113 episodes
- See you all again soon - by the Fireside,Vik & DaveCheck out our E-courses for competitive Warhammer at https://40kfireside.comIn this 40K Fireside tutorial, we break down one of the biggest tactical shifts in 11th edition: how to properly use Hidden. Dave talks through 15" and 12" Hidden staging, dense terrain tricks, deployment zone positioning, centre control, OC pressure, and how to bait your opponent into threat range rather than giving them “free” shots.We also look at practical examples using Black Templars and Necrons, including why Wraiths are so strong in the new edition and how patient turn-one positioning can win games.#warhammer #40kFireside #firesidepodcast #firesideJoin this channel to get access to perks:https://www.youtube.com/channel/UCyYYtA8JdF-04NKO7ZmORkQ/joinFor Business Inquiries: 40kFireside@gmail.com00:11 Hidden Rule Basics01:51 Bridging and Coherency Tricks02:40 Dense Terrain 12 Inch Hidden04:07 Deployment Zone Staging06:17 Center Control and OC Pressure08:59 Baiting Shots Into Threat Range13:27 Black Templars vs Necrons Setup16:40 Turn One Patience and Positioning20:38 Key Takeaways and Wrap Up
- Hey everyone, we're back for an EPIC ranking of what we think are some of the best armies to get into if you're starting 11th edition. Starting a new army can be tough and a significant monetary investment, so follow along to et the pros and cons of factions you might be interested in :)See you all again soon - by the Fireside,Vik & DaveCheck out our E-courses for competitive Warhammer at https://40kfireside.com#warhammer #40kFireside #firesidepodcast #firesideJoin this channel to get access to perks:https://www.youtube.com/channel/UCyYYtA8JdF-04NKO7ZmORkQ/joinFor Business Inquiries: 40kFireside@gmail.comVik and David00:43 Why This Tier List03:53 Custodes Overview06:32 Sisters 10:44 Daemons15:45 Imperial Guard21:46 Chaos Space Marines42:47 Blood Angels45:33 Genestealer Cult48:33 Emperors Children52:15 Deathwatch57:19 Death Guard01:00:25 Dark Angels01:03:33 Orks Power01:20:55 Grey Knights01:23:56 Imperial Knights01:24:33 Ultramarines01:29:07 Tyranids Meta And Lore01:32:14 Thousand Sons01:36:50 Tau Shooting01:41:15 Space Wolves01:43:47 AdMech Buffs01:46:22 Drukhari01:48:46 World Eaters01:54:31 Final Picks And Wrap Up
- Vik and I sat down to talk through 11th now that we’ve got most of the rules, even if points are still the missing piece. Dave is about 35 games in, while Vik is coming at it from the “read the rules, built lists, haven’t played yet” angle.
Short version: we’re pretty positive. Not in a “GW nailed everything” way, but this is a much stronger launch state than we expected. It feels like there’s already a real game here.
1. Scoring feels very different
The old 10th edition plan of “hold my expansion, deny yours, win on primary” doesn’t really work the same way anymore.
Because missions are asymmetric, throwing a unit away to deny points can also give your opponent points somewhere else. Games seem higher scoring overall, and pushing big differential feels harder unless you properly run someone over.
2. Dispositions are a big win gameplay wise
The disposition system feels like one of the best parts of the edition. It gives list building more texture again.
Purge pushes you toward killing and aggression. Recon feels the most like normal 40k. Priority Assets seems solid for singles. Disruption is the one we’re least sold on right now, because it often asks you to kill something and do actions, which can get awkward.
That said, we don’t think you should pick a bad detachment just because it has a better disposition. The detachment is still the main thing, but disposition definitely changes how you build the last part of your list.
3. Hidden is better than expected (now that is 12" - go to ground)
At first, 15" hidden didn’t sound that impactful. But with Go to Ground bringing it to 12", it matters a lot more.
It changes how units stage, how objectives are held, and how you force your opponent to come closer before they can interact. That’s good.
It doesn’t solve everything though. Slow six-inch melee infantry still looks rough unless it has real delivery, advance and charge, miracle dice, ingress, transports, or some other trick.
Move blocking has changed shape
Old-style move blocking is much weaker. You can’t just put five models an inch in front of a tank and expect it to be stuck forever. Vehicles and monsters moving through infantry is a good change overall.
But move blocking isn’t gone. It’s now more about:
using 2" engagement range properly
blocking where models can end
denying access to terrain
tagging things awkwardly
using the fight phase and pivot well
Two-inch engagement range feels huge, and good players are going to get a lot out of it.
Vehicles and transports
Vehicles are better, but we don’t think the edition is just “fast gun wins.” Cover matters, minus one to hit is strong, hidden matters, and shooting without ignore cover can feel rough.
Transports are one of the areas we’re less positive on. Base-to-base disembarking is a massive change (when destroyed), and losing a transport in the wrong place can expose the unit inside immediately. Drukhari especially feel like they need to relearn a lot of old staging patterns.
Overall
We’re genuinely impressed. There are still worries around slow melee, map balance, transports, and whatever points end up doing, but the foundation feels strong.
Most factions seem to have something playable, games feel less deterministic, list building is more interesting, and universal terrain is a huge win.
For a launch state, this is probably the best 40k has felt in a long time.
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About 40K Fireside
Current rank 1 and 2 ITC David Gaylard and Vik Vijay have begun hosting the 40K Fireside Podcast! We're both multiple super major winnings and we tell our perspectives on the game in our conversation-based podcast.
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