incredible the way it shifts you don't fail three inch charge right you don't fail three inch charges and you just you tend to be able to get there in the core world still works this way all multiplication yeah it happens before before addition and division and division happens before addition and so what that means is that you know all those corn players who are bragging about having all your your charges your charges your barach more people who are like I'm gonna ate their staff and have their charge roles and all that yeah these bonuses to charge occur after they're halved and so they actually move your numbers like astronomically so bonuses bonuses period are the answer to having right yeah because they don't get halved is effectively the math there right yeah right like if you think about how much the corn demon prince okay there's there's a five inch charge right that's what it would normally the corn demon prince it's a ten inch charge okay my god it's like impossible right because you've got a right but in this case you suddenly instead of being the ten you only need the eight because if you roll an eight you have it to four then the plus one applies now you hit the five you're back in right right so it can like this is a really big deal yeah right makes me want to revisit a melee-based tempest eye just because of just because of some of those bonuses sure sure yeah I mean I could be crazy I just think like it's a golf between nines and eights to me with a re-roll it's yeah it's a huge difference yes it is it's I don't have the percentage on my head on the math but it's probably about a 20% difference yeah it's big all right cool there we go that's all our hidden gems what are yours if we didn't mention yours put them down there in the comments drop your hidden gems below Tom welcome back well I don't know who's gonna what our schedule is gonna be going forward we'll figure it out Tyler's still gonna be around I'm not letting him go he's accidentally fallen into this just so everybody he's part of the team now he's part of the team now I've got to commission new art and get Tyler onto our art because Tyler's just part of the Warhammer weekly crew forever now once you fall into the tar pit you don't get out so we'll figure out our schedule going forward the incident slays you forever forever once you're in that's it I kind of I kind of figure that Tom yeah that's that's fine that's right good company uh but uh trip folks hilarious uh no one of consequence trip folks don't worry uh the um but if you like this hey give it a like subscribe if you haven't already of course we appreciate it over the next two weeks we'll be doing the two battle tomes that are coming out so storm cast and oryx tune in for those I don't know which one's going to be which uh we'll figure it out over the course of this week and depending on sort of how we get our leaks and that kind of thing uh but at any rate uh thank you so much for watching we appreciate it don't forget to like share videos we'll see you next Wednesday I have to actually hit the button I can't hit the button