The tank and the Dread are quite amazing, as for the 'mega' versions of the grot guns, I'd be more interested in just using those as the standard artillary versions.
Very nice work overall though, just a shame I'm still two and half years from affording anything FW related.
Ugh, if they dropped it to half size they would sell thousands of them. That dread is amazing, but there's no way you could pass it for a standard dread.
I love the "transport capacity" of the Kil Krusha - orks hanging on the outside of the tank! Awesome interior! And wow, that Mega-Dread is big - it looks like something GrimTeef would scratchbuild! (Did scratchbuild?)
I'd like to take that squig from the tank and put it on top of the Mega Dread. It must be brain-damaged from sitting next to that big gun. Relatively brain damaged...
Sweet jesus, forge world really pulled these out of the bag... i LOVE the tank, but i find it almost impossible to justify spending that much on it... almost
Tank: Finally someone in FW played Metal Slug? about time they make a Ork looking tank . Good!
Mega Dred: Its large and fancy , its a quality work for sure i dont disagree . But i liked Orks creations better when it looks like
it can barely work / hold itself together lol . This one looks just ... well chop off the head and it'll look like some Chaos Dred.
not to mention the design itself is from copied another mecha ( cant remember the name atm )
Those are very nice. I wasn't expecting the dread to be so huge. I was actually hoping for something to replace the metal deff dred, but this is way too big for that.
I would love to have one of those for apocalypse but am a bity dissapointed that I won't be able to use it for deff dred.
warpcrafter wrote:Crush! Kill! Destroy! That mega-dread just put my Space Wolf plans on hold.
Same here. I was saving for some space wolf stuff; but to add this to my army at around the same price a s a battleforce with arms. How can anyone say no? Was even thinking about a stompa, god I hope this look will extend to regular killakans and dreds.
jspyd3rx wrote:.... I hope this look will extend to regular killakans and dreds.
Yes please! I'll take a bushel of em.
GG
It would be nice if GW used these designs and did plastic kanz & dreads,they would be much cooler and versitale than the current metal ones,and I'm sure GW would sell loads of kits...win on all sides.
Death By Monkeys wrote:I love the "transport capacity" of the Kil Krusha - orks hanging on the outside of the tank! Awesome interior! And wow, that Mega-Dread is big - it looks like something GrimTeef would scratchbuild! (Did scratchbuild?)
Bah, I couldn't make something that nice. Not quickly anyway. Hence why my wallet is on deck and just waiting to see if some friends need anything from FW before I hit the Purchase button.
Yup, Gorkzilla first and now this one will be Morkzilla. Even if I don't run this with the Mega-Dred rules I'll just rep it as a battlewagon, like I do with Gorkzilla. Have to add the tellyporta array to this one, though I am SO getting the Kill Kannon arm.
Hm, strangely I even like the rules for the tank. It's a fast superheavy with extremely versatile ammo (though slightly unreliable), can transport a small mob of orks, has 14 front armor and 3 structure points. AND it costs less points than a Skullhamma.
Kinda makes the Malcador range, in the same points bracket, look even more crap.
Holy Gork... I liked the artillery, the Big Trakk didn't do a thing for me (okay, the tread links are nice) but holy crap, both of these are incredible. I'll agree the Dread is a big too Manga-Mech for me, but I'm amazed at the volume of detail! I'm still staring at the pics and picking out details I hadn't seen 30 minutes ago. My Current Bwagon conversion might be put on hold to do some "inspired by" kans! Wow! The details on the tank are equally impressive, I'm loving the rotating gun cupola, crew, treads, and overall Bulldog look to it. The exposed drive is a nice touch (as an engineer, that kind of thing tickles my fancy) but I can see it needing to be super pinned for transport, those fiddly driveshafts would be the first things to snap off in a case.
All in all: Wowza. Must check the bank and see if I can't swing the dread.
Too bad all this Ork lurve is Forgeworld/experimental/permission only.
Oh and I think the tank is Orkasmic!
Well as soon as the next Imperial Armour book hits the shelves they're official.
I love these news, I'm in love with the Mega-Dread. Not because I want to have the model. But because it gives me some soon-to-be official rules to base a looted Chaos Defiler conversion on! I'm going to have some fun with that for sure!
Completely Off topic: Threeshades your avatar pic is terrific, Fizzgig is made of win. Win and teeth.
Reecius: haven't seen you in a while, welcome back!
And just to steer back on topic: The transport rules for the tank are great! Counts as open topped for embarking/assaulting, but not for damage. Sounds perfect for orks clinging to the outside of a tank, they way I've always pictured it working!
The Dread looks great, and especially the gun and the shoulders. But the CCWs are too spindly, not beefy enough. I'd suggest to scratchbuild a couple great big fists, rather than those wimpy skinny pincer claws. Or maybe a fist with a giant hammer / ball & chain...
Mega-Dread is 5/5, Gun is 5/5, CCW is 2/5.
The Tank is OK, and shows that GW really has no clue how RL tanks work. But as this is an *Ork* Tank, the fact that it couldn't possibly work IRL is perfectly Or-Kay with me!
Tank scores 4/5.
The Grot gunners are meh - I suspect any Ork player can just make their own.
ohhh.... Megadred $125.00 with shipping and one of each arm included. Yep.. no wolves for me for sure come Oct. whatever. This is begging for a huge muddy look. Shame it isn't a troop carrier like the Super Heavy tank, it would be hilarious to imagine orks hanging of this giant dred. Actually... this could proxy as a Battlewagon. KillaKannon, Grabby Klaw, and big shootas. Would that be legal?
jspyd3rx wrote:ohhh.... Megadred $125.00 with shipping and one of each arm included. Yep.. no wolves for me for sure come Oct. whatever. This is begging for a huge muddy look. Shame it isn't a troop carrier like the Super Heavy tank, it would be hilarious to imagine orks hanging of this giant dred. Actually... this could proxy as a Battlewagon. KillaKannon, Grabby Klaw, and big shootas. Would that be legal?
Ayup you can arm a Battlewagon that way. I'd rather go with the experimental Megadred rules and just hang Orks on there as a decoration.
Man oh man. I haven't spent money on GW stuff for at least a year now (I've been spending too much on snakes)... but this FW email sucked me right in. I HAVE to get that mega dread!
The Dread is pretty cool, but it's rules leave a lot to be desired. The damn things three times the size of a Dread, yet it's not a Super-Heavy. What gives?
The Dread is pretty cool, but it's rules leave a lot to be desired. The damn things three times the size of a Dread, yet it's not a Super-Heavy. What gives?
Usability outside of Apocalypse? I'd hate to see it only in Apoc (I get to play rarely enough, a full Apocalypse game is a more rare thing for me to see than a full eclipse) Defilers are almost the same size yet not super heavy, so why not? I'm glad about it.
Did I mention that I'm going to make a Megadred out of a defiler?
I'm not sure about the Dread. I think it might have looked better without a Dread-style 'head'. It looks like a Killer Kan on steroids, and I think something a bit different would've been better. But the detail is amazing, and it's very dynamic.
I think the tank is wonderful, although the price tag is off-putting. A lot of love has gone into this model - the main turret is a work of art in itself. I would probably re-design the top turret, which doesn't look quite right. But the thing that puts me off more than the price is the tracks, which appear to consist of separe links, or probably links and lengths. Assembling resin tracks just isn't fun.
JohnHwangDD wrote:The Tank is OK, and shows that GW really has no clue how RL tanks work. But as this is an *Ork* Tank, the fact that it couldn't possibly work IRL is perfectly Or-Kay with me!
Tank scores 4/5.
The Grot gunners are meh - I suspect any Ork player can just make their own.
FW is generally better than GW at designing vehicles that at least look as though they could work (in part because some of their designers are experienced military modellers). The tank's suspension and other worky bits look viable; it just wouldn't survive 3 minutes on a real battlefield.
The Grot gunners will actually be very useful. A lot of Ork players could build something similar themselves, but you don't want to have to build everything from scratch every time.
H.B.M.C. wrote:If they do make Knights I sure hope it's with rules better than that.
Enough with the rules already! FW's rules are always dodgy, and these aren't even final. Let's not have a thread about such cool models devolve into a rules debate.
JohnHwangDD wrote:The Tank is OK, and shows that GW really has no clue how RL tanks work. But as this is an *Ork* Tank, the fact that it couldn't possibly work IRL is perfectly Or-Kay with me!
Tank scores 4/5.
FW is generally better than GW at designing vehicles that at least look as though they could work (in part because some of their designers are experienced military modellers). The tank's suspension and other worky bits look viable; it just wouldn't survive 3 minutes on a real battlefield.
There are suspension bitz that have been cribbed from RL-type tanks, but that won't possibly work.
The tracks are laid out flat like a construction vehicle, so there's no climbing ability. The "suspension" can't work because it's laid out horizontal, rather than with usuable veritical travel. The drive wheel has minimal track wrap, so that won't work for power transmission. And there's no track tensioner, so it's begging to throw a track at any time. And then you have the whole bizzareness of the external drive shafts, which have no counter-torque built-in structurally, so they'd be torn off in an instant.
Net result, if you were to attempt to power this setup IRL, the transmission system would rip itself apart before moving an inch.
Not an Orkoid usually but the MegaDred could tempt me to strip my RT ork pirates and start a new Ork Slaver force. I see marines oin chains being dragged by the MegaD.
The tank is good (love the detailing) but thats too much even for me. Ork tank delivery = bags packed when I get home from work!
JohnHwangDD wrote:There are suspension bitz that have been cribbed from RL-type tanks, but that won't possibly work.
The tracks are laid out flat like a construction vehicle, so there's no climbing ability. The "suspension" can't work because it's laid out horizontal, rather than with usuable veritical travel. The drive wheel has minimal track wrap, so that won't work for power transmission. And there's no track tensioner, so it's begging to throw a track at any time. And then you have the whole bizzareness of the external drive shafts, which have no counter-torque built-in structurally, so they'd be torn off in an instant.
Net result, if you were to attempt to power this setup IRL, the transmission system would rip itself apart before moving an inch.
It's weird, but somehow FW has managed to find tank fanatics who are absolutely clueless as to how tanks work, and put them in charge of their design department.
JohnHwangDD wrote:There are suspension bitz that have been cribbed from RL-type tanks, but that won't possibly work.
The tracks are laid out flat like a construction vehicle, so there's no climbing ability. The "suspension" can't work because it's laid out horizontal, rather than with usuable veritical travel. The drive wheel has minimal track wrap, so that won't work for power transmission. And there's no track tensioner, so it's begging to throw a track at any time. And then you have the whole bizzareness of the external drive shafts, which have no counter-torque built-in structurally, so they'd be torn off in an instant.
Net result, if you were to attempt to power this setup IRL, the transmission system would rip itself apart before moving an inch.
It's weird, but somehow FW has managed to find tank fanatics who are absolutely clueless as to how tanks work, and put them in charge of their design department.
I would point out that it is well documented int he fluff that orky technology defies rationale explanation as far as it's design and function. Orky tech works because a Mek says it is a proppa build and other orks believe it will work. Anyone who tries to dissect the workings of a piece of orky tech and apply real world logic to it is ignoring this focal attribute of ork tech as stated in the fluff...
Not to mention that this is a game of toy soldiers w/ robots and space men with laser guns, etc. Less qq more pew pew me thinks...
JohnHwangDD wrote:There are suspension bitz that have been cribbed from RL-type tanks, but that won't possibly work.
The tracks are laid out flat like a construction vehicle, so there's no climbing ability./quote]
That's probably right, but it's a bit pedantic in a world where most tanks have almost no ground clearance, little or no suspension (and no scope for what suspension there is to 'travel'), and in the case of the Chimera no visible means of propulsion. The suspension units are based on early tank suspension components. Idler = Panzer III idler. Roadwheels = horizontal volute suspension. The positioning of the drive sprocket and return rollers is perverse, but it's not unworkable per se.
The "suspension" can't work because it's laid out horizontal, rather than with usuable veritical travel.
That doesn't mean it wouldn't work, just that it's primitive. Rather than being based on a modern MBT's suspension, it's based on the horizontal volute suspension used on (for instance) the late model Sherman. It would certainly be a bumpy ride though.
The drive wheel has minimal track wrap, so that won't work for power transmission.
Again, that's being very pedantic. It would turn the track, but it would probably throw a track easily.
And there's no track tensioner, so it's begging to throw a track at any time. And then you have the whole bizzareness of the external drive shafts, which have no counter-torque built-in structurally, so they'd be torn off in an instant
For all you know there's a tensioner behind one of the wheels. I can't see these external drive shafts in any of the photos.
All your points really just confirm what I'd observed, which is that it could work, but it wouldn't work well or survive combat conditions. Which means it's not much worse that some of the early tank designs that were tested and in some cases actually used in combat.
CT GAMER wrote:I would point out that it is well documented int he fluff that orky technology defies rationale explanation as far as it's design and function. Orky tech works because a Mek says it is a proppa build and other orks believe it will work. Anyone who tries to dissect the workings of a piece of orky tech and apply real world logic to it is ignoring this focal attribute of ork tech as stated in the fluff...
Not to mention that this is a game of toy soldiers w/ robots and space men with laser guns, etc. Less qq more pew pew me thinks...
I can't dispute the first part, but your latter paragraph really irks me, mostly because it's a tune I've heard so many times before. "You're complaining that the monsters don't make sense when you're the a wizard throwing fireballs!" A friend of mine actually wrote a blog post on it once.
Buttlerthepug wrote:Bah, I want one of dem dreads hardcore status however You could buy a stompa with that kind of money!
I agree but I just can't convince myself to buy a stompa - I really just don't like the model.
I love orks and their crazy thrown together and rough look, why I got into them, I just think
the stompa looks like ti was designed by a 12 year old, a snowman with big guns
.
JohnHwangDD wrote:There are suspension bitz that have been cribbed from RL-type tanks, but that won't possibly work.
The tracks are laid out flat like a construction vehicle, so there's no climbing ability.
That's probably right, but it's a bit pedantic in a world where most tanks have almost no ground clearance, little or no suspension (and no scope for what suspension there is to 'travel'), and in the case of the Chimera no visible means of propulsion.
The suspension units are based on early tank suspension components. Idler = Panzer III idler. Roadwheels = horizontal volute suspension. The positioning of the drive sprocket and return rollers is perverse, but it's not unworkable per se.
The Leman Russ has considerable climbing ability and ground clearance, although it would bog in soft ground almost immediately, due to the narrow track. The lack of suspension is tied to having a reduced top speed. It is a WW1 design, so those characteristics are largely given.
The Chimera has decent climb and clearance. There is a forward tensioner cribbed from WW1 tank designs, and the engines are in the sides, which means that the drive is at the rear, presumably via internal shaft transmission. It's one of the less offensive tank designs GW has produced - that is, it would take relatively little work to make this a viable RL vehicle.
The Ork Tank idlers are idlers, and not specific to Panzer III. The roadwheels use are similar to, but far worse than, the Sherman design, because they managed to take all of the little travel that was available out of the design.
Tailgunner wrote:
The "suspension" can't work because it's laid out horizontal, rather than with usuable veritical travel.
That doesn't mean it wouldn't work, just that it's primitive. Rather than being based on a modern MBT's suspension, it's based on the horizontal volute suspension used on (for instance) the late model Sherman. It would certainly be a bumpy ride though.
Yes, it's a suspension that doesn't work except for the most minor imperfections of the road.
Tailgunner wrote:
The drive wheel has minimal track wrap, so that won't work for power transmission.
Again, that's being very pedantic. It would turn the track, but it would probably throw a track easily.
IMO, with the sheer lack of tension displayed, it'd throw the track immediately.
Tailgunner wrote:
And there's no track tensioner, so it's begging to throw a track at any time. And then you have the whole bizzareness of the external drive shafts, which have no counter-torque built-in structurally, so they'd be torn off in an instant
For all you know there's a tensioner behind one of the wheels. I can't see these external drive shafts in any of the photos.
OK, then which wheel moves to provide tension?
The drive shafts go from the rear of the tank to the uppermost (drive) wheel. They're the double U-jointed things going to the rear of the tank. There is no way that design is going to be able to transmit the kind of torque for a tank that large and with that kind of footprint.
Tailgunner wrote: All your points really just confirm what I'd observed, which is that it could work, but it wouldn't work well or survive combat conditions. Which means it's not much worse that some of the early tank designs that were tested and in some cases actually used in combat.
If the tank is to only operate rolling forward in a straight line on a concrete parking lot, then sure. But it's definitely not nearly as good as a WW1 British Mk.V. I don't even think the Ork Tank could stand the stress of turning in place. ____
MagickalMemories wrote:
JohnHwangDD wrote:Net result, if you were to attempt to power this setup IRL, the transmission system would rip itself apart before moving an inch.
"Oy! Dontcha no nuffin bout Orks, umie? Dis ere tank'll werk fer sher, coz da Big Mek sez it will! An we all beleeve's 'im too! Right, boyz?"
See? problem solved. : )
Eric
As I've said (twice) above, I have no problem with this in-game explanation.
I do have a problem with people claiming any RL utility for the design as presented.
CT GAMER wrote:I would point out that it is well documented int he fluff that orky technology defies rationale explanation as far as it's design and function. Orky tech works because a Mek says it is a proppa build and other orks believe it will work. Anyone who tries to dissect the workings of a piece of orky tech and apply real world logic to it is ignoring this focal attribute of ork tech as stated in the fluff...
Not to mention that this is a game of toy soldiers w/ robots and space men with laser guns, etc. Less qq more pew pew me thinks...
I can't dispute the first part, but your latter paragraph really irks me, mostly because it's a tune I've heard so many times before. "You're complaining that the monsters don't make sense when you're the a wizard throwing fireballs!" A friend of mine actually wrote a blog post on it once.
Thanks for the link! Your friend has some decent insight.
CT GAMER wrote:I would point out that it is well documented int he fluff that orky technology defies rationale explanation as far as it's design and function. Orky tech works because a Mek says it is a proppa build and other orks believe it will work. Anyone who tries to dissect the workings of a piece of orky tech and apply real world logic to it is ignoring this focal attribute of ork tech as stated in the fluff...
Not to mention that this is a game of toy soldiers w/ robots and space men with laser guns, etc. Less qq more pew pew me thinks...
I can't dispute the first part, but your latter paragraph really irks me, mostly because it's a tune I've heard so many times before. "You're complaining that the monsters don't make sense when you're the a wizard throwing fireballs!" A friend of mine actually wrote a blog post on it once.
It still begs the larger question: So what? So what if it isn't realistic? Does it need to be to function as a game piece in a game of toy soldiers? It isn't a production model that will be used as the basis's for real tanks. Its a game marker.
It may get the goat of some tread head who likes to quibble about minute details of tank design, but for the average person it is totally irrelevant...
It's pretty interesting to see that the Mega Dreadnought is armed like the old Epic Knights were: Cannon in one arm, close combat weapon in the other, and a couple of machine gun type weapons for point defense.
Mind you, a Knight Titan is supposed to be equivalent in size (if not mass) to a Stompa.
Nurglitch wrote:It's pretty interesting to see that the Mega Dreadnought is armed like the old Epic Knights were: Cannon in one arm, close combat weapon in the other, and a couple of machine gun type weapons for point defense.
Mind you, a Knight Titan is supposed to be equivalent in size (if not mass) to a Stompa.
Good point - and thanks for the reminder!
We SHOULD be OK, if/when Knight Titans finally 'officially' arrive...
aka_mythos wrote:I don't think the Macharius should be a super-heavy. The Macharius is a heavy tank not so much a "super-heavy".
With the simplistic nature of 40K's vehicle rules, the Macharius has to be a Super-Heavy. Why? If it's a regular tank it'll either better than the Russ due to having bigger guns and better armour, which makes the Russ obsolete, or it'll have that, but be so expensive that people will take more Russes rather than less Macharius, which makes the Macharius worthless.
Right now the Macharius (and its two variants) suffers from being overpriced. Right now you can get two Russes and they'll more than double the firepower of the Macharius for 10 more points. This Mega-Dread will have the same issues - it's massive, like 'cannot hide it except behind really tall terrain' massive, and can die to a single shot from a Lascannon.
aka_mythos wrote: Knights are single man walkers armed with tank size weapons. Why should they be treated as more?
As Nurgy said, they were the equivalent of Stompas in Epic. GW has sinse made Stompas the same as Warhounds (whereas it was Mekboy Gargants that were Warhound equivs in Epic), but we still have this bottom tier of super-heavies (2SP) that is filled with things like the Brass Scorpion, the Macharius and then a load of really terrible vehicles like the Malcador, Minotaur and Valdor. The Knight and the Mega-Dread fit in here.
H.B.M.C. wrote:I'm backing up what you said, and you still attack me. Such a nice person you are Nurgy.
That's pretty much it. You're not "backing me up", you're using it as an excuse snipe at me and to find a dark cloud in all this silver lining. You know I find being addressed as "Nurgy" offensive, so why wouldn't you expect me to reply in kind?
I ordered a load of the FOrgeworld Vhicles and guns the other week when they were released. I'm not keen on the tank so that won't be ordered.
As for the Mega Dread, I’m not keen on the rules, I think the size of it warrants at least 1 structure point, but more than that, I think it will be a big seller, and as such, Forgeworld will release different weapon arm variants. I’ll wait for them to be released before buying one.
JohnHwangDD wrote:The Chimera has decent climb and clearance. There is a forward tensioner cribbed from WW1 tank designs, and the engines are in the sides, which means that the drive is at the rear, presumably via internal shaft transmission. It's one of the less offensive tank designs GW has produced - that is, it would take relatively little work to make this a viable RL vehicle.
I see the drive shafts now - I was looking at it on a small monitor before. And yes that's a crazy place for them. But once a discussion about GW/FW tank designs becomes an argument about the (lack of) torque and track tension, it's pretty much lost its way.
I think we're probably debating a distinction that doesn't make any difference. I didn't suggest that the Ork tank is actually a practical design, yet you seem determined prove that it can't possible work. But trying to argue that the Guard tanks are somehow more convincing is a losing proposition. The Russ and the Chimera do indeed have a track tensioner (that's obviously very important to you!), but they'll still shake themselves apart before they've gone anywhere - the Russ has 2 springs on the side, which don't appear to be attached to anything, while the Chimera doesn't have any at all. The Russ is essentially a caricature of a WWI tank design, although it has all the essentials in approximately the right place. The Chimera is a more convincing shape for an APC, but the attention to detail is actually worse. And it doesn't have an engine ('it's in the sides' was never credible - where are the exhausts, air vents, access hatches, fuel tanks and everything else that goes with an engine? Besides, the sides were supposed to be bouyancy units). And neither of them have a drive sprocket. Once you're talking about the Chimera only needing 'a little bit of work' it's a rather pointless comparison. We could go on and on about this, but it won't go anwhere.
The point is that the designer of the FW Ork tank clearly knows his historical tanks, and simply mixed the components up to make it less like a human design. The fact that is has features such as driver sprockets, sprung volutes makes it look considerably less toy-like than the Guard tanks.
@Tailgunner: the WW1 rhomboid tanks weren't suspended because they were slow, and the Russ and Chimera are the same.
As for the Chimera, I never took the sides as "buoyancy units". There are clearly a set of vents in each assembley, under the large panels that run the length of the vehicle.
If you're not saying that the Ork Tank is practical, then there's nothing more to discuss. Thank you.
JohnHwangDD wrote:As for the Chimera, I never took the sides as "buoyancy units". There are clearly a set of vents in each assembley, under the large panels that run the length of the vehicle.
Me neither, especially once Imperial Armour defined that they were engine units. The vents do run right under the sides, which would be unnecessary if they were just "buoyancy units".
Question 1: What is the most sensible choice for someone who has painted less than 20 figures in his Ork army? I think I might have to go with the Gretchin crew set.
Question 2: If ordered tomorrow, what are the chances of it arriving around the 29th?
Lagduf wrote:I must be the only one who thinks the new Ork tank is brilliant.
You're not. I think it looks great. Sadly there are a cadre of posters here who believe that 40K tanks should be more realistic in the way their tracks work, all the while having no issues at all with Daemonic entities and organic space ships.
Seconded, I love the new tank. I honestly couldn't give a rat's ass about it's capabilities in the RW. I can certainly understand that level of detail about RL tanks model rep but as to a pulp scifi tank from a race that builds things out of scrap... heh, not really worth discussion.
MeanGreenStompa wrote:Seconded, I love the new tank. I honestly couldn't give a rat's ass about it's capabilities in the RW. I can certainly understand that level of detail about RL tanks model rep but as to a pulp scifi tank from a race that builds things out of scrap... heh, not really worth discussion.
It looks great.
Thirded. I really see a lot of potential in this tank model, and it is on my list, along with the grot sponsons.
I really am not all that excited about the super dread to be honest. It looks like a battletech toy that someone slapped a bunch of glyph plates and an iron gob on...
I like the looks on both very Orky. I also like the tank rules but the Mega-Dread rules are workable but could use work. But still the figures are fine.