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So, with End Times happening the meta is changing. So, where do we put the armies now in the ranks. Well here's how I rank the 21 armies currently available in an uncomped environment.
TOP TIER
1. Host Of Aestyrion - White Lions, Doomfire Warlocks, Witch Elves & Cauldron, The Avatar Of Khaine, Morathi, Incredible magic, and more bolt-throwers than you can shake a stick at... all in one army. It's literally a "best of" collection for what was in effect the first and second seed of this edition according to most; and they complement each other very well.
2. Host Of The Phoenix King - Nice list. Similar to our number 1 but with more focus on Wood Elves and no Witch Elves. Still, they have White Lions, Frost Phoenix, Black Guard, Malekith, and endless bolt-throwers so they are still very formidable. It's not as nasty as the other list for optimisation capability but it's still so sick and terrifying you should think twice on how to deal with it.
3. Chaos Legion - We can take Beastmen wizards and chaff, Daemon cannons and flamers, and everything else from Warriors Of Chaos and just rip face. Troll/Gorebull/Throgg is just mean, Wargor BSB w/ Beast Banner in Nurgle Warriors with Festus is horrific. Casting Wyssans and Savage Beasts on these units is game changing. The Skullcannon is just plain broken, (seriously, two of them for less than the price of a Cygor, yes please). Chaos Knights & Skullcrushers are still great units. Daemon Princes still hold up even against the new hotness characters, only now you can take more than 1. This army simply has no weakness now. Built correctly it's just going to murder everything.
4. Skaven - These guys can fit more toys in 1000 points than some armies can fit in 3000 points. I've seen 2000 point armies with over 400 models on the table which effectively outnumbers the enemy by as much as 5-1. Grey Seers have great magic options, Warp Lightning Cannons and Weapons Teams are cheap yet powerful. Doomrockets and Brass Orbs can be shockingly effective. Jezzails are capable shooting. The Storm Banner can lock down entire armies (Dwarfs are basically screwed, no shooting, no gyro, nothing). Nothing is overpriced really, except maybe Rat Ogres. The only real lacking point is there's no cavalry or monstrous cavalry; but they just don't need it. Despite being still stuck with the old 7th Edition book, Skaven are beastly.
5. Legion Of Asgorh - What happens when you mix Warriors Of Chaos with Chaos Dwarfs. You get double Magma Cannons, Infernal Guard with Fireglaives, and a Sorcerer Prophet with Lore Of Hashut, backed up by Chaos Knights, Trolls, Chimera, and more. Adding a good shooting unit, a fantastic war machine, and a very easy to synergise magic lore to the already powerful Warriors line effectively mitigates there only real flaw.
Top Tier is basically combination armies... and Skaven. Why Skaven so high? Because of diminished returns. You always hit on a six, you always wound on a six. This mean if you can charge Karl Franz Ascended with a bunch of Skavenslaves they WILL do a wound, statistically, once every 36 attacks. Now that might not sound like much, but if you hit him with a big block of 50; he's killing 8-10 rats per turn on average. These rats are only 2.5pts each with spears. Who gives a shit?! A horde of these will hit with 4 ranks, so that's potentially 40 hits per turn. On average Mr. Franz will be taking at least 1 wound per turn. When you can potentially kill an 800+ character with a unit worth only 125 points, you're awesome. Consider as well, your lightning cannons, jezzails, sling armed slaves, and rattling guns etc. can all shoot into combat with slaves. So HRH Franz will be shot by pretty much everything as well. In the age of hero-hammer, this is a fantastic advantage.
UPPER-MID TIER
6. Dark Elves - Pure Dark Elves are still very much the super-army of 8th. While I think Skaven are a better singular army, the dark elves seem to be both easier to use and more reliable; which is likely why most consider them number 1. Warlocks, Witch Elves and general Elf Shooting is still just as powerful as ever, and they have strong magic potential. Requires skill and tactics to do properly, but a powerhouse in the right hands.
7. Warriors Of Chaos - Powerful and capable troops, good access to magic, armoured sorcerers, best chariots in the game, great monsters, superb cavalry, and monstrous infantry that can rival Ogre Kingdoms. Shooting is limited to throwing axes (crap), and the Hellcannon, which is really in effect a stone thrower (good, but not incredible). Hard to screw up, even a very sub-optimal list is capable, but when optimised this army is powerful. Often underestimated because they're popular and thus often played by unskilled and casual players.
8. Undead Legion - Best magic in the game period! Vampire Blender-Lord, Ethereal Units, Flying Chaff, Cheap Bowmen and Catapults. Hordes that can almost rival Skaven. An entire army that causes fear and is immune to psychology. Add in a load of powerful super-characters and you have a very formidable army.
9. High Elves - Often ranked as 1 or 2 by most this is a great army, but I feel it's somewhat overstated. The problem is over-reliance on White Lions and Banner Of The World Dragon. Sure it's got Frost Phoenix, great magic, and effective cavalry; and it's likely rerolling to hit which makes it far more formidable that it first looks. It's a great army, but without that banner it would lose a massive strength.
10. Chaos Dwarfs - They're Dwarfs with access to magic, goblins, and a K'Daai Destroyer. That's power. Lore Of Hashut has great synergy with fire, which the Magma Cannons, K'Daai, and a unit of Fireglaives with Banner Of Eternal Flame can take advantage of. Their hobgoblins are slightly better goblins that can take full range bows, not short bows, and don't cause panic in Dwarfs so they make for good axillary shooting and/or chaff. A very focused army but unparalleled at it's specific way of doing combat. The recent addition of Lore Of Undeath is especially good for Chaos Dwarfs to augment their numbers.
Upper-mid tier armies are probably the most fun. They feel powerful, you can go in with a plan and expect to win if you can carry out your plan, but winning doesn't feel like a certainty. You have weaknesses, they may be subtle but you have them. This is where 90% of competitive lists will likely be.
LOWER-MID TIER
11. The Empire - The all-rounder, good at literally everything. They've got great shooting, magic, artillery, cavalry, monstrous cavalry, and good infantry, chaff, and troublemakers (steamtank). Special characters like Karl Franz and Elspeth Von Draken make running a hero-hammer super-game is very possible. At less than 1500 points for them both, it's possible to field just those two and minimum core in a 2000 point game. While admittedly amusing that's probably not so effective though. Still, the strength of Empire is their versatility, it's also however their weakness as literally any role they play can be done better by someone else and unless you're playing 5000+ point games, Empire can't cover all it's bases.
12. Ogre Kingdoms - Good hard hitting troops with good shooting. Nice monsters. Decent monstrous cavalry. Fantastic chaff, and the second best cannon in the game. Ogres are very capable and enjoy some strong builds, but the MSU build and Gutstar builds are well known and counters for them have become commonplace. Ogres also suffer from an army wide weakness to magic due to low Initiative and an army wide poor Weapon Skill. Good, but with some glaring weaknesses.
13. Daemons - Capable in combat and having some decent units, daemons appear to be a good army but almost everything is overcosted and difficult to use effectively against all armies. A slaanesh leadership bomb is extremely effective against some units, bloody useless against undead. The only thing keeping Daemons in good stead is Beast Of Nurgle are heavily undercosted and the Skullcannon is so cheap it's simply unfair. Even with that though, one Elf player with Banner Of The World dragon can pretty much ruin a Daemon armies day, and Elves are hardly rare in ANY meta at this point
14. Dwarfs - Put simply, Chaos Dwarfs do it better. Sure Dwarfs are great at making a gunline and their stubborn infantry is hard to shift. They also have some nice toys like the Gyrocopter and fantastic magic defense. The problem is they have really only one truly competitive build and that's the gunline. Chaos Dwarfs and Empire can both do the same and both of them have other options available, and Dark Elves are effectively the same gunline but highly mobile and with high powered magic.
15. Vampire Counts - Capable and scary with ethereal units and monsters like the terrorgheist, and the infamous Vampire Blender lord. Still, with an overreliance on their Vampires, the army itself is really just an inferior Skaven horde with no shooting and less effective troops. Capable in the right hands especially with clever use of magic, but ultimately obsolete now with the Undead Legion.
Lower-mid tier armies can and do win battles, with the right person they can be formidable opponents for even top tier armies, but they're simply missing too much, too generalised, or have too obvious of an exploitable weakness. The difference isn't huge but it's clear there's an underdog when these armies hit above their weight.
BOTTOM TIER
16. Wood Elves- Treated far better than they have been in the past Wood Elves are at least playable now, though they don't win. Wood Elves are fantastic at forcing a draw, even with Top Tier armies; as their avoidance list are extremely manoeuvreable but they lack the punch to decidedly win matches. While they may not lose often, they don't win often either. It may be so with nuclear war, but it's not true in Warhammer that the only winning move is not to play; with Wood Elves, that seems ro be their big strategy though. It's just not enough.
17. Beastmen - End Times has saved the Beastmen, who without End Times comes in at dead last by a large margin. You could probably win more by playing a top or upper-mid tier army with 25% less points than your opponent than you could with plain Beastmen. 2500 of Beastmen woulc routinely lose to 1500 of other armies... seriously. Thankfully, now they can take Marks Of Chaos making units actually capable (Slaanesh is especially usefull). Ambush now actually works. Lastly there's Magic. Thanks to Khaine magic, the Beastmen are now rivalling the Undead Legion for magic capability. The combination of cheap shaman, the Shard Of The Heardstone, and the Skull Of Rarkos make for multiple effectively level 5 shaman with extra power dice very easy to achieve. The special character Malagor however can single-handedly propel Beastmen into Top Tier if used in a specific way. Thanks to changes in the magic system, this 350 point character can outcast Nagash worth over 1000 points, and he can do it with shocking ease. Fully optimised Beastmen are now the single most broken army in the game (As are Chaos Legion who can also do this). Take away and/or re-write Malagor though and their magic just becomes great, not stupidly overpowered; and the poor shooting and combat balances that out. Better than they where, but still bottom tier.
18. Lizardmen - Some nice units, decent monsters etc. and in theory it should work well. Thing are fairly priced for the most part but they just don't seem to work. Not cheap enough to be a horde army, and not elite enough to hold their own against the big boys, Lizardmen seem to either be outnumbered and lose, or outclassed and lose. Most of the monsters whilst, again, being fairly priced; are simply not able to take a cannon ball to the face. Add it a miserable shooting phase and a distinctly underwhelming magic phase, (considering how powerful Slaan are supposed to be), and you've got an army that just can't compete with the big boys.
19. Orcs & Goblins - A fantastic range with loads of options; none of which are especially great. There's a few decent builds, usually abusing savage orcs with double hand weapon, or night goblin randomness and hoping the enemy comes off worse. Fun yes, competitive... not really. The big kicker is animosity, stupidity, frenzy, and fairly low leadership. This army also suffers from sub par shooting and a fairly stunted magic phase due to a lack of Lore freedom... unfortunately the addition of Lore Of Undeath hasn't aided Orcs & Goblins much who can already horde and tarpit effectively anyway.
20. Tomb Kings - Can't march, flammable, unstable, and far too reliant on their characters. The best magic for a single army book, (discounting the recent Beastmen anomaly), and with some nice things like Casket Of Souls; this army has potential but it's squandered. Thankfully almost all these flaws are addressed in Undead Legion, if you want to play Tomb Kings just play Undead Legion and choose predominantly (or even entirely) from the Tomb King range.
21. Bretonnians - This is what happens when an army isn't updated for multiple editions and is left to just rot away for closing on 2 decades. Seriously, Chaos Dwarfs get more love. GW clearly dislike Bretonnians, probably because you can't copyright King Arthur style knights and peasantry bowmen/footmen. They have a nice tactic, it's pretty cool, it worked well... now we have loads of special units, monstrous infantry, monstrous cavalry, and other such thing. Brets simply aren't set up to deal with the variety. They where designed back when infantry, cavalry, and war machine was your lot. Occasionally a swarm or flying infantry would turn up, but not often. This new stuff counter acts much of Brets strengths, as does Steadfast which effectively improved the capability of infantry dramatically, and made combat for knights actually quite daunting. Very little magic attacks is also an issue. These guys desperately need an update but I'm genuinely concerned GW would rather just destroy Bretonnia in the End Times campaign fluff and drop the line entirely.
So yeah... Bottom tier are progressively more and more terrible aren't they? They struggle to win against anything outside their tier and are rarely successful. Obviously there are YouTubers who show that you can win with even a botton tier army (yes, even Brets), but these seem like exceptions and done by talented and tactically minded players. Warhammer is shockingly well balanced but the difference between top tier and bottom tier is extremely apparent; even to a newer player.
So, do you agree? Disagree? Please let me know and maybe you could change my mind.
TOP TIER
1. Host Of Aestyrion - White Lions, Doomfire Warlocks, Witch Elves & Cauldron, The Avatar Of Khaine, Morathi, Incredible magic, and more bolt-throwers than you can shake a stick at... all in one army. It's literally a "best of" collection for what was in effect the first and second seed of this edition according to most; and they complement each other very well.
2. Host Of The Phoenix King - Nice list. Similar to our number 1 but with more focus on Wood Elves and no Witch Elves. Still, they have White Lions, Frost Phoenix, Black Guard, Malekith, and endless bolt-throwers so they are still very formidable. It's not as nasty as the other list for optimisation capability but it's still so sick and terrifying you should think twice on how to deal with it.
3. Chaos Legion - We can take Beastmen wizards and chaff, Daemon cannons and flamers, and everything else from Warriors Of Chaos and just rip face. Troll/Gorebull/Throgg is just mean, Wargor BSB w/ Beast Banner in Nurgle Warriors with Festus is horrific. Casting Wyssans and Savage Beasts on these units is game changing. The Skullcannon is just plain broken, (seriously, two of them for less than the price of a Cygor, yes please). Chaos Knights & Skullcrushers are still great units. Daemon Princes still hold up even against the new hotness characters, only now you can take more than 1. This army simply has no weakness now. Built correctly it's just going to murder everything.
4. Skaven - These guys can fit more toys in 1000 points than some armies can fit in 3000 points. I've seen 2000 point armies with over 400 models on the table which effectively outnumbers the enemy by as much as 5-1. Grey Seers have great magic options, Warp Lightning Cannons and Weapons Teams are cheap yet powerful. Doomrockets and Brass Orbs can be shockingly effective. Jezzails are capable shooting. The Storm Banner can lock down entire armies (Dwarfs are basically screwed, no shooting, no gyro, nothing). Nothing is overpriced really, except maybe Rat Ogres. The only real lacking point is there's no cavalry or monstrous cavalry; but they just don't need it. Despite being still stuck with the old 7th Edition book, Skaven are beastly.
5. Legion Of Asgorh - What happens when you mix Warriors Of Chaos with Chaos Dwarfs. You get double Magma Cannons, Infernal Guard with Fireglaives, and a Sorcerer Prophet with Lore Of Hashut, backed up by Chaos Knights, Trolls, Chimera, and more. Adding a good shooting unit, a fantastic war machine, and a very easy to synergise magic lore to the already powerful Warriors line effectively mitigates there only real flaw.
Top Tier is basically combination armies... and Skaven. Why Skaven so high? Because of diminished returns. You always hit on a six, you always wound on a six. This mean if you can charge Karl Franz Ascended with a bunch of Skavenslaves they WILL do a wound, statistically, once every 36 attacks. Now that might not sound like much, but if you hit him with a big block of 50; he's killing 8-10 rats per turn on average. These rats are only 2.5pts each with spears. Who gives a shit?! A horde of these will hit with 4 ranks, so that's potentially 40 hits per turn. On average Mr. Franz will be taking at least 1 wound per turn. When you can potentially kill an 800+ character with a unit worth only 125 points, you're awesome. Consider as well, your lightning cannons, jezzails, sling armed slaves, and rattling guns etc. can all shoot into combat with slaves. So HRH Franz will be shot by pretty much everything as well. In the age of hero-hammer, this is a fantastic advantage.
UPPER-MID TIER
6. Dark Elves - Pure Dark Elves are still very much the super-army of 8th. While I think Skaven are a better singular army, the dark elves seem to be both easier to use and more reliable; which is likely why most consider them number 1. Warlocks, Witch Elves and general Elf Shooting is still just as powerful as ever, and they have strong magic potential. Requires skill and tactics to do properly, but a powerhouse in the right hands.
7. Warriors Of Chaos - Powerful and capable troops, good access to magic, armoured sorcerers, best chariots in the game, great monsters, superb cavalry, and monstrous infantry that can rival Ogre Kingdoms. Shooting is limited to throwing axes (crap), and the Hellcannon, which is really in effect a stone thrower (good, but not incredible). Hard to screw up, even a very sub-optimal list is capable, but when optimised this army is powerful. Often underestimated because they're popular and thus often played by unskilled and casual players.
8. Undead Legion - Best magic in the game period! Vampire Blender-Lord, Ethereal Units, Flying Chaff, Cheap Bowmen and Catapults. Hordes that can almost rival Skaven. An entire army that causes fear and is immune to psychology. Add in a load of powerful super-characters and you have a very formidable army.
9. High Elves - Often ranked as 1 or 2 by most this is a great army, but I feel it's somewhat overstated. The problem is over-reliance on White Lions and Banner Of The World Dragon. Sure it's got Frost Phoenix, great magic, and effective cavalry; and it's likely rerolling to hit which makes it far more formidable that it first looks. It's a great army, but without that banner it would lose a massive strength.
10. Chaos Dwarfs - They're Dwarfs with access to magic, goblins, and a K'Daai Destroyer. That's power. Lore Of Hashut has great synergy with fire, which the Magma Cannons, K'Daai, and a unit of Fireglaives with Banner Of Eternal Flame can take advantage of. Their hobgoblins are slightly better goblins that can take full range bows, not short bows, and don't cause panic in Dwarfs so they make for good axillary shooting and/or chaff. A very focused army but unparalleled at it's specific way of doing combat. The recent addition of Lore Of Undeath is especially good for Chaos Dwarfs to augment their numbers.
Upper-mid tier armies are probably the most fun. They feel powerful, you can go in with a plan and expect to win if you can carry out your plan, but winning doesn't feel like a certainty. You have weaknesses, they may be subtle but you have them. This is where 90% of competitive lists will likely be.
LOWER-MID TIER
11. The Empire - The all-rounder, good at literally everything. They've got great shooting, magic, artillery, cavalry, monstrous cavalry, and good infantry, chaff, and troublemakers (steamtank). Special characters like Karl Franz and Elspeth Von Draken make running a hero-hammer super-game is very possible. At less than 1500 points for them both, it's possible to field just those two and minimum core in a 2000 point game. While admittedly amusing that's probably not so effective though. Still, the strength of Empire is their versatility, it's also however their weakness as literally any role they play can be done better by someone else and unless you're playing 5000+ point games, Empire can't cover all it's bases.
12. Ogre Kingdoms - Good hard hitting troops with good shooting. Nice monsters. Decent monstrous cavalry. Fantastic chaff, and the second best cannon in the game. Ogres are very capable and enjoy some strong builds, but the MSU build and Gutstar builds are well known and counters for them have become commonplace. Ogres also suffer from an army wide weakness to magic due to low Initiative and an army wide poor Weapon Skill. Good, but with some glaring weaknesses.
13. Daemons - Capable in combat and having some decent units, daemons appear to be a good army but almost everything is overcosted and difficult to use effectively against all armies. A slaanesh leadership bomb is extremely effective against some units, bloody useless against undead. The only thing keeping Daemons in good stead is Beast Of Nurgle are heavily undercosted and the Skullcannon is so cheap it's simply unfair. Even with that though, one Elf player with Banner Of The World dragon can pretty much ruin a Daemon armies day, and Elves are hardly rare in ANY meta at this point
14. Dwarfs - Put simply, Chaos Dwarfs do it better. Sure Dwarfs are great at making a gunline and their stubborn infantry is hard to shift. They also have some nice toys like the Gyrocopter and fantastic magic defense. The problem is they have really only one truly competitive build and that's the gunline. Chaos Dwarfs and Empire can both do the same and both of them have other options available, and Dark Elves are effectively the same gunline but highly mobile and with high powered magic.
15. Vampire Counts - Capable and scary with ethereal units and monsters like the terrorgheist, and the infamous Vampire Blender lord. Still, with an overreliance on their Vampires, the army itself is really just an inferior Skaven horde with no shooting and less effective troops. Capable in the right hands especially with clever use of magic, but ultimately obsolete now with the Undead Legion.
Lower-mid tier armies can and do win battles, with the right person they can be formidable opponents for even top tier armies, but they're simply missing too much, too generalised, or have too obvious of an exploitable weakness. The difference isn't huge but it's clear there's an underdog when these armies hit above their weight.
BOTTOM TIER
16. Wood Elves- Treated far better than they have been in the past Wood Elves are at least playable now, though they don't win. Wood Elves are fantastic at forcing a draw, even with Top Tier armies; as their avoidance list are extremely manoeuvreable but they lack the punch to decidedly win matches. While they may not lose often, they don't win often either. It may be so with nuclear war, but it's not true in Warhammer that the only winning move is not to play; with Wood Elves, that seems ro be their big strategy though. It's just not enough.
17. Beastmen - End Times has saved the Beastmen, who without End Times comes in at dead last by a large margin. You could probably win more by playing a top or upper-mid tier army with 25% less points than your opponent than you could with plain Beastmen. 2500 of Beastmen woulc routinely lose to 1500 of other armies... seriously. Thankfully, now they can take Marks Of Chaos making units actually capable (Slaanesh is especially usefull). Ambush now actually works. Lastly there's Magic. Thanks to Khaine magic, the Beastmen are now rivalling the Undead Legion for magic capability. The combination of cheap shaman, the Shard Of The Heardstone, and the Skull Of Rarkos make for multiple effectively level 5 shaman with extra power dice very easy to achieve. The special character Malagor however can single-handedly propel Beastmen into Top Tier if used in a specific way. Thanks to changes in the magic system, this 350 point character can outcast Nagash worth over 1000 points, and he can do it with shocking ease. Fully optimised Beastmen are now the single most broken army in the game (As are Chaos Legion who can also do this). Take away and/or re-write Malagor though and their magic just becomes great, not stupidly overpowered; and the poor shooting and combat balances that out. Better than they where, but still bottom tier.
18. Lizardmen - Some nice units, decent monsters etc. and in theory it should work well. Thing are fairly priced for the most part but they just don't seem to work. Not cheap enough to be a horde army, and not elite enough to hold their own against the big boys, Lizardmen seem to either be outnumbered and lose, or outclassed and lose. Most of the monsters whilst, again, being fairly priced; are simply not able to take a cannon ball to the face. Add it a miserable shooting phase and a distinctly underwhelming magic phase, (considering how powerful Slaan are supposed to be), and you've got an army that just can't compete with the big boys.
19. Orcs & Goblins - A fantastic range with loads of options; none of which are especially great. There's a few decent builds, usually abusing savage orcs with double hand weapon, or night goblin randomness and hoping the enemy comes off worse. Fun yes, competitive... not really. The big kicker is animosity, stupidity, frenzy, and fairly low leadership. This army also suffers from sub par shooting and a fairly stunted magic phase due to a lack of Lore freedom... unfortunately the addition of Lore Of Undeath hasn't aided Orcs & Goblins much who can already horde and tarpit effectively anyway.
20. Tomb Kings - Can't march, flammable, unstable, and far too reliant on their characters. The best magic for a single army book, (discounting the recent Beastmen anomaly), and with some nice things like Casket Of Souls; this army has potential but it's squandered. Thankfully almost all these flaws are addressed in Undead Legion, if you want to play Tomb Kings just play Undead Legion and choose predominantly (or even entirely) from the Tomb King range.
21. Bretonnians - This is what happens when an army isn't updated for multiple editions and is left to just rot away for closing on 2 decades. Seriously, Chaos Dwarfs get more love. GW clearly dislike Bretonnians, probably because you can't copyright King Arthur style knights and peasantry bowmen/footmen. They have a nice tactic, it's pretty cool, it worked well... now we have loads of special units, monstrous infantry, monstrous cavalry, and other such thing. Brets simply aren't set up to deal with the variety. They where designed back when infantry, cavalry, and war machine was your lot. Occasionally a swarm or flying infantry would turn up, but not often. This new stuff counter acts much of Brets strengths, as does Steadfast which effectively improved the capability of infantry dramatically, and made combat for knights actually quite daunting. Very little magic attacks is also an issue. These guys desperately need an update but I'm genuinely concerned GW would rather just destroy Bretonnia in the End Times campaign fluff and drop the line entirely.
So yeah... Bottom tier are progressively more and more terrible aren't they? They struggle to win against anything outside their tier and are rarely successful. Obviously there are YouTubers who show that you can win with even a botton tier army (yes, even Brets), but these seem like exceptions and done by talented and tactically minded players. Warhammer is shockingly well balanced but the difference between top tier and bottom tier is extremely apparent; even to a newer player.
So, do you agree? Disagree? Please let me know and maybe you could change my mind.