@@colonelturmeric558 I want to go out of my way to collect duplicates, I have 3 sets of assault on black reach, and I endeavor to paint all 3 of my warbosses as identically as I can
Took this to a tornument yesterday. Went 2-1. The boyz were savage, the highlight was tying up a wardog karnivore and knoght in melee and just wearing it down over 3 turns only losing 1 or 2 modles a turn. Another block tyed up a knight desecrator and another wardog for a turn, letting gazgull sneak up on them to demolish the two himself. Makari was the real mvp, he tanked a turn of damage from the two if them and refused to die.
I swear, there are 3 teams writing the rules of 10th - A team which gets us cool stuff like the Ork Codex, B Team gets us some cool stuff, some mediocre stuff, and C Team writes trash. Orks were written by A Team, T'au got B Team, and the Ad-Mech got C Team.
Disagree. Tau was probably supposed to have been written by the B-Team, but they called in sick that day and the C-Team phoned it in for them. As a Tau player since 3rd Edition, this codex is making me shelf my army. I'm not cannabalising all the guns on my Crisis Suits and ripping off shield generators for WYSIWYG loadouts of the new down-gunned, overcosted suit variants just to make them playable in 10th.
@@Skitch213I dunno, I'm still thinking B-tier is a good fit. Kauyon and Montka are both strong if you play into them, and while Ret Cadre can be a trap unless you know where/when to trade, but it resolves a big problem T'au have historically had with rushdown armies like Orks. My biggest gripe is that we should've had at least one more detachment for our heavy armor, but overall I don't mind the Crisis rework. CIB spam was bad for the game, and Sunforge currently put out roughly the same damage to monsters/vehicles as a 3× Fusion squad did before, at a 15% discount. The math gets fuzzier on Starscythe/Fireknife, but they also got a pretty big points cut so I'm willing to wait and see. Breacherfish becoming much more expensive does mean we may struggle with objective play, but overall the army is getting a reshuffle more than a nerf
I think that should probably be changed to "I can't wait to get stomped by Green Tide." Against that T5 from Orks and their abundance of high strength attacks with decent weapon skill means the Kroot aren't killing anything and will drop like flies.
@@Skitch213 ^this. The Kroot Detachment is extrremely weak due to to how weak the datasheets are. It could be fun for sure, but I doubt it'll be able to perform.
if you get to charge first you will think: *hmr, not too bad* then when the orks punch back you will flip the table kroot is glass cannons - the 5++ does not save them
Just mix them in with the old ones. I got all my old Boyz in a gallon of bitz from eBay. Those alone paid for it. Everything else, including 40 nobz was free.
I played a 2v2 tournament last weekend, and 3 teams brought pretty much the exaxt same green tide list. Those lists ended up taking 1st, 2nd and 3rd at the event. I partnered with the 2nd place player and we steamrolled everyone except the 1st place team. I didn't even have to bring decent scoring units, the orks did most of that on their own. What I did bring was 5 brigands and a stalker to act as a ranged threat while the orks handle melee.
As a note, while the power klaw does get 9 attacks in the waaagh turn, the attack squig gets 7 attacks as well, since its a melee weapon attacked to the model.
We were playing doubles over the weekend and my partner was using Green Tide. One of our opponents was using retaliation cadre tau (strength & AP bounuses at short range), getting within 6" with 3 battlesuit squads w/ flamers, burst cannons and fusion blasters. The burst and flame units got close to a 20 squad of boyz, one fired and my teamate surged into engagement range so the other unit couldn't fire ito the squad. It was great.
@@chandlerpearce6213 To be clear, the second battlesuit unit was not in engagement range, so they can't shoot into the a different engagement where the enemy consists of infantry. They would be able to shoot the unit if either, they themselves were engaged or if the unit they were firing at was a monster or vehicle. Reference core rule: Big guns never tire
@@ThePetriax oh right, the other ones were tied up and they couldn’t shoot in. Makes perfect sense. Does seem like a good tactic to just make a bunch of the board useless for a round.
I might be crazy, but I feel like I hear the beginning of the soundtrack "Chant" from the Dawn of War OST when your logo plays at the start of the vid.
Pretty disappointing that you don't get anything for Beast Snagga Boyz, that would have been fun to spam alongside the cheaper Boyz. Could have easily made it so that only the regular Boyz get the invuln, but allow you to target Beast Snagga Boyz with the stratagems as well, that would have been nice.
Nearly managed to beat Green Tide at a GT a couple of weeks ago, it was the Trucks that felt OP in the detachment as they dump the boys midfield and then bugger off to do actions but the same could not be said of the Bully Boyz who were brutal
It’s also worth noting that the painboy’s urty syringe has precision, which means the mortals get precision too as per the rules commentary on mortal wounds/precision.
I ran them yesterday and got them to glance a chaos knight to death with ghazskulls lethal hits! Really funny to reroll ones on saves as well, drives your enemies up the wall
Yeah....I struggle playing against Orks under the best of circumstances. This detachment fills me with genuine concern. I'm playing in an RTT this weekend, and I have a very bad feeling at least one game will feature an enormous pile of Boyz
Ive just starting getting my old boyz up to speed, my idea was similar to your first list. 5x 20 boyz all with dual rokkits 3 warbosses. 3 painflboys. 2 wierdboyz 2x gethcin units 2x 10 Kommandos 2x 5 stormboys 2x 3 warbikes Kommando althought don't benifit from the detachment just seem too cool to not place on the enemy deployment turn 1 for a cop this or deal with this first situation. Buy time for the blobs to move/jump Looking forward to seeing if it all works. Thanks for the review of the strategems.. KO
It's probably good for the meta to have a horde skew pole. So far it's just been super durable vehicles/monsters or super durable elite infantry/wraiths bricks, and there's a decent amount of overlap there in terms of what tools to bring.
One slight annoyance with Green Tide is that odd limitation on only using one Da Jump per turn. There're a few abilities like that and I'm not sure quite why that limitation exists, though I suppose 60 ladz teleporting in one turn might be one reason...
Played vs green tide with my world eaters Sunday. I lost 52-84 but was one hell of a game, so much dead was hardly anything on the board at the end. The boyz aren't as tanky as I thought they would be given they had 5++ and 5+fnp from the pain boy and revive strat, angron wiped an entire 20 man unit of boyz with warboss with his sweep and sustained hits. That being said the boyz did their job and primary run away from me.
Now if only the current Boyz kit actually came with enough models to make 20 boy units. No, for real. The Boyz kit comes with 1 nob, 3 shoota boyz, 6 slugga choppa boyz, and a special weapon boy. You need THREE kits just to build a 20-man squad.
Played 2 games with this detachment with 4 20 man boyz units in a competitive setting, and lets put it this way scored 100 points in each game and my opponents could not get above 20 points in primary. The list and how tough it is with warbosses and painboys in the units make them very hard to shift. there is not a lot in the game that can move them quickly enough to score enough points to win the game.
I will probably never play this detatchment properly due to me not wanting 120 boyz (both from a price aspect with full GW kits and the annoyance of assembling that many proxies/3d prints) but i do wish the detatchment increased the limit to 9 units. 180 boyz would be nice.
We made the game less lethal, but to make an Ork horde remotely viable we had to give them all the same protection as an unnatural warp entity, or a terminator, or the favored of Tzeentch. Good gods, these rules have no bearing on any kind of representation of the 40k universe anymore.
A shame the new boys kit is literally unsuable. 3 shoota boyz, 1 special weapon boy, 5 chopa boyz, 1 Nob way too different than standard boyz to pass as one of them. All of it monopose without any options (outside of the nob and special weapons). This means you can't field a full unit of chopa or shoota. This means even if you bought 2 boxes you couldn't field a full size unit of chopa or shoota, even if you had weapon bits magically lying around, because you would be short of one boy (remember, nobs are too big to pass as nobs). This means that you'd if you bought 4 boxes in order to finally be able to field 19 chopa and 1 Nob (and you'll be left with 12 shootan 4 special weapons and 3 nobs). This kit is so bad that it's the only "update" that didn't retire the kit it was supposed to replace, yaknow the kit that contains 10 fully customizable boyz that could be built as shoota, chopa or special weapons, with an extra nob to go with them because they knew the unit needed to be usable at 10 or 20 size so the nob needed to be an extra, not part of the 10 boyz.
I know it won’t work out like I think it will but everytime I see a list like this is just so badly wanna run my oops all elite crusaders melee list against it just for the fun of the constant charges and chaotic melee
I would absolutely play this detachment, except the biggest problem with them is that I have on average 18 mins to complete a turn and moving 120 boyz takes most of that time.
@@josephrigley8974 Actually I do use those in groups of five, so moving 24 trays, and I still can't get a game to end in under 3 hours. But that is great advice to anyone reading this comment, it really makes movement easier and faster.
@@TheBoardProgrammer might want to start timing your opponent cause I find alot of my time is spent waiting for opponents turn to end. I rarely ever shoot my pistols and combat is easy after alittle practice, longest part for me is just getting the dice together.
In Times where u can buy a Resin Printer for the Same Price as a Combat Patrol, or Killteam Box, i wonder how long GW can make Profit until they see thas OPR's and other Tabletop Systems Beat them.
can i just ask is anyone disappointed by orks being good, going agiainst 120 boyz and killing 30 per turn but still losing sounds like a good game to me
Very taxing to play and long to game, not the biggest fan of horde armies that typically eat up time in movement pretty savagely. Yeah this is a powerful list but again horrible to play against.
120 of the same model is awesome for whom though? and when its too successful at tourneys they nerf it to the ground and everyone spent hundreds of dollars on a redundant and now useless army. i think its transparent.
TSons: oh, your stuff is so expensive because they all get a 5++.
Orks: Waaaaaggggghhhh!!!!!
Krooooootttt
WAAAAAAAAAAAAAGGGGHHHH!!!!!!!!
I love the thumbnail.
I genuinely want an army with as many repeat models as possible, just because I know it drives certain people nuts
Each squad has nineteen of the same slugga boy
You want them to release such an army? Or you want that for your own army? If its the former, bit weird mate
Just say it's a single boy moving really, really fast.
@@colonelturmeric558 I want to go out of my way to collect duplicates,
I have 3 sets of assault on black reach, and I endeavor to paint all 3 of my warbosses as identically as I can
@@Specterish yes some shadow duplication technique. That’s hilarious
Took this to a tornument yesterday. Went 2-1. The boyz were savage, the highlight was tying up a wardog karnivore and knoght in melee and just wearing it down over 3 turns only losing 1 or 2 modles a turn.
Another block tyed up a knight desecrator and another wardog for a turn, letting gazgull sneak up on them to demolish the two himself.
Makari was the real mvp, he tanked a turn of damage from the two if them and refused to die.
That's sounds amazing. Waaagh on, sir. Waaagh on.
Nice! Get revenge for the dread tests of 9th Ed.
Mind if I ask what you lost to? Do you think it was more a matchup problem or inexperience problem/list tuning problem? Just curious
To the tournament players, you went 2-1. But to the Orks, you were Lotz-0.
I swear, there are 3 teams writing the rules of 10th - A team which gets us cool stuff like the Ork Codex, B Team gets us some cool stuff, some mediocre stuff, and C Team writes trash.
Orks were written by A Team, T'au got B Team, and the Ad-Mech got C Team.
imperium codex writers seem to be on Team C, well see when sisters comes out
Disagree. Tau was probably supposed to have been written by the B-Team, but they called in sick that day and the C-Team phoned it in for them. As a Tau player since 3rd Edition, this codex is making me shelf my army. I'm not cannabalising all the guns on my Crisis Suits and ripping off shield generators for WYSIWYG loadouts of the new down-gunned, overcosted suit variants just to make them playable in 10th.
The ork codex is garbage. Just like all of 10th edition.
@@Skitch213thought retaliation Detachment was doable for tournament play, thought it does require playing 11" or closer to the enemy.
@@Skitch213I dunno, I'm still thinking B-tier is a good fit. Kauyon and Montka are both strong if you play into them, and while Ret Cadre can be a trap unless you know where/when to trade, but it resolves a big problem T'au have historically had with rushdown armies like Orks.
My biggest gripe is that we should've had at least one more detachment for our heavy armor, but overall I don't mind the Crisis rework. CIB spam was bad for the game, and Sunforge currently put out roughly the same damage to monsters/vehicles as a 3× Fusion squad did before, at a 15% discount. The math gets fuzzier on Starscythe/Fireknife, but they also got a pretty big points cut so I'm willing to wait and see. Breacherfish becoming much more expensive does mean we may struggle with objective play, but overall the army is getting a reshuffle more than a nerf
SEND DUDES
I died. 😂
Rerolling 1s to save on meganobz who have a 2+ is hilarious.
Not really.
@@ca11rl77 Tell me you're not an ork player without telling me you're not an ork player.
Don’t forget the 4+ FNP.
This is just like the Black Templar Marine Horde list you made a while back.
I can't wait to fight green tide with my kroot hunting pack horde.
Horde of green guys vs horde of green-ish guys
I think that should probably be changed to "I can't wait to get stomped by Green Tide." Against that T5 from Orks and their abundance of high strength attacks with decent weapon skill means the Kroot aren't killing anything and will drop like flies.
@@Skitch213 ^this. The Kroot Detachment is extrremely weak due to to how weak the datasheets are. It could be fun for sure, but I doubt it'll be able to perform.
Bro it's just fun to direct the chicken hordes
if you get to charge first you will think: *hmr, not too bad*
then when the orks punch back you will flip the table
kroot is glass cannons - the 5++ does not save them
This vs Guards infantry only will become the battle Stalin *in SPACE!!!*
The thumbnail is what i see when i look at the new monopose boyz kit :(
Take alternative models from 3D printing. To hell with the GW monoposes and their prices.
To be fair a lot of the older boyz you see about are from the black reach set and were basically monopose anyway
@@fulizerwarhammer fans are some of the biggest hypocrites
Just mix them in with the old ones. I got all my old Boyz in a gallon of bitz from eBay. Those alone paid for it. Everything else, including 40 nobz was free.
Not the boyz with the power klaw nob, they have variations
Lore accurate ork tactics
120 Boyz is only 1020pts too. There's plenty of room to add bigger guns, units with great rules on the sheet alone etc.
The fact orkz in this detachment are more durable than my daemons while also being a horde army lmfao
I played a 2v2 tournament last weekend, and 3 teams brought pretty much the exaxt same green tide list. Those lists ended up taking 1st, 2nd and 3rd at the event.
I partnered with the 2nd place player and we steamrolled everyone except the 1st place team. I didn't even have to bring decent scoring units, the orks did most of that on their own. What I did bring was 5 brigands and a stalker to act as a ranged threat while the orks handle melee.
As a note, while the power klaw does get 9 attacks in the waaagh turn, the attack squig gets 7 attacks as well, since its a melee weapon attacked to the model.
Sadly, that is not true. The base rules state that the number of attacks from extra attacks can not be altered.
Aw, that's kinda lame. Why can't his vicious little ball of anger join in the waagh fun...
We were playing doubles over the weekend and my partner was using Green Tide. One of our opponents was using retaliation cadre tau (strength & AP bounuses at short range), getting within 6" with 3 battlesuit squads w/ flamers, burst cannons and fusion blasters.
The burst and flame units got close to a 20 squad of boyz, one fired and my teamate surged into engagement range so the other unit couldn't fire ito the squad. It was great.
Not to just be a “that guy” but the other suit should have been able to fire. It’s a vehicle; and vehicles can still shoot in engagement range.
@@chandlerpearce6213 To be clear, the second battlesuit unit was not in engagement range, so they can't shoot into the a different engagement where the enemy consists of infantry. They would be able to shoot the unit if either, they themselves were engaged or if the unit they were firing at was a monster or vehicle.
Reference core rule: Big guns never tire
@@ThePetriax oh right, the other ones were tied up and they couldn’t shoot in. Makes perfect sense.
Does seem like a good tactic to just make a bunch of the board useless for a round.
I might be crazy, but I feel like I hear the beginning of the soundtrack "Chant" from the Dawn of War OST when your logo plays at the start of the vid.
Sounds like you should do a “Every 40K horde Army versus Green Tide” video to see whose horde is best
there is somthing like it. theres is a video where people try to kill 120 boys in one turn with different armys
Pretty disappointing that you don't get anything for Beast Snagga Boyz, that would have been fun to spam alongside the cheaper Boyz.
Could have easily made it so that only the regular Boyz get the invuln, but allow you to target Beast Snagga Boyz with the stratagems as well, that would have been nice.
Nearly managed to beat Green Tide at a GT a couple of weeks ago, it was the Trucks that felt OP in the detachment as they dump the boys midfield and then bugger off to do actions but the same could not be said of the Bully Boyz who were brutal
I wonder how many months they will sit at +70% before they do anything about it.
For once, I ve managed to be the first to see your video
Waaaagh!
Also
Meganobz with “count as 10” enchanted megarmor bigmek are almost unkillable
the 5++ plus reroll 1s and 5+++ with a painboy is insanity
Would love to see a Necron Silvertide version of this
It’s also worth noting that the painboy’s urty syringe has precision, which means the mortals get precision too as per the rules commentary on mortal wounds/precision.
I ran them yesterday and got them to glance a chaos knight to death with ghazskulls lethal hits!
Really funny to reroll ones on saves as well, drives your enemies up the wall
Looky 'ere lads! More news for da boyz!
Yeah....I struggle playing against Orks under the best of circumstances. This detachment fills me with genuine concern. I'm playing in an RTT this weekend, and I have a very bad feeling at least one game will feature an enormous pile of Boyz
"Me and all me twin brothers comin for a visit."
just faced a green tide on saturday. lost, but had a hell of a fun time facing those mushroom boys
Ive just starting getting my old boyz up to speed, my idea was similar to your first list.
5x 20 boyz all with dual rokkits
3 warbosses. 3 painflboys. 2 wierdboyz
2x gethcin units
2x 10 Kommandos
2x 5 stormboys
2x 3 warbikes
Kommando althought don't benifit from the detachment just seem too cool to not place on the enemy deployment turn 1 for a cop this or deal with this first situation. Buy time for the blobs to move/jump
Looking forward to seeing if it all works. Thanks for the review of the strategems..
KO
It's probably good for the meta to have a horde skew pole. So far it's just been super durable vehicles/monsters or super durable elite infantry/wraiths bricks, and there's a decent amount of overlap there in terms of what tools to bring.
Just got a bunch of 90s ork boys and grots so have wayyy over 120 now 😅 very excited to mess with green tides!!
Right now [non competive], as still building up my list, i finally gotten 2 wins green tide for 10th edition out of 30 or so
120 of anything. No one is equipped to deal with that. Orks won't have to try to win
Through experience I can say a green tide either absolutely destroys a knight army or gets decimated immediately. There is no happy medium
As Mork an Gork intended
Can’t wait for the war horde video
One slight annoyance with Green Tide is that odd limitation on only using one Da Jump per turn. There're a few abilities like that and I'm not sure quite why that limitation exists, though I suppose 60 ladz teleporting in one turn might be one reason...
Played vs green tide with my world eaters Sunday. I lost 52-84 but was one hell of a game, so much dead was hardly anything on the board at the end. The boyz aren't as tanky as I thought they would be given they had 5++ and 5+fnp from the pain boy and revive strat, angron wiped an entire 20 man unit of boyz with warboss with his sweep and sustained hits. That being said the boyz did their job and primary run away from me.
Thanks!
Now if only the current Boyz kit actually came with enough models to make 20 boy units.
No, for real. The Boyz kit comes with 1 nob, 3 shoota boyz, 6 slugga choppa boyz, and a special weapon boy. You need THREE kits just to build a 20-man squad.
Played 2 games with this detachment with 4 20 man boyz units in a competitive setting, and lets put it this way scored 100 points in each game and my opponents could not get above 20 points in primary. The list and how tough it is with warbosses and painboys in the units make them very hard to shift. there is not a lot in the game that can move them quickly enough to score enough points to win the game.
I will probably never play this detatchment properly due to me not wanting 120 boyz (both from a price aspect with full GW kits and the annoyance of assembling that many proxies/3d prints) but i do wish the detatchment increased the limit to 9 units. 180 boyz would be nice.
We made the game less lethal, but to make an Ork horde remotely viable we had to give them all the same protection as an unnatural warp entity, or a terminator, or the favored of Tzeentch. Good gods, these rules have no bearing on any kind of representation of the 40k universe anymore.
I ran full green tide vs my buddies guard
He took as much blast as he could but his army couldn’t deal with the board dominance of the Orks.
ORKS! ORKS! ORKS! ORKS!!!!!
120 boys, Jesus painting Christ
yea...lol
Haven't started an ork army yet, but i'm considering asking a friend to print 120 boyz for me 😅
A shame the new boys kit is literally unsuable.
3 shoota boyz, 1 special weapon boy, 5 chopa boyz, 1 Nob way too different than standard boyz to pass as one of them.
All of it monopose without any options (outside of the nob and special weapons).
This means you can't field a full unit of chopa or shoota.
This means even if you bought 2 boxes you couldn't field a full size unit of chopa or shoota, even if you had weapon bits magically lying around, because you would be short of one boy (remember, nobs are too big to pass as nobs).
This means that you'd if you bought 4 boxes in order to finally be able to field 19 chopa and 1 Nob (and you'll be left with 12 shootan 4 special weapons and 3 nobs).
This kit is so bad that it's the only "update" that didn't retire the kit it was supposed to replace, yaknow the kit that contains 10 fully customizable boyz that could be built as shoota, chopa or special weapons, with an extra nob to go with them because they knew the unit needed to be usable at 10 or 20 size so the nob needed to be an extra, not part of the 10 boyz.
I know it won’t work out like I think it will but everytime I see a list like this is just so badly wanna run my oops all elite crusaders melee list against it just for the fun of the constant charges and chaotic melee
I havent gotten the codex yet but is ork shooting essentially dead now?
I would absolutely play this detachment, except the biggest problem with them is that I have on average 18 mins to complete a turn and moving 120 boyz takes most of that time.
Paint yourself red! Red is fasta!
Movement trays. They aren't that expensive and make Movement so much quicker.
@@josephrigley8974 Actually I do use those in groups of five, so moving 24 trays, and I still can't get a game to end in under 3 hours. But that is great advice to anyone reading this comment, it really makes movement easier and faster.
@@TheBoardProgrammer might want to start timing your opponent cause I find alot of my time is spent waiting for opponents turn to end. I rarely ever shoot my pistols and combat is easy after alittle practice, longest part for me is just getting the dice together.
Hi thanks for this, I play at 1000 pnt how could I set up the list? Thanks
DA BOYZ IS BACK IN TOWN, LADZ! WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!
4 months later … now it’s a 6 up invuln, 5 + if there’s more than 10 boyz 😢
That is a lot of dice.
Expect the nerfhammer to be swung then 😐
I reckon they'll knock it back to Orks only getting a 6++ Invulnerable Save.
Waaaaaagh finally green tiiiide
I got to fight this in my Summer League :/
_Ahem:_
*Wa.*
Green Tide MIGHT change the meta a bit if it's oppressive enough. It's extremely anti meta.
Wagh wagh wagh wagh
found da digganob who’s doin’ it wrong
the minimum is 3 As
In Times where u can buy a Resin Printer for the Same Price as a Combat Patrol, or Killteam Box, i wonder how long GW can make Profit until they see thas OPR's and other Tabletop Systems Beat them.
Waiting for neerfs ;)
Time Fer a gud krumpin ladz
11th edition is looking better. Great for me being an Ork player.
Try and play the "can you kill 100 boyz with 1000 points?" and weep
Not even with 2000 I’ve played it!
Come on lads for a few more boyz to turn up on the objective😂😂. Take it how you did but I def got turnt up😂
Imminent nerf needed for this and bully boyz
a 5+ invuln for ork boyz. what has happened to 40k.
can i just ask is anyone disappointed by orks being good, going agiainst 120 boyz and killing 30 per turn but still losing sounds like a good game to me
Painting them isn't though
Currently batch painting 60 orks 😂 and 30 grots 😢
its only obvious that gw doesnt care about balance. the difference in power and flexibility between 10th codexes is abysmal.
Seems like every single faction gets a "dead models come back" rule and its really getting quite boring.
Waaagh❤
Cool Detachment. It's just so odd to me that GW creates either awesome detachments or super trash detachments. Very little in between it seems.
Very taxing to play and long to game, not the biggest fan of horde armies that typically eat up time in movement pretty savagely. Yeah this is a powerful list but again horrible to play against.
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120 of the same model is awesome for whom though? and when its too successful at tourneys they nerf it to the ground and everyone spent hundreds of dollars on a redundant and now useless army. i think its transparent.
1 minute gang
good at 2k trash at 1k
first
First!
Isnt awesome, its a war crime
Green tide is trash. All of the tenth edition detachments are next to useless.
It's a bit op as for me, i had player against 120 orc boyz as SM and coudn't shoot at all.