All right, I'll watch here. All right, all right, all right. We should be live. We'll wait for it to pop up. So now we all sit here for a moment. Well, people actually will see this later, but it's not showing yet. Always fun. It'll be fun. Fun time. Fine, fine. There we go. All right, we're live. Hello, everybody. If it's Wednesday, it's Warhammer. And that must mean it's time for another episode of Warhammer Weekly. And this is the one we've been waiting for. I'm not even introducing people. We're getting straight to talking about what it is. We're not gonna talk about it yet. We got news and stuff, but it's time to wall, folks. It's time to wall. Hello, friends. Hello, friends. Hi. Hi, everybody. This is Domus. Domus is our guest. Domus has a beautiful iron jaws army. If Vince isn't gonna host, I'll do it. Okay, here we go. Thank you. No, you're not doing your job. Okay. News for the week. Oh, wow. Tom's taking control. I'll just sit back and relax on this one. Yes, how about we let Domus actually introduce himself? This is why you're not the host, Tom. Domus, welcome, brother. It's good to have you on the show. Hey, Vince, how are you? I couldn't be better, my man. I know that there was, as soon as I knew this book was coming out, I think I reached out to you immediately and said, you're coming on the show, right? Because there's no one else I would rather have. I love that. I love that. It was time. Domus and I have a shared love of iron jaws that goes well back. And we've bonded over this army and now very excited about its newest incarnation. This is truly the book I've been waiting on. And I've never been happier to be wrong in a prediction when I said that I thought that the GHB-19 Allegiance would just be what they did and they kept it for the book. Nope, nope, it got so much more fun and dynamic and interesting and we'll talk about it all night. It's gonna be worth it. I really enjoyed that prediction, so. Yes, yes, I wasn't making sure. That and the city's predictions. I was like, okay, this is cool, yep. Hey, we were pretty good on the city's predictions we did like immediately before the book dropped. Tom and I were pretty good, Eric, not so much, but that's okay, we're just waiting on the mall tribes and then we'll be done because we've got our three sets of predictions right now. It's so funny because everybody thought I was a buzz kill for my predictions on the city. But you were 100% correct. I was 100% correct and it's a great book. Right, exactly. I don't know why everybody had such a problem with it, like just because there aren't new models doesn't mean it's not a dynamic book, folks. No, absolutely not. Like, yeah, anyways. Yeah, I agree completely. Let's do some news. We talked to cities last week and I'll talk about cities a little more in hoppy time, so. So let's talk about rumor engine. Yeah, it's up on the screen right now. You both can't see it, but they can. It's a sale or something. You want my prediction? Sure. Okay, this is the Angel Elves. And. Okay. This is like a harp? Yep, no, it's a bow. It is a bow. It has the same recurve sort of strings as like some of the other Elfie, Echilion, IDK stuff. Okay, like the same string connectors. And the unit, because you're like, okay, well, why does it have three strings? Well, I'll answer that question for you. You ready? You notice they're all pulling together. Because they have multiple arms, because they're truly. No, no, no. They just a big giant bow.  Because even though in reality that wouldn't work, like physics don't actually work that way. That's not how that works. In the mortal realms, anything is possible. You know what also doesn't work?   My money is that it's another slainesh harpist. Sure. I'm. An alternate sculpt for the. They're slainesh harpists are like Primaris lieutenants now. We get a new one. We get a new one. He's trolling hard. Yeah, I think that's legitimate, Domus. I think that that may very well be the case. Yep, so I think it is just a giant bow from the angel elves. I really do. That little, the little elvish signifier, we're going to have giant elvish flying archers. They'll be like bigger like Stormcast because they'll be infused at the power of Heish recrafted by Teclis to be larger, stronger elves, which will be the first good elf that they've ever made, probably. That's not like a, that's not a daughter of Cain. There you go. I don't know how to respond to you. What else? So we also had a new like NightQuester. Yeah. So do looks like he's ready to do some business. Dacia, I don't know how to say his name. Dacin Anvil. Kind of an on-the-nose name, but that's fine. What do you think of that sculpt there, Domus? Do you like that new guy? I do. I like a lot of those. That was the PAX model, right? Yeah, that's right. I think it was PAX Australia. I think it was the PAX Australia model. Yeah. No, I liked it. I like a lot of those. And they did say he would, we would all have some ability to get our hands on him soon in the end of the show. Oh, good day. I missed that. So hopefully he comes out in some way. I'll tell you the one I want. I can't wait for my store's birthday because I want that liberator, the girl liberator who's like in the open stance with the missing sort of the bracer and the shield or the either shield and sword. I love that model so much.  So minus February event. So if you want an early one, let me know. Yeah, I do. But just mark it on your calendar now. Go down there, buy it. Yes, I want it. Great. If someone else in the world has a birthday coming up soon around their store, I will extend the same offer to you. Reach out to me. Ironically, mine is like on the weekend of my birthday. Like it's always like one or two days off of my actual birthday. So it feels like a real celebration. There you go. It's meaningful. That's why I remember it. Yeah, so other news. Do we really have anything else? Yeah, I guess, yeah. Oh, there was just one other small news item. So the Mortis and Soul Mason. That's what it is. Yeah, that was the other news item. The new Bone Walker. Bone, the news, what are they called? Frog, the new frog. Oh, he looks like Slawn, yeah. Yeah, he's like a resurrected Slawn. That's what they are. They just long for their hovering chariot so much that they make little walkers. That's the logic. In-game converter. Converting his own rides. Absolutely, yeah. Somebody mentioned that, that like, that the Bone Daddies are like meta, meta players of Warhammer because they do their own in-world conversions. Yeah, I saw that. It was awesome. Whoever mentioned that is genius because they're absolutely correct. I also saw somebody did like a little Photoshop where they took out the legs and replaced it with just like swirling spirit host bits. Yeah, I like that one a lot. And that looks pretty good.  Some people don't.  So you're never short of ghosts in Night Haunt type stuff. You can get lots of ghosts there everywhere. I can vouch for this. Having painted and doing some conversions and I wanted to make like my warlord for Holy Havoc. Like I wanted to make a, like a mini more Tark of my own, like using the Harbinger or not the Harbinger, the, I don't know, the Night of Shrouds on Steed. Sure. And like there's just so many ghost bits to choose from. Like they're just everywhere. Yep. Yep. It's ghosts everywhere. It's all ghosts. It's ghosts all the way down. All the way down. Yeah. Yep. So, and then also there's something about a White Dwarf Silesky-Slanesh stuff. Yeah, man. Vince, do you wanna talk about that? Sure, I'm always happy to talk about Slanesh. So this army, which has gotten no love and really no attention since it came out, undervalued. Nobody really, you know, I mean, I just, I'm happy to see some attention finally being put onto Slanesh. It really just, it came out and it was just, it was gone immediately. No one, no one.  Have I told you that before? So anyway, yes. So we got the new Silesky, the vengeful throng, whatever it is. That's the name of the big battalion, but whatever her allegiance is called, the host of Silesk. And it's a really interesting host.  The nature of how this thing works is you can get some bonus command points if the number of mortal units is equal to the number of demon units. That's quite a cost actually, because you're generally gonna have like three mortal units in any, two or three mortal units in any Slanesh army, which is your Hellstriders. Like your sort of the most optimal hard edge list doesn't really run an equal number. You'd have to weight it down with something else like chaos warriors or something. There could be other marauders, whatever. Marauders would be fine, but you know, you need something and your points are already tight. And then if you have like 12 units or something or more, I don't remember. And then, let me see if it's like 12. I've got it up here, hold on. If the number of the army is more than 12, then you get D6 command points instead of D3 at the start of the game. Okay, that's fine. And Silesk counts as one of each. I think Archeon would count as one of each too, I'm pretty sure, because I think he has both mortal and demon keywords. I need to go look at him again. So that's kind of fun. But like, you know, what everybody got lost in was the fact that they have this deadly symbiosis ability where whenever your heroes gain depravity, they gain double depravity, as long as Silesk is alive and within 12 inches of the thing being generating or being wounded, right? Generating the depravity. Because I know the one thing that we were light on for Slanesh armies was depravity. Sure. Absolutely. Not really generating enough. That number's a pretty underwhelming thing. So, you know, yeah, that's probably a lot of depravity.  Here's what I'll say. This is way weaker than invaders. I know everybody's all obsessed with that double depravity. If you actually build to get the command points, you have naturally weakened your army considerably. Because there's just like I played an army that was Slanesh at a tournament. I played a lot of games with that tournament army, like a lot of games. And I will tell you that like, you don't have room for extra units. It's not how that goes. You have it like, it's packed to the gills with those heroes and then your units and your battalions. And what the problem with this army is, other than that initial, those initial command points, it doesn't really generate command points in the same way. And the power of the Slanesh army comes from, yes, the summoning is great, and yes, the locus is powerful, but like what makes them offensive is literally what makes them offensive. It's the ability to make your entire army pilot and fight twice. And like, there were games where I would generate eight or 10 command points and blow four or five in a round when I was playing invaders. You will not get numbers like that in this because you can't take the Supreme Sibirates Battalion. And you know, there are still something and you don't have access to the invader's items. They're like the Rotomis rule, like the Command Trait like Gloryhog, right? Like you don't have your CP engine. All right, you don't have the actual tools that you would want to have for those things. And like, Slanesh piling in and attacking once is much less scary. Keepers will tend to duff every so often and they can generally make up for that by just fighting again and then they won't roll bad, right? But like, this battalion's cool. Or this little allegiance is cool. I'll probably run it for some fun games because Selesk is one of my favorite characters ever. It's the cutest couple in the Mortal Realms. I love them. Such a great model, too. It's so good. They made me want to make a Slanesh army, but I held strong and did not. I'm sad. But anyway, it is what it is. Yes, that double depravity is a lot. You got to huddle everybody around Selesk and Selesk is generally better off on her own anyways. And in the end, you're sinking a lot to a nine-wound model with a four-up save and no aftersave. Right. OK. So like, every time, well, what I love is that every time we have some powerful piece in the game, that it'll be like some monster that just does like ungodly damage, but all it's got is a four-up save. People will, like competitive people, will look at it and go, well, it's just going to die. Like the mega boss on Mawcrush, everybody's just like, well, that thing just died instantly. It's completely not worth it. Who cares that it could wreck an entire enemy army? It just dies instantly because it's just, never mind that it was 14 wounds on a potential three-up save, ignoring some kind of rend, blah, blah, blah, blah. Oh, no, it just, they died instantly. Those got removed top one.  The number of times I heard competitive players trot this line out, OK? And then all of a sudden, we got the nine-wound four-up save hero. And everybody's like, oh, unremovable. No way we can get rid of that power piece. Just the double standard out there amongst people who don't bother to like check their priors. So anyway. Oh, that's hilarious. How do you really feel about events? That's how I feel. Like that's legit how I feel. But let me tell you this. The awesome thing about the article that no one's discussed because everybody got caught in the double depravity is there are four really cool battalions in there. I'll say three really cool battalions in there that are all mortal focused. We haven't had any slanesh mortal focused battalions. And it actually, like there was a lot of people who have slanesh mortal armies, like cast warriors and cast knights and chariots and stuff who didn't really have any good way to use those. Now all of a sudden, those people have like a way to really use their army that's cool. And that's fantastic. Because the battalions are like pretty reasonable. They're not amazing. They're just decent battalions that are all fun and do some fun stuff.  A soul grinder battalion. One to three soul grinders gives them plus one to hit and plus one to save. Do it. Awesome. I have a soul grinder that I've had on my shelf waiting to convert over to slanesh. Now I've got a reason. I couldn't be more excited. So at any rate, it's a lot of controversy. I don't personally think that, like I said, it's better than what's already there. That's the problem. Like slanesh is already yes too powerful with that depravity and everything else they can do. But a lot of that is off the back of invaders. Like invaders makes the engine turn. So there you go. That's my statement.  Cause you have to play it. Like it's the nuances of an army that you realize as you get into it, right? And that's not me trying to talk down to anybody. It's just me saying like, I've played a decent amount of games with this army and no kind of the contours of it, I think pretty well. So. Yeah. The interesting point of this whole conversation was actually not this, but then how it interfaces with like the fire slayer battalions and characters that for Vostar, because a lot of people had asserted that those are not like tournament legal based on the FAQ. And my question would be like, well, if, if like either we don't need to worry about the slanesh stuff at all because it's not tournament legal or that other fire slayer stuff should be legal. Yeah, of course. Well, here's the problem. Obviously the FAQ was wrong. We all agree with that. Like that FAQ answer is not to be taken literally as it was written. So the FAQ that Tom is referencing is the one where it mentions that like, if something doesn't have a pitch battle, if a unit doesn't have a pitch battle profile can it be played? No. Incompetent in match place, right? The answer was no. Which is like, okay. So we all agreed universally to ignore that because if we literally took that at its word like go track wouldn't be legal. So duh, we're not doing that. Okay, great. So we all, we all just In either one cities of Sigmar or the book we're about to review. Only like the steam tank commander because it does specifically say units. Those units still have a pitch battle profile on the GHB. The steam tank and pistol. Well, the allegiance wouldn't be legal. Allegiance aren't units. Oh, yeah, yeah, yeah. Yeah. Okay. So some, I'm sorry. So some of these armies would not be legal. Correct. But it doesn't matter again. Who cares? That's all dumb. Like the problem with the Vostar thing is that was it published before the GHB? And I think the answer there is yes, unfortunately. I think that White Dwarf came out like a week before. And so the actual source information is like, it says in the GHB, if it's not in here or it's either it either has to be in here or published later to be legal. And it's a much broader thing. And like clearly that's how we all are understanding the rules to work because duh. We all understand that like when they made go track we're allowed to buy them and use them. Duh. Don't worry. Don't worry. So at any rate these, this was big news. So it was worthy of discussion. And yes, also Mr. Mephisto is right. They're all kind of slowness shows when I'm around. And the answer is like, yes, this is legal. And frankly, so should the Vostar thing be because who cares? It got published, it got published about the same time. Let's all just be happy and play with our toys and not worry about it. How about that? Totally agree. Great. Moving on. There, I solved the problem. Neat. And as always, if you have a question, ask your TO because your TO will tell you what is appropriate at their tournament and what's not. 100%. Yes. We already have all the mechanism we need to solve it. We decide to play with our toys and when we go to a competitive event we ask the TO if we have any questions. And the TO will be happy to give you an answer. And there you go. See how easy that was? Simple. All right, I solved the internet. Okay. All right. Great. I do agree with Cinderfall. That is a good point. The actual challenge to this kind of this stuff like this isn't anything to do with legality.  It's what, how do I get Vostar now months later if I can't find that copy of White Dwarf and I buy my Fire Slayers Army now, right? Like they should after some amount of time, like let's say two, three months just either put them in the app or make the PDFs available online in the downloads resources thing, right? Just something like that. So they're easily, so they can easily be grabbed. I don't want to interrupt their sales. Like, cool, give it two, three months to sell but then just publish them because I can't go find an old White Dwarf from three months ago. That's stuff like the covers were torn off and they sent it back. They used to sell White Dwarf on in like iBooks, like digitally. Like I don't know why they still don't offer those things. Like for the longest time they were actually doing like all the Warhammer visions and White Dwarfs and everything in digitally and it would make sense to make all those back issues available digitally. I mean, like that's just a money revenue source for a couple of megabits of like storage. All right. So that's all the news. So there you go. And if people don't agree with my take on slanesh, I completely understand and accept that you can feel free to drop a note in the comments. I'm more than happy to listen. He won't actually listen to you but he will allow you to have that your own perspective. I would certainly, I will certainly listen. I read and respond to every comment, believe me, I listen. All right. So, yeah, that's all the news. Let's go to some pick of the week. Domus, what do you wanna share with everybody, man? What do you got? Oh, I'm so not prepared for that. I figured, I gotcha. I gotcha. You gave my pick of the week last week. So. I did if you're, you jumped out early and you were like, hey, include this. And the partners at war was awesome. They even reached out and said, like, thanks to stuff. They're awesome people. Everybody. They're amazing people, man. Just awesome. If you wanna make that your pick this week too, I'm okay with it. Well, I would make, I think my pick of the week this week would be Bryce and Tristan Gray are running a worldwide escalation league. Bryce's Moose Geek on Twitter. And the basic deal is there's a discord and you sign up and you join and you have to, for the first month, you have to paint a general and write a fluff behind your general. So I've joined. I'm gonna struggle to get done, but I'm gonna try it. They all of a sudden became the middle of October and I have a ton of things. I still have my Havoc Army to paint and I have all this stuff to do. But it's a really cool idea and the next month is 500 points and I think the month after is a thousand. I mean, I'd be right on that, but it's all available on Bryce's Twitter feed. Nice, nice. I dig it. Awesome. I will link it. I will link his Twitter down in the description. It's really cool. So far it's been really cool. Lots of good stuff. Yes, Tommy, what do you got, buddy? Will Tom remember to take himself off mute? The answer, no. I'm gonna pick, thanks. The friend of the show, Steve Herner, runs an event that we all love called Holy Havoc. Yes. We even mentioned it. I'm gonna promote that event as my pick this week. Well, also because the Holy Wars registration just went live tonight. The Holy Wars registration went live tonight and there's still a spot at Havoc, which we will be at in a couple of weeks. Are you painting for Havoc right now? I am literally painting for Havoc right now. Of course he is. I am on my last main unit. I still have a bunch of sideboard units that I need to paint, but that's not, I'm not worried about that right now. I need to have a legal army. In order to have a legal army, I need to get this unit done. You're way ahead of me. I'm not old enough. So I'm working on the base right now. There you go. Is that for your black coach? Yeah.  It's gonna be great. Awesome. I thought about actually doing, like I thought about actually doing when I do a board, having like an actual backdrop to the board and have a big moon just so that I can like put, like it going across the sky, across the moon, like ET, because it'd be delightful. You gotta play the music then too. Yeah, gotta get a cue that up on your phone. It's certainly on YouTube. Two quick statements. I'll have the link to Holy Havoc and to Steve Herner's Twitter down there because that one spot is still open and Steve will find you a partner. Don't worry. You think, well, there's one spot. It's a partner's event. I don't have a partner. Don't worry. You'll get a partner. It will be a great time. Everybody who comes to Holy Havoc is awesome. I have never had a bad game there ever. And that's mainly because Tom is always my partner. So there's no chance I can play him, which is the only chance I would have of having a bad game. I mean, thanks, Vince. What I'll say is this, Vince and I will be there all week. Well, I will be there all weekend. Vince will be there for most of the weekend. And like, and Doma, you're gonna be there, right? Yep, I'll be there. Tom and I are partnered up. Sweet. You guys will have a blast. And so, you mean Jake or, or Tom McClure? Never mind. Tom McClure, yeah. Oh, it's not our first time. Yep. And yeah, it's not your first time, of course. But we'll be there. And like, it's, like, it's gonna be a larger group this year. I think it's gonna be 60. Yep. Yeah, 30. Yeah, 30 teams, 60 players, because these are doubles. So it's gonna be a little bit larger on a, like, on a body standpoint, but it's still, regardless of how large it is, it feels small. Yeah.  And so, like, Vince and I will be around. We'd love to hang out with you. I'm sure Domus would extend the same invite. Absolutely. So. Yes, get out there. And also, Holy War's registration, which I'll also include the link for opened up tonight. You wanna get on that list. That's the single-player event that's in, like, late February based this year, yeah. I had to think about it. We like to call it the, the Adepticon primer. Sure. Now, here's the fun thing. So did you notice, Tom, that Steve changed the rules because of how we played last time? No, no, go on. So famously last time, there's, we were both running Daughters of Cain and we both had awful filth lists and we sat on this table that was the Temple of Cain, which buffed our armies to high back and back. We were role-playing. Sure, of course. Narrative. Purely narrative, yes. Tell us again, Tom. Purely, 100% narrative. Never mind the fact that that table turned our armies into just murderers. At any rate, so we sat on that table for, like, four out of our five games. The only reason we didn't get it five out of five was because two people picked it first because we came up late in the draw, unfortunately. But at any rate, this year, you get, like, eight tournament points, which is a lot, okay, for not playing on the same table more than, like, two games or something. Weird. Which I was like, oh, yeah, we did that. Sorry, sorry about that. And the answer, so, LLV had... Great, great, great rule change there, Steve. Absolutely. LLV had asked if we're bringing, are bringing filth armies again.  I mean, like, I don't know that night haunt should ever be considered filth. Like, as people say...  It's a three-game army for most events. Now, there may be some really cagey rules interactions that I may or may not be leaning into heavily, but, you know. I know. We'll see. Shocking. Eww. I for one. We'll find out, we'll find out how night haunt goes. Sure, no, I'm excited. It's gonna be great. I am beyond angry that I literally can't play all five games, but that's for another time. That has to do with professional life and that's just what happens. Life gets in the way sometimes. How many games are you gonna get in? I'll get in four. I have to leave part of my mid to the day on Sunday. I'm literally at four. And it's not the best. So, you know, for game five, I might need a ringer. Yeah, well, I'm sure Steve can step in or something. It's fine. I think if your night haunt is that deceptive, you can just play down a thousand points. Exactly, yeah. Yeah, absolutely. You heard it here, folks. You heard him brag. Yep, that's right. I didn't. I said that it's a three game army that I'm going to try to do well with. Now, what I will say is, like we won last year, like we took first with Vince gone game five. Meh, not looking as good. My time's playing night haunt too. Nice. Nice. All the toms. I have a hundred percent Tom to night haunt ratio. That's right. I'm playing check. That's not trying to get my blister skin pain in. There you go. Nice, nice. So, no, he is playing night haunt, not legions of grief. So there you go. No, like it's true night haunt. Well, I think Tom's playing grief, actually. Oh, no. No, I'm actually playing, you know, the book that came out when second edition AOS released. Okay, so for my actual pick of the week, I want to direct everybody to Darren Watson on Twitter, positive victim. He had reached out to me a little while ago and asked if he could commission a go track from me. Now, I don't normally paint dwarves as everybody would know. In fact, I have painted zero dwarves in my life. That's not to be, I'm quite positive, positive I can paint it or if I'm just saying personal aesthetic. Now, as it so happened, we kind of talked for a little while and I said, well, sure, as long as I can paint it up and use it for Golden Demon and then I'll donate it to you afterward. So, and he's going to, he wasn't asking me for a personal commission. He's running a year long, basically, challenge of who can do the best with go track. So he'll be looking at tournament armies that have go track in them and whoever does the best over the next tournament year will, will win. We'll win this model that Vince is going to compete in Golden Demon with. Correct. That's right. Wow. Yep. And so I have my go track. I'll probably start on this weekend. He'll take a little while obviously because you don't, you don't rush models like that. And he's actually going to be part of a, yeah. He's going to be, he's going to be for Golden Demon, though in an unusual way, that's all I'll say.  And so I'll, I'll get him all painted. I'm excited. I have lots of good ideas for him. I think he's a fun model.  So that's super cool. So it's at positive victim, but I'll link his Twitter down below. And all of the tournaments that happened between the time when go track was released and a year from go track being released. So basically over the last half or so of 2019 and into 2020, he's going to have, he'll be tracking that. And whoever is the true champion of go track is going to win some, some, some lutes and win some lutes. So that's very exciting. I'm very, very happy that he reached out. I think it's a super cool idea. And it should be a really fun thing for the community. And hey, it's going to, going to see more go tracks on the table. So why not? When did he come out? Do you remember the true slayer? Oh, well, both of you said at once. Yes, whoever's the true slayer. Absolutely. Domas, what'd you say? When did he come out? When did he come out? I don't remember. I don't know. What was it like a, like a month ago maybe? Is that right? That feels right. I've only been half paying attention for the last month or two. I've been on a break. Sure, sure. I'm going to say a month ago. Let's call it that. I don't know exactly, but that sounds about right. All right, cool. So you guys already kind of touched on your hobby time, but let's officially go into it. So Domas, you're painting up some FEC for, I have it. Is that correct? Yeah, I convert. I just was green stuff in my Vargulf. I found a metal Vargulf, but he was missing a leg. So I put a Crip Flare leg on him and get some gap filling and added some hair. And, and yeah, now I had airbrushed all my wings. I play Vargais. Nice. But airbrushed all those like a year ago and I'm finally getting back to actually painting them. Nice. Excellent. I can't wait to see it, man. That's going to be fantastic. And I'm so glad to hear you're running blister skin. It's always been my favorite since the beginning. I think it was the one that like, I called out is actually really loving because you know, you know me. I'm a fan of speed kills. And that's- I love speed. I got this guy to paint too. Uh-oh, the spooky Nagash head. The horror guest. Yeah, so I'm, I'm, and I got this guy. So I'm going to. We're going to go- Yeah, this is a great tide. Yeah. Nice. We'll see. I don't, I don't think it'll win games, but it'll be crazy fun. Hey, I stand behind the power of Grave Tide. You don't need to tell me on that. I've used that in many armies. Tom, you're still on mute. Uh- I had a Grave Tide in the army that won last year at Havoc. I like Grave Tide. I think Grave Tide is good because it's so big. And like it does, it does kind of what I want to do. I can't wait to see how you bravery bomb. I'm excited, Domas. I'm excited for you to like take somebody's poor iron jaws from bravery six to zero. And then one brute dies and the entire unit runs away. Crypt flares. Sure, absolutely. All right. Tom, you're working on your ghosty boys.  Is this the last phase? I am. Here's my base that I'm working on. And hold on. There you go, Vince. So a base that you would truly- I approve. Yeah. Absolutely, queue up that ET music. Oh, that's wonderful. Yeah, so I wanted something that was just a little bit different. That's cool.  And so this was just- Yeah, and it's normal for how it's hanging on the edge. Like it's just asinine. Sure. And so this is, yeah. And so it's been fun. It's been like, it's the culmination of the army. So I like, I literally saved this for this army to last. Like I had some pain raps and stuff like that. But like most of my stuff is all on point. For like, for the blending and all that. And it's just, it's coming together. Like I literally broke the open the box today this morning. Like I just decided that I was gonna take a day off of my other work that I was working on. And just work on this today. Like, so this is all I've done today. And I got everything assembled and the base put together. And like base coats are priming, airbrushing. A lot of the glow effect is down. So like I'm making swift progress on this. So hopefully I'll actually get to my sideboard. We'll see. Nice. Sideboard, try hard. Yeah. So for me, last week I mentioned that city's army that I was kind of excited about. I pitched this city's army in Tempest Eye. Sort of three different groups of stuff. The Royal Air Force, as it were, with the three steam tanks, the commander and flying the Tempest Eye Battalion with a general on griffin and three units of pistol airs.   So I kind of, it bounced around in my head for the next two days. And so I had finished up my project that I was working on, the stuff I posted over the weekend. I'd finished that last LaNesh stuff. And I said, you know what? I'm gonna go get all my bits out, see what I can do. Just let's keep ashen stuff. That costs zero dollars. I'll prototype a bunch of stuff and see what I can get. And so I prototyped out my free guild general on griffin. I love this thing. Yeah. Super cool. And my steam tank commander. In fact here, I'll tell you what, give me just a second everybody, I apologize. Come on, let's see it. All right, so here's the free, the general's not on there because he's off, he's behind me, but I've kitbashed him as well. So here's the griffin for my army. This is whirlwind's edge. This is my Tempest Eye successor city.  Like I was really on about this. Like I got the whole story of how the city works and everything like that. So it's got the big wings, it's the frigate model. It's got claws. Like I added claws to the frigate and stuff like that. And he stands, the general stands right up top here with his hammer. And I kitbashed together a general that's like some stormcast bits and space marine bits and free guild bits and everything to just put a guy together. So that's my general on griffin. And then I made my steam tank commander. He's all black, I apologize because I had oil imprimed him. But this is, there's the, it's flying. And obviously he sits on top of a building and floats up there.  This is made out of the, what is it? The, it's like one of the stacks from the Sector Mechanicus stuff. Yep, yep, the Archimike stacks. Yeah, the Archimike stacks or whatever. It's what I made my move back out of. Yes. So I gave him like the frigate wings and the less stuff on the side. There you can see that kind of thing and some little pipes and all those sorts of things. And then. I like your gyrocopter conversion. Yes, and he's done actually. He's finished. I finished him up tonight. So, and this is the gyrocopter. I'll post some pictures up of him. The gyrocopter is like the night Helvren body with the machine gun on top. He's my happy little buzzy bee with the little hovering thing. He's got like some struts and the little things. And he's got a little sail on the back. And yeah, so they're gonna be over like ruins. It's like a way, it's sort of a blasted city terrain. This, I realized I was so excited about this army because it lets me do all my like scale modeling stuff I like, like all this different freehand and decals and things like that and weathering and battle damage and just do a bunch of cool vehicles. And everything is gonna be kit bashed. I know what my pistol ears are. Oh, I don't have them around, but I got them as well. So I'm just super excited about this army. The other steam tanks will be off the same body but they won't be flying. So yeah, there you go. It's gonna be at all, all like mechanical force. And yeah, so there's the gyrocopter. I'll show it again there. I'm really happy with how he came out as far as like his design and the look. And I got my color scheme all together. It's gonna be the white with the crimson and yeah, with a little bit of blue as an accent color here and there. And yeah, so there you go. And now I need a bunch of, so if anybody out there has extra like struts, the struts that are on the frigate. So like normally when you have your frigates, the KO frigates, they have these struts that hold up the endrons. If anybody has any extra struts, I know it's a weird piece, or if you have any extra of the like fins, the like rudders, the various rudders or fins, reach out to me. I would love, love, love to get those from you. Because that's the only part that I didn't have enough of. Everything else I can, I can build this, like I'm so excited because I can also build this army for like almost no dollars. It's just gonna be a very cheap army, which I love. And I've been wanting to convert an army for a while.  So then why not go all the way and just like kit bash convert everything like to an insane level. So yeah, but that's all I need. I need some extra struts and some extra frigate fins. Like I guess I can go buy another frigate if I absolutely have to, but I'm kind of trying to avoid that. Nobody sells just the frigate bits in the US. There are like frigate bits you can get internationally, but then it's, I looked on you at least. Does Bitsworld not sell them anymore? Nope, nope, didn't have them. Because I used to, like I bought my extra stuff that I made my lumen arc out of and I used frigate bits and I got it from Bitsworld. It was my first time. But yeah, so if anybody's got a lead on any of those, reach out to me. I would be deeply appreciative. So, okay. Anyway, so that's hobby time. All right, gentlemen, you'll see all post-up pictures of that finished gyro dude this weekend and everything else, but I love him. He's got a little, like, I was able to use some fun decals. I know I said, we'll get into the normal thing, but I do want to show this real quick. Here's it at. Here it is.  Yeah, it's got like melty numbers and danger. It's like little anarchy symbols and like little words that are like insanity and stuff like that.  Yeah, so I want to use those throughout the army. Just fun stuff like that.  Okay. Gentlemen, are you ready to talk about some, some auric war clans? Are you ready to unleash the war? Oh, I mean, if we need to. Tom, smash him. That's right. That's right, Tom. Look, this, that's, do you want to get booted from the force? That's a good way to get smashed and or bashed, Tom, right there. Is that kind of attitude?  That's right. Crump it all around here. My son loves the book. And it is a good book. Like that's my 10,000 foot overview of the book. It's a good book. All right, so here's what I want to know. Domus, let's start here where we normally do. We'll get into the deets in a minute. But Domus has an iron jaws player like myself who also has a passing, you have a more passing interest perhaps than the rest of the bone starters but we're both primarily iron jaws people. What do you think of the book overall? Did this book excite you? What's your high level? Oh, I love it. I absolutely love it. It very much excites me. The only drawback for me is that it makes me want to paint more models for my iron jaws. I went real technical on my iron jaws scheme and I don't want to paint more iron jaw models and I'm like, I do. No, I love it. I think it's fun. I think it's good. And I think there's a lot of options. Agreed completely. Dom, what about yourself? Yeah. I mean, bone splitters don't interest me at all. Like at all. And that's not a judgment on the book that's just them as an army. And yet there's just so much in this book that draws me to it. Like all of it, like not just bone splitters but the iron jaws for the big wall, the great wall, all of it. So it's good. Yeah, here's what I'll say. I think here's my strong statement. You ready? This is the best book that's been published in AOS too. I don't mean best as far as like powerful or like most competitive or something like that. It's the best book as far as making the best use of the resources that it has to make the most compelling set of armies with interesting decisions at every point and armies with a limited number of figures that still play in a lot of different interesting ways. But while still retaining overall, a fair amount of simplicity and ease of access for new players. This hit the bullseye. And I'll give a couple of examples as we go into things but like I've built many armies with this. You can go watch Doom and Darkness's show. Shout out, I was on Doom and Darkness's channel doing a sort of unlocking where I did three lists and I'll link that down in the description as well. And I found sometimes I used iron jaws. Sometimes I used one of the war clans. They are both compelling. It just depends on what you wanna do. It's amazing. Most books it's like, well, you know, I'm gonna go ahead and take the enclaves or the whatever, you know, like you're not, you're not really paying any price to do it. Or like, or what you're sacrificing is like, you're clearly upgrading by taking this thing, not the case here. It's such a good set of decisions you have to make, especially in the iron jaws section of the book. And at the same time, it gave you a new way to run. Your iron jaws, your bone splitters both together in the big wall, such a beautiful combination. You can take even a pure iron jaws or pure bone splitters army and they can function in big wall and in a completely different, interesting way. Like this gives you so many different and interesting ways to play with your toys. It's amazing. I love this book. Yeah. Yeah. So, I mean, this is just an A plus for me. And obviously I start as a big fan of the army, but you know, that meant at the same time I had a lot of expectations. It would have been easy to screw up, right? It's kind of what it is. Like when you have that, when you have that, when it's an army you really love, you bring a big set of expectations and this hit on all cylinders. Every page, I was like, yep, I like that. I like that. I like that. And I just started making lists. I couldn't help myself.  So, all right. So let's get into the book on the detail.  So we're gonna start with the I.J. And I will lay out just the basic stuff about iron jaws, how they work. Obviously, I have the war clans to talk about them in a minute. Still have plus one dollar charge rolls.  Incredibly powerful. I've said for a long time, I think iron jaws are actually a very good match for Slenesh.  Because especially now, this army is so deadly. Dear God, does this army put out damage? And like, we'll talk about it as we get into it. But the nature of this book is that like, if you're smashing and bashing is that if you have one unit that they fail to locus, which by the way is quite common, right?  So I love that. They still have mighty destroyers. It's still just as good as it was where you can spend a command point to either move if you're more than 12 inches, charge if you're within 12 inches, or fight if you're within three inches. So yes, you can fight in the hero phase. Amazing. No longer can you stack the wall. Now the wall is a once a game thing where it's always plus one attack. And if you somehow have 12 units, then you can get plus two attacks. So there you go. And then of course, the new rule we got is mad as hell where if you take, if one of your iron jaws units takes damage and they're more than nine inches away from enemy units, that unit can move a D six inches. So if they get- To be clear, like on that, the big wall though, like you can roll into it still. Like it's just a 12, it's not 12 units, it's the total- That's true. Yeah, that's right. It's 12 or more. That you're absolutely right. If you had six units in range, all within range, holy within 18 year general and you're old to six. Yes, you'd get the plus two attacks. Absolutely correct. Yeah, yeah. You're right. I was being too quick with my wording. And you're going to have multiple heroes. So like getting that many units within 18 is not impossible. Yes. Yes. It's not impossible, but it's probably not likely on the turn you're actually going to use it, which is like not turning in those cases. Plus one attack with the Warchanners is so good. Yeah. Yeah, absolutely agreed. Like it's fine for what it is. Honestly, it's now the least interesting commandability. And that's another level set we should do. Which it really always was, if you think about it. I mean, it was cool when we got stacking one at first, but at least for me, that kind of evaporated pretty quickly, the cool fun aspect of that. Yes. I agree. It was a one trick pony, kind of a one note thing before. Now, so many, so many notes. It's a veritable orchestra of notes. Well, anything that you spam gets boring very quickly. Absolutely. Yeah. It just was, it was skewed. But the reality is now, there's so many different interesting things. And that's where that leads. Iron Jaws are very CP hungry. Like super CP hungry. Unfortunately, there are some ways to mitigate that, which I'm sure we'll talk about. So that's the basic stuff. Okay. So before we get into the specific like command traits, artifacts, those kinds of things, I want to talk about the actual work lands. So the Iron Sons to Blood Toofs and the new ones to Chappas. So Domas, what do you like out of the work lands? Which I think all are good, by the by. I actually like the mall and for different reasons. It depends on what I want the army to do. Yep. Because the iron sun, I mean, the counter charge out of the iron suns is just amazing. Absolutely love it. But then I really like Mighty Destroyers. So it's like, so now I'm fighting command points. Right. Blood Toofs is awesome because I can leave the weird knob at home and I get the auto hand of Gork. Yep. You know, and to me, the move is not turn one. That move is a turn three move and you can all of a sudden reposition and go get an objective. You couldn't get to something along those lines. 100% agreed. And then anything that makes your war chaners better is absolutely amazing. So the choppers and you know, again, you're getting more value out of your war chaners. But again, it's the command point trade off. Agreed. So I do like all three, but it's about what you want to do. And I would tell you most of my list lean towards iron suns just because of the minus one to hit. You know, when you do fight a shoey army, that's a big deal. And I was always an iron suns player back when it was the mega battalion. So it was. It's always kind of been home for me for that reason. And now having it be automatic is amazing. Yep. Yeah, agreed. Like iron suns is placed great to like both a defensive iron jaws army and an alpha iron jaws army, ironically. Because you have like the defensive elements are things like the subtract one from hit rolls, right? And the the sunbless armor, you have old school ironclad on a mega boss, right? Where you can, reduces rend by one to a minimum of nothing. You do get an additional command point and you have the all right, get them where you can charge them when they charge you, right? Like at the end of their charge phase, you get to pick a unit and charge such a better version of the old command trade thing where it was like on a five plus you got to charge. Yep. That charge thing is so powerful. So like you think of something like think, let's go back to the slinish example, right? And think about how these turns work. They do their turn at the end of their charge phases when they activate all their locusts, right? If their turn, their end of charge phase stuff happens first, right? Yep.  Well, I kept this giant unit of six pigs back here and they're coming in now. They're coming in hot, right?  Not only are they getting in unlocust, but now they're gonna mortal wound you too when they come in and smash, right? Yeah, it's good. So it's just, it's potent and it's great for things like, Iron Sons in my mind combines really well with like a piggy list, right? So like a list that's really focusing heavily on like the gorfist where you just put your entire army into them, top of one, right? And because you just, everybody will be there. You'll have 18 to 20 some pigs into them at the top of one plus a mega boss or what, you know all fighting with bonus damage, all fighting with neg one to be hit and return. It's a nightmare. Like you're just going to literally smash and bash them right there. It's a great alpha strike. If they're not chaffed properly, that's a good game. That's a good game. Even if they are chaffed properly, like it's gonna be painful for them. Sure. Yeah, yeah, absolutely. Blood Toofs is awesome. I agree because it does let you get like, they have an absolutely garbage command trait right now. It's not even worth reading. It might just be the Ipsum lorem test text because you don't get like, you don't get a realm gate anymore. It's just like, if there happens to be one around, but fine, okay. That being said, I think their command ability is super strong. The break through the line lets you consolidate. That's so good. It's crazy. Because like what it is, is if you fought, you can with a unit at the end of the combat phase, you can use this to move away. Right. I'm sorry, not move away. You can use it to like, if you've eliminated their unit to move. At the end of the combat. At the end of the combat. So if like a unit fights itself out of combat, you can use this to like, move onto an objective or move to block another unit or like the tactical use of this is just so fascinating.  Cause iron jobs, they always take damage. Right. They dish it out, but they always take hits.  Mm-hmm. Sorry, just to answer your question. Yeah, it's not, no, the locus doesn't, the low, he said, there was a person who asked in the comments like, doesn't the locus happen first after the player whose turn it was chose the order? No, it's not how it works. For start and end of things, if it's your turn, you go, you take your start stuff first. If it's their turn, they have their start stuff first. Okay. So yeah, that's like, I think that's really powerful. And obviously, Bloodthirst also have the army-wide plus one to run in charge, which is again, like now you're up to plus two to charge across the army. Insane, insane with that free teleportation. Cause even without anything else, you're on sevens now. Right? I mean, I'll take it. Sure, fives if you're arred boys. Like, I mean, just bonkers good. And then yeah, to chop us with their ability to, to in a lot of battle plans, reroll charges just universally on half the board without command points. And to have one Warchanta give plus one damage to three units of brutes and arred boys. So good. That's your whole army is now plus one damage basically, right? I mean, that's, that's every hammer you've got. I mean, if you're rocking the brute fist, there's a real good argument for taking to chops. Yeah, absolutely agreed. I think the art fist, it can do the same thing 100%. Yeah, yep. Absolutely. So I think all three of them are good and compelling, but what's so cool about this is that at the same time, I've built, I have built many lists that are just iron jaws and honestly, and you mentioned it, like the, the, let's talk about how we handle the command point problem that's going to come up because I think my favorite builds in iron jaws don't take one of the war clans, like just personal taste. Sure. So what do you like out of the, out of the command traits, you have a section of command traits for, for mega bosses and a section for weird knobs. And that's relevant because the choppers often have a weird knob, that's kind of also their thing. So what do you like? I mean, I know where, I know where my heart is. That's for sure on the iron jaws command trait. I like a, quite a few of them, but, but the free mighty destroyers. Yes. A group of heart strings, quite a lot. Yes. Yeah. Blue dish cunning. Oh my God. So British cunning once per battle round, the general can use the mighty destroyers command ability without spending a command point. So that is the ability to, as I said, move or charge or fight meeting the mega boss. If he's got this, like the mega boss on maw crusher who has this on himself, right? If he's the general and he's just got this, which he's going to be your general, he can just fight in the hero phase all the time for free. Like that's just, he just uses this on himself all the time. So he always, he always fights in all of your hero phases. Amazing. Yep. Or you can do the mega boss teleport trick. Yes. Panda Gorgim outside of 12, mighty destroyers. Oh look, I'm just outside of three now. And you can have some very interesting destructive bulk runs that way. Yep. Yep. It's so freaking good. But yeah, there are some other ones that are also compelling. Like I think ironclad is obviously a pretty classic one if you're going for the hardcore defense, right? So that's just plus one to save for everything that targets the general. And I think that like the next tier down below that is like live to fight and the muscle bound brute where on a two up you do a D three mortal wounds can be interesting to combine with like, with your destructive bulk or on the charge you reroll wounds. Not bad. Like wounding has always been the problem. I know that's always where my dice would kill me, right?  So yes, but like British cunning. Oh, oh, good night. Right. It's so good. Hello. All right. And then in the, you know, in the weird knob stuff for the choppers, I think you have good options there too. If you take a general that's a weird knob cause you got like the plus D three command points which is always amazing. You've got the master of the weird which is just plus one to cast a spell and unbind, you know, great. Cool. All good. Yeah, I combined that with the, with the trinket to get plus two to cast on a wizard in my, in my goofy list that was all about the wrath of gork. Yes. Oh, which we will talk about because the wrath of gork is fun. In the magic items, I think the one we need to draw attention to is obviously the reframe to destroyer. Yeah. Where once per game at the start of combat, basically you can say, I'm going to turn on the destroyer and you add three to the damage of all your attacks for that round. That's a lot. That's a lot of damage. It's not a small amount of damage. It's a lot of damage as a matter of fact. And like, What do you mean for really?   Yeah, the very realistic scenario. I actually love the destroyer on the foot megaboss. Okay. Yeah. Yeah. And I like to give him a few rounds of getting stuck in. We'll talk about strength from victory in a moment. But and why it's the most amazing ability ever. But you get him stuck in for a little while so he gets up to eight or nine attacks.  And let's say he's making eight attacks, probably hitting on twos because of his own command ability. Wounding on threes, red neg one six damage. Yep.   You know what else was in bad on that fellow? Turns out, sort of judgment. Yeah. Yeah. It's pretty good. Change the victory a little bit. Not so shabby. Yeah. Yeah, it's great. So destroyer is awesome. And then like, you've got a little trinkets for your shamans, which as you mentioned, like, there's one that gives you plus one to casting, which I think is the one you're going to take. To be honest. I also like the golden tooth, not taking battle shock. Like I love brutes. I love to play brutes. So not taking battle shock for brutes is a big freaking deal. And just totally removing that aspect. Yeah. I think the value of the battle shock community is very dependent on how many brutes you've got, right? Because like with our boys, they've got the built-in bravery bonus plus the numbers. They have to worry about it generally less because they're tough enough. Absolutely.  You don't generally lose that many pigs where you're going to trigger it in any real risk. But brutes, I agree. Yeah. I was always the unit champ of my brutes as my general for that auto inspiring presence. Sure. Sure. I was that guy. You were that guy. Tom, we played when I was that guy. We did. We did. We've also got some mount traits. To me, this list says five really good compelling things that in most armies would be actually a decent take and weirden, the one you're going to take. Because weirden is four up spell ignore. So your mega boss can on a four plus just dodge any spell or spell effect. Meaning like half move, not a want that. Meg wanted to hit. I want that. Get these gammon heads out of here. All right. Like I don't want any of this stuff. Four plus. No, thank you. I like to move. It's very weird and it's very, very good. But I really liked the move that that pie play is a nightmare and a lot of scenarios. Yes. And anytime you're trying to go over anything, man that two in extra two inches can make a hell of a lot of difference. No. Absolutely true. And the reality is his movement is still the thing that suffers the most as he takes damage. Absolutely. Because like he's the, what's awesome about the mega boss on mawcrusher now is that like he doesn't get that much less killy anymore as he gets wounded. I mean, he's like, in fact, I would argue throughout the course of the game he will get much, much scarier. Absolutely. He just can't get there. Right. But his movement does fall in the toilet. That's a good, it's a completely good case. It is. I think it's a great trade-off. Yeah. Yeah, yeah. The war chanta got new war beats. Basically it's war chanta prayers feel the rhythm. He is back in fact with another one of those block rockin' beats.  They're quite good.  Really good. One of them gives you a 3D6 charge, which is amazing. By the way, you're not gonna charge something. Like it lets you charge things 18 inches away. Neat. That's not actually what I'm using it for. I'm using it to make 11 and 12 inch charges like they're going out of style. Absolutely. You are not safe at a foot away from my army anymore. So there you go. And fix and beat, which lets you heal a D3 wounds. Okay, fine. Yeah, yeah. Neat enough. We're not taking that. No, no. Although I will say most lists I've written have three War Chanters in them. I'm at about two on average.  Right, because the War Chant is base bonus. So it used to be, as we all remember, the way the War Chanter used to work was he would drop the beat and you would get, and a unit would get plus one to hit for that combat. Right, not. Not to the next hero phase. No, just that combat. Now instead, what happens is they drop the beat and a unit gets plus one damage until the next hero phase. Whoa, Nelly. Now it doesn't stack, obviously. You can't be affected by more than one of these Block Rockin' Beats in a turn. But I'm okay with that. Sure, absolutely. Totally fair. But like taking a unit of Ardboys from three's, three's, neg one one damage to three's, three's, neg one two damage. Well, that's a considerable change in efficacy, right?  This is simply one of the greatest buffs in the history of buffs. Like, I like it better on Ardboys just because of bodies. Like, I know it sounds silly, but. Sure. Like, I just like it turns into machines. Yeah, with the smaller bases and the bodies. Yep. Yeah. Oh, yeah. It's good. It's beautiful. I've written many lists, by the way, that I couldn't fit a spellcaster in and I was perfectly okay with that. I was like, nah, don't need one of those. Like, Hand of Gork's cool, but I'll just more, more, more mighty destroyers. That's basically a teleport. Right. It's fine enough for me. Let's talk about spells. Cause I know, I'm excited about these. Classically, we still have our teleport, which yay, great. That's the great big green hand of Gork. But Domas, you mentioned you had a wacky list around this. Would you, how about you take us through Wrath of Gork? Which is a very funny spell. It is. A cast on an A, it only has a 16 inch range. But you roll two dice for each friendly iron jaw unit with two or more models within 16 inches of the caster. For each two plus, you can inflict one mortal wound on the enemy. So I wrote a double art fist list that had like 11 or 12 units. Basic, and then the wizard was plus two to cast with the trait and the artifact. If you get lucky with arcane, you can get the plus three.  Bring the keeper, come on. Did you put, Did you put a bail wind in there? I didn't, but as soon as I posted it, the whole chat was like bail wind, bail wind, bail wind. Right. Indeed. Yeah. Yep. It's bonkers. There's a lot of things you could do just with that as a core. You know, I don't think it's gonna win tournaments, but I think it's got some juice and it'll be fun. It'll be a lot of fun. I mean, anything gets closed to zap it. It still has war channers. And not defenseless. No. I mean, the ability to pop out very, very reasonably somewhere between 16 and 20 mortal wounds without stretching too hard, that's a lot of wounds. Like when you can just point at somebody who doesn't have mortal wound protection, like even a character on a monster, and just go and melt them like they're led to Hamilton and Terminator two in the dream sequence. Like that's a scary ability. So then you're gonna play the Ardfist Recycle Game to five, getcha 10. Yeah, yeah, absolutely. Yes, yes. Yeah, we'll get into that. We were talking battalions, 100%. So yeah, some good spell stuff there. Let's talk about some battalions and let's talk about some units, things like that in the iron jaws. So we've got all our classic sort of unit battalions are back, Ardfist, brute fist, Gore fist, iron fist, weird fist, all back. And in my mind, iron fist is still the king of the ring. Iron fist is three to five units of any of your normal battle line stuff. So Ardboy's, Gore gruntas or Brutes in any combination. As usual, you pick one of the champions, they gain two wounds. And then once in each of your hero phases, the big boss from this battalion can use the mighty destroyer's command abilities as if it were a mega boss and without spending one command point. Can we talk about... Now we're doing it twice for free every round. And he can use it on anybody. And he can use it on anybody. There's no restrictions. That's right. Can we talk about how all the other books recently have gotten screwed on battalions? And they're like, yeah, just use your collection. It's fine. Just like, yeah, for this battalion, three to five of any of those units you want to play. That's fine. Iron jaws have always had good battalions, man. I don't know what to say. I know. Some of this has good battalions. It's true. It's true, yeah. Which does, Slenesh, yeah, it does, it does. But I'm thinking about like, Cities of Sigmar, I'm thinking about the Stormcast book. I'm thinking about the Fire Slayer book. Like, all of them had just lackluster representation in the battalion section for diversity and flexibility and stuff like that. Orcs is the best. It's the strongest element, yeah. Go ahead, Domas. I'm sorry. Orcs is the best. Orcs is the best. Clearly. So I love the Iron Fist because it can handle all your units, puts all your units into one battalion, basically, because it's pretty, it's very rare. I actually write more than five units after the heroes. Like, most of the time I'm fitting my army into five units, five non-hero units. And it's giving you two free mighty destroyers, which is the thing I always wanted to be doing. Anyways, freeing up the rest of my command points to go to stuff like the plus one to hit is now the command ability of the mega boss.  So I want to be using it on that or the wall once a game or whatever, right? Yeah, I like all of them. I'm not in love with Weird Fist. I've written lists with all the other four, just because the shaman was a bit of a casualty, but there's still reason to take him. I looked into the foot. And indeed, indeed. But, you know, there's how... The teleport's good. The teleport's good. But yeah, I agree. The Art Fist is obviously the Art Boy Battalion. It is funny because they can now be taken in fives. And when you roll the four up to get an Art Boy unit back when it's destroyed.  This is true.  And when it happens, you get a new unit of 10. On the board edge. On the board edge. Very good. Nice upgrade. The Brute Fist is obviously the one for all Brutes. That turns all your Brutes into like the impact. They all do impact hits.  They mortal wound when they hit people, which is cool as well as giving the plus two wounds to the champ. And the Gore Fist is your free move for your pigs, but they don't get like the super move anymore. They just move their moves. They go nine out. Which is frankly all you need, by the by. So like, more than enough. It's more than enough. Yeah. Being able to scoot nine is amazing before the game starts. I mean, we're gonna talk about that when we get to bone splitters and how they have one of the most amazing allegiance abilities in the history of allegiance abilities. And that lets them move five. Yeah. And it's, I read that. I was like, oh my God, that's powerful. So yeah. Yeah. All like, they're all good. No more one dropy drop anymore. Most of the armies I've written, don't miss where your armies fall. It might have come down like usually four to six. Yeah. That's fair. In that range, sometimes more depending. You know, I've also gone battalion free. And I think there's arguments for that too, depending again on what you want to do. The allies chart is pretty rich nowadays. Yep.  So I've gone down that road, but primarily four to six. Is a good average for me. Yeah. I've seen a lot of people utilize the, talk about utilizing like the fungoid cave shaman, cause he can, you know, he's obviously one of your allies. He's a decent spellcaster himself. And he has the. He's just a command point. Yeah. And he can generate more command points. Exactly. So. And he can also get a cauldron. And the cauldron lets you do things. Yes. The cauldron will give him itchy nuisance, right? Right. Which is potent. But it's like more points, more points. It's a question of how much do you want to erode out of your iron jaws, right? And you can still, you can still teleport with that as well. Can't you? No, because the hand is, the hand is on an orc unit, I believe. No, but the, no, no, no. You talking about the cauldron, the regular green hand? The, yeah. The regular green hand out of gifts. Oh yeah. You could use that spell to teleport himself. Yeah. I'm saying like, well, no, not himself. Like I think it's any unit, like any unit in your army. No, it's a gifts. I think, I'm pretty sure it's a gifts unit. Yeah. It might be a gloops, but I don't have the book. I can take the real quick. I have it on my phone. I looked at it and I'm like 90% sure, because I just looked at it when I was writing this silly list. I think by the way, you can build a one drop mega battalion. They have the brawl, which is one mega boss, one war chanter, one orc shaman, and then three to five brute fists, gore fists or art fists. I think this actually is possible to fit in 2K. Really? I haven't, I don't think I've tried that now. I just kind of did this. Yeah, you have to build it necessarily if it's impossible. Everything men and with five unit art boy units, like just to fill up two art fists. I'm pretty sure it just fits, but it's a terrible army. Like it's not. Moon plan hand is gifts only. Yeah, it is gifts only. Yeah, I just jumped it. But you can teleport himself. But itchy noose and still works, which is the reason to dig into that lore. And honestly, I was going down that route because of the big wall. Your camera turned by the way, some way, Domas. Oh, in the big wall, you can use the plus to cast ability on any friendly wizard. It doesn't have to be an orc. So you could dig into this combo to get a boosted spell out of a goblin or even the troll hag, if you were, that desperate. So let's talk about some of the units in Iron Jaws quickly here. We've mentioned some of them in passing, but I want to dig in on some elements. So let's talk about that mega boss and the mega boss on Mall of Russia. I mentioned the command ability. It's real good. It's just plus one to hit. It's fantastic.  Like I actually have written some lists of the Gordrack. I'm pretty excited about. Yeah, he's interesting. But the mega boss on Mall of Russia. So here's my opinion and I'll have you check me on this one. My answer with the mega boss is if you put an offensive thing on him, you've made a wrong choice in most cases for the mega boss on Mall of Russia. He needs to be clad in defensive stuff. And the two builds I like are either British cunning, the ethereal amulet, and weirden. So he's on an ethereal, basically three up save and four up spell ignore, right? But then you can buy destroyers for free. Does he get the plus one to save from the command trait if he's... No, I have an ethereal. He's British cunning. I'm not giving him the plus one to save. British cunning is the command trait. Ethereal is the magic item and weirden is the mount trait. But the trait gives plus one to save, doesn't it? No. Weirden four up spell ignore. Oh, okay. That's what it is. Correct. You're fine.  I call that the moderate defense option, right? And the problem is like you can still get, depending on it's great against shooting, like negative rent shooting, you still stay on threes. You can give yourself a reroll once to save easy enough through like either command point or through any of other things, you know, a mystic shield or whatever. And I think that makes for a pretty hard mega boss. But the other option, if you think you're gonna face a lot more mortal wounds than shooting is you go ironclad, which is the plus one to save.  So if you fail the spell ignore, you still have the mortal wound protection to ignore 50% of the damage that's dealt. And that's like really making this guy tough. And the reason it works because one does do it as a straight murderer now when they combine his profiles. And he's always been a target. But now he's got an even bigger target on his back. Yes. And he puts out so much damage. Like when this guy starts, it's quite reasonable that he'll have between 14 and 16 attacks that hit on twos, wound on threes at either neg one or two rend doing two or three damage. That is a lot of attacks and a lot of damage. Like he will splinter units. And then he has strength from victory, which is amazing because at the end of a combat phase, if any enemy models were slain by wounds inflicted by this model's attacks in that phase, add one to this model's wound characteristic and add one to the attacks characteristic of your boss chop and rift tube fist or Gorehacka chop on. Woof. So as the game goes on, like you can potentially add 10 attacks to him over the course of the game. If he fights every round, if he fights every three. Gaining wounds, basically. Yep. So you're still down for the damage table, but you're still on the table. Yes, absolutely. Like he, you could be at a point where you're like, well, how many wounds have you taken? 10, how many wounds do you have left? 13. Right, like that's not an unreasonable thing. But yes, it's an important note that because AOS's wounds suffered, not like 40K where it's wounds remaining, you're still operating like, even if you've got 13 wounds remaining, right? You're still operating on the seven to 10 wounds suffered if you took 10 wounds. Absolutely. So you do need to account for that. No, I love this ability. I love the change to it because it was so, it was never really got it. I mean, it was so random.  You know, it just. Yes. So this guy is just liquid hot magma now. He's amazing. He's fire. The destructive bulk took a little bit of a hit, but you can bounce that back with the trade if you want. Right. Cause it's on a five now instead of a four, but the shooting attack, that was a big deal change for me because, I don't know about you, but I used to fluff that wound roll on that shooting attack. Oh, all the time. One attack hit on two, wound on three. I never did anything. No. Might as well have said ignore this line. Yes. Correct. Say like you fluff the hit or you fluff the wound or they'd make their save. And if all that somehow magically worked on this one roll, you'd roll the one to damage. Like every time, every time. We had a request from the chat to talk about the wrath of Gork's secondary benefit what combined with the shamanic skull cape. So the spell steal. Sure. I mean, I think you just trotted it out right there.  You got to do it with melee. You got to do it with melee weapons to do that. You have to, the wizard has to kill the enemy wizard with the melee weapon. Otherwise it would be absolutely beautiful. Nice. I hadn't looked at it, but there you go. Yeah.  Oh, I looked.  Oh, yeah, you're right. Yep. It's probably not going to happen. Agreed. Yeah, I mean, any other units that you really love the changes to? I mean, obviously pigs got better. Brutes got a little, they got like, they're still good. They think they got a little like technically worse, but better overall because now they're 140. So like actual value in my mind increased for Brutes. Yeah, the, you know, I miss the claw and the smash up, but it is condensed. I understand the condensing of the profiles and what that means for the game overall. But I still love Brutes, you know. I have seen people that have done math and I've not double checked it. And they swear by art, big units of art boys, but man, I love Brutes. So, and a lot of that's a model thing for me as well. So, yeah. I mean, that's what sold me on the faction is the Brute models. So I'll always play Brutes personally.  Like they make such an insane number of attacks. They, to me, they get plus one to hit against things with four wounds or more, which there's plenty of roaming around. So like they automatically are basically on like twos and threes for most of the unit. It's just like, I really love everything about them. I still think Brutes are absolutely fantastic. I think pigs got a lot better. Art boys are viable now. That's what I was saying. Yeah. Art boys have been viable since the GHB drop. Yes, but they're just not, yeah. They weren't before. They weren't before this GHB. Yeah, the pigs got a lot better. I love the new charge rules for the pig. So much better than that. What was it? Roll a 10, or move 10 on the charge. It was insane. You had to move eight inches and roll an eight plus and it had to be a blue moon and you had to be fighting a guy named Steve. And Steve had to, it only worked if you were fighting, if only if they had corn models with only a unit under 200 points. You know, it was just like, okay, what? It's never just ignore this rule. Now it's just when they charge plus one to hit and wound if you're using the longer reach weapon, the Gore Hacker and with the pig. And so if you're not using the Jagged Gore Hacker which all minor are built with the, I shouldn't say all of them, I have one unit. It's kind of both, but with the pig iron choppers. But like, you still get the plus one to hit and wound on the pigs regardless of how you're armed, which is amazing. Yeah. Yeah, same. I just feel like the more attacks is worth it especially when you add in the damage bonus. I do like running Brutes with the two inch reach behind some Ardboy screens. I think there's some fun juice in that. That was something we did back when the book first came out. And now it's a tactic again or running a two inch reach Brutes behind another unit of Brutes. So when I went over to the UK, Kieran showed me the power of the two inch reach Brutes and it's no joke. Sure. It solved a lot of problems that I regularly would run into with the Brutes. Just quite can't get in, but then I let you set the traps. You come into these, now you got my Brutes. Right. Yep. So I mean, overall, what I love about the iron jaws is there's such a tight, efficient army because there is no bad units in the army. But it's just, like at this point, we've nailed it. Every unit in this army has a purpose. Like, period. There are armies I build that might not have some of in there, right? Just because of happenstance or because of what I want to do. But there are zero bad units in this army. Yeah, and we didn't even talk about, we're not puking to mad as hell, puking on yourself to make yourself move. Yep. Yeah. Puk on yourself to make yourself move. You get magic, you move. You get shot, you move. You fight, you move.  They don't move with mad as hell until the end of the phase. So you put them nine away and then they move a D six forward. Yep. Which is pretty, pretty good. Pretty good. Pretty good. Yeah. I love everything about iron draws. I don't know what else to say. Any, any other thoughts, anything we didn't hit on in iron draws? I don't think so. Not for me. They are fantastic. Get into them. They are and continue to be the greatest army in Age of Sigmar. That is my favorite. I think mad as hell is one of my favorite rules in the game. I love the name. I love everything about it. It's the one thing that people playing their iron draws will forget because it's a very, it's like an army you can, you don't have to think a lot about. This is introduced something we have to remember. A triggered thing we have to remember as opposed to like the active thing we're doing. All right. Cool. Let's talk about some bone splitters. Bone splitters. All right. Bringing out them Z's. Oh, that's fine. We'll talk about, let me, let me, let me say this about Roguidal. Cause Roguidal is legal now. He got updated. He got his new war scroll, by the way. He got all the keywords. He got all the keywords. He got his new scroll. He's real good. I don't think he has a place in an iron draws army. That's the, that's the thing. I don't need another big monster that costs 400 points in this army. I'm already like, I already have a killier monster that costs 400 points. It's called the mega boss on Mawcrusher. He does more work. Like maybe there's some kind of the choppers force led by a weird knob that uses one. Maybe. Just to get some additional casting stuff going on. I like him as a bone splitter's guy, but yes, and not as much as for iron does. Agreed. Now in bone splitters, he's got gas in the engine. Yes, I agree. Like that is where the rogue idol gets real sexy. A hundred percent. Okay, so let's talk about bone splitters. So real quick review of their generic allegiance abilities. They as well have three little war clans. We'll talk about all in a minute. Tireless trackers. This is one of the most powerful allegiance abilities I've ever seen written down. Here we go. After armies are set up, but before the first battle round began, half of the bone splitter's units in a bone splitter's army rounding up can move five inches. That sounds so innocuous. It is so stupidly good. The fact that you can reposition or push half your army out there and get five inches when a lot of games start 18 inches apart and suddenly you're 13 inches apart. The fact that you could pull yourself back, you could like be on the line so they place on the line against you. If, and then suddenly you could just be like, nope, and walk back out of their range. You could pull yourself out, you can pull units out of their shooting range, right? Like if they've set up to keep your units exactly in range, nope, you just fade out. Or you can put yours even closer to being in shooting range. Exactly, you can get the units you want. Like it is so crazy good. And yes, absolutely. Amago, I just mentioned it, but yes, I was gonna say there is of course a command trait that allows you to take this up to eight inches. Yes. Which is like now, I mean, that's so much movement. I mean, the difference between five inches and eight inches is pretty big. That was decent. But I'm Qing, yes indeed. Okay, so, yeah, I mean, God in heaven, that's a good ability. Like I just, people, you will be able to tell a great Bone Splitters general by watching how people use that. You know what I mean? Because like they will bring spellcasters into spell range. They will move spellcasters out of enemy spell range or out into spell range. They will move people in and out of shooting. You're not just like, it's so versatile. It's ridiculous. It's so good. Okay, War Paint, standard six up. They've always had that. They're unstoppable savage or sorry, they're monster hunters thing is now no longer just like a direl thing. It's a thing you get to choose. If you're within three inches of a monster, you get to either move an extra three inches when you pile in. Cool for getting around big bases. Say like the Pie Plate where so you can file a lot more guys in as you just wanna circle around. You can do stab, stab, stab plus one to hit or you can do berserk strength where if any of your attacks have a wound roll of six, you deal a mortal wound in addition to your normal damage which can be great for certain things like ethereal Velazadez, right? Ethereal vampire lords on zombie dragons. So, yep. Yep. Good stuff. Yeah, it's not random anymore. Absolutely, yeah, it's so much more useful now. They have their own version of the law, works very similar, 11 and 12 and that kind of thing and they have Spear of the Beast where they don't take battle shock tests if an enemy monster is slain by that unit. And it's just important to note that their Y is only good on melee weapons. Yes. So no boost in the rock. Which is what we'll talk about like the power of the cunning rock has been well curtailed. This has been brought back to a melee army but you still have shooting as support. And by the way, it's still good. And there's still good reason to take a rock, I think, so shooting support. It's just not like the, one of the predictions I had made in our like prediction show about this was that things like the cunning rock and just like the obsequious dice rolling is gonna be well restricted. And that has absolutely happened. You can still roll a lot of dice. This is still a horde army, right? That didn't change. But it's not rock style. It's not rock style. No, no, no, it's so much different. And this is where we need a note. I'm so happy. By the way, I don't know who recommended this text go in here. I don't know who from the original designer down through the play testers recommended this text go in here. Whoever it was, I love you. So there you go. Thank you. The extra hits. The extra hits text. This is the kind of sidebar we need more of in this book. Hey, hey, hey, hey, GW, pay attention right here. This part matters. Put more stuff like this in the books. This is good, okay? This is beyond good. It's great. So several abilities in the bone split is arsenal. Give you like the slanish thing is what I call it, right? Where on a six you go from one hits to two hits or catechism of murder if you're a doc player and you're familiar with that, right? So like, if you roll a six to hit, your one hit becomes two hits. Great. There's lots of different things that do that. You have a clarification here. If this happens where two or more of the same abilities apply at the same time, you score one extra hit for each ability. For example, if two such abilities were applied and you rolled a six, you would score three hits for each unmodified six. Perfect. It's so straightforward. Yeah, it just signals the intent. So there's no shenanigans, lawyering about, well, they meant this. Exactly. So clean, so clear, pre-answered A plus work. Keep it up. Okay. Okay, you can go back to not paying attention now. All right, great. Thank you, GW. Much appreciate it. We appreciate your time. All right. No, I read that and I was like, wonderful. Like it made me smile because as a design thing, it's so smart, right? It's so smooth and clean and tight and answers like all the questions right there on page and we can move on. Yep. Yep. There's some interesting command traits. Obviously we mentioned great hunter. I think that's the standout. I think the other one is monster killer, which lets them pile in and fight a second time if they're within three inches of monsters, which is cool. Makes them an interesting monster killer. So that's kind of fun. But the shamanic quirks are gonna be just as common because you'll have spellcaster generals often enough. And again, it's the same thing. It's like D3 command points or plus one to all casting and binding or no one cast an extra spell. I think the Whamonger one has some legs too, especially as you get into big waz. Yeah, I just, I'm very suspect. So like this is a thing they've added a bunch, right?  Yep. I just, it's hard. Like I look at that and go, yeah, you're not wrong, Domas. Cause you look at that and you go, okay, on average we get it two and a half times in a game. So that means you get it two or three if you're dice your friend, right? So that's worth somewhere between, let's just say it's 100 to 150 points in your army, right? That's kind of a fair thing to say if they're bought for 50. And you're right, that's a lot. But at the same time, like some of these other things are quantifiable in a direct way where you know like it's not as dice dependent. Absolutely, it's about a direction. I mean, but you can turn, the Wargog does it natively, and now you can double up on him at a fungoid and now you've tripled up. Yep.  Yeah, agreed. So there's just, it's just an option. I don't know that it's the always the go to, but I like it as an option. Yeah, chaos spawn said my theory, savage big boss with a sort of judgment and stab, stab, stab is the best foot character, monster assassin. I mean, that's guys doing a lot of work. You're not wrong. Giving himself his own plus one to hit. He's very squishy, but God in heaven. Can he, he can generate some heat. Yes. Okay. So there are three war clans here. Let's talk those through. We got bone grinds, ice bone and drag foot, which I think everybody know drag foot. It's a burn in everybody's brain. So Delmas, what's your feelings on these three? You got any, you particularly like or what's your, what's your take on them? Well, it depends. So for me, I'm not really a bone spitters player. I think drag foot obviously has a lot of neat uses, but I don't think bone grins, you know, especially if you're looking Ruck, you're gonna be looking at bone grins because that's the, that's adding more sixes, multiplies hits. Is it always the right answer? No, I've actually even looked at ice bone too, because I like the freeze and run ability, letting your boys retreat again like they used to do.  So I really got a lot of respect for that type of shenanigan. Yeah, I agree. I think all, again, all three of these are compellingly interesting, right? Yep. The bone grins, you mentioned their commandability, I agree. It adds another six to hit. It gives you basically three options for that in most armies as you would build them. So meaning you could triple stack it and one hit will become four. But again, no need to roll the dice, which I love. Yes, cut the dice out. Great, perfect. Thank you. And, but their bring it on is very interesting, although easily defeatable by a lot of units. So cause I've heard a lot of people talk about this. So let's break this one down. Enemy units within 12 inches of any friendly bone grinds units at the start of their charge phase must attempt to charge and must make a charge move if it is possible for them to do so. In addition, any enemy unit within three inches of friendly bone grinds unit cannot retreat. Which is really the power. Absolutely, absolutely. The cannot retreat is amazing. Okay, the first part where they've got a charge is not as good as you think it is, right? Okay, why do you say that? All right, let me give you two examples here, Tom. One, because it doesn't dictate who they have to charge. Okay, so like they can still charge wherever they want. And two, if I'm playing you and you're bone grinds and I've got units that I don't want to charge that I've moved up to like 12 inches or 11 inches and I don't want to even charge, I'm going to run them. Sure, right. And if they don't have run and charge, they're not eligible to charge.  And like I'll run and just take zero inches of my run.  So I mean, it's still doing stuff for them because now they've still prevented you from charging by you not being forced to charge. Yeah, I'm sure. My point is I as the offensive player still have actually a decent amount of control over whether or not I'm going to allow that to affect me. And that's actually one of the things I really like about it is that you still have all the control. But you know, if they can get a unit in the backfield that's going to cause a lot of problems for any cheapo unit you have sitting back holding objectives because now you're leaving objectives potentially, you know. Well, again, I'll run the unit, I moved zero inches. Sure. You know, like, or I go half an inch, like, but they ran like, here's my D6. Okay, I have 50 inches of movement. I use a half inch. Great. You know, like, I mean, it's just one of those things where like you can cheap house that rule, but it doesn't matter. The second part of the rule, I agree with what you said at the beginning, Domus, which is like the fact that they stop you from retreating is crazy good. It was the best part of household battalion in Sylvaneth. Anytime this thing shows up, it is bonkers powerful. Yeah, because getting retreated on is the worst. Yes. It is. Ice bone is interesting because it can add actually a decent amount of rend where like if the unmodified wound roll is a six, you improve the rend characteristic of the attack by one. Yep. My problem with that is it would great. Thanks. Thanks for the mini plague monk ability. I appreciate that. So now I have to like separate my rolls into different things, you know what I mean? Like I've got this many at rend egg one and this many at rend nothing. I always hate stuff like that, but it's not, it's not plague monks bad. Don't get me wrong. Like plague monks are terrible and that scroll should have been, if any scroll should have gotten the treatment that like this book has where they simplified rules. Yeah. Yeah. Yeah. Okay. But I agree with you. Their command ability where they can like retreat away and subtract move off of the charge. Sorry. Yeah. That enemy unit is real good, especially for your boars who are gonna get far enough away to just basically leave somebody stranded. Right. Yeah. So that's good.   Waiting on that FAQ to see whether or not Marathi is still, is it gonna be one that gets hit by this? She could, there's good arguments both ways. I don't care. It's still not, you know, the thing about it is not amazing because when you look at, start looking at bone splitters, most of their units don't have any rent. For sure. But you're still, you know, most ethereal stuff is coming in at a four up armor save.  So I guess what happens if they're in cover? They get a plus one save. So, okay, what's good? You know, that can work against you. So. Right.  Yeah, it turns off like all the six ups. Yeah, I think it's, it really shines against like daughters of Cain, like Hagnar. This is a great Hagnar counter because like, oh, I'm sorry, were you on four up, five up, five up? No, no, no. You're just on four up. Yes. Enjoy that. And in the mirror, you know, bone splitters on this. Yep, a hundred percent. So yeah, I mean, and it's not that there's no rent, but like there is a unit in this army that has quite a lot of rent as a matter of fact, which I'm sure we'll talk about, but you're right. The most of your blocks aren't rent. It's not, it's not super prevalent. Yeah. Yep. It is, it is very good though as an answer to Hagnar. Like, just as, you know, one of the, the single toughest lists in the game is still the Hagnar Wichelt's list. Of course. And it's banned nine more. Absolutely. Except the mere presence of this. Yep. Well, you know, we'll force Hagnar to think twice. Well, like Phoenix Guard are also hit by this. Everybody's been praised in Phoenix Guard, right? Because they're four up, four up. Like Phoenix Guard without the four up aren't worth it without the second four up. You know what I mean?  You could have had a better unit, right? So like, yes, this is a big deal. Yeah. Hearthgard berserk or somebody mentioned in the comments. I absolutely agree. Like Hearthgard or another good example. The problem with Hearthgard is they can still get to like two ups, you know? And so like that's still gonna bounce everything. The other thing I like about Dragfoot is actually their command trait replacement where like instead of gaining a command trait, all your casters gain Fireball, which I actually think is a pretty darn good spell, where like if you're shooting at units of 10 or more models, they have D6 mortal wound balls, which is pretty great. It's good. Pretty good. Yeah, okay. Cool. Let's talk about like their gubbins and their spells. Gubbins? Any gubbins that stand out to you? Their magic items? I honestly don't love any of them. They're all okay. The one that's pretty good is the glow in tattoos. When you use the Warpaint battle trait to negate a wound or mortal wound, it negates the mortal wound or mortal wound on a four up instead of a six. Great for like keeping a general alive, right? Because we mentioned like the idea of having a general who you want to do something or get in there. Sure, it'll keep him alive. Much more. A four up feel no pain is pretty strong. Like they have a gubbin that I would otherwise love that makes him do like double damage on a wound roll of six. The problem is none of them do like great damage.  It suddenly becomes 12 or something. You know, it's not that situation. Like the Savage Big Boss goes from like two to four. Yeah, I mean, the best one to cast is always good. Yeah. Yep. And the third one for the wizards is actually really interesting with the Warpaint. Yep. It's random, but boy, that could be really interesting. Yeah. Casting like a breath of Gorka Morka twice. Yes. But one and six chance. You're talking about 16% chance. Speaking of which, let's just talk about spells, because this is actually the fun part to me. They have some exciting spells. You mentioned Breath of Gorka Morka. You want to walk us through that one real quick? Yeah, that's a cast on a six friendly unit holy within 24. It doubles the move phase of the target. And then they also get to fly. And if your casting roll was a double, it triples the move of the target. It does have to be a bone splitter's unit. So you can't do it to the jaws, but man, it's such a good spell. Yep. Yep. I'm a big fan of Gorka Morka's Warcry. So that cast on a seven picking enemy unit within 18 inches. It's like D3 Mortal Wounds. And in addition, that unit fights at the end of the next combat phase. Hello, second itchy nuisance. Yes. That is pretty good. And as we mentioned earlier, like you can ally in the dude with the cauldron and now you've got two itchy nuisances. Like being able to make two of their units fight last is pretty good. It's pretty decent as things go. So yeah, I dig this lore a lot. I think there's a lot of decent stuff. The other one we shouldn't mention is that I think this army gets thought of as like the no armor army, right? That's how we all think about it. Yeah. Yeah, they all have six ups now. Okay. So, cunning beast spirits, casting value of six, if successfully cast pick one friendly bone splitter's unit wholly within 24, big range, until your next hero phase, add one to save rolls for all attacks that target that unit. Okay, got it. So now let's go talk about, let's talk about some of our, where is it at? There we go. Let's talk about our basic old savage oryx, okay? The basic savage oryx, the main man himself, the tattooed boys, right? Not more boys, just the, not the savage oryx, more boys, just the savage oryx. Okay, so the savage oryx are the straight battle line unit. They are 10 for 120 or 30 for 300. They have two wounds each. So for 300 points, you're getting 60 wounds. Which is amazing. Which is amazing. They have a six up base save, but they also can have a shield. And if they have a shield, you add plus one to save rolls for attacks made with melee weapons that target the unit. If they also get a con and beast spirits, they're on a four up. And they always have their six up because of their tattoos. Meaning that you have 60 wounds in melee on four up, six up. Assuming you're in bone splitters and not the big one. Yes, correct. Yes, absolutely. Assuming you're in bone splitters.  Like my God. Yeah, absolutely. And like, this is the kind of unit that if I had an objective that like, there are some battle plans where the objectives are within eight inches. Say I start the game and have that command trade. And I go ahead and move that unit eight inches out and sit on that objective and go, have a good time. Good luck is what I will offer you good luck to get this thing, to get them off of this point. Because that is a lot. That is a lot of wounds and a lot of stuff. So yeah, that's just something like, I like that con and B spirits a lot, not to be overlooked for sure. All right. Cool. Let's see. Nope, wrong guy. All right. Talk about battalions next. Yeah, let's talk about some battalions. Yes, we absolutely should. Let's do these battalions. All right. The first one for me is my favorite, the brutal rough run in charge. Yep. Yes, please on board boys. Yes, please. Yep. If you're near that, it's two to five units of savage oryx or savage board boys in any combination. And yes, it gives them all run in charge. I just talked about why I love savage oryx. I talked about and like savage board boys, I've always thought were a decent pick. The regular board boys like the, because they're again, you can go up to 20 of them. They're 130 points. These guys have a lot of wounds. They're just another great, like just like they're three wound models, 15 wounds for, you know, 130 points. They're battle line in your army. If your bone split is or big wall, I might add. And like they're just, they're fast, 12 inch move. Right. Yep. I like everything about them. I really like the board boys. And there was another spell we didn't talk about was synergizes with this battalion. It gives you plus one to run, plus one to charge, plus one to hit on a six and can affect two units if you hit a double.  Oh yeah. And that's when everything in this book starts to really shine is when you start looking at these synergies. Yep. I think the cutting rock is still really good. I certainly don't think it's, it's, it's not like the end all be all that it used to be, but it's still quite good. Yeah. I think it has a lot of uses. Agreed. It's 140 points. It has a savage big boss and then two to five units of oryx or savage oryx arrow boys in any combinations. And in your hero phase, pick one unit from this battalion that is wholly within 12 of the big boss. This unit can make a normal move or shoot units from this battalion, cannot have more than 20 models. That's a really smart, clever, interesting restriction.  They get the bonus now at 15 instead of 20, but obviously in here they can't have more than 20, right? Yep. So I like that restriction. And I think actually the make a normal move is the real power in this. Right, right. Like the shooting is cool. You're going to do that sometimes too, but the fact that you can move either your regular savage oryx in your hero phase or you're now, by the by, if you get first turn that in that scenario, I just mentioned those savage, that massive savage oryx block is anywhere it wants to be. Right, like it's, it's Plus 13. Yeah, just, and we haven't even gotten to the move phase yet. Right. There are 13 inches out and we haven't even hit the move phase. Like that's pretty decent as things. Another move fives. Yeah, so it would be 13, yeah. Yeah. Yep, exactly right. So then they actually move 18, maybe they run. I mean, like they're just, they're everywhere they want to be as far as like just holding and sitting on an objective. Yeah. Yeah, yeah. The other one that's probably worth mentioning is T-Fruck because big stab us are amazing. So T-Fruck is one savage big boss and two to five savage big stab a units. And you add one to the attacks characteristic of the stavas while they are wholly within 12 inches of the big boss. Anything that gives those dudes attacks is pretty, pretty good. It's frightening. Yeah, it's indeed. Like just to refresh everybody on savage big stavas because this is the absolute nutcracker of the army. Four wound models, five inch move, six up save. That giant gork tooth that they wield the big stava itself range three inches, which is amazing. But it's huge. It's so huge. Like they can fight over the top of people. Remember, if they're fighting a monster they could also pile in six. So like they can get way around and stab somebody off to the side, right? They can Tokyo drift way around and suddenly hit another unit that thought it was safe because it was like nine inches away from where these idiots started, right? But they're still getting stabbed. Tokyo drift. Yeah, just like that is, you were like, Han, just coming in, baby. So there are three attacks on threes and threes, neg two rend, D three damage. If the target is a monster, they go to D six damage. They have built in run and charge.  It's a two up if it's a monster. I had one of these units, damn near killer Mark rusher in one turn. Sure, they're brutal. No, they're so brutal. It's a nightmare. And the fact that like, the fact that you can put them in a T-fruck and get that plus one to attack. Two to five units of them. Yeah, so yes, exactly. Two to five units of them. And a single unit of big stab is two dudes, okay? Two, two big stavas. And then you can have up to eight in the unit. And there are a hundred points each. And T does that mean 40? Yep. So ironically, they're like the only thing that isn't battle line if, like everywhere. Like they are the one unit, I guess, besides like iron skulls boys, but whatever. They're the wild writers of this book. They are. They can't go battle line. And I don't care.   I love them. The, we should talk about the six stacking a little. So like your savage big boss, his command ability activates the six becomes two hits. And your maniac weird knob, his spell, which casts on a seven bone spirit. Yeah. He gets you with that bone spirit. Whoa, whoa. Bone spirit away, buddy. He also gives you the six has become two hits, right? And the bone grins command ability gives you the six has become two hits. So if you put all that together, every six can become four hits. Four hits.  It may not be re-rolling a lot of like the hit rolls, but they're gonna be re-rolling a whole lot of wound rolls.  Or whatever, a lot of things in the army on four up. And then they'll be like, all right, I made 20 attacks. I hit with 10 of them and I hit 22 times. Right, like that's the real math, like how things will often work out. That's a very low number. I'm assuming there's only a few of these guys in combat, right? But, yeah, like there, it's really strong, all of that stacking you can do. So yeah, yeah, yeah. I really like it on the pigs. Yes. Because they're rocking in with five attack space, three and two. Yep, absolutely. I wanna give a shout out here as well. We mentioned the Wargog Prophet, obviously he's very strong because he can generate, you know, additional command points and he has his own built in neg one to hit and stuff like that. Like he's a good wizard. He's a double caster. His spell is legit. His spell is legit, yeah. Fist of Gork. He's a gong singer. Yep. Pass on a five, pick an enemy unit within 24, roll a number of dice equal to the number of models in that unit. For each six, they suffer a mortal wound. If the casting roll was 10 plus, which is achievable in multiple ways. As we mentioned in Dubigua, this becomes real scary where you can start burning off wall points to get bonuses. In Iron Jaws, he's a great ally for Iron Jaws. Yeah. It becomes a four plus instead of a six to deal the mortal wounds. He goes full gaunt summoner. Mm-hmm. Yep. Yep. I want to give a special commendation though to the Wardock. Okay. The Wardock. He's my big wah pick of the week. I don't like him in it. I don't care about him in a bone split his army, but I love him in a big wah. So he's like an 80 point caster. He's very cheap. I love him as the only bone split his model in an Iron Jaws army in big wah. Okay. Let me explain why. Two of his dances don't do anything. We should add here by the way that the Wardock does have a dance to add one to your save.  Can you say tar pit? Okay. But at any rate, I like him because that save bonus is amazing. But also even if he's alone like in an all Iron Jaws army, he has a dance he can do where he can pick himself. And on a three up, he adds one to the casting to spelling and binding rules for that wizard until your next hero phase. So we can self buff. And then he can take like an item that gives him plus one to cast. And now he's a built in plus two caster. And yeah, he doesn't have any of his own spells. Like that is to say he doesn't like, he doesn't get he doesn't actually have a spell besides arcane bolt and mystic shield. I don't care. Spells fall out everywhere. I don't need spells because I can give him say like the fight last ability and suddenly have make people fight last in a Iron Jaws big wall army. And I think that's pretty sweet. And you can you can sack wall points for even more plus two casts. Yes. All right. Let's see. I'm just reading through the chat. All right, I was over, I was over I brought up the rogue idols war scroll so we can also discuss him here. Okay. So let's talk about the new war scroll for the rogue idol. He has all the keywords. He's bone split as he's Orc. He's everything. So he's great. He's Iron Jaws. He's rocking it all. I want it all. So his boulder fist make two attacks on threes and twos neg two rend D six damage. His stomping feet make 10 attacks at three up three up neg two rend two damage. He's a 16 wound. Those are some dancing feet. Those are some dancing feet. 16 wound four up save model with a 10 inch move and a five up feel no pain. He has his own built in scaven cheaty from five up against all wounds or mortal wounds. Which is pretty great. In addition, we've mentioned a lot of casting in bone split is because they, you know that's kind of their traditional thing, right? They have the shamans and seers letting them go. And he adds plus one to the casting roles for friendly Orc wizards and friendly grot wizards while they're within six inches of him. He also buffs bravery. So like we mentioned the brute thing or whatever he also buffs bravery. You can reroll hit rolls of one for him if he charged, which is pretty good. And at the end of the combat phase, you roll a dive for each enemy unit within three inches of him on a four plus they take a mortal wound. Cool. He has a very damaging model. I think he has a sweet big monster in the bone split is army. Yeah. And he has that sweet mask for the model that actually like fits well with the bone split is. Yes. I think here he fits really well. I really do. Like in a bone split is army. I think he's quite good.  And so- Yeah, cause you have all the cheap bodies. Yeah. Yep. Absolutely. All right. Anything else we need to say about dem split is they're good. I mean, I really like the new version of bone split is they cut out a lot of the like insane dice rolling. It's very interesting. Swamp with bodies. They're relatively cheap. I think again, a lot of these units have a lot of potential. Like even some of the things that didn't get played before but the base foot units are still really good and will probably still be the bulk go to.  Like there's so much. There's so much good in this army. Yeah. Cool. All right. Well then gentlemen, there's only one more thing to discuss before we end our time with the iron jaws. And that's the big wall. Domus, would you like to take us through the big wall? Yeah. The big wall is pretty awesome. That you get abilities based on wall points and you earn wall points based on a couple of rings. You get D six to start unless you have Gordrack then you get six. You get two for every war chanter. You get one for every war dog and war doc. And then in the charge phase you get some for orcs and then you get orc heroes at the combat phase. And then there's also a command ability you get that lets you spend a command point and you receive one wall point for every 10 orcs within 12 inches of that or 18 if he's your general or a war chanter. So you can pretty quickly rack up some wall points and get going. And those are important because at the wall point levels you get different stuff at four plus. What do you get at the end of any phase? If you suffered any wounds on an orc unit and it's more than nine inches away it gets to move D six. So it gets mad as hell. Yep. At six you get the wall magic. And the wall magic is the one that lets you reduce your wall points by D three for plus one to cast dispel an unbind or by D six for plus two. And the neat thing about that ability is it says any friendly wizard.  And I think the caldron gives you plus one, doesn't it? It does. Yeah, so now you're on plus three. I think itchy is a six. Say it sounds like you're gonna get it all. You're gonna, yeah. It's likely. Let's see what happens at eight, eight you get plus one to charge for all orcs. Yep, and this is all orcs. The key is remember, you get a bone splitters and iron jaws here and they're getting each other's ability. And a rogue idol. Yep. And at six you get the tattoo save for all orcs. So which is awesome for iron jaws. Oh my God, iron jaws with the tattoo save is amazing. The six up feel no pain. It's so good.  So at 16 you get plus one to hit with all orc units. So again, iron jaws pass at 20 wall points you get plus one to wound. And then at 24 you get the big y ability. So I'm gonna disagree here strongly with chaos Vaughn in the chat who said big was a trap. Totally disagree. I think big wall has absolute gas in the engine. We didn't talk about Gordrack. I'll talk about him here. Gordrack is a monster now. He is a monster. He is very expensive, but he is so brutal, especially if he gets a war chance to buff because he starts with 10 attacks base with his two choppers. His, and his mall crushers has one more attack base. He's at nine instead of eight. He's making 19 attacks. His damage goes bananas with plus one. He pushed you to six. I built a list that I shared on the doom and darkness unlocking that at turn one puts you to 16, puts you to 16 wall points. And your hero phase first turn here at 16 wall points. With the command, was that with the command ability? With the command ability, yeah. By using the command ability. And by the way, still has mighty destroyers because they use an iron fist. They use an iron suns, but I am, yeah. And so you can still get, you can still get that going. And you have like suddenly your whole army, whole army right away, is it plus one to hit? By the time you actually charge and fight, you could be at 20 and now your army in battle round one is on twos and twos.  Cause yeah, you used to, you might cut your wall points in half. You'll just keep shooting up back up to like 13. You'll gain like 13 to 16 every round. Right? I wouldn't auto use it though. It definitely to me is something you have to look at in way, but it's an amazing tool in the toolbox. Absolutely. I'm interested chaos spawn as to why you think you lose your general on the first turn. I'm interested in that. I don't know what that, I don't know why you, why you say that as opposed to the other ones. What's interesting about, I mean, I'm interested. If you wanna share, I might be missing something.  The wall magic thing is great. The interesting part about their big wall is that it's not limited to once per battle. Right? The big wall one, their wall can be used multiple times. The key is you just have to risk the wall points being capped. Yeah. But again, if you're in like a generation machine where you're putting 12 to 13 to 16 wall points on the board every round. Okay.  It's a worthwhile risk. I think if I had a tournament re-roll, I'd be all over it too. There you go, absolutely. And the key is you still get your command traits, artifacts, mount traits, war chanda war beats, and spell lures from the source thing. Right? So your general, like if it's not, like Gordrack can still take the mount trait. He can still be a weird one, which is amazing. You can give Gordrack the four up spelling order. That's why he's good, by the way. Like that mount trait is what pushes him over into being good.  The, you can still take your war beats. You can still take, you know, all, you can still take the destroyer. Blah, blah, blah, blah, blah, blah, blah, right? So like you can harvest a lot of the best stuff. You do lose smashing and bashing out of iron jaws, which is, which is rough, right? And mighty destroyers. And mighty destroyers. You can build back in mighty destroyers, but you're right. Yeah, once, but yes. Yes. You could technically do it twice if you took Gordrack and took the run here, general instead. But I'm taking Gordrack into big, well, I can't help myself. What are we talking about here? Gordrack on all twos, all the way down. Now you had, you had my attention, but now you have my interest. With strength from victory. Yes, with strength from victory. Well, in his is even better. So. Yes. Yeah, I mean, I, Gordrack is very expensive. Like let's, let's be, let's, let's play Tom here and be very clear. Right. 540, right? He's 540. Yeah, that's right. But keep in mind, all of these big wall abilities also buff Gordrack plus one hit and wound, plus one to charge, six up feel no pain, right? Like, yep, pretty good, pretty good stuff. So like I, I really liked a big wall. My, honestly, I've built a lot of lists in iron jaws and then said like, well, how would that work in big wall? And some lists can just play in both. Yeah, absolutely. And they just are interesting in how they work in both of them. And, and I think if I was at a sideboard tournament, I would be, I would potentially have a very similar list, but one would be why and one would be not. Oh yeah, yeah, yeah. Like this made me go, ooh boy, like maybe I want to get, maybe I want to bring my iron jaws back to NashCon for a second time where I could, I could do an iron jaws list on one side and a big wall list on the other just because it would be so much fun. Totally, it's a different allegiance you wouldn't be able to. Oh, they don't like to do that. Oh, that's right. I guess they are technically different allegiances now. Yeah, you're right. Darn it, David, change that rule. You can only be on one book. Hey, I got it. Yeah, I mean, here we go. But yeah, that's a good point. Jack from Rearland Once had asked about like using Gorgrack in a, in a, in a sort of grand alliance destruction army because his command ability is, you can use this command ability to start a combat phase. If you do so, pick up to three friendly destruction units fully within 24 inches and you add one to hit rolls. Yeah. You know, yeah, it's okay. My answer is right now as it stands, you only lose by going to grand or grand alliance destruction. Just go big wall. You get all the good stuff. Ogres aren't, you're not losing anything by not having Ogres right now. Now, see me again in like, let's say a month when there's a Maw Tribes book and I may have a different opinion. Okay. Right. Especially if they, if they keep like a brag off to Beast Hammer or something like that in the Maw Tribes book, then I may have a completely different opinion. So just to be fair, right now my answer is no Ogres don't add anything. They just weaken what could be a great big wall. So. That is very, very, very subject to change. Yes. Absolutely. That statement has an expiration date stamped on the side like cottage cheese. Like it's not gonna last long.  All right. Does it have any juice with trolls? Now I gotta look. I don't think so. I mean, you can already ally the gits, right?  Yeah, I know I just was looking at it. So trolls do hit on a three. Yeah. The dank holds. Yeah, but dank holds really. Well, I'm looking at the other ones, the rocks too. I'm looking at the holes. I like the rock trolls myself there. I do. Yeah. I like Rockies. But it's allies though. But again, like as allies, you're not gonna get anything. I'm just wondering if you went a destruction trollish army, I mean, you still have to have some battle line. I'm just trying to follow that trend of thought. I don't know. I still am with you, I think at the end of the day that I'm going big war and take goblin allies. I do like though that the keyword ally is now gits. So we have access to the entire book including the spider fame. That's right. Yeah. Yep. It's a big change. And the allies are exactly what you expect. Right, like the allies are iron jaws, get bone splitters and gits, bone splitters, get iron jaws and gits, and the big wall gets, gets, gets, get them, gets, get, get it. Yeah. And that's the big wall.  You wanna talk summoning? Well, you mean like with the art fist or that's it. Yeah. Like, cause that's it. That's it. That's true. Yeah, that's, that's really like the rumored big wall summoning nonsense. Nope. It was nonsense. It was nonsense. There is no, like you can summon back with the art fist like you always could, but there's no, it's a good point to mention, Tom. You're absolutely right. Because like there was a prediction about it.  Well, do not have. Guess what? So there you go. Yeah, it would have been right for Orcs to be summoning. It just, like, I get the stretched narrative of like more and more boys get attracted to the fight, but nah, you know what I mean? Like, nah, I'm good. They already joined the wall. If they were that close to where they could show up in the span of the battle, they already joined the wall. I like that the book's focus is, hey, you've got good combat troops. Let's make them better. Yeah. Controls move faster. No, I don't think there's anything in here that would affect trolls that would get them moving, unfortunately.  He can get the hand spell with the cauldron. I mean, that's a lot of points. Yeah. It'd be most of your allies to get like, yeah, the trolls, the shaman and the cauldron, but you can do it. You're just better off teleporting to Mega Boss on Mawcrusher. Yeah. If you want to see, by the way, an example of this Mega Boss, what we're talking about in action, you can go watch Doom and Darkness's latest battle report, where in a single battle, that Mega Boss on Mawcrusher killed 60 dryads, 12 kernoff hunters, and then a smattering of characters as well. And like, he went down in the last battle round, just pulling everything with him. I mean, he just like swung around the table, murdering those trees, just making kindling, and it was glorious.    That's what they get, the appropriate destruction they deserve. venture my new best friend. Did we just become best friends? I think we did. Absolutely, we did. He is a fake god.   That's right. Fire, fire, get out of here. Get her out of here. Get her out of here, that's right. Although my city's list does use her, so. You go in Living City or something? Yeah, it's a L'Oreal, a Ryan, three units of Sisters of the Thorn, three units of Wild Riders. Nice. An Emerald Life Swarm and a Command Point. And then, you know, the Nomad General. And then basically they deep strike, turn one, and they both shoot, they both charge. The dirt through makes you strike last. And then plug and pray that Life Swarm will keep you in the game. I mean, a L'Oreal heals, she summons, she heals. So take the healing spells. You know, there's a lot of ways to heal that city's army. That's very funny. The rerolling ones, yes, absolutely. Jack mentioned that you can watch that same Mega Boss get smoked by 20 Blight Kings on rerolling ones. Then that Mega Boss on Mall Crush was not built correctly because 20 Blight Kings should bounce off of a good Mega Boss and accomplish a hot nothing, and then he should turn them into paste. You know what I'm looking forward to is I'm looking forward to the endlessly of new iron job players to teleport their Mall Crusher into you on turn one. And then he's dead. Yeah, yeah, of course. If not, he's such a piece you have to use correctly. Yeah. Right? He is. You know, people always, again, to go back to a rant I had earlier in the show where I talked about people where I was like, oh, the Mega Boss, this 14 wound, blah, blah, blah, blah thing is so easy to remove. And did he occasionally get shot down in turn one? Yeah, that happened in games occasionally. But most of my tournament experience with him was hiding him behind the line, moving him up and then bringing him in like basically on turn two to just start plowing through things. Like that guy was an A plus for me every game. Sometimes he would let me down because his roles were real swingy because of how his attacks were built. That should not be as much of a problem anymore. And I think that once you get the initial learning curve of he can't do anything without the army. So don't separate him. Right. Yeah.  You want to shove that thing down everybody's throats. Eat this cabbage. Yeah. Yes. And it's just that's, nope, don't do that. Like. Exactly. Don't do that. Yeah. That's just not how it plays. Right. You want some support for him. He can operate more independently than many things but he should still have support. Like I always like having pigs near him. They can keep up with them. They can either screen him and then he comes in behind or they can countercharge what charges him. Like it works synergistically both ways and they're good at getting him unstuck. Right. They can move in, pin whatever charged him. He retreats off and go does something later or whatever. Right. Yeah. So yeah. Rock and roll. Don't miss any final thoughts on the jaws or war clans. Agreed. Somebody want to paint some more works for me. I have so many projects. I've got Depticon Terrain coming back up. I'm trying to do this, finish this feck. I'm doing another kind of secret project for a thing. Yeah. And then I, you know, I have, I have a sonnage army that I've always wanted to paint. So it's just too many projects and I'm trying to finish my living cities now too. Sure. Sure, sure. Yes. And you're Orion is awesome. You want to see that on the table at some point. That better show up at a tournament I'm at. Well, that's, that's the whole deal. It's the, my army is the wild ride. You know, that's the, I bought all of that stuff to play an Orion led wild rider army at the end of eighth edition. Yeah. And it's, and it's finally coming out. My soul was broke a little bit when wild riders couldn't be bedalined. Cause then I would have just done Orion in nine units of wild riders. And it would have been done. That's the army. Not great, but man, it would have been fun. But no, you got to have sisters of the thorn. You got to have cheap, efficient spellcasters. God. Yeah. I know. That sounds like it's, it's a better unit. No. Come on. Don't make me play with the better thing. Darn it. Oh, right on. Tom, any final thoughts buddy? No, like, I think, I think they're in a lot better place. Yes. Like, and like this is why I haven't piped in a lot is because obviously you guys are super dialed in. And it's super exciting. I think they're in a lot better place. I think that you will see a resurgence of bone splitters. Yeah. They've had a presence. I think iron jaws will definitely be out there in force. And I think that people are going to get surprised by this army.  I think that they will, they're going to wreck some face. Yeah. You know, it's funny, just real quick note on that, Tom. I saw a breakdown where somebody was going through month by month for the tournaments and doing a breakdown of the most percentage of armies appearing in tournaments, not like at the top, just in general. Sure. And Stormcast are still number one, which isn't too surprising, right? They're the most commonly available army. But like iron jaws was like number four, just on count of appearance. Nice. And that was pre this book, by the way, because that was like the information for. I've always said it for the first one army in the game. Yeah. And it's a relatively low model count, so it's not like a huge commitment. It's very forgiving for new painters. You can make some great looking iron jaws, even if you're a newer painter. And new players, because even still, it's still not, you know, there's still not a giant digest of rules you have to know in order to play the army. Yeah. It's a very friendly, it's the Othello army where it's like a minute to learn but a lifetime to master, because they do have a very high skill ceiling where you can really, when you understand how to exactly and properly use your units, you see those skill dividends get paid. Yeah. Absolutely. All right. Well, I think that brings us to the end. That is the Oric Warclans. Very excited about this one. I thank you to everybody, to all the designers. I think this was Sam on this one. I don't know if it was or wasn't. I don't know if they say, I don't know if they credit people like that. Whoever was behind it as lead designer, thank you for all the playtesters, everybody. You gave me the book I always wanted. I couldn't be happier. It's wonderful. This has been, I thought this month I saw a new Iron Jaws book in the city's book and I was like, yeah, those are cool. I ordered them and I wasn't too excited. I ordered them because I have both the armies. Like one is more an army my friend plays. Wouldn't you know it two weeks later, I'm plotting out new Iron Jaws conversions, thinking of taking them back to tournaments and I'm building a city's army. I don't know how to, but like that is a, that right there tells you you're winning with your design. So well done. I'm glad you're happy. I love it. I'm totally biased because I got to work on it. I love it. You did a great job. You and everybody else. I just, I just played test. I don't write rules. I understand. Thank you for that. Thank you to everybody. This is, I love these two books. This is what I think we all want to see. Like this is, it's such a happy time right now. This has been a great month. So more to come. There you go. All right. Well, thank you everybody. As always, we appreciate you watching and we'll see you next Wednesday. Bye-bye everyone.