Gman Reviews
Welcome to Gman Reviews—the podcast where we break games open, not just play them. Each episode delivers clear, time-saving guides, meta breakdowns, and straight-shooting reviews across action, strategy, and RPG titles. Expect deep dives into Fallout 4 settlement mastery, Helldivers 2 stratagem & defense tactics, Total War: Warhammer III army comps and spell synergies, Warhammer 40K tier lists & lore debates, Marvel Rivals role guides, plus spotlights on indie standouts (Boneraiser Minions, classic-style shooters like DOOM: The Dark Ages, and more).
What you’ll get:
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Actionable guides (builds, compositions, min-max tips) you can use the same day
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Honest reviews & re-reviews—what aged well, what didn’t, and what to buy next
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Tier lists & meta talk that explain the “why,” not just rank the “what”
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Lore & design chats when the story or mechanics deserve a closer look
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Occasional reactions to big community takes—always respectful, always evidence-based
Episodes

Friday Oct 03, 2025
Friday Oct 03, 2025
Unbreakable and unstoppable. Haka is the quintessential bruiser-tank: he builds a big hand, turns those cards into huge burst damage, and protects the team with damage prevention, redirection, and self-heal. This guide focuses on tight sequencing so you smash threats without running out of gas.
What you’ll learn
Core game plan (3 pillars)
Stock Up – Grow your hand size and table presence. The bigger your hand, the bigger your punches and shields.
Stabilize – Use team protection / DR / self-heal to blunt villain spikes while you keep drawing.
Cash In – Convert cards into massive burst (or full-board safety) at the turn that matters.
Priority cards & why (category-based, spoiler-light)
Hand-Size Engines: Effects that draw extra or reward you for destroying/controlling environment cards. Haka scales directly with a fat hand.
Self-Heal / DR: Reliable heals and temporary damage reduction let you soak hits so others don’t have to.
Team-Wide Protection: One-turn damage shutdown / prevention tools that blank a villain alpha or a nasty environment round.
Redirection / Guarding: “Hit me instead” effects that let glass-cannon teammates keep their engines in play.
Weapons / Multi-Target Lines: Repeatable powers or attacks that hit multiple targets; perfect for minion waves.
Burst Amplifiers: Cards that let you discard X to add big damage to a hit (or supercharge an AOE). These turn your hoarded hand into a finisher.
Utility / Control: Spot removal for problem ongoings/environment, or ways to bank/recall power for a later spike.
Turn sequencing (first 4 rounds)
T1: Play a draw/hand engine or a solid repeatable attack. Use power conservatively; prioritize ending the turn +1 or +2 cards.
T2: Add self-heal/DR or a multi-target tool. Keep building hand; don’t discard for burst yet unless it removes a must-die target.
T3: If the board is stable, keep drawing and set a protection piece. If unstable, use team protection to blank the spike and buy a full round.
T4: Cash in: Convert cards → burst damage (single boss or AOE), or lock the table again with prevention if a second spike is coming.
Rule of thumb: Draw → Defend → Then Detonate. Don’t spend the hand until it wins a swing.
Matchup plans
Wide swarms: Lean on multi-target attacks; save your big discard-burst for the highest-HP minion or the boss after the field is trimmed.
Tall bosses: Build to one or two mega-hits (discard-powered) while maintaining DR/heal so you can stay in front.
Environment-heavy fights: Make use of environment control that turns cleanup into draw/tempo. A clean board = more Haka turns.
Ongoing/Equipment hate: Stagger your key plays and keep a protection card in hand; don’t dump your whole plan into a known wipe.
Team synergies (who loves Haka, and who Haka loves)
Global damage buffs / enemy debuffs: Small +1s explode Haka’s multi-hit turns and make discard-bursts outrageous.
Extra power use givers: Double dip—repeatable strike + heal/protect or strike + strike in one round.
Card draw engines: Feeding Haka cards is feeding the team safety and finishers later.
Fragile engines / glass cannons: Haka’s redirection/DR lets them keep combo pieces on the table.
Turn-order control: Let Haka blank damage before fragile allies act, or finish after allies stack debuffs.
Common pitfalls (and fast fixes)
Spending the hand too early: You nuke once and stall.
Fix: Don’t discard big unless it kills a phase/boss or saves the game.
Face-tanking without a follow-up heal/DR: You’ll drift to low HP and lose tempo.
Fix: Pair every big commit with a heal/DR the same turn or the next.
Forgetting table safety tools: Damage prevention often out-values raw damage.
Fix: Keep one team shutdown in hand for villain spikes.
Ignoring environment snowballs: Those tiles will tax your HP and hand.
Fix: Clear them early—especially ones that ping each turn.
Advanced tips
Two-turn lethal: Turn N: play a hand engine and pre-buff; Turn N+1: discard-burst for boss flip/finish.
Overkill math: If a boosted base hit already kills, save the discard for the next target.
Protect the stash: If a wipe is coming, delay your equipment/ongoing; your hand is your real battery.
AOE timing: Use team prevention first, then AOE on your next turn when enemies couldn’t act—maximizes safety and conversion.
TL;DR play pattern
Grow your hand every turn
Layer DR/heal to tank safely
Blank spikes with team protection
Convert cards → burst only when it flips phases or closes
Stagger plays vs. wipes; keep one answer ready

Friday Oct 03, 2025
Friday Oct 03, 2025
Cut through the noise. K.N.Y.F.E. is your aggressive striker—a close-quarters specialist who converts tempo and hand resources into huge single-target bursts, with tools to pierce DR, hit multiple times, and finish priority threats before they snowball. This guide keeps it practical and spoiler-light.
What you’ll learn
Core game plan (3 phases)
Boot Up – Find a repeatable damage source (power or equipment), plus one damage modifier.
Go Live – Chain multi-hit turns (extra powers / follow-ups) to outpace villain healing and DR.
Surgical Finish – Convert hand/resources into irreducible or boosted burst to delete the highest-value target.
Priority cards & why (category-based)
Repeatable Damage / Weapons: Your reliable ping every round. This is your floor; everything else multiplies it.
Multi-Power Enablers: Anything that grants extra power uses or after-power follow-ups—this turns one decent swing into two or three.
Damage Buffs: Static +1s, conditional boosts, or self-amps. Multi-hit heroes scale exponentially with small buffs.
Piercing / Irreducible Lines: Answers to high DR or shielded bosses; save these for the problem target.
Mobility / Targeting Tools: “Choose another target,” “hit adjacent/secondary targets,” or ways to reposition your damage to where it matters.
Stabilizers: Small self-DR, temporary shields, or self-heal to keep you online after a big commit.
Card Flow / Tutoring: Draw, filter, or top-deck access that assembles the above pieces faster.
Turn sequencing (first 4 rounds)
T1: Equip/establish repeatable damage. If you whiff, draw/fetch for it.
T2: Add a damage buff or an extra power effect. Use your repeatable hit.
T3: Layer a second enabler (buff or extra power). Consider a short burst only if it removes a key threat.
T4: Alpha turn: multi-power → repeatable → follow-up/one-shot. Keep a backup card in hand in case of villain cleanses.
Rule of thumb: Floor (repeatable) → Buff → Extra power → Burst.
Matchup plans
Wide boards (many minions): Use multi-hit lines and conditional splashes to trim adds while still tagging the boss each turn.
Tall bosses (few, beefy): Stack buffs and save irreducible for the big swing; avoid wasting pierce on small fry.
High DR / damage caps: Lead with piercing/irreducible or stack multiple small hits that each benefit from buffs.
Environment-heavy: Spend a turn to remove the worst tile; one clean board often equals two free K.N.Y.F.E. turns later.
Team synergies (who supercharges K.N.Y.F.E.)
Extra power granters: Let you run repeatable → repeatable → finisher in one turn.
Global damage buffs / enemy debuffs: Every +1 multiplies across multi-hit turns.
Card draw engines: Keeps your hand full so you can convert cards → damage when it matters.
Protection / redirection: Cheap DR or interception lets you stay aggressive without folding to AOEs.
Deck manipulation: Setting your next draw to a finisher makes your alpha turns consistent.
Common pitfalls (and quick fixes)
Blowing burst before buffs: You run out of gas.
Fix: Establish buff + repeatable first; then cash in.
Overcommitting into a cleanse: Villain wipes your board, you stall.
Fix: Stagger plays; keep one enabler in hand.
Pierce on low-value targets: You’ll miss it on the boss.
Fix: Reserve irreducible for DR walls or flip thresholds.
Ignoring defense: Pure face-tank = dead DPS.
Fix: Slot a stabilizer (DR/heal) before long commits or known AOEs.
Advanced tips
Order of operations: Apply static buffs → use repeatable power(s) → finish with your largest one-shot for maximum scaling.
Breakpoints > overkill: If a boosted repeatable already kills, save the finisher for the next target/phase.
Two-turn lethal: Turn N: second buff + chip; Turn N+1: multi-power chain into irreducible finisher for clean boss flips.
DR math: Against heavy DR, multiple small boosted hits can out-DPS a single big hit—unless you go irreducible.
TL;DR play pattern
Establish repeatable damage
Add a damage buff
Secure extra power uses
Alpha: repeatable → repeatable → piercing/burst
Stagger enablers, keep one answer in hand

Friday Oct 03, 2025
Friday Oct 03, 2025
Stand tall. Legacy is the quintessential team captain—a durability anchor who turns ally turns into 爆 turns with global buffs, protection, and tempo tools. This guide shows you how to keep everyone alive, multiply team damage, and time Heroic Interception so your squad erases boards safely.
What you’ll learn
Core game plan (the 3 pillars)
Enable – Get a global damage buff online ASAP so every ally action hits harder.
Protect – Use damage reduction (DR) and damage soak/redirection to survive villain spikes and environments.
Accelerate – Hand out extra card draw / power uses, fix hands, and remove problem Ongoings so the team never stalls.
Priority cards & why (category-based, spoiler-light)
Team Damage Buffs: Your iconic +1 to all hero damage effects (static or ongoing) are Legacy’s core. Every extra target or multi-hit ally scales absurdly with this.
Protection / DR: Personal DR, teamwide DR, or redirection tools keep fragile engines online and let glass cannons play greedier lines.
Heroic Interception-style effects: Round-long team protection that lets the party go all-in during dangerous villain turns. Time these to “blank” the scariest phases.
Card Flow / Tutoring: Small but crucial draw/fetch that gets you to buffs and protection on time.
Utility / Control: Ongoing/Environment removal to stop snowballs; situational debuffs to lower villain output.
Finish / Pressure: Clean, reliable single-target hits (buffed by your auras) to help push flips or close.
Turn sequencing (first 4 rounds)
T1: Play a global damage buff (or dig for it). Use power to draw/fix if no buff yet.
T2: Add DR/protection. If the board is safe, deploy second enabler (another buff or team utility).
T3: Start accelerating allies (extra power/draw effects) or lay down Ongoing/Enviro answers.
T4: Hold/prepare Heroic Interception-style protection for the first major villain spike; announce it so allies commit resources confidently.
Rule of thumb: Buff → DR → Acceleration → Intercept at spikes.
Matchup plans
Wide boards (swarms/minions): Prioritize static buff + team DR so AOE/cleave allies delete waves without dying to chip.
Tall bosses (few, heavy hits): Keep spot DR/redirection and Heroic Interception ready; call the swing turn so DPS can commit.
Environment-heavy fights: Save/seek removal; DR helps, but some tiles must go.
Ongoing/Equipment hate: Stagger buffs—don’t overcommit all auras. Keep a backup enabler in hand.
Team synergies (who loves Legacy)
Multi-hit & multi-target allies: Every +1 becomes +5/+6 across a turn (e.g., knife/knife/knife, chain lightning, minion pings).
Extra power-use granters: Double-dip on ally engines and on Legacy’s protective powers when needed.
Card draw engines: Turn your small hand-fixers into constant advantage; faster to buffs/Interception.
Fragile engines / combo heroes: Your DR and redirection let them keep pieces on the table.
Common pitfalls (and quick fixes)
Delaying the first buff: You lose the compounding value of every ally turn. Fix: Mulligan hard; first buff is priority #1.
Overusing Interception early: You waste premier protection on low-threat rounds. Fix: Track villain spikes; call it just before big AOEs or alpha turns.
Stacking too many auras into wipe: One cleanse and you’re reset. Fix: Stagger plays; hold one backup in hand.
Ignoring utility: Some fights require remove the thing now. Fix: Always keep an answer slot for Ongoings/Enviro when they appear.
Advanced tips
Declare the swing: Tell the table when you have Interception + buff ready; coordinated alpha turns win games.
DR math > heal later: Preventing 3–5 damage per hero per round out-values most healing over time.
Buff ordering: If multiple buffs exist, play static teamwide first, then situational boosts; it maximizes every ally’s baseline.
Tempo trade: Sometimes using your turn to remove one key Ongoing is more damage than any punch—because it unlocks all your allies’ turns.
TL;DR play pattern
Global +1 online ASAP
Layer DR / protection
Accelerate ally turns (extra powers/draw)
Time Interception for villain spikes
Stagger buffs; keep an answer ready

Friday Oct 03, 2025
Friday Oct 03, 2025
Mad science for good. This episode is your practical, no-fluff guide to Luminary—the gadget-stacking, device-detonating control/burst hero (the reformed Baron). You’ll learn how to flood the board with Devices, protect your engine, then cash them in for massive single-target or multi-target damage right when it matters.
What you’ll learn
Core game plan (the 3 phases)
Deploy – Use Luminary’s innate to cheat Devices into play and dig for more. Prioritize repeatable ping/turret Devices, damage redirection/soak, and a draw/filter piece.
Stabilize – Use Device pings to clip adds, soft-lock problem targets, and protect your rig. Don’t blow the big toys yet.
Detonate – Once you’ve got 3–5 Devices out (more if the table is safe), cash in with your big “doomsday” effects or self-destruct lines for a decisive swing.
Priority cards & why (category-based, spoiler-light)
Engines / Access: Anything that reveals top cards or puts Devices straight into play. These accelerate you from zero to online.
Repeatable Damage Devices: End- or start-of-turn auto-pings that hit one or many targets. They turn every round into free value, especially with damage boosts.
Protection / Soak: Bodyguard/decoy style Devices or temporary DR that keep Luminary and your rig alive through villain AOEs and environment spikes.
Finishers / Big Buttons: Your “blow up Devices for burst,” “multi-target blasts,” or “mega-cannon” plays. Save these for flips, phase pushes, or when the board snowballs.
Utility: Targeted ongoing/environment removal, trash recursion (to bring back clutch Devices), and situational redirects.
Turn sequencing (first 4 rounds)
T1: Use power to fish for Devices. Play a cheap Device or an engine that increases your play velocity/draw.
T2: Add a repeatable ping and one protection piece. Keep power for more Device finds.
T3: Go wider—third Device or a utility answer. Evaluate table: if safe, start lining up a finisher next turn.
T4: Detonate (if a flip/threshold is looming) or continue building value if the board is stable. The patient Luminary wins more games than the reckless one.
Rule of thumb: Two value Devices + one protection → then consider your big swing.
Matchup plans
Wide enemy fields (minion swarms): Lean on multi-target pings + a mid-sized detonation to reset the board. Keep one finisher banked for the boss.
Tall bosses (few, beefy targets): Stack single-target turrets and line up a single massive burst when the boss is vulnerable or about to flip.
Environment-heavy fights: Keep a utility Device ready to answer hazardous environment cards; use pings to chip without overcommitting.
Ongoing/Equipment hate: Don’t deploy everything at once. Stagger Devices so one wipe doesn’t zero you out; keep recursion in hand.
Team synergies (who makes Luminary shine)
Extra power uses / extra plays: More chances to deploy Devices off the top and trigger repeatables.
Global damage buffs / enemy debuffs: Turn your pings and detonations into real DPS.
Ongoing/Equipment protection: Keeps your device grid intact through villain cleanses.
Card draw / tutoring: Gets you to engines and finishers faster.
Turn order control: Lets you detonate after ally debuffs or before a villain spike.
Common pitfalls (and fixes)
Detonating too early: You win the turn, then lose the game next turn.
Fix: Hold finishers until they secure a flip, clear a lethal board, or close.
Over-deploying into wipes: Dropping 5 Devices just before a global destroy is pain.
Fix: Stagger plays; keep one in hand + recursion ready.
No protection piece: Your rig dies to chip and AOEs.
Fix: Prioritize soak/DR/decoy Device early, then scale damage.
Ignoring utility: Some villains/environments demand an answer card; pings alone won’t save you.
Fix: Always reserve a slot/play for removal/utility when the matchup calls for it.
Advanced tips
Clock management: Count how many end-of-turn pings you’ll get across a full round. Sometimes that’s enough to hold the finisher for a cleaner lethal.
Detonation math: If blowing 2–3 Devices won’t swing the phase or remove the problem target, keep building—your next detonation will.
Chain lines: Recycle a key Device from trash, auto-deploy it with the power, then detonate—all in one round with ally support.
Threat gating: Use small pings to pop damage caps/shields on priority enemies so your big button lands full value.
TL;DR play pattern
Flood Devices via power/engines
Stabilize with repeatable pings + protection
Detonate only when it wins a swing
Stagger deployments vs wipes; keep recursion
Scale with team buffs → finish decisively

Thursday Oct 02, 2025
Thursday Oct 02, 2025
Burn the sky. This episode is your practical, no-fluff guide to Ra—the quintessential burst DPS hero in Sentinels of the Multiverse. We’ll cover how to convert early setup into relentless single-target nukes and safe board wipes, plus the sequencing that turns “some fire” into scorch-earth tempo.
What you’ll learn
Core game plan:
Mulligan for damage engines and Staff access.
Stack damage buffs, then convert them into burst one-shots or wide clears.
Protect your engine; Ra wins when his buffs stay on the table for multiple rounds.
Priority cards & why they matter (by role):
Engine / Setup: Staff access card (to fetch/equip Staff), persistent damage buff(s), any repeatable fire damage source (ongoing/power).
Burst: High-value one-shots that deal big single-target fire; save these for priority threats or when buffs are stacked.
AOE / Control: Team-safe multi-target fire to clear minions and soften bosses’ support—time these after you’ve raised damage.
Stability / Utility: Minor self-heal/mitigation, ongoing protection, and limited draw/filter—enough to keep your engine online.
Turn sequencing (first 3–4 rounds):
Find the Staff (or your main damage engine).
Play a damage buff (or draw to it); do not blow burst yet.
Add a second modifier (or a repeatable damage source).
Cash in: use your biggest one-shot / AOE when buffs are up.
Rule of thumb: Buff → Repeatable source → Burst. If you can’t buff, draw.
Power usage patterns:
If you have repeatable fire on the table, use it every turn—buffed chip adds up fast.
With extra power uses (ally support), default to repeatable fire first, then burst.
If no repeatable source is out, draw or set up rather than firing off low-value bursts.
Matchup notes
Wide boards (add swarms): Prioritize AOE after at least one damage buff; clear the field before racing the boss.
Tall bosses (few, beefy targets): Chain single-target bursts with stacked buffs; keep a light AOE handy for add spikes.
Environment-heavy fights: Use AOE to clip adds while you hold bursts for priority targets that can’t be allowed a turn.
Ongoing/Equipment hate: Keep a backup Staff access card or another engine in hand; don’t overcommit all buffs at once.
Team synergies (make Ra explode… in a good way)
Extra power uses: Heroes that grant bonus powers supercharge Ra’s repeatables and let him burst and poke in the same round.
Flat damage boosts / vuln setups: Team auras and debuffs multiply Ra’s scaling—your 3 becomes a 5 very fast.
Card flow: Any draw/filter support moves Ra to his core pieces faster and refills after a wipe.
Protection: Ongoing/equipment shields keep your Staff and buffs alive through villain cleanses.
Common pitfalls (and quick fixes)
Blowing bursts without buffs: You’ll run out of gas. Fix: Wait one turn—buff first, then nuke.
Ignoring engine protection: Losing Staff/buffs resets your clock. Fix: Hold a backup, spread risk across multiple pieces.
AOE at the wrong time: Early, unbuffed AOEs waste cards. Fix: Chip with repeatables; AOE only when it flips the board.
Overcommitting self-damage (when applicable): Net loss can stall you. Fix: Balance buffs with mitigation/heal and team DR.
Advanced tips
“Two-turn burst” line: Turn N: play second buff → chip. Turn N+1: big one-shot + bonus power → AOE for cleanup.
Order matters: Apply static buffs before repeatable powers, then play burst one-shots last for maximum amplified damage.
Bank a closer: Keep one premium burst in hand so a villain flip or cleanse doesn’t leave you toothless.
TL;DR build path
Staff/engine online
Stack at least one damage buff
Repeatable fire every turn
Cash bursts when buffs are active
Protect engine, redraw, repeat

Thursday Oct 02, 2025
Thursday Oct 02, 2025
Ride the storm. This episode is your practical, no-fluff guide to Tempest in the Sentinels of the Multiverse video game—covering reliable AOE crowd control, conditional healing, and sneaky burst lines that close games.
What you’ll learn
Core game plan: Stabilize boards with multi-target lightning/cold, then pivot to finishers while sprinkling in team sustain.
Priority cards & why they matter:
Cleansing Downpour — repeatable team heal; wins grindy fights.
Lightning Slash — efficient single-target burst.
Chain Lightning / Ball Lightning — premium multi-target control.
Localized Hurricane — turbo-draw; manage the self-damage safely.
Otherworldly Resilience — mitigation so your engines stick.
Reclaim from the Deep — recursion to loop key powers.
Aquatic Correspondence — targeted setup/draw support.
Vicious Cyclone (if available) — sustained ping machine.
Power sequencing & setup: When to turn on Localized Hurricane, how to heal through its drawback, and the right cadence for Cleansing Downpour vs damage powers.
Matchup plans:
Wide enemy fields → lean into Chain Lightning/Ball Lightning, then stabilize with Downpour.
Tall single boss → stack Lightning Slash + recursion and keep DR up.
Environment-heavy → use damage spreads to clip adds while you heal off chip.
Team synergies: Tempest loves heroes who:
Grant extra power uses (more Downpours or Hurricanes),
Provide damage boosts (turns pings into pressure),
Offer damage reduction (offset Hurricane/self-damage),
Manipulate turn order or card draw (faster to core kit).
Common pitfalls (and fixes):
Turning on Localized Hurricane too early → secure DR or healing first.
Over-healing with Downpour while the board snowballs → clear threats, then top off.
Burning your recursion on low-impact targets → save Reclaim for finishers or engines.
Advanced tips:
Hurricane math: if you can net-heal ≥ self-damage per round, the draw engine is safe.
AOE into heal loop: clear adds → Downpour to erase chip → resume pressure.
Recursion lines: Reclaim → reshuffle Chain Lightning/Ball Lightning → redraw with Hurricane.
TL;DR play pattern
Stabilize with multi-target damage
Turn on defense/heal (Downpour/Resilience)
Enable card flow (Hurricane)
Loop burst/recursion to close
Whether you need a team medic, an add sweeper, or a draw engine, Tempest brings the weather you want—on demand.

Thursday Oct 02, 2025
Thursday Oct 02, 2025
Sharpen your Batarang—uh, throwing knives—this episode is your complete, practical guide to playing The Wraith in the Sentinels of the Multiverse video game. Whether you’re new to Rook City’s greatest detective or looking to squeeze a few more percentage points out of Advanced villain fights, we break down how to pilot Wraith for reliable control, safe tempo, and precise burst damage.
What you’ll learn
Core game plan: How Wraith wins—early control into sustained chip + burst while staying safe behind her base damage reduction (Stealth).
Priority cards & why they matter:Impromptu Invention, Infrared Eyepiece, Utility Belt, Throwing Knives, Razor Ordnance, Micro-Targeting Computer, Stun Bolt, Trust Fund, Grappling Hook (and when each is best).
Setup order that sticks: Mulligan tips, first 3–4 turns, and when to fetch equipment vs. draw deeper.
Lockdown made simple: Top-deck manipulation with Infrared Eyepiece, soft-disable with Stun Bolt, and removing problem Ongoings/Environment with Grappling Hook.
Damage math without the math: Turning small hits into real DPS with Micro-Targeting Computer and multi-target lines from Throwing Knives.
Team synergies that shine: Pairing Wraith with heroes who buff powers/damage or love clean tempos (think supportive leaders, hand-fixers, and sustain engines).
Matchup notes: What to prioritize vs. fast clocks (e.g., bursty villains), value engines (deck mills/top-deck abusers), and environment-heavy boards.
Common pitfalls & fixes: Over-equipping without protection, delaying control tools, and forgetting to flip to safety when pressure spikes.
Who this episode is for
New players wanting a consistent control + chip hero that teaches fundamentals.
Veterans chasing faster clears and safer Advanced runs.
Anyone who loves the feeling of always having the right tool.
TL;DR build path
Find a control piece (Infrared Eyepiece or Stun Bolt)
Fetch equipment with Impromptu Invention → Utility Belt for extra power use
Stabilize with ongoing/enviro answers (Grappling Hook)
Scale damage with Micro-Targeting Computer + knives/ordinance
Maintain stealth when the board heats up
If you’ve ever wanted your team to feel calm in chaos, The Wraith is your win condition. Press play and start policing the top of the villain deck like a pro.

Monday Jul 28, 2025
Monday Jul 28, 2025
In this updated tier list, we take a fresh look at the best and worst Warhammer 40K video games! 🎮 From God-Emperor tier masterpieces to the downright disappointing, we re-evaluate fan favorites and hidden gems based on gameplay, lore accuracy, updates, and replay value.In this video, we cover:✅ Re-ranking classics like Dawn of War, Space Marine, Mechanicus, and Battlefleet Gothic Armada 2✅ Where Darktide, Boltgun, Rogue Trader, and Gladius stand now✅ Whether Dawn of War 3 has redeemed itself✅ The current state of Warhammer 40K video games in 2025Whether you're a new fan or a long-time Warhammer veteran, this tier list will help you decide which games are worth playing—and which ones to avoid.🎯 Don't forget to check out the original video here: [insert original video link if needed]📌 Full Tier List Video: https://youtu.be/DWuu2YUHKzY#Warhammer40K #WarhammerGames #WarhammerTierList #SpaceMarine #DawnOfWar #WarhammerBoltgun #GamesWorkshop #WH40K #Warhammer40KTierList #WarhammerReview #WarhammerGaming #Darktide #Gladius #BattlefleetGothic #TTRPGLink to my course: https://www.udemy.com/course/website-creation-with-no-coding/?referralCode=E925A59EB95AAB3E8FAALink to my store for merch and awesome gaming accessories for US customers: https://gmansemporium.com/Link to my gaming blog: https://gmanreviews.blog/Follow me on Twitter for updates: https://twitter.com/gman_reviewsFollow me on Facebook: https://www.facebook.com/GmanGamingandReviews

Friday Jul 11, 2025
Friday Jul 11, 2025
In this ultimate Warhammer 40K video game tier list, I rank 21 of the most well-known titles in the Warhammer 40,000 universe. From tactical strategy games to brutal FPS experiences, I cover the highs, the lows, and the hidden gems.🎮 Games Ranked in This Video:Battlefleet Gothic Armada 2Dawn of War 1, 2, 2: Retribution, and 3Warhammer 40K: Space Marine & Space Marine 2Rogue TraderBoltgunChaos Gate: DaemonhuntersSanctus ReachArmageddonGladius: Relics of WarMechanicusDarktideBattlesectorSpace Hulk Tactics & Deathwing Enhanced EditionNecromunda: Hired Gun & Underhive WarsInquisitor: Martyr🛡️ Whether you're a new fan of Warhammer 40K or a longtime veteran of the grimdark future, this video will help you decide which games are worth playing and which ones to skip.🔔 Don’t forget to like, subscribe, and share your own rankings in the comments!#Warhammer40K #WarhammerGames #WarhammerTierList #SpaceMarine #DawnOfWar #Boltgun #Darktide #RogueTrader #BattlefleetGothic #MechanicusLink to my course: https://www.udemy.com/course/website-creation-with-no-coding/?referralCode=E925A59EB95AAB3E8FAALink to my store for merch and awesome gaming accessories for US customers: https://gmansemporium.com/Link to my gaming blog: https://gmanreviews.blog/Follow me on Twitter for updates: https://twitter.com/gman_reviewsFollow me on Facebook: https://www.facebook.com/GmanGamingandReviews

Wednesday Sep 21, 2022
Wednesday Sep 21, 2022
Hi everyone and welcome to the 2nd version of my beginner's guide to the Wyrdhunter class in Tainted Grail. This is a more streamlined version of my first guide explaining how the character concept works. I will have another in-depth guide coming up.Link to my gaming blog: https://gmanreviews.blog/Follow me on my twitch channel: https://www.twitch.tv/gman_gaming_and_reviewsFollow me on Twitter: https://twitter.com/gman_reviewsListen to my podcast: https://podcasts.apple.com/us/podcast/gman-gaming-and-reviews/id1565522411Stay tuned for the link to my store for merch.






