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51K to 165K🎙 Daily cadence·106 episodes·Last published 1w ago - Monthly Reach
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On the show
Recent episodes
A really positive 11th edition launch - 35 games in.
Jun 16, 2026
Unknown duration
Guard Disposition Breakdown
Jun 11, 2026
Unknown duration
What's looking GREAT for early 11th edition
May 28, 2026
Unknown duration
Part 1: Summary of 11th Edition Warhammer Changes
May 11, 2026
Unknown duration
Using GW's revealed rules to demonstrate the fight phase
May 1, 2026
Unknown duration
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| Date | Episode | Description | Length | ||||||
|---|---|---|---|---|---|---|---|---|---|
| 6/16/26 | ![]() A really positive 11th edition launch - 35 games in. | 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 differentThe 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 wiseThe 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 shapeOld-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 properlyblocking where models can enddenying access to terraintagging things awkwardlyusing the fight phase and pivot wellTwo-inch engagement range feels huge, and good players are going to get a lot out of it.Vehicles and transportsVehicles 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.OverallWe’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. | — | ||||||
| 6/11/26 | ![]() Guard Disposition Breakdown | Hey everyone! The Guar detachments + dispositions have been released so I'm giving it a read through and giving my initial impressions :) Enjoy! let me know what you think is strong, what you're interested in testing too! | — | ||||||
| 5/28/26 | ![]() What's looking GREAT for early 11th edition | Here's a quick video I've done after a game I've played recently. These shooting change are massive, the mission changes and the terrain changes are all making for good fast shooting being powerful! | — | ||||||
| 5/11/26 | ![]() Part 1: Summary of 11th Edition Warhammer Changes | In this video I go through the key 11th Edition Warhammer 40,000 spoilers confirmed so far by Games Workshop.I cover the new detachment points system, changes to list building, enhancements becoming unit upgrades, character updates, asymmetric primary missions, force dispositions, terrain-based objectives, and the changes to secondary scoring.This is part one of my 11th Edition breakdown, aimed at getting you quickly up to speed with the biggest changes and what they could mean for competitive 40K.Chapters:00:00 Welcome to 40K Fireside00:57 11th Edition Spoilers Overview01:30 Detachments and List Building05:42 Enhancements and Characters07:42 Asymmetric Primaries Explained10:37 Terrain Objectives and SecondariesCheck 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 DavidPart 1: Summary of 11th Edition Warhammer Changes | — | ||||||
| 5/1/26 | ![]() Using GW's revealed rules to demonstrate the fight phase | PlayHey everyone, we're back! David and Vik are excited about 11th edition launch so we thought we'd do a segment on the fight phase.We've had the majority of the rules shown by WarCom already, and it's easily enough to demonstrate some of the new things you can do.The key takeaways are:- no mention of base-to-base requirements- engagement range is now 2"- you roll your charge before performing the charge move- models need to end within 1", or 2" of the charge target- the OVERRUN ability is game changing becuase it allows a second pile in, so your units can move REALLY far!Let us know your thoughts, if you're getting a bit of anxiety around keeping up with the 11th edition rules, stay in tune, because we're going to be covering all the parts in this short-form playlist :) | — | ||||||
| 4/3/26 | ![]() Can Machines Simulate 40k? | Can Warhammer 40,000 actually be simulated?In this video, I break down one of the hardest problems I’ve been thinking about for a long time: whether it’s possible to simulate 40k to a meaningful standard, and where you would even begin.I cover a bit of my own background in machine learning and competitive 40k, some of the previous work I’ve done with Atlas, and why I think this is such a fascinating challenge. We look at earlier game-solving milestones like chess, Go, and StarCraft II, what made those problems solvable, and why 40k is awkward in a completely different way.In particular, I talk through:- why chess is tidy and discrete, while 40k lives in a messy continuous feature space- why movement, angles, footprints, terrain, and exact positioning make 40k so difficult to model- how randomness and hidden intent explode the complexity even further- why deployment is probably the best place to start if you want to build a useful simulation engineThis isn’t really a video about “AI magic.” It’s more about the real engineering and tactical problems underneath trying to model a game as complex as Warhammer 40k and why even getting part of the game right, like deployment, could already be incredibly useful for helping players improve.Would love to hear what you think | — | ||||||
| 4/1/26 | ![]() April's 40k Update - 5 Great Changes! | Going over 5 important changes for the April update! | — | ||||||
| 4/1/26 | ![]() NEW Ceramite Sentinels Detachment | Hey everyone,April fools, SM gets a new detachment - not a joke it seems!A quick recap on the new Ceramite Sentinels detachment. In short, it gives more-or-less your entire army, when it activates, RR1's to hit and wound - pretty nice effeciency buff. But that comes at the cost of not playing blades/gladius to get combat doctrines.Bobby G seems pretty sweet with RR1's to hit and wound, one of his big downsides (same as C'tan really).There's a few good enhancements, 2+ get back up on Gravis Cap, fallback shoot and charge on something like terminators perhaps?The stratagems are pretty solid, this one has its own 'storm of fire' but instead it gives LETHAL + SUSTAINED (pick 2 if entrenched) - this seems great on units that will be ENTRENCHED on your turn..... Desolation Marines! (Quite nice on WTC with plunging fire too).What's really interesting to me though is that this detachment is kinda baked into two-halves. The normal stuff - Rerolls, and then then Entrenched half.With the new rumors on how detachments will mix, I suspect now that you'll be able to mix half a detachment with half another one, and in this case, you'd get the ENTRENCHED ability, and their respective stratagems, and be able to plug that into another detachment - potentially something to look forward to in 11th edition! | — | ||||||
| 3/27/26 | ![]() Analysing the NEW EDITION reveals! | Hey everyone,I've done some more editing on our podcast video - hope it comes out good.Vik and I sat down to discuss 12 important points of the new 11th edition reveals.We're happy to see codexes roll onto 11th, and we think that means the datasheets will stay basically the same. The new detachments (70) leave a lot of room for inbalance, and we're curious to see how all this new game content will interplay with the new scoring mechanisms that are impacted by your faction of choice.Terrain and objective markers, David is not a huge fan but Vik is, what's your thoughts on this?The fight phase has been a mess for more-or-less all of 10th edition, with some large changes coming, what do you think the fight phase could look like now, are the charge changes a nice QOL? Will the new 'pile in at once' mechanics prevent players from having good combat phases?Enjoy,Vik and David | — | ||||||
| 3/24/26 | ![]() Atlas Overview | ~Advertisement for Atlas~(A project I've launched recently that has been doing really wel!) | — | ||||||
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| 3/24/26 | ![]() Can Starcraft TMG succeed? | A little video about the SC2 game, my perspective on it :) | — | ||||||
| 3/16/26 | ![]() How to build CONSISTENCY | Hey guys, after a few recent tournaments, I thought I'd put my thoughts down on how to develop some consistency. If anyone recalls I talked about this a few episodes back, talking about choosing better lists for tournaments, and playing things in my ballpark that I know well.So I thought I'd do some content around how I've built consistency in my tournament runs, and go through my BCP for the last year on what I've been up to.I've worked through the importance of memorizing strong deployment patterns and opening moves. I try to deploy in similar ways every game because it removes mental load and lets me focus on reading my opponent and planning future turns instead of solving the same problems repeatedly.I also cover building redundancy into your big output turns, so that if something fails—like a key roll or unit—you still have backup plans and overlapping threats to keep your game plan intact.Finally, I talk about meta awareness, understanding your army’s damage output, and staying mentally and physically sharp during long tournaments, which are all key to performing consistently across multiple rounds.02:01 Tournament Recap and Lessons05:02 Tools for Matchups Atlas06:44 List Building for Consistency16:05 Deployment Patterns and Terrain24:27 Redundancy Sequencing and Mindset | — | ||||||
| 3/10/26 | ![]() 7-0 Windsor Recap w/ Ultramarines | booyah | — | ||||||
| 3/9/26 | ![]() Balance Dataslate Analysis & Introducing The Ultimate Competitive Tool: Atlas | Hey guys, today we'll be announcing the ultimate tournament preparation and gaming companion, Atlas, Dave has been working with over 15 top players from around the world, bringing their faction expertise into one consolidated platform that he hopes will enhance your success in Competitive Warhammer 40K.Chek Out Atlas Here: https://40kfireside.com/Vik and I are also sitting down, chatting (quite a bit of ranting) about the impacts of the latest BDS. Overall we both feel this was a pretty much 'phone in job' - GW really left a lazy feeling with the community here, and especially for a BDS that's the last of the edition.The Ultramarine changes were great, and David has done a deep dive into the UM changes on his member section. | — | ||||||
| 2/23/26 | ![]() 7-0 Manchester Super Major Recap w/ Ultramarines | Hey guys, had a great time playing Manchester. I wanted to take things a little more seriously so I decided to go with the Ultras, glad it paid off - still had some really close games, and plenty of good learnings!Check out our E-courses for competitive Warhammer at https://40kfireside.com | — | ||||||
| 2/17/26 | ![]() Feburary Meta, Manchester, Aeldari, CSM + Wishlist! | Our video from Feburary, covering a range of topics! | — | ||||||
| 2/17/26 | ![]() Top 5 Mistakes People Make with Ultramarines | TTS HEAVY: From our Youtube | — | ||||||
| 2/17/26 | ![]() State of Aeldari List Breakdown & New Corsairs! | From our Youtube | — | ||||||
| 2/17/26 | ![]() I HOPE 11th Edition keeps THESE Mechanics! | From our Youtube | — | ||||||
| 12/14/25 | ![]() Black Templars, Nerfed by Heresy | Discussing the recent BT nerfs | — | ||||||
| 12/13/25 | ![]() Commissar Gaylard RETURNS - Grizzled Company | Discussing the new GC detachment for Imperial Guard! | — | ||||||
| 12/13/25 | ![]() Q4 Balance Dataslate Analysis | Discussing the BDS and wider meta | — | ||||||
| 11/19/25 | ![]() Breaking down the UKTC map changes! | Warning- this one is quite visual :) | — | ||||||
| 11/19/25 | ![]() Ignite wins the ITT Autumn - Recap w/ Chris Radford (Orks) | Recap of the ITT :) | — | ||||||
| 11/6/25 | ![]() Fireside 40K Meta Discussion | Nov‘6 | November meta update and discussion | — | ||||||
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Chart Positions
15 placements across 14 markets.
Chart Positions
15 placements across 14 markets.
