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Made in se
Stern Iron Priest with Thrall Bodyguard






Banshees are basicly a soft meat wall for the exarch. The exarch in turn is supposed to use their special weapons to assassinate an enemy hero. Exactly the same MO as Scorps.

 Shadenuat wrote:
https://warhammerart.com/wp-content/uploads/2019/09/Eldari-Warlock-Print-650x650.jpg

And yeah rogue trader era models kinda need update huh.

Despite having 6 beloved metal warlocks, i would love some new in plastic -provided they come in a box as a unit. They used to come in a box with a farseer, so I hope they are still entiteled to be sold as a unit.
AoS released a box of multiple weird gloomspite shamans, and I hold this as a promise of probability for a warlock unit.

This message was edited 1 time. Last update was at 2019/09/20 12:43:05


 
   
Made in au
Longtime Dakkanaut





the_scotsman wrote:
 Tiberius501 wrote:
Awesome thanks. I do hope the warlocks get an update, I love the idea of them, especially as I’m just starting an Ulthwé army.


Yeah you know what would be really ace, is if they didn't price the Warlocks with Character status who get 1 psychic power each, the same as the warlocks that DONT get character status and cast 1 psychic power per 2 models.

It'd be super chill if they were not 45ppm for 2W 4++ with 2 attacks with no AP. That's a reasonable price for a support piece with Character keyword making him essentially invincible, but for a dang unit it's highway robbery.


What would be nice is if they actually explored the seer path a bit more, like they did in 2nd Ed.

There were 3 levels of warlock and the farseer besides.


Within the path of the seer (or witch path) are several ways (equivalent to aspects): way of the warlock, way of spiritseer, way of the seer etc.

But no matter which one you follow, if you get trapped you become a farseer.

So imo, the squad of warlocks should be newbie warlocks and the least powerful.

You should then be able to take 1-3 warlock masters as a single choice, all of which act as separate characters with much better stats and more powers.

Farseers should be up near Phoenix lords in cost, so rare and powerful. The current farseer imo is 'just' a seer...

   
Made in au
Hissing Hybrid Metamorph






Hellebore wrote:
the_scotsman wrote:
 Tiberius501 wrote:
Awesome thanks. I do hope the warlocks get an update, I love the idea of them, especially as I’m just starting an Ulthwé army.


Yeah you know what would be really ace, is if they didn't price the Warlocks with Character status who get 1 psychic power each, the same as the warlocks that DONT get character status and cast 1 psychic power per 2 models.

It'd be super chill if they were not 45ppm for 2W 4++ with 2 attacks with no AP. That's a reasonable price for a support piece with Character keyword making him essentially invincible, but for a dang unit it's highway robbery.


What would be nice is if they actually explored the seer path a bit more, like they did in 2nd Ed.

There were 3 levels of warlock and the farseer besides.


Within the path of the seer (or witch path) are several ways (equivalent to aspects): way of the warlock, way of spiritseer, way of the seer etc.

But no matter which one you follow, if you get trapped you become a farseer.

So imo, the squad of warlocks should be newbie warlocks and the least powerful.

You should then be able to take 1-3 warlock masters as a single choice, all of which act as separate characters with much better stats and more powers.

Farseers should be up near Phoenix lords in cost, so rare and powerful. The current farseer imo is 'just' a seer...


This would be awesome, the witch path really isn’t explored enough. A whole new section of magic units would be glorious. A troop choice, like a Dire Avengers equivalent would be super neat as the really basic warlocks, or if that seems a bit odd at least an elite squad variant.
   
Made in gb
Sinewy Scourge




I know it's not going to happen, but I'd love to see some more exploration of the incubi temples in the rules, maybe the addition of a Hierarch or an aspirant squad or something.
   
Made in es
Screaming Shining Spear





Hellebore wrote:
the_scotsman wrote:
 Tiberius501 wrote:
Awesome thanks. I do hope the warlocks get an update, I love the idea of them, especially as I’m just starting an Ulthwé army.


Yeah you know what would be really ace, is if they didn't price the Warlocks with Character status who get 1 psychic power each, the same as the warlocks that DONT get character status and cast 1 psychic power per 2 models.

It'd be super chill if they were not 45ppm for 2W 4++ with 2 attacks with no AP. That's a reasonable price for a support piece with Character keyword making him essentially invincible, but for a dang unit it's highway robbery.


What would be nice is if they actually explored the seer path a bit more, like they did in 2nd Ed.

There were 3 levels of warlock and the farseer besides.


Within the path of the seer (or witch path) are several ways (equivalent to aspects): way of the warlock, way of spiritseer, way of the seer etc.

But no matter which one you follow, if you get trapped you become a farseer.

So imo, the squad of warlocks should be newbie warlocks and the least powerful.

You should then be able to take 1-3 warlock masters as a single choice, all of which act as separate characters with much better stats and more powers.

Farseers should be up near Phoenix lords in cost, so rare and powerful. The current farseer imo is 'just' a seer...


My own personal opinion is that Path of the Seer it's the only one the Eldar develop their psychic powers. A normal Eldar walking it and who it's deployed to fight (due already walked the Path of War) fights as Warlocks, if the Eldar get lost it becomes either a Farseer fixated in see the future or a Spiritseer fixated in see/revive the past trought dead ones memories.

From a gameplay perspective i'll boost Farseers psychic might, put Spiritseers in equal range but with a whole different psy discipline for Wraith armies and basic protection buffs for normal Eldars, and Warlocks changin their psychic rules to something simple like the capellan litanies for buffing single squads in the frontlines.



   
Made in us
Powerful Phoenix Lord





In a dream world Farseers and Warlocks would actually return to 2nd edition style, being competent warriors (having served in battle or traveled the path of the warrior, etc.) and have witchblades/singing spears which would actually do things (2+ to wound is utterly pointless in a game with armour saves).

I'd also dream of a generic three-figure box with which one could make Farseers, Spiritseers and Warlocks with all of the weapon options (similar to the Thousand Sons sorcerers box). You could include a heap of head options (gasp, even lady heads!), and a bunch of arms/weapons (even if you keep the same, incredibly limited wargear options). God forbid we give the players a reasonable kit instead of a handful of uninspiring monopose heroes.

This is a fantasy world I'm living in.
   
Made in fi
Courageous Space Marine Captain






 Elbows wrote:
In a dream world Farseers and Warlocks would actually return to 2nd edition style, being competent warriors (having served in battle or traveled the path of the warrior, etc.) and have witchblades/singing spears which would actually do things (2+ to wound is utterly pointless in a game with armour saves).

Yes please!

   
Made in au
Hissing Hybrid Metamorph






 Elbows wrote:
In a dream world Farseers and Warlocks would actually return to 2nd edition style, being competent warriors (having served in battle or traveled the path of the warrior, etc.) and have witchblades/singing spears which would actually do things (2+ to wound is utterly pointless in a game with armour saves).

I'd also dream of a generic three-figure box with which one could make Farseers, Spiritseers and Warlocks with all of the weapon options (similar to the Thousand Sons sorcerers box). You could include a heap of head options (gasp, even lady heads!), and a bunch of arms/weapons (even if you keep the same, incredibly limited wargear options). God forbid we give the players a reasonable kit instead of a handful of uninspiring monopose heroes.

This is a fantasy world I'm living in.


This comment made me sad. I agree with everything said. So I too shall live in your fantasy world.
   
Made in fi
Charging Wild Rider





 Elbows wrote:
In a dream world Farseers and Warlocks would actually return to 2nd edition style, being competent warriors (having served in battle or traveled the path of the warrior, etc.) and have witchblades/singing spears which would actually do things (2+ to wound is utterly pointless in a game with armour saves).

I'd also dream of a generic three-figure box with which one could make Farseers, Spiritseers and Warlocks with all of the weapon options (similar to the Thousand Sons sorcerers box). You could include a heap of head options (gasp, even lady heads!), and a bunch of arms/weapons (even if you keep the same, incredibly limited wargear options). God forbid we give the players a reasonable kit instead of a handful of uninspiring monopose heroes.

This is a fantasy world I'm living in.
Can I apply for citizenship in your fantasy world, or at least a temporary travel visa? It sounds like a wonderful place...
   
Made in us
Regular Dakkanaut




I hate the exalted sorcerer box because instead of getting more diverse characters with different abilities like death guard we just get 3 of the same guy. The box was good in 7th when each sorcerer could take a whole different psychic lore.

This message was edited 1 time. Last update was at 2019/09/20 19:18:38


 
   
Made in us
Mekboy on Kustom Deth Kopta






Well to be fair psykers take a singular or perhaps 2 max powers these days so it's not a big deal because in most cases only 1 or 2 powers are worth taking anyway.

To fix this GW don't need to add more psychic trees, they need to make all of the powers in a tree useful.
   
Made in us
Longtime Dakkanaut






Richmond, VA

nagash42 wrote:
I hate the exalted sorcerer box because instead of getting more diverse characters with different abilities like death guard we just get 3 of the same guy. The box was good in 7th when each sorcerer could take a whole different psychic lore.


So real. I wish Thousand Sons had more variety so much.
   
Made in us
Experienced Saurus Scar-Veteran





California the Southern

Model- wise the Exalted Sorcerer box was pretty sweet.

A psychic Eldar equivalent would be awesome.

Hell, make 'em like this for every faction's HQ and specialists!

Poorly lit photos of my ever- growing collection of completely unrelated models!

http://www.dakkadakka.com/dakkaforum/posts/list/0/627383.page#7436324.html
Watch and listen to me ramble about these minis before ruining them with paint!
https://www.youtube.com/channel/UCmCB2mWIxhYF8Q36d2Am_2A 
   
Made in gb
Lethal Lhamean




Birmingham

 An Actual Englishman wrote:
Well to be fair psykers take a singular or perhaps 2 max powers these days so it's not a big deal because in most cases only 1 or 2 powers are worth taking anyway.

To fix this GW don't need to add more psychic trees, they need to make all of the powers in a tree useful.

He's talking about Thousand Sons, even if all of their powers were good, the marine side is likely to run out of powers to choose long before they run out of psykers (assuming someones actually running Rubrics).
   
Made in ca
Commander of the Mysterious 2nd Legion





 Imateria wrote:
 An Actual Englishman wrote:
Well to be fair psykers take a singular or perhaps 2 max powers these days so it's not a big deal because in most cases only 1 or 2 powers are worth taking anyway.

To fix this GW don't need to add more psychic trees, they need to make all of the powers in a tree useful.

He's talking about Thousand Sons, even if all of their powers were good, the marine side is likely to run out of powers to choose long before they run out of psykers (assuming someones actually running Rubrics).


Grey Knights say pffft!

Opinions are not facts please don't confuse the two 
   
Made in us
Mekboy on Kustom Deth Kopta






 Imateria wrote:
 An Actual Englishman wrote:
Well to be fair psykers take a singular or perhaps 2 max powers these days so it's not a big deal because in most cases only 1 or 2 powers are worth taking anyway.

To fix this GW don't need to add more psychic trees, they need to make all of the powers in a tree useful.

He's talking about Thousand Sons, even if all of their powers were good, the marine side is likely to run out of powers to choose long before they run out of psykers (assuming someones actually running Rubrics).


Don't they have 2 trees?

That's double most armies.
   
Made in us
Defending Guardian Defender





Long Beach

 Elbows wrote:


I'd also dream of a generic three-figure box with which one could make Farseers, Spiritseers and Warlocks with all of the weapon options (similar to the Thousand Sons sorcerers box). You could include a heap of head options (gasp, even lady heads!),

This is a fantasy world I'm living in.



Tbh bare heads wouldnt make sense. I doubt a woman farseer would pop her ghosthelm off just to show people her feminine hair style.

Put the pick in there Pete; and turn it round, real neat. 
   
Made in ca
Commander of the Mysterious 2nd Legion





 An Actual Englishman wrote:
 Imateria wrote:
 An Actual Englishman wrote:
Well to be fair psykers take a singular or perhaps 2 max powers these days so it's not a big deal because in most cases only 1 or 2 powers are worth taking anyway.

To fix this GW don't need to add more psychic trees, they need to make all of the powers in a tree useful.

He's talking about Thousand Sons, even if all of their powers were good, the marine side is likely to run out of powers to choose long before they run out of psykers (assuming someones actually running Rubrics).


Don't they have 2 trees?

That's double most armies.


when every troop choice you take is potentially a psyker I imagine you can still burn through em pretty fast.

let's take an average "battalion building block" (3 HQs and 3 troops)

A Space Marine army might be 1 Libarian 1 Captain, and 1 Leuitenant, and 3 squads of intercessors.

Meanwhile a 1K sons army might be 1 Sorcrer, 1 Exaulted Sorcrer, and a deamon prince. and 3 squads of Rubric Marines.

The Space Marines generate a grand total of.. 2 powers and can cast 1 per psykic phase.

1K sons meanwhile generate 9 powers and are casting 6 a turn. so even though they've got more powers to choose from an average 1K sons army is casting a LOT more spells.

Opinions are not facts please don't confuse the two 
   
Made in gb
Mekboy on Kustom Deth Kopta






BrianDavion wrote:
 An Actual Englishman wrote:
 Imateria wrote:
 An Actual Englishman wrote:
Well to be fair psykers take a singular or perhaps 2 max powers these days so it's not a big deal because in most cases only 1 or 2 powers are worth taking anyway.

To fix this GW don't need to add more psychic trees, they need to make all of the powers in a tree useful.

He's talking about Thousand Sons, even if all of their powers were good, the marine side is likely to run out of powers to choose long before they run out of psykers (assuming someones actually running Rubrics).


Don't they have 2 trees?

That's double most armies.


when every troop choice you take is potentially a psyker I imagine you can still burn through em pretty fast.

let's take an average "battalion building block" (3 HQs and 3 troops)

A Space Marine army might be 1 Libarian 1 Captain, and 1 Leuitenant, and 3 squads of intercessors.

Meanwhile a 1K sons army might be 1 Sorcrer, 1 Exaulted Sorcrer, and a deamon prince. and 3 squads of Rubric Marines.

The Space Marines generate a grand total of.. 2 powers and can cast 1 per psykic phase.

1K sons meanwhile generate 9 powers and are casting 6 a turn. so even though they've got more powers to choose from an average 1K sons army is casting a LOT more spells.


I'm not sure how often you play but a battalion is 2 HQ and 3 troops.

Either way perhaps their basic troop (and any other basic troop, for that matter) shouldn't be psykers or should have a limited and different set of powers to choose from?

Its seems to me that balancing a troop with innate psychic abilities and one such as grots is virtually impossible. Look at grey knights for reference.
   
Made in ca
Commander of the Mysterious 2nd Legion





A battalion is 2-3 HQs, and 3-6 troops. I choose 3 HQs because in a 2 HQ list your average space marine list is more apt to have a captain and a Lt rather then a libby.

as for basicly troops being psykers or not, To be honest, I don't disagree at all. say what you want about Mat Ward, but the way squad psyker powers worked for grey Knights in 5th I thought looked pretty solid. certainly better then what we have currently where psyker heavy armies mostly just spam smite

Opinions are not facts please don't confuse the two 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Kennizard wrote:
 Elbows wrote:


I'd also dream of a generic three-figure box with which one could make Farseers, Spiritseers and Warlocks with all of the weapon options (similar to the Thousand Sons sorcerers box). You could include a heap of head options (gasp, even lady heads!),

This is a fantasy world I'm living in.



Tbh bare heads wouldnt make sense. I doubt a woman farseer would pop her ghosthelm off just to show people her feminine hair style.


In the Dawn of War games most female farseers seem to not be wearing helmets.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Mekboy on Kustom Deth Kopta






BrianDavion wrote:
A battalion is 2-3 HQs, and 3-6 troops. I choose 3 HQs because in a 2 HQ list your average space marine list is more apt to have a captain and a Lt rather then a libby.

as for basicly troops being psykers or not, To be honest, I don't disagree at all. say what you want about Mat Ward, but the way squad psyker powers worked for grey Knights in 5th I thought looked pretty solid. certainly better then what we have currently where psyker heavy armies mostly just spam smite


Well the problem is inherent I think - they [psychic units] can be one of the most valuable resources in the game (if they're able to use all of their abilities including denying other powers) or they can be completely pointless (if they fail to deny and get their powers off). That swing is what causes them to be limited in use for a troops choice, in my opinion.

Allow psychic 'troops' a different, more limited and weaker psychic list to choose from, do not give them the ability to deny psychic powers and then price them appropriately.
   
Made in ca
Commander of the Mysterious 2nd Legion





 An Actual Englishman wrote:
BrianDavion wrote:
A battalion is 2-3 HQs, and 3-6 troops. I choose 3 HQs because in a 2 HQ list your average space marine list is more apt to have a captain and a Lt rather then a libby.

as for basicly troops being psykers or not, To be honest, I don't disagree at all. say what you want about Mat Ward, but the way squad psyker powers worked for grey Knights in 5th I thought looked pretty solid. certainly better then what we have currently where psyker heavy armies mostly just spam smite


Well the problem is inherent I think - they [psychic units] can be one of the most valuable resources in the game (if they're able to use all of their abilities including denying other powers) or they can be completely pointless (if they fail to deny and get their powers off). That swing is what causes them to be limited in use for a troops choice, in my opinion.

Allow psychic 'troops' a different, more limited and weaker psychic list to choose from, do not give them the ability to deny psychic powers and then price them appropriately.


which, IIRC (it's been awhile) what they did with 5E grey knights. each unit got a specific psykic p[ower it could use to buff itself with. it also really allowed GK infantry to be much more unique.

Opinions are not facts please don't confuse the two 
   
Made in fr
Hallowed Canoness





Voss wrote:
Eh. DCA seem a little overtuned in the beta codex for 17 point models. Banshees don't need to be rocking 4 attacks each at strength 4, especially with inflicting no overwatch and hit penalties, and a big charge bonus.

Besides the N&R seems a bad place for that kind of comparison, especially with a non-final version of the DCA rules.

DCA have been having stronger profile than Banshees for, what, 5 editions now? Tell me about how it's a beta codex…

"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1 
   
Made in se
Stern Iron Priest with Thrall Bodyguard






 Elbows wrote:
In a dream world Farseers and Warlocks would actually return to 2nd edition style, being competent warriors (having served in battle or traveled the path of the warrior, etc.) and have witchblades/singing spears which would actually do things (2+ to wound is utterly pointless in a game with armour saves).


Warlocks are perhaps not very competetive, but they are absolutely not useless. Mixed with jinx (-1 to enemy armour rolls) that 2+ to wound and d3 damage can do some real damage for elite units. the warlocks 4++ also make them stand their ground for long enough to take out enemy heroes that think the elves in dresses are easy prey.


Back in 4-5th edition when I started to collect Eldar their game was all about synergy -almost no units were good by them self, but in a well coordinated attack they did wonders.
Avengers shot out most of a unit and aspects moved in to mop up the rest of the unit. all supported by a seer.
Now we have wraith blades that really make all other cc options pointless.

This message was edited 1 time. Last update was at 2019/09/21 11:49:10


 
   
Made in ru
Screaming Shining Spear




Russia, Moscow

Conclave is overpriced and doesn't have enough attacks or durability, and no sane Eldar player would use Doom or Jinx in melee because these powers are much better used to focus enemy units with shooting attacks.

Eldar in 4th were good by themselves, when their Codex came out, then gradually became worse and worse until it was basically Scatterwalkers and Jetcouncil. Neither they were op in 5th.
   
Made in gb
Mighty Vampire Count






UK

 Shadenuat wrote:
Conclave is overpriced and doesn't have enough attacks or durability, and no sane Eldar player would use Doom or Jinx in melee because these powers are much better used to focus enemy units with shooting attacks.

Eldar in 4th were good by themselves, when their Codex came out, then gradually became worse and worse until it was basically Scatterwalkers and Jetcouncil. Neither they were op in 5th.


Don't forget "Cheeserpents" - few other people will.

I AM A MARINE PLAYER

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www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






 Mr Morden wrote:
 Shadenuat wrote:
Conclave is overpriced and doesn't have enough attacks or durability, and no sane Eldar player would use Doom or Jinx in melee because these powers are much better used to focus enemy units with shooting attacks.

Eldar in 4th were good by themselves, when their Codex came out, then gradually became worse and worse until it was basically Scatterwalkers and Jetcouncil. Neither they were op in 5th.


Don't forget "Cheeserpents" - few other people will.


Look, I was going through some serious stuff, it was years ago, and I’ve since mastered personal hygiene.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in pl
Longtime Dakkanaut





 Kennizard wrote:
 Elbows wrote:


I'd also dream of a generic three-figure box with which one could make Farseers, Spiritseers and Warlocks with all of the weapon options (similar to the Thousand Sons sorcerers box). You could include a heap of head options (gasp, even lady heads!),

This is a fantasy world I'm living in.

Tbh bare heads wouldnt make sense. I doubt a woman farseer would pop her ghosthelm off just to show people her feminine hair style.

Yeah, it's not like best, most recent farseer design has bare he--

Spoiler:

Oh wait
   
Made in us
Decrepit Dakkanaut




 Elbows wrote:
 Galas wrote:
This is 8th.

If you aren't Ork Boyzs level of number of attacks per points you are worthless as a meele unit.


This is more or less the problem. Special rules and slightly better armour/weapons simply do not compensate for cost+number of attacks. GW basically screwed this element up in the game as a whole and have yet to fix it (and I don't think they will). A 11-12 point Banshee with two strength 3 attacks...is simply worse than a 7 point model with 3-7 attacks. Armour and weapons do not matter enough to balance out that equation.

Banshees speed, denial of overwatch etc...still doesn't make up for spending 107 points on eight Toughness 3 models with 4+ armour who die to a stiff breeze. The fundamental focus of extra attacks, extra re-rolls, extra fighting or shooting phases, etc. is wildly overdone in 40K at the moment, turning the game into mass dice over any form of quality/elite unit potential.

There's also the issue of fallback with little to no consequence. I want to petition for a new rule where you get basically Overwatch hits sorta except with melee of course.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
 
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