September 2006 ISSUE 01 Simian Staff Listing Head Monkey: Adam Smith PR Monkey: Brandon Vallee Assistant Monkey: Ashley Curtis Specialist Monkey: Simon Fisher Design Monkey: Steve Gagné Art Monkeys: Ben Biggs, Nicolas Giacondino, Donald Carr Writing Monkeys: Joel and Gerard Pitt (aka: The Brothers Pitt), Ross Allan, Alex Kallend, Brandon Vallee, Tony Venezia, Adam Smith, Johan Hansson, Ashley Curtis, Saul Painter, Paul Cook, Simon Smith, Simon Fisher, Dustin Hrenyk, Rob Holland, Don Hornby, Andy Maddison, Jon Wilson and Ben McLeod FIREBASE is published every three months in association with 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 magazine is a non-profit making fanzine with the aim of promoting Games Workshop games, products and hobby.All adverts shown are free of charge and are provided purely in the public’s interest.

Firebase Editorial
We are here! FIREBASE is here! You’ve waited long, you’ve waited hard and all good things come to those that wait.

Here we are Born to be kings We’re the princes of the universe!

–Queen, Princes of the Universe

It’s been a long and arduous road, filled with peril, pitfalls and gory paint schemes, but now a staggering 100 pages of hardcore hobby material is in your possession; bursting with tactics, conversions, painting guides, battle reports and some of the great old games that make you all misty eyed and nostalgic. Welcome citizen, to the first issue of FIREBASE magazine bringing you the best of Warhammer 40,000 every quarter, to give you the fix you’ve been craving. “But what makes this magazine so special” you may ask? Well, much like the inspiring Wargames Journal, FIREBASE is entirely free to download and read on Adobe Acrobat as a PDF file. As I sit writing this, issue #2 is well underway and it goes to show what a monster of a magazine FIREBASE has become. Until next time! - Adam Smith

Firebase Editorial . . . . . . . . . . . . . . . . . . . . . . .2 Converting Your Home . . . . . . . . . . . . . . . . . . .4 Eternal Dam-nation . . . . . . . . . . . . . . . . . . . . .6 Steel over Flesh . . . . . . . . . . . . . . . . . . . . . . . 10 Gaming Etiquette . . . . . . . . . . . . . . . . . . . . . . 22 Tactica Kult of Speed . . . . . . . . . . . . . . . . . . . 24 Freakz and Firewarriors . . . . . . . . . . . . . . . . . . 33 I Quit! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Fer Boyz Wiv No Teef . . . . . . . . . . . . . . . . . . . 46 An Ork’s Tale Birth of a Warrior . . . . . . . . . . . . 49 Stikkin’ Da Boot In! . . . . . . . . . . . . . . . . . . . . 56 Through the Valley of the City of Death . . . . . . . 60 Slumming It. . . . . . . . . . . . . . . . . . . . . . . . . . 63 In space, Everyone can hear your WAAAAAGH! . 68 The Dockyard . . . . . . . . . . . . . . . . . . . . . . . . 73 Five Admirals and a Hivefleet . . . . . . . . . . . . . . 76 Battle Over Medusa V . . . . . . . . . . . . . . . . . . . 82 Welcome To the Underhive . . . . . . . . . . . . . . . 91 Down With the Hood . . . . . . . . . . . . . . . . . . . . 97 Run Him Outta Town! . . . . . . . . . . . . . . . . . . 100

Nicolas R. Giacondino illustrator Gallery:

RustedEngine Comics


Playing on the dinning room table was not an option. We also have fully painted armies –something we could only dream of before. painted and took ‘Eddie’ the Chaos Dreadie to battle. Then our pet dog crushed him underfoot. Scratch the table and you die! Shot 2: Pull the table into the middle of the space. After University. The Brothers Pitt persuaded me into commissioning them to make me a gaming board in 3 sections which I currently store in a large cupboard. He looked so very fine. not preventing access to the kitchen door. chairs and cabinet: A place of tranquility and elegance. Our little gaming group has moved on considerably. unless I wanted an ear bashing from my folks. while other people I know keep their boards in the attic. 4 . I split up with my girlfriend and had to move back in with my folks. Necromunda is my favourite game and there’s I t was many summers ago when I first assembled. arrayed in all manner of spikey bits and had been lovingly painted. No longer do we sit in the middle of the living room playing on an old desert matt with pieces of card scenery scattered around. One single scratch or mark would mean eternal damnation and fiery torment… at least until I got enough money together to rent my own apartment.Converting Your Home floor to table wasn’t so simple. But the transition from Shot 1: The dining room table. All of a sudden it was back to the floor and all the risks that came with it. while pushing all the chairs up to the available wall space. They made it nice and scummy looking for me as well as having various rocky levels. Shot 3: Get an old table cloth from the kitchen and the gaming boards from upstairs. I have a large cupboard in my room. That was the day we decided to stop playing on the floor. Now we are real men! We drink beer and stand around a table displaying the finest gaming boards and terrain.

Fortunately I had plenty of my own scenery. you’re ready to play. If you’re in the same situation. Girlfriend. It might just help. Boyfriend(?) or Pet this article. I came up with the following method to playing on the dinning room table. . After some discussion (and bribery) with the Parental Unit.Adam Smith Shot 4: Lay the gaming boards on the table and add some scenery.nothing quite like a rotting. Crack open a couple of beers. 5 . Wife. disjointed town. show your Parental Unit.

It also added an extra level to the board and gave objectives. a new giant board! The dam idea came was nearly done we added a hole to look while watching a documentary (5 industrial wonders of like the water channel that was used to divert the the world) on the construction of the Hoover dam and river during construction like the Hoover dam. we had originally Gerard: We decided the ash wastes planned to have that area hollow only to arguing over which board was getting old and we needed save weight but when the construction pot of paint to get. would want to keep roads flat. you will never get the full experience of small scale plastic warfare! FIREBASE: What sparked this insane project? Gerard: Well the underground cavern was hour in the DIY shop not going to be there. You can have a golden demon standard army. a powerplant.Eternal Dam-nation The illustrated guide by Joel and Gerard Pitt W hat possesses a supposed sane human being to build a board like this? the Romans. I don’t know. but without a beautiful battle field to fight over. FB: How did the ideas for the other sections of the board come about? I see we have some sort of underground cavern. a SAM site and a bunker on top of the dam. The decided it would make bunker on top was an idea from someone on WarSeer an awesome board. but I do know that building terrain and gaming boards is one of the most rewarding aspects of this hobby. and the power generators were to make it look more like Hoover FB:How did the dam and bridges come about? the crashed Gerard: We needed spaceship better access across was to add the valley and felt that cover and the Imperium. like linked in with “ We spent almost an ” 6 .

7 . we shaped the cliff. occasionally making revisions. We then pained it with a series of sandy colors ending in bleached bone. before you even purchase any materials. as we went along oel: I cannot stress enough the importance of having a and sanded them to form realistic terrain. We also used it to smooth over the surface of the dam to look like cement and blend the dam and the crashed shuttle into the floor. then used the thicker stuff to make more realistic terrain features. research and repeat until you know exactly what kind of board you want to make. sketch. FB: I understand that you layered up the polystyrene and then shaped it somehow? Gerard: After we had mapped it roughly we made more detailed plans and began cutting the shapes of the hills. You should doodle. We spent several hours planning out exactly what we wanted to do. how did the construction begin? Gerard: Well we started by drawing the map layout onto paper and then estimated how much polystyrene we would need. FIREBASE: Going back to the beginning. We made identical pieces and layered them about 4 sheets thick. Once they had dried. FB: How did you prepare it before painting and how did you go about painting it? Gerard: We made the cliff section then aligned all the board with all the cut hill pieces before shaping them. We then used dental plaster in its thin form to coat the whole board to add strength. and also went back to the plan. Once all the terrain looked realistic. we applied a thin layer of sand and gravel to the board. then we glued them down J good plan for your board.the missile turret (it had been shot down) the fuel towers were for cover overlooking the valley and bridge. Once we had the polystyrene we cut the boards to the right length we mapped out the board roughly.

We though 4 x 6 would leave the valley too thin. Joel wanted it for Venice But yes. he strolled in and said “What sort of plaster do you use?” and the dentist said “This stuff” and Joel asked to buy some.. FB: How much did he charge you and how much did you get? Gerard: I don’t know but we used about 10 margerine tubs worth FB: How big is the board? It looks bigger than a standard board? Gerard: Its 5 x 6 ft.FB: Where did you get dental plaster from? Gerard: The dentist FB: Really? You just strolled into your dentist and said Hi.I’d like some plaster? Gerard: Well. 8 ..

FB: Thanks for taking the time for talking to us. Gerard. One more thing – You fancy a game? Gerard: Sure! 9 .

so the last turn of the game would be played using the Night Fighting rules. scything talons. scything talons and a venom cannon . None of this ‘rolling for mission’ and objective counters malarkey! A victory points based game. Two warriors carry death spitters. 4 Tyranid Warriors with extended carapace. each would be worth 500 victory points. with the objective to capture the bridges and the 1. One warrior carries a Venom cannon. It should be getting dark by then.500pts ‘Hive Fleet Pitt’ Army: Hive Tyrant with rending claws. H E C A N ’ T K I L L TH E M A L L ! Gerard: My tactics for this battle are fairly standard. One warrior carries a barbed strangler. I’m going for the usual Tyranid idea of trying to get to the enemy before everything dies and then worry about capturing objectives. dam. As we were playing outside. 10 20 Hormagaunts 8 Hormagaunts with toxin sacs and adrenal glands 8 Spinegaunts Biovore with bio acid spore mines Carnifex with regenerate. rending claws. scything talons. scything talons and extended carapace 2 tyrant guard Brood Lord with extended carapace and toxin sacs 8 genestealers retinue with scything talons and extended carapace 4 Tyranid Warriors with extended carapace. Now this is what playing 40K is about! A fantastic looking army to play against on some amazing terrain and I brought a pretty fine army of my own to do it with too. we knew the light would fade sooner or later. scything talons and a mace tale Carnifex with enhanced senses. Simple! The game was dictated by the board and our surroundings. toxin sacs and ‘leaping’. rending claws. toxin sacs.Steel over Flesh I was as happy as a dog with two tails when I arrived for my game on the fabled dam board. toxin sacs and ‘leaping’.

This will hopefully allow my Hormagaunts and warriors to survive and mash up his Necrons in close combat. My Genestealers and Brood Lord aim to capture the dam and hold it till the end of the game securing me 500 victory points. But for once. However. I stick to it.500pts ‘Attack Force X51” Army Necron Lord “Lordi” with a destroyer body. While I’d love to take some Pariahs or Tomb Spyders. I have included a couple of Carnifex to draw the fire from the gaunts and survive to capture the objectives. I do have spades of firepower! I’m going to get charged regardless of what I do and it’s going to be by some of the smaller gribblies. It also saves me writing out new army lists. I’m up against the ‘Nids and they don’t have many guns. I am the kind of guy who shows up to every game with the same army list. I prefer to take as many troops as possible to absorb lots of enemy firepower and not phase out while dishing out plenty of firepower of my own. war scythe.I know I will need a lot of xenos sinew to absorb all that gauss power. they have lots of attacks and I don’t have any high AP weapons to make big holes in their monstrous creatures. so they should survive. Even his monstrous creatures should go down to 36 strength 6 shots! With little return fire. I should be able to run (or skim) amok. I’ve given them all extended carapaces. 1. I don’t believe in tailoring my army selection to my opponent’s army and once I’m happy with how my army works. 11 . that army looks exciting on paper –or not! Such is the way with the Necron army it seems. phylactery and resurrection orb 12 Necron Warriors 12 Necron Warriors 12 Necron Warriors 4 Necron Destroyers 4 Necron Destroyers 4 Necron Destroyers They’re fast. they’re fearless. H E R E TH E Y C OM E … Adam: Boy. Hormagaunts to be precise – little blighters! The plan is to set up just out of 24” so I will get a turn to wittle down his numbers with the Necron Warriors and use the Destroyers’ for targeting and wiping out a single unit per turn through sheer weight of firepower.

After much deliberation I opted to place them on the road leading into the valley and it would block them off from the majority of his force and give them easy access to his side of the valley. I had lots of gaunts and lots to hide from. so placing them was difficult. my infiltrating Genestealers and Brood Lord deployed at the end of the dam. 12 . They were sufficiently close to the Gaunts to keep them inn synapse and close enough to jump up onto the bridge at the last minute. This would allow me to pin them in combat while the Hive Tyrant made his slow progress across the bridge. If they were all killed he could capture the objective and stop any Necrons from moving onto the bridge as well as kill some of them. One I put on the high ground sniping with his venom canon. Finally. hoping to use the bridge struts as cover as it moved across the board. The Carnifexes were easier to place. ready to sweep across his flank or capture the dam. The shooting Tyranid Warriors were not needed for synapse as I already had the Hive Tyrant and leaping Tyranid Warriors so I placed them on the high ground on my side of the valley near the Gaunts. They were also hidden from the majority of his Destroyers giving them much needed protection against the AP 4 gauss cannons. the other I placed in the valley floor. The leaping Tyranid Warriors were more difficult to place.D E PL OY M E N T TYRANID Gerard: As with any objective based game deployment is crucial. That way if the leaping Tyranid Warriors died they could provide synapse and it gives them a good field of fire. My plan was to intercept his Necron Warriors before he moved onto the bridge and charge them from both the bridge and the valley floor. NECRON Adam: Gerard had won the dice roll for choosing table sides and grabbed the side with the most space to manoeuvre while I was somewhat restricted. with synapse in mind I decided to deploy them in the valley floor behind the largest hill and covering the main attack down the centre. The Biovore deployed high on my side of the valley ready to rain spores on the advancing Necrons and able to cover the dam or bridge.

My 45pt Spinegaunt shield blocked his fire from my enhanced As with most Tyranid armies my shooting phase was fairly quick and uninteresting with very few guns and none with any degree of accuracy. The Necron Lord went in the centre with the Necron Warriors so that he could make a counter-charge if needed. My venom cannon hit a Necron Warrior but failed to kill it and the Biovore was out of range. Sit tight. The Hive Tyrant followed suit and along with his Guard followed the Gaunts onto the bridge. wait for him to come to me… gaunts and the Carnifex in the valley continued to lumber on and the one on the hill prepared to fire with his venom cannon. The Genestealers moved onto the bride and the shooty Tyranid Warriors crawled down the slope weapons training for targets. However I did role a 5 and 6 for all my fleet of claw moves which brightened up my day! With nothing in combat range it was over to Adam… 13 . I spread my army out as best I could to stop those damn Genestealers and their Broody Lord from infiltrating too close. TU R N 1 TYRANIDS I got first turn and moved all my Gaunts directly forward toward the Necrons. out of site of the Destroyers and within synapse. My Tyranid Warriors also advanced behind the Gaunts. The Destroyers all deployed on the far right flank where they should be able to sweep round and roll up the Tyranid lines.I set up my Necron Warriors around the centre to protect the boundary of my little ‘island’ of hill with the two bridges and dam coming in.

The Destroyers on the bridge raked the valley floor with their gauss cannons. The two Necron Warrior squads in the centre opened fire on the nearest squad of Hormagaunts on the bridge 14 . The Destroyers moved on to the bridge on right flank. but having my firepower reduced could be a problem in slowing the Tyranid advance. I’m sure they’d be fine. If only they could ‘fleet of claw’. His Destroyers had killed 12 of the brood and unless they reached his Necron Warriors this turn they would never make it. The plan was to bunch the squad up. they were annihilated in a blaze of green light. My Genestealers continued to move across the dam toward the Necron Warriors. I could see that they were in range to charge one of the Necron Warriors squads in the centre next turn. I had to re-group the remaining Gaunts.NECRONS The Tyranids were close. while the Necron Warriors on the dam moved back from the advancing Genestealers. and with some support from one of the Destroyer squads. killing 12 of the Hormagaunts. but the synapse control of the Hive Mind stopped them fleeing. TU R N 2 TYRANIDS With the torture of the Necron firepower over. 8 where left. I just hope I can kill enough of the Genestealers to hold up the Brood Lord until my Necron Lord can get there and start cutting them down with his war scythe. With another lucky fleet of claw roll they charged the warriors on the slope. then move in for some rapid firing next turn. far too close! Time to give them a dose of green lasery death.

On the dam itself. leaving the Brood Lord sitting there by himself. After a disastrous round of combat. I expected the Brood Lord to shred the warriors and win combat. I didn’t want it to join the combat between the Necron Warriors and Hormagaunts on the slope. NECRONS The Spinegaunts on the bridge were flayed down to their last molecule by one of the Necron Warrior squads. Fortunately.My shooting was a little more successful this turn. I expected 24 shots to do some damage. but was as shocked as Gerard when he rolled 8 armour saves and didn’t pass a single one! I then laughed maniacally. He didn’t seem best pleased. The Genestealers where wiped out. of course. The Necron Warriors stuck in combat with the Hormagaunts weren’t going anywhere. Next turn. With the Gaunts in synapse range they stayed in combat till next turn when I hoped the Carnifex or Hive Tyrant would reach the combat. the Necron Warriors advanced towards the Genestealers and opened fire. after failing all 8 4+ saves my Genestealers on the bridge were completely 15 . much to my frustration. My metallic minions were certain to prevail. I failed to kill any Necrons and lost a Hormagaunt. It was a good thing that the Necron Lord was close by. it looked as though nothing else was going to join the combat next turn. while the combined firepower of the Destroyers tore the combat Carnifex apart in a salvo of intense fire power. I’d then spectacularly fail my leadership test (as I’m renown for doing) and the line would start to collapse. I managed to kill 2 Necron warriors with the biovore and venom cannon and then proceeded to assault with the Hormagaunts. TU R N 3 TYRANIDS This was beginning to look glum.

my plan was still working. NECRONS With the Tyranid rank and file decimated. Things in the valley were going equally disastrous! My Carnifex had been ripped apart by his Destroyers in one turn without even being able to regenerate and my Gaunts had made no gains in the combat during the Necron turn. Although all the Gaunts in front of the Hive Tyrant had been killed and I had suffered heavy casualties across the board. My Gaunts made little progress on his side of the valley. it was time to take down the heavy hitters -the Hive Tyrant and Carnifex! My Brood Lord charged into combat and killed 2 Necron Warriors with some lighting fast claw skills but the Necron Lord was still closing in fast and if he was to capture the All my Necron Warriors moved into position to target the Tyrant standing 16 .destroyed leaving only the Brood Lord (who was a bit pissed off) to charge the squad and with his Necron Lord moving in. The Gaunts were pinning the Necron Warriors in combat while the monsters advanced slowly and my warriors were ready to charge next turn onto the bridge. loosing 2 and killing none but as they were still in synapse they didn’t fall back holding the Necron Warriors in combat another turn while the unharmed Hive Tyrant and venom cannon Carnifex stomped across the bridge. things on the dam didn’t look hopeful. I also managed to knock down one Destroyer but the damn thing got back up using some sort of advanced cheese-induced resurrection program! dam he’d have to kill all of them (not likely!).

With the Necron Lord zooming in. Two of the squads turned their guns on the Tyranid Warrior squad with the barbed strangler and well and truly splattered them all. They succeeded in Killing the two Tyrant Guards. 17 . The shooting phase wasn’t very successful. but the Tyrant stood defiant right on the central bridge objective and ready to charge the Necron Warriors next turn –Not good! TU R N 4 TYRANIDS With the game now drawing to an end. ready to strike it down next turn. That’s just how scary the Necron Lord is! In the assault phase I charged straight in with the Hive Tyrant and started slashing apart 3 Necron Warriors on the end of the bridge. With the Carnifex backing him and both of them on full wounds things looked hopeful. the poor thing panicked and hilariously blew itself to pieces. the bridge was too narrow to let the Carnifex into combat as well. ready to give him a good dose of gauss flaying. the only casualty being my Biovore. (It fired at the lord and his bio acid mine scattered onto himself). The Necron Warriors rapid fired the Tyrant and his Guards. he still stood and prepared to charge the Necron Warriors at the end of the dam.triumphant on the central bridge. backed up by fire from the third Destroyer squad. Skimming never looked so cool! The Destroyers hovered where they were. it was vital that my large creatures got into combat. Despite the Necron Warriors pumping everything they had into my Hive Tyrant. With a maniacal laugh. I zoomed the Necron Lord off the dam and across the gorge next to the Biovore. Unfortunately. It’s not like they needed to actually move to splatter the variety of insectoid targets on offer.

It looked like the Tyrant would destroy all of my Necron Warriors and claim the bridge.Next. The game had descended into a massive melee. The Necron Lord was rapidly approaching with his war scythe! TU R N 5 TYRANIDS With my army diminished as usual and only my monstrous creatures left on the board. That’s what happens when you underestimate a 2+ save. breaking them. but not enough to kill it. I charged the Destroyers with the surviving Tyranid Warrior squad by ‘leaping’ up onto the second bridge. They didn’t kill any of them. My Hive tyrant butchered the remaining Necron Warriors. NECRONS Sausages! I could have sworn those Tyranid Warriors wouldn’t be able to charge the nearest Destroyer squad. My Tyranid Warriors on the second bridge killed 2 destroyers and still had 3 left to contest the bridge. Every blow that hit home bounced off his tough hide or heavy armour. but that’s what happens when you forget about ‘leaping’. overrunning them and then consolidating back on to bridge. with one Destroyer squadron locked in combat with the Tyranid warriors on the right flank. With both 18 . If only I hadn’t been so overconfident and had moved the Destroyers back. My gamble to shoot him and finish him off in combat had not paid off. but tying the Destroyers up could swing things for me by denying him a good portion of his firepower. there was very little to do this turn. wounding it. My mobile Destroyers fired at the remaining Carnifex. No worries. The Hive Tyrant continued to munch through Necron Warriors on the central bridge.

so I tried to hold out for a minor loss. losing 2 wounds. it could all be over. If the Tyranid Warriors end up claiming the bridge. combats at a stale mate it was over to the Necrons. I was still managing to tie up an expensive unit of his and stop him claiming the bridge.TU R N 6 TYRANIDS This being the final turn. I was really kicking myself about letting them get charged. my Destroyers and the Necron Warriors up on the damn were able to get a clear shot. he wouldn’t be a scoring unit. NECRONS With the Tyrant alone on the bridge. The Necron Lord charged the Carnifex and separated his torso from the abdomen with a single sweep. The Tyrant staggered under weight of fire. While no casualties were being inflicted or suffered. he had to stay exactly as he was in order to claim the objective. He can always charge in next turn if he really has to. If I could inflict just one more. I was trusting in the dice to give me some armour saves and hoping he’d still be alive at the end of the Necron turn. I had lost all hope for a draw. He then consolidated away from the Hive Tyrant. 19 . With the Hive Tyrant alone on the bridge and on 2 wounds. The Destroyers continued fighting the Tyranid Warriors on the bridge with neither side inflicting any casualties. Combat on the other bridge was going ok.

accuracy and high mobility make them one of the best units in the game and only for a mere 50 points each –stunning! Oh. every single shot ricocheted off the Hive Tyrant’s armour and after a whole turn of firing he still stood with 2 wounds left to claim the objective! I didn’t charge him with the Necron Lord. I can 20 . Carnifex. But it’s all for nothing if you’re daft enough to let them get charged and tied up in combat with Tyranid Warriors. In future I’ll have to keep them moving. with the Necrons being in the lead by 600 VPs – A crushing victory! determine the problems with the army. the monstrous creatures are slower than a snail with a gammy leg and a nasty limp (if snails have legs). They don’t have a firing range of 36 inches for nothing I guess. A F T E R G A M E THOUG H T S CLOSE. Destroyers are sick. It was just too risky and I didn’t fancy having my 200pts Lord ripped to shreds. Fortunately. they will kill it. and they get back up on a 4+. or small children. 3 shots. BUT NO PIE Gerard: Well. Every gun that wasn’t in combat was aimed at the Hive Tyrant and opened fire but amazingly. but the Necron Warriors had secured the dam! Things were a draw in terms of objectives.NECRONS With my final turn all I had to do was take a wound off the Hive Tyrant and kill 2 of the Tyranid Warriors to secure all the objectives. so it was a case of ‘kill the fast stuff’ and mop up the rest later. it would have all ended in tears and entrails everywhere were it not for my lovely Destroyers. Firstly the Gaunts and Carnifexs don’t work well together as the Gaunts get too far forward and die before the Carnifexes can reach combat. However by looking at the order in which everything died. The second Bridge was contested by The Tyranid Warriors. there’s a lot of the buggers and being bogged down in combat can be disastrous. but victory points were another matter. but that’s a project for the future! TARGET PRIORITY Adam: While the little gribblers aren’t going to hurt my Necrons too badly. But while I sit here all smug and victorious. Equally my army doesn’t pack nearly enough fire power! The solution? Three more Carnifex and another Hive Tyrant. Strength 6. my entire army was wiped out. Oh so sick! Whether they’re shooting at Land Raiders. good range.


big kudos! “ RU L E NU M B E R O N E . there’s really no need to look so alarmed. Your opponents’. Well. all in all. asking doesn’t hurt! I mean. No? Give up? The rules! Not met an opponent who just your own copy of conveniently doesn’t your chosen game. how would you like it if all and sundry came along and started to give your models a good once over? God ” 22 . what’s the most important thing to have with you. any other model in his collection. do ask his permission before you start to fondle his Nob. or on the spot. Hello there dear chap. if it breaks. Your opponents’ models are just that. It’s really pretty simple you know. Oh come now. We’re here just to run you through a few basic dos and don’ts of Gaming. but have the rules for his also all the rules for your chosen force. So easy even a 12 year old newbie could manage it. Besides. Are you ready? Then I’ll begin. so I’ll start you off with a few easy ones. best just to ask. not really. either in advance. apart from your models? Dice? No. though it can be polite You too must have to bring your own. before we move on to the more in depth forms of etiquette. White Dwarf Death that just smashed or even download. Surely. When you’ve arranged your game. When playing against another spunky young chap. and certainly no bad blood. Even if the paint job may not look like much to you. This your entire army easy provision means any in game confusions can be cleared up with a minimum of fuss. especially if it’s converted.Gaming Etiquette O r how to more or less guarantee repeat gaming with your opponent help you if you break one. I’ve broken it down into several easy steps. it’s less of a big deal. That way. what! Look. Here. I can see your still looking rather perplexed old bean. R U L E N U M B E R TWO . dear boy. So. Welcome to Mad Doc Grotsnik’s School for Gaming Etiquette. or indeed. whether Super Unit O’Hacky in Codex. you too must have met an opponent who conveniently doesn’t have the rules for his Super Unit O’Hacky Death that just smashed your entire army! Tiny provision. it may be the best he’s ever done.

at least in spirit if not to the letter. Now. You are neither player’s special coach. Do not leave the table for unreasonable amounts of time during your opponents turn. Do not ask your opponent to re-roll dice ‘because you didn’t see him role it’. and blabs about my devilishly cunning plan. then may I suggest something slightly less skill dependant. Although I have used the find products of Games Workshop in my examples. like Snakes and Ladders. Nor are you there to provide commentary. fairly do’s. They are a means of entertainment. these guidelines apply to any and all war games. for the love of God please remember that’s all you are. NOT you! So. see it through. Or. and blabs opponent spotted the about my devilishly trap for herself. Respect your opponent. Nothing ruins a good solid game than outside interference from some git-faced know-itall who insists on aiding and abetting either side. don’t be an arse. The games are meant to be fun. firing lines set up. comments and help to yourself basically. And then ToadBoy shows up.R U L E N U M B E R TH R E E . Surely. and his arse (well. had my shows up. If you’re playing a game. some (expletive deleted) point it out is just unfair. hers) was mine. I was playing Monica. And I can guarantee that if you follow them. But to have costs me the game. This has happened numerous times to me. there we have it. The Four basic rules to the mysterious and ancient etiquette of gaming. Do not throw a hissy fit just because you are losing. and the same bloody person has pointed all out. and costs me the And then Toad-Boy game. but one several people miss! “ ” R U L E N U M B E R F OU R . she beats me fair cunning plan. Or sitting in a darkened room on your own and allowing humanity to continue without you. as I know many of our community will be at one time or another. if you’re about to fall into a cunningly laid trap. and and square. Not a tall order. you will get return match ups with opponents time and time again! . you’ll learn more about it than if some socially and hygienically challenged oik decides to point out to you. keep opinions. to be blunt. hands. If you get that wound up about losing. Cunning charges and cunning So. If you are a spectator in a game. All my opponent had to do was blunder into it.Ross Allan 23 .

He’s going to have trouble against tooled-up HQs from a number of other armies. that means your opponent cannot target him until the buggies are destroyed. also allows him to charge. if done right. The question is what role you want your HQ to have in the game. or with rokkits strapped to their backs. let’s examine 24 . the bulk of your force should be massed up of boyz in trukks. the only constants are that. T here are many different ways to approach most armies in the game. alone. closing just enough to get your shots in range. into mobs of just about anything without powerfist backup. The bike gives your boss an extra +1 toughness that allows him to stand up to other assault HQs. The Kult however have an ace up their sleeve. which effectively diverts fire away from the trukks of boyz.Tactica Kult of Speed the units available with some scrutiny. while limiting how many of their weapons are. can trap your opponent. H E A D QUA RT E R S You must take one Warboss or one Big Mek. and a multitude of ways to field big shootas and rokkits (often twinlinked) provide some decent firepower. G E T T I NG S T UC K I N If you’re going with an assault force. while offering shooty targets that the opponent cannot just ignore. while looted ordnance vehicles. This hybrid element. you’re going to be both mobile. you can generally play the range game to your advantage. Reducing the number of assault units allows you to utilize terrain more effectively to hide the loaded trukks. With the move & shoot capabilities of the Kult. each of these have their drawbacks. whichever direction you take the army. With these basic ideas in mind. Mobile zzap guns and tankbusta units can put the hurt on enemy armour. a bike for your Warboss. and fragile. The Kult list does offer some nice options in terms of shootiness. As an independent character. but he’s no Daemon Prince. but there are drawbacks here. and if you pick your location correctly. on bikes. and. BIKER WARBOSS A Warboss is ok as HQs go. and the Kult of Speed is no different. Your boss should be flanked by a couple of buggies as he turboboosts up the field. Unfortunately.

a choppa. If you have any expensive vehicles that need protecting/ repairing. and a bionic bonce. especially when they’re probably going to spend a turn entangled in the wreckage of their dead transport. then a kustom force field can aid its longevity. HQ’S TO AVOID: The Warboss in a trukk (with or without retinue) is largely a waste of points. He’s also a Skilled Rider. but can make it back easily enough. and the ability to put that template exactly where you want it only 25 . don’t forget that having a bike makes the Boss Fearless. A Nob retinue can be fluffy. and hang back to protect them. If the vehicle he’s protecting has decent armour itself. who can instant kill you with their force weapons. BIG MEK The other approach to an HQ is to go cheap with a Big Mek. You are paying nearly as much for the trukk as you are for the bike.this is rarely a problem. Plenty of opponents won’t see that coming. or nemesis force weapons). Same cost problems apply to Biker Nobs. Finally. but it’s good to have. Six strength 10 attacks is nothing to laugh at. Give the boss a powerklaw. so feel free to charge right through terrain. It’s not likely to come up often. There are few characters that can inflict 3 wounds against T5 in a turn. he had a good chance of pulling skimmers out of the sky. but it’s ridiculously hard for a unit of Nobs to justify their worth on the battlefield. The bike also means that he can roll from one assault to the next without needing to get back in a trukk and then get back out again. A lone skorcha buggy is a considerable threat to a lot of armies. This also ensures that he has a 3+ invulnerable save on that all-important turn before you can charge. He weighs in at about 160 points. The power klaw also makes him a serious threat to any vehicle on the board. Secondly. a cybork body. The things you need to watch out for are models with high strength attacks that ignore armour (like powerfists. T5 means that you can choose to use your power klaw against most Marine and Chaos HQs without being too concerned over dying. and with 5 (6 on the charge) S10 attacks in return. There are very few that will get a second turn of swinging at you. his trukk isn’t. ‘eavy armour. A Big Mek with big horns and a burna can add some decent hitting power and morale to an assault unit. without all the other advantages. and librarians. but avoid that if you’re trying to protect any AV10 or open-topped vehicles. while the boss may be an independent character. and with that many attacks. TH E B OY Z Always use every single troop slot. just in case someone charges him. a Big Mek can take some helpers and tools.

Entanglement means that you have to be careful with them. Buying them a burna and a Nob with a powerklaw and choppa gives some all-round utility. Bloodletters. Trukk boyz are obviously the backbone of any assault-based list. Don’t forget the Power of the Waaagh! It’s a big reason you should take full-strength mobs of trukkers. Daemonettes. Sometimes. Genestealers.adds to the havoc you’ll cause. Drive by burnings can be quite effective against horde armies. although you have to get very close. your opponent can pulverize you in hand-tohand combat. as they’ll kill a lot of your boyz before you even get to swing. because if their trukk gets shot they’re going to be dead before they do anything useful. and Grey Knights are among the things that you don’t want to mess with. Ten boyz that can hop out and krump someone cannot be overlooked. as you have a 92% chance of passing 26 . Bosspoles are a complete waste of points whilst Iron Gobs can be good if you have the points.

Strength 3 just aren’t going to cut it. TANKBUSTAS With four rokkits (one on the Nob. you shoot your guns. and that’s both good and bad. but they’re also very expensive. Always buy a Nob with power klaw and choppa to go with them. you can take skarboy mobs as elites. and not feel too bad about losing them. Don’t forget these guys are fearless. The resilience of bikers comes from their higher toughness. they’re a scary unit to face. Ideally. then charge and shoot them again. especially without choppas. and disposable (just like my last girlfriend -Ed). both because of entanglement and how many will die in a wreck. he’s going to be responsible for dealing most of the damage. cheap. Give them a mission. with only a few less burnas. Two attacks per round at 27 . Get them out of the trukk and into cover as soon as possible. With an effective strength 9 against armour. and expect them to die after completing it. While a plethora of burnas might be nice. It’s better to forgo the shooting and get stuck in. and three ammo grots. You can afford to use them to screen your Warboss’s attack. They’re fast. BURNA BOYZ You’re allowed one mob of these. A skorcha buggy will fry whole hordes of T3 models. Your opponent is faced with a tough choice shoot the buggy. One of the trickier parts of using this unit is getting a good charge off. You’re almost certainly going to get the charge because you can hide in the trukk until you’re ready to hop out. because at least you can possibly break them in assault. BUGGIES Buggies are great. three in the squad). and higher strength to wield them with. Generally it only takes killing one tank to make your points back. so charging anything higher than Strength 4 is going to hurt a lot. and each model you lose costs a lot of points. If you get tied up in combat. and a chunk out of your unit’s effectiveness. With a total effective firing range of 30” and a lot of dakka.the test with a full complement of boyz. that’s pretty good odds to knock something out. and dedicate a whole unit’s fire (maybe WARBIKES Bikers are tricky to use. and can even be expected to kill a marine or two. this unit can generally expect to get two or three hits on the first tank it fires at. or to block lines of fire to your trukks.

Looking at five ‘ard boyz in a trukk with a big shoota and bolt-on big shoota. skorchas rule. and so is rated as an especially low option for buggies. Against vehicles or marines. rokkits are 28 . or accept the damage it does. ELITES ‘A RD BOYZ Five ‘ard boyz in a trukk can field three big shootas. doubling up choices doesn’t hurt. Against hordes. feel free to use your skorcha to screen other models. buggies are wonderful for claiming or contesting objectives too. Buy them a dedicated battlewagon. With Big Shoota shots. The Nob option is rather expensive for the final three shots. Twin-linking means they even hit sometimes when it matters. Other than the upgrades mentioned for skorcha buggies. the way to go. The kustom megablasta has a greater chance of inflicting a glancing hit on yourself than you do on your opponent. one on the trukk. forcing them to move into tighterpacked formations. but they’re serviceable. If you’re playing a list with a lot of 2+ or 3+ saves. but the battlewagon provides some longevity for the unit too. and have good odds of getting flank or rear shots. the extra cost of upgrading them just doesn’t justify itself on vehicles this cheap. You’re better off buying another buggy than you are spending points on upgrades. It’s more points. you’re spending about 135 points for an expected five S5 hits/turn. It works wonders against any sort of assault-heavy army. A word on squadrons: Buggies can be run effectively in squads of two or three. Contrast that with the other two and big shoota buggies just aren’t as cool as the other two. even twinlinked doesn’t do nearly enough to bother most opponents. The standard configuration for “skorcha buggies of doom” runs a skorcha and Spikes & Blades. but after that.more). and run 3 twin-linked big shootas. Filling your troop slots should be the first priority. At the end of the game. and five bolt-on big shootas. from within a vehicle that can move 12” and fire. it’s more cost-effective to do it with ‘ard boyz. If you expect to face Other people advocate putting stikkbomb chuckers on their skorcha buggies. If you want to lay down the S5 fire. Rokkit Buggies are not the best antiarmour unit at our disposal. and tank-shocking the enemy before skorching them. a bolt-on big shoota as well and another if you want to buy a Nob. That’s up to 18 strength 5 shots per turn.

use them as a second wave. and they’ll do some good. If ten isn’t enough. the more useful this is. you risk having some vehicles start the game stunned. Use the free upgrade to a Mek. who are likely to take significant casualties if they get hit. there is more risk to yourself from an over-eager strafing run. allowing them to advance behind terrain. SKARBOYZ While they have the same weapon upgrade potential as ‘ard boyz. This is your only opportunity to take a large mob of boyz in a Kult of Speed army. or wrecks. As an assault mob. Don’t use them like shock troops. As your units are all required to start mounted up. There’s not much that can survive a charge from these guys. not a shooty unit. ‘ard boyz can field as many rokkits as tankbustas. The lack of armour means that they suffer more when their ride is destroyed. go for 3 burnas and a Nob with a powerklaw/slugga combo. not taking advantage of their higher strength. Below that. stick them in a battlewagon and take a whole mob of 20.a lot of tanks. They’re like buggies -there to annoy your opponent and claim objectives. so if you’re running a list that’s heavy in either of those choices. so sitting back and shooting from inside a trukk is inviting problems . and give him a burna. but you get some choices that the footsloggers don’t. don’t take it. DETHKOPTAS Here we have more cheap scoring units. This is possibly the most versatile unit in all of 40k. Use small units of them. and reinforce the initial charge. these are recommended as an assault unit. FIGHTA-BOMBA R AID The more points the game. and one failed morale test loses you a whole mob. F A S T A T TAC K This is kind of redundant in the Kult of Speed as the whole army is one big fast attack choice.not to mention. unable to make a 24” move. Knowing that. Never take more than one in a squadron. The at risk units are bikers and stormboyz. you’re largely protected from misfires. The breaking point is about 1500 points. because they cannot regroup. You can 29 . STORMBOYZ These guys are the slowest boyz in the force.

but. A dedicated battlewagon cannot claim an objective. You can take your twin-linked big shoota shots. and big shootas. as each looted vehicle fills a potentially different role. and exposed to enemy fire. H E AV Y S U PP ORT Technically. and try to shoot enemy tanks. or for units of Skarboyz or ‘Ardboyz. Another version is the Dakka Wagon. you should be able to minimize exposure to enemy anti-tank weapons. if you don’t get the first turn. This is best as a dedicated transport for a unit of ‘ard boyz. 30 . BATTLEWAGON Battlewagons are cool and orky. OUTRIDERS An interesting unit as they’re just bikers. but for 5 points more per model. there are three choices here. all about getting a close-combat mob into the fight. This can enable some first turn charges. but really. but you can purchase these as dedicated transports for either a Warboss or a Big Mek. even over terrain. Three good approaches to battlewagons include giving it a zzap gun. and sit them in it with a lot of bolt-on big shootas. and secondary weapons. You can burn stuff and you can assault tanks. it has better armour to make up for that. It features lots of big shootas. If you use range to your advantage in this case. there’s a lot more. and just pound the enemy from 36” away. regular bikers are cheaper if you cannot use the scout move wisely. the reason for not taking a battlewagon as a heavy-support choice is to fit other scoring units into the list anyway. Since any mob can ride in any vehicle in Kult of Speed. It’s more expensive than a gun trukk with a zzap gun. But. Toughness 5 and a 4+ save means that you can tie up shooty units in assault and a burna means that you get a power weapon at S4 too. but. it can also leave your boyz isolated from the rest of the army.move 24” in a turn. the only thing you give up in doing so is the scoring unit status. Finally there is the delivery battlewagon. you get the Scouts universal special rule.

Demolisher and Basilisk. and to persuade the enemy that sitting back and shooting at you might not be the best idea. Kannons and lobbas in gun trukks are not viewed as very effective weapons overall. it’s your best hope against terminators. Turbo-boosters on the first turn make a second-turn disembark and assault more likely. fill out your force slots before you consider making squadrons of them. What else is there for an ork to want? It serves two purposes. Assuming the mob makes it. but not a great tank. It doesn’t really fit thematically in a Kult of Speed army. with lots of range. Stick a zzap gun in a gun trukk and you’ll have a dedicated tankhunting unit. These are some of the most effective anti-vehicle weapons in the entire game. and a big gun. but they can pack a punch. 31 . The basilisk is a good tank. The Leman Russ has good armour. so you lose out on the sittingback-and-shooting aspect. but without the range. which orks don’t have. to draw fire away from your boyz. It isn’t strong enough to withstand the drawing fire role. like the Leman Russ is. as you’re unlikely to hit with it. The Demolisher is like the standard Russ. so the best place for it is hidden behind terrain. On secondary weaponry Aavoid lascannon in the hull. LOOTED VEHICLES There are only three looted vehicles worth including in a Kult of Speed army. As with all vehicles. but realize that you won’t be firing at all until you get the boyz into combat.Take lots of vehicle upgrades to ensure your mob makes it to where it needs to go. A heavy bolter (and sponsons) can provide some firepower in the case that the main weapon gets destroyed. The marine tanks tend to rely too much on ballistic skill. These are the Leman Russ. and red paint also speeds up the delivery. your battlewagon will be close to the enemy lines. If you’re not running a lot of choppa-armed boyz (for whatever reason). GUN TRUKKS These are slow compared to most of your other choices. and the other guard tanks do not fill any specific role any better than one of the tanks above. so skorchas make sense for a weapon.

you don’t have thirty bodies to take wounds with. Move a trukk full of boyz behind a forest. While a unit of thirty boyz can afford to take five casualties per round.. run away from anything you cannot handle. Use decoy units to get your opponent to move or shoot where it benefits you. then you don’t need to claim it until your last move. there’s no real reason to risk your ultra-fragile trukks to go for more. you stand a pretty good chance of being cut down. you can wait until the last turn to claim objectives. You want to pick your battles. giving your opponent no chance to react. you usually only have ten. Use terrain to your advantage. You will almost always want to go second if there are objectives to claim. Be aware of what can beat your boyz in assault and avoid them. Daemonettes. with which you can hang back and harass the enemy troops from a distance. and you create a 20 inch zone where your opponent can’t move troops without giving you an assault opportunity.Alex Kallend 32 . scary longer-range threat. That means that you are already below the automatic mob check size too. With a lot of units that can move 24”. while their Nob pounds away with his powerklaw. Don’t forget to use that to your advantage. Of course. not like an ork.. . Use your mobility. Let them try to adjust to what you’re already doing.P L AY I NG K U LT .OF -S PE E D IN 4 T H E DI T ION : The best way to play the Kult is to play for objectives and pick on targets of opportunity. If you can prevent your opponent from moving through an area to an objective. and deploy expecting your opponent to go first. Unlike a footslogger. Move a rokkit buggy 24” towards your opponent’s tank and they now have a threat that they cannot ignore. Buggies are 40 points. you must play like a human. helping to create that opportunity is not a bad thing either. and set it up where you can whittle it down through shooting before you go back for the kill. Pay attention to these zones. In the kult of speed. without your opponent hitting you back. Preserving your scoring units is more important than throwing units into assaults that they are unlikely to win. You need to have a big. If you can whittle away one or two models a turn. Bloodletters and Daemon princes all probably have your number. if you lose three boyz and lose combat. Genestealers. They are throwaway units. You should be dominant in the movement phase.

and 2 squads of Rocket Launcher armed buggies. 2 looted rhinos. They plan on seizing the Ethereal as quickly as possible before the Tau have a chance to react and take him to safety. since my speed freaks lack effective anti-tank firepower. 2 squads of outriders. a Warboss with a full retinue of nobs mounted in a truck. Even though I lack special weapons.Battle Report Freakz and Firewarriors M I S S ION Hostage situation (from the original Tau Codex) P R E .2000 points a side 33 . hopefully it will be enough to capture the Ethereal! O V E RV I E W A Warboss of a band of raiding Orks intercepts pleas from a downed Ethereal. that using Orks is going to be something I am going to have to remember how to do quickly or die trying. 2 squads of ‘Ard boyz. a looted Basilisk. even when doing battle reports for FIREBASE. Who knows what may happen to the Ethereal should the Tau fail their mission… G U I DE L I N E S : • Speed Freakz get first turn and come in via reserves and a arrive on a random table edge • Tau deep strike their whole entire army on their first turn • Whoever is closest to the survival pod at the end of the game wins • The game lasts for a random amount of turns • Points . I made up for it by taking plenty of orks. I didn’t take any burnas or power klaws because I forgot to bring them up for this game -Mishaps happen. It also doesn’t help that I have become so accustomed to playing more elite factions such as Grey Knights as of late. I don’t think it will drastically put me at a disadvantage. I expect to see lots of vehicles which worries me. but who knows. 4 squads of Truck Boyz. but knowing that I am going to be facing a bunch of clumped up Tau. Just shy of 100 models. it makes me drool at the thought of flame templates.G A M E THOUG H T S : BRANDON (SPEED FREAKS) I have never played the hostage situation mission in the original codex. I might get a couple of lucky shots? As far as my basic army composition is concerned.

followed by the rhino. which do we use? I ended up keeping my Pathfinders in reserves as well. I took whatever rock to sit behind so I wouldn’t become target practice for the whole Tau army. Since I was going to be facing Speed Freaks. we’ve got two “always” clauses. I was hoping for a nice Recon or table-quarters mission. so they wouldn’t be assured death when the Tau do arrive. but I know 2000 points can buy a lot of green skins. I received first turn. then move in near the end of the game to secure objectives. The other units of my army took flanking positions and were spread out. and a squad of buggies. where I could sit back like a chump and pick away at his Orks. and hope to survive… TU R N 1 SPEED FREAKZ Because of the mission’s special rules. but it could have gone either way. too. Since there really isn’t much in the way of cover to hide behind. a squad of outriders. while the buggies and outriders where on the right side of the table. 2 squads of Truck Boyz. which in my opinion probably isn’t the best thing to have when you know a whole Tau army is going to be deep striking on you.TONY (TAU) I’ve never actually had the pleasure of facing off against Orks before. My two truck boyz squads zoomed there full 24 inches straight towards the objective. I expected a lot of vehicles. hit hard. Right away it presented problems – Scouts always start on the table. The basilisk took cover behind a large rock in an attempt to use its indirect fire capability 34 . The ‘Ard Boyz where on the left. So. except I’d use a team of 2 Sniper Drone squads instead of Broadsides. but the mission requirements say “The entire army arrives by Deep Strike first turn”. a looted basilisk. I was going to have to Deep Strike everything very carefully. which looked like a very interesting scenario. just for consistency. hit fast. I decided to run the 2000 point list I ran in a tournament the month before. I managed to get 2 squads of ‘Ard boyz. although it threw a wrench in my usual “shoot from really far away” strategy. So I rolled for my reserves and I managed to get a large portion of my army on the table. a looted rhino. since I didn’t expect to see too many heavily armoured vehicles. We decided on the Hostage Situation mission instead.

My Ionhead. but this was pushing it. and Sniper Teams deploy on the left half of the board. I almost lost my Sniper Team to the edge again. On the right-hand flank. The Pathfinders themselves TAU After seeing how much Brandon already had on the table. The Fire Warriors’ Devilfish missed the other truck. near the edge. all I can hope is prey that the dice gods are against my Tau opponent and everything on the table doesn’t wind up dead when they arrive.against all of those perfectly bunched up Tau squads. The Pathfinders’ Devilfish took out the truck near the objective. The Ionhead blew up one of the trucks on Brandon’s edge. I nominated a point about 10 inches up from the board edge for my Stealth Team. I gave a heavy sigh as I rolled an 11 with the scatter die pointing right back at me . blowing up the truck. I was getting very nervous. Devilfish. The Railhead. I don’t mind the occasional deepstriking Crisis Suit. I basically got to deep strike everything and then watch Brandon respond to that Ballistic Skill 4 Stealth Team just teleported right off the table edge. because I knew he had even more back in reserves. and Fire Warriors deployed on the righthand side of the board to deal with the trucks. Now. Piranha. lots of action was happening. when they deep strike. To top this all off. Crisis Suits. Pathfinders. and killed an ‘ard boy in the process. hoping to keep them alive for a turn so they could respond to whatever Brandon did. but with no extra casualties. but its former passengers turned out to be better shots. 35 .

The Piranha managed to stun one of the buggies it landed behind. so the Crisis Suit HQ had to pick up the slack and take out the Rhino. there wasn’t much I can do. I moved my two squads of ‘Ard boyz out of the remains of their former trucks and in assault range. his stealth team so close to the table edge so they had a chance of going off. The other truck boyz TU R N 2 SPEED FREAKZ Well that could have been a lot worse. the Railhead missed the side of the Looted Rhino. I deployed the outriders where I deployed my other squad of them. On the left flank. Finally. which was nice. but I guess the orks were a little intimidating! Since it is the start of a new turn. I was really surprised how Tony deployed 36 . a looted rhino. more reserves rolls! Yay! I managed to bring another squad of Truck boyz. I would have been more aggressive with the stealth team. I deployed the buggies and the looted rhino in the middle to support the two squads of truck boyz by the objective. and they did. The Fire Warriors on the left wiped out the entire Outrider unit in a turn. and my other outrider squad onto the table. since the two Monat Crisis Suits missed ALL targets. Personally. Since the one squad of truck boys were pinned. That really helped me out. Even though I did lose the squad of outriders. despite losing there buggies and a couple of men along the way. I deployed the truck boyz unit in assault range of a fire warrior squad that killed one of my trucks. but at least they would be getting a 4+ cover save against further shooting. before they where annihilated by pulse rifles. but ended up pinning the unit. most of my forces remained in tact. nothing was inside. my other buggy squad.went on to kill a measly truck boy from the ruins of the truck. but to my disappointment.

The one fire warrior squad was whipped out to a man. and it was bloody! TAU Things are looking pretty grim. Orks! The gun drones from the Piranha destroyed a buggy on the right side. and killed five of the marked Trukk Boys. However. guys! The HQ team hopped forward. so my ork mob consolidated into them. while the other consolidated to intercept the last remaining fire warrior out of his squad. Tau really don’t like assaults. The outriders killed 5 fire warriors. which would save them against next turns shooting round. To make things even funnier. After winning combat. and the units I had no expectations for did amazing things. let’s say they wouldn’t be there anymore! The two squads of ‘Ard boyz kill 3 guys with there sluggas. I started off by shooting the tau command squad. the one ‘Ard boyz squad consolidated back into cover of their former truck. I also moved a buggy squad to intercept the piranha before it did any more damage. and missed with all three shots. Now it was time to “compensate” for the loss of my outriders. the units I expected to do the best did awful. let alone secondturn assaults. Good job. it missed. The Ionhead moved to hit the hidden Basilisk. the last Fire Warrior in hand-to-hand blew away an Ork at point-blank range before being pulled to pieces. being an indirect shot. Orks are good at assaulting. On the right-hand flank. and it’s only my second turn. The squad that ran away only rolled a two to get a way. what a better way to earn back the points. the orks finally got into assault. 37 . the buggies took out the piranha and everything else managed to miss or fail to do damage.squad I moved out of the truck and onto the rock where the objective was. Take that. and there is going to be plenty of it! I charged the two squads of fire warriors on my left flank with a full squad of truck boyz and my two squads of ‘Ard boyz. and the other fire warrior squad took heavy causalities and forced to run away. negating their cover saves using the markerlight hits. Well. Orks aren’t sharp shooters. I figured. and the Pathfinders marked the Trukk Boys by the objective for fun later. Now if it would have hit. so I can’t blame them for doing barely anything during this phase. since I couldn’t reach him with my mob. Well.

since their passengers were long since departed. These guys meant business! The Railhead kept moving to shake enemy fire. which isn’t good. and took shots at the remaining Trukk Boys as well. so he could lead the counter attack on the objective. It missed with the railgun again. so I began to move the majority of my army in an attempt to swarm the objective and make the tau fight tooth and nail (or what ever the Tau use in combat) for it. and I also moved my buggies to support them and hopefully the will provide some extra causalities to finish off the squad. hopefully they will be able to turn the game in my favor. The two Monat Crisis Suits hit once out of seven rolls. now I took a beating… Those tanks and the command squad are tearing my infantry apart. should the Tau take it from me. taking a few out. I moved my squad of outriders closer to the fire warrior squad in an attempt to finish them of either by shooting or assault. Both Devilfish chewed up whatever Orks they could find. The last truck boy squad surged towards the objective in an attempt to make sure it stays in control of the orks. now they need to be taken cared of! Having lost lots of the Boyz that turn. I figure it is best to concentrate taking to objective over killing tau. Having the sniper team in the far off side of the table. It wasn’t looking good! TU R N 3 SPEED FREAKZ Wow. perfect! I deployed my Warboss with retinue behind a nice rock. Both units came in. and having the ability to modify cover saves. and killed another. and splattered one Ork behind the objective with a missile pod.The Fire Warriors on the left immobilized one buggy. I really need my last two reserves rolls need to come in. I moved the truck boyz squad which finished off the remaining fire 38 . The remaining fire warriors that were stuck in combat were finally finished off during my turn. The Sniper Team on the left flank took shots at whatever buggies and bikes it could see. but managed to take out one more Ork with the smart missile system.

since they took out a buggy in the last shooting phase. TAU Infantry? What infantry? I’m down to elite units and vehicles by this point. and this is going to come down to a bloody finish. Talk about revenge! The one truck boyz squad I was going to use to charge the command squad was out of range. since it didn’t manage to do a single thing. The shooting phase started of with another salvo from the basilisk. the remaining fire warriors. I moved all vehicles to the right side. 39 . to focus on the Orks coming in. Oh well. everything missed... We’re both chewing up each other’s units. since the command squad was no longer bunched up. and charged the ‘Ard boyz into the remaining gun drones for the blown up piranha. but I managed to take down two of the sniper drones. I figured it would be better to shoot at them over the command squad. However. Despite taking massive causalities and another Tau shooting phase on the way. The Ionhead moved forward and demolished the Basilisk in a swath of ion energy. I have completely contested the objective with the majority of my army. The outriders managed to kill another few fire warriors while the buggies completely missed them. I moved another truck boyz squad in an attempt to get into combat with his command squad. I also moved one of the Truck boyz squad off the objective to intercept two crisis suits which were attempting to seize it from me.warriors during Tony’s assault phase in an attempt to get into combat with his pathfinder squad. charged the pathfinders. I charged the outriders into combat against the fire warriors. this time at the sniper team. The rest of my shooting was pointless. but the sniper team was! Of course the shot scatters. I wiped out the two gun drones. and the pathfinders. by half and inch –Ugh! They would surely become target practice next turn. I may still be able to win this one. As far as the assault phase is concerned. and used my massacre roll to move closer towards the objective.

TAU By this point. and the looted rhino towards the objective. Devilfish and HQ unit poured their fire into one of the largest remaining mobs in the middle of the table. The Railhead finally hits with it’s main weapon. since we would start rolling to see if the game went on in longer. The other Monat took out three more with it’s Airbursting Fragmentation Projector – what a fun toy versus the Orks! The Railhead. now was it? The Ionhead adds to 40 . Let’s hope I can live to see another turn. my shooting did absolutely nothing. so it is imperative that I controlled the objective. The truck boyz squad that was still in combat with the crisis suit managed to finish off the remaining independent crisis suit and consolidated into the other one. especially since Tau has the advantage of going second and being able to seize the game from me after one good shooting phase.The Firestorm monat suit blew up a truck on the left flank and killed three truck boys in the process. and there’s not much left for me to shoot with. it took some good rolling for that to happen! But. That wasn’t too hard. I officially had absolutely nothing in range to kill his tanks and my turn consisted of getting to the objective with my whole army. For good measure. I’m praying the game doesn’t go into overtime. Both sides have taken a beating. and killed 8 Orks in the process. which is always good in my book. my turn pretty much accomplished nothing except moving units towards the objective. the warboss with retinue. alas. I moved the buggies. the HQ unit then charged into the Orks. and kills five ‘Ard boyz with a submunition shot. Since all of his infantry. Well the good news is I still had a couple of squads on or near the objective. that about wraps up the turn! TU R N 4 SPEED FREAKZ I was expecting that to happen and boy did that one hurt. with the exception of the command squad and the far off sniper team were non existent. being well below half strength. The Snipers on the left killed three bikes. netting a whole two kills in the process. the remaining ‘Ard boyz squad. With my Sniper Team pinned.

ouch. It was a close hard fought game. we figured that should it have gone on longer. we decided to see who one victory points wise. instead of dividing up into two flanks. I am going to use my White Scars! TONY ’S TAKE Ouch. and then start shooting anything that got close to my Fire Warriors. For never having played Orks before. but it wasn’t enough to declare a winner. and consolidated everything in one pocket. that’s how the dice roll. as the monat suits were just so-so and I sure would have liked to hit with the railgun more than once in the game. I could have used some Kroot. and now it is time for a rematch. I could no longer aim at mike’s head -Yes. when I lost the basilisk. and that was also a tie. and then moved onto the objective to contest it. but Tony held the upper hand of having 70 more points then I left on the table. I should have been more aggressive with the Stealth Team. Tony eventually would have won. because I could not have taken out his two hammerheads (his command squad probably would have been wiped out by the Warboss with his nobs and the other remaining boyz). I am really disappointed with my armour plates. Part of me thinks I should have teleported everything as close to my edge as possible. ouch. I hate hand-to-hand! The Speed Freaks just do it so well. I didn’t save a single truck with them.the destruction by killing the remaining buggies. they were a complete waste of points. but hey. Since we both held the objective. After the game. Hopefully next time I can save at least one truck… My only regret is 41 . part of me thinks I should have been MORE aggressive. -Brandon Vallee and Tony Venezia V IC TORY G OE S TO ? BRANDON’S TAKE The Game ended after the 4th turn and ended up being a draw due to Tony’s last minute move of his crisis team in the assault phase. and so quickly. Brandon did a bang-up job. The HQ team moved forward to kill four more truck boyz in a massive storm of plasma and missile fire. I had the range. Essentially starting off the game with a 250 point deficit was a pretty big morale hit. On the other hand. it was quite a surprise. Brandon was right. now only instead of playing Speed Freakz.

it wasn’t. hell no! My army looked good and had a great theme -that’s enough for me. some of them. Fun had gone out of the window. Yes. It had to be strong and tactically flexible. but not a tripped-out one-trick pony. A strong and competitive army that could stand up for itself and kick back. Now they just ask me if I’m quitting soon and smirk.I Quit! W hether it’s the cost of buying a new army. I came up with a good colour scheme. All but that one precious army of course. Yet another disheartened gamer After much deliberation. Often selling everything I owned would follow my announcement. forgiving and they can take a lot of mobile firepower. Boldly I declared I would play with that one army forever more and that it didn’t matter if I was blown off the table on the first turn. lots of people throw their arms in the air and declare to the world: “That’s it. In all honesty. it didn’t. The majority pick up their paintbrush. It got its pretty arse spanked and once I began attending Central London Wargames Club in Euston. In fact. But then. which would have taken much longer to paint had I not had help from a friend who painted the base colour. which I’d lovingly crafted. After a few months of off to Ebay regularly attending and being slaughtered. or the fact that you’re getting your arse kicked on a regular basis. I decided it was time for a new army. I quit the hobby!” And they do. play a game or two and suddenly they’re back in the hobby and happy being there. The one with the best paint scheme and the most character: That was the Dark Angels Deathwing army. These guys know what they’re doing and boy did my army suffer. I chose the Necrons because they’re durable. This time I was out to win. it got to the point where my friends would expect me to announce this and laugh at the regular hilarity of it all. I have lost count of the number of times I have said I was quitting and never buying another miniature ever again. It was always the pretty army I kept. well. 42 . my army did look pretty and it got a lot of attention for its uniqueness. but when it came to playing and winning. the effort of building and painting another army. but this didn’t mean I’d spray the army silver and just play. I was up against more competitive players than my friends back home.

I played a few games with the Necrons at the club and they did pretty well. They weren’t as forgiving as I’d first thought after I’d put my lord a little too far forward, “Eat railgun!” Yup, he was dead and didn’t get back up. The army was forgiving, but not invincible, or so I thought. My friends back home started playing again. This time I took the Necrons and that was where the fun really began to wane, although not at first. First came psychotic laughter as the Necrons swept all before them. Nothing could stand up to them. It was only in a fourway Carnage game that they were challenged and that was because the other three armies ganged up on them. Even then, they decimated most of the forces on the table. After a few games of maniacal butchery -Ok, after a lot of games of maniacal butchery- the novelty wore off and I planned to return to Central London Wargames Club for some stronger competition. The company I worked for went down the drain and unemployment followed. This meant fewer trips to Central London Wargames Club and eventually I was looking for ways to make quick cash. In a very rash move, I sold the Necron army for a huge sum of money. “It’s fine”, I said. I had the Deathwing, my ‘oh so pretty’ army and plenty of money to get me by until my college course in journalism started. Inspired by poverty, I once again declared an end to buying new armies. My friends laughed and shook their

heads as they had done for the past five years of quitting attempts. A little money started coming in and I began to expand my Deathwing army. After all, I did say no ‘new’ armies. My friends all groaned when I told them. The ‘vision’ was a mighty 5,000pts of Dark Angels 1st Company with an abundance of terminators and land raiders, including my own land raider variants with plasma cannons. However, after a few months of assembling and painting land raiders and dreadnoughts I really couldn’t be bothered to paint more terminators or the four extra land raiders that I’d Inspired by poverty, bought on the spur of the I once again declared moment. Off to Ebay they went and some of them in an end to buying new exchange for surprisingly armies. My friends large amounts of cash. I was lucky enough to make laughed and shook their all my money back. That’s heads as they had done what you get for haggling for the past five years of for a bulk discount with an quitting attempts independent retailer in the first place.

Then I began to get back in to the hobby in a way I had never thought of before. My folks had been on holiday skiing with some friends and their son had brought along James, a closet wargamer who had kept his obscene


interests under wraps until my Mother had spotted him reading the latest issue of White Dwarf. It turned out that James had no one to play against since all his friends had acquired dominating girlfriends who had forced them to discard their armies, lives, freedom and personalities. (Such is life -Ed). James brought his space marine army round for a game and was massacred. Even the Deathwing didn’t break a sweat for the first few games or take a casualty. Gradually he got better, as did his army lists. Soon I had to discard the Deathwing and began using a friend’s Tau army, which challenged James further. At the same time I developed my friend’s Tau army and persuaded him to buy more fire warriors and drop some battlesuits in favour of more hammerheads with rail guns. Once again, James had to develop his army and his tactics. After a few games with the Tau I took the Deathwing out again. The Dark Angels 1st Company had a rough time of things and I realised that I had become far too accustomed to playing with the Tau army. In fact, I wanted my friend’s Tau army because the firepower it could lay down was simply awesome. Too bad that I’d tailored it to my playing style and simply copying the army would be silly.

I managed to get a part-time job as a waiter and began raking in some very impressive tips. That was when I had a random encounter online with the guy who had bought my Necron force well over a year ago. He remarked on how well he had done with it, but was selling it because he’d mercilessly butchered everyone with it and was quitting the hobby -Perfect! I bought the army back and was over the moon to find it was exactly how I’d left it, including the green marble dice I’d sold with it. I now had my old army of arse-kickery back in my possession. I then spotted a Tau army just like my friend’s on Ebay for £70 Buy It Now. So I bought it then, seeing as it was so reasonable. I was then treading a rocky second hand road and acquired a Genestealer army on Bartertown for £60, a Chaos army on Ebay and began scratch building an Ork Kult of Speed. I had to look back at what tipped me over the edge from being a quitter to being a lover of the hobby. It came down to having converted my friends in to competitive players with competitive armies. I wouldn’t have purchased so many armies, had they not been so inexpensive online, but then, I did have to trawl through pages of utter tosh in order to find them. I was also very lucky to get the Tau army for so little. It all comes down to being online at the right time, in the right place.


After my experience, I can summarise the factors that make people in the hobby want to quit very simply. Poverty leads to selling your armies in order to eat. Too much to painting disheartens you into selling your armies. A dominant girlfriend that you give in to leads to you selling all of your armies, your friends and your soul. Getting your arse kicked can inspire you to do better if you have the finances, but if you don’t it can lead to quitting. However, competitive friends are the best factor for embracing the hobby, whether they butcher you or not. Now that I’m sitting on boxes of partially built Ork buggies, a horde of Chaos marines, a swarm of Genestealers and a cadre of Tau, all of which are unpainted, I should be planning to quit from having too much to paint. The answer? -Put some of them out of sight in the loft until later. I played a game against James yesterday using the Tau and to my horror, he blew me off the table. No more Mr nice guy -It’s time to break the out the Necrons for some Destroyer filled cheesiness! -Adam Smith

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as PVA doesn’t grip like super glue does. such an impressively large wartrukk would make an ideal transport for my Ork Warboss ‘Kaptin Stompy’. The rear piece holds the sides in place while they dry. but the structure will either collapse or warp under pressure. The trukk was nearly the size of a Leman Russ! I paid a visit to my local gaming store and was able to measure some of the Ork vehicles in their 46 . that’s what I always thought whenever I dreamt of my all-buggy Ork speed freak army. although this doesn’t mean you can’t rush things. glue the roof B IG G E R IS BETTER After standing my first creation beside a battle tank I realised that it was far too big to be the standard chassis for my Ork vehicles to be based on. too narrow for him to stand on… The experiments made while building the first trukk paved the way for the design of the vehicles to follow. I found it was best to stick the two side pieces on top of the floor piece with PVA wood glue. The vehicle hull template consists of six pieces. One weekend I was idly building some sort of getaway vehicle for my games of Necromunda when I realised just how Orky the truck looked. plasticard and assorted bits. I tried to carry on. as well as spiked plates around the edges and square hub caps. I could rapidly build the army from cardboard. Following a simple template. Fortunately. If only I hadn’t made the space on the roof.Fer Boyz Wiv No Teef ave you ever had an army in mind that you’ve always wanted to build. The obvious answer to my scale issue was to halve the width of my vehicles. The standard Ork trukk was half the width of my cardboard trukk. then quickly stick the rear piece across the back of the bottom and side pieces with more PVA. or simply far too silly to field in a battle? Well. It’s best to leave this to dry overnight before going any further. Namely. Next up. these were a sloped front with low ground clearance shield. That’s when a cartoon light bulb ‘pinged’ above my head. next to the gun turret. too time consuming to paint. vision slits and square turrets. H cabinet. but haven’t because it’s either far too expensive to buy.

How far back is up to you. C OV E R I NG A M U LT I T U DE OF SINS So now I had some vehicles made from cardboard. Once finished the turret was stuck roughly centrally on the roof. I only had enough wheels for one more truck. Coat the exposed cardboard edges PVA to seal up the gaps and make the join look a little better. Cover the whole vehicle and it’ll be looking a lot better. The Lego website sold the kind of wheels are was after. The next stop? -Ebay of course. but at least it will look less nasty. You need to cut out a variety of squares to armour plate up the surface of the vehicle and give it some texture. After rummaging through a mountain of Pirates. Finally. I purchased two bags of 16 small tractor wheels and 2 bags of 4 large tractor wheels. TH E W H E E L S ON T H E BUS Then disaster struck. then cut out some really tiny squares and glue these on in the corners as rivets. using six identical squares of card for a blocky turret. you have the basic shape of your Ork vehicle. I don’t know why or how they do it. but there are a number of people who sell particular types of Lego wheels in large batches on Ebay. Lego have hardly changed their wheels over the years. Glue on the front shield that goes over the bottom of the slope. There you are. Best of all. M-Tron and Medieval stuff.on the top and trim back the overhang at the front. I also put a rim of triangles around the edges of the vehicles to make them look more brutal and Orky. but they need to be made to look detailed. stick the front piece over the slope. Stick these on with a bit of PVA. The turrets were made in a similar way. I’d used Lego wheels for my first trukk and the big box if Lego I’d had as a kid was at least ten years old. didn’t need. Leave to dry overnight again. Luckily. This is where the thick plasticard comes in. but not in sufficient quantity and in a pack of assorted other components that I 47 . then put another layer of cardboard over the bottom of the shield. the bags of wheels are far cheaper than buying them directly from Lego. It’s still going to look pretty awful.

However. using the same modelling style. 2 multilasers. I only need to make 8 more buggies and a Leman Russ. a telegraph pole and an artillery cannon from a long dead WWII tank. 48 . Tau ion cannons make brilliant zap guns. assorted Tau burst cannons from Battle Suits and Hammerheads.A FR IEND IN NE E D I made a trip to a friend’s house for our weekly game of 40K and took the opportunity to loot his bitz box for components to make some zap gunz. Piece of cake! -Adam Smith L O OK I NG B AC K I could have made the army entirely from thick plasticard. It’s a good idea to reward yourself with ‘cool’ models to build when you start to feel burn out. but I’m sure someone will prove me wrong. rokkitz and big shootaz. However. You won’t be able to assemble the whole lot in a single day. According to my army list. I never want to scratch build another vehicle for as long as I live. I did start work on a battlewagon. which is far more durable and presentable than cardboard. Although I gradually assembled these over a number of weeks. I’ll get back to making more buggies in the future. the plan was to build this army the cheap and easy way. The real beauty of the Ork army is that you can make anything from virtually anything. use the front as a gun and then use the back half as a gun facing the other direction. This was a fun and rewarding project. Ion cannons should be in abundance. Simply cut them in half. an ion cannon. No one was going to win the rear of the year award. I was able to acquire 3 lascannons. as many Tau players prefer the much feared rail gun. a battle cannon.

There it was. It sent dirt and grass flying as the wheels came to a sudden halt after having hurled the thing forward at max speed. the driver asked. but he walked anyway. The little thing lifted the goggles up on his head and studied the object that blocked his way. He had covered a mile at least. a strange sound. but he slowly understood what the terrain around him was. The ork pulled himself out of the ground and rolled over on his back. Sky? Was that what that large expanse of blue was. puzzled by his surroundings. reaching far up towards the blue sky. Wheels? It shot towards him. making his way through the woods. bouncing along the forest-trail. A small. He staggered at first. Grass? Trees? Boulders? A forest?! He did not understand it. ripping of the last threads of umbilical cords that still stuck to his torso. his heavy feet leaving clear marks in the grass. green creature looked up at him from behind the steering wheel. He had no idea where to. wondering what it was that might cause this strange noise. the eyes hidden behind a set of oversized goggles. but eventually gained his balance. when he heard a sound. finally pulling the body out of the cocoon that was filled with thick ooze. and was it even blue? He started walking. What was thunder? He stepped out in full view on the trail and waited. A cloud of dry dust enveloped him as the strange contraption finally managed to come to a halt a few feet away. He took a look around. uneven and with large hard solids things sticking up out of the ground. the sound was growing in strength. it came fast around a corner. T he light was blinding. He blinked and gazed upon the shaking and rumbling thing like a buffoon. almost flipping over as it took the sharp turn on just two of its four wheels. The ground was soft. The strong hands tore down the rocks and soil. raising his voice to make himself heard over the pumping engine of his buggy. “Wuzz yu doin’?”. He spat out a thick gob of ooze and then slowly got up on his feet. it had large pointed ears and a hooked pointed nose. 49 . He continued towards it. finally coming across a strange trail. the entire thing shaking like it would all come apart at any moment.An Ork’s Tale Birth of a Warrior Rumbling like thunder.

The gretchin sighed. the wheels throwing up huge amounts of dirt behind the buggy.” The little gretchin nodded and mumbled a curse. Thirty minutes later the buggy left the woods and shot down a hill and out on a large field. Trees and boulders passed the buggy. The gretchin got out of the driver’s seat and sat himself down leaning against the oversized engine. The wind and the engine boomed in the ork’s ears. bouncing along before coming to a complete stop. “Right”. The ork thought over it for a while. which was basically one large engine with four wheels attached. The buggy made a hard turn and skidded along its side on two wheels. the woods only a blur of colors that whizzed by. “Just got yerself dug up huh?” “Dug up. the gretchin said and pulled down the goggles over his eyes. “Getz yu’r bum on den!” he waved the Ork over. The throttle was slammed down and the huge engine roared and spat out a ball of fire before it sent the buggy hurtling along the trail.“Wuzz?” the large and naked ork asked. “Yu’s gotta have a name!” the gretchin wrestled the steering wheel as he took the buggy through a curve. Did he have a name? “Do I ‘ave a name?!”. The ork stepped of the buggy and looked at the settlement. who climbed up on the vehicle. his face was covered with a thin layer of dirt except for around his eyes where the goggles had been. The gretchin pulled of his goggles. the buildings looking as makeshift as the buggy the gretchin and ork were traveling in. “So wuzz yer name den?” the driver asked just before the buggy leapt through the air after having hit a bump in the trail. “Course yoo do! Make one up!” Make one up? The ork pondered the idea for a while. gretchin and squigs. 50 . “I ‘ave no name!” the ork said. The trail snaked its way through the dense forest. “’Ang on den”. In the middle of the field there was a settlement. only inches away from sending the makeshift vehicle crashing. His strong hands held on for all their worth as the buggy bounced and jumped along at dangerous speeds. the crude village was home to a large number of orks.

Wuzz yers?”.Gogg seemed confident. 51 . Drokkrakka gave it some thought. Gogg motioned for the naked ork to drop the bags to the ground. “Diz is da kamp”. the ork said. The ork turned to the gretchin and scratched his head. An Ork stepped out from the hut. “Enuff to shuv ordz of gubbins. The ork followed instructions and Gogg dug up a pair of proper orky cybernetics. “Gogg” the gretchin answered and jumped down next to the huge ork. the gretchin grunted. “Three lotz and two lotz of grot teef”. “Dats cos me own teef ar’ more naz dan yu’s bad gob”. not even worth da teef in me own gob”. ya good for nuthin grub-squig!”. “Four lotz of orky teef and four lotz of grot teef”. carrying two large sacks over his shoulders. “Five lotz of orky teef”. “Gogg. “Lookz ‘ere yoo big snot! Dis studs da baddest gubbins around!”. “Wuzz?”. “Gogg?” the ork nodded. DA KAMP The naked ork trailed the gretchin. ey?”. “No. “Wuzz diz place Gogg?”. The two made their way through the narrow streets of the crude village and finally walked up to a small shop erected in front of a wooden hut.“So. “Drokkrakka!” Gogg the gretchin shouted. “I’ll give ya three lotz of orky teef an’ one lotz of grot teef for da two bags of mekstuds”. “Yoo could shuv some bad tins an’ studs with dis lot”. Drokkrakka sneered. have yer a name yet?”. “Diz?” Gogg spat a gob of snot on the ground. The naked ork took a step back as to not be in the way. “Naah. Gogg pulled out another pair of bionik parts. The ork who owned the shop walked over to Gogg and then opened up the bags to inspect the goods. “I have da mekstuds ya wanted”. wiping his hands with a dirty towel. All the orks and gretchins in the settlement glared suspiciously at the naked newcomer and the gretchin he followed. “Com’ on out yoo grot ripoff!”. “Ya tryin to rip off a ripoff Gogg? Dis mekstuds are da biggest ordz of naff I’ve evva seen”.

Taken by surprise. “Why am I da only one naked?”. But Gogg wouldn’t budge. The ork nodded. “Yu’s needs some orky nosh”. “Oh!” Gogg shook his head and continued finishing his meal. “So how doz I gets some orky nosh den?”. resulting in the three drunks laughing and toasting. Drokkrakka growled. “Wuzz ya want?”. The naked ork wiped his mouth with the back of his large hand. “Snotpoo”. the tavern was far from full. “Teef?” The three orks laughed. “Ya naff runt! Five lotz of orky teef and two lotz of grot teef!”. the naked ork lost his balance and fell to the floor after having broken apart a table beneath his weight. but the few orks that were present made themselves heard. “Cos yoo just got yerself dug up”. “Who yoo calling naff. 52 . Eventually they took notice. swallowing great chunks of the meal at a time. before weez duff ya’z into gor”. my smak offer”. then he took a look around. The naked ork walked up and stood opposite them. “Why don’t ya zog off ya wurr naff grot. “Dats it ya skab!”. The ork just stared at the gretchin. one of the drunken orks said and then gave the naked ork a strong push. Gogg spat out. yu worr wort ripoff! Two lotz of orky teef and one lotz of lotz grot teef an’ anuvver lotz of grot teef!”. “One lotz of lotz of orky teef an’ naah grot teef at all! An’ dats me smak offer!” “Deal!” “Deal!” The fungal soup was just what the naked ork needed. “Wiv teef of course”. the naked ork said. “Three lotz of orky teef and one lotz of lotz grot teef”. Drokkrakka threw his arms out to get his point across. he looked up as the naked ork headed over to a table where three orks had a drinking contest. The three orks laughed and slammed their unwieldy fists on the table. Gogg said. “Teef”. their mugs of firewater almost toppling over. Gogg sat opposite of the ork at the table. Gogg said and pushed the meal away. “Yoo have to punch someone’s teef out”. Gogg sighed. “Dis naff runt is a miffgit”.“Four lotz of orky teef.

Gogg shook his head. the thing cracked and splintered as it hit the charging ork across the face. Gogg said as he walked over to the naked ork. “Orkies”. the piece of wood bursting out through the back of the ork’s head. Gogg flinched as sticky black-green liquid hit his face. securely driven down into the floor. the naked ork thrust a splintered chair leg into one of the drunk’s eyeballs. Gogg walked up to him. The chair came apart in a dozen of pieces as it hit the back of one of the drunken ork’s head. “WAAAAGH!” The huge blade cut deep into the naked ork’s lower arm and he screamed as the pain shot through his body like lightning. the cleaver held high above his head.The naked ork slowly got back up on his feet. sending him to the floor. Looking up. the gretchin bartender 53 . “Garg skar”. the ork finally said. A well placed boot sent the naked ork tumbling across the floor. inspecting the deep wound on his arm that bled freely. sending tables and chairs and benches flying in his wake. holding a large bench high above him. crushing his mug of firewater and splitting the table in half. The last of the drunken orks was lying on the floor with his head smashed like a melon beneath a bench that stood high on end. “Hey yoo gitz!”. stepping over the debris. he saw the naked ork standing above him. “WAAAAGH!”. The last of the drunks came to and looked around for his ‘choppa’. as he did. The naked ork reached out and grabbed hold of a stool and tossed it as hard as he could. Before the other two orks had time to react. The last of the drunks finally reacted and freed a huge and nasty looking cleaver from his belt. The naked ork ignored the advice and instead picked up a primitive chair with both hands. “I think it’z a good thing to do as da boyz says an’ zog it”. the last of the drunks rushed after his naked enemy. The naked ork stood next to the dead one. The gretchin wiped his eyes clear of the gore and looked at the scene before him. The force so great that his face was slammed into the table. but he was distracted by a shadow. Gogg hid his eyes under his hand and sighed. “Choppas tend to do dat to gutz”.

“Not So Zaggy!!”. The ork gave it some thought. I like dat. The makeshift automatic rifle that had belonged to one of the dead orks had been enough to pay off the upset gretchin barkeep. “May Gork and Mork bring yoo ordz of lotz of teef”. thinking hard. In his belt he had stuck the cleaver that had been used against him plus a heavy. “Gogg is a grot name”. his heavy feet leaving huge tracks in the mud. there a large group of mean and angry looking orks advanced in a disorganized mob. nodded and grinned. “Ya naff gits won’t zog it ‘til I says so!”. behind him Gogg slowly tried to make as unnoticeable exit as possible. The ork he had found in the woods was now dressed in the clothes of the three drunks he had recently killed. gretchin and snotlings began to gather by the dozens to witness the promising fight. Sounds bossy”. “But yoo still needs an orky name. 54 . Ugluk stepped out into the middle of the muddy street. Skull’Krusha nodded.shouted. “Wuzz?” the ork asked. his pockets stuffed with their teeth. Like Gogg”. Skull’Krusha. “Ya. Gogg snapped his fingers and gave the thumbs up. “Sounds orky to me”. looking down on the gretchin. Both Gogg and Ugluk looked over their shoulders down the street. and with that the gretchin slapped the ork over the thigh and headed off. “Ugluk Skull’Krusha. large caliber revolver. The ork scratched his head. he thrust a thick finger in the direction of Ugluk and growled like an enraged boar. Dat’z me”. “Who’s gonna rip off for all dis dreg?!”. The mob and their leader came to a halt mere feet away from Ugluk. “Ugluk?” he finally said. Skull’Krusha pointed out. “Orky”. Gogg said. By now orks. a huge group of gretchin and snotlings pulled the three corpses out of the tavern with great effort. “Skull’Krusha”. At the head of the mob walked an ork of immense size. At the same time. Gogg said and looked up at the ork. Gogg answered with a shrug of his shoulders. All the orks in the village looked with puzzled faces on the bodies being dragged along down the street. a blaster held at the ready. “Yu’s know wuzz I mean”. “I think I has a name for yu’z”.

rubbing his face with his hand.“An’ who ar’ ya den?”. Ugluk said as he held the ‘slugga’ before him and inspected the gun. the entire village had gathered to watch the showdown outside of the tavern ‘Da Wurr Wort’. Boss?” “Huh?” Brain matter. “No matta how bad a boss yer ar’” “Says who?!” Ugluk pressed his enormous revolver into the boss’s mouth. Ugluk Skull’Krusha asked. “My teef ar’ me own”. the growl from the back of his throat so intimidating it made all the snotlings quiver. he sighed.. “Dats wuzz I call bad dakka”.. “Oy. smoke still spewing from the barrel. “Wuzz do ya wunt?”. shootas and ‘eavy stubbers of every size and shape imaginable.. Ugluk said and thudded his chest with a large thumb.”.. 55 .. his fangs bared in a vicious grin. pieces of skull and thick gooey blood splattered all over the boss’s mob of thugs. them all aiming sluggas. “Ya wants dakka? I’ll give ya dakka”. Gurthak stood leaning over Ugluk.” “Do ya have anything to say to my slugga. “I am Gurthak and I am da Boss!” Tension was mounting. Gurthak fell into the thick mud of the street. “. Ugluk quickly put words to his predicament. in front of him stood the entire mob of thugs. the large hole in the back of his head clearly visible for all to see. Dis ork iz wun manik git. “Wuzz I wunt?!”. spit from his huge gaping mouth hit Ugluk in the face. “I’m in bad doo-doo dis time”. “Sez my slugga... covering his own muscular body in shadow. The ruckus broke Ugluk’s trance on the huge revolver. Ugluk asked. his red eyes scoping the large ork that stood before him. “I wuntz yer ords of teef! All in da kamp has to rip off da taxes!”. a meager recently ‘Dug Up’ sticking a gun into the mouth of the village Boss himself. Gogg slumped his head. dats who!” No one could believe what they were seeing. as the boss spoke. One of the larger of the thugs stepped up to the troublemaker.. All Ugluk saw was a huge mass of green knuckles coming his way. TO BE CONTINUED.

Looted armour. FB: Cool. the time between my Girlfriend leaving for work and when I have to leave! You’d be surprised how much you can get done in such a short amount of time! My problem used to be just sitting looking at a pile of stuff trying to decide what to start. whose Cybork Body and Bionik Bonce are not the most reliable (are they ever?). big gunz and massed infantry’s all part of the story! FB: Nice! Your Orks look great. since I don’t ignore her when she’s home! A look at Saul Painter’s fantastic Blood Axe Ork Army D A F I F T Y F I F F B A D R E DZ B R IG A DE The Bad Redz are a Blood Axe Tribe with a taste for desert camo (regardless of the actual environment they fight in!).Stikkin’ Da Boot In! Firebase: So Saul. What force do you play? Saul: Straight Codex Orks. 56 . every day. just how do you go about painting them? Saul: 20 minutes a day. He frequently picks up radio transmissions and other more scary signals and is never quite sure if they are real or imagined! A M OM E N T W I T H S AU L Saul took some time out of his busy schedule to answer a few of FIREBASE’s questions on his fantastic army. and What tactics do you employ and how successful is your army in the game? Saul: Taktiks? “Plan A” usually! That’s just charge! I’m really not a very good gamer though: I’m not competitive enough to compete with the Flame On bunch but I really enjoy playing so it doesn’t get me down when things go wrong . But now I have limited myself to a very short period of time each session I just get on with it! It also keeps the GF a lot happier. They are lead by Warboss Kurgan Ironhead. with a Blood Axe theme.

edges and around rivets. The pattern has to work from a distance so try to think about breaking the overall shape of the Kan into non-Kan-like shapes. Boltgun metal streaks and Mithril Silver highlight. bigger is better as Orks say! Skarfang is a typical example of one of Saul’s converted Nobz. Then painted in Tin Bitz leaving a black edge. watered-down Brown Ink into all the cracks. Damage: All the drilled bullet holes and scalpeled chips and scrapes were repainted black (over lapped to the surrounding areas a little). Skarfang carries a converted Ogre Kingdoms spiked fist. drybrushed with Bestial Brown then Brown Inked all over. hands and the larger arm muscles! Clothes: As Light Camo on vehicles Gear: As Dark Camo on vehicles Weapons: Just a Codex Grey dry-brush on “edges” of gunz. like a lot of Saul’s Nobz.C A MO SCHEME Darker areas: Scorched Brown base. Boltgun Metal leaving a Tin Bitz edge and finally a slight highlight with Mithril Silver. Some of them also got a touch of Brown Ink to indicate grime and oil running down from the damage. Of particular note is the Power Klaw. highlight of Goblin Green in streaky lines to give texture to the muscles. Choppas are Boltgun Metal. extra green stuff on the head arms and body bulk up the Ork in comparison to the rest of his Boyz. Brown Ink wash. Finally an additional highlight of Rotting Flesh to emphasise face. Green base coat. camo is supposed to make things harder to see or identify! Saul decided that the metal Nob models just weren’t beefy and burly enough for the Bad Redz. Lighter areas: Dark Earth. dry-brushed with Kommando Khaki. and then tooled up with plenty of gubbinz bulks him even more so. After all. OR K S Skin: Dark Angel 57 . mid-tone of Catachan Green.

Red Bitz : (on vehicles and Boyz) Red Gore base. a standard ork boy carries a heavy Kustom Forcefield on his back converted from the teleport homer from the Space Marine Terminator boxed set and cables from a plastic Imperial Guard Lascannon. Highlight of Blood Red. a rusty metallic paint job and this guy is good to go! You will be deleted! Another allplastic and green stuff conversion. to them this was a normal drop. 58 . The Ork Boyz on board ignored these worrying signs though. They were all in a state of mild euphoria at the prospect of the fight to come: re-checking weapons and ammo. securing gear and grenades. Saul Painter is a regular painter and gamer with the Flame On gaming group located in Manchester. Streaky again! Last but not least! Black and White checks and Daggs everywhere ! FB: Thanks for allowing us to showcase your army. S K A R FA NG The lights flickered in the dim hold and the oily bulkheads groaned and shook as the stresses of re-entry took their toll on the Landa. Any guesses for where the inspiration for this painboss came from? Extensive green stuff work and a vintage plastic powerfist really makes this model up from a standard ork boy. tightening straps on armour. mid tone of Red Gore and Blood Red mix. A sawn-off grenade launcher makes a kustom slugga and green stuff cabling finishes this model off beautifully. England. as well as taking the time to chat with us Saul.

as the air-breaks engaged. and they knew they were in the final moments of the drop. but that was also normal when they were not in a combat situation. There was a few seconds of frantic activity as the Boyz unstrapped themselves and pushed and shoved towards the doors. They were Skarfang’s Boyz: The best mob in Warboss Kurgan Ironhead’s “Fifty Fiff Bad Redz Brigade”. The lamp turned green and the hold was suddenly filled with dazzling white light and swirling. Skarfang lead the Orks down them ramp and into battle… Saul’s aim for this army was to use as many plastic components and models as possible. The Boyz that got slapped grinned with pride. dusty wind as the doors opened and the ramp dropped. the Boyz started to feel heavier. The Landa hit the ground hard but the Boyz had done this dozens of times and the were ready for the impact. here at FIREBASE we had to make a double-take at how much they looked like the metal ones. The lights went out for a moment and were replaced by the red glow of the lamp above the exit ramp. The low howling outside had built up to a loud whining noise. 59 . There were some minor arguments between a few of them. but better and no doubt easier to assemble! Saul’s Orky camo finishes the models perfectly. laughing and jeering. With a roar. and parts from Imperial Guard Sentinels he went about converting some amazing plastic killa kans. and these two models are testament to that. Using a combination of orky weaponry and glyphs. As he passed each one he either adjusted their gear or slapped them on the head to show his approval.Skarfang wandered along the aisle checking his Boyz over one final time. plasticard.

After I had finished S with the set. I couldn’t wait to build a city for myself. Someone had noticed that buildings in computer games are built using tiles so they took this and created a building set for tabletop gaming -a small and very interesting fact for you all. where there is room for forces to fight for control. This surely depends on how big the buildings are and how you use the pieces in the box. It seemed that £100 was a lot of money when it comes to scenery. After a bit of thought I had decided to keep the buildings to a set size. and a large pile of spare pieces which would be very useful when it comes to building other terrain and basing models to fight in the streets of Medusa V. I had seen what others had made with their sets and some fantastic examples of what was to come. Each of these buildings were a reasonable size. I had a total of 11 buildings. that’s what I did! Stop and think about what type of buildings you want. also being suitable for use as firing platforms. representing communication stations and power generators. When I first opened the box all of those doubts disappeared. When I first looked into buying the set. so keeping them open and accessible is a good thing to think about. 60 .Through the Valley of the City of Death ince the Imperial City sets release. When you open the set you have to resist the urge to just start sticking bits together. there were a total of 28 sprues. the price is what made me unsure about whether it was a worthwhile investment. The Sanctum and Basilica pieces would be used to make bigger buildings. which they say you can make a total of 10 buildings with. When building them you have to remember that you have be able to game on them. The interesting thing is how they got the ideas for the sets. In the Imperial City set. The Manufactorium pieces would be used to make smaller buildings.

It’s always a good idea to do a dry fit. as I planned to roughcoat them when it comes to painting them. it becomes easier to build and get the pieces to fit together after the first building. along came the point of clipping all the spare pieces off. I wasn’t too fussed about cleaning them up thoroughly. intact buildings with a simple role. When the buildings were finished. These will be perfect when it comes to basing the buildings and making other terrain pieces to use such as rubble piles. forming a mixture from the 3 sets. 61 . The set can be used to make a fantastic city layout on which to play on. every little nook and cranny of the sprue had been filled with a building piece. as I did not have the space to store a city- When working with the pieces I was surprised at how easy they were to work with. I hoped that this would make games a lot more interesting and more thought would have to go into movement and deployment of forces. meaning that each layout is different.Once all the larger buildings were finished I had noticed that I had a large pile of spare building panels. I decided to make the buildings modular. After thinking about what I could do with these. everything seemed to fit together with no problems at all and the mould lines were easy to get rid of. to block line of sight and provide an obstacle to infantry and vehicles. as the buildings could be moved after every game and would the better option when it comes to storage. I decided it would be better to make smaller. This gives them a nice texture to drybrush and also acts as a grey undercoat.

leaving roads in between.Paul Cook 62 . . as each building. but it turns out to be a one off cost and the buildings certainly look and feel like they will last the test of time. It also had more building sprues and the obstacles which would be an add on to the board later. In conclusion. the new cities of death buildings are all fantastic sets.fight board and the board is also used for other games. it turned out that the 11 buildings was more than enough to cover the board. It may seem like a lot of money at first. I am also very happy now that I had decided to go ahead and purchase the set. I wasn’t too sure whether the set would cover the 6’ by 4’ gaming board I had so I decided to purchase the smaller set. when set up. which comes with the book which I would need later anyway. is set-up no closer than 6” to the previous one. However. being easy to work with and also looking good on the battlefield. which are two important factors when making terrain.

PVA is a better option when an area is going to be seen regularly. Adam: “What do you think we should stick these things together with? PVA? Simon: “Or…our hopes and dreams…” Adam: “Huh?” Simon: “Let’s use some No More Nails. -Beer has been known to vastly improve modeling and gaming ability. there’s nothing short of a nuclear missile that can shift it. a black spray can.” And so our morning of building began. but what the hell. We should have used sand paper. PLAN B The new construction plan was to assemble the buildings in two parts. mostly to fill gaps in the wood. usually the top part and the bottom part. read the instructions…and we did. No More Nails takes about 10 minutes to become touch-dry and once it sets. a modeling knife. If all else fails. We cut the components from the wooden sprue and 63 . The only thing is that it tends to look very white and very lumpy when it has set. brushes. PVA glue. Boy. Wood Primer. The buildings are incredibly easy to slot together. G O T WO OD ? To make these buildings you will need. some sand paper. One of us would hold it together while the other squirted No More Nails along the corners and touch it up with a little PVA here and there. dark grey spray can and light grey spray can and a few beers. which are often very tight. some kitchen roll. We then went about slotting the thing together stage by stage and gluing it with PVA as we went. It was a total nightmare. The only difficulty is the stair slats. No More Nails (or similar high-strength general adhesive).Slumming It W hile everyone else seems busy with the Cities of Death buildings. So we used PVA to seal up the exterior and merrily gunked the inside with No More Nails. we thought we’d be different and make some of Miniature Scenery’s desert buildings. did we regret not reading the instructions! then scraped the ‘flash’ off with a modeling knife.

It’s only when you start assembling that you realize there are two sizes of stair slats. Cramming the whole thing together and gluing it afterwards was much easier. On the other hand. then stood back to admire our handy work. Do you want 10 highly details plastic buildings. they’re large. Your models will be able to fit on the stairs without falling down them and chipping their paint job. unless they grow an extra set of hands. While the Cities of Death buildings are fabulously detailed and very easy to assemble. Wood drinks paint (and spray paint) like fat people eat pies. basic buildings that take a little more time to assemble? I personally. this comes down to a little more time and preparation. accommodating for a variety of base sizes. £100 could instead buy you 15 desert buildings. I can see it taking a little longer for someone assembling these on their own. It’s the classic comparison of quality or quantity.or come in two sizes. These things are huge! You could comfortably fit 20 infantrymen on just one of them with a base size of approximately 6x6 inches. although Paul Cook managed to stretch this to 11 with some careful planning of components. Little details can’t be damaged or break off over time. We got through 1 building per hour. covering more of the gaming table. I am concerned about painting them. lean towards the 15 basic buildings. This means that the wood needs to Q UA L I T Y VS Q UA N T I T Y The obvious thing to compare these to is the Cities of Death buildings. They’re also a lot larger. in the sun while we had dinner. £100 will buy you 10 Cities of Death buildings. or 15 large. as there are none. making them ideal for a game of Necromunda when combined with some walkways. Once again. the Miniature Scenery buildings are not. spacious and 64 . We left the buildings to dry on the lawn. They take a heck of a lot more time. However. You need patience and PVA to assemble the wood. the buildings are all the same height with the same number of levels. or a friend with a No More Nails goo squirter for rapid results.

It’s important to cover both inside and outside of the building as part of the interior can be seem from outside and will receive a spray undercoat later. This cut the time down to half an hour per building. pet mutant rats and other assorted Underhive details. I’m sure these buildings could be made to look truly amazing if someone put a lot of time and devotion into them. concert. wanted and imperial guard recruitment posters. a very long lifespan and seems to ‘heavily dust’ the target instead of spitting paint at it. the buildings are done and ready to game on. as well as blood stains. Once the undercoat was primed before any painting can begin and with 15 buildings. S PR AY AND P R AY Now for the fun part! We spray undercoated the buildings both inside and out. Once the buildings were dry. propaganda. Having a friend to help out makes the job infinitely easier and faster. Unfortunately. In the short term. that is time consuming. It covers well. I want them done and ready to game on as soon as possible. This stuff is awesome. with Black Matt car body spray from Halfords. we will add graffiti. -Simon Smith P RODUC T ION L I N E We set up a production line to mass produce the rest of the buildings as quickly as possible. never leaves a bobbly or rippled effect. radar dishes. hazard stripes. followed by a quick spraying of a colour that looks similar to Bubonic Brown and a final quick ‘dusting’ with a spray that looks quite similar to Bleached Bone. we hastily coated them with Wood Primer using a couple of old brushes. bullet holes. we sprayed the exterior with the dark brown spray paint. As time goes on. parked vehicles. has 65 . gun emplacements. shop signs.

I 66 . you will find several action shots of games involving our brand new buildings.n this page.

Got wood? 67 .

Your mad mekaniks were so busy thinking ‘E R E W E G O… Indeed. each majestic city sized ship a and lacks the build-it-yourself work of art. 68 . there are the Orks… I chose Orks to play in BFG for several reasons. Each ship tough as nails! is captained by the latest in a long bloodline of famous “ ” Naval families. the Orks would be the drunken wedding reception that ended in a punch up. there’s a lot to be said about the Orks in BFG. how far from the truth. There’s something very gentlemanly Much like their WH40K Their fleet list may lack the about Battlefleet Gothic.In space. They look brutal – just how they should do! The second is the character of the fleet. is devoid of highly Imperial Navy ferried them from world technical rules like the Necrons to world. respectable member. Your escorts mostly carry ridiculous amounts of firepower that can only fire in one direction. guns the size of skyscrapers and adaptability of the Tyranids. only to rival that of a battleship the next. they’re full of character and are as adorn each and every vessel at every point. S The Orks are renowned for ramshackle fleets. They are big. well armoured and armed to the teeth. much like their archaic sculptures of heroes and saints of the Imperium WH40K incarnation. heavy. One would imagine they would be a push over to defeat to the superior space faring races. They are fantastic sculpts and typify the entire visage of the Ork. they’re full diversity of the Imperials and of grunts and guardsmen fight tooth and Chaos. and each race a prestigious. Whilst masses incarnation. it easy to forget speed of the Eldar and their how they got there. You see. love of the simplistic and the sheer “ugliness” of their vessels. The might of the tough as nails! Dark kindred. Then. Shrines. if BFG was a golf club. their birthright to command the vessels that have served The Emperor longer than any living man. lack of speed and grace. may not utilise the of character and are as nail on a planets surface. You have weapons that malfunction one minute. However. Everyone can hear your WAAAAAGH! imon Fisher has always liked his “special” stuff. The first is because I dig the models. Oh. Now he looks at the pros and cons of the Orks in Battlefleet Gothic.

That’s the charm of the green tide! You’ll be guaranteed one thing in a game with the Orks. their ships have low turret values. there’s always a way! 69 . Sometimes you’ll be jumping for joy when you roll a string of 6s for your weapons batteries – and sometimes you’ll howl in pain when you get 1s. specially designed to ram Orks don’t care things head on! If ever a who they fight! list personified one race’s outlook on interstellar warfare. this is it. On top of this. This gives your kill kroozer potentially a massive armament. with only two types of kroozer to choose from. and can potentially outgun them as well! “ ” However. However. The Orks will often outnumber their opponents. there’s range of 45cm and a minimum always a way! strength of 3 and heavy gunz with strength 6. can wreak havoc if allowed free reign of the field. This is fairly formidable at close range. Low leadership values also can cause issues when trying to go on special orders. For 155 points you can buy your basic Kill Krooza. You even have ships that are Lets be honest. but in the right hands they can be a very challenging fleet to face. where there’s an Ork. An Ork player can build a fleet that is ready for all comers rather than specific foes and lets be honest. which I feel adds to the strength of the list. which usually ends in lots of explosions! Let’s just consider the ships of the Ork fleet in BFG. one would be wise not to get too close to an Ork ship. Orks don’t care who they fight! The Orks may have as many weaknesses as they have strengths. It comes with ten structure points and flank armament gunz with strength D6 and a range of 30cm. There is not much diversity in the list. low shielding and slow speeds can make the Orks very vulnerable.“ about the ships in front of them they forgot to put armour on the rear of the ship. TO G O W E R NO O R K ‘A Z G ON E B E F U R ! ” The final reason for my choice is the challenge. you have the ridiculously strong strength 4 heavy gunz (which causes double damage for each hit you successfully make) with only a 15cm range. Where there’s the front armament is where it’s at. Ordnance. These kroozers are able to carry out several roles. They have gunz of a an Ork. this comes at a price. that there will a lot of unexpected twists. Even with poor rolling. but surprisingly vulnerable from ships with a long reach. However. Although tough. especially in the form of bombers.

you must be prepared for the enemy launching wave after wave of attack craft in your direction. This is useful to get close to the enemy as soon as possible. this restricts your firing for that turn to half strength. This will plough ahead whilst the slower contingent consisting of the Terror ship and the rest of the short “ ” 70 . I also give this ship torpedo launchers as well. By giving this ship a warlord and an extra re-roll you should increase the leadership and an extra try at any failed special order checks – useful for reloading your launch bays and deploying 4 more squads next turn. gaining an extra 2D6 of distance on top of their full move. These are reloaded the same time as your attack craft. This could cause some ships to fall out of formation attempting to avoid your torpedoes and A LL AHEAD FULL! Orks. consisting of a Kill Kroozer and another kroozer with two squads of escorts with torpedoes and gunz. so already your first ship is capable of protecting the flock and forcing the enemy to manoeuvre their fleet to avoid your incoming fire. When using Orks. split your fleet in two. One should be fast group of vessels. It can put out 4 squads of fighta-bombas a turn which should surround the fleet in preparation for incoming ordnance. This is extra useful for hitting ships who have snuck behind the rear of your fleet. they can unleash a nasty surprise of D3 bomber attacks. You should be able to get eight attack craft markers out by the time enemy fighters reach you. as these can be useful to give your opponent something to think about if they’re attempting to keep you at arms length. if you want to pump out the maximum number of ordnance markers you can your Terror ship will be unable to utilise this special order. Also. the first thing I ever put on my fleet roster is a Terror ship. it is important to set up dominance of the surrounding area of your fleet as soon as possible. Therefore. on top of the lack of anti-aircraft capabilities. Due to bombers always striking the lowest armour values (being the rear armour of 4 on all Greenskin ships). automatically pass their All Ahead Full special all directions! order.GR EEN S K WODRON ! leading them to become easy pickings for any forward scouts. although they are Being surrounded not usually too competent just means you when carrying out special can attack in orders. Should your attack craft manage to survive until you come within firing range of the enemy. and I cannot emphasise this enough. Therefore. However.

quite often. Of course – this is an ideal scenario. For a slight bit more. The second fleet should follow the first This can be just as good a psychological move as well as a logistical one. some cost the same as an escort. With correct timing. If they try and run – they’ll be exposing their rear to your superior prow firepower.ranged escorts. this is a bargain and I recommend buying as many as possible. including being able to re-roll your gunnery results and torpedo salvos every time you fire (not just once per battle). but you may find yourself lacking against faster opponents and being easily out flanked. You can re-roll failed special order checks up to 3 times (if you choose to pay for it. Quite often. Of course. It may be very cool building a range of really hard capital ships (and so typically Orky!). and things. including the brute ram ships. you get all sorts of crazy skills for you crews. Should they attempt to surround your slower contingent. I personally find I don’t make many special orders unless absolutely necessary – I’m economic when it comes to re-rolls and Orks!) and a warlord doubles your boarding rating. your first fleet is in an ideal position to outflank them – and you still have your fighta-bombas and Brute ramships to give them a nasty surprise. Another under-rated skill is the extra energy fields – this adds +1 shield to your warlord’s ship. This negates an extra hit of damage per turn – which can add to the survivability of the kroozer no end. The 71 . don’t be afraid to get stuck in . It’s all a matter of personal preference. A clever opponent will split their force. EXTR A GU B B I N Z In your standard 1500 point fleet. the second fleet will be approaching and will be in range to bombard anyone crossing your first “T”. go wrong – especially with the Greenskins! If it all goes wrong.being surrounded just means you can attack in all directions! B AG G Y G O T DA BIG SH I P ! You can take a single Warlord per every 500 points. once they try to surround your first fleet. an approaching target is easier to fire upon and if they decide to close the distance that will also lead to a positive shift on the gunnery table. I’d include three capital ships of kroozer size and three warlords. For 40 points and a higher than average leadership. a fast approaching fleet of heavily armed warships can force an opponent to panic and not thoroughly think out their move. be wary when buying all these fancy upgrades. with each side trying to flank you. They may attempt to turn into you – that’s fine.

Orks provide you with a challenge and a lot of fun in your games. a brief introduction to the Ork fleets in Battlefleet Gothic. Depending on your would be made up of big squadrons of escorts. I hold a special respect for the humble brute ram ship. A squad of 6 can create a wall of effectively a strength 12 weapon battery in one of three directions– nothing to be sniffed at! Two squadrons would be quite formidable should they also be backing up a Terror ship with aircraft support. Personally. However. They are disposable and dirt cheap. Oh. and I have I mentioned the fact they roll 4 times their structure value when conducting ramming attacks? Just two of these ships. it has something the other escorts do not. I personally believe each escort has their role in the fleet. more fun. however. yet also pack a punch at medium range. can destroy crippled vessels. It is cheaper than an Imperial Cobra classed escort and has better armour value. It’s puny. and is there a better. Ok. you may find your escorts are rivalling capital ships in their firepower. Just make sure you bring your lucky blue die with you! ���������������������������������� ������������������������������������� ����������������������������������� ������� 72 . more Orky way to do it? So there you have it. It has a weapons battery that fires in three arcs. and take them for their diversity and character. if successful. Ideal for finishing off flagships.

Since then. shining gold trim and mithril silver and tinbitz used for various highlights and other details. FB: What’s project? your most ambitious n each issue of Firebase the specialist games section will bring you the Dockyard. Dustin is 21 and has been collecting and painting Battlefleet Gothic for 3 years now. Sometimes models stay unpainted a long time. ink to cover the parts where primer never seems to go in all the nooks on a battlefleet model.The Dockyard I Firebase: You’re a very good painter. FB: How did you achieve the unique scheme of your ships? Dustin: My paint schemes aren’t very complicated. Each model has been converted slightly which really adds character to individual ships. We were lucky enough to get this interview with him: 73 . which are absolutely flawless and truly completes the models. I don’t know why but you just need red on a model somewhere. and when I do they get a splash of paint. This area will strive to bring you interesting modelling articles and showcase the models painted and converted by actual players. just like you or me. The space Marine and Imperial navy vessels have a black basecoat. This quarter. I would like to also comment on the standard of his bases. is it your favourite aspect of the hobby? Dustin: I like to collect and convert models more than painting. The only time that they are painted is when I want to use them in a game. 5000points (!!) of Space Marines and recently completed 6000 points of Black Legion Chaos (!!!). Lastly Blood red marker lights. we are proud to present. Then it is just one or two dry brushings of ultramarine blue the guns and prow with boltgun metal. all the way from Canada. he has amassed a huge number of ships. the combined fleets of Dustin Hrenyk. with 9000 (!) points of Imperial Navy vessels.

and I guess mine would be very expensive if I didn’t acquire some of the components for a cheap price on a notorious auction site. FB: Do you ever run out of new ideas? Dustin: My preferences toward Battlefleet Gothic is converting. But if I had to choose I’d have to say the Imperial command ship that I made. Now I only have to give it a respectable paint job that it deserves. They usually start with two rear superstructures and then I build from there using four outside sprue pieces from the 40k landraider box when they are put together they are the right width a height for weapons and dorsal plates (See the WIP Pic) simons comment -on the page link to. it comes together a lot nicer in the end and you’ll be impressed with what the outcome is. parts of a dauntless. not mentioning lots of other stray bits. just because it is unique and I have not seen a similar model. It is a mystery to me but coming up with new ship models/designs is very enjoyable. pieces of two emperor class battleships. I like them all in their own ways. FB: Which do you think is your favourite model? Dustin: When I’m asked which model is my favourite.Dustin: As I mentioned before I like to convert models. One thing that I learned whilst converting battlefleet models is to never have a detailed plan laid out. It usually just comes together from there. The biggest so far uses one and some pieces of a planet killer. and a chaos cruiser. it is hard to choose. playing. have an idea in your head but no specifics. Then nothing brings new conversions/models together like a solid paint coat only then you see how 74 . Playing occurs when ever I can. and then painting (in that order). Also I’m impressed how it turned out when I had no idea how I was going to make it. Most of my larger conversions contain more than one battleship/ship model.

cool the battlefleet models are. He has also created numerous stunning conversions and written rules for their use in his gaming group. Now all I have to do is sit down for more than five minutes and get the rest of them painted… all the way. A big thank you to Dustin for his time. Interview carried out by Simon Fisher 75 . Hopefully we’ll bring you more on these in future issues of FIREBASE.

I had come up with a plan. of four Admirals and a Hivefleet.Five Admirals and a Hivefleet T o write the first Battlefleet Gothic article. Well. experience of the high seas and from stock of a great military family. I could get some gullible minions to do the work for me and show you how easy it is. we wanted someone who had an intense knowledge of naval warfare.because they’re…special – and Battlefleet Gothic (or BFG to the converted) is no different. More than enough! Hopefully this would encourage some of you gentle folks at home to learn a little bit more about those specialist games. They’re not widely available. a total spending amount of £90 (approximately $140) would be set. a three month period was set as the timeframe to complete the fleets. Firstly. I needed to justify this to the big boss. The rules were available for all fleets on the specialist games website. And finally. You see my chickadees. When I was asked to write a few articles about Battlefleet Gothic I realised we needed something really bold to get people hooked. You even get a shed load of gaming markers in the beginner’s box set. We’re all doomed! Alas. I liked the sound of that last one. Five views in force composition to help demonstrate how easy it is to build a strong force for Battlefleet Gothic. 76 . flat board. so it was decided – 5 gamers of varying experience would create their own. while I sat at home. how do I go about writing an article to convince people that they should play more fringe games? I mean. listening to Terry Wogan. Specialist games are special for a reason. drinking Tea. what they’re about. Battlefleet Gothic only requires a few ships and a big. and perhaps persuade some of you to try them yourselves. Or. the closest we had was Simon Fisher. Unfortunately. And here begins the story. specialist games are not that difficult to get into. That’s £30 a month. So. Some guidelines had to be made. I could get up on my big bitz box and shout to the masses how they should convert to the “specialist” side. After much consideration (at least the top side of 2 minutes). and often can be quite cost prohibited and consume a lot of time. I could write an article saying that they’re not that expensive or time consuming. the nice folks at Warseer helped me come up with it. unique fleets. The fleets would be tournament legal forces worth up to 1500 points. whilst I sit around drinking Tea and listening to the Archers.

To compare it to history I would say it bore a resemblance to a World War II Pacific Fleet. That is the history of the fleet I am going to build.The ships themselves or at least the vast majority where probably constructed at the Calth shipyards. at least a two light cruisers or escorts for every cruiser.. It is no different with this fleet. FORTIFY THE STARS ! Don Hornby is a relative newcomer to the 40K universe. Being an Iron Warrior player. I bought Battlefleet Gothic when it was originally released and built an Imperial Fleet. 77 .. the fleet is from a sector near Ultramar. “Don’t fight it. The fleet’s primary concerns are Ork Raiding fleets. In terms of background in the 41st millennium. Dreadnaughts. All of my Imperial armies and fleets are from the region. So I have to turn to history for the fleets make up. the British fleet was composed with 30% heavier ships such as Battleships. I looked at Wikipedia.” Rob Holland used the unusual tactic of using reallife naval tactics to base his fleet upon. So I have a target goal for the fleet. he was coaxed into playing a game based in space because of the rumours that the moon is in fact made of cheese.In the words of my Cockney friend. More of a turn of the 19th to 20th century style fleet. and Heavy Cruisers while the German fleet had 27% of these heavier ships. I have been playing in Games Workshop hobbies for nearly a decade and like the sense of community that it creates and the ability to jump right into a group of gamers. you’re going to see it in the next issue. This time I am taking an Imperial fleet in a different direction. having a large number of attack craft. I mean. I am a huge Ultramarine fan and it was my first army. On occasion it has to deal with other fleets and had to fight off a splinter of a Tyranid for examples and saw that at the Battle of Jutland. My first fleet is attack craft heavy. lack of financial restraint and addiction to Games Workshop’s games. only beginning in the 4th edition. Eldar Pirate fleets. you might like it!” “A GOOD NAVY IS NOT A PROVOCATION TO WAR. If there’s any real evidence of my insanity. He made the even more unusual choice of picking an Imperial fleet as well! I have recently graduated from college and am now in the US Air Force awaiting pilot training. and Tau Exploratory fleets. battlecruiser or battleship in my fleet. large powerful ships with escorts along side them with a few early aircraft carriers. Read the next issue of Firebase to read what I settled upon for this fleet and the completion of the fleet. IT IS THE SUREST GUARANTEE OF PEACE .

a Space Wolf army. However. currently. I still wanted to start . hey. I chose the Chaos fleet because of one thing . I’ve been wargaming for about 3 years now. a small counts-as Iron Warriors army and a small countsas Death Guard army. A Chaos fleet is strange for me . I started into 40K with the release of 4th Edition. that plan died. although. I’ve also since started Fantasy with a Dwarf army. of course.. we’ve got machines!’ is pretty cool. “ I’ll be building up my fleet to the 1. if I guns! Lots of them! get the motivation. I’ve also. at least less evil-they’re going to be Iron Warriors. ” “WHEN SHE CROSSED OVER. Yukon. in the northern wastes of Canada. I’m starting Battlefleet Gothic. or at least shifting them good. But. fluff-wise. rules-wise.maybe I watched too much Star Wars and Star Trek when I was a kid. with a Chaos fleet. have to be a true GW fanboy to start a new game for a fanzine article. SHE WAS JUST A SHIP. my Chaos fleet is going to be. However. the rules are so simple and effective-BFG is. I’m Don from. But I digress. all of them were sold as I eventually just decided I wanted more Tau instead. one of the better games I’ve seen and I’ve seen a lot. Also. you don’t get much more ‘brute’ then that. the whole ‘never mind the deamons. SHE WAS ALIVE !” Andy Maddison has already participated in a similar 78 . with a pretty complete lack of Fantasy players in the area. collected Steel Legion and Cadian Imperial Guard armies.500 points mark. I can Big ones! always convert them. then you’re not using enough. Plus. BUT WHEN SHE CAME BACK. I’m a firepower fanatic. As such. Plus. it’s a pretty cheap fleet to collect-my fleet for this article is 5 Cruisers and a Battleship – All easy to get my hands on. I play by the motto ‘if brute force isn’t working.’ And. I’ve already got 4 Cruisers on the way. Now all I have to do is overcome my slow painting speed. I chose the Chaos fleet visually they are a bit too rough-looking for because of one thing my tastes. who are only just Chaos because they think the Emperor is an arse.guns! Lots of them! Big ones! Yes. at assorted times. Granted. And. when you’re fleet has cruisers with 10 and 14-firepower broadsides. I’m not the biggest fan of them. it hasn’t seen the table often. and playing GW games for the past two. in my opinion. collecting a Tau army from day one. I originally planned to start BFG about a year ago when several of my friends also expressed an interest in starting. Well..I’ve got a permanent obsession with playing the ‘good guys’. now. I’m the guy who’s always rolling up Good characters in D&D.

TO BOLDLY GO WHERE NO AUN HAS GONE BEFORE ! Paul Cook decided to begin a Tau fleet for his project. this is my attempt to make up for that! I’ve been looking to get back into BFG for a while now. and the conversion potential of a Nurgle fleet can’t be ignored. and hopefully a converted ship or two. The only problem then was which God would they follow? I love themed chaos forces. I have no money. and saw this project as a way of doing so. I’m not really a fan of Khorne. and this would be my way to get in some good conversions. I’ll say goodbye for now. so that was that one out.. but with plenty of ships for the 1500 points allowance. Unfortunately I got right to the end. The main disadvantage that stood out was the lack of shields. The first thing I decided upon was to look at the articles on the Specialists games site.. so tune in next time for a prototype fleet list. He got into character by listening to copious amounts of S Club 7. and I’ve got a basic idea. They didn’t have the battleships that the Imperium own but stood out as a good fleet. painting issues. No problem. losing a couple to enemy fire shouldn’t be too 79 . but that will have to wait. and then out of the blue I got an invitation to take part in Five Admirals and a Hive Fleet. so that’s a possibility. We found his attempts and excuses for not completing it amusing. so we thought we’d give him another chance to make a mess here! Hi. Well. with Tau battleships being the same points cost of an Imperium cruiser. and then couldn’t attend the final tournament. Some of you may remember my last project.. Battlefleet Gothic returns. collecting a fantasy army for the ‘Tale of 8 Gamers’ on Warseer. but where to go from there? I’ve always loved Tzeentch. I’ve been fiddling about with the fleet list for a while to see what I could come up with.. This only increased my belief that chaos was the fleet for building scheme for Fantasy battle. All together now: “Reach for the Stars!” (Don’t you mean Sun? –Ed) So. The ships seem moderately priced for what you get. my name’s Andy and I’ll be collecting a BattleFleet Gothic fleet for the upcoming Firebase magazine. cruisers possessed by daemons which allow them to use the warp to their advantage during games. One fleet in particular that caught my attention were the Tau.. Well. err . I haven’t played this game in years.. The major problem being that I have just brought a house and due to this. due to . because I have plenty of Chaos bits floating around at home! Surely I can cobble together a fleet from said bits? There’s only one way to find out! A quick visit to the Specialist Games website told me that the chaos list has been updated to include Daemonships.

I’ve always been a fan of hordes. force your opponent to roll enough dice and they will die so I will be going for numerically large fleet with lots of launch bays and escorts. I decided to start with Chaos as they were a good beginners fleet. I’m going to use the colours of Hive fleet Kali so interesting times lay ahead.” When asking Jon Wilson where his article was. something that has always interested me but due to a lack of players I was never able to try. So see you next time. I then noticed that Forgeworld had a range of Tau ships and that they had also published their own rule set in Imperial Armour 3. These models certainly caught my eye. The next thing I would need are some models.” Luckily. I started playing Tyranids during the 2nd edition and they have been my primary army ever since despite some diversions I’ve always returned to them. I wasn’t very keen on the Games Workshop models. Another tactic would be to use the ships speed and range in order to isolate and destroy certain enemy ships. Now I have to plan the models for my fleet I’ve decided to use a combination of the specialist games models and ones I’ll create using plastic 40K sprues. a living ship. Simon found the temptation of the challenge to make a new fleet was just too much! 80 .much of a problem. “INVASION OF THE BITZ SNATCHERS. After I got basics of the game down I started to plan my Tyranid fleet and had a pleasant surprise with the customisation element of the race being carried over into BFG. he told me it was “lost in some distant part of the universe on a ship. when my fleet should be ready. so I would definitely be picking these up when I’m next in Nottingham along with a copy of Imperial Armour 3. after all the talk of getting people to do the work done for him. I’m currently up to around 9.000 pts for 40K including an almost complete set of Forgeworld beasties and “EVERYONE IS DOING THEIR PART. around 3. Hopefully I’ll also have some games to report on and a fleet to use in them.000 pts of Epic ‘Nids collected through ebay (thanks for the re-release specialist games). I found this attached to his e-mail. A RE YOU?” Well. I just couldn’t bring myself to go Imperial. Recently our veteran night moved onto Battlefleet gothic. looking at the Games Workshop specialist range. full of strange alien life forms.

finally. the Czernobog. In fact. However. a fleet that not many people played. BFG actually got me into this hobby in the first place.who said being despicably evil was easy? So with only two models available (at extortionate prices as well!) I took the bold step to convert all my ships somehow. I wanted something pretty much a blank canvas to start my force on. A unique range of weapons and abilities to use and there was very little written about them in BFG . and. worked out what models I would need and how much they fleet would cost me. I finally decided upon my fleet. I wanted a fleet with character and a lot of versatility. Now. who else? Wait…my hatred for the Eldar…that was it! Which fleet would take the most satisfaction from devastating the Eldar? Their dark kindred. so this was a perfect opportunity for me. how I got slaughtered). whilst also having some differences (capital ships swapping two movement phases for a huge 30cm movement and slightly more tolerable to receiving damage). a fleet that unusual but with a lot of style when being played.ignore ordnance and lance hits on a 2+? Yes please!). Then came the fun part – The test model! Here’s a little teaser of my Lance armed Torture class cruiser. I read up on the Dark Eldar fleet list. A force that would be a really fun modelling project and that would stand out and be noticed when I set them up on the table. I’m a 21 year old veteran of BFG. which means a lot of ships to roll over and die. I toyed with the Eldar. of course – The Dark Eldar! I’ve always wanted to begin a Dark Eldar army in 40K. Jon had already got dibs on the Tyranids. after a lot of thinking and several abortive attempts to get started. always have and always will. but I’ve never been a fan of them ever since my first ever battle of BFG was against them (oh. I’m going to have my work cut out for me in the next 3 months – I’d better put the kettle on… 81 . with their weapons only being capable of shooing 30cm. They share some aspects with their pansy Eldar brothers (that very sexy Shadowfield . Oh well . Their escorts could also take a mighty strength 5 weapons battery each whilst also counting all targets as closing on the gunnery table – that’s a lot of die to roll. 8 years ago when it was released! I love space ships. The Necrons were a race I disliked anyway. Hmm. they’re quite short ranged. they only have two types of vessels. So. so that counted them out. made a rough fleet list. So I did the maths. However. they’re very versatile and can be armed with anything I wanted.Let me tell you just a bit about myself.

but ultimately would come down to who could wrestle control of the battlefield. Chaos Warmaster Karanskis was leading his fleet to provide reinforcements for traitor forces under the direct orders of Lord Ygethmor. STR ATEGIE S : CHAOS Attempt to rapidly flank the Marine fleet. Medusa V is surrounded by a debris field (counts as right column shift for batteries but requires LD check to move through like an asteroid field).Battle Over Medusa V BATTLEFIELD Medusa V Counts as a medium planet with 15cm gravity well. Each point of troops deployed count as +50 VP’s for the Chaos fleet while the Space Marine fleet receives +100 VP’s due to their special rules. By the time the Bridge Guard Space Marines arrived in system with fully twothirds of the chapter fleet. Try to stay out of 30 cm range to avoid bombardment cannons. swing around the planet to deliver assault forces. launch ordnance. To make matters worse. If a ship begins or ends its move phase touching the planet. Due to the numerous conflicts that have occured in the last few weeks. TUR NS & DEPLOY MENT: Up to 45cm from players’ table corner. They count as a small planet with a 10cm gravity well that is surrounded by a gas cloud. 6 turn game. the planet was choked with the debris of previous engagements. G A ME DETA IL S : MISSION Both forces are attempting to land troops on the planet while fending off enemy forces. The battle would begin as a race to Medusa V to land troops. the player lands one point of troops. Two False Moons These are actually small warp storm phenomena with an extremely dense centre. and does not fire. and hit them with as many lances as possible due to full 6+ armour. M edusa V has experienced several large-scale fleet engagements since the encroaching Van Grothe’s Rapidity was discovered. After that. 82 . or use special orders.

and hit them hard with thunderhawks and bombardment cannons. powering up battle systems and boldly advancing through a warp storm phenomena. flag ship Final Apocalypse Repulsive Soul Reaver Murder Hellblade Murder Shadowbane Slaughter Dark Entity Acheron M ARINES Close with the traitor fleet as quickly as possible. Long range scanners detect enemy signals.000pts Chaos Fleet 2. scouting ahead of the main fleet. Once enemy fleet is crippled. using heavy armour to absorb a large amount of enemy fire. 83 . but all weapons are currently out of range. move in for boarding. flagship Light of Ascension Battlebarge Pain Incarnate of the Carrier Group Styx Unrepentant of the Carrier Group Devastation Black Omen of the Carrier Group Devastation Quintessence Strike Cruiser Ironclad Strike Cruiser Righteous Strike Cruiser Campaigner Strike Cruiser Vigilant Strike Cruiser Defender Strike Cruiser Aurora Strike Cruiser Copper & Zinc of Metal Squadron Gladius Escorts TU R N 1 M ARINES The Bridge Guard Fleet advance at full speed toward Medusa V. Adamantine Crusader Battlebarge. All thunderhawks are placed on full alert as they launch into battle.000pts Loyalist Fleet False Prophecy Desolation.2.

As the carrier group puts up a fighter screen. The carrier group reduces to half-speed in order to remain farther back. her lance batteries engage and destroy the thunderhawks of Epsilon Squadron. under command of an overly devout Khornate champion. The Light of Ascension and the Adamantine Crusader begin to alter their course towards the planet to achieve orbital supremacy and begin troop landings. forcing one to disengage. CHAOS The carrier pack continues to lag behind in order to safely provide attack craft to the rest of the fleet. Commands are relayed throughout the battle groups and every captain readies his ship for battle. the Final Apocalypse and the False Prophecy launch a full spread of boarding torpedoes. As Metal Squadron comes into view. The massive lances of the OVERVIEW Both fleet commanders size up the enemy forces and attempt to guess the enemy strategy. With no support. Enemy swiftdeaths pounce upon the slower Delta Squadron. rapidly accelerates in order to come around the dark side of the planet. Karanskis is overjoyed. With weapons still out of range. the Bridge Guard thunderhawks quickly move to intercept and destroy the torpedoes. all the Marine fleet can do at the moment is observe the forces of the Archenemy. TU R N 2 M ARINES The bulk of the fleet begins to manoeuvre to the sunward side of Medusa V to meet the traitor fleet head on in glorious battle.CHAOS The Final Apocalypse. As if a challenge to the thunderhawks. At this point. The remainder of the fleet begins to bring battle stations online and form up with the Warmaster’s ship. As the Final Apocalypse enters the darkside of Medusa V. 84 . but it is Warmaster Karanskis’ plan to draw some of the Bridge Guard fleet away. the grand cruiser will be highly vulnerable to interception. the Chaos boarding torpedoes are intercepted by Gamma Squadron. expending their ammunition and fuel in the process.

the traitor captains recall the effects of bombardment cannons and quickly adopt a new plan. inflicting incredible internal damage when the defence turrets fail to start up. with the Bridge Guard gaining the upper hand. shoot down the last of the doomfires with carefully placed bombardment fire. TU R N 3 CHAOS Once again. the Defender and the Campaigner move in support. with no mercy.False Prophecy speak their hatred. Doomfires. OVERVIEW Battle proper has not yet been joined. but her shields hold as if through the intervention of the Dark Gods. and all weapons 85 . but are slowed as the debris impacts on their shields. As the Zinc accelerates toward the enemy fleet in revenge. the Ironclad and the Quintessence peel away in an attempt to slow the advance of the Final Apocalypse. the turret gunners of the False Prophecy were guided by some unseen force as her momentum carried it into a large number of thunderhawks. thrusters offline. Warmaster Karanskis’ ship shudders under the impacts of not less than three strike cruisers and the vengeful Zinc. The Righteous and Vigillant. On the darkside of Medusa V. many battle brothers of fourth company were lost when every single one of their thunderhawks was shot down. and fully half are destroyed or sent running. but due to the debris left behind by her sister ship. Captain Gorath demanded a damage report from the heretic tech-priests aboard the Final Apocalypse. and the last of the thunderhawks engage over the skies of Medusa V. As the Bridge Guard move into weapon range. the lances of the Soul Reaver open up on the Zinc. The remaining thunderhawks make excellent target practise for the gunners on other ships. utterly disintegrating the Copper. While trying to emulate this success on the False Prophecy. All but one was destroyed or sent fleeing. Swiftdeaths. a massive flight of thunderhawks bear down on the Final Apocalypse. Shortly after. the Zinc’s shields hold. The news was bad: at least two fires in C and H decks. but that will change quickly. M ARINES Taking the bait.

In a coordinated volley. resulting in the starboard armaments being wrecked. crippled the loyalist ship. Opting to open fire instead of deploying forces. One of the torpedoes from the Adamantine Crusader. Despite the fierce cannon-fire. Fear. failing to inflict any structural damage. was a bad motivator and only one of the massive fires was extinguished. 86 . leaving the survivors to the void. however. the thunderhawks of the Ironclad and the Quintessence were unable to launch due to debris choking up their launch bays. only the shields were knocked out. Gorath went into a Khornate rage as he beheaded the snivelling techs with a swipe of his blade. Aurora and Vigillant. Captain Gorath continued to fume as his engineers only succeeded in containing the other fire rampaging throughout his ship. Captain Manello of the Bridge Guard attempts to formulate an idea. Captain Antaeus of the Righteous is forced to disengage. killing all the command crew in less than a second. On the darkside of the planet. The Crusader and the Light of Ascension are gifted with a target rich environment. TU R N 4 M ARINES Suffering severe structural damage. the strike cruiser squadron moved in and targeted the main drives of the Final Apocalypse. open fire with all guns. as if guided by the Emperor. reducing the Defender to a burnt out hulk. sitting in the middle of the Chaos battlegroup. the two battle barges unleash hell on the enemy fleet. Instead.except starboard at 30% power. was subject to a wave of thunderhawks. on a beeline for the remaining strike cruisers. The next few minutes could get very ugly. Finally coming around the planet. Massive figher and boarder waves were then launched from the carrier group. having done very little so far. struck the Soul Reaver’s bridge. attaining a full lock on the Righteous. using the confusion of the battle as cover. OVERVIEW The Dark Entity. Shadowbane had better luck as she manoeuvred into a classic attack profile and. Karanskis and the carrier group plotted solutions.

overloading the shields and reducing the prow to a smoking wreck. the manoeuvre pays off as the Aurora’s bridge is blasted straight through with a well aimed lance strike. the situation was not completely lost as some drop pods were lauched toward the planet. preparing to deploy forces. moving into boarding range of the Pain Incarnate. With the Final Apocalypse fully repaired. Captain Soloman he instead swung around With barely any hull integrity left. Captain Drakis of the carrier group ordered a full volley toward the Campaigner. a for a stern shot.CHAOS On board the False Prophecy. whipped into action by the overseers (who were whipped in to action by Captain Gorath). Luckily. the crew of the Vigilant 87 . A final lance shot from the False Prophecy nearly sliced the limping cruiser in half. Significant drive damage and two huge blazes were the result of the errant gunners lack of focus. However. the turret gunners were not as lucky as they had been. the Vigilant and Aurora charge into the enemy. Once again. OVERVIEW The last few minutes were extremely hectic. suffering a large attack from yet another flight of thunderhawks. had been hammered by enemy fire and ordnance to the point were it could only float in space and burn. Though the Shadowbane was ordered by Karanskis to lock on to the loyalist ships. Most of the strike cruisers have been destroyed or heavily damaged but the two battlebarges are undamaged and sitting in high orbit over Medusa V. a heavy cruiser is now in the rear lines of the Bridge Guard fleet. the Campaigner is forced to disengage before facing complete destruction. TU R N 5 M ARINES sitting duck. The Dark Entity. The Final Apocalypse’s engineers. As the Aurora pounded her port with withering battery fire. managed to repair all systems.

The Adamantine Crusader then launched a full spread of torpedoes at the carrier group. with her manoeuvring thrusters knocked out. made a bold move. the Final Apocalypse changes heading. with the end result being a spectacular light show on the planet surface while the shields of the battlebarges somehow stood firm against the massive plasma wave. the Shadowbane. and the Pain Incarnate counter attacks left the Vigilant as a burnt out hulk. planet. The Dark Entity. the job falls upon the Light of Ascension and the Adamantine Crusader. ramming speed!” Plowing through the waves of Chaos attack craft that lay in her wake. all but cutting it in half. Severing multiple plasma tubes. To back it up. running out of options. Time is running out for the loyalist forces. already highly stressed.bravely attempted a boarding action. TU R N 6 M ARINES Captain Manello. resulting in multiple impacts throughout the squadron. a huge fire flared up in the bowels of the stricken ship. and heads directly toward the planet at top speed. sitting in between the two battlebarges. Nearly the entire Chaos fleet fires all weapons at the Adamantine Crusader. “All ahead full. Lord Karanskis. Their estimates were incorrect on the enemy numbers however. resulting in a huge chain reaction and knocking out the engines. A shell set off the plasma drives. failed to lock on to the enemy. but the Emperor was watching as the shields barely held. more torpedoes from the Light of Ascension collided with the Hellblade and Soul Reaver. and guides his ship toward the 88 . The Aurora. along with the Hellblade also begin to move toward Medusa V. the Light of CHAOS In a bold move. unleashing a few shots at the Ironclad in the process. was forced to drift helplessly. Simultaneously. the Adamantine Crusader slammed into the Black Omen on its starboard side. OVERVIEW The majority of the Chaos forces are in close range of Medusa V. With the strike cruisers occupied or out of action. found itself pulverized by combined bombardment cannons. In high orbit.

CHAOS As the wounded carrier pack moved on. with nearly all hands succumbing to the smoke or burnt to death. Lord Ygethmor would reward him well for his actions. Destroyed 89 . Adamantine Crusader. Destroyed Aurora. obliterating the Aurora in a ball of superheated plasma. only two of the bombers were able to inflict any damage. Dodging the defence turrets. In a final last ditch attempt to slow the Adamantine Crusader. Intact. R E S U LT S BRIDGE GUARD: 444 VP’s plus 200 bonus. Though the Space Marines were able to land more forces. the fleet would be overwhelmed if they were to stay any longer. 5 hits left Ironclad. Intact. Warmaster Karanskis was nervous and excited: if he could capitalize on the enemy withdrawal. fires ran completely unchecked throughout the ship. Hellblade. As such. 12 hits left Quintessence. the False Prophecy had one of the loyalist ships in her sights. A full company of Bridge Guard began plummeting toward the planet in their drop pods. and the Final Apocalypse moved in toward the planet in preparation for troop deployment. Destroyed Metalgroup. 10 hits left Light of Ascension. Disengaged Vigilant. the Imperial ground forces prepared to defend themselves from the imminent Chaos troop landings.644 VP’s total. Thunderhawks from the Adamantine Crusader bombarded the Black Omen in order to finish her off. If not. the remaining carriers launched a massive wave of doomfires. Intact.Ascension began the process of deploying. Destroyed Defender. the Shadowbane.. Once again. OVERVIEW At the end of the engagement. Intact. 6 hits left Righteous. igniting further decks and knocking out the port weaponry. On board the Black Omen.. Disengaged Campaigner. few of the Bridge Guard ships were operational and the traitor fleet was moving into high orbit.

6 hits left Unrepentant. Notetaker Extrordirnare) 90 . 5 hits left Pain Incarnate. and I’m itching to play more BFG! P L AY E R ’S THOUG H T S DUSTIN This game was quite enjoyable. 8 hits left Final Apocalypse. Destroyed Soul Reaver. False Prophecy. Crippled. BEN Fun game! I’ve never had to deal with this many Space Marine ships at any one time. Intact. lances are your friend.Ben McLeod (Spamus Eatus. and then having all of my ships deploy troops on turn two. I treated the battle as any other. 5 hits left Shadowbane. Thunderhawks and bombardment cannons are really nasty! I found that about half of my weapons couldn’t fire because I was always getting my guns knocked out! Against the Marines. 7 hits left Black Omen. Besides being a . I found I had to change many of my tried and tested tactics. Intact. 5 hits left.CHAOS R AIDERS : 453 VP’s.Dustin Hrenyk (USABOB. Space Marine Fleet) . but that might have been boring. It was quite an interesting learning experience. Intact. My favourite was being able to ram a Chaos cruiser with my flagship.603 VP’s total. I look forward to future engagements with him. 7 hits left draw there were some fun moments. I’ll try to stay out of 30cm. It took a little longer than expected due to having to write down all the details. Intact. Every game of BFG needs at least one good ram! It was a fun game and my opponent was a worthy foe. Next game. except this was my first time playing with a full Marine fleet. 150 bonus. but thankfully we had a third party to help with note taking. They can take a lot of punishment. I could have easily won by going all ahead full. Chaos Raiders) Special Thanks to John Lintott (Decius. but can’t dish it out as much. Intact. Destroyed Dark Entity. smashed bridge Hellblade. Intact.

Or there’s the Escher juve known as “Bomber Betsy”. Simon took his Orlock gang “The Badland Boys”. That. my friends. The money we spent on this game was pretty minimal. Armed with only a frag grenade. Luke dug out his old Van Saar gang “Mad Mick’s Naming your gangs and its members is a vital part of Necromunda. Cheapest army I’ve ever bought. “Dave” just isn’t going to cut it against “Dangerous Dave McDangerous” and often the more over the top and silly the names are. but we made up for the lack of competition with a variety of characterful non-player gangs. especially as the game rules are free to download now. two old battle wounds and only one hand. Saturday and Sunday we played. Over the years we’ve seen many legends (or leg-ends) of Necromunda. A starting gang set us each back by around £20. hy Necromunda is quite simply the best game ever W H AT ’S IN A NA ME ? It was the summer vacation of 2003 when my friends and I worked all week in part-time jobs and had the weekends to ourselves. somewhat unhinged after a head wound and with a wealth of leadership increases she nearly took charge of my gang! 91 . was the summer of Necromunda! Every Friday. an iron lung.Welcome To the Underhive W made Mercenaries” and that left me with my Escher gang converted from Witch Elves “The Sad Goths”. the Orlock heavy with a flamer with one leg. all of them with their own eccentric names and skills like ‘Hobbling’ Nick Nitro. the better your gangers will be. The most characterful gangers always have the best names. There were only 3 of us and that meant 3 gangs.

“Mad McMad” (of the clan McMad) was a new Van Saar ganger. In theory they should be able to bring down anything with sheer numbers. And then there was “Goggles McKenzie” who thought he could ‘pick off’ an Ork boss in his first gang fight. then relist the ones you don’t. turned tail and fled off the table. There’s a big difference in calling your gang ‘good’ because it blows the opposition off the board. I remember once fielding a Redemptionist gang made almost entirely of novices with autoguns and exterminator cartridges. He was converted from an old plastic Catachan with his lasgun dragging at his side. It took an entire gang and a bounty hunter to bring him down in combat. a nasty squint and holding a knife out in front and shouting “Have at thee!” He spectacularly failed to hit anything for the entire campaign. then when they got close the Van Saar gang that had been giving them a good dose of lead poisoning. grab the ones you want. A horde of guys with lasguns spring to mind. 92 . to your gang being ‘good’ because you have a diverse range of models with their own individual characters and tactics. Necromunda can be ‘cheesed to the max’. WHAT TO TAKE IN A GANG ? –THAT’S THE QUESTION! You can either buy one of the gang boxes and roll with what you get. only to be torn apart by a hail of autogun fire from twelve greenskins. There were around twenty of them -All rabid and crazy to boot! Too bad they got picked off from afar. “Dead Eye Dick” quickly rose to become Simon’s gang leader. Similarly. recruited purely to see what slapping an Icrotic Slime to his head would do. But what makes a good gang? The obvious answer isn’t always selection. or you can mail order gang members to your specific requirements or trawl ebay. WA N N A BE IN M Y G A NG ? Like many games.

‘treacherous conditions’ must be rolled for at the request of either player. until you have enough credits to give all your gangers armed with laspistol side arms of course. It’s my belief that heavies are called heavies because they really should be lugging heavy weapons around. Fortunately. a Bounty Hunter can help with this too. Then there’s your heavy. The only problem with giving your heavy a special weapon is that his ballistic skill isn’t as good as the leader. Even so. your heavy needs to earn lots more experience than your average ganger in order to get better at shooting. melta guns or plasma guns. there are some selections I stick by religiously. while in the open the heavy stubber and lasgun are the real killers. he needs to hit and wound with almost every shot he takes. ideally a plasma gun as it gets D3 shots. Just make sure the pair of them don’t steal all the experience points on offer. fighting or biting bullets. Always give your leader a high strength special weapon. the heavy bolter The ‘cheese’ factor can be cut down with some careful planning and use of terrain. but deadly like a melta gun or flamer. In really dense scenery the autopistol and flamer can be king. he’d better have a lasgun or autogun as a long range back up. If he’s going to carry something short ranged. Like the leader. you’re going to cut someone in half with this baby! Some people like to give their heavies special weapons like flamers. In 93 . While the heavy stubber is a good choice. cheerful and with a pretty good strength and a great rate of fire. so it’s best to take a mix of weapons for all situations. The obvious choice is the heavy stubber –Cheap.order to get some experience increases. otherwise some whacked-out juve with a head wound and a frag grenade could be vying for leadership of your gang! It’s best to use your leader to back your gangers up when they miss their targets in the first few games and if you’ve got the creds to spare.

is just nasty. At strength 5 and inflicting D3 wounds it can mess your opponents up real bad. The only downside is that it’s more likely to run out of ammo. Of course, if you’re an unlucky fellow like me, your heavy stubber will be out of juice after the first volley anyway, so don’t worry about upgrading to the heavy bolter. Anything bigger tends to be a waste unless you’re shooting at bunkers, tanks or Tyranid monstrous creatures that somehow appeared in the Underhive.

Nothing quite scares the living crap out of anyone in the Underhive like a Lictor. Seriously, you don’t need a

Genestealer incursion or an approaching hive fleet as an explanation to have one. The gangs are playing a standard Scavenger mission with the typical ‘mutant’ attacks, except this time, the Lictor shreds the hapless ganger before embarking Nothing quite scares on an orgy of destruction, the living crap leaping between the levels and blending into the out of anyone in surroundings so well that the Underhive like no one can get a good aim a Lictor. on it.

The worst part was that we all knew it was coming, but we had to wait for it to appear. That was when Luke put some creepy music from Silent Hill on the stereo and we were well and truly shitting ourselves! The Lictor didn’t even appear.

H E Y , M U S IC L OV E R !
If there’s one thing you should always have when you’re playing Necromunda and more so than any other game, its music. I gave in to temptation when I was in HMV last and found “The 20 Greatest Western Themes” for a mere £2. Score! It was worth a whirl for so little and I was pleasantly impressed. Think back to all the Westerns you’ve watched over the years, even stuff like Pulp Fiction or Kill Bill. Were


it not for the music, these films wouldn’t be nearly so dramatic. In fact, I recommend you pick up some of these movie soundtracks, or anything that Tarantino raves about. The music oozes atmosphere and there’s nothing like hearing “A Fistful Of Dollars” when your gang has just burnt down a Scavvie farm, left the inhabitants for dead and taken what few creds they had hidden away. But if your gang keeps up this kind of unsavoury activity, even on the less popular dregs of society, they’ll wind up on the wrong side of the law.

Fortunately, Luke has an Unless you’re Adeptus Arbites army, complete with patrol cars, riot tanks, already rich, being SWAT team and riot troops. an outlaw sucks. Whenever there’s a riot, a looting spree or something highly illegal, the arbites show up to keep the peace and they certainly don’t do it quietly! In Necromunda the Arbites are scary as hell. They’re very accurate, well armoured and they never run out of ammo. Worst of all, if the gangers kill any of them, they will earn the ‘cop killer’ skill. Not a skill as such, but they Arbites are more likely to show up and when they do, they’ll know who to shoot first. Regardless of how big, or hard your gang may be, when you see just one squad of Arbites coming your way, you’d better leg it!


L AW !

The bank job had been going so well before the Arbites showed up in the riot tank and started firing smoke grenades everywhere.

WA N T E D : D E A D



Most of the gangers got away from the bungled bank job, even though “Gummy Pete” was hung without trial from a lamp post and “Bolter Bob” was shipped off with the penal legion. The trouble was just starting now thee gangs were all wanted. Being outlawed wasn’t so bad, seeing as the gangs


were pretty experienced by this point and had plenty of credits to spend at the outlaw trading post. But unless you’re already rich, being an outlaw sucks. After liberating some highly dangerous underhive scum from a prison transport and killing a couple of Arbites, the law took it personally. That was when we decided it was time to ‘retire’ our gangs and start a new campaign.

Following the hijacking of a prison transport and the addition of many dangerous criminals to their ranks and earning themselves the black mark of ‘cop killers’; the Arbites came down hard on the gangs. Twenty arbites in patrol cars surrounded the outlaw camp and that’s when the massacre began. Throwing down their weapons and pleading for the lives or trying to stand and fight did no good. The Adeptus Arbites were accurate and well armoured. The gangs didn’t stand a chance… But someone managed to get away amidst the carnage. Half brained, frag lobbing juve “Bomber Betsy” made it off the edge of the table with the dying screams of the gang leaders in her ears as they were bludgeoned to mush by the Arbites’ batons. In later campaigns the gangs were drafted into the Imperial Guard, never to be seen again or fell back to the Arbite’s precinct to assist in a valiant last stand against the endless sea of zombies that had been sweeping the under hive. Killing everyone off brings a great sense of finality. You will always looks back and remember your favourite gangers with awe, knowing that they died well. Who knows, one of them might even get away to come back in the next campaign? - ADAM SMITH

While the Necromunda rule book will tell you that your gang can go into the wastes, fly off world or set up their own flower arranging business like a bunch of sissies, we’ll tell you different!


then disappear forever more. from the Cadian bodies. you need to cut a new waist on the High Elf legs. made from to file them off. but like so many things. you’ve got some prepping to do.Necromunda Down With the Hood I’ll admit right now that this was not my brilliant vision. Next. due to carry case restrictions. even after removing the collar. Three boxed sets in order to produce a sixteen-man gang means that each of your gangers are weighing in at over £3 each. The first thing you need to do is remove the imperial insignia from the left breastplate of the Cadian bodies and lasguns. their mission of inspiration and awe completed. they are not. It’s best to cut just 1mm down from the current waist as the component is wider here and so that the Cadian torso can sit on top more comfortably. or just love bits. a grenade launcher. of course! C L E A N I NG AND P R E PA R AT ION Just get some of the High Elf archer legs. The conversions should be simple. To make matters worse. I’ll only be using eleven of them. then stick on a Wood Elf hooded head. backpack was stripped down to form a large You also need to ammo case. armed with a tommy gun style heavy It’s probably best stubber. 97 . The Wood Elf head doesn’t sit on the Cadian torso. attach a Cadian torso and arms. W A hat do you get if you mix a Wood Elf. but I prefer to scrape/ cut them off with This cultist has been a modelling knife. remove the knobbly bit from the Wood Elf neck and you’re ready to start assembling your cultists. a High Elf and a Cadian Imperial Guardsman? The Cadian torso also doesn’t sit on the skinny High Elf waist. You can file these off. but with the end as I’ve hacked swapped for the up my left thumb exhaust of an Ork war buggy. sleek and sinister Chaos Cultist. Finally. You’ll only want to make these guys if you’re serious about cultists. Get the modelling knife out. It was in fact the work of one of those very talented people who will post a truly inspiring image somewhere on the net. The Cadian pretty good using communications the other method. as well as remove the collars allow for the stowage of a spare lasgun.

or if you need to re-cut the High Elf waist in order to stop the model looking as though he’s leaning backwards. Usually it’s the former. To finish up. as that’s what they do most of the time during the game. you can attach some of the Cadian accessories like pouches. maybe even Genestealer brood brothers? This cultist carries a plasma gun from the old Ork weapons sprue. 98 . knives and grenades about the waists. The head won’t go on particularly well. Actually. Too bad I can’t put a gun in his hand. TH E L E A DE R I have no idea what game system this guy is from. Next. I chose to paint mine in a neutral colourscheme so that they could take on the role of any cult type as non-player characters in a Necromunda campaign as well as being a playable gang. attach the Cadian arms and gun to the Cadian torso using polystyrene cement. but let’s not talk about that. Once everything is dry. or aiming his gun is up to you. Redemptionists. Whether he’s looking around. I find it’s best to put the head on last. as you can create the pose of a character largely by which way he is looking. glue the waists together with more polystyrene cement. Chaos Cultists or any other sort of robed human. For narrative purposes. but a good dose of polystyrene cement should sort that out and melt the plastic together to cover the gap. the head goes on. or too far forwards. I found him in my local hobby shop bits box and bought him for just £1. The Cadian laspistol arm was trimmed around the hand and the plasma gun glued in place. He makes an ideal cult leader. The Demagogue preaches You could use these guys as House to the converted Cawdor gangers. canteens. glue the High Elf legs to the Cadian round bases. they lie on the ground holding their innards in. if you need to do a little more trimming. You can always strengthen it around the edges with super glue if need be. Finally. Now you can see whether or not the torso sits right. so he gets a lasgun strapped across his back instead. Generally I prefer my guys to me aiming and shooting.ST E P BY ST E P Using polystyrene cement. Once you’re happy with that. line up the Cadian torso over the waist of the High Elf legs.

I painted the eyes with Skull White. Finally.. Now to take the cult out scavenging. lines painted on with Bestial Brown and highlighting those lines using Snakebite Leather and Snakebite Leather mixed with some Bleached Bone. I wanted them to look a little like the monks from Resident Evil 4. so I left most of their robes Chaos Black. highlighted along the edges with some Bleached Bone mixed with Chaos Black. then painted some watered down Purple Ink around the eyes for that tired and corrupted look. I drybrushed their weapons with Boltgun Metal.. then painted the edges with a little Mithril Silver mixed in with Boltgun Metal.PA I N T I NG The painting was very simple for these guys. I painted the faces and hands with Dwarf Flesh. a layer of Elf Flesh. then a highlight of Elf Flesh mixed with a little Skull White to get a pale skin tone. 99 . The non-metallic parts were painted to look wooden by using a basecoat of Scorched Brown.

Hip shooting. None of them have gained any skills or stat increases. 8 with autogun and exterminator cartridge (for close encounters) and two novices with autopistols. Before you could say “Paraffin” the town got themselves a posse and The Pitt was on the run. This is a great scenario for getting a particular gang off to LET T H E W YC H H U N T B E G I N ! SET UP: 100 . The Applewood Boys. right up until his pint of Green Rate ale started to levitate in front of him that is. The gang should be at a very low level otherwise The Pitt won’t stand much of a chance. especially when he realised he’d stopped off at a Redemptionist sympathisers’ settlement. Name The Pitt M 4 WS BS 4 5 S 4 T 4 W 3 I 4 A 2 LD SV 8 - E a good head start. Age: 52 Occupation: Bounty Hunter Equipment: Bolter. although you can easily take any other gang and modify the scenario accordingly.” There are 11 of the Redemptionists in total. chainsword. wych hunt leader Flint Westwood took the duty open themselves to “Run that thar wychboy outta our town. Rapid fire-bolter. dead ‘ard (cannot be pinned) The wych hunters would be made up of a rookie Redemptionist gang. bionic eye.Run Him Outta Town! verything was going so well for the infamous bounty hunter known only as The Pitt. rebreather Skills: True grit. or for a flagging gang to catch up in the rankings. Life was never quite the same. plasma gun totting. Bolt pistol with red dot sight. led by their tobacco chewing. bionic leg. The barmen yelled “Wych!” and put a man stopper round through his left leg. but they still ain’t pretty. levitate (ignores terrain movement penalties).

planning to get up onto the rocky outcrop at the far end of the board and help to close the net later in the game. In this instance. while Sneaky Pete and Crazy Dave moved up onto the rocks to get a shot at The Pitt. The Pitt always gets the first turn. Smooth James and Rooftop Rob ran up the right flank. Spittoon Sid and No Chance Nick followed behind their charging leader. TURN 1: THE PITT The Pitt runs forward. but they’d be sure to nail The Pitt next turn.The table is 48” by 48”. We find that playing on a board this size makes Necromunda a lot more close up and personal and stops people from counting on their heavy weapons too much. It’s the Emp’rers will!” Dick Dangerous. Meanwhile. never to be seen round these parts again. The Pitt’s objective is to flee off the board edge into the wastes. interrogated and burned at the stake. keeping out of sight as best as he can. TURN 1: THE A PPLEWOOD BOYS Wych Hunter Westwood signaled to his gang “The wych gotta burn. The Kid with No Face and Crispy Jimmy legged it round the left of the tank shed. hitting and wounding The Pitt. “I’m gonna bag me some citay boy!” Sneaky Pete hollered as he let fly with his autogun. The Man with No Name. The Pitt sets up anywhere 24” onto the board edge and the Redemptionist gang is placed up to 8” onto the board. The Pitt stood behind the tank shed in order to minimize incoming fire while The Applewood Boys formed a line in order to cover all the angles of the terrain as the chase progressed. 101 . But it’s not going to be easy with 3 Redemptionists coming round from the left and a whole posse of them coming in from the centre. leaving themselves out in the open. The Redemptionists have to take him out of action in order to be captured.

TURN 2: THE PITT Having taken a round through the shoulder. but when 102 . With the plasma gun out of the game. we remembered they were all carrying exterminator cartridges. TURN 3: THE PITT Things were looking a little tricky now that the Redemptionists were closing in and The Pitt wouldn’t be able to make a stand from behind the cover of the old “You made one mistake. The Pitt’s life became much easier. while Crazy Dave unloaded a full clip. TURN 2: THE A PPLEWOOD BOYS Flint Westwood was eating dirt and leaving a rather nasty stain too. spectacularly hitting nothing. The Pitt wasn’t best pleased and drew his bolt pistol as he dived behind the wreckage of an old truck. You showed up” said The Pitt through his rebreather. we thought again. The Applewood Boys opened fire as one. It was at this point that we wondered if The Pitt could take the Redemptionists on. “You killed ma’ Pa!” cried No Chance Nick. That was when he bled out and was removed from play. then realized he was out of ammo. The shot sent Flint Westwood crashing into the ground as it punched through his chest and out his back in a show of gore.

The Pitt marveled at his own ability. He fled round the back of the Bodger’s Hut and hid amongst the scrap. TURN 4: THE PITT The wych hunters were closing in fast and there was only one way to run –up! Fortunately there was a small barricade. The shot grazed him and he threw himself to the floor. The gang was in position.truck. all they had to do was wait for The Pitt to poke his ugly head out. Learning to hipshoot was the best decision he’d ever made. “Geddup!” Smooth James gave Rooftop Rob a swift kick (in his own smooth way). The Pitt managed to squeeze himself just behind it and let loose with his bolt pistol. TURN 3: THE A PPLEWOOD BOYS Dick Dangerous was up on top of the tank shed. The Man with No Name. The Kid with No Face and Crispy Jimmy continued running round the left flank. staying out of sight. The pinned brother got back on his feet. pinned. Spittoon Sid and No Chance Nick were on the other side of the Bodger’s Hut. Meanwhile. There would be no escape. 103 . ready to climb up on the roof next turn. The Kid with No Face quickly became ‘The Kid with No Head’ and was soon nothing but a stain and a memory. The pair of them continued running up the rocky outcrop while the rest of the boys moved in. but he could draw a bead on Rooftop Rob over on the right flank.

Crispy Jimmy missed. hitting him in the chest. everyone knows that a Redemptionist can’t hit a cow’s arse with a banjo. Spittoon Sid and No Chance Nick climbed up onto the roof of the Bodger’s Hut and waited. but it was a long way from over. No Chance Nick spectacularly had no chance of hitting. Dick Dangerous couldn’t quite see. TURN 5: THE PITT There was nothing left to do but make a break for it. “Gentlemen! You will forever remember this as the day that you almost caught-“ TURN 5: THE A PPLEWOOD BOYS Smooth James had been waiting to get The Pitt in his sights and now was his chance! If only his hapless comrade Rooftop Rob didn’t screw things up… The Applewood Boys took careful aim at The Pitt and opened fire. Spittoon Sid was out of range. “Kid! He killed the kid!” The Man with No Name was furious and opened fire on The Pitt. It looked like The Man with No Name might make a name for himself yet. Seven of The Applewood boys would be able to fill The Pitt with lead next turn. The Pitt shook and coughed blood. Sneaky Pete and Crazy Dave were out of range.TURN 4: THE A PPLEWOOD BOYS Sneaky Pete and Crazy Dave were sick of having nothing to shoot at all this time and moved up onto the rock bridge for a better line of sight when The Pitt makes a break for the board edge. Besides. Smooth James and Rooftop Rob continued jogging round the right flank and catch the Pitt in a crossfire. 104 . The Man with No Face missed. A quick calculation meant that the odds were slightly in his favour. He sprinted out from behind the barricade to stop within an inch of the short cliff edge.

Everything was looking bright and shiny for them until we rolled for The Pitt’s serious injury. “Hey. Well. It all came down to Smooth James. you can’t be captured if you’ve survived against the odds now can you? The Pitt somehow eluded capture. The Pitt was cut down with a loud groan and Smooth James waved his autogun triumphantly. He’s out there 105 . that’s smooooth!” somewhere and I’m sure he’ll be back to clean up this town… . Flint Westwood made a full recovery. but gained a significant prize in bounty on The Pitt and lucky for them. 66 – Survives against the odds.while Rooftop Rob had the perfect shot.ADAM SMITH TH E A F T E R M AT H The Applewood Boys (named after a type of cheese) had lost a new recruit. but failed to wound.