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Lucky Snake Eyes

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Posts posted by Lucky Snake Eyes


  1. 11 minutes ago, Charleston said:

    Stalkers having attacks en masse and also that sick +1D +1Rend are really frightening. having 3 4+/3+ -3 D3 and 5 3+/3+ -1 D2 attacks is really...yeah...whatever. Why even bother rolling when in combat against them, why not just directly put the unit away? In the End the unit will rely on other sources of rerolls and just push damage like crazy

    What if that's the balancing act for them? What if they don't get any keywords that make them applicable for rerolls outside the generic reroll 1's?

    • Like 1

  2. 6 hours ago, HollowHills said:

    Exactly. When deepkin came out they were the only army that could fight first in combat. Now there are multiple that can make units fight last or fight first. One (slaanesh) can effectively ignore the idoneth ability. 

    People don't realise how bad a spot the deepkin range are in because one list does fairly well at tournaments. 

    Doesn't the deepkin ability specify they fight "at the start of combat" rather than fight first? Thus rendering slaanesh's fight last kinda moot?


  3. 1 minute ago, XReN said:

    There is Rune that can be used once per turn giving +1 to hit, that as well as extra range specifies Ironweld Arsenal units

    Even without the extra 3", most people are probably taking a runelord anyways, and +2 to hit on most war machines and +3 on whichever you want to put in the work still seems pretty strong to me. Yeah more than half your army is dedicated to being a stationary firebase but you'll still have decent range and hitting power to pick apart your opponents army before it can do major damage to your screens and objective holders.


  4. 1 minute ago, XReN said:

    There is no CA that buffs artillery with the exception of Steam Tank, Celestar Ballistas can't benefit from extra range and to take 4 'listas and mister mustachio you have to have another 15 non SCE units in the list.

    I'll have to double check the review i watched but wasn't there a greywater ability that gave a warmachine +1 to hit? And who said anything about taking 4 ballistas? Ordinator and 2 of them with some volleyguns will get the job done. And why wouldn't they get the range buff? They'd get the greywater keyword


  5. I've been looking more towards anvilgard for starting a cities army, but a greywater combo that stuck out to me was ordinator + hurricanum + command ability for +3 to hit on a war machine and +2 on your others. Paired with the range buff and suddenly celestar ballistas and hellblasters are super deadly, with hellblasters even able to hit heroes on a 2+ with that +3 mod balancing out look out sir. Witch aelves may be annoying but pumping the hag giving them rerolls and battleshock immunity makes them much easier to deal with. Snipe the necromancer out of the skeleton blob, pop heroes out of a hearthguard battalion, megabosses and warchanters getting filled with lead. No buff piece is safe from from a 3d6 hellblaster with some accompanying handgunners or ballista fire.


  6. 36 minutes ago, Overread said:

    Yes but according to the Lore Nagash rules DEATH - he can snap a finger and your whole army is DEAD

    They don't state it very clearly, but I believe the nagash we see on the table is a "shard" or "avatar" of nagash. Old bone boy just chills on his throne 24/7 like sigmar does and manifests these mini nagash's to go around and do stuff when the mortarchs ****** up. I could be remembering it wrong so feel free to correct me.

    • Like 2

  7. I posted my opinion on the smiles in the bonereapers thread but these guys are sentient and not just puppets like our usual skellis. They also serve under a mortarch that admits he enjoys his job,so it wouldn't be a surprise for some of that to rub off on his men. After all they've been at this for centuries, after a while you either become numb to what you do or learn to enjoy it. So I wouldn't be surprised if they crack some grins every time their generals deem the tithe to be unacceptable. Also they are literally souls in bone armour, literally deathcast. So it would be very nagash to have his constructs be twisted mirrors of sigmar's greatest creations, evil grins and laughing smiles to contrast the stoic masks worn by sigmars own creations. Nagash may come across as no nonesense and emotionless, but ****** with people is absolutely his guilty pleasure, much like the nighthaunt's eternal punishments are crule mockeries of the lives they lived, the bonereapers are a mockery of sigmar's past millennia's work and any little dig at the other gods he can get is one Nagash would probably take.

    • Like 1

  8. 2 minutes ago, Maier666 said:

    Yeah i dont know the rule that well and dont know 40k either, i am not playing it, but could see them go in this or some sort of this direction.

    Since it's tied to the unit it is factored into the point cost, unlike LoN where it's tied to the heroes and their proximity so it's less of a tax on the unit itself, plus the summonable keyword helps create a clear category of units that can fall under, and to an extent require the mechanic to function as intended. Meanwhile necron units could absolutely work fine without reanimation or reanimation reworked but it's tax on their cost really hurts their performance. I could see a self repair of healing a wound (or more for larger constructs) while near one of the priest heroes if they go the route of min 2 wound models for the army.


  9. 4 minutes ago, Maier666 said:

    I could see them having something like the 'Reanimation Protocol' Rule i think the Necrons in 40k have. 5+ and the modell comes back with X wounds or even all.

     

    I wouldn't want that, it's basically a worse version of deathly invocations and at least in 40k the existence of that rule makes points costing necrons really weird.


  10. A lot of people don't like the smiles and grinning skulls but I kinda love them. They give a much more human feel to death in that these guys are sentient and not just puppets. They have been doing this job for millennia and serve a mortarch who in his own words enjoys his job. So it would make sense that their generals love for his work would rub off on his men and that they'd smile and grin every time he deems a cities tithe to be unworthy. They're a nice change of pace from scheming vampires, crazed ghouls and tortured souls. These are essentially deathcast, souls of warriors shoved in construct suits of bone, so their grins and twisted smiles make a nice contrast for the stoic masks worn by the stormcast. Almost like nagash where mocking sigmars greatest creations. 

    Man i'm just hoping the next wave of model reveals gives us a morghast or similar monster hero, second infantry choice (preferably ranged) and a centerpiece monster. 

    I also feel that these guys, being constructs will have a focus on 'repairing' wounds rather than the summoning or reviving that makes up the core mechanics of the other death factions.

    • Like 3

  11. 11 minutes ago, sorokyl said:

    I try to understand GW's business model and look for patterns in their releases.  There are a lot of similarities between all their boxset releases in terms of timing, sprue count, format, etc.  and I was thinking....

    What if, instead of a Looncurse style box set, we get a Shadowspear style (ETB box set)?  To clarify, let me distinguish between the 2 types of big boxes GW is releasing right now:
    1. Starter Sets - All new sculpts, easy to build. Dark Imperium, Soul Wars, Shadowspear, Deathwatch Overkill,

    2. "Battle boxes" - Whatever you want to call them. 2 armies, mostly old kits, with 1 new hero thrown in on each side (Carrion Empire, Looncurse, Wake the Dead)


    That is to say, instead of a bunch of old plastic kits, new, monopose, starter set style kits. 

    Reasons:

    1. We think the new death army will be a big release with at least several new models/kits. 
      1. They are not going to sell brand new models at a discount (I was suprised when Looncurse came out only 4 months after gloomspite released.)  If the box contains more new models than just a hero or two, it will be quite a while before we set it.
      2. They're not going to promote it with a big box of old junk (skeletons and ogors are ok but not amazing kits. And the ogors take a lot of sprue space
    2. There was a (very sketchy) rumour that ogors are getting a new Butcher as well. Makes sense since the current butcher situation is a mess (2 models, different rules, both resin)
      1. Looncurse/Carrion Empire / etc style boxes typically have 1 new hero per side and then a bunch of old stuff. 
      2. With a all new ETB release they can put more heroes in (shadowspear had 4 total heroes, all on their own sprues)
    3. AoS has not had any of these "mid edition" ETB boxes yet. 
      1. What happens in AoS / 40k from a productization stand point is likely to happen in the other. 
      2. GW loves ETB. More models on a sprue, Great to get new people into the hobby. Make great sculpts with less work.  If this isn't the ETB box set, expect one soon (before AoS 3.0)

    So what do you guys think.  100% we are getting a "Shadowspear" style box Ogors vs Death... right?? 

    I'm about 50/50 on it. The promotional material sets it up perfectly (pact of bones, tithe of bones, feast of bones) And soul wars was the start of a story arc set in shyish and introduced through box sets a new army and new models for an existing army. We may see a "feast of bones" event that kicks off the ghur story arc introducing the new death faction as well as new kits for ogors. It would be a cool trend to do this with every story arc and cycle the alliances involved (realmgate wars focused on chaos and order, soul wars focused on death and order, new arc focused on death and destruction, next arc on destruction and chaos (new orruks and update a god army like slaanesh mortals), then mix up for chaos and death (soulblight vs khorne for blood themed release?) or destruction and order(New or updated duardin vs new or updated orruks for the good old rivalry)) each arc beginning with a new army release and an update to a core army for the rival alliance. It's still too early to say this is the trend they're going with but it would make sense and would help each alliance get some time in the spotlight unlike 40k which focuses too heavily on imperium and chaos with aeldari as side characters and the other xenos as guest appearances.

    • Like 1

  12. 22 minutes ago, Lowki said:

    This is what I mean:

    tail.gif.7045de4659c4cb5a0a1f56be3217d369.gif

     

    Now I enlarged it, I start to doubt for a bit. But if not a tail, what else could it be? a bit like small bones?

    Almost looks like something similar is coming down onto the other shoulder, kinda makes me thing it's some kind of headpiece or part of the outfit that extends out above or behind the head. Could even be part of a shoulder brace that supports the coffin on his back.

    • Like 2

  13. 57 minutes ago, Goddin said:

    The Rumor engine with the candles closely resembles the ATON from the AMARNA period in Egypt.  During that short period, a pharaoh spurned all the old Egyptian gods and created his own monotheistic religion worshiping the sun as the god Aton.  Depictions of the Aton were the sun with rays of light shining down on people (making crops grow, giving life, etc.)  After his death this religion was quickly abandoned and the people returned to worshiping the old Egyptian gods.  We have lots of examples from this period because the heretic pharaoh had an entire new capital city built that was abandoned to the desert after his death and so many artistic pieces were protected by the sand.

    Anyway, what I see is the Aton (itself not pictured) shining rays of light down on a pyramid with an entrance and 3 symbols.  VERY Egyptian - though I doubt the designers were trying to match the Amarna period, just Egyptian symbols generally.   I have never held out hope that the tomb kings were returning, but I could see some nods to Egypt to allow some plastic kit units to be used in this new IP army.

    Amarna period art: 

      Hide contents

    Image result for amarna period aton

    Image result for amarna period aton

     

    I actually could see this being part of the inspiration. A new religion (the worship of nagash) replacing the worship of the old death gods and with black pyramid iconography instead of sun iconography.

    • LOVE IT! 1

  14. If coffin boy is the judge then maybe the mortarch is the mortarch of executions? Or maybe there will be an executioner unit. Or maybe there are multiple judges and the mortarch is the mortarch of judgement? Probably a new character at this rate but the "past life I was a general, now I am an emperor" Fits really well for krell and Vlad. As much as I don't want coffin boy to be the mortarch it would be very nagash to have vlad carry around the coffin of isabella as punishment for getting buddy buddy with Karl during the endtimes.

    • Like 2

  15. The points already been made but if you had any modifiers positive or negative, then reroll 1 rules wouldn't take effect if modifiers where applied before rerolls. 

    Also there are technically 3 types of rerolls based on wording. "this model rerolls failed hit rolls" means you reroll all failed hit rolls iirespective of modifiers, "this model CAN reroll failed hit rolls" implies that you can choose to not reroll a dice if say a +1 mod would make it hit. and the funniest of all "this model can reroll rolls" for example the warpseer verminlord specifically says "this model may reroll save rolls" with no specification of fails, so technically it can reroll succesful rolls in anticipation that a modifier would cause it to fail.


  16. 9 minutes ago, Grailstorm said:

    This is the basis for the whole game. If there is no attempt at balance, there’s no point in playing. I never said anything about summoning not being included in the strength of an army as a whole, though. It plays a huge part in the strength of an army as a whole.

    Surely there is no need to point out how summoning is an additional layer on top of an army?

    All armies with an allegiance get abilities, items, and traits.

    Armies that summon get abilities, items, traits and summoning.

    Some armies have it, some don’t. It wasn’t originally a thing. Now it is a thing. Points haven’t been adjusted to cater for it. Therefore it is an additional layer on top of the base game.

    There is no situation in which summoning is disadvantageous. Armies do not lose anything for having summoning. Their other abilities are no lesser (see Slaanesh for one such example). Their units are no more expensive.

     

    I mean, summoning is one of those allegiance abilities, where slaanesh gets locus, summoning and exploding 6s others get a different set of abilities. Whether that be graveyards, 6's to ignore wounds and reviving units or the runes and lodges of fyreslayers or the myriad of tools sylvaneth can gain from their allegiances and groves. Summoning is one of the allegiance abilities, considering it separate from the allegiances list of abilities is treating it like isn't taking up the place of what could have been a different ability.


  17. On 8/13/2019 at 7:19 AM, Grailstorm said:

    I disagree to an extent. The power outside the warscroll is tremendous, yes. But so too is the warscroll itself. It is the only model of such power in the game that can innately pile in and attack twice, or let other units do so regardless of allegiance. This command ability and its cousins are the single most devastating command ability in the game, 6-8x the value of the next best combat command ability (+1 attack).

    Idk what units your allying in with a keeper at 360pts but outside the keeper can only doubletap hedonite units. Since you typically won't have the points to ally things with a keeper then your only double tapping the keeper. And equating the greater daemons in purely combat is a bit of a false equivalency since the lord of change is mainy a caster and utility unit and the GUO is a tank that can survive a keepers oppressive combat. As for the bloodthirster, well yeah fair odds it dies if the keeper gets first swing, but the opposite can happen as well, also the bloodthirster is cheaper in points and can use tyrants of blood to overcome a multikeeper vs multithirster fight.

    And on a somewhat related note regarding variance in summoning based on opponent, tzeentch can also be widely varying. I was at a tournament over the weekend and the tzeench player summoned some pinks while fighting khorne but was swimming in summoning against LoN and sylvaneth.


  18. 12 minutes ago, Aryann said:

    Yeah, I'd just rather they kept chronological order. This way I have the impression as if those AoS premieres were least important. 

    The new 40k stuff was teased a while ago in a joke article about primaris lieutenants where they had all the new stuff blurry in the background. So technically yeah they've been teasing the 40k stuff first, we'll probably get the new tome previews once the marine stuff has run it's course.

    • Like 3

  19. 23 minutes ago, Dead Scribe said:

    I think IGOUGO in general is bad and should be removed entirely and that a more interactive alternate activation sequence be used in its place.  A lot of games have moved to this and I tend to like those more.

    Infinity has a neat variation of IGOUGO where in units that have line of sight on the active unit can make reactions such as shooting with a reduced number of dice, dodge out of the way, hack the active unit etc. I find it makes for a nice flow of the game.

    • Like 1

  20. 31 minutes ago, prochuvi said:

    Hnnn why is insulting and ignorant call noob to someone that loose against fyreslayers?it is 100% the true.

    Fyreslayer have 4" move that is doubled by every other army,so if you know this and know that fyreslayers are very good at melle it is easy to think that you can easily win them only playing objetives and kiting them.also they need heroes to be decent

    Now a noob-novice-people that dont know this-call it as you want if you dont like noob,gonna try go melle and delete fyreslayers units ignoring heroes etc

    Then he gonna loose and blame fyreslayers are op when the true is that they are a tier2 army but he lost due to be a noob and dont know how play against them.

    So i said slanesh is the most broken army now,they havent any counterplay and dont matter what do you do,it is autoloose.

    The counter to slanesh is kill the heroes before they can sumon,now you cant do this at melle due to how broken is the locust.

    So slanesh counter is only a full rangued army that can delete at turn1 every slanesh hero or a army that have allways atack first habilitys.

    If a army havent any of those is a 100% autowin to slanesh,dont matter how skilled be the player

    Locus can fail and can only target a single unit, so tag team the heroes with 2 units at once. Or just shoot them or blast them with mortal wounds from spells and abilities, or zone out the heroes so there's no room to place large units or big bases. The KoS is on a pretty big base and at the earliest it'll come down in their second turn, so with some clever deepstrikes, flying units or raw speed you can block the drop without needing to kill the hero. It has to fit in a 12" bubble 9" away from your stuff, not a lot of room to work with when dropping a big daemonette squad either. Oh and not to mention you're being hypocritical by saying your a noob for getting into melee with fyreslayers but say HoS are OP when you try to do the same with them. Both are powerful and a skilled player can abuse them, but both have  surprisingly similar counterplay: snipe the heroes or zone them out. You can use spells and abilities to move the heroes into positions you want such as the warscroll spell for the brayshaman. 

    And for the record, even if it is only a once per game ability, fyreslayers can get a decent slingshot going to fling that HGB bomb up the table, such as onto a center objective in the early game or to block off an avenue of movement depending on the terrain setup. Now try playing a list with no shooting while the fyreslayers have their spell negation relic to protect the heroes that are properly bubblewrapped by the HGB. All you can hope to do is try for the other objectives on the table and contend with the rest  of there army. Sometimes it can work, sometimes your army is also slow (such as skeleton heavy LoN builds) and they can catch your slow big blobs out with there own.


  21. 2 hours ago, Overread said:

    In the end I think its clear that, for many, depravity generation has issues. Both in how much the slaanesh player can already generate, but also for Slaanesh as an army in how it forces the players hand down one or two specific army builds and if not invalidates, at least makes far less viable, a wide range of other build approaches. 

    Considering the number of armies present in the game and the fact that each has to be at least somewhat unique, It becomes pretty hard to make lists that can compete against every other list you might see in a span of 5 games whether that be in a GT or at a lfgs. Yeah a melee stormcast list will probably lose if it just throws itself at most slaanesh lists but shootcast will beat slaanesh black and blue. And there are armies that won't do well against that melee stormcast list but can stomp shootcast. You can try to build a swiss army knife list but in the end the performance of lists like that come down to how skilled the player is.  If you wanted a game where any list has a fair chance against any other list, this game just ain't it. You'd have to either overhaul the core rules or cut down on the number of armies to cut down on the need for unique mechanics. If you do want a game that promotes balanced list building and play I'd recommend Infinity, pretty fun and great for when I want a smaller game than AoS.


  22. 46 minutes ago, whispersofblood said:

    Added numbers for ease of reference.

    1. I agree, what makes the KoS strong is 2+ Locus, and exploding 6's. But its base profile combined with this is where the reliable damage comes from in the book. Which is why you are seeing tournament armies include multiple KoS. 1) it does the most reliable damage in the book, 2) it has utility via depravity and 3) even if you only took it for Excess of Violence you would need 2 because it is wholly within 12". I'm generally an anti-mainstream guy, so I've spent basically every day since launch looking for damage from places other than the KoS and I haven't found one. They all rely on Excess of Violence, so at that point why am I not just taking the KoS. I think they really messed the book up with the Fiend pricing, they should have been aggressively priced to compete against all the things the KoS brings to the army. The Bladebringer on Exalted Chariot is 10 points more, and brings way more to the army than 3 fiends, despite that it on average kills less. The Exalted does about 8 wounds all told to a singe unit with a 4+ save, 3 Fiends do about 6 if you are lucky. It jumps a bit against ,multiwound models, but then the Bladebringer gives depravity points against the same unit. Then consider that Fiends will almost never be in a position to hold down an objective efficiently, when Heroes score in many battleplans.

    2.  Correct but that is still in the charge phase, so there is still no turn 1, KoS or 30 daemonettes without multiple Infernal Enrapturesess. Unless of course you are foolish enough to give them the depravity they need to do so, and not kill the character they will want to summon off of.

    3. That's the thing, the dmg is pretty meh overall outside of a KoS, or maxed Daemonettes in revellers (which is shockingly poor in my estimation). I've even tried 20 man Seeker units and they are still kind of disappointing. Its the double fight that does the dmg, and that mechanic has room to interact. Its not a second pile-in. There needs to be an enemy unit with 3" for the Cmd ability to even work, so you don't get a 3" pile-in and 1" reach fight. I've watched Wrathmongers make 1 or 2 too many saves and lost a KoS. The book is all honest dmg, heaven forbid you come up against a Nurgle horde with multiple harbingers.

    People can say but Whispersofblood, not all factions have those rules. But every faction you can use chaff, and spacing. I'm fairly certain there are two big problems with HoS. No one actually knows what is in the book, besides about half the players who actually play HoS. And, casual players are incredibly resistant to changing their perception of the game and their army builds.

    You can pull some juicy stuff by throwing up a line of sacrificial chaff and keeping the heavy hitters 4" back so they can't be reached, then on your turn charge into the keeper that got caught up in the chaff, sure there's thermal rider cloak but considering the base size on the keeper you just gotta space enough of your backline out to zone out the keeper from having anywhere to land that isn't in the chaff. Besides doesn't matter how many daemons i summon when fyreslayers don't take any wounds lol. 


  23. 4 minutes ago, whispersofblood said:

    I don't mind an essay at all, lets people actually discuss real information rather than a couple lines about their gaming groups feelings.

    I want to make a few basic statements and see if people disagree with them.

    If you strip down HoS to its basic components its a jogging speed combat army. Meaning that you can have on average about a 12" mv and charge. I don't think there is much to disagree with there? 

    They have pretty average to mediocre combat stats. Mostly 3+/4+/ -1/dmg1, generally no buffs better than a rr1. In fact only unit better than that is fiends (3/3/-1/variable) which are the slowest unit in the book. 

    The army has no defensive buffs, or defensive de-buffs, no -1 to hits or wounds, rr saves, redundant saves, it only deals damage.

    The army has 1 native shooting profile, and 4 units without access the Hero Keyword.

    I think the above is pretty undebatable, so I'll get into the controversial stuff.

    The KoS warscroll isn't worth 360 points. But, with allegiance abilities and that it provides at least 13 depravity it provides utility, that no other unit in the faction provides. And, its command ability makes it a pretty well self contained scroll. However we haven't actually seen it allied in anywhere, so there must be something about it that isn't checking boxes in the meta brain.

    Also to be perfectly clear, if you kill 2 Keeper of Secrets in your first turn, the soonest they would summon is turn 2. There are specific circumstances in which they could get 30 and they all include having multiple infernal Enrapturess. Arcane bolt could theoretically get 3, but that still leaves the HoS player 1 short, and you know the range on that. Song of Secrets, but you killed all the wizards that can cast that spell, and Hysterical Frenzy, but that spell is wholly within so if you leave one model trailing you are immune to that spell. Invaders have to be in the opponents territory in the hero phase, which is impossible since they have no alternative deployment units, Godseekers is in the charge phase, and Pretenders in in the combat phase.

    While Locus of Diversion is a battle trait, the army actually functions because of the KoS Excess of Violence Command ability. Which again points to the importance of the KoS in the army, and the mediocre nature of the armies ability to deal damage.

    I'll conclude with another statement. In a book with no defensive augmentation, no shooting, no alternative deployment, short ranged offensive magic, comprised mainly of models with multiples of 3/4/-1/dmg 1" attacks, and limited access to mortal wounds. How do you propose an army like this functions without a) summoning fresh troops through the game in, with a semi-predictable mechanic or b) being a 90+ daemonette horde?

    Now the answer to this question totally depends on how you view AoS. If you see it as a game to score more points than your opponent, then you will see 'a' as the best solution. The opponent can engage with the mechanic, can force the HoS player to summon non-combatants (non heroes) to secure objectives, zone areas so they can only summon certain types of models, force them to summon of heroes in non-optimal places, deny giving them DP in your turn and make them earn them in their own turn so they can't summon in time. There is lots of play there.

    If you think AoS is about killing the opponents army and then scoring with whatever you have left, well you'll probably prefer they have more mediocre models, and then complain they have too many models and its unfair anyway. 

    A couple of points to make here:

    You don't see the KoS allied because it's spells, exploding 6's and other buffs that let them spiral out of control come from the allegiance, and it's command ability only works on units with the hedonites keyword so aside from itself you'd have no other targets.

    Also depending on deployment, seekers and hellstriders can easily land enough turn 1 charges for the d6 depravity roll.

    And yup our hit and wound rolls are for the most part mediocre, it's somewhat compensated by an abundance of low rend, universal reroll 1's spell and exploding 6's but on their own our units don't have the teeth their made out to be. My fear as a slaanesh player isn't rend or even most shooting, it's multidamage attacks and opponents with easy access to save rerolls to mitigate my low rend. Had a game against ogors, I won because well, good book vs no book but his ironguts walked through most of what engaged them due to a few unlucky locus rolls and high damage weapons being swung at garbage saves.  Or in another game when chameleon skinks redeployed onto an objective i was holding with the remnants of a daemonette squad and watched them get shot off by skinks within stabbing distance. So there absolutely is counterplay as far as objectives are concerned. A good push onto an objective and placing your units well enough to avoid locus' can crush a slaanesh lline.

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