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Firebase Issue 02

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    FREE

    100% HOBBYCONTENT

    ANOTHERACTIONPACKEDISSUE!

    2TITANICBATTLEREPORTS!

    BACKFORMOREAND

    BETTERTHANEVER

    PLUS

    TACTICS

    CONVERSIONS

    PAINTINGTUTORIALS

    GAMINGRESOURCES

    ZOMBIESURVIVAL

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    Firebase Editorial

    Merry Christmas you little ho ho ho!

    Tis the season to be jolly and lled with

    righteous cleansing zeal! What a line up

    FIREBASE has for you this Yule tide. However,

    just because were focusing on the Emperors

    favourite lap dogs, the Imperial Space

    Marines, doesnt mean there isnt plenty of

    festive cheer for everyone.

    Santas Christmas zombies are rife in

    the Necromunda underhive, munching

    merrily on the esh of the living through

    Boxing Day and into the New Year.

    Jon Boyces zoat army emerges from the

    warp like a long lost relative. The genestealer

    swarm delivers a festive, yet deadly, lick

    to the Deathwing space marines under

    the mistletoe and weve got more action

    packed orkiness from Ugluk in

    Chronicles of an ork.

    Whats that big number you ask?

    That is the amount of people that downloaded

    FIREBASE issue #1 within the rst month of its

    release. The response has been overwhelming

    and we thank you for all your continued support

    in our very ambitious project.

    Until next time, enjoy and I hope Santa brings

    you lots of little plastic men!

    - ADAM SMITH

    December 2006 ISSUE 02

    www.warseer.com/rebasemag

    Staff listing:

    The Head Monkey:Adam Smith

    PR Monkey:Brandon Valee

    Assistant Monkey:Ashley Curtis

    Subbing Gibbon:Brandon Murray

    Specialist Monkey:Simon FisherDesign Monkey:Steve Gagne

    Art Monkeys:Leigh Kade, Donald Carr,Johnathan Ho, Johnathan Ostavia,

    Logan Lee, Charles Walton

    Writing Chimps:Leigh Kade, MichaelRudder, Johan Westlund, Adam Smith,

    Troy Stuart, Luke Bardwell, Luke Houston,Johan Hansson, Jonathan Ho, Ashley Curtis,Jon Boyce, James Le Grys, Leigh Kade

    FIREBASE is published every three months in association

    with Warseer.com. All text and layout remains the copyright

    of FIREBASE. FIREBASE is a fully independent publicationand its views are not the views of any company mentioned

    herein. All characters and artwork shown in this magazine

    remain the and trademark of their respective owners.No part of this magazine may be reproduced without

    the express permission of the Editor or Deputy Editor.

    FIREBASE can accept no responsibility for inaccuraciesor complaints arising from editorial or advertising within

    this magazine. All letters and emails received will be

    considered for publication, but we cannot always provide

    personal replies.

    This fanzine is completely unofficial and in no wayendorsed by Games Works hop Limited. FIREBASE is a non-

    profit making fanzine with the aim of promoting Games

    Workshop games, products and hobby.

    87,416

    http://www.warseer.com/firebasemaghttp://www.warseer.com/firebasemag
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    ContentsEditorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

    How Do You Carry Yours? . . . . . . . . . . . . . . . . . . . . . . . . 4

    Tricks and Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    Getting into the Deathwing . . . . . . . . . . . . . . . . . . . . . . 11

    One Army, One Day . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    Always Outnumbered, Never Outgunned . . . . . . . . . . . . 17

    Cleanse The Xenos Filth! . . . . . . . . . . . . . . . . . . . . . . . 21

    How to Paint Your Deathwing . . . . . . . . . . . . . . . . . . . . 27

    A Stinkin Grot of a Squigherder . . . . . . . . . . . . . . . . . . 33

    Get Your Motor Running . . . . . . . . . . . . . . . . . . . . . . . . 39

    Painting For a Living . . . . . . . . . . . . . . . . . . . . . . . . . . 47

    Flame On! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

    The Return of Hive Fleet Colossus . . . . . . . . . . . . . . . . . 55

    Hive of the Living Dead . . . . . . . . . . . . . . . . . . . . . . . . 61

    Lets Get the Truck Outta Here! . . . . . . . . . . . . . . . . . . 66

    For A Few Zombies More . . . . . . . . . . . . . . . . . . . . . . . 80

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    testimonial

    HOW DO YOUCARRY YOURS?

    It could be argued that the three biggest steps in starting40k or any game system for that matter is choosing yourarmy and army list, then the colour scheme, the fourth

    step you ask? How to transport your army from game to

    game without it being mashed to a pulp of course!

    From customised shoeboxes to the case thats built like an elephant and

    all those in between, theres a carry case to suit every gamer. Cases vary

    from a fairly cheap, homemade solution to the expensive, luxury case whoseonly limitation is not being able to play the game for you.

    To present a small cross section of how gamers transport their lovingly

    painted minis I asked the FIREBASE staff how you do carry yours?

    MIKEGLAESAR

    I used to carry my gures in astandard GW case. I never reallyhad any problems with it as itcould comfortably carry all mymarines and rhinos without thethreat of damage. As time wenton, I started playing other armiesthat had different packing needs.The GW case that served me sowell before couldnt handle allthe extra models and vehicles.So now I own 2 Sabol transportgure cases. These things arekinda on the expensive side,but in my opinion, well worth it.

    The foam trays on theinside give you TOTALcustomizability. Largemodels? Put them in thetank trays. Tall models?Flip a tray over to add anextra inch of height. TheSabol transports also

    have extra pockets forrulebooks, dice, rulers,drinks etc...and it has ashoulder strap meaningtwo free hands to carry...the rest of the army in shoeboxes...sigh.

    After attending several GTs, Ive realized that constantly packingand unpacking models between games gets very annoying.Therefore, inspired by a Black Gobbo article, I built my ownmagnetic army carrying tray. This tray ts my entire 1850 pointdaemonhunters army. Thats 6 rhinos, a landraider, HQ and 60troops! Since its magnetic, I can hold the tray sideways and use

    my free hand to carry something else.

    ASHLEYCURTIS

    Having recently sold off my oldGW cases I found myself trying tomove miniatures and my modellingequipment back to uni with greatdifculty!, I found these reinforcedmetal cases in Lidl for 8.99 and

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    they are an absolute bargain with plenty of space for foam trays,brushes & models of course, I just need to go out and buy more!

    ADAMSMITH

    The LimitedEdition GamesWorkshop Case

    Ive had a lotof joy from thiscase. No brokenor chippedmodels and bestof all, its verycomfortable forlong distances.

    The mosti m p o r t a n t

    feature of thiscase is not thestunning aquila on thefront or the little clearplastic slot on topwhere you can put yourname and address or inmy case favourite armybadge. It is in fact,that this is not entirelya Games Workshopcase.

    The rst give away?Well, its not a largeplastic brick. Thesecond is the quality of foam. These limited edition cases wereproduced for Games Workshop by Figures in Comfort.

    Now, while Figures in Comfort tend to charge a little more fortheir cases, every penny spent goes towards quality. You get denserand softer grey foam and you can choose from a variety of trays.

    As these were produced ona limited run, youre probablywondering how I got my grubbymitts on one. I waltzed into mylocal hobby store and they hadone that had been gatheringdust for the past few years.I soon found out why when it

    had a 60 price tag attached.After some haggling, I got theguy down to 40.

    It was only when I got ithome, I realised that the righthand side had 4 standard 4X 9 infantry trays, while theother side had been lled withunusable odd chunks of foam.

    After an order with Figures

    in Comfort (bless their cottonsocks!) I have an awesomecase that can hold up to 8 tiers of 36 men. Thats 288 men!

    Best of all, there is a sturdy dividing wall through the centre ofthe case, making it ideal to take to tournaments. Army goes in oneside, while clothes and wash bag go in the other. Perfect!

    NATSUMIKOJIMOTO

    I use a general plastic GWcarry case to transport myarmy around from game togame, If I need to transportbulkier models such astanks I make my own casesfor them using cardboard &foam from blister packs tosave cutting the slots in mycarry case up as cases canbe quite expensive

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    The case itself can carry a fair amount or infantry models as ithas 4 foam tray inserts meaning I can carry around enough modelswithin it to play games of most point values

    SU MMA R Y

    Its worth forking out that bit of extra cash to transport your armycomfortably for the convenience of not having to touch up chippedpaint, or reattach broken limbs. Manufacturers are constantly

    producing bigger and better cases with all manner of easy comfortfeatures like shoulder straps, leather handles and thicker spongyfoam. Take care of your army and Im sure theyll take care of youropponents for you with some improved dice rolling luck.

    - Rob Holland

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    tactica

    TRICKS AND

    TRAITS

    he full benefits and drawbacks of the space marinetrait system. Is it wise to follow the teachings of thecodex, or tread the path of a fetid deviant?

    Well, the new Space Marine Codex has been out for sometime now, with plenty of time spent playing with the new rules.Loopholes have been found and xed, new tactics created and oldones reviewed.

    One of the most discussed aspects of the new Codex, however, isthe Trait system. After some discussion with fellow marine playerson the Bolter & Chainsword forum (Nice plug, I hardly noticed -Ed),we have put together a small list of the pros and cons of some ofthe more popular traits.

    CLEANSEANDPURIFY

    If I had to pick the most popular of the new traits, this wouldbe it. Allowing tactical squads to replace their heavy weapon for asecond special weapon is an ability that many marine players havebeen quick to take advantage of, myself included! The extra plasmagun, melta gun or amer in a squad allows it to keep moving andstill put out a respectable amount of repower. The downside of thisis the lack of long-range infantry repower, which means armieswith this trait often must take several tanks, dreadnoughts andland speeders to deal with enemy armour. In addition, it is almosta prerequisite that these squads have some form of transport, toget them nice and close to the enemy.

    A good combination with Trust Your Battle Brothers, CleanseAnd Purify is an exceptionally useful trait.

    TRUSTYOURBATTLEBROTHERS

    Often taken in tandem with Cleanse and Purify, this traitmakes your marine squads far nastier in close combat withoutimpacting on their shooting ability. Giving each marine twoattacks instead of one makes assaulting a full-size squad adaunting prospect for anything but dedicated assault units, andremoves the reliance on getting the charge to win combats. Asno extra attacks are received from assaulting, marine squads

    with this trait are often better off rapid-ring their bolters which is more likely to cause damage to enemy units anyway. Apart from the True Grit ability, this trait also confers the Counter-Attack ability, which simply makes large tactical squads a verydangerous thing to assault.

    NOMERCY, NORESPITE

    Tired of your specialist assault troops getting their butts kicked?Dont want to be caught up in protracted close combats? This maybe the trait for you.

    For +3 points per model, this trait gives your assault of tacticalmarines a +1 bonus to initiative and strength on the turn that theycharge. I will discuss the two units separately.

    Assault troops benet most from this trait as they are mostlikely able to get the charge on the enemy, enabling them to getthe bonus. Marine assault troops generally struggle to eliminatetougher units, like other space marines, in a reasonable timeframe,so having the extra strength combined with the initiative bonusenables you to deliver a crippling blow in the rst round of closecombat. Of course if you charge into cover the initiative bonus is

    useless, but wounding a marine or equivalent on a 3+ can be worthits weight in adamantine. Combine this squad with a chaplain, andwe are talking about some serious hurt being dished out here.

    Tactical squads can also be given this butt kicking trait.Unfortunately tactical marines are less likely to get the charge in,thus making good use of the trait difcult. The best combinationwith this trait would see an army using Take the Fight to Them(pistol and CCW for each tactical marine) and a land raider crusaderfor delivery. Alternately you could equip a squad for counter-charge

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    duties. Probably not worth the points, but if you can make it workfor you go for it!

    SEEBUTDONTBESEEN

    See But Dont Be Seen gives you the ability to give Inltrate toyour tactical and devastator squads at the cost of +3 points permodel. The obvious utility of this is getting your units closer to your

    opponents lines. In most standard missions, this will let your unitsstart 18 away from your opponents units, perhaps as close as 12depending upon terrain, and how your opponent deploys.

    Another utility to See But Dont Be Seen is that you get to setup your units after your opponent is mostly (or entirely) set up.It lets you hold back your devastator squads until the inltrationpart of deployment, so when you do position them they have the

    most opportune elds of re. Its very easy to design an entirearmy where absolutely nothing goes on the table during standarddeployment. Not only does this force your opponent to deploy blindand give you a huge advantage, but it often rattles opponents aswell. It should be noted that if an opponent has a few inltratingunits, he can seriously constrain your army deployment if he getsto set up inltrators before you do.

    If you do the all-inltrating, all-the-time schtick, every once in awhile youll play a game where your opponent doesnt set anythingup either. He might be playing a drop pod army, or he might havea heavily mechanised force in an omega-level mission. If thats thecase, you pretty much have the run of the board and can deployunits anywhere on the table that you like. This is amusing when ithappens.

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    A secondary ability granted by See But Dont Be Seen is thatyou can give Acute Senses to your units with inltrate for +1 pointper model, but this is almost always wasted points. Its only worthtaking if youre making an army list for a special scenario wherethe whole game will be played according to night ghting rules, notfor the odd chance that you might have one turn of night ghtingevery once in a while.

    The upside to See But Dont Be Seen is that its considerablycheaper than rhinos: 30 points to give it to a 10-man squad asopposed to 50+ points for a rhino. The obvious downside is thatyou dont get inltrate in alpha-level missions.

    Complimentary Advantages:Cleanse and Purify, Trust YourBattle Brothers

    HEEDTHEWISDOMOFTHEANCIENTS

    Well, the one good thing about the recent errata that GamesWorkshop have put out is that it conrmed the 6 dreadnought

    army as a legal army list. Personally, I dont see why this was a bigcause for debate. Dreadnoughtsare fun, but in order to have 6of them in a single army youeither have to skimp on virtuallyeverything else, or be play apretty big game. I supposeone of the rationales for takingdreadnoughts as heavy supportchoices instead of tanks isthat dreads can ght in closecombat. However, I think thisis as much a disadvantageas it is an advantage. Dreadshave a WS rating, so they canbe locked in close combat.Tanks do not, so while theycan be assaulted, they can justdrive away (assuming theyremobile).

    In my opinion, the real utilityof Heed the Wisdom of the

    Ancients is to a drop pod army. If you want everything in yourarmy to be delivered via drop pod, then the only way you can get aheavy support choice that can re heavy weapons the turn it landsis by taking this advantage and using dreads for heavy support.Mind you, this is no small utility. Delivering dreadnoughts into theheart of enemy formations via drop pod is huge fun. Having dreadssuddenly appear and hose their units with assault cannons andheavy amers (an upgrade I favour) is hugely distracting to mostopponents, both due to the initial damage they do and the menaceof having those dreads rampage around the following turn. WhenI use dreads in this fashion, they dont often make their pointsback, but the amount of disruption they cause to my opponentsgame plans usually more than makes up for it.

    Complimentary Advantages: If you just want a lot of dreadsin a standard army: none, really. If you want to play a drop podarmy, then anything that would be advantageous to such an army,most notably Cleanse and Purify or Trust Your Battle Brothers.

    BLESSEDBETHEWARRIORS

    This trait allows assault squads to take up elite slots, providedthey take the furious charge veteran skill. These squadsautomatically become hard-hitting assault units and rightlyfeared, especially when joined by a character like a reclusiarchchaplain.

    On the charge, they put out a solid number of attacks at agreat strength and initiative, boosted by furious charge. Thiswill easily see off most normal infantry and even some heavyhitters. Their increased cost can be a liability, but it is oftenworth it. They dont deploy last either, being elites, but hidingthem behind cover works ne.

    Its also a very characterful trait, depending on your chaptersbackground.

    HONOURYOURWARGEAR

    Honour your Wargear allows you to take devastator squads aselites, provided you spend 3 points per model on the tank hunteror inltrate, a exibility that the other traits lack. Both of these

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    skills can be useful if played correctly, tankhunter giving a +1 to armour penetrationrolls means that heavy bolters can nowharm armour 12 and missile launchers havea chance to penetrate a land raider.

    Inltrate will let you set up your unitlast and in some cases outside of yourdeployment zone, allowing you to look forbetter positions that have better lines of refor your weapons.

    While setting up last may sound benecialto most, the tank hunter trait is usuallybetter as when the squad is set-up withelites, it has already seen where most of itstargets will be, and inltration isnt alwaysused or benecial to the unit unless theyreall carrying multi-meltas and plan to get inclose.

    The drawbacks for this trait would be theextra cost obviously, along with the factthat you now have fewer slots open for yournormal elites choices.

    PURITYABOVEALL& UPHOLDTHE

    HONOUROFTHEEMPEROR

    Purity above all allows you to upgrade aveteran sergeant to an apothecary. Uphold

    the honour of the Emperor gives all tacticaland veteran squads a 6+ invulnerableagainst shooting. The combo here is toalways be able to shrug of a wound causedby an armour negating weapon.

    Say that your opponent has a squad of Eldardark reapers (with ap3 reaper launchers)that are constantly pounding your infantrysquads and wiping out 2 to 3 marines a turn.Normally you would receive no saving throw,

    but as Uphold the honour of the Emperorgives you a 6+ save, you can ignore onewound using the apothecarys ability eachturn.

    With clever positioning you can keepseveral squad fairly close together allowingthem to share the auto negate failed saverule.

    Well, thats just a taste of the traitsystem, and what it can do for you! Mayyour bolt shells cleanse the impure, andyour chainsword rend the esh from Xenoslth!

    - Michael Rudder

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    army feature

    GETTING INTOTHEDEATHWING

    Aperson can be attracted to an army for many differentreasons. Teir background, their models or theirrules are quite common.

    The reason for me to start a Deathwing army is, I would think,a bit more unusual. Banners. I started playing Deathwing in orderto paint banners. Or at least, that was one of the main reasons. Iwas just nishing a Chaos marine army that I had been paintingfor the past two years and as always when the end of a project is

    within sight you start to look ahead for new ideas. The Chaos armyfeatured quite a lot of freehand and I came to two conclusions:

    1. I liked to paint freehand.2. I was quite good at it.

    With this in mind I decided that thenext army needed to give me lots ofopportunities to do freehand work. Andof all the armies in 40K, one had by farthe coolest imagery the Dark Angels.Ever since I saw the cover of the Rogue

    Trader era Vehicle Manual, which featuredan extremely cool Dark Angels banner, Ihave been in love with their dark, gothicbanners depictinghooded angels. A normalDark Angels army couldinclude some bannersand paintings onrhino doors, but mostsergeants bannerswould be too small to

    do anything moreadvanced. Withthe Deathwing,every sergeantcould carry a hugebanner. I startedpainting conceptsketches ofpossible bannersand came up witha few ideas, butnot enough for anentire army. Since I wanted each banner to be unique I put theproject on hold for a while thinking of more ideas. After a fewweeks I had around ve good ideas and a few okay ones. Theproject could become a reality and I started thinking more aboutsome practical concerns, such as what to include in the army andhow to make the terminators stand out from each other.

    GamesWorkshop solved the second problem for me by releasing

    the long rumour plastic terminators. A Deathwing army was suddenlya realistic possibility! I started thinking about lists and borrowedterminators from my friends in order to test the list. Although Iconsider myself more of a painter then a gamer, I would soon growtired of playing an army that could not win. I didnt need an armythat could win tournaments, but I needed an army that was playable.

    The rst trialgames wentalright and Istarted thearmy. Therst problem

    I cameacross wasthe designc h a n g e swith the new

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    terminators. Iloved that theywere in plasticand larger thenthe old ones butI really liked thelook of the 2ndedition ones a lotmore. But it wasnothing that afew conversionscouldnt solve!

    The biggestchange wasto raise thes h o u l d e r s .GamesWorkshophad listened tothe people that

    complained thatno human could

    ever t inside a suit of terminator armour since the shoulders weremore or less parallel to the head. I realise that this is true andthat the new design is much more realistic but the old one is somuch cooler and make the terminators look much more menacing.Another change was to remove the new, huge targeter and replaceit with a smaller one. I also did some minor changes to mostweapons to make them look more like the old versions. And whenthe new assault terminators released I realised that it would takea lot more then minor changes to get them the way I wanted.

    While the thunder hammers and storm shields looked awesome,the lightning claws were a big disappointment. They are supposedto have huge power blades mounted on top of the knuckles, notlook like power sts with spiky knuckle dusters. The lightningclaw conversions required a lot of work, but in the end I was verypleased with them. One of the major advantages with a Deathwingarmy is that you can put a lot of work into even your basic troopsand still nish the army quite quickly.

    After playing with the army for a while I was quite surprised abouthow well it worked. In the beginning I didnt fare so well but themore I played, the more I learned how to play them. And they arenow my most successful army ever in tournaments. One thing thatneeds to be remembered is that the tournament climate in Swedenwhere I live is a lot different from USA or the UK. Army compositionplays a large part and people tend to use a lot less competitivelists than in many other

    parts of the world. I wasstill surprised about howwell they played and theywere fun too. Combinedwith the fact that the armyis easy to transport, mostgames tend to go quite fast(which is a good thing ifyou are a slow player likeme) and the Deathwing arequite uncommon, which

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    has made all the tournaments Ive played withthe army very enjoyable. Since you can reallyspend time painting each model, the armyreceives a lot of positive comments, which isalways nice

    - Johan Westlund

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    hobby

    ONE ARMY,ONE DAY

    When umpteen Genestealers arrived in the post,my first thought was how dull it would be topaint 60 near identical models, all in the same pose and

    colourscheme.

    I had the idea of making an all-Genestealer army as a greatcompliment to my Deathwing army. Itd certainly make for somefun and interesting games. The only problem is painting it whileall my time is occupied at work, or in the running of this lovelymagazine you are reading.

    I gave Blue Table Painting a call. They were incredibly helpful andfriendly, but I had never imagined the cost of shipping the armyfrom England to America, getting it painted and then shipping itback, insured all the way. So that was out and there was no bigpainting service in the UK.

    If only I could clone myself a few times, the whole army could benished and ready to play in a day, leaving me time to paint moreimportant things. That was when I had a great idea -I could getmy friends to do it! The only downside is that theyre cold, hard,mercenaries and it would have to be a big CA$H bribe.

    My job incorporate eventstaught me the valueof bespoke incentiverewards. To put itsimply, this involvesdoing somethingnice for someone.

    Instead of givingmy friends a wad of

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    cash and sending them on their way, I promised to take them outto the nest curry house in all the land, The Royal Bengal.

    HOWITWOR KS

    No one was going to sit and ock models, then undercoatthem, wait for them to dry and start painting. Beside its too timeconsuming. Everything had to be ready for my friends to sit downand get on with painting. I spent the previous weekend assembling,ocking and undercoating the entire army so that theyd be blackand dry for the big painting day. I set upthe painting area and supplied everyonewith a water pot, a good quality paint brushand paints.

    So that everyone didnt end up paintingwhole models each, resulting in a veryvaried looking army, I came up with a

    factory line process. Certain jobs were allocated according to eachpersons painting ability and skills. Simon is good at drybrushing,while Luke is good at base coating and James enjoys highlighting.

    So that it wasnt all work and no play, I supplied a crate of beer(renowned for improving painting ability!) and lunch.

    The army was complete and ready to tear apart some spacemarine terminators. Six broods of ten Genestealers, including aBrood Lord with a ten-man retinue and two old baby Genestealersas wound markers. Ah, the great old miniatures you can nd oneBay!

    I then took everyone to The RoyalBengal for a damn tasty curry.

    Overall the painting day workedreally well. It goes to show thatwith a little planning and tailoringto your audience you can get a

    brilliant result and save hundredsof pounds in the process.

    Now to take the Genestealers outand infect some of the Emperorsnest!

    - Adam Smith

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    tactica

    ALWAYSOUTNUMBERED,

    NEVER

    OUTGUNNED

    So you want to play Deathwing? Welcome to thehallowed halls of the inner circle my brothers! Tisarmy is not for the faint of heart.

    Most of the time you will be heavily outnumbered. The Deathwingare a scalpel army, by that I mean they have to be used with

    precision, you cant afford to make mistakes. If this still sounds likethe army for you then please read on and learn the secrets of usingthe all Infantry Deathwing army effectively.

    PLAYINGANALL-INFANTRYDEATHWINGARMY

    First of all Id just like to clarify that I always use infantry so noneof this will have anything to do with vehicles. Nowyoure probably wondering why I love the Deathwinginfantry army. I nd the all infantry DW army is avery scary prospect for any opponent, in the hands

    of a good player the DW can be indestructible. Thereis nothing funnier then the look on my opponentsface when I deploy 26 terminators at 1500pts splitinto 4 squads of 5 and one of 6 due to my HQ joiningthem. Since the new assault cannon rules came outI now run 6 assault cannons and 4 cyclones in mylist. Having so many terminators on the board is apsychological advantage, because any opponent whohas never faced Deathwing wont have a clue how tobeat them.

    THE BA SIC S

    There are two areas you need to concentrate on. The rst is yourall-important HQ. Now these days a lot of players are going for thehigh-powered librarians. Personally I think the point expenditureis ridiculous in an already expensive army. I always take aninterrogator chaplain. I like him because he is slightly cheaper andhe comes equipped with a power weapon, a 4+ invulnerable save.

    The simple reason I would choose him over a Grand Master orLibrarian is because of the invulnerable save and the fact that themodel rocks. All you have to do is equip him with a stormbolter andhes good to go. Which brings me onto the backbone of the InfantryDeathwing army.

    TERMINATORS

    Ah, the humble terminator! The most elevated and decoratedmarines in the DA army and indeed any army. Terminators rock!

    Deathwing terminators are even cooler, but then I am biased. Okthere are two types of terminators. First of all Ill cover the onlytype terminators Ive ever used.

    Tactical Terminators are the ones with the guns. Their standardkit is a stormbolter and powerst. The stormbolter has a 24 rangewith the stats of a bolter but is an assault 2 weapon. By moving and

    ring, termiantorscan have a greaterbasic weaponrange then most

    units in the game.

    Powerrsts areboth a blessing anda curse. Striking atS8 and ignoringsaves is awesomewithout question.However, theyalso strike last,which can be really

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    frustrating. I prefer to shoot the enemy rather than engage themin combat, but well come back to that later.

    Tactical terminators have access to two very nice heavy weapons.The assault cannon and the cyclone missile launcher. At the startof this little tactica I outlined my list and I told you I take 6 assaultcannons and 4 cyclones. The reason for this is the assault cannonis extremely good at mowing down just about anything at S6 andring as far as a stormbolter. With the new rending rules you haveone deadly weapon! best of all Tactical Terminators have accessto two of these puppies. I take 6 of these so that I have a lot ofpowerful medium range repower to augment my stormbolters, soI can mow down lots of infantry and take on enemy armour.

    Now on to the cyclone. Youre probably wondering why wouldanyone take cyclones if the assault cannon is so cool,? The cycloneis basically your standard missile launcher but looks cooler. Thereason I take 4 is because with all that short range repowerwe need some ranged repower to kill tanks at long range. Im

    thinking of going with an even mix of cyclones to assault cannons.The cyclone is good because it not only kraks armour, but it canfrag infantry too. With the benets of the new skills the cyclone canbecome even more deadly with the tank hunter ability.

    ASSAULT TERMINATORS

    Ive never bothered with these guys. The reason I havent isbecause they really dont work well in a force that is designed toblow the enemy apart with mid-ranged repower.

    While its nice to think about a land raider crusader deliveringa huge lightning claw armed assault squad into combat, led by achaplain (with lightning claws) who augments the squad with hisLitanies of Hate ability so that they can re-roll to hit and re-roll towound due to their lightning claws, this comes to over 650 points!Besides, the land raider is bound to get blown to hell on the way in,

    making over a third of your army uneffective.

    My advice is not to bother with them. Theyretoo much of a liability.

    DE PLOYME NT

    The most important part of the game really,sometimes I have been able to tell who was goingto win by their deployment alone. Deploymentwill always vary, but my general way of deployingis to either spread my terminators out as much

    as possible across my deployment zone witha cyclone squad on each ank. Then I spreadthe other units out between the two ankingunits, creating an effective net of support asI advance. The other way I deploy is what Icall the weighted ank. I deploy 3 squads onone ank and 2 on the other to effectivelysplit my opponents army to come after me.By splitting the opponents army and makingthem go after two anks instead of one line, Idont face anywhere near as much repower.

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    It also wrong foots the opponents you face, because most peopledeploy in a standard line formation and sit and wait. It comes asa shock when agressively played terminators are advancing, ringand making tactical withdrawals just to do the same thing nextturn. Truth be told, most people have no idea how to handle a wellplayed DW force the rst time around.

    I see each of my units as an independent. What I mean bythat is they can work very effectively on their own. They havea phenomenal capacity for repower what with assault cannons,cyclones and stormbolters. They have the best basic weapon inthe game with the stormbolter, the assault cannon is plain nastyand devastating if you pick your targets properly. The cyclone isgreat, better with tankhunter, so you dont require a 6 to crackland raiders though. All of this means squat however if you dontdeploy well.

    IT SNOTCOWARDICE ! IT SATAC TIC A L

    WITHDRAWAL

    My opponents have started calling me a coward because i refuseto engage. I will move my terminators forward to get juicy shots

    but when the enemy is getting close enough to assault me in thenext turn, I fall back and shoot the hell out of him. Its extremelyaffective against hordes (which when playing DW is every army).Lets face it, tactical terminators were not designed for combat.

    SOFTEN THE MUP

    The best piece of tactical advice I can give is to always soften upthe enemy before charging. I dont care if they are Eldar guardiansor Genestealers (although if you charge stealers youre deadmeat!).

    While shooting and disengaging is effective, you still need toenter combat every now and then. Whether its to hold a unit inplace, block line of sight, or just stop them from being targetedby shooting, you will need to engage. Against something like adreadnought or a carnifex, powersts will make short work ofthem.

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    RE ME MB E R TERMINATORS A R ENOT

    INDESTRUCTIBLE

    You have no room for error due to the fact that the army is sosmall. Losing just one terminator weakens your whole army notjust the unit. That 2+ save is all well and good until someone pointsan AP2 weapon like a plasma gun at you. Then you can kiss your

    terminator goodbye. That 5+ invulnerable save isnt particularlyeffective and I wouldnt rely on it unless youve got some seriousluck on your side.

    USE COVER

    Terminators need to use cover even more so then other armies.In the open youll get shot to pieces, mostly by small arms rein large quantities. Use cover to block line of sight as much aspossible, wherever possible.

    TA RG ETT INGPR IOR ITY

    Before the game starts decide yourtargeting priority and stick to it. LemanRuss Demolishers and anything elsewith a large AP2 blast is rst on yourlist to kill at all costs. A single hit couldannihilate an entire squad and with just

    5 squads to play with, it could be all overby turn 1. Next up, its the usual arrayof lascannons and plasma guns to watchout for.

    Against horde armies like Orks andNids that dont sport any AP2 weaponry,its up to you to keep ring every turn tomaximise your potential kills. Kill the faststuff rst to stay out of combat, becauseonce one unit has held your terminator

    up, the rest of the horde will pile in very quickly and swarm youwith bodies. Often taking out transports is highest on the anti-Ork agenda. Force those greenskins to walk towards you while youback up and re.

    DE E PS TR IKING THEQUICKDEATH

    Deepstrike is always an interesting topic. When youre facingtau, deep striking in their faces is the way to go. I have to sat that,after losing 4 units in one turn from deepstriking and getting shotto bits, its just not worth it. Deepstriking against Tyranids whetherin front of the army or behind it is suicide. Id really strongly adviseagainst drop pods or deepstrike but thats just me. The problemis that the Deathwing army needs to focus its repower to beeffective. However, with your army dropping in piecemeal, you willproduce very minimal damage, which means greater return reand more casualties. The best deepstriking I have ever seen wasa librarian with command squad who drop podded into the middle

    of a Tau army and cast Fear of the Darkness sending half theTau army eeing off the board, but I can see this tactica gettingrepetitive and certainly proving useless against space marines,Tyranids, Orks and anything else with good leadership.

    Well I hope my long rambling diatribehas given you some idea of what itslike to use an all infantry Deathwingforce

    A Deathwing army is a great way tobecome a better player. While the army

    oozes character, it is very punishing.Just one mistake and its all over, butwhen you do play that perfect gameand win, the rewards are fantastic.Best of all, Deathwing are the cheapestarmy to buy in 40K. So if you need abreak from your main army and fancya breath of freshair, the Deathwing areideal.

    - Troy Stuart

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    battle report

    CLEANSETHEXENOS FILTH!

    After painting more genestealers than anyone shouldin a single day, we felt it was time to take them outfor a spin and who better to face them than their old foes

    the Dark Angels Deathwing space marines!

    +++ Transmission from Colonel John Derringer, 125th ScumDogsRegiment to nearby Imperial Guard Garrisons +++

    Sector 7 vicinity has been sanitised of Tyranid bio constructs by

    aerial bombardments. However, recon reports a high genestealerinfection in the surviving populace. Lacking the resources toneutralise the thread, recon has placed a sentry gun to preventinfected citizens from approaching our ank. Resource assistanceor further bombardment required.

    +++ Responding transmission from The Rock, Dark AngelsFortress Monastery +++

    Cleansing forces have been dispatched.

    Remain vigilant.

    For the Lion and the Emperor.

    GE NE S TE A LE R AR M YSELECTION

    Luke: With an army consisting of nothing but genestealers Iknew Id have to make the most of what strengths Ive got over theDeathwing. That boys and girls is numbers. Keep it cheap and run

    forward screaming is the plan.None of this fancy scuttling orcarapace armour extensions malarkey. My points are going intoas many genestealers as my grubby mitts can muster. Its a goodthing that were only playing 1,000pts or wed have run out ofgenestealers from the studio collection. My army looked great until

    I was reminded that I had to take an HQ choice to lead the army,namely that fat bloated waste of space Brood Lord. Hed be prettygood if he could eet of claw with the rest of his mates, but hecant. Hes old and hes had one too many hip operations, but worstof all, he holds up a compulsory genestealer retinue with his slowfat arse. Enough rambling, the biggest issue is that hes pushed meover the limit by 70pts. Adam said that this wasnt a problem solong as he could have a sentry gun with an assault cannon as themain objective. I agreed and away we went. Now to rush forwardand hope his guns dont thin out my army too much.

    1,000pts Genestealer Swarm

    Genestealer Patriarch Big Daddy(Brood Lord)with 10 Genestealer retinue

    10 Genestealers

    10 Genestealers

    10 Genestealers

    10 Genestealers

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    DE A THWINGAR M YSELECTION

    Adam: Normally when I eld my Deathwing force its at1,500pts, complete with tank and dreadnought support, but thistime I couldnt have any of those nice things. It was time to skimpon the points and try to eld as many men as possible, whichstill isnt much. Basically, I dropped 2 dreadnoughts and a landraider from my usual list and took the remaining 1,000pts. I was

    a point or two over, but considering that Luke wanted a few morepoints for a Patriarch and I wanted a sentry gun to generate a fewmore kills, this was quickly agreed and wasnt a problem. With just3 squads in my army I felt horribly vulnerable. Granted, I couldhave taken a land raider and I could have taken a close combatdreadnought, but these would have totally unbalanced the gamedue to genestealers being weak against vehicles. Looking at myarmy list, youre probably wondering why I havent gone crazy withassault cannons? The simple answer is that I normally eld a well

    rounded army to face all comers and for once this has left me quitevulnerable. But lets see what those cyclones can do. Im sure a fewwell placed frag blast templates will prove their worth.

    TA K E A NDHOL D

    We chose to play a basic take and hold mission centred onthe sentry gun in the middle of the village. The sentry gun has acomputer targeting system with BS2 and an assault cannon. Thesentry gun has an armour value of 10 all round and is destroyed ifit suffers a single glancing or penetrating hit.

    ALPHALEVEL

    The only thing that matters in this game is having the mostscoring units within 12 of the objective when the game ends.

    SE TUP

    Luke spread his genestealer swarm out across his table edge,hiding behind buildings, rocks and the renery. Meanwhile, Adamset up the Deathwing clumped together in the centre of hisdeployment zone, ready to lay down some withering repower. Itsgoing to be a messy one!

    1,000pts Deathwing Cleansing Team

    Codicier Librarian Corvinwith Fury of the Ancient psychic powers, terminatorarmour, and stubborn

    4 man Terminator Command Squadwith 2 cyclone missile launchers

    6 Terminatorswith 1 assault cannon and 1 cyclone missile launcher

    6 Terminators

    with 1 assault cannon and 1 cyclone missile launcher

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    TURN 1

    Adam won the roll to go rst, but after looking at the board,decides that its better to wait and let the genestealers come tohim with more targets in range for his rst turn. Also, if he gets the

    last turn of the game, he can rush the objective and clear away anyopposing units without fear of being charged.

    Run you gribblies, run! Luke yells as his genestealer swarmsprints forward. One brood take cover behind a large rock to theleft of the sentry gun while the rest of the swarm runs out from

    their hiding places ontothe open battleeld,followed by the waddlingPatriarch.

    The Deathwing holdtheir ground. Kill them.Kill them all.

    Librarian, CodicierCorvin casts furyof the ancientsacross to the right,cutting through three

    genestealer broods. Two genestealers burst into blue ames anddied.

    The combined re from all three Deathwing squads tear apartthe genestealer brood to the far right in multiple sprays of greenliquid while the sentry gun cuts down a single genestealer from thenearest brood.

    TURN 2

    The genestealersdash forward screechingloudly. The brood inthe centre leaps on thesentry gun, tearing itapart with their teethand claws. Meanwhilethe brood by the

    renery move forwardto take the place oftheir brothers that werehideously gunned downlast turn.

    The Deathwing fallback to form a defensiveblock, much to Lukesdisgust.

    Cheese! Beardy cheese!

    The librarian casts fury of the ancients into the brood huddledaround the mangled wreckage of what was once a proud imperialsentry gun. The psychic force kills a single genestealer in a erydisplay of gore while the rest of the command squad and one ofthe terminator squads annihilate the rest of the brood with fragmissiles and bolter shells. Meanwhile, the second terminator squadwipes out the brood on the far right with a volley of highly accuratebolter and assault cannon re.

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    It looks as thoughits all over for thegenestealers and theDeathwing gun themdown one brood at atime. Lukes lookingvery worried andAdams looking ratherbored at this point.

    TURN 3

    Luke carelesslyruns his swarm

    forward, having lost all hope of standing a chance in this game.Then he realises that one of his broods is in charge range.

    The genestealers on the right run towards the ank of the

    terminators while the brood to the left sprints forwards at full speedand leaps up the hill into close combat with the second terminatorcommand squad.

    As the genestealers have a massive initiative of 6, they get togo rst with a total of 14 attacks. To Adams horror, Luke rolls

    six rending hits, cuttingdown the elite Deathwingterminators in a sea ofshrieking alien faces andsharp serrated claws.The crazed genestealers

    then sweep round,slamming into theside of the Deathwingcommand squad led bythe librarian.

    The Patriarch and hisretinue are so far away

    and so slow that theypose no threat.

    The Deathwingterminator squad to theright moves away from thecommand squad to openre on the approachinggenestealer brood to

    the right, wiping severalof the foul xenos fromexistence, leaving threethat hold fast, ready tocharge the terminatorsnext turn.

    In close combat thegenestealers tear apartthe terminator commandsquad with their rending

    attacks. The librarianswings his force axe,but the swift creaturesstep aside and dodgehis attacks. Heavilyoutnumbered andstubborn, the librarian isforced to make 10 armoursaves. One save for eachtime he is outnumbered.He disappears beneath a mound of chitinous bodies, never to beseen again.

    TURN 4

    Having dealt with the librarian, the two genestealer squads jumpon the remaining terminator squad and tear them to shreds withoutany resistance. It has been a dark day for the Deathwing.

    Time for fisticuffs!

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    GAME OVER

    LUKE INFECTTHEMALL!

    It paid off in the end, but if I hadnt rolled a 6 for my eet offoot on the third turn, it would have all been over before you couldsay lead poisoning. The terminators just gunned me down broodby brood and there wasnt anything I could do but run forwardscreaming. By the second turn I had lost all hope, but when I

    managed to charge in, oh how the tables did turn! I was lucky,very lucky to roll so many rending hits and to my amazement Itotally shredded the squad. That was it for the Deathwing as the

    genestealer brood leapt from squad to squad and there was nothingAdam could do about it (apart from cry like a little sissy girl!). Youdont look so big and fancy in your pretty armour now, do you?

    ADAM FALLBACK! FALLBACK!Well, that was a bizarre game alright. It was inevitable that the

    sentry gun would be ripped apart. Like Luke, I felt that this wasgoing to be a massacre. The Deathwing would huddle togetherjust out of charge range and hose down everything with heavyrepower. I was tempted to call the game and start again with adifferent scenariothen the genestealers charged and oh sweetEmperor, it was horrible! I remember saying Thats disgusting!when Luke rolled all those rending hits, my terminators failed theirinvulnerable saves (what a shock) and were reduced to a nastysmear. That spelled the death of my army because they were so

    tightly packed together. What I should have done was spread thearmy out so that if Luke did come for me (and he had to), hed haveto split his forces or go for one unit at a time, which would haveresulted in an easy win for the Deathwing. Regardless, Im happyabout how the game went. What could have been a boring day atthe ring range turned into a horror movie with plenty of laughsfor everyone.

    Next time Luke! *shakes st* Next time!

    - Adam Smith & Luke Bardwell

    d

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    Got wood? http://www.miniaturescenery.com/

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    tutorial

    HOW TOPAINTYOUR

    DEATHWING

    Ive had several requests asking how I painted myDeathwing. I can empathise with this, since bone canbe a very difficult colour to do properly.

    It was frustrating for me when I was looking for painting guidesand tutorials online and couldnt really nd any, back when I had

    just started on my Wing. Finally, I used a combination of severaltechniques to come up with my current style. While it can betime consuming, I feel that with a Deathwing army it is worth theinvestment to make a good looking force - especially since thereare so few models to paint.

    If you are after the basicmethodology without having to readthe extensive tutorial, my technique forbone can be summarised as:

    Skull White undercoat, then

    Bronzed Flesh, then Watered Flesh Wash, then Bubonic Brown, then Bleached Bone, then Bleached Bone/Skull Whitehighlights, then

    Skull White highlights.

    The following pages describe thistechnique, as well as several hints and tips in more detail. It alsodescribes the methods used for other details on the model.

    TU TOR IA L: PA IN TI NGDE A THWING

    The rst thing to do, obviously, is assemble your model. Ive donemy Terminators slightly larger than normal, with 1mm spacers underthe feet, at the connection between legs and torso, and also at theshoulders. In addition, the arms are not glued to the body until theentire model is nished. Instead they are dry pinned, with onlythe arm side glued in. This allows for much easier painting of those

    hard-to-reach places. After construction, undercoat the model. Iassumed you wouldnt need a picture of this. For Deathwing, use awhite undercoat.

    ST EP1

    BRONZEDFLESH

    The rst step is to simply paint ona layer of Bronzed Flesh over all the

    armoured areas. This should be watereddown slightly, as we dont want detailsobscured. In addition,try and leave the areasthat will be a differentcolour (green, metal,etc) white, althoughyou need not be tooconcerned about goingover the edges.

    ST EP2

    FLESHWASH

    After completing a layer of BronzedFlesh (and giving it plenty of time todry!), crack open your brown ink. I useFlesh Wash, as its my favourite all-round ink. Chestnut Ink would probably

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    work ne here. The most important thing to do is water it downa lot. We want the recesses to be a very light brown rather thana dark brown. Too dark and there will be too much of a contrastbetween the top layers of bone and the recesses.

    STEP3

    CHAOSBLACK

    Now that the ink is dry, its time to startputting on the black. Basically, this will gowherever there will be metallics (gold orsilver) and also around the eyes, lights,joints, and any other colour you really wantto stand out. If you are using Forgeworldshoulder pads, I nd it helps to do a thin lineof black where the sword meets the feathery-wings. This will help

    with separating thegreen and red lateron. This also goes forthe breastplate

    Again, keep the paint thin-ish and avoidblacking areas that will be a lighter colourlater on (such as green or red).

    Try not to make mistakes, but if you dodont worry too much. I often go over thelines and as such I have contingency steps

    later on for virtually all the errors you couldpotentially make.

    STE P4

    BUBONICBROWN

    This is the part where we really start working on the armour.Get out the Bubonic Brown and thin it a bit, then start going over

    all the raised sections of armour. Leave the inked recesses visibleat the very bottom, but you can go down the edges a bit. Examinethe photos to see how far to go. Now is a good time to clean upthe black you may have got on the armour-proper.I dont paint the vent type detail on the back ofthe feet as there is a high potential for error and Ithink they look ne as is.

    STE P5

    METALSPART1

    Now start working on the metals. Iuse Mithril Silver for all my silver, withblack mixed in if darkening is required,as here. Paint all the areas that will besilver or gold. It doesnt have to beparticularly neat since more paint will

    be going on over the top. Leave someblack in the recesses for depth.

    STE P6:

    METALSPART2Once the metals are dry,

    water down some blackpaint a lot. This needs tobe more watery than ink.Coat all the metal partsthat will remain silver withthis mixture. It might takea bit of practice to get theright amount to go on, but I believe it makes the metal look verynice when done properly. Rub lightly over the upper areas with

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    your ngers; this will remove some of the black paint on edges andthe top of curves, adding simple highlights.

    ST EP7

    BLEACHEDBONEANDGOLD

    This step compromises twocolours. First, Shining Goldis applied to the previouslysilver areas. The silver onthe previous layer gives it abetter shine and makes thegold come up brighter than if itwas applied to black by itself.When the Shining Gold is dry,apply some Flesh Wash (orequivalent) to the gold to add

    shading to the recesses. Laterthe at/high areas will be givenanother coat of gold.

    Secondly, Bleached Boneis added to the armour. Nowit will start to look like aDeathwing model. Water downthe bone so that it appliessmoothly to the armourplates, but not so much thatit will dribble into the cracks.

    Again, this will take practice.Apply the bone to all the areas of armour, leaving some BubonicBrown showing in the recesses. You have now worked up fromshading to main colour. If some paint does run into the cracks, dabas much as you can up with a tissue, but dont be too concerned,later you can run some ink in the cracks (almost blacklining) to tidyup. This step allows you to cover up any metallics you may have goton the armour in previous steps.

    ST EP8

    DARKANGELSGREEN

    ANDSOMEDETAIL

    Quite a simple step here. Waterdown some Dark Angels Green andapply to chest

    and shouldereagles, and

    storm bolter casing. If you arent into lotsof highlight or want to nish the modelsquickly, you can leave the green here asit is, the watered green over white sort ofacts in a similar way to ink, leaving somepre-made highlights and shading.

    Additionally, paint the eyes and lightswhite in preparation for red.

    ST EP9

    MOREGREEN, REDANDANOTHERROUND

    OFBUBONICBROWN

    Another simple step here. Give all the greenareas another watered down coat to make theDark Angels Green stronger. Paint the detail on

    the side of the storm bolter in white. Use RedGore on the eyes and lights/lenses/details, aswell as on the seal part of the purity seals andthe sword on the shoulder pad. Apply Bubonic

    Brown to theparchmentpart of theseals, as wellas the skullon the leftshoulderpad.

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    DE TA IL

    PURITYSEALS

    Purity seals star t with Bubonic Brown base layer. Following this,apply an unwatered wash to the surface. I dont water this becauseI can direct the ink into lines in the deeper areas more easily withthe thicker substance. Once the ink is dry, start with another layer

    of Bubonic Brown on the more upper areas, leaving the thickestink as is. Gradually highlight this further from the ink using a mixof Bubonic Brown and Bleached Bone in as many layers as you feelreasonable before nally using a touch of pure bleached bone onthe edges. You dont want to use too much Bone, as the Seals willthen look too much like the armour.

    The seals are a base of Red Gore, followed by Blood Red(sometimes a couple of layers are required to get a good effect) onthe edges and part of the interior, and nally a mix of Blood Redand Skull White for the top and bottom edges, as well as a little inthe centre. I have tried Bleached Bone in place of the Skull White toreduce the pinkness, but I feel both methods work well enough.At this stage you should also be completing the red on the eyes,lights and shoulderpad in the same method.

    DE TA IL

    CRUXTERMINATUS

    The terminatus symbol is relativelysimple. The gold follows steps previouslyoutlined (silver, gold, wash, gold), and theskull is a very similar procedure to that of

    the purity seal parchment. So similar infact, that I do them both simultaneouslywith the same mixes. The difference isthat with the Forge World pads at least,the skull needs to be almost drybrushedin some areas to show the detail sufciently. Also, on the skull thehighlighting can go much lighter because the gold prevents theskull from not being discernable fully from the bone armour.

    DE TA IL

    CHESTEAGLE

    The chest eagle detail is completed in several steps. Aftercompleting the multiple coats of Dark Angels Green in previoussteps, start by mixing a 50/50 combination of Dark Angels Greenand Snot Green. Use this to ll in most of the raised areas, leavingthe darkest colour in the gaps.

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    Then use Snot Green to colour in about 50% of the raised areas,and nally a bit of Goblin Green at the tips of the raised areas ashighlights. I nd that if the Goblin doesnt go all the way to thecenter end of the raised areas, and curves upwards a little at theoutside ends, it gives a very nice effect.

    DETAIL

    SHOULDERPADANDSTORMBOLTER

    For the feathery wings of theshoulderpad, use much the sametechnique as that of the chesteagle, with a couple of smalltechnique adjustments. First; onthe Snot Green layer have two linespainted on each raised area alongthe edges, to help accentuate the

    feather effect. Second; on theGoblin Green layer, use only verylight brush strokes from the centreof the raised areas out, becomingmore solid at the strokes progressto the rims. As in the chest eagle,this gives a nice expandingeffect.

    Use the same green colours onthe storm bolter casing, exceptonly complete the Goblin Green

    layer on the edges of the casing,not the middle raised areas. I ndthis highlights the shape betterwithout drawing attention to the edges on the inside of the casingif you get my drift. The metal on the bolter could use an additionalhighlight of mithril/black 50/50 mix, which Ive been doing onrecent models but didnt on this one.

    Complete purity seals as outlined above, and paint the red of thesword in the same colours as the red seals.

    DETAIL

    SWORD

    I used a different techniqueto my usual sword-paintingtechnique here, but I think itworked reasonably well. This

    was basically just as case ofmixing gradually lighter shades of silver and using them to highlight,with the raised edge receiving more light than the shadowed edge.Light blue is also a favourite with Deathwing players for powerswords. I have done that on my Librarian to reasonable effect usingUltramarine blue highlighting.

    DETAIL

    BASE(17)The base is also quite

    simple. PVA some gravelto the base. Once dry,paint black. Heavilydrybrush in Bestial Brown,then lightly drybrush inBubonic Brown, then evenmore lightly drybrushin Bleached Bone. Paintthe edges in solid BestialBrown (you will need acouple of layers). Onceall the paint is dry,glue on some clumpsof static grass. Easy! Italso complements theDeathwing scheme quitewell.

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    STEP10

    HIGHLIGHTINGBONE

    Now, you are almost there! Thedetail has been done, now all thatremains is some highlighting. Usea mix of Bleached Bone and Skull

    White for the bone highlighting. Idont have a strict ratio here; Iusually just mix by eye which is abit difcult.

    Basically, you want the layer tostand out, but not too much. Makesure the mix is well watered so thatthe paint sits at on the armour,otherwise it can be too distinctwhen it should look blended.

    FI N A L STE PS

    Attach arms! Thats alwaysuseful. When that is done, use

    some pure Skull White to pick out the edges and raised points ofthe armour. Again, keep it well watered and only do this sparinglyas it can look too obvious if done everywhere. Uppermost areasonly! It helps to do a little more on the helmet, as this brings outthe detail better. You want the helmet to look good because theface is the focal point of a miniature.

    I also varnish my Terminators, to keep the precious preciousmodels (and paintjobs) safe. For this process I do one coat of Citadel

    Gloss Varnish, followed by another coat of Humbrol Matt Varnish. Idont like shiny models, and the good thing about a Matt varnish isthat it also takes the shine out of inks, leaving them looking at aswell. This helps immensely with the purity seals.

    Now you have nished a Deathwing Terminator!

    - Luke Houston

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    an orks tale part 2:

    ASTINKINGROT OF A

    SQUIGHERDER

    After that fateful day by the tavern, Aghrukk ArdKnuckle became the new boss of the settlement andestablished his bossydom with ruthless tact.

    As thanks to Ugluk for disposing of Gurthak, Ugluk had beengiven the position of ranking Squigherder, a task normally given

    to grots. Needless to say, Ugluk was the number one laughing stockof Da Ard Knuckles Kamp.

    But Ugluk soon had the last laugh, seeing that he had turned thelthy and mangy squig farm that was placed half a mile from DaKamp into a prosperous enterprise. Much thanks to the local mek,Drokkrakka.

    Between them, they had built a working self-pumping well, twowindmills to make squig pulp pies and a choppamill where youshoved a squig in the one end and it came out in chopped up bitsin the other.

    Not only that, but after a few months Ugluk had bought himself acouple of boars from the neighbouring village and started to breedhimself a herd.

    Soon business was ourishing, his squigs and boars being soldleft and right, even being exported to other settlements by orkswho stuffed their trukks full.

    It had gone so far that Ugluk had a staff of forty grotslaves and over one hundred snotlings, along with theruntherder Whag-Durk Dimwitt to keep them all in check. Mind you, the runtherder was a drunken old idiot who couldnt moveunless he leaned up against the very grabba-stick supposed to beused to keep the little runts in check.

    But it all worked out well enough anyway, every now andthen Gogg would come by and visit, bringing some new mekboy

    invention with him that he had picked up in the great ork city ofGarg-Gorkdur.

    The boar screamed and jumped, wrestling the strong handsthat had a rm grip around the large tusks of the beast. Mud anddirt was thrown into the air as the boar, enraged, tried to breakfree. Ugluk wouldnt give him the chance, he moved with the boar,hanging over its neck, running by its side, pulling the tusks towrestle it into submission. Along the shabby fence of the corral thegrots and snots cheered him on, cursing the beast with variouswords best not translated (if at all possible) to the human tongue.

    One of the snots got so carried away that he accidentally tosseda few phrases about a brain being made of the snotlings poo aimedat Ugluk.

    In the end it resulted with the snotling getting smacked over thehead by the gretchin closest to him, the snotling hitting his foreheadagainst the fence and falling down on his back unconscious.

    Out of the suns way, beneath the makeshift roof of a shed,Whag-Durk was sound asleep, a jar of homemade fungal rewaterrmly held in his slumbering embrace. Two snotlings had made

    their way up on either side of the old ork, and both leaned forwardto peek down the huge gaping hole that was the sleeping drunksmouth and throat. The space inside the orks head fascinated thetiny gremlins.

    The boar nally became too tired to ght the strong ork that hadhim in his grip, and Ugluk threw the beast to the ground, slammingthe boar into the mud and placed himself on top of the boar toweigh it down.

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    Alright!, Ugluk shouted, Yoo grots, tie dis naff grunta up!.Several gretchin rushed into the corral with ropes and quicklybegan to tie them around the boars tusks and neck.

    Ang on now yer naff runts, Ugluk leaned himself up on topof the bull, the beast breathing beneath the weight of the orksarms.

    As soon as Ugluk stepped back the boar got back on his own

    hooves, the twelve or so gretchin that were in the corral pulled ontheir ropes like Madboyz. Hold on to him!Ugluk bellowed, makingthe boar even more agitated, pulling several gretchin through themud on their bellies. Chaos and pitched screams followed.

    Finally, Ugluk had had enough. He strode up to the furious boarthat was by now pulling close to twenty grots along. Ugluk kickedwith a well-placed boot on the boars chin.

    The boar instantly slumped to the muddy ground, much to therelief of the gretchin that had involuntarily taken part in the mud

    bath.

    Now tie dat mor grunta up an turn it into a proper gargy anbad, grim, manik waaa-grunta!With that Ugluk left the corral, thegrots got to their feet and cautiously walked over to the knocked-out boar.

    Ugluk walked over to a large barrel of water and dunked his headin it, throwing it back out and spraying water everywhere. He spatout the water in his mouth and wiped his face with the palm of hishand. That was when he heard the noise of rushing engines.

    He took a few steps out onto the open yard and looked over inthe direction of Da Ard Knuckles Kamp, blocking the sun from hiseyes with the aid of one of his large hands. Sure enough, trukkswere heading his way.

    Snikwort, a clever gretchin acting as work leader of the grotsand snots on the farm, walked over to his master, Looks likes daboss iz coming.

    Ya... Dat panzee snaga-nob has come for more teef.

    He already got teef three Uz-lotz ago.

    Ugluk shook his head, Dat Aghrukk shouldnt be boss. He wouldmake a badder grubby ripoff villun.

    Watch itz, Snikwort said,He may be a villun, but he iz still askarboy an da Nob of da Kamp.

    By now, the three trukks were clearly visible, along with the two

    buggies that trailed them. Lotz of orkies, Snikwort pointed out.Lotz of dakka, Ugluk added.

    The trukks and buggies slid through the dirt as theycame to a sudden stop, leaving deep ditches behind themwhere their big wheels had ploughed through the ground. The orks all jumped down from the crude vehicles, all armed to theteeth. Aghrukk stomped his way over to Ugluk, his mob of thugs inclose pursuit.

    Ugluk, ya stinkin grot of a squigherder!, the boss barked. Ugluk

    motioned for Snikgrot to stay behind and then walked out onto theyard to face the local chieftain.

    Wuzz yer wunt dis time boss?Aghrukk gave the squigherdingork a slap on the shoulder, Ha! I wuntz all yer teef an all yergruntas!

    All da teef an da gruntas?, Ugluk could hardly believe his owntwo ears.

    Yeah, ya hurd me!, the boss gave Ugluk a hard push, Dat nogood for nufn git Gaffrogg duffed me in a warbike zagrace, now

    Im gonna rip his kop off!.

    An why doz yer needs my gruntas for dat?.

    Ya tit!, Aghrukk Ard Knuckles gave Ugluk another push, Dontgob me! We needs yer gruntas to rip em off in Garg-Gorkdur to ripoff some bad dakka kannons!

    Ugluk had his suspicions where this was going, Why do au neednew kannons to go after boss GrimBoy?.

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    Cos!, Ugluk got another push, Im gonna blitz his entire slag ansnik all of dem naff grots calling themselves Da GrimBoy Klan!.

    Yer gonna blitz Kamp GrimBoy?. Aghrukk leaned forward, hisred eyes xed on Ugluk, An I needs da teef for it.

    It was the talk of the village. Some days back Aghrukk had racedagainst the neighbouring settlement boss, Gaffrogg GrimBoy, andlost. Now it seemed, Aghrukk wanted to settle the matter through

    the use of extreme and lots of unnecessary force.

    To do that, he needed to buy a trukkload of guns from the marketat Garg-Gorkdur, and for that he needed teef. Another way ofgetting guns was to trade them for something else, namely boars.

    Ya manik boss!Ugluk was not about to give up his large herd ofboars against no pay at all, These gruntas ar worth ordz of lotz ofordz of teef, an I og em all. Yu wants em, ya rip off for em!.

    Listen ere!, Aghrukk grabbed hold of Ugluks collar, Im da

    biggest, so Im da boss! Now yer gonna hand dem gruntas over orelse!.

    Ugluks orkish brain kicked in, Kop Dis!. The headbutt sentAghrukk tumbling, immediately his mob of orks rushed forwardand threw themselves in a big pile on top of Ugluk, wrestling himto the ground, hitting and kicking him as they pleased.

    Ugluk was eventually pulled up from the ground, an ork holdingeach of his arms, another had his arm locked around Ugluks throatand neck. Aghrukk wiped snot and blood from his bleeding noseand then spat a gob of it all in the dirt.

    Alright, the Boss Ork said, Stuff all da gruntas an da teef onda trukk. Were goin for Garg-Gorkdur.

    Ugluk tried to wrestle himself free, but the orks holding himwere all far stronger than him. All Ugluk could do was to watchwhen all of his valuable belongings were stolen.

    The farm was being trashed, the snotlings kicked out of the way,gretchins stuffed in bags to be sold as slaves, walls and doors

    were sprayed down with heavy gunre, the thick rounds punchingthrough the simple sheds and huts with ease.

    By the time Aghrukk and his boys were done, the farm lookedlike a battleeld.

    Dats dat, the boss said, Lets get out of ere an rip uz off somebad kannons to dreg dem skabs Da GrimBoys!. The orks cheered,ring their guns in the air.

    Wuzz about dis git, boss?One of the orks pointed at Ugluk.Aghrukk smiled viciously, Duff him up.

    The mob of orks all closed in around Ugluk, all grinning andcracking their knuckles in their palms. It was time for Ugluk to ndout why the clan was known as Da Ard Knuckles.

    Ugluk woke up, his head pounding, his body ached. Hezawake.

    Ugluk shook his head and his eyesight came back to him, he waslying on some bags of boarfodder in the foodshed. Next to him satSnikwort and the gretchin was waving for someone to come theirway.

    Whag-Durk limped up to them, leaning against his grabba-stick,just as Ugluk sat himself up, holding his head with a hand. Uglukmoaned, Wuzz happened?.

    Da Boss an his boys gave yer a bad dufng, Snikwort explained.How yu feelin?, the runtherder asked as he placed his hand onUgluks shoulder.

    Like Ive been stomped on by every ork on da slag.

    Only a few lotz of em, Snikwort corrected. A second ork cameover to them, he had a pair of thick glasses and a heavy bag in hishand, the other hand held a nasty looking scalpel.

    Told ya, the ork said, Hez ne. It was Thraguz, the villageDoc.

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    But Whag-Durk was not so sure, Wuzz about his innards, maybedem has been duffed bad too.

    The Doc took a close look on his patient, Hows yu feelin?.

    My head hurts, Ugluk said.

    Thraguz chuckled, Den there is no problem. After all, if yer headhurts, you cant be dead, now can ya?.

    The other greenskins looked at each other, the logic of the Docwas irrefutable.

    Hupp Hupp Hupp!!. The herd of squigs ran like a single creature,moving like a school of sh, with only the odd little squig making awrong turn or not turning fast enough. Ugluk lashed the whip abovethe heads of the herd, urging them on, steering their movementsby positioning himself on either ank as it was needed.

    The boar he rode on grunted and squealed, but with a few kicks

    along its torso with his heels, Ugluk kept it under control, along withhard pulls on the reins, tied to the boars tusks as it were. A smallbuggy raced by, heading after a small group of squigs that hadveered off and was leaving the herd. Snikwort was sitting behindthe steering wheel and two other gretchin held on for their dearlives as the grotboss drove at full throttle after the ork-cattle.

    Snikwort hit the brakes and in one uid turn, skidded roundthe runaway squigs in the shape of a U, the two grots with himring grotsluggas in the air while at the same time they tried theirbest not to fall off. It had the desired effect and the AWOL squigsinstantly turned and headed back in the direction of the herd.

    Once the last of the squigs had passed through the gate, a dozensnotlings pushed for all their worth and closed it, trapping thesquigs in the corral.

    Ugluk pulled the reins of his boar and it came to a strained halt,throwing its head, grunting and growling, large puffs of heated airshooting out of its nostrils.

    For the past two weeks Ugluk and his remaining grots and snotshad worked hard to rebuild at least part of the squig farm, and the

    last few days had been a hard chase to nd and bring back all thesquigs that had ed after the bosss rampage.

    Snikworts buggy almost crashed through the fence ofthe newly built corral before coming to a stop, leaning upon two of its wheels, dangerously close to falling over. As it nally fell down on all fours, the entire buggy bounced on thehuge coils attached to the frame of the vehicle.

    The engine pounded and shook, like an enraged boar waiting torush off on some insane charge.

    Dats da last of em, Snikwort said and stood up in the cockpit-like drivers seat of the buggy.

    I dunno, Ugluk rode over to the buggy, I think dat miffgitOghrek has gotten his no good hands on some of me squigs.

    Now dont yer go over to Oghrek an starts something silly,boss.

    Yu think so as well!.

    Yu have to go to da Bonk-Pit for it, an boss, Oghreks twice yergarg.

    Ugluk frowned and tossed the reins to a pair of gretchin and thenstepped down from the boar. Instantly the boar tried to escape,the two gretchin pulling frantically on the reins trying to keep thestrong beast in check.

    Ugluk walked over to the fence and leaned himself over it, the

    shabby work bent beneath his weight. Im da duffgrot of da kamp,Ugluk said as he watched the herd of squigs moving in the corral,But I know me can be more.

    Snikwort turned of f the engine and jumped down from the buggy,then climbed the fence and sat down next to his master. Yu armore, yer da squigherder. Ugluk tossed a nasty glare at the grot,and Snikwort knew he had spoken out of place.

    Ugluk shook his head and sighed, Yu know wuzz I would do if Iwuzz boss?.

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    Naah.

    First I would snik dat grod Aghrukk, den I would re-shuv dakamp.

    Snikwort got puzzled, Re-shuv da kamp? Why?.

    I would blitz da middle of it an shuv an uge yard there instead,a yard where yu could rip off stuff. Den I would shuv a large shak

    for Drokkrakka where he could shuv his mekgubbins, da mekshakwould be unki enuff so all us orks could gets some bad studs angubbins for our own.As the ork spoke of his grand scheme, hiseyes seemed to shine, his brain hard at work, I would blitz daBosss shak an wid da scrap I would shuv an uge dur around dakamp, a dur unki and gor enuff to duff any kannon or kan dat triedto dreg it. Ya, I would make da boys an da grots work like a propermob.

    Snikwort just blinked with his eyes, unsure of what it was the orkwas talking about, But boss, we already has a mob.

    Not an orky wun!, Ugluk almost hit the gretchin to the groundwhen he threw out an arm, Dat naff mob of skab gits an datgrass-snaga of a miffnob ar no more orks dan yu grots and snotsar. Now, da boss over in Garg-Gorkdur, dats a grim boss dat iz.Garg-Gorkdur is a bad kamp.

    But boss, Snikwort scratched his green scalp, Garg-Gorkdur isnot a kamp, itz a slagdur.

    Ugluk frowned and grunted, then left the corral behind him, hishead slumped between his shoulders.

    Snikwort was smart enough to realise something was wrong andthat something was eating at the ork, but he wasnt smart enoughto gure out what.

    Ugluk kicked a piece of leftover engine part, sending it yingthrough the air. He was frustrated and depressed. He slammedhis st against the wall of a shed to vent out some steam that wasbuilding within him, but it had little effect.

    Yer head gits does it?. Ugluk looked up and saw the oldruntherder walking up to him, ever leaning against his grabba-stickto make up for the heavy limp.

    Naah, Ugluk lied, Im just skabby after da squigherdin.

    Whag-Durk Dimwitt chuckled, Dont yu try an naff me, Im tufenuff to know when a boy is gitty in da head.

    Wuzz do yer know about dat, tuf ork.

    Whag-Durk sat himself down on a pile of wooden rubble, ashe stretched out his bad leg it clearly pained him, he still leanedsomewhat against the grabba-stick, but not with his full weight.

    The old runtherder looked at the young ork, Yer only wuzz, afull year old?.

    Ya. So?

    I am tuf enuff to know my skull is coming zaggy, Whag-Durksaid, the old ork seeming even older, In all my Uz-lots, I have seenmany orks, many bosses. Many brawls and Waaghs.

    Yer been in a Waagh?Ugluk had never thought of old Dimwittas a warrior, he had always seemed like an old drunk who couldnteven keep the grots and snots under control.

    Ya, ordz of tuf ago, Whag-Durk smiled and chuckled, When Iwuzz orky and zag wid da choppa, I blitzed and dregged and goredwid da Waagh Ghazghkull.

    Waagh Ghazghkull??, Ugluk could scarcely believe his ears,Badgarg Waagh-Boss Ghazghkull Mag Uruk Thraka was a legend,the orkiest ork there ever was.

    Ya, we had ourselves some bad and orky duffs on dat bugeyeooman slag Armiegiddin.

    Ugluk sat down on the ground before the old ork, like a childlistening to some great tale of adventure.

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    Whag-Durk nodded slowly, remembering his days of youth, Weblitzed and we gored and duffed all who wuzz naff and miff enuff toget in our way. Den came dat grimgrod ooman boss, Yurruck. A badgit he wuzz, gored orks by da ordz an ordz. Duffed us right off daslag. Ah, doze were da Uzes, when an ork could pick up a choppaan dreg all he wunted, in da Waagh all orks ar bad grods.

    But wuzz ar yer doin here den? On dis naff slag?.

    I got tuf, too tuf to be in da Whaags. When da Uz-lots zag yer bylike da Wazza, bosses an nobs dont lug yu dat much any more. Danaff task of a runtherder is just wuzz a tuf ork likes meself needswhen da skull is coming zagging on a vrum.

    Ugluk sat mesmerised, his ork brain seduced by the tales of oldghts and mass killings. To think that he would stand next to anork who had taken part in the great Waagh of Ghazghkull Thrakaagainst the naff oomans.

    Whag-Durk leaned forward and placed a hand on Ugluks shoulder.The old ork smiled, revealing the missing teeth of his large gob, I

    have seen many orks in my uzes, Ugluk. An I have nevva seen anork likes yu. An ork wid plans, an ork wid da grub to dream, wid dagrub to shuv things. Yu ar an ard wun an a grub wun, as good anork I have evva seen, an I have seen ordz of orks in my life. Justkeep yer ead on straight, and lurk of lurky things, then Gork anMork will give ya teef in da lotz of ordz.

    But how? Dat grod Aghrukk sticks grots an snots in my planswhen ever I comes up wid em, an I cant duff him in da Pit, hestoo gargunki.

    Yu will nd nosh in da end, young wun. There is a bad an grimmorgog inside dat thick kop of yers, da grub an gubbins of a nob.Yull be a grim skraga yet, yull see.

    End of Part 2.

    - Johan Hansson

    mailto:[email protected]:[email protected]:[email protected]
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    tactica

    GET YOURMOTOR

    RUNNING

    We explore the tactics of the Dark AngelsRavenwing black bikers and how best to usethem on the battlefield in their hunt for the fallen.

    OVERVIEWThe Ravenwing are the result of a reorganisation of the Dark

    Angels Legion following the Horus Heresy. The second company ofthe now Dark Angels chapter, the Ravenwing follow the organisationstyles of the seventh companies of most other chapters, with twoexceptions. The Ravenwing are more elite, representing the creamof the crop from centuries of training and experience. Also, theRavenwing typically take to the eld in greater numbers of mountedspace marines than any other chapter.

    To build a pure Ravenwing army would require the integration ofboth space marine bikes and land speeders into a cohesive force.The land speeders would ll the niche of infantry killers and withthe new assault cannon rules, be capable of downing even thegreatest of tanks or monstrous creatures. Meanwhile, space marinebikers would form the spearhead that broke through the enemylines, providing repower when necessary, but more often than notnishing the enemy off in vicious melee. Tank hunting would alsobe a primary role of the bike units, in particular attack bikes.

    PRINCIPLES

    EXPENSIVEFRAGILITY

    You will be outnumbered and outgunned by virtually every otherarmy in the game. Therefore, losses are not something you canreadily afford and you will pay for every mistake you make. However,the gain of such an unusual army is the element of surprise! Most

    of your opponents will have never faced a Ravenwing army, makingthis a new challenge for them.

    BANGFORYOURBUCK

    The only visible difference between a standard space marinebiker and a Ravenwing biker is the points cost (32 compared to 40)and frag grenades on the former. All bikers can now turbo-boost,turning their 3+ save into an invulnerable save. In addition, the +1toughness bonus makes space marine bikers just that much harderto hurt. Although you are still only Toughness 4 for the purposesof instant death.

    For those who have read through the Dark Angels codex, youwill notice that the Ravenwing also come with what is known asa jink save, which basically counts as an invulnerable 6+ save,provided you moved more than 6 inches in the previous turn. Nota great bonus for a whopping 8 extra points is it? Ah but fear not!Tucked away in the current Dark Angels FAQ is the salvation ofthe Ravenwing list: skilled rider. Each and every Ravenwing bikercomes with it and with this ability the Ravenwing is an army to befeared.

    MOBILITYANDREACHTo say that the Ravenwing army is mobile would be an

    understatement, as they rival the skilled Eldar of the Saim-HannCraftworld and the raiders of the Dark Eldar. It is in the movementphase that the outcome of your games will be decided and it is herethat you must concentrate your efforts.

    There is a concept you must grasp when you begin to playRavenwing, and that is the idea of reach. Every army has it, butmost people dont think about it because it is generally the same for

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    most other armies. Reach may change when units are mounted intransports and may ux depending on whether a unit armed with aheavy weapon chooses to move or remain stationary. Most playerstend not to think about this concept. As a Ravenwing player, youwill show them the error of their ways.

    I want you to take a model. A space marine bike mounted ona 25mm cavalry base is best, but any model will do. Now, withyour measuring tape, trace out the following distances in a circle,

    keeping one end touching the models base:

    12 around the model (24 diameter circle)

    24 around the model (48 diameter circle)

    18 around the model (36 diameter circle)

    36 around the model (72 diameter circle)

    You dont need to remember these numbers, but keep a mentalnote of the approximate distances. This series of numbersrepresents your reach. The rst is your actual movement, shouldyou want to shoot. The second is your full movement via turbo-boosting. The third is the distance you must close should you wish

    1.

    2.

    3.

    4.

    to charge into an assault. The fourth is your movement, plus rangeof re with the majority of your weapons. This means that on astandard 6 by 4 tournament table, you could quite easily extendyour reach to cover the entire table with only a few units.

    Also, because of skilled rider, you can effectively ignoreintervening terrain in regards to movement reach, allowing you toextend and maintain your reach more effectively than any otherarmy.

    DE PLOYME NT

    As your army is both signicantly faster, and equipped withgreater reach and mobility, allowing for quick deployment andredeployment, take some time in the pre-game to size up youropponent. Or more specically, their army, its components, andhow they are being deployed. Here are some questions to get youstarted on what you want to be thinking about:

    i. What style of play is it? Primarily shooty, melee, or a balanceof the two?

    ii. How is the terrain set up, and how is your opponent deployingin relation to the scenery? Are there visible or invisible lanes of re,or perhaps chokepoints?

    iii. What is the quickest route to the enemy? How many turnswill it take for you to close and reach combat?

    Remember to keep your reach in mind and try not to think of

    the battleeld as you would conventionally. You need not worryabout what would impede your movement, or even about cover.Your greatest concern should be natural obstacles, where you canuse appropriate size two and three terrain to deny line of sight asyou close in.

    Additionally, where you would normally deploy to counter youropponent, with Ravenwing, you should try to deploy so as toconfuse your opponent. Throw them off-balance with a seeminglyhaphazard positioning of units. Deploying anti-tank or anti-infantryunits furthest away from their most appropriate targets is the

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