Darrell talks about how smoke launchers can help get your tanks to where you need them to go.
Andy and Vishal show how you can make the most out of your trenchers.
Andy and Vishal display just how useful man's best friend can be.
Find yourself without a smoke template? Well never fear as Andy has just the tip for you!
Darrell has a little tip about how to choose between going first or second when you have a ranged army up against a close combat army.
Sometimes your guys are just going to die. It happens to everyone eventually. But if you've gotta go, Darrell will make sure you go out in a blaze of glory.
Andy and Vishal have a look at how to defeat a line of Paladins of the Order of the Wall, when they have their pesky defences up!
In tactics positioning can be vitally important, so Andy and Vishal talk about the benefits of having an elevated firing position.
Darrell has a chat about how Initiative works when your fighting a normal vehicle like a Rhino or Land Raider.
Darrell and Justin take a look at the special characters available for the Chaos Space Marines.
Today Andy and Vishal have a look at shooting your own units on the battlefield to give you the bit more of a chance to hit your opponent.
Darrell and Karl have a look at two of the older codex from Games Workshop, and let you know how the allies table works.
Want to put those Rhinos to good use after you’ve emptied them of troops? How about using them to completely tie up a Landraider for 3 turns?
Darrell talks about the night fighting special rule in 40K and how to use it to best effect. In the grim darkness of the 41st Millenium, Darrell's brought a search light.
So guys Andy and Vishal are at it again, this time Vishal has Nemo one of the Cygnar Warcasters and he's going to show you just how to use his spell locomotion to the best effect.
Darrell moves on to the Sternguard Veterans and their vengeance rounds, telling us how they work with the "gets hot rule" and wound allocation.
Today Sam and Darrell have a look in to a question asking if assault marines can jump over your opponent’s models to get to a target.
Darrell has a look in to the rules around scenic bases and skimmer bases in Warhammer 40K and the different things you can do to your base.
Tau Infantry Wargear | Daily Tips
15 years ago 6Today Darrell has a look in to the Tau Infantry and the wargear that they can take to help them stay alive and kill more of your opponent’s army.
Power Attack Throws | Daily Tips
15 years ago 15Hey guys, today’s Daily Tip is about throw power attacks in Warmachine, and how you can use them to win the game.
Dark Eldar Combat Drugs | Daily Tips
15 years ago 12Sam and Darrell are going to have a chat about the combat drugs that can be taken by the Dark Eldar.
How Ballistic Skill Five And Higher Works | Daily Tips
15 years ago 15Today Darrell tell's us how your BS (balistic skill) works when it is five or like some models higher.
The Gorten Slingshot | Daily Tips
15 years ago 20Today Vishal and Andy have a look at throwing one of the Mercenaries Warcasters in to the thick of the fighting, and giving your opponent a very bad day.
How to Play Warmachine pt.2 | Daily Tips
15 years ago 20In this second part Vish and Andy introduce some units and solos to mix things up a bit.
How to Play Warmachine pt.1 | Daily Tips
15 years ago 15Are you wondering how to play Warmachine? Have you got or are you getting a Battle Box for Xmas? Vish and Andy go through some of the basic rules for the game to help you get started.
Stupidity Test And The Failed Charge Rule | Daily Tips
15 years ago 10Today Darrell has a look at being stupid, and what happens when model with the stupid rule walks up to an enemy modle and is in base contact with it.
The Basics of Wound Allocation | Daily Tips
15 years ago 15Darrell has a look in to the basics of how wounds get allocated in Warhammer 40K.
Hot New Warmachine Tips! | Protect Your Warcaster
15 years ago 24Today Andy has Vishal in the studio with him to start on a new series of Daily Tips for Warmachine.
Today Darrel discusses the wisdom of using a Dreadnought to tie up large units of Ork Boyz
Today Darrell chats about the Space Marine Command Squad and the upgrades you can take for them.
Today Darrell talks about what happens when units flee over dangerous terrain and his normal plan for games when he can walk them off the table.
Today Darrell has a look at how immobilized walkers and shooting work in Warhammer 40K.
Darrell has a look at the special rules for fast cavalry in Warhammer Fantasy, and how he thinks they work.
Ok guys today Darrell chats about how roads effect your tanks and skimmers in warhammer 40k.
Darrell has a look at some Ork Nobz and chats about how to get them to be hard…. Wait that sounds wrong, what I mean is that he chats about how their Waaagh Banners get them plus one weapon skill in close combat.
Today Darrell looks at Mephiston from the Blood Angels and how you can get him in a transport.
Ok guys to day Darrell gives us a quick heads up on the new FAQ from games workshop.
Today Darrell has a look at how Commissar’s work in your Imperial Guard army and see’s if the regimental standard works before or after he shoots your sergeant in the head.
Darrell has a look in to how to beat cover saves in Warhammer 40k and ends up finding more ways to get a cover save than ways to beat it.
Darrell has a look at the ripper swarms for the Tyranids and finds out if there's any reason that you could have more than one unit mounted on one base.
The guys look at what happens when your Psyker Battle Squad uses Soulstorm but rolls a double one!
Darrell brings out the old Land Raider Crusader to see just how its hurricane bolters work and if they count as a defensive weapon.
