Signals from the Frontline: Warhammer 40K and General Gaming News, Rumors, Tactics and Comedy!

signals from the Frontline

Show Notes



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  • BAO is almost upon us! We still have 2, lingering tickets to the championships left!
    • Draconic Awards
    • Crystal Brush
    • Hobby Seminars
    • 40K Champs
    • 40K Friendly
    • Warmahordes
    • DzC demos and Sunday tournament
    • Warzone Demos
  • F.A.T. Mats at Comicon!
    • Outrider Program
    • F.A.T. Mats for sale at NOVA Open! Buy through their webcart.
    • Australian Distribution.
  • Imperial Armor 4 Second Edition looks pretty awesome! The Dimacheron looks beastly.


diacheron 2 Dimachaeron


night lords contemptor

iron warriors contemptor

raven guard contemptor

  • More DzC Resistance previews!

dac10 dac11 dzc9

  • Kromlech Releases new Afrika Korps. Orks.


Rumors: The Rumor Section is gathered from the web and is not in any way information we receive from  any manufacturer nor is it necessarily accurate. This section of the podcast is intended for entertainment purposes only.

  •  The Stormfang Gunship has the look of half of a Caestus Assault Ram, and is on the cover of next week’s White Dwarf. The previous rumors really list out its abilities well. It comes with a Helfrost Destructor, two twin-linked heavy bolters, two stormstrike missiles and ceramite plating, with power of the machine spirit.
  • 12/12/12 HP3, 
  • Fast Attack
  • Assault Vehicle, 16 models capacity
  • Gunship: 6 Models
  • Heavy bolter upgrades to skyhammer missile launcher or two twin linked multi-meltas
  • stormstrike missiles can be upgraded to a twin linked lascannon.
  • Helfrost Destructor
  • Dispersed 24″ S6 AP3 Hvy1, Helfrost, Large Blast
  • Focused 24″ S8 AP1, Hvy1, Helfrost, Lance
  • Helfrost – If a model suffers one or more unsaved wounds from this weapon, it must pass a separate Strength test for each wound suffered or be removed from play
  • Stormstrike Missile 72″ S8 AP2 hvy1 Concussive one shot only
  • Your information on space wolves main units is a bit off.
  • Grey Hunters are not cheaper, they are still 15/model.
  • They come with Bolter, Bolt Pistol, grenades, ATSKNF, Counter Attack and Acute Senses.
  • They can have one model upgraded to a Wolf Guard, for +10 points, who gets +1Ld/attack and access to wargear.  (Same as veteran sergeants, except that if not taken, there isn’t a “character” in the unit the way normal sergeants are).
  • They can take 1 special weapon, or 2 at 10 man.  They are limited only to special weapons and not heavy as per normal.  They pay the same points as space marines now, not a discount and not a free one at 10.
  • They can also take plasma pistols at 1 per 5 in addition to special weapons.
  • They can swap their bolter for a chainsword at no cost, on a model-by-model basis, and it specifies that it must also be represented on the model.
  • Wolf banners are still in, but aren’t as good and cost 15 points not 10.
  • Bloodclaws are 13 points per model, minimum 5 up to 20.  Similar as above for upgrades.  Unlike what’s in stormclaw, if you upgrade a Bloodclaw to a Wolf Guard he gets +1 WS and BS (to take him to 4/4).  They have rage now instead of their former +d3 attacks on the charge.
  • Wolf Guard terminators are now an entry, as are Wolf Guard non terminators, so no mixing and matching.  No more pack leader separating of Wolf Guard to join other squads.  Just upgrades in unit.
  • While I’m sure that a lot of people will be flipping over the loss of certain iconic character elements for space wolves, the new stuff in the book isn’t just “Wolf This” “Wolf That” and they still remain sufficiently divergent from normal marines, with points costs that are now in line with them.  Though I won’t deny that they definitely were toned down in a lot of ways (that they weren’t really overpowered in by any real means) they have been compensated for by gaining access to things like space marine AA tanks, a new flyer and some really nifty formations.
  • Logan Grimnar and Bjorn are Lords of War.
  • The new rules for the Dimachaeron 
  • Unit type: monstrous creature (leaping)
  • Instinctive behavior Feed, rampage, adrenal glands
  • Leaping: can be used in either movement or assault, but not both. Allows the model to ignore intervening terrain and models, but if lands in difficult or dangerous terrain must take a dangerous terrain test.
  • in movement: moves 6″, ignores terrain and models.
  • in assault: gains hammer of wrath if it didn’t already have it, hammer of wrath gets +1S and strikedown for that turn.
  • Can use either claws or talons in combat.
  • Claws: +1S AP2
  • Chest Maw: +4S AP1, instant death.
  • Talons: S user AP2, cause instant death on to wound of 4+

Rant Session

  •  Chaos in 7th ed.

Tactics Corner

  •  Orks doing well in tournaments so far. Shinkaze reports swept a local 16 man event, going 1, 2, and 3.

Rules Lawyer

  •  AICorps Pointed out that you cannot switch between weapons and the reason we missed it is because the rule preventing it is in the shooting section, pg.41. However, the assault rules indicate that you can swing at multiple initiative steps, so it is a bit confusing.
  • Your Warlord cannot come from your allied detachment.

List Review

Noah D’s List for review.

-Da Lucky Stikk
-Grot Orderly x2
Ork Boyz x10
-Reinforced Ram
Ork Boyz x10
-Reinforced Ram
Fast Attack:
Warbikerz x15
Heavy Support:
Lobbas x3
-Extra Crew x4
-Ammo Runt x3
Aegis Defence Line
-Quad Gun
Formation Detachment Ghazghkull’s Bullyboyz:
Meganobz x5
-Big Shoota
-Reinforced Ram
Meganobz x5
-Big Shoota
-Reinforced Ram
Meganobz x5
-Big Shoota
-Reinforced Ram
I am only running the two squads of Boyz kind of in the way you guys are running bare minimum Ripper Swarms, Scarabs and Nurglings where their main job is to stay off the table turn one and then come in later just to grab objectives. The goal with the Warbikers is to get that first turn turbo boost for the 3+ cover save coupled with the feel no pain from the Painboy. Also if needed the Warboss can tank a lot of wounds since he will have a rerollable 3+ cover save with feel no pain. I think between the three squads of Meganobz and the Warbikerz all blitzing in your face as fast as possible it will present a lot of threats to deal with. Let me know what you guys think.


About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

31 Responses to “Signals from the Frontline: Warhammer 40K and General Gaming News, Rumors, Tactics and Comedy!”

  1. Bassface7 July 22, 2014 5:07 am #

    One of the guys in the wolf book can specifically swing at multiple initiatives – might be why they put that line in there.

    • Novastar July 22, 2014 5:53 am #

      Well if you know what’s in the wolf book tell us more please

    • Reecius July 22, 2014 6:09 am #

      Ah, nice one, thanks for pointing that out.

    • Joshhodg July 22, 2014 5:23 pm #

      It also means for units with different guys. Like a power claw sergeant with a power claw goes at In 1 while his unit goes at I 4 or whatever.

  2. SFChicago July 22, 2014 5:47 am #

    So I know scouts/infiltrators can not charge Turn One, but is there a location that says any other unit type can’t? Looking over that Ork list for review, I could see some potential T1 charges w the bikes, B-wagons and ‘ere we go

    Also, how does the Warboss get a re-rollable cover save?

    • Reecius July 22, 2014 6:11 am #

      Luky Stikk allows rerolls and I believe that includes cover saves (don’t have my book handy). And how do you suppose the Bikes charge turn 1? They can move 12″ and then charge 2d6″ which is potentially 24″ unless I am missing something. They can’t WAAGH!! first turn. Do you see a cool combo we missed?

  3. Novastar July 22, 2014 7:04 am #

    Also I want to point out a lot less units get precision shot/strike so those chaos icons got a bit safer

    • Chosen of Khorne July 23, 2014 8:48 am #

      I would be more worried about barrage killing them. It is silly that an inaccurate means of fire has the ability to snipe specific models due to the rules as laid out.

  4. Clover362 July 22, 2014 7:08 am #

    I don’t own the ork book, do ork bikes get a +1 to their jink save when they turbo boost? Other bike units do not get a +1 its just a flat 4+ and snap fire if you jink.

    • AbusePuppy July 22, 2014 8:51 pm #

      Turbo and Flat Out no longer add to your Jink save. Ork bikes do, however, get +1 to Jink saves period, hence the 3+.

  5. Slaede July 22, 2014 8:01 am #

    Spawntide is the new hotness for Chaos. 2 or 3 squads. Either with a Juggy Lord and axe, or CS Nurgle Lord with claws and pfist on a bike.

  6. greggles July 22, 2014 8:25 am #


    Run the meganobz Formation from ghazkull. You are already taking the 15 required to do so. Grants them +1 WS, Fear, and fearless.

    • greggles July 22, 2014 9:01 am #

      Ignore me, I totally missed the formation part. Was a bit hard to read the list :(. Apologies!

  7. nkump July 22, 2014 8:39 am #

    Damn, that Night Lords dred is freaking COOL looking. Looks like artwork from the old Bloodbowl Deathzone…Chaos Cup trophy haha

  8. Noah D July 22, 2014 10:34 am #

    Thanks for the review guys! Yeah initially I was considering Trukks for the Meganobz but I was afraid of getting them destroyed Turn 1 and then having to footslog the rest of the way. I think I am going to drop Da Lucky Stikk in favor of Da Finkin Cap and try to shoot for that infiltrating three unit strategic trait to use with the Meganobz, If I don’t get it then they can just Trukk it anyways. I do like the idea of running Traktor Guns so I will look into running them along side the Lobbas.

  9. Nuln-Oil July 22, 2014 1:01 pm #

    Is it just me or can we expect to see a lot of the gun ships spamming hellfrost. That is incredibly nasty for any HQ or 2+ wound model with average armor and no or little invul. Three of those things could really do some damage to multiple wound models. Some of the MCs will be fine, but that could really level a lot of other stuff.

  10. TinBane July 22, 2014 4:20 pm #

    That night lords dreadnought looks amazing!
    I agree on the raven guard one, it just looks… weird.

    I wonder if the bikers in DzC will act like fast infantry…

    • Reecius July 22, 2014 5:41 pm #

      Maybe the angle is just weird on the Raven Guard dread?

      And yeah, that Night Lords Contemptors will be mine!

      • TinBane July 22, 2014 10:12 pm #

        Yeah, I’m not so sure about that, Reece.
        The chest-guard looks fine, but the pattern on the shoulder, chest and legs just looks weird to me. It’s almost like Australian Aboriginal artwork. It might look better once we see a painted one, and see how they intend it to look. It’s probably there to break up that monochromatic colour scheme!

  11. Tom July 22, 2014 4:34 pm #

    Glad to hear you being at least somewhat upbeat about CSM despite Heldrake nerf. I’d be curious to see/hear you two think up a CSM list fit for tournaments. I’d love for you to do that then try it out on a batrep or two!

  12. Joshhodg July 22, 2014 5:13 pm #

    These seems really good.

    WS 8
    BS 3
    S 6
    T 6
    W 6
    I 6
    A 5
    LD 10
    Sv 3+

    Its a MC (Leaper)

    Weapons & Biomorphs are
    Sickle Claws
    Grasping Talons
    Thorax Spine Maw
    Adrenal Glands

    Special Rules
    IB: Feed

    Leaper is kind of like a Jump Pack for it except it only 6″ all the time, but it can jump over things which is handy.
    If you DON’T use it in the Movement phase, you get +1s to your HOW and the HOW gains Strikedown.

    Grasping Talons: +1S AP2 Melee with Spine Maw Strike

    Spinemaw Strike: If you roll at least one 6 to hit, you get to make a Spine Maw Attack at Intiative step 1

    Spine Maw Attack: Makes ONE attack that Auto Hits. May Target any Enemy Model that isn’t Extremely Bulky. Only one of these Attacks may be made by this model in each phase.

    The One attack it does is at +4S AP1 Instant Death and “Digestion Spine”

    Digestion Spine: When a Spine Maw removes a model, the Dimachaeron gains a number of “Plasm Tokens” Equal to the number of wounds on the profile of the model removed. At the end of each of its following Turns, The Controlling player removes one token. Whilst it has a Token remaining, it gets FNP (4+)

    Sickle Claws: Strength- User AP2 Melee Sickle Strike

    Sickle Strike: On a roll of a 4+ to wound, an attack inflicted by a Sickle Claw has the Instant Death Rule !

    Two thunderfires cost.
    Fast Attack

    The number of attacks are insane.

    Base = 5
    Two weapons = +1
    On the charge = +1
    Rampage = +1d3 if outnumbered
    Extra = +1 if you roll a six to hit when using claws.
    Extra = +1 HoW

    So, 8-10 + 1 HoW @ I10 + 1 @ I1 most of the time. These will be at S8, HoW at S7 (or 6) and one at I1 @ S10.

  13. Joshhodg July 22, 2014 5:15 pm #

    Tyranid Warrior

    Jul 20, 2014 at 9:10am
    Hokay, so. I’m not sure what the policy is on posting stats and whatnot so I’ll just compare the statline with a Tyrant:

    WS/S/T/LD/SV same, -1BS, +2W, +1I, +1A (so 6 total from two pairs).

    Unit: 1
    Type: MC (Leaper)
    W & B: Sickle claws, Grasping talons, Thorax spine-maw & Adrenals
    Rules: Feed & Rampage

    In a nutshell:
    The is a mega-Lictor assassin MC for nomming irritating characters, not an anti-Super Heavy GC. Yay, but also, boo. The Leaper sub-type allows the model to leap either in the movement or assault phases; no additional movement but it can move like a quasi-jump unit over hostile models and terrain, and if used to charge it gains HOW (already got), +1S and the Strikedown USR. Combine that with fleet for rerolls & +2S from adrenals + grasping talons and that is a lot of strength to throw about on the charge with the potential to get almost ten attacks if outnumbered.

    But who cares about that waffery, what the hell can it do up close? This is what: NOM stuff and chop stuff into teeny kibbles. Gwhen ing Talons grant +1S at a MC’s natural AP and a Spine-maw Strike is made on a to-hit roll of a 6. The Thorax Spine-maw is the yawning-open chest which impales and gobbles up a single Infantry (but not Extra Bulky) model which has it’s innards reduced to a delightful soup that the Dimachaeron absorbs to power-up with. In rules terms some unlucky sod is taking a S10 AP1 auto-hit with Instant Death. If this kills the model the Dimachaeron gets a number of Plasm tokens equal to the total wounds stat of the target, with one token being removed at the end of each following turn. While the Dimachaeron has at least one Plasm token it has FNP(4+). Yes, 4+.

    Versus targets which are too large to be stuffed in the NOM-hole the Sickle Claws will be better off, granting Instant Death on a to wound roll of 4+.

    All-in-all on paper the Dimachaeron looks like a very capable melee unit. Again the dreaded lack of gaddamn flesh-hooks may scupper it somewhat but it’s Leaper sub-type means that when charging through difficult terrain it actually moves over it instead of through it thus negating the init and -2″ penalty. The rules are slightly vague with regards to charging a unit in cover: “When using it’s Leaper (whether moving or charging), the model can move over all other models and terrain freely. If the model begins or ends it’s move in difficult terrain, it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or impassable terrain.” So I think it’s Dave to say that intervening terrain is bypassed but units in difficult terrain…not so sure. Vs most infantry and characters this chap is pretty beastly and should make short work of light-med vehicles given it’s number of attacks and decent Str when charging. As long as the D’archaeron noms at least one model before attempting to enter areas of high risk it has a better chance of surviving than most other ground units available and while it’s not exactly a fast mover it has the luxury of straight-line movement most of the time to get back into assault.

    I seriously like the feel of this guy even if it’s not really the Knight-killer I was hoping for.

    Read more:

  14. Joshhodg July 22, 2014 5:17 pm #

    The Malanthrope has been overhauled again and is now like a Vthrope on steroids. Tox maisma, regen, fleet, MTC, shrouded, poisoned 2+, synapse, shadow, spore cloud, prey adaption & grasping tail. Still not an MC but T5, 4W 3+. Tail gives a 50/50 chance to halve opponent’s attacks and drop Init to 1 in a challenge. May bring 1-3, each costs 5pts less than a Warrior Brood.

    Read more:

    • Reecius July 22, 2014 5:41 pm #

      Thanks, Josh!

    • AbusePuppy July 22, 2014 8:52 pm #

      The new Malanthrope is much, much better than the Venomthrope, although the large model is definitely relevant. Still, T5 and four wounds is so much tougher than T4 two wounds it’s not even funny.

  15. Joshhodg July 22, 2014 5:17 pm #

    Just as a heads up those are not my comments. Copied and pasted directly from the source.

  16. iNcontroL July 22, 2014 9:23 pm #

    I will most likely be using at least 1 dima and some malanthropes. Crusher carni also got nasty for it’s points… so many nid options now.

  17. bigpig July 22, 2014 10:51 pm #

    Got me two malanthropes already. Expect to see them 😉

  18. Gillette July 24, 2014 8:23 am #

    Are you doing the outrider program in Canada as well? I sent the info to one of the owners of a LGS, but we’re up in the frozen north…

    • Reecius July 24, 2014 8:56 am #

      The shipping to Canada is more expensive, but if you want to reach out to your FLGS, please have them contact us and we can hit them up, work out a deal that may make sense.

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