FREE
100% H
obby
C
ontent
A
nother
A
ction
P
Acked
i
ssue
!
2
t
itaniC
b
attle
R
epoRts
!
B
Ack
for
more
And
Better
thAn
ever
p
lust
aCtiCs
C
onveRsions
p
ainting
t
utoRials
g
aming
R
esouRCes
Z
ombie
s
uRvival
Firebase Editorial
Merry Christmas you little ho ho ho! Tis’ the season to be jolly and filled with righteous cleansing zeal! What a line up FIREBASE has for you this Yule tide. However, just because we’re focusing on the Emperor’s favourite lap dogs, the Imperial Space
Marines, doesn’t mean there isn’t plenty of festive cheer for everyone.
Santa’s Christmas zombies are rife in the Necromunda underhive, munching merrily on the flesh of the living through Boxing Day and into the New Year. Jon Boyce’s 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 we’ve got more action packed orkiness from Ugluk in
Chronicles of an ork.
What’s that big number you ask?
That is the amount of people that downloaded FIREBASE issue #1 within the first 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/firebasemag
Staff listing:
The Head Monkey: Adam Smith PR Monkey: Brandon Valee Assistant Monkey: Ashley Curtis Subbing Gibbon: Brandon Murray Specialist Monkey: Simon Fisher Design Monkey: Steve Gagne
Art Monkeys: Leigh Kade, Donald Carr,
Johnathan Ho, Johnathan Ostavia, Logan Lee, Charles Walton
Writing Chimps: Leigh Kade, Michael
Rudder, 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 publication and 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 inaccuracies or 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 way endorsed by Games Workshop Limited. FIREBASE is a non-profit making fanzine with the aim of promoting Games Workshop games, products and hobby.
Contents
Editorial. . . . . 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 Let’s..Get.the.Truck.Outta.Here!. . . . . 66 For.A.Few.Zombies.More . . . . . 80testimonial
How Do You
CarrY Yours?
I
t could be argued that the three biggest steps in starting
40k or any game system for that matter is choosing your
army 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 that’s built like an elephant and all those in between, there’s a carry case to suit every gamer. Cases vary from a fairly cheap, homemade solution to the expensive, luxury case whose only limitation is not being able to play the game for you.
To present a small cross section of how gamers transport their lovingly painted mini’s I asked the FIREBASE staff “how you do carry yours?”
M
ikeG
laesarI used to carry my figures in a standard GW case. I never really had any problems with it as it could comfortably carry all my marines and rhinos without the threat of damage. As time went on, I started playing other armies that had different packing needs. The GW case that served me so well before couldn’t handle all the extra models and vehicles. So now I own 2 Sabol transport figure cases. These things are kinda on the expensive side, but in my opinion, well worth it.
The foam trays on the inside give you TOTAL customizability. Large models? Put them in the tank trays. Tall models? Flip a tray over to add an extra inch of height . The Sabol transports also have extra pockets for rulebooks, dice, rulers, drinks etc...and it has a shoulder strap meaning
two free hands to carry...the rest of the army in shoeboxes...sigh. After attending several GTs, I’ve realized that constantly packing and unpacking models between games gets very annoying. Therefore, inspired by a “Black Gobbo” article, I built my own magnetic army carrying tray. This tray fits my entire 1850 point daemonhunters army. Thats 6 rhinos, a landraider, HQ and 60 troops! Since its magnetic, I can hold the tray sideways and use my free hand to carry something else .
a
shleyC
urtisHaving recently sold off my old GW cases I found myself trying to move miniatures and my modelling equipment back to uni with great difficulty!, I found these reinforced metal cases in Lidl for £8.99 and
Firebase • issue 2 • December 2006
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!
a
daMs
MithThe Limited Edition Games Workshop Case
I’ve had a lot of joy from this case. No broken or chipped models and best of all, it’s very comfortable for long distances .
The most i m p o r t a n t feature of this case is not the stunning aquila on the front or the little clear plastic slot on top where you can put your name and address or in my case favourite army badge. It is in fact, that this is not entirely a Games Workshop case .
The first give away? Well, it’s not a large plastic brick. The
second is the quality of foam. These limited edition cases were produced for Games Workshop by Figures in Comfort.
Now, while Figures in Comfort tend to charge a little more for their cases, every penny spent goes towards quality. You get denser and softer grey foam and you can choose from a variety of trays.
As these were produced on a limited run, you’re probably wondering how I got my grubby mitts on one. I waltzed into my local hobby store and they had one that had been gathering dust for the past few years. I soon found out why when it had a £60 price tag attached. After some haggling, I got the guy down to £40.
It was only when I got it home, I realised that the right hand side had 4 standard 4 X 9 infantry trays, while the other side had been filled with unusable odd chunks of foam.
After an order with Figures in Comfort (bless their cotton socks!) I have an awesome
case that can hold up to 8 tiers of 36 men . That’s 288 men!
Best of all, there is a sturdy dividing wall through the centre of the case, making it ideal to take to tournaments. Army goes in one side, while clothes and wash bag go in the other. Perfect!
N
atsuMik
ojiMotoI use a general plastic GW carry case to transport my army around from game to game, If I need to transport bulkier models such as tanks I make my own cases for them using cardboard & foam from blister packs to save cutting the slots in my carry case up as case’s can be quite expensive
6
Firebase • issue 2 • December 2006The case itself can carry a fair amount or infantry models as it has 4 foam tray inserts meaning I can carry around enough models within it to play games of most point values
s
u M M a ry
It’s worth forking out that bit of extra cash to transport your army comfortably for the convenience of not having to touch up chipped paint, or reattach broken limbs. Manufacturers are constantly producing bigger and better cases with all manner of easy comfort features like shoulder straps, leather handles and thicker spongy foam. Take care of your army and I’m sure they’ll take care of your opponents for you with some improved dice rolling luck.
Firebase • issue 2 • December 2006
tactica
TriCks
anD
TraiTs
T
he full benefits and drawbacks of the space marine
trait system. Is it wise to follow the teachings of the
codex, or tread the path of a fetid deviant?
Well, the new Space Marine Codex has been out for some time now, with plenty of time spent playing with the new rules. Loopholes have been found and fixed, new tactics created and old ones reviewed.
One of the most discussed aspects of the new Codex, however, is the Trait system. After some discussion with fellow marine players on the Bolter & Chainsword forum (Nice plug, I hardly noticed -Ed), we have put together a small list of the pros and cons of some of the more popular traits .
C
leaNseaNdP
urifyIf I had to pick the most popular of the new traits, this would be it. Allowing tactical squads to replace their heavy weapon for a second special weapon is an ability that many marine players have been quick to take advantage of, myself included! The extra plasma gun, melta gun or flamer in a squad allows it to keep moving and still put out a respectable amount of firepower. The downside of this is the lack of long-range infantry firepower, which means armies with this trait often must take several tanks, dreadnoughts and land speeders to deal with enemy armour. In addition, it is almost a prerequisite that these squads have some form of transport, to get them nice and close to the enemy .
A good combination with ‘Trust Your Battle Brothers’, ‘Cleanse And Purify’ is an exceptionally useful trait.
t
rusty
ourB
attleB
rothersOften taken in tandem with ‘Cleanse and Purify’, this trait makes your marine squads far nastier in close combat without impacting on their shooting ability. Giving each marine two attacks instead of one makes assaulting a full-size squad a daunting prospect for anything but dedicated assault units, and removes the reliance on getting the charge to win combats. As no extra attacks are received from assaulting, marine squads with this trait are often better off rapid-firing 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 very dangerous thing to assault .
N
oM
erCy, N
or
esPiteTired of your specialist assault troops getting their butts kicked? Don’t want to be caught up in protracted close combats? This may be the trait for you .
For +3 points per model, this trait gives your assault of tactical marines a +1 bonus to initiative and strength on the turn that they charge. I will discuss the two units separately.
Assault troops benefit most from this trait as they are most likely able to get the charge on the enemy, enabling them to get the bonus . Marine assault troops generally struggle to eliminate tougher units, like other space marines, in a reasonable timeframe, so having the extra strength combined with the initiative bonus enables you to deliver a crippling blow in the first round of close combat. Of course if you charge into cover the initiative bonus is useless, but wounding a marine or equivalent on a 3+ can be worth its weight in adamantine. Combine this squad with a chaplain, and we 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 difficult. The best combination with this trait would see an army using ‘Take the Fight to Them’ (pistol and CCW for each tactical marine) and a land raider crusader for delivery. Alternately you could equip a squad for counter-charge
duties. Probably not worth the points, but if you can make it work for you go for it!
s
eeB
utd
oN’
tB
es
eeN‘See But Don’t Be Seen’ gives you the ability to give Infiltrate to your tactical and devastator squads at the cost of +3 points per model. The obvious utility of this is getting your units closer to your opponent’s lines. In most standard missions, this will let your units start 18” away from your opponent’s units, perhaps as close as 12” depending upon terrain, and how your opponent deploys.
Another utility to ‘See But Don’t Be Seen’ is that you get to set up your units after your opponent is mostly (or entirely) set up. It lets you hold back your devastator squads until the infiltration part of deployment, so when you do position them they have the
most opportune fields of fire. It’s very easy to design an entire army where absolutely nothing goes on the table during standard deployment . Not only does this force your opponent to deploy blind and give you a huge advantage, but it often rattles opponents as well. It should be noted that if an opponent has a few infiltrating units, he can seriously constrain your army deployment if he gets to set up infiltrators before you do.
If you do the all-infiltrating, all-the-time schtick, every once in a while you’ll play a game where your opponent doesn’t set anything up either. He might be playing a drop pod army, or he might have a heavily mechanised force in an omega-level mission. If that’s the case, you pretty much have the run of the board and can deploy units anywhere on the table that you like. This is amusing when it happens .
Firebase • issue 2 • December 2006
A secondary ability granted by ‘See But Don’t Be Seen’ is that you can give ‘Acute Senses’ to your units with infiltrate for +1 point per model, but this is almost always wasted points. It’s only worth taking if you’re making an army list for a special scenario where the whole game will be played according to night fighting rules, not for the odd chance that you might have one turn of night fighting every once in a while.
The upside to ‘See But Don’t Be Seen’ is that it’s considerably cheaper than rhinos: 30 points to give it to a 10-man squad as opposed to 50+ points for a rhino. The obvious downside is that you don’t get infiltrate in alpha-level missions.
Complimentary Advantages: ‘Cleanse and Purify’, ‘Trust Your
Battle Brothers’
h
eedtheW
isdoM ofthea
NCieNtsWell, the one good thing about the recent errata that Games Workshop have put out is that it confirmed the 6 dreadnought army as a legal army list. Personally, I don’t see why this was a big cause for debate . Dreadnoughts
are fun, but in order to have 6 of them in a single army you either have to skimp on virtually everything else, or be play a pretty big game . I suppose one of the rationales for taking dreadnoughts as heavy support choices instead of tanks is that dreads can fight in close combat. However, I think this is as much a disadvantage as it is an advantage. Dreads have a WS rating, so they can be locked in close combat. Tanks do not, so while they can be assaulted, they can just drive away (assuming they’re mobile).
In my opinion, the real utility of ‘Heed the Wisdom of the
Ancients’ is to a drop pod army. If you want everything in your army to be delivered via drop pod, then the only way you can get a heavy support choice that can fire heavy weapons the turn it lands is by taking this advantage and using dreads for heavy support. Mind you, this is no small utility. Delivering dreadnoughts into the heart of enemy formations via drop pod is huge fun. Having dreads suddenly appear and hose their units with assault cannons and heavy flamers (an upgrade I favour) is hugely distracting to most opponents, both due to the initial damage they do and the menace of having those dreads rampage around the following turn. When I use dreads in this fashion, they don’t often make their points back, but the amount of disruption they cause to my opponents’ game plans usually more than makes up for it.
Complimentary Advantages: If you just want a lot of dreads
in a standard army: none, really. If you want to play a drop pod army, then anything that would be advantageous to such an army, most notably ‘Cleanse and Purify’ or ‘Trust Your Battle Brothers’.
B
lessedB
etheW
arriorsThis trait allows assault squads to take up elite slots, provided they take the furious charge veteran skill. These squads automatically become hard-hitting assault units and rightly feared, especially when joined by a character like a reclusiarch chaplain .
On the charge, they put out a solid number of attacks at a great strength and initiative, boosted by furious charge. This will easily see off most normal infantry and even some heavy hitters. Their increased cost can be a liability, but it is often worth it. They don’t deploy last either, being elites, but hiding them behind cover works fine.
It’s also a very characterful trait, depending on your chapter’s background.
h
oNouryourW
arGear‘Honour your Wargear’ allows you to take devastator squads as elites, provided you spend 3 points per model on the tank hunter or infiltrate, a flexibility that the other traits lack. Both of these
10
Firebase • issue 2 • December 2006skills can be useful if played correctly, tank hunter giving a +1 to armour penetration rolls means that heavy bolters can now harm armour 12 and missile launchers have a chance to penetrate a land raider .
Infiltrate will let you set up your unit last and in some cases outside of your deployment zone, allowing you to look for better positions that have better lines of fire for your weapons.
While setting up last may sound beneficial to most, the tank hunter trait is usually better as when the squad is set-up with elites, it has already seen where most of its targets will be, and infiltration isn’t always used or beneficial to the unit unless they’re all carrying multi-meltas and plan to get in close .
The drawbacks for this trait would be the extra cost obviously, along with the fact that you now have fewer slots open for your normal elites choices .
P
urityaBoveall& u
Pholdthe hoNourofthee
MPeror‘Purity above all’ allows you to upgrade a veteran sergeant to an apothecary. ‘Uphold the honour of the Emperor’ gives all tactical and veteran squads a 6+ invulnerable against shooting . The combo here is to always be able to shrug of a wound caused by an armour negating weapon.
Say that your opponent has a squad of Eldar dark reapers (with ap3 reaper launchers) that are constantly pounding your infantry squads and wiping out 2 to 3 marines a turn. Normally you would receive no saving throw,
but as ‘Uphold the honour of the Emperor’ gives you a 6+ save, you can ignore one wound using the apothecary’s ability each turn .
With clever positioning you can keep several squad fairly close together allowing them to share the auto negate failed save rule .
Well, that’s just a taste of the trait system, and what it can do for you! May your bolt shells cleanse the impure, and your chainsword rend the flesh from Xenos filth!
11
Firebase • issue 2 • December 2006
army feature
GETTinG
inTo
THE
DEaTHwinG
A
person can be attracted to an army for many different
reasons. Their background, their models or their
rules 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 order to paint banners. Or at least, that was one of the main reasons. I was just finishing a Chaos marine army that I had been painting for 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 army featured 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 the next army needed to give me lots of opportunities to do freehand work. And of all the armies in 40K, one had by far the coolest imagery –the Dark Angels. Ever since I saw the cover of the Rogue Trader era Vehicle Manual, which featured an extremely cool Dark Angels banner, I have been in love with their dark, gothic banners depicting
hooded angels . A normal Dark Angels army could include some banners and paintings on rhino doors, but most sergeant’s banners would be too small to
do anything more advanced. With the Deathwing, every sergeant could carry a huge banner . I started painting concept sketches of possible banners and came up with a few ideas, but not enough for an
entire army. Since I wanted each banner to be unique I put the project on hold for a while thinking of more ideas. After a few weeks I had around five good ideas and a few okay ones. The project could become a reality and I started thinking more about some practical concerns, such as what to include in the army and how 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 suddenly a realistic possibility! I started thinking about lists and borrowed terminators from my friends in order to test the list . Although I consider myself more of a painter then a gamer, I would soon grow tired of playing an army that could not win. I didn’t need an army that could win tournaments, but I needed an army that was playable. The first trial games went alright and I started the army . The first problem I came across was the design c h a n g e s with the new
12
Firebase • issue 2 • December 2006terminators . I loved that they were in plastic and larger then the old ones but I really liked the look of the 2nd
edition ones a lot more. But it was nothing that a few conversions couldn’t solve! The biggest change was to raise the s h o u l d e r s . GamesWorkshop had listened to the people that complained that no human could ever fit inside a suit of terminator armour since the shoulders were more or less parallel to the head . I realise that this is true and that the new design is much more realistic but the old one is so much cooler and make the terminators look much more menacing. Another change was to remove the new, huge targeter and replace it with a smaller one. I also did some minor changes to most weapons to make them look more like the old versions. And when the new assault terminators released I realised that it would take a 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 supposed to have huge power blades mounted on top of the knuckles, not look like power fists with spiky knuckle dusters. The lightning claw conversions required a lot of work, but in the end I was very pleased with them. One of the major advantages with a Deathwing army is that you can put a lot of work into even your basic troops and still finish the army quite quickly.
After playing with the army for a while I was quite surprised about how well it worked. In the beginning I didn’t fare so well but the more I played, the more I learned how to play them. And they are now my most successful army ever in tournaments. One thing that needs to be remembered is that the tournament climate in Sweden where I live is a lot different from USA or the UK. Army composition plays a large part and people tend to use a lot less competitive lists than in many other
parts of the world. I was still surprised about how well they played and they were fun too. Combined with the fact that the army is easy to transport, most games tend to go quite fast (which is a good thing if you are a slow player like me) and the Deathwing are quite uncommon, which
1
Firebase • issue 2 • December 2006
has made all the tournaments I’ve played with the army very enjoyable. Since you can really spend time painting each model, the army receives a lot of positive comments, which is always nice…
1
Firebase • issue 2 • December 2006hobby
onE armY,
onE DaY
W
hen umpteen Genestealers arrived in the post,
my first thought was how dull it would be to
paint 60 near identical models, all in the same pose and
colourscheme.
I had the idea of making an all-Genestealer army as a great compliment to my Deathwing army. It’d certainly make for some fun and interesting games. The only problem is painting it while all my time is occupied at work, or in the running of this lovely magazine you are reading .
I gave Blue Table Painting a call. They were incredibly helpful and friendly, but I had never imagined the cost of shipping the army from England to America, getting it painted and then shipping it back, insured all the way. So that was out and there was no big painting service in the UK.
If only I could clone myself a few times, the whole army could be finished and ready to play in a day, leaving me time to paint more important things. That was when I had a great idea -I could get my friends to do it! The only downside is that they’re cold, hard, mercenaries and it would have to be a big CA$H bribe.
My job in corporate events taught me the value of ‘bespoke incentive rewards’. To put it simply, this involves doing something nice for someone . Instead of giving my friends a wad of
1
Firebase • issue 2 • December 2006
cash and sending them on their way, I promised to take them out to the finest curry house in all the land, The Royal Bengal.
h
oW
i
t
W
or k s
No one was going to sit and flock models, then undercoat them, wait for them to dry and start painting. Beside it’s too time consuming. Everything had to be ready for my friends to sit down and get on with painting. I spent the previous weekend assembling, flocking and undercoating the entire army so that they’d be black and dry for the big painting day . I set up
the painting area and supplied everyone with a water pot, a good quality paint brush and paints .
So that everyone didn’t end up painting whole models each, resulting in a very varied looking army, I came up with a
‘factory line’ process. Certain jobs were allocated according to each person’s painting ability and skills. Simon is good at drybrushing, while Luke is good at base coating and James enjoys highlighting.
So that it wasn’t 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 space marine terminators. Six broods of ten Genestealers, including a Brood Lord with a ten-man retinue and two old ‘baby’ Genestealers as wound markers. Ah, the great old miniatures you can find on eBay!
I then took everyone to The Royal Bengal for a damn tasty curry .
Overall the painting day worked really well. It goes to show that with a little planning and tailoring to your audience you can get a brilliant result and save hundreds of pounds in the process .
Now to take the Genestealers out and infect some of the Emperor’s finest!
1
Firebase • issue 2 • December 2006
tactica
AlwAys
Outnumbered
,
never
Outgunned
S
o you want to play Deathwing? Welcome to the
hallowed halls of the inner circle my brothers! This
army is not for the faint of heart.
Most of the time you will be heavily outnumbered. The Deathwing are a scalpel army, by that I mean they have to be used with precision, you can’t afford to make mistakes. If this still sounds like the army for you then please read on and learn the secrets of using the all Infantry Deathwing army effectively.
P
layiNGaNall-i
NfaNtryd
eathWiNGarMyFirst of all I’d just like to clarify that I always use infantry so none of this will have anything to do with vehicles. Now
you’re probably wondering why I love the Deathwing infantry army. I find the all infantry DW army is a very scary prospect for any opponent, in the hands of a good player the DW can be indestructible . There is nothing funnier then the look on my opponents face when I deploy 26 terminators at 1500pts split into 4 squads of 5 and one of 6 due to my HQ joining them. Since the new assault cannon rules came out I now run 6 assault cannons and 4 cyclones in my list. Having so many terminators on the board is a psychological advantage, because any opponent who has never faced Deathwing won’t have a clue how to beat them .
t
h e
B
a siC s
There are two areas you need to concentrate on. The first is your all-important HQ. Now these days a lot of players are going for the high-powered librarians. Personally I think the point expenditure is ridiculous in an already expensive army. I always take an interrogator chaplain. I like him because he is slightly cheaper and he comes equipped with a power weapon, a 4+ invulnerable save. The simple reason I would choose him over a Grand Master or Librarian is because of the invulnerable save and the fact that the model rocks. All you have to do is equip him with a stormbolter and he’s good to go. Which brings me onto the backbone of the Infantry Deathwing army.
t
er M i Nator s
Ah, the humble terminator! The most elevated and decorated marines in the DA army and indeed any army. Terminators rock! Deathwing terminators are even cooler, but then I am biased. Ok there are two types of terminators. First of all I’ll cover the only type terminators I’ve ever used.
Tactical Terminators are the ones with the guns. Their standard kit is a stormbolter and powerfist. The stormbolter has a 24” range with the stats of a bolter but is an assault 2 weapon. By moving and firing, termiantors can have a greater basic weapon range then most units in the game .
Powerfirsts are both a blessing and a curse. Striking at S8 and ignoring saves is awesome without question. However, they also strike last, which can be really
1
Firebase • issue 2 • December 2006frustrating . I prefer to shoot the enemy rather than engage them in combat, but we’ll 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 start of this little tactica I outlined my list and I told you I take 6 assault cannons and 4 cyclones . The reason for this is the assault cannon is extremely good at mowing down just about anything at S6 and firing as far as a stormbolter. With the new rending rules you have one deadly weapon! best of all Tactical Terminators have access to two of these puppies. I take 6 of these so that I have a lot of powerful medium range firepower to augment my stormbolters, so I can mow down lots of infantry and take on enemy armour.
Now on to the cyclone. You’re probably wondering why would anyone take cyclones if the assault cannon is so cool,? The cyclone is basically your standard missile launcher but looks cooler. The reason I take 4 is because with all that short range firepower we need some ranged firepower to kill tanks at long range. I’m
thinking of going with an even mix of cyclones to assault cannons. The cyclone is good because it not only kraks armour, but it can frag infantry too. With the benefits of the new skills the cyclone can become even more deadly with the tank hunter ability.
a
s sau lt
t
er M i Nator s
I’ve never bothered with these guys. The reason I haven’t is because they really don’t work well in a force that is designed to blow the enemy apart with mid-ranged firepower.
While it’s nice to think about a land raider crusader delivering a huge lightning claw armed assault squad into combat, led by a chaplain (with lightning claws) who augments the squad with his ’Litanies of Hate’ ability so that they can re-roll to hit and re-roll to wound 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. They’re too much of a liability .
d
ePloy M e N t
The most important part of the game really, sometimes I have been able to tell who was going to win by their deployment alone. Deployment will always vary, but my general way of deploying is to either spread my terminators out as much as possible across my deployment zone with a cyclone squad on each flank. Then I spread the other units out between the two flanking units, creating an effective net of support as I advance. The other way I deploy is what I call the weighted flank. I deploy 3 squads on one flank and 2 on the other to effectively split my opponents army to come after me . By splitting the opponents army and making them go after two flanks instead of one line, I don’t face anywhere near as much firepower.
1
Firebase • issue 2 • December 2006
It also wrong foots the opponents you face, because most people deploy in a standard line formation and sit and wait. It comes as a shock when agressively played terminators are advancing, firing and making tactical withdrawals just to do the same thing next turn. Truth be told, most people have no idea how to handle a well played DW force the first time around.
I see each of my units as an independent . What I mean by that is they can work very effectively on their own. They have a phenomenal capacity for firepower what with assault cannons, cyclones and stormbolters. They have the best basic weapon in the game with the stormbolter, the assault cannon is plain nasty and devastating if you pick your targets properly. The cyclone is great, better with tankhunter, so you don’t require a 6 to crack land raiders though. All of this means squat however if you don’t deploy well.
i
t
’
s
Not
C
oWa r diCe
! i
t
’
s
a
t
aC t iC a l
W
it hdr aWa l
My opponents have started calling me a coward because i refuse to engage. I will move my terminators forward to get juicy shots
but when the enemy is getting close enough to assault me in the next turn, I fall back and shoot the hell out of him. It’s extremely affective against hordes (which when playing DW is every army). Lets face it, tactical terminators were not designed for combat.
s
of t e N
t
h e M
u
P
The best piece of tactical advice I can give is to always soften up the enemy before charging . I don’t care if they are Eldar guardians or Genestealers (although if you charge stealers you’re dead meat!).
While shooting and disengaging is effective, you still need to enter combat every now and then. Whether its to hold a unit in place, block line of sight, or just stop them from being targeted by shooting, you will need to engage. Against something like a dreadnought or a carnifex, powerfists will make short work of them .
20
Firebase • issue 2 • December 2006r
e M e MBer
t er M i Nator s
a r e
Not
i N de st ruC t iBl e
You have no room for error due to the fact that the army is so small. Losing just one terminator weakens your whole army not just the unit. That 2+ save is all well and good until someone points an AP2 weapon like a plasma gun at you. Then you can kiss your terminator goodbye. That 5+ invulnerable save isn’t particularly effective and I wouldn’t rely on it unless you’ve got some serious luck on your side.
u
se
Cov er
Terminators need to use cover even more so then other armies. In the open you’ll get shot to pieces, mostly by small arms fire in large quantities. Use cover to block line of sight as much as possible, wherever possible.
t
a rGet t i NG
P
r ior it y
Before the game starts decide your targeting priority and stick to it. Leman Russ Demolishers and anything else with a large AP2 blast is first on your list to kill at all costs. A single hit could annihilate an entire squad and with just 5 squads to play with, it could be all over by turn 1. Next up, it’s the usual array of lascannons and plasma guns to watch out for .
Against horde armies like Orks and Nids that don’t sport any AP2 weaponry, it’s up to you to keep firing every turn to maximise your potential kills. Kill the fast stuff first to stay out of combat, because once one unit has held your terminator
up, the rest of the horde will pile in very quickly and swarm you with bodies. Often taking out transports is highest on the anti-Ork agenda. Force those greenskins to walk towards you while you back up and fire.
d
e ePst r ik i NG
–
t h e
Q
u iCk
d
e at h
Deepstrike is always an interesting topic. When you’re facing tau, 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 shot to bits, it’s just not worth it. Deepstriking against Tyranids whether in front of the army or behind it is suicide. I’d really strongly advise against drop pods or deepstrike but thats just me. The problem is that the Deathwing army needs to focus its firepower to be effective. However, with your army dropping in piecemeal, you will produce very minimal damage, which means greater return fire and more casualties. The best deepstriking I have ever seen was a librarian with command squad who drop podded into the middle of a Tau army and cast ’Fear of the Darkness’ sending half the Tau army fleeing off the board, but I can see this tactica getting repetitive and certainly proving useless against space marines, Tyranids, Orks and anything else with good leadership.
Well I hope my long rambling diatribe has given you some idea of what its like to use an all infantry Deathwing force
A Deathwing army is a great way to become a better player . While the army oozes character, it is very punishing. Just one mistake and it’s all over, but when you do play that perfect game and win, the rewards are fantastic. Best of all, Deathwing are the cheapest army to buy in 40K . So if you need a break from your main army and fancy a breath of freshair, the Deathwing are ideal .
21
Firebase • issue 2 • December 2006
battle report
ClEansE
THE
XEnos FilTH!
A
fter painting more genestealers than anyone should
in a single day, we felt it was time to take them out
for a spin and who better to face them than their old foes
the Dark Angels Deathwing space marines!
+++ Transmission from Colonel John Derringer, 125th ScumDogs Regiment to nearby Imperial Guard Garrisons +++
Sector 7 vicinity has been sanitised of Tyranid bio constructs by aerial bombardments. However, recon reports a high genestealer infection in the surviving populace. Lacking the resources to neutralise the thread, recon has placed a sentry gun to prevent infected citizens from approaching our flank. Resource assistance or further bombardment required .
+++ Responding transmission from The Rock, Dark Angels Fortress Monastery +++
Cleansing forces have been dispatched. Remain vigilant.
For the Lion and the Emperor.
G
e N e st e a l er
a
r M y
s
e l eC t ioN
Luke: With an army consisting of nothing but genestealers I
knew I’d have to make the most of what strengths I’ve got over the Deathwing. That boys and girls is numbers. Keep it cheap and run
forward screaming is the plan. None of this fancy ‘scuttling’ or
‘carapace armour extensions’ malarkey. My points are going into as many genestealers as my grubby mitts can muster . It’s a good thing that we’re only playing 1,000pts or we’d have run out of genestealers 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. He’d be pretty good if he could ‘fleet of claw’ with the rest of his mates, but he can’t. He’s old and he’s had one too many hip operations, but worst of all, he holds up a compulsory genestealer retinue with his slow fat arse. Enough rambling, the biggest issue is that he’s pushed me over the limit by 70pts. Adam said that this wasn’t a problem so long as he could have a sentry gun with an assault cannon as the main objective. I agreed and away we went. Now to rush forward and hope his guns don’t 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
22
Firebase • issue 2 • December 2006d
e at h W i NG
a
r M y
s
e l eC t ioN
Adam: Normally when I field my Deathwing force it’s at
1,500pts, complete with tank and dreadnought support, but this time I couldn’t have any of those nice things. It was time to skimp on the points and try to field as many men as possible, which still isn’t much. Basically, I dropped 2 dreadnoughts and a land raider from my usual list and took the remaining 1,000pts. I was a point or two over, but considering that Luke wanted a few more points for a Patriarch and I wanted a sentry gun to generate a few more kills, this was quickly agreed and wasn’t a problem. With just 3 squads in my army I felt horribly vulnerable. Granted, I could have taken a land raider and I could have taken a close combat dreadnought, but these would have totally unbalanced the game due to genestealers being weak against vehicles. Looking at my army list, you’re probably wondering why I haven’t gone crazy with assault cannons? The simple answer is that I normally field a well
rounded army to face all comers and for once this has left me quite vulnerable. But let’s see what those cyclones can do. I’m sure a few well placed frag blast templates will prove their worth.
t
a k e
a N d
h
ol d
We chose to play a basic take and hold mission centred on the sentry gun in the middle of the village. The sentry gun has a computer targeting system with BS2 and an assault cannon. The sentry gun has an armour value of 10 all round and is destroyed if it suffers a single glancing or penetrating hit .
a
lPhalevelThe only thing that matters in this game is having the most scoring units within 12” of the objective when the game ends.
s
et
u
P
Luke spread his genestealer swarm out across his table edge, hiding behind buildings, rocks and the refinery. Meanwhile, Adam set up the Deathwing clumped together in the centre of his deployment zone, ready to lay down some withering firepower. It’s going to be a messy one!
1,000pts Deathwing Cleansing Team Codicier Librarian “Corvin”
with Fury of the Ancient psychic powers, terminator armour, and stubborn
4 man Terminator Command Squad
with 2 cyclone missile launchers
6 Terminators
with 1 assault cannon and 1 cyclone missile launcher
6 Terminators
2
Firebase • issue 2 • December 2006
turN 1
Adam won the roll to go first, but after looking at the board, decides that it’s better to wait and let the genestealers come to him with more targets in range for his first turn. Also, if he gets the last turn of the game, he can rush the objective and clear away any opposing units without fear of being charged.
“Run you gribblies, run!” Luke yells as his genestealer swarm sprints forward. One brood take cover behind a large rock to the left of the sentry gun while the rest of the swarm runs out from their hiding places onto the open battlefield, followed by the waddling Patriarch.
The Deathwing hold their ground. “Kill them. Kill them all.”
Librarian, Codicier Corvin casts fury of the ancients across to the right, cutting through three
genestealer broods. Two genestealers burst into blue flames and died .
The combined fire from all three Deathwing squads tear apart the genestealer brood to the far right in multiple sprays of green liquid while the sentry gun cuts down a single genestealer from the nearest brood .
turN 2
The genestealers dash forward screeching loudly . The brood in the centre leaps on the sentry gun, tearing it apart with their teeth and claws. Meanwhile the brood by the refinery move forward to take the place of their brothers that were hideously gunned down last turn .
The Deathwing fall back to form a defensive block, much to Luke’s disgust .
“Cheese! Beardy cheese!”
The librarian casts fury of the ancients into the brood huddled around the mangled wreckage of what was once a proud imperial sentry gun. The psychic force kills a single genestealer in a fiery display of gore while the rest of the command squad and one of the terminator squads annihilate the rest of the brood with frag missiles and bolter shells. Meanwhile, the second terminator squad wipes out the brood on the far right with a volley of highly accurate bolter and assault cannon fire.
2
Firebase • issue 2 • December 2006It looks as though it’s all over for the genestealers and the Deathwing gun them down one brood at a time. Luke’s looking very worried and Adam’s looking rather bored at this point .
turN 3
Luke carelessly runs 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 flank of the terminators while the brood to the left sprints forwards at full speed and leaps up the hill into close combat with the second terminator command squad .
As the genestealers have a massive initiative of 6, they get to go first with a total of 14 attacks. To Adam’s horror, Luke rolls six rending hits, cutting down the elite Deathwing terminators in a sea of shrieking alien faces and sharp serrated claws. The crazed genestealers then sweep round, slamming into the side of the Deathwing command squad led by the librarian .
The Patriarch and his retinue are so far away
and so slow that they pose no threat .
The Deathwing terminator squad to the right moves away from the command squad to open fire on the approaching genestealer brood to the right, wiping several of the foul xenos from existence, leaving three that hold fast, ready to charge the terminators next turn .
In close combat the genestealers tear apart the terminator command squad with their rending attacks. The librarian swings his force axe, but the swift creatures step aside and dodge his attacks. Heavily outnumbered and stubborn, the librarian is forced to make 10 armour saves. One save for each time he is outnumbered .
He disappears beneath a mound of chitinous bodies, never to be seen again .
turN 4
Having dealt with the librarian, the two genestealer squads jump on the remaining terminator squad and tear them to shreds without any resistance. It has been a dark day for the Deathwing.
2
Firebase • issue 2 • December 2006
Ga Me ov er
l
uke– i
NfeCtt
heMa
ll!
It paid off in the end, but if I hadn’t rolled a 6 for my fleet of foot on the third turn, it would have all been over before you could say ‘lead poisoning’. The terminators just gunned me down brood by brood and there wasn’t anything I could do but run forward screaming. 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 I totally shredded the squad. That was it for the Deathwing as the
genestealer brood leapt from squad to squad and there was nothing Adam could do about it (apart from cry like a little sissy girl!). You don’t look so big and fancy in your pretty armour now, do you?
a
daM– f
allB
aCk! f
allB
aCk!
Well, that was a bizarre game alright. It was inevitable that the sentry gun would be ripped apart. Like Luke, I felt that this was going to be a massacre. The Deathwing would huddle together just out of charge range and hose down everything with heavy firepower. I was tempted to call the game and start again with a different scenario…then the genestealers charged and oh sweet Emperor, it was horrible! I remember saying “That’s disgusting!” when Luke rolled all those rending hits, my terminators failed their invulnerable saves (what a shock) and were reduced to a nasty smear. That spelled the death of my army because they were so tightly packed together. What I should have done was spread the army out so that if Luke did come for me (and he had to), he’d have to split his forces or go for one unit at a time, which would have resulted in an easy win for the Deathwing. Regardless, I’m happy about how the game went. What could have been a boring day at the firing range turned into a horror movie with plenty of laughs for everyone.
Next time Luke! *shakes fist* Next time!
26
Firebase • issue 2 • December 20062
Firebase • issue 2 • December 2006
tutorial
How
To
PainT
Your
DEaTHwinG
I
’ve had several requests asking how I painted my
Deathwing. I can empathise with this, since bone can
be a very difficult colour to do properly.
It was frustrating for me when I was looking for painting guides and tutorials online and couldn’t really find any, back when I had just started on my ‘Wing. Finally, I used a combination of several techniques to come up with my current style. While it can be time consuming, I feel that with a Deathwing army it is worth the investment to make a good looking force - especially since there are so few models to paint.
If you are after the basic
methodology without having to read the extensive tutorial, my technique for bone can be summarised as:
• Skull White undercoat, then • Bronzed Flesh, then
• Watered Flesh Wash, then • Bubonic Brown, then • Bleached Bone, then
• Bleached Bone/Skull White highlights, then
• Skull White highlights.
The following pages describe this
technique, as well as several hints and tips in more detail. It also describes the methods used for other details on the model .
t
u tor i a l
: P
a i N t i NG
d
e at h W i NG
The first thing to do, obviously, is assemble your model. I’ve done my Terminators slightly larger than normal, with 1mm spacers under the feet, at the connection between legs and torso, and also at the shoulders. In addition, the arms are not glued to the body until the entire model is finished. Instead they are ‘dry pinned’, with only the arm side glued in. This allows for much easier painting of those hard-to-reach places. After construction, undercoat the model. I assumed you wouldn’t need a picture of this. For Deathwing, use a white undercoat.
s
t eP
1
B
roNzedf
leshThe first step is to simply paint on a layer of Bronzed Flesh over all the armoured areas. This should be watered down slightly, as we don’t want details obscured. In addition,
try and leave the areas that will be a different colour (green, metal, etc) white, although you need not be too concerned about going over the edges.
s
t eP
2
f
leshW
ashAfter completing a layer of Bronzed Flesh (and giving it plenty of time to dry!), crack open your brown ink. I use Flesh Wash, as it’s my favourite all-round ink. Chestnut Ink would probably
2
Firebase • issue 2 • December 2006work fine here. The most important thing to do is water it down a lot. We want the recesses to be a very light brown rather than a dark brown. Too dark and there will be too much of a contrast between the top layers of bone and the recesses.
s
t eP
3
C
haosB
laCkNow that the ink is dry, its time to start putting on the black. Basically, this will go wherever there will be metallics (gold or silver) and also around the eyes, lights, joints, and any other colour you really want to stand out. If you are using Forgeworld shoulder pads, I find it helps to do a thin line of black where the sword meets the feathery-wings. This will help
with separating the green and red later on . This also goes for the breastplate
Again, keep the paint thin-ish and avoid blacking areas that will be a lighter colour later on (such as green or red).
Try not to make mistakes, but if you do don’t worry too much. I often go ‘over the lines’ and as such I have contingency steps later on for virtually all the errors you could potentially make.
s
t eP
4
B
uBoNiCB
roWNThis 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 visible at the very bottom, but you can go down the edges a bit. Examine the photos to see how far to go. Now is a good time to clean up the black you may have got on the armour-proper.
I don’t paint the ‘vent’ type detail on the back of the feet as there is a high potential for error and I think they look fine as is.
s
t eP
5
M
etalsP
art1
Now start working on the metals. I use Mithril Silver for all my silver, with black mixed in if darkening is required, as here. Paint all the areas that will be silver or gold. It doesn’t have to be particularly neat since more paint will be going on over the top. Leave some black in the recesses for depth.
s
t eP
6:
M
etalsP
art2
Once the metals are dry, water down some black paint a lot . This needs to be more watery than ink. Coat all the metal parts that will remain silver with this mixture. It might take a bit of practice to get the
right amount to go on, but I believe it makes the metal look very nice when done properly. Rub lightly over the ‘upper’ areas with
2
Firebase • issue 2 • December 2006
your fingers; this will remove some of the black paint on edges and the top of curves, adding simple highlights.
s
t eP
7
B
leaChedB
oNe aNdG
oldThis step compromises two colours. First, Shining Gold is applied to the previously silver areas. The silver on the previous layer gives it a better shine and makes the gold come up brighter than if it was applied to black by itself. When the Shining Gold is dry, apply some Flesh Wash (or equivalent) to the gold to add shading to the recesses. Later the flat/high areas will be given another coat of gold .
Secondly, Bleached Bone is added to the armour. Now it will start to look like a Deathwing model. Water down the bone so that it applies smoothly to the armour plates, but not so much that it will dribble into the cracks. Again, this will take practice. Apply the bone to all the areas of armour, leaving some Bubonic Brown showing in the recesses. You have now worked up from shading to main colour. If some paint does run into the cracks, dab as much as you can up with a tissue, but don’t be too concerned, later you can run some ink in the cracks (almost blacklining) to tidy up. This step allows you to cover up any metallics you may have got on the armour in previous steps.
s
t eP
8
d
arka
NGelsG
reeNaNdsoMe
d
etailQuite a simple step here. Water down some Dark Angels Green and apply to chest
and shoulder eagles, and storm bolter casing . If you aren’t into lots of highlight or want to finish the models quickly, you can leave the green here as it is, the watered green over white sort of acts in a similar way to ink, leaving some ‘pre-made’ highlights and shading.
Additionally, paint the eyes and lights white in preparation for red.
s
t eP
9
M
oreG
reeN, r
edaNdaNotherrouNd ofB
uBoNiCB
roWNAnother simple step here. Give all the green areas another watered down coat to make the Dark Angels Green stronger. Paint the detail on the side of the storm bolter in white. Use Red Gore on the eyes and lights/lenses/details, as well as on the seal part of the purity seals and the sword on the shoulder pad. Apply Bubonic Brown to the p a r c h m e n t part of the seals, as well as the skull on the left shoulderpad .
0
Firebase • issue 2 • December 2006d
eta i l
P
uritys
ealsPurity seals start with Bubonic Brown base layer. Following this, apply an unwatered wash to the surface. I don’t water this because I can direct the ink into ‘lines’ in the deeper areas more easily with the thicker substance. Once the ink is dry, start with another layer of Bubonic Brown on the more ‘upper’ areas, leaving the thickest ink as is. Gradually highlight this further from the ink using a mix of Bubonic Brown and Bleached Bone in as many layers as you feel reasonable before finally using a touch of pure bleached bone on the edges. You don’t want to use too much Bone, as the Seals will then 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) on the edges and part of the interior, and finally a mix of Blood Red and Skull White for the top and bottom edges, as well as a little in the centre. I have tried Bleached Bone in place of the Skull White to reduce 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 .
d
eta i l
C
ruxt
erMiNatusThe terminatus symbol is relatively simple. The gold follows steps previously outlined (silver, gold, wash, gold), and the skull is a very similar procedure to that of the purity seal parchment . So similar in fact, that I do them both simultaneously with the same mixes. The difference is that with the Forge World pads at least, the skull needs to be almost drybrushed
in some areas to show the detail sufficiently. Also, on the skull the highlighting can go much lighter because the gold prevents the skull from not being discernable fully from the bone armour.
d
eta i l
C
heste
aGleThe chest eagle detail is completed in several steps. After completing the multiple coats of Dark Angels Green in previous steps, start by mixing a 50/50 combination of Dark Angels Green and Snot Green. Use this to fill in most of the raised areas, leaving the darkest colour in the gaps.
1
Firebase • issue 2 • December 2006
Then use Snot Green to colour in about 50% of the raised areas, and finally a bit of Goblin Green at the tips of the raised areas as highlights. I find that if the Goblin doesn’t go all the way to the center end of the raised areas, and curves upwards a little at the outside ends, it gives a very nice effect.
d
eta i l
s
houlderP
ad aNds
torMB
olterFor the feathery wings of the shoulderpad, use much the same technique as that of the chest eagle, with a couple of small technique adjustments. First; on the Snot Green layer have two lines painted on each raised area along the edges, to help accentuate the feather effect. Second; on the Goblin Green layer, use only very light brush strokes from the centre of the raised areas out, becoming more solid at the strokes progress to the rims. As in the chest eagle, this gives a nice ‘expanding’ effect .
Use the same green colours on the storm bolter casing, except only complete the Goblin Green layer on the edges of the casing, not the middle raised areas. I find this highlights the shape better
without drawing attention to the edges on the ‘inside’ of the casing if you get my drift . The metal on the bolter could use an additional highlight of mithril/black 50/50 mix, which I’ve been doing on recent models but didn’t on this one .
Complete purity seals as outlined above, and paint the red of the sword in the same colours as the red seals.
d
eta i l
s
WordI used a different technique to my usual sword-painting technique here, but I think it worked reasonably well. This was basically just as case of
mixing 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 power swords. I have done that on my Librarian to reasonable effect using Ultramarine blue highlighting.
d
eta i l
B
ase(17)
The base is also quite simple. PVA some gravel to the base. Once dry, paint black. Heavily drybrush in Bestial Brown, then lightly drybrush in Bubonic Brown, then even more lightly drybrush in Bleached Bone. Paint the edges in solid Bestial Brown (you will need a couple of layers). Once all the paint is dry, glue on some clumps of static grass . Easy! It also complements the Deathwing scheme quite well.
2
Firebase • issue 2 • December 2006s
t eP
10
h
iGhliGhtiNGB
oNeNow, you are almost there! The detail has been done, now all that remains is some highlighting. Use a mix of Bleached Bone and Skull White for the bone highlighting . I don’t have a strict ratio here; I usually just mix by eye which is a bit difficult.
Basically, you want the layer to stand out, but not too much. Make sure the mix is well watered so that the paint sits flat on the armour, otherwise it can be too distinct when it should look blended.
f
i Na l
s
t ePs
Attach arms! That’s always useful. When that is done, use some pure Skull White to pick out the edges and raised points of the armour. Again, keep it well watered and only do this sparingly as it can look too obvious if done everywhere. Uppermost areas only! It helps to do a little more on the helmet, as this brings out the detail better. You want the helmet to look good because the face is the focal point of a miniature .
I also varnish my Terminators, to keep the precious precious models (and paintjobs) safe. For this process I do one coat of Citadel
Gloss Varnish, followed by another coat of Humbrol Matt Varnish. I don’t like shiny models, and the good thing about a Matt varnish is that it also takes the shine out of inks, leaving them looking flat as well. This helps immensely with the purity seals.
Now you have finished a Deathwing Terminator!