Lizardmen late game army. Lizardmen armies excel at two things, dinos and heroes.

Lizardmen late game army. the strongest purely because of the sacrifice mechanic.

Lizardmen late game army Oct 7, 2021 · As high elves you won't spook any late game unit with a rear charge of cavalry very well, but getting them with some lion chariots or a dragon after dragon breath is pretty effective. Last campaign I played ragash so got lizards Late game. The Lizardmen are a pack of beasts, and this is both metaphorically and literally true. Armour and melee attack and defence are mediocre, and they don’t At least my personal preference, playing on hardest settings a Life slann, 2-4 saurus scar veterans, 1 skink priest/oracle, 2-4 skink chiefs, rest of the army either solar engines or stegodons is the optimal LM army. My mid (and late) game army was: 6x Temple guard 2x solar beam bastildons. then get your catapults to shoot a (1) hole in their wall, and set up your ratlings for the next phase of breaching and mopping up 4-6 Melee units – At the start of the game, these can be swordsmen (or five and a RoR Sons of Sigmar). Tiktaq’To is the easiest in my opinion. spend the first minute of the battle destroying the towers, then the next 10 to shower the enemy with poisoned wind lovebombs using menace to kill isolated arty if they have any. Kroq'gar can get their upkeep to literally zero, saving me a ton of gold. I'm not sure how anybody struggles with Lizardmen tbh they are honestly incredibly weak because they have no good infantry and anti large destroy everything else so well. I am using Gor Rok at the moment, and i am still on turn 10 because i am currently reviewing all the monster units of this faction. Sep 28, 2017 · Also, all Lizardmen have resilience Desert and Swamp, meaning they never take attrition in those locations, use that to your advantage, if you’ve got to run, flee into swamps or deserts and let the persuing army take some hits, then ambush them if you can. I will make the case, that the Lizardmen, or as some call them, ‚the protectors of the world‘ are the strongest late game race in the warhammer world. Skaven are especially nasty late game, with a huge tech tree and tons of firepower and monsters. I love the Lizardmen, but late game they lack the anti-infantry infantry and the T5 elite units (Temple Guards are T4). They can get ancillaries like 25% upkeep reduction for the entire army out of it (Heroes can equip them to) A subreddit for the Total War strategy game series, made by Creative Assembly. Rob: A few of the factions from the previous Warhammer Fantasy Battle game will not feature in Warhammer: The Old World – this is in terms of game rules, model ranges, and the ongoing background narrative. On my last playthrough, I decided that rather than stack my late game armies with generic dino units - I'd solve a whole bunch of problems by just rushing heroes to mounts and setting up a long term strategy to be able to spawn mounted heroes for late game army building. Also your style of play will change based on the army so it keeps it from getting boring int the late game. Lizardmen is all about late game so focus on leveling and amassing heroes. These ‘Legacy’ factions will however get free, downloadable army lists so people can try out the new system using their older model Tehenhauin. With that said, which faction so far do you think dominates most others? Their late game is very strong and very expensive as well. Infinite magic, 20 SEMs and an army that can recover it's health to full during every battle. Different cryses, revolts, new enemies popping up and forming empires, small quest battles to break the monotony. On my most recent campaign with them, (with their arguably most powerful army and lord, King Louen Leoencour), the autoresolve showed "Crushing Defeat" or something along those lines, but the balance of power was completely predictable and generally ok when fighting the battles manually. Didn’t have any prior experience with the universe before then, but when my buddy told me there was a faction of Aztec lizard people riding dinosaurs I was sold. My favorite for late game lizardman is as follows: Plan is simple and very fun. If they're all pompous the enemy army will pretty much instantly rout too. My problem with them is that nothing on their starting roster clicks with me. Warhammer 40k is a franchise created by Games Workshop, detailing the far future and the grim darkness it holds. 4 Plagueclaw Catapult, 4 Jazails, 4 Ratling Guns, 4 Plague Priests, 2 Engineers, 1 poison wind motor. My friend almost always plays the same campaign and army, ikit claw with a weapons team stack. I would go as far as saying that the lizardmen have the best heroes in the game. This subreddit is for anything and everything related to Warhammer 40k. Mar 28, 2019 · Usually by late game have plenty of heroes in advance of my army doing hero actions. All of their heroes are really good. Worst case scenario use the artillary in melee mode to support the invading core. Their shooters are weird, they have many types of melee infantry, but all of them feel mediocre, and all of their dinos look the same to me, so I have no idea what to go for. Mid game - remove some javelins and add some monsters, tier 3 stegadons are your best option but any will realistically do. Then in the mid to late game lizardmen have crazy strong armies plus his special rite is awesome as well. Early game get gazillion billion slaves and drown the lizards and surgical strike. I like all my Lizardmen and want no war due to roleplay reasons. Despite A subreddit for the Total War strategy game series, made by Creative Assembly. 3x Kroxigors I just don't get along with the ranged units of the lizardmen (non "artillery" anyway). Terracotta Sentinels and Sky junks. Basically a mix of jezzales, mortars, catapults, ratling guns, and a few heros + ikit to hold off people. Personally I find the Stegadon doomstack boring to play, because you just line them up and heal them occasionally, but it is undoubtedly the most effective way to play on In Campaign, where army slots are more important than cash, basic Skink units are mostly filler for the units that you actually want to have, though Chameleon Skinks and Teradon Riders are still useful toolkit units. (Dark, High & Woodelves, Lizardmen, Skaven) c) Heavy Cavalry/monster - These armies are made up up of heavy cavalry/monsters. I am a confessed Lizardmen apostle and I am currently in my longest campaign ever at turn 100. Nov 29, 2017 · You can easily beat late game sieges, even fortified sites, using a core of stegadon to breach and a seperate core of elites to funnel through the various holes. Imo bastilidon solar engine is the most cost effective unit for mid/late game LM armies. Their late-game revolves around you having a good balance of both Late game you usually need 3 skeleton armies just to beat a single high end ai army which is a bit unreasonable considering the ai can field tons of armies on legendary. Feb 8, 2020 · I tend to go for a mixed army, so not full of just end game monsters. Early game - a few saurus warriors (I do spears and shields) and fill the rest with javelins and a heavens skink priest for spells. And a really balanced late game army will still probably have a front line of 3-4 temple guard or dinos and then the a couple stalkers can sneak around the back to flank and rear charge and that’s GG for most battles. Oct 17, 2020 · You guys are seriously underestimating Tehen. Skink chiefs on ancient steg (mostly for replenishment buff) but they also protect my flanks very well and street sweep their skirmishers. However the start is always quite sluggish. Late game - Lord Kroak and 3 - 4 Skink priests with Arcane conduit. For single player? Lizardmen. This game desperately, more than anything else, needs questlines and events like Stellaris, so that random shit happens all the time and you are called to respond to it even late game. It takes 3 skill points to maximize a single unit. Sep 28, 2017 · Also, all Lizardmen have resilience Desert and Swamp, meaning they never take attrition in those locations, use that to your advantage, if you've got to run, flee into swamps or deserts and let the persuing army take some hits, then ambush them if you can. Mix and match for fun. So i’ve been thinking for late game, i will include ancient salamanders for flanking enemy backline units, dread saurians serving as front line, stegadons will simply stay in the backline firing and a few feral carnosaurs for targeting enemy large units. Pretty much any race can build an army that will be practically unbeatable by the AI, capable of taking out multiple enemy armies. You have so many options with lizardmen. Saurus Warriors. Fast units and monsters/ heroes to deal with tanking and skirmishing. Lizardmen: Stegadons, with heroes on Stegadons and Carnosaurs, 1-3 Coatls, an Oracle and a Life or Fire Slann (Life if you don't have Oracles). Here is my case: The sooner you put those slann in the field and start leveling them up, the more rewarding your late game is going to be. Lizardmen was actually the reason I bought Warhammer 2. His cluster bomb ability works perfect against your initial enemies. THIS! Bretonnia sucks a serene amount of ass on all matters and occasions regarding autoresolve. As soon as you get him to rank 12 (and saved 2 skill points to take the 2 skink buff skills he unlocks at 12), his CHEAP red crested skinks army becomes an end game army that can take on pretty much any army AI can field 1v1, even late game. As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game. Beefing up his missile damage can get very fun on the beefy Stegadon ranged weapons. It forces you to engage with skirmish instead of brute lizard force. Lizardmen are not a single race but a society of different cold-blooded creatures who dwell in ancient temple-cities that tower over the southern jungles. For the Lizardmen, when you factor in siege battles, UPKEEP, Skaven ambushes, enemy doomstacks/range-heavy armies, building choices and province management, I believe my suggestions below provide the ideal baseline to give most players an easy, stress-free Gutter runners and slinger is great in early and mid game, but I feel their damage is too low in late game when enemy Lizardman has 6 flying units and lord on flying mount. By late game you should also have a variety of Blessed units in your armies, which are even better. The skinks are actually surprisingly effective (even on vh/h) He also has insane late game potential due to his 10 billion commandments. Tehenhauin's mechanis super-charge that power. A Skink Chief is really great late game for the replenishment between massive battles, and provides another beefy Stegadon. In WH2 when playing lizarmen, I had my 2-3doomstacks that are whenever the fates took them but, if I need to branch out for a diversion in my conquering path, I raise a new army with whatever is available (maybe by that point you can get Skink chief with a chameleon crapstack) throw a RoR siege attacker if I need to siege walls immediately or recruit the lower siege attacker I could get (ogres With Mazdamundi you can get up to 90% upkeep reduction on temple guards allowing you to have the strongest living pepe on dino and 19 cheer leading squads in shiny golden armour. My Lizardmen armies usually takes a few shielded Saurus until the mid/late game because at lower difficulties they can hold the line amazingly well for a good old Kroak nuke. Lizardmen dominate in melee as you'd expect them to, and Saurus warriors are the backbone of any Lizardmen army. Gor Rok is great as well. Oh and late game you can get level 30+ Slann instantly with enough Star Chameleon skinks are one of the best infantry skirmish units in the game. My typical armies are Early: Archers, Spearmen, whatever starting units, ellyrion reavers or reaver archers to kill enemy archers if needed (especially vs dark elves) What Lord you using and how late in campaign ? Early game darkshard spam with 3 or 4 artilarry can do alot of work. The end game economy for high elves is just outrageous and you can create and maintain very expensive doom stacks with ease. Mmmm Mmmm. Very fun and challenging gameplay. Mar 4, 2023 · Late-game, with a Skink Oracle and a Slann you don’t need a third spellcaster, but they get an Ancient Stegadon with an Engine of the Gods, which is enough. errranyway - with clanrats mid game plague monks can hold the line pretty well late game artillery, ninjas, weapons teams you will own the lizards The hell do I have to have a literal entire army of just seige and ranged to kill them? Their late game units are obviously excellent, particularly their varied, top tier monsters. In Multiplayer, where army slots are almost never an issue, Skinks are the backbone of many competitive builds. essentially they have non of the weakneses My end game army was: Settra/Lord Liche Priest w/ Lore of Death Necrotect 2 x Tomb Guard 2 x Tomb Guard w/ Halberds 4 x Ushabti 4 x Greatbow Ushabti 2 x Heirotitan 1 x Warsphinx 2 x Necrosphinx Any army that is led by a non-Legendary Lord I would drop a Heirotitan and take a Tomb Prince instead if they need bodyguarding. Hey everyone! It's me, HawkeyeG with another video for you all. His army can literally 20 v 60 and gun down anything before they even get I finally made it into the lategame with my Gor-Rok Lizardmen, playing on legendary. THE STRONGEST Lizardmen faction in the late game at least. In a 1v1 army situation with their 60spd they’re going to get to you before you can shoot all them down. I'd say a healthy dose of saurus warriors - them being his specialty - with 3-4 flyers, 2 stegadons (ancient or regular, depending what you're fighting), 2 carnosaurs, a skink priest on a stegadon mount and a scar veteran on a carnosaur. The big disparity in speed just doesn't work for a melee focused faction. Solid heavy infantry, good light infantry, fantastic skirmishing, good stalk units. I have been watching a bit of gameplay and playing WH3 with my friend. How I like to play as the last defender faction: I like working on economy in my starting region and nearby regions, then make the lustria region my military province because of the 9 building slots. Charge lords and dinos across the board right at key enemy units. youtube. This time I've created a more general guide for the Lizardmen race in Total War: Warhammer II There's not really a late game army from any faction I can think of that would be able to effectively deal with it, at least not without retreating to restock ammo which the AI won't do. Edit: I feel I should clarify, they have the best late game doomstack. Ancient stegos are great AP anti infantry lawn mowers a couple of these bad boys anchoring your line with saurus/temple guard will work wonders. Mar 15, 2020 · The main purpose of my guides is to help all of you reading them avoid the frustrations of wasting time due to ignorance of the ideal. Feb 9, 2024 · With probably the best chaff units in the game, they can be a real finesse army that is very rewarding to play well. More than hold the line. The bread and butter unit for your armies even late into the game. He basically melts everything with a late-game army. Temple guards might be better stat wise, but these guys are tough enough to hold the line. So late game Lizardmen stacks are going to be heavy on the Stegadons, with a few characters riding Engine of the Gods Stegadons and either a Carnosaur or two or some Saurus Scar Veterans riding Carnosaurs, all led by a Slann Mage Priest of Life who can dole out healing, drop his bound Banishments and the odd Dwellers Below. their saurus warriors can take a lot of damage, their ranged often has poison to weaken your units, their monsters are deadly and late game they have mosnters with artillery strapped to their asses that are as physically capable as their cheaper counterparts. Once you hit Tier 4 and can field Stegadons, it is over. After tech 16, however, it is seriously recommended to keep as much artillery regiments as your current army width. Send your lord straight at their lord. Lizard men aren’t bad either because their units are all high quality and resilient but they’re really flipping expensive to compensate and they don’t have the same easy economy that HE does. Yes, kroak makes early game easy for Gor'Rok and Tehnhauin has a difficult start. Go with your gut - just push through to late game, then when they really come alive - they have some of the best armies in game, the best hero’s in game and powerful magic For me what made me love Cathay was a combo of finally figuring out how to balance harmony and playing the realm of chaos campaign. The only thing the lizardmen struggle with as a faction is economy, and his buffs in that department are insane. 2-4 Cavalry – Reiksguard is good in this role, but late game you want Knights of the Blazing Sun instead. Before the DLC my late game doom stacks were primarily made up of b) Skirmishing - These armies are made up of fast moving ranged units designed to hurt your opponent before the main battle and then retreat. The theme behind Saurus infantry is that they don't hit particularly hard but they are tough enough A subreddit for the Total War strategy game series, made by Creative Assembly. You do not have to use skirmishers though. Terradon riders are good for harassment, but can be bullied out of the sky late game - best to stick to the ground, where Lizardmen dominate. Honestly, most of them. Mazdamundi. Skinks are much faster than Saurus at 46 speed, they can keep up with the Stegos (50 speed) easily. (partial armies that sit on threatened cities and provide just enough extra manpower to defeat an attack. But by the mid and late game, your core army are Dinos. Late game: Things change a lot in the late game. With all of Oxyotl’s buffs they can easily be your front line in early to mid game. If you want some skirmishers in your lizardmen army then they are the best choice. Early on for min maxing sake, the best is spamming skinks and getting 3-4 bastiladons, since you can get them early, and then recruit a bunch of feral stegadons once you can. Soooo lets talk heroes. But the ability to MASSIVELY reduce army upkeep, get a DIY ordertide going and oh yeah free buildings factionwide puts him solidly at the top. Very fast, poison ranged attacks, stealth. 2/3 poison wind mortar teams and settlement battles turn into swiss cheese. Sep 28, 2017 · Army Basics. Nov 29, 2017 · I usually set up my armies as elite (offensive, taking out major settlements and serious threats), cheap (defensive for supporting elite armies and crushing wack-a-mole pests) and garrison. I love their dino armies, but giving some love to the non-meta Lizardmen units and especially the mediocre slann Mage Priests (who also can't ride mounts) would go a long way! A life slaan leading an army with big Dinos works well together for healing the single entities. Fair enough, then just make sure your armies have about 8-10 single entity large units. My late game armies see a diverse mix of dinos mixed in with heroes on dino mounts and some infantry. Big lizard men guy, I found most effective is your Lord, 3-4 heroes, 4 saurus shields, stegadon arty, salamander or trog (unless one of the hero is a oracle), 2-3 chameleon skink (unless oxy), 1 coytl (great for sending it ahead and casting spells to drawn in enemy) carnosaur, 1 horned cold ones, then depending on your building chain fill out the rest with single A subreddit for the Total War strategy game series, made by Creative Assembly. To wrap this all up here are a couple of rough variations on the lists I’ve been trying out of late: Engineious Army Composition: Lizardmen Points: 1999 Drops: 10. What kind of late-game army comps do you have for Lizardmen? Early on, Saurus Warriors absolutely stomp basically anything anyone can throw at you, but in the late game with the high tier units showing up, even Temple Guard often can't seem to keep up. 2x stegadon 2x skink chief on ancient stegadons 2x saurus scar-veterans on carnosaurs. But cameleon skins are actually very very good in what they do: skirmishing. Skink army. This works as a good all purpose army for me, you will need some chevrons for the temple guard so they hold the line long enough, kroxigors to bolster the main line and help the templeguards in their killing power So late game Lizardmen stacks are going to be heavy on the Stegadons, with a few characters riding Engine of the Gods Stegadons and either a Carnosaur or two or some Saurus Scar Veterans riding Carnosaurs, all led by a Slann Mage Priest of Life who can dole out healing, drop his bound Banishments and the odd Dwellers Below. They have great units all the way through, but their late game army is so fun to play. the strongest purely because of the sacrifice mechanic. A subreddit for the Total War strategy game series, made by Creative Assembly. I move them in and out for fun and if needed (usually not needed). You can basically divide your units into the swift, relatively cheep skinks, and the hard hitting sauruses and beast units. Somewhere in-between turns 75 - 125 I feel like my armies become obsolete and I start getting out classed by late game armies of other factions. He starts with Kroak and there’s few better combos then Gor Rok and Kroak but Lustria is crowded. In particular though, I'm wondering about cavalry. *Some ranged power (I like regular stegadons and salamanders) again about 6 in total *The rest you fill with some Dinos of your choice. Lizardmen armies excel at two things, dinos and heroes. Heroes Oct 9, 2014 · Army Special Rules Cold-Blooded - While not every model in the Lizardmen army has the Predatory Fighter special rule, the Cold-Blooded special rule is endemic throughout the army and is perhaps its signature trait when compared to other armies. I am on Turn 70 and managed to kick out all hostile factions from Lustria. I currently run: 1 Slann priest, 1 veteran, 6 Saurus with shields (a couple spears), 3 ancient stegos, 3 Krox, 2 fire bola Pteras, 2 Carnos and a couple of the artillery monsters. I bring 6-10 shades , 2-4 artillery pieces with 6 hydra/black dragons/khabadis depending what i can recruit. The main attraction of 40k is the miniatures, but there are also many video games, board games, books, ect. They have seven playable factions, each led by a different Legendary Lord. Not the normal skins those are rubbish. I'm struggling a bit on my chaos battles as Lizardmen (very hard) , early game seems very obvious Aug 23, 2021 · 👉My Steam Curator Page: https://store. I was attacked by 4 stacks of lizardmen armies with this army and I sent them back to the jungle with 0 casualties, super powerful. It is so damn long you really get to know the faction. Worth using as agents early, for Steal Technology and Block Army. That said, I think certain factions are even more powerful in a skilled player's hands. Kroq-gar meanwhile, once you get past the early game, has a super defensible start position and easy access to two ritual currency sites, to the extent that once you get past the early game, Kroq-gar's campaign feels like a faceroll, until tomb kings and araby are introduced, taking the southlands is really easy. Feb 21, 2023 · Started numerous campaigns with them back in wh2, never progressed them past turn 30. It really helps having them among your infantry so they can’t be surrounded by the enemy. For some reason they just beat all the best Lizardmen melee units straight up. Troglodon: Introduced with the Silence And The Fury DLC, Troglodons are toxin-spitting beasts that are high damage dealing monsters in any battle. Have cavalry flank to a side and temple guard follow behind. So what this means is stuff like your lv2 saurus recruitment, skink favelas, and defenses in your capital province until everything is safe. For me this happens at around turn 20-30 most of the time. Oct 14, 2022 · They're a solid Shock Troop to hang onto well into the late game and a door-breaking battering ram during Sieges, so always keep a group of these gators nearby. Saurus Warriors The bread and butter unit for your armies even late into the game. com/ 15 votes, 15 comments. Ally, Mazdamundi in the north and the southern sentinels. . that are all connected in the 40k universe. Jul 21, 2024 · Chaos Dwarves-> Unlike the previous 4 races, the Chaos Dwarves are very late game focused, their early game is a bit weak because of lack of access to good units, but when they truly start to shine is in the late game when you gain full access to Tower of Zharr, reserach a good portion of their technology and finally start to get some good Absolutely this. The Lizardmen are a race introduced in Total War: Warhammer II. I love greenskins for this. Most other factions you end up have 2-5 of the same type army matching around. Debuffing enemy leadership by -76 at the start of a battle is pretty absurd. Can anyone give me some late game army comps for Lizardmen, I’m new to this game (not total wars) and I could do with a guide for my end game armies. Only remaining are my boy Tehenauin (def. You will be surprised how fun it is, and it's pretty cool when a goblin army smashes a high cost HE army. Mazdamundi doesn't really need an army as he IS the army. com/curator/44510397-ColonelDamenders-Curator-Page/ 👈👉My Video Essays Channel: https://www. They will consistently turn around some of their army to try and fight and arrive piecemeal at your archer line where the paladins will block them. Tehenhauin is the strongest faction on paper - but has a terrible early game, if you don’t know what your doing with him you’ll fail the campaign and end up bankrupt. Sep 2, 2019 · Now that Hunter and the Beast DLC is coming soon, they're looking to buff the Lizardman faction in a major way with the insane amount of LL and new units in previous DLC's. *As many heroes as you can (seriously lizardmen heroes are amazing they get incredible mounts) I try to have always at least 4 heroes per army. Your army is super expensive and you have very little strategic variety until at least Tier 3. Of course, you don't have to spam only dinos if you don't want to. true. They march to war alongside mighty reptilian beasts which resemble dinosaurs and pterosaurs. Throw in Mazda and the skink priests on their mounts, and idk what single army could field enough firepower to take this army down before they get their hands on you and once that happens as we all know it’s over Sep 28, 2017 · Lizardmen Saurus Warriors are some of the best mid-tier infantry in the game, having huge health pools and great weapon damage. I think there is very little that can stop a late-game lizardmen army. Life slann +19 skink priests on engine of the gods/stegadons. This makes for incredibly nasty doomstacks that can fight off army after army without ever breaking a sweat. Nov 26, 2018 · Whats a good Lizardmen army comp that combats range heavy armies with ap missiles in addition to the enemy having elite infantry? Mainly talking about the high elves late game. Then I thought the game was boring when I played my first lizardmen campaign. And considering how horrendous these armies make the fps most of the time a siege that'd normally take any other race 10-15 minutes to do on 3x will probably take you an hour. Some high damage short range hunting packs, good artillery dinosaurs, fast flanking dinosaurs and solid heavy cavalry, some good dinosaurs that just sit in combat, solid fliers, excellent spellcasters, great melee heroes with monster mounts Don't get too comfortable until all your early game threats are eliminated and all of your fronts are shored up. Later, swapping them for Greatsword infantry is good to deal with late-game high armor units. the lizardmen are a pertty beefy faction. Lightning strike and ambush can also help, as there is virtually nothing the AI will throw at you in a single army that can hope to deal with this type of a force. All of their lords/ heroes besides generic Slann get said monsters as mounts. Discussions, strategies, stories, crude cave-drawings, and more for Medieval 2, Empire, Shogun 2, Rome 2, Attila, Thrones of Britannia, Warhammer, Three Kingdoms, Troy, Pharaoh and others. It's a huge pain in the ass to get to that point though. steampowered. His early game is a bit of a nightmare and I feel that is the turn off for much, it is however extremely rewarding and fun to play. In the early game, Saurus are the bulk of your army, so you have to go in Saurus first. Your main army joins the fight, your 2nd army comes in and smashes their rear. Sounds like the issue here is late-game wars start becoming more about your ability to drown the enemy in stacks, since the usual "one mega-army to win the open terrain with secondary stacks to take minor settlements" won't work, the DE will raise new elves as fast as you kill them. It really depends what you are fighting and what your battle plan is to win. Specifically HE who love to come to Lustria on ME for some reason (even when Morathi is still raiding the northern side of the donut). The main problem in this game with mixed builds like this and why I say it's more for fun/RP, is how army buffs work. At the end of the day I kinda just end up cheesing the Just finished a mazdamudi campaign as it happens. ydsaw qaoe whyt adxbmce tddzdya rdkpug yrnjagkt fex mevr ilfh