 For one, this is Kyle again from Bantic to bring you the second rules preview for the Twilight Kin as we head closer and closer to that launch. This time we're going to take a look at the Void Touched units that are available in the Twilight Kin list. The Void Touched keyword represents the Twilight Kin who have been exposed to the Void for a little too long and they've exchanged their physical forms for power. And the first unit they don't want to highlight are the Void Touched Weavers. This is a magical ranged infantry option and this is really kind of different. We haven't seen this in Kings War before, but they sacrifice, you know, having standard ranged attacks such as bows or crossbows in exchange for magical ranged attacks. So the weavers get access to either cosmic fire or void bolts. You have to choose which one you're going to take when you're building your list. Cosmic fire is a standard fireball attack which obviously gets shattering and that sort of thing and has a decent number of shots that are built into it. It's also a free upgrade and I think that this pairs extremely well with things like the Ravagers in the list to have a really nice speed 6 mobile shooting platform unit or wing in your army. The other option is the void bolts which is definitely more powerful, but you're going to pay for it. 15 or 25 points for the troop or regiment respectively to get access to lightning bolt on a unit. So this obviously gives you the benefit of not having the penalty of moving and shooting, but you do still suffer the penalty for Spell Ward. So essentially if you're going up against things like Halflings, you're going to have a rough time. If you're going up against Nightstalkers and the story that we were trying to tell with the Twilight King dominating the Nightstalkers, stealthy doesn't matter. So there's a lot of opportunity here to kind of have some counter play in your lists and take advantage of these various types of attacks. Be careful though that nerve gap is pretty high and you sort of have to babysit these guys. They are very susceptible to counter shooting and can be wavered very easily. Next are the melee variant. Avoid touched mutants. This is a heavy infantry unit that really represents kind of how a cavalry unit would appear in the Twilight King list. Heavy infantry is the exact same base profile as what a cavalry would be and when we were thinking about the rules for these, it was heavily inspired by what cavalry would be. So you've got a ton of attacks built into a high speed melee 3 plus unit that has Elite, Strider, Thunderous 2 and Wild Charge. So lots of speed, lots of guaranteed delivery offensiveness with things like Strider and Fowlings doesn't work against them because they're heavy infantry. So it's a really interesting twist on things. They are going to be able to get to their target and apply a ton of damage to them. When you look, they have the Twilight Elf and Void Touch keyword, which means they can benefit from Vicious from something like the Navigator and any of the other Void Touch bonuses. So this is an extremely offensive glass hammer kind of unit that is going to deliver its payload one way or another. Again, watch out for that nerve gap. It's at least three points. So it's something that you have to be careful of because if they get wavered, they are not doing what you want them to do. So take good care of them, support them with chaff and deliver those attacks into the unit that you need them to and it's going to go away. Next of course are the Impalers. These are the Elves that have been exposed to the Void, but have been able to control those energies and utilize them in devastating ways. So they are swollen, monstrous infantry, huge model pieces. They're a little bit slower at speed five, but they still keep that melee three plus. The thing that is really appealing about them is obviously the big shield and the fearless nerve level. So at the regiment, I think that this is an incredible thick chaff unit at 135 points with defense six in the front. Thanks to big shield. This is an extremely difficult unit to get off of the table. You can use this to screen your other units thanks to it being height three, but you are paying the penalty by them being slightly slower with speed five. So you have to be careful. At the horde level, 18 attacks, the full thing built into it. That's where you really get advantage of elite and re-rolling those ones. And then while chart is there to essentially be able to ensure that you're not totally slow, but the crushing strength build in means that if you want these guys to be a hammer in the list, you can technically build them out to be that way, especially with the right support. I tested them with things like the Brewer sharpness and oh man is that nasty. When you get on top of them with things like the aura of vicious from the navigator, then all of a sudden it gets even worse, throwing on things like a bane chant to make them crushing two. And this is a very stout unit. What's great is that they can both be hammer or anvil. So it really is a highlight of the list, something that's extremely flexible and unlocks and gives you a lot of options on how to build everything else out, but it's a staple. It's a centerpiece. And I think it's an extremely important part of the Twilight King army. Now, while this next unit doesn't have the void touched keyword, I think it fits in best here when we're going over the previews. That's the Gordrake. This is a Titan piece that is a monster that comes from the void. And it reminds me a lot of a beast in nature profile having seven attacks hitting on threes, crushed to fly, nimble, strider, speed eight. That means that you're going to get this thing exactly where you need it to be. What's special about it and what sort of reminisces from the early days of the design process for the Twilight King was the void charged beast rule. This was something that we played around with giving all of the Twilight King an early point where they could reroll a certain number of dice that failed to hit, not just elite. We decided to turn it back and keep it a little bit more simple. Elite makes sense. But we wanted to pay homage to what that rule originally was and put it on one unit still and it comes on the Gordrake with seven attacks and getting to reroll three of the dice that failed to hit. That's almost half of its attacks that you get to reroll at a guaranteed rate. That means that you've really got a very good chance of delivering the payload of those seven attacks and it starts to shift to those math hammer numbers, you know, or at least you have a really good idea of exactly how much damage this is going to do when it goes into just a front. So that becomes incredibly helpful if you want to use this as a support combat piece, something that can push you over the edge to get you to break the nerve of the unit that you're trying to break. So really exciting in that sense being height six and speed eight means that if you want to use this as a flank attacker, you absolutely can. And it's a great piece to have for a lot of different roles. Leading the impalers is the Impaler Solbane. This is a hero on a monster sized base and at speed five, it is definitely slow, but it delivers a nasty amount of attacks once it does get into combat. You do get access to wild charge, but with nimble and that smaller base size at nine attacks with elite with three up on crush to it also inspires and nimble. It's just that perfect compliment being dash 15 means that you don't have to worry about him getting wavered. He's going to find a way to get into combat and he can threaten flanks and be a really surprising piece for only 150 points. This thing is going to be able to support in a variety of different ways, especially offensively. It's a great second line attacker. And the fact that it's on a monster base mean that it has a unit strength and it can still score at the end of the game. So a great offensive potential to throw out a number of different things. It's got the Twilight Elf and void touched keywords, which means you get to take advantage of a number of different things. Stealthy becomes very important from the navigator. If you want to throw that out thanks to the void touched because only at defense for he can become a target. So you have to be careful, but I think this thing is really gross. It's not quite the level of what, you know, a Lord on Frost Fang would be. But man, nine attacks hitting on threes of the lead. That's that's just good stuff right there. And of course, we have to take a look at the Summoner Crone. The Summoner Crone is the spellcaster extraordinaire for the Twilight King. And you'll notice something really critical here. It doesn't come with spells based into the profile. So at 55 points, there are no spells that come with it at default. This is a change that's going to apply to all factions come time for Clash of Kings, but the Twilight King get first crack at it. We get to see exactly what that looks like. So you get to choose and build the spellcaster exactly as you need. That way there's no spells that you're paying points for that you don't necessarily want to use. And the really cool thing about the Summoner Crone is that Wicked My Asthma. With this, when you roll to hit with enthrall Hex, Weakness or Wind Blast, you get to roll to damage for each hit that you scored with a piercing one modifier. This complements extremely well with things like the Weavers, where if you want to throw out ranged attacks with the Summoner Crone, you can definitely do that. Add in a mind screech and all of a sudden you've got a lot of long range piercing attacks that all those spells that are available for it have access to, you know, essentially detrimental effects that can go into the army. So things like enthrall, if you want to push and pull your opponent around, Wind Blast, etc. or Hexing and Enemy Spellcaster, those are great ways to take advantage of this sort of thing. My favorite, though, has to be weakness on it. If you use weakness in combination with the lower defense in the Twilight King, things like the Blood Hex, where you can increase defense, there's a lot of great survivability that you can use and still be offensive while you're trying to do it. So it's a really interesting take. I think the Summoner Crone is a staple in the list. And obviously with those abilities that you have there, it can do a number of different things. The spells are there for your choice to choose exactly how you want to build this thing out and take advantage of the different rules that are there. Last up is the Mac Daddy, Mikhail, the Lord of Nightmares himself. This is a fantastic iteration of this classic living legend in Kings of War. I think this is probably the best place where his rules have been. If you don't remember his prior rules, they've been absolutely crazy over the years. And this is a really solid place to be. So he is a large cav hero on a 50 mil base at height four, which is great. Speed eight, defense five with iron resolve means he's got a lot of survivability. That dash 17 nerve means he's going to be, you know, it's tough to take him off the table. Very inspiring. And dread means that if you want to help support in the early turns and then go throw dread into a combat in the later turns, it's a great way to do it. But then, of course, this sort of umbra comes into play. This is where he gets Slayer with also attacking against heroes, monsters and Titans, which is a classic and iconic look at how the sort of umbra has worked in the past, a flat Slayer three at that. So those nine attacks go to 12, meaning that if you get into the flank of a Titan, he's hitting at 24 attacks with elite on threes and crushed to dread. Oh, that is gross. So he is just a great, great centerpiece for the Twilight King. He really is one of the big bads in the world of Panathor. And man, what a profile to have him come out of the gate with and lead your force. He is 100 percent in my list and I will be taking him every time. So that is it for the Twilight King Void Touched Rules Preview. They should also be on the Mantic Companion as of today. So go out there and check out the full list and all of its glory and get your own ideas going about how you want to build your Twilight King army going forward or how you're going to defend against them out there in the world of Panathor. So thanks for checking it out. We've got one more video on the crone bound, the Nightstalker units that are in the list and we'll talk about some even more synergies at that time because they're not just copies of the Nightstalker units. There's some other options that are there as well. So stay tuned for more. Thanks, guys. We'll see you soon.