Steadfast Determination: The Complete Guide to Playing Fellhammer Siege Host

I recently took Fellhammer to an RTT as a joke. I figured it would be funny to see what happened if I took my least favorite detachment in the game to a tournament. I went 2-1, but that was an average finish at a small tournament that had little to do with Fellhammer being good or bad. That was going to be the start and end of Fellhammer content here at Warphammer.

But I enjoyed playing Fellhammer just enough to want to keep playing it, so I made some list changes with the experience I gained at the RTT. And then a funny thing happened: I just kept winning with Fellhammer. The army started really clicking for me, and I kept appreciating it more and more.

Part of my desire to play Fellhammer is getting sick of CSM being such a copy-and-paste, metachased army in 10th Edition. Every player is running basically the exact same Renegade Raiders list (or copying Liam VSL’s Veterans Of The Long War list if they’re feeling really “innovative”), and I’ve quickly gotten bored of it. I became bitter, and the more bitter I became, the better my Fellhammer gameplay became.

Fellhammer is not good good, but its good. Unironically.

Welcome to the (unlikely) Warphammer guide to playing Fellhammer Siege-Host.

Artwork Credit: Koh LJ

Why Play Fellhammer Siege-Host?

At Warphammer, I try to present high-level analysis in a way that can be helpful and enjoyable for both experienced and beginner players. I’ve had both new players reach out to say how much Warphammer helped them, and I’ve had the winner of one of the biggest tournaments in the world reach out to say how much my Warphammer guide on their faction helped them. Straddling that line is difficult, but something I take pride in doing well here at Warphammer.

But today, we’re going to skip straight to some very technical, high-level analysis. If you’re a beginner player you might not understand all of these terms and concepts. That’s okay! We all start somewhere, and if you play for a few years I’m confident this next section will make sense to you.

Here we go.

Getting shot, bad. Getting shot less, good.

I probably lost a few of you there. Let me explain it a bit further.

When your opponent rolls the dice at you and they do the click clack thing and bounce around and land on certain numbers, some of those numbers are scary, but if fewer of the numbers are scary for you then you have to roll fewer of your own dice next and you probably take less damage which is good for your guys and bad for their guys.

Let’s take a deeper dive into the detachment rule and see how it actually plays out in game.

How Useful Is the Detachment Rule?

Let’s talk about one of the most discussed points of Fellhammer Siege-Host: Their very swingy detachment rule. For those unfamiliar, you get -1 to Wound from all Shooting attacks if their Strength is higher than your Toughness.

Let’s first talk about the limitations with the detachment rule:

  • It doesn’t work on Damned units
    • Sorry Accursed Cultists, you’re getting lit up and you’ll like it.
  • It doesn’t work versus melee
    • This is a big deal!
  • It only works versus ranged attacks with higher Strength
    • Attacks that would naturally wound you on a 4+ or worse aren’t affected.
  • You can get scammed by Lethal Hits, Twin-Linked, and Devastating Wounds
    • There are a few semi-common rules that let opponents still push through lots of damage even with -1 to Wound.

These are all very valid points. And you know what? Despite that, the detachment rule is still pretty damn good!

There’s a loop I see in a lot of 40K conversations is when someone brings up a rule/ability/unit/army/whatever, someone will smugly mention a counter as if it completely invalidates what was being discussed. “I think Fellhammer is pretty good!” “Uh, remember a little thing called Lethal Hits?” “Dammit I had never even heard of Lethal Hits, guess my whole plan is ruined, I’m so glad I had a 40K savant here to put me in my place”.

Let’s not lose sight of a basic 40K fact:

Shooting you with guns with good strength is a fundamental part of the strategy for basically every army in the entire game.

Fellhammer has a flawed but good detachment rule. That is just a fact.

You Don’t Get A Detachment Rule Versus Melee Armies, Right?

Yes, but also no.

First of all, we’re in a meta with more shooting than melee. This is true whether you like it or not (I don’t). The best army by an absolute mile right now is Guard*, and other shooting armies like Sisters, Necrons, and Tyranids are very real threats. In a typical 5-round event, you’re probably going to face more scary shooting units than scary melee units.

* I swear to the Dark Gods if a single Guard player starts arguing with me about this or making posts about how I hate Guard players again, I’m going to practice self-care and not engage this time around.

And even versus a lot of melee armies, guess what: You’ll still have a chance to get some value out of this detachment rule! Certain World Eaters and Orks lists have literally no real guns, but that’s it. Even if you’re talking purely Orks and World Eaters, they’re often bringing some shooting units (Forgefiends, Kill Rigs, etc) that you’ll get a lot of value from -1 to Wound against. Getting -1 to Wound versus Calladiuses when facing a mostly melee Custodes list is still valuable. Even in a CSM mirror, they’re going to have somewhere between 2 and 4 Predators/Vindicators.

The fact the detachment rule is always on and works versus Overwatch is pretty damn spicy too.

Also, if you’re thinking about matchups, CSM are innately pretty good into melee armies! I’ve faced very good World Eaters players with my Renegade Raiders several times and those matchups have felt like pretty easy wins. CSM’s biggest weakness is getting shot off the board from long-range, so Fellhammer’s Legion trait fits perfectly into what CSM actually need.

I don’t want to go too far and oversell it, but I think people are sleeping on Fellhammer largely because they’re underrating the Legion trait.

No detachment rule versus these guys? No problem.

How to Win With Fellhammer

I think, broadly speaking, there are two different but equally valid directions you can go with Fellhammer: Elite infantry heavy, or a blistering shooting castle. I prefer (and personally play) the shooting castle, but either direction has a lot of merit.

Merit Of Infantry Heavy Lists

Elite Infantry like Chosen, Terminators, and Legionaries get the most value from the Legion trait because they’re the most likely to get wounded on a 2+ or 3+. Add in defensive buffs like Abaddon’s 4++ invuln aura, the Bastion Plate to blank damage, or Fabius Bile’s increased Toughness and blanking damage, and you can have an extremely durable army per point.

The issue I see with those lists is that the damage is pretty anemic. If your opponent is like “I just don’t care about getting charged by 4++ invuln Chosen with no offensive buffs” and just ignores your damage, you can have some real issues.

Merit of Hull Heavy Lists

The damage from CSM shooting castles is legitimately busted. This is not an exaggeration. Add Abaddon and a Helbrute with a few hulls, and you’ll basically the highest damage ranged output in the entire game. That doesn’t mean the list itself is busted, just that one aspect of the list is busted.

A sneaky part of CSM castle lists? The overwatch is actually outrageous. Lethal Hits, Sustained Hits, and full hit rerolls means anything in the entire game is in serious danger if it even twitches within 24″ of one of your tanks. You need to see the look on your opponent’s face when they get a full health Armiger one-shotted in their Movement Phase.

The reason I prefer Hull lists in Fellhammer is that they synergize better with your increased ability to stand in the open. The issue with these lists is because they’re pretty slow they have to deploy at angles where they can usually take some damage turn 1. That’s much less of an issue in Fellhammer, where most of their heavy anti-tank will be at -1 to Wound and you can pop a 5+++ Feel-No-Pain on the tank that will take the most damage.

The general tactic with these lists is to push out a few units that require way more commitment from the enemy than they should. Once they’ve committed their real resources, punish them with the full strength of your army. The key to playing this list is pre-measuring angles you can reach. You don’t want to have an opponent move a unit into an angle, and find out your Predator is 0.5″ away from being able to poke its gun through a terrain piece and draw line of sight. Set up coverage from different angles, understand your opponent’s threat ranges very well, and slowly move up the board while winning a war of attrition.

Infantry heavy Fellhammer lists are a bit of a damage check in one direction, but Hull heavy Fellhammer lists are a problem in both directions. The downside is that these lists can have a much harder time moving and getting angles on terrain heavy boards. If I had to give a rule of thumb, I would say go Infantry heavy if playing Fellhammer on WTC boards, Hull heavy if playing Fellhammer on GW boards, but both approaches have a lot of merit.

Fellhammer Tactics

Lets talk about how to get the most out of the 6 Fellhammer stratagems, because this is where a lot of the hidden power of the detachment lies.

Point-Blank Destruction (4/10)

This stratagem lets your unit shoot like all of its weapons (excluding Blast weapons) have the Pistol ability. This has a few interesting benefits.

This stratagem is useful if you bring units that can take advantage of it. The standout unit for Point-Blank Destruction is Rubric Marines. They can’t normally shoot while engaged, they have short range, they do nothing in melee, and they shoot very well. This all adds up to make a unit that loves being able to shoot into melee.

An interesting way to use Point-Black Destruction is as a very situational Fall Back and Charge stratagem. If you have a unit like Bikers tied up with a unit with very little health left, shoot into melee to finish them off and let you charge somewhere else in the Charge Phase.

The last use case for Point Blank Destruction is letting your Big Guns Never Tire units shoot into their own combat without taking the -1 to Hit penalty. This can be useful on a unit like Predators or Venomcrawlers.

Despite all of these benefits, I would so, so, so much rather just have a Fall Back and Shoot stratagem. Having to lose a turn of movement to retain the ability to shoot, and risk being stuck in combat again if you don’t shoot your way out, is pretty lame.

Much like Fellhammer Siege Host itself. Damn it Mike. Are you doing a serious Fellhammer guide or not? Pick a lane and stick to it. Either clown on the detachment, or encourage its players. Don’t try to do both at the same time and send mixed messages to Fellhammer fans.

Pitiless Cannonade (2/10)

This stratagem gives you Crit 5’s in Shooting when targetting a unit below Half-Strength. Here is my confession: I have literally never used this stratagem.

The Office, for anyone who hasn’t seen it, starts off with a sketch where a corporate boss comes to a local office and asks the manager, Michael Scott, for a copy of a meeting agenda she sent over. Michael says he never got the agenda. He turns to his secretary and blames her for not giving him the agenda that was sent over. She tells Michael that she tried to give him a copy of the agenda, but he threw it into the trash can that he refers to as the special filing cabinet for messages from corporate.

That special filing cabinet for messages from corporate could also function as a special filing cabinet for rules conditional on the opponent being under Half-Strength.

Steadfast Determination (10/10)

Steadfast Determination gives your unit (besides Damned Units) a 5+++ Feel-No-Pain in the Shooting Phase. Now we’re talking!

How to use this stratagem: When you get shot, you get shot less. Complicated stuff.

The main trick to using Steadfast Determination is that if you’re relying on having this buff up on a unit to keep it alive, don’t expose multiple units that are reliant on this buff at the same time. For example, if your army is built around 2 Chosen bricks, don’t expose them both at the same time to their whole army or the one that doesn’t get the 5+++ will get blasted away.

Siegecraft (9/10)

At the start of the opponent’s Charge Phase, you choose one of your units and all enemy units charging your unit get -2″ to Charge. I wish the timing of this stratagem was better, but it’s quite powerful.

Making or failing a charge is probably the single biggest dice swing possible in 40K. You not only deny them damage, but you deny them movement, you prevent your unit from being tied up on your turn, you deny them the chance to charge onto objectives, you deny them all sorts of critical things to winning games of 40K.

As a result, anything that messes with the probabilities around successful charges in meaningful ways is fundamentally very good.

I had Siegecraft win a game for me versus Daemons a few days. Shalaxi came down in Shadow and had a 6″ charge into Abaddon. I spent the CP for Siegecraft to give her an 8″ rerolling charge instead of a 6″ rerolling charge. Shalaxi rolled a 6 on her charge, and rerolled into a 7. That won the game on the spot. When it works, it really works.

The very existence of Siegcraft also has a chilling effect on the plays your opponent will be going to go for, especially because they broadly speaking have to commit their melee unit in the movement phase before they know whether you’ll pop Siegecraft. It is very mentally taxing as a melee player knowing that any comfortable ~6″ charge you line up could turn into a very uncomfortable 8″ charge.

Do keep in mind that even if they make the charge, they still have to move 2 fewer inches. Pay close attention for situations where this will have an impact on the units they can pile into or the objectives they can reach.

Siegecraft also doesn’t have a Damned restriction, so you can use it on your Cultists to reduce the odds of random charges onto your backfield objectives. You should be screening them out in the first place, but sometimes shit happens, so its a good option to keep in your back pocket.

Persistent Assailants (6/10)

One of your units that was attacked earlier in the Fight Phase gets full hit rerolls when it fights, or full hit and wound rerolls if it is also below Half-Strength. Basically, if you were attacked that Fight Phase, you get really mad and get to swing back extra hard.

I wish this stratagem wasn’t 100% reliant on being attacked first. Something like “rerolls hit and wound rolls of 1, full hit and wound rerolls if you were attacked already” would keep the theme while giving Fellhammer access to an offensive buff that wasn’t really conditional. But regardless, its what we have, and its still decent.

People think of melee as units always killing whatever they charge, but that’s really far from true. Sometimes an enemy unit should kill yours on average but low rolls and leaves a decent chunk of your unit alive. Sometimes an enemy unit is charging just to try to tie you up or contest an objective. Sometimes you’re stuck in an ongoing combat. Regardless of the reason, this stratagem comes up surprisingly often, especially if you’re running big durable units.

Note that Persistent Assailants isn’t locked to Infantry, so Vehicles/Monsters with invulns like Lords of Skulls and Maulerfiends that are swingy to kill actually get a lot of use out of this.

Brutal Attrition (10/10)

Every enemy unit that fights one of your units rolls a d6 for each attack (up to 6 d6 per each attacking unit). On a 4+, the attacking enemy unit takes a mortal wound. Now we’re talking! This is a very powerful stratagem, and one that comes up in a key moment every single game.

Any time you can in a time where you normally can’t do damage, you have the potential to get spicy. In this case, its the chance to do damage after (or before) your unit has fought. How many times have you swung into a key unit, and frustratingly left it alive on 1 or 2 wound? No problem with Brutal Attrition. You’ll just finish them off on their clapback.

Brutal Attrition is also a powerful offensive tool. If you’re able to consolidate a big brick of Infantry like a Chosen or Warp Talon bomb into several enemy units, they’ll take a lot of damage when they make their mandatory swings back.

Strong Fellhammer Combos

Fellhammer has some fun tricks to up its damage or durability that I’ve really enjoyed.

Bastion Plate Terminator Lord – Either Solo or Attached

The Bastion Plate is a good enhancement, whether your Chaos Lord is leading a unit or by himself. I originally had it on a Chaos Lord leading some Chosen. That was powerful, but expensive, and I really missed the damage from Iron Artifice or Legionary wound rerolls on that Chaos Lord.

What I’ve since tried (and really enjoyed) is sticking the Bastion Plate on a solo Terminator Lord, as an independent deepstriker to score points or skirmish. With a 2+/4++, 5+++ for 0CP, -1 to wound, half-damage, and blanking a damage, the solo Bastion Plate Terminator Lord can swallow up entire flanks by himself. I watched an Eldar army turn around to deal with this guy and waste almost an entire turn’s worth of damage to take him out. He’s perfect for either bullying objective holders or deepstriking to do Sabotage or something of that nature.

Warp Tracer on a Terminator Sorcerer

For 100 points, a Terminator Sorcerer with Warp Tracer is your one stop shop to boost your damage output. CSM shooting is extremely powerful, but has the weakness of low AP with few ways to boost that. A Terminator Sorcerer removing cover from a key unit and adding +1AP can effectively add -2 to their save rolls.

And the fun part about this guy is that once he’s down, he can still cause some mayhem if he’s not dealt with. With a 2+/4++, blanking a damage, and potential FNP, he’s still going to require some real damage to put down or he’ll be chipping away damage with his gun and beating up weak units in melee or tying things up.

Iron Artifice on a Chaos Lord or Master of Executions

Getting anti-Vehicle 4+ on a weapon with Devastating Wounds is always valuable. The Chaos Lord is the usual choice but I also really like a Master of Executions because he provides a powerful buff for his unit.

Don’t forget that a Master of Executions can double up on a Chosen brick with another character. How does a unit of Chosen led by Abaddon to get a 4++ invuln and a Master of Executions to get full hit rerolls sound?

Speaking of Master of Executions, here is your reminder that Enhancements are limited to 1 per Character unit in list-building, not unit 1 per unit after attaching them. A Chosen brick with a Chaos Lord with the Bastion plate and a Master of Execution with Iron Artifice sounds damn spicy.

Abaddon and Chosen

Abaddon being led by Chosen gives you two huge benefits. Abaddon with access to advance and charge is a menace, and access to advance and shoot means you get more chances to shoot something to try to generate a CP. The Chosen’s Icon letting you reroll Abaddon’s LD test means you have over an 80% chance to generate a CP when Abaddon activates. Abaddon also loves the ablative bodies. Abaddon by himself is at risk of dying to a triple Exorcist list on turn 1. Abaddon with 5 Fellhammer Chosen attached takes 3 turns on average to die to 3 Exorcists firing indirect, and by than point you’re most of the way through the game.

And on the flipside, the Chosen love either buff Abaddon provides. The invuln makes them insanely durable in Fellhammer, and the hit rerolls means the Chosen can actually punch up into anything in the game.

Just keep in mind that Abaddon’s auras are selected in your Command Phase, not the start of the Battle Round, so keep your Chosen hidden well so they can’t get blasted it the opponent goes first before the invuln aura goes up.

Lucius and Legionaries

The Lucius + Master of Executions + 10 Legionaries brick is pretty brutal in Fellhammer. They’re difficult to interact with in melee because of Fights First, they hit hard with the Master of Executions and the Legionary rule, and they are difficult to shoot because of Fellhammer. I ran this unit in Renegade Raiders several times and loved it (including a 4-1 tournament run), and I think you could transpose it into Fellhammer too and have a lot of success with it.

Rubric Marine Party Bus

Rubric Marines synergize extremely well with Fellhammer rules, but are so damn slow without access to Advance and Shoot (or double move, like in Thousand Sons). The solution? Stick them in a Rhino, and suddenly your 27″ flamer threat range isn’t so slow at all. This unit can dominate a flank or objective entirely by themselves through the combination of OC2, overwatch, shooting in combat, and extra damage from Brutal Attrition.

Smokescreen on Vehicles

All the old school CSM vehicles (Vindicator, Predators, Rhino, Land Raiders) have the Smoke keyword which gives them access to the Smokescreen stratagem which gives cover/Stealth. You know what’s more annoying than a -1 to Wound (conditionally) vehicle? A -1 to Hit and -1 to Wound vehicle. This is pretty helpful when you have to expose 2 vehicles at the same time, and can give one Stealth and the other the 5+++ FNP to keep your durability high across both.

Recommended Units

Bikers: It is actually absurd how much punishment Bikers take for their points cost in Fellhammer. They are also hilariously your fastest unit with the Grenades keyword, which has come up all the time in my games. For 70 points, Fellhammer Bikers are some of the best early skirmishers and tempo setters in the game. If you put some Fellhammer Bikers on an objective, your opponent has to expose something actually real to kill them, or they’re just going to live for a while and keep scoring you VP.

Cypher: Cypher is just good in every list. He works a little less well in Fellhammer, especially if you’re not running Rhinos, but his Vect aura and Lone Operative rule means he has value in literally any list you can write.

Abaddon: Abaddon is the best unit in Fellhammer Siege-Host, and I’d have a very hard time leaving home with him. He has the two best auras you could possibly ask for in the army. He’s an incredible offensive/defensive buffer that can push out himself in the mid/late game and take over the midfield.

Chosen: Fellhammer has a glaring lack of Fall Back/Advance + Shoot/Charge. You know what unit has all of that built into their datasheet? Chosen! They take defensive buffs incredibly well with 3 wounds, and their innate mobility lets you add the offensive or defensive buffs they need to become a really powerful and versatile unit. Just make sure to give them leaders that up the unit’s offensive output, because Chosen by themselves are rather anemic in melee.

Warp Talons: Warp Talons are really well supported in Fellhammer. The protection versus plink indirect fire (and direct shooting if caught out) feels really meaningful. They also give Fellhammer shooting lists something that can go out and dig enemy trash out from behind walls, and do this multiple times.

Rubric Marines: The synergies with Point-Blank Destruction and Brutal Attrition make Rubrics a dangerous force even when they’re tied up in melee.

Plague Marines: They love Persistent Assailants on their Heavy Plague Weapons.

Noise Marines: Noise Marines are versatile skirmishers that can sometimes punch up if their Blastmasters pop off.

Legionaries: OC2, being able to punch up on objectives, and giving wound rerolls to your Chaos Lords is just good clean fun.

Chaos Lords: Gives you some much needed melee damage, lets your unit use one of the several powerful stratagems for free, and have some useful enhancements in Fellhammer. What’s not to love?

Chaos Lords in Terminator Armour: Gives you a bit of damage, lets your unit use one of the several powerful stratagems for free, and has some useful enhancements in Fellhammer. What’s not to love?

Sorcerer in Terminator Armour: After their points decrease, Terminator Sorcerers are at least worth considering in every detachment. The fact they actually synergize very well with Fellhammer is just a huge plus.

Fabius Bile: Bile giving great defensive buffs to his unit as well as getting his Chosen unit’s strength over some useful breakpoints (S8->S9 and S5->S6) means he is just pure value in Fellhammer, and really every detachment.

Terminators: Terminators were right on the line of being recommended, as with their low-mobility and damage they can be a bit of a stat check without much flexibility. I am always scared to run big melee bricks that can be tied up by a Rhino charging one end of the unit and don’t have any way to Fall Back and Charge. On the other hand, they are just horrific for shooting armies to try to kill in Fellhammer. I’m not in love with them, but I see the potential, so I’ll sneak them into the Recommended section. Chaos Terminators are also just really, really cool, which is the ultimate tiebreaker at Warphammer.

Helbrute: Play Helbrutes as frontline brawlers, and you’ll be terribly disappointed. Play them as buffers that can counter-charge, and you’ll be happy with them. Their aura is just incredibly powerful.

Vindicators: The castle buffs makes their swingy output much more consistent, and T11 is a great breakpoint. Lascannnons and real anti-tank only wound them on a 4+ at best, but medium strength weapons wound them on a 5+. Vindicators in cover are just such a pain to kill through a 5+++ Feel-No-Pain.

Predators Destructors: Just a well-costed and versatile shooting platform.

Nurglings: If you’re running a gunline, you’ll want a Nurgling brick to keep enemy Infiltrating and Scouting units from moveblocking and tagging you freely.

Maulerfiends: Maulerfiends are actually pretty damn cheap for their durability in Fellhammer. You could probably make a list with a few Maulerfiends going deep on the flanks that I wouldn’t hate. They really should be in the Not Recommended section, but 130 is really not bad for them. All I know is that at 115 I would be running 3, so I should probably consider them okay at 130.

Not Recommended Units

Predator Annihilators: 130 points is actually not bad for them, and their super Lascannon can really pop off with Abaddon rerolls. These guys are right on the line, because if they were 115 points I would include 1-3 in almost every list for the durable chassis and spike potential.

Raptors: Fellhammer needs some damage output, and Raptors just do nothing. It’s always disappointing. The one upside is that when led by a Chaos Lord for 6″ Pile-In and Consolidation, you can set up some very cheeky Brutal Attrition plays.

Venomcrawlers: Unfortunately they’re just hard to recommend over Predators, but they’re right on the line and could do some real work in a Fellhammer list. Access to the Terminator Sorcerer with Warp Tracer means that if you shoot a buffed target, they can do some vicious work.

Havocs: Just too slow without access to advance and shoot, but if they drop 10 more points I would probably run them anyway.

Obliterators: Fortifications that can shoot are still fortifications. I run 3×2 Oblits in my Renegade Raiders and 0 Oblits in my Fellhammer, which feels like a really funny inversion of the fluff.

Lord Discordants: These would be a great use of the Ironbound Enmity enhancement to get +1 to wound on their Flamer and extra attacks, and the reroll 1’s to wound buff could be spicy with a gunline. The issue is that 175 is just an actually insane points cost for them. I’m struggling to think of a fair points cost for them. 125 sound good to everyone?

Heldrakes: The good news is because Heldrakes are so awful in 10th Edition, new players have saved dozens of hours of their lives from having to paint the trim on these guys.

Coaching and Patreon

You knew it was too good to get all of this great content for free without a plug, so here me out. Please give this section a read before you leave.

I’ve loved working with the last few Patrons that signed up, and have space for plenty more. If you’re interested in a monthly list (including a writeup on how to play it) while supporting Warphammer, hop on over to the Warphammer Patreon (https://www.patreon.com/Warphammer) and sign up at the $10/$20 tiers and then message me on discord or shoot me an email so I can talk to you and find out what you’re looking for. If you just want to show your support of Warphammer because you find it neat, there are some low tiers available and those are still greatly appreciated.

Coaching!

As I’ve worked with a few coaching clients recently, I’ve kept refining my process and I’m ready for formalize the Warphammer coaching process. I’m open to working with a few more clients, so please reach out via WarphammerOfficial@gmail.com or on Discord to Mike_All_In to get your coaching process started!

Here is the full Warphammer coaching elevator pitch:

5 Hours of Calls Per Month. I recommend doing 1 hour weekly calls and then a “flex hour” per month so we can do 2 hours of prep before tourney or some extra time for us to hop into TTS and practice deployment or such, but the exact schedule is up to you. General topics I’ve covered in my coaching calls (note that different people want different things):

Mindset: This is unique to Warphammer coaching, and something I’m very excited to translate from my own experiences receiving performance mindset coaching. We’ll talk about any mental blocks holding back progress (such as tilt in game, sportsmanship, self-sabotaging before games, communication issues with opponents, or lack of confidence) and find ways to improve your mental game.

List-Writing: We’ll talk about how to write strong lists that fit into your own playstyle/desire to run certain units

In-Game Decision Making: The details of this vary from person to person and army to army, but we’ll talk about tips for every stage of the game and give you new ways to approach the game.

Winning Different Matchups: We’ll talk about playing your army into various factions and come up with gameplans for beating armies you see.

I always give a few caveats before starting coaching.

1) We’re going to be realistic about results given experience/practice time/life constraints–I’ll give you 100% and we can improve your performance, but a lot of factors go into results like life constraints that we can’t control.

2) From my experience, I think Warphammer coaching is a better fit for people in the US or European timezones. Its been really hard to coordinate schedules with Australian clients, and I recommend any from outside of the US or Europe find a coach that better fits their schedule. I hold myself to a high standard and always bringing 100% focus and energy to my coaching, and I think that will be very difficult to do if we’re calling at 4AM before I’ve had my coffee.

Cost: $200/month. I understand Warphammer coaching isn’t in everyone’s budget, and that’s okay! If you choose not to move forward, I’d still love to see you around the discord and in the Warphammer community. The reality is I get very invested in the success of my coaching clients, and I’d rather work with a fewer people who really want to grow as players rather than stretch myself too thin trying to help everyone.

Sample Fellhammer Siege-Host List

I’ve really enjoyed playing this list. It really does feel like playing Iron Warriors, with blistering firepower that slowly advances up the board while shrugging off incoming damage.

  • Abaddon
  • 5 Chosen
  • Terminator Sorcerer with Warp Tracer
  • Helbrute
  • Vindicator
  • Vindicator
  • Vindicator
  • Predator Destructor
  • Predator Destructor
  • 10 Warp Talons
  • 10 Cultists
  • Bikers
  • Bikers
  • 6 Nurglings

Final Thoughts

Regardless of how good or bad an army or detachment is, there is something in there that can win you games. Just keep an open mind, get in some reps, and I’m sure you’ll be able to find a list and playstyle that work for you. And if not, hey, there is always Warphammer coaching to help get you over the hump!

As always, have fun, stay safe, and may the Dark Gods bless your rolls!

4 thoughts on “Steadfast Determination: The Complete Guide to Playing Fellhammer Siege Host”

  1. Yes mike! one of us! one of us! I’m of inexorable tide of disposable bodies Fell-hammer flavour, myself.

    I 100% agree with you on the obliterators, especially if you run a bully unit already, which is how i use a 10 man rubric. They just aren’t mobile enough without paying the rapid ingress tax. I’ve been running 3 havoc 2 possessed, and experiencing pretty good success in my local comp league, indirect is hard but still, the ability to just gum stuff up and bring you to where i want you (Towards combat with me) is what drew me to fell-hammer.

    I love my bikers i would say that per point, it’s either them or my Iron artifice sorcerer are the MVP’s. IA sorc is a roulette wheel, but I like what effectively amounts to d6 haywire shots on a model that is the same cost as a unit of bikers. Bonus points if you hit a dreadknight, For D6+1 courtesy of his ability.

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