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PRESENTS ITS HOBBY SUPPLEMENT

ISSUE

3
JUL 22
£ FREE
JOSHUA VAN ZAANE’S CUNNING BAD MOON ORKS WITH IMPRESSIVE BANNERS.

THIS AMAZING ELDAR ARMY BY MARTIN TAIN TAYLOR IS READY TO BATTLE.


Issue 3
July 2022
LEAD £ FREE
CONSUMER Editor-in-Chief:
Joshua Van Zaane
MAKING YOU Executive Editor:
PAINT YOUR Gert-Jan van Heugten
Chief Graphic Design:
PILE OF LEAD
Ángel Signes

CONTENTS
COVER: MAINTENANCE - The Still Tower
If you want to see more of his fantastic art go check https://www.instagram.com/thestilltower/

NEWS
A few words from our editor-in-chief and what is happening, logos debacle and events.. 2
WARHAMMER RETRIBUTION - Joshua Van Zaane and Justin Wu
Part 2 of our Skaven and Empire WHFB campaign. 4
LOONIE BASHIN' - Michael Becker
Michael Becker sent in this fun Goblin fanatic game for you to try. 8
INQUIRIES OF THE INQUISITION - Ryogo Yamane - Rman
Rman ‘the other man from Japan’, with his exquisit collection of painted miniatures. 14
MATHHAMMERED - Johannes Sørensen
Johannes from the Flail of Skulls Podcast brings us a fun Orkish list to try in this issue. 20
DR. THE VIKING'S ORK SHOP - Dr. The Viking
The Orkinator of all things Chopped provides this great hobby article. 23
THE CALL OF THE CROWN - Marcel Josch
Marcel ‘the wiser’ from Germany presents his wonderfully painted High Elf army that he completed in our Call
of the Crown painting challenge. 26
MODELLING WORKSHOP - Ted Gunnarsson
Ted Gunnarsson, our resident modelling expert, shares his advice on how to make defended obstacles for
your games of Warhammer. 30
GOLDENHAMMER COMPETITION - 2022 Edition
We have the pleasure to announce the winners and runners up of our inaugural painting competition. 34
MAN O'WAR SEA OF SLAUGHTER - Joshua Van Zaane and Marcel Josch
Marcel and Josh begin their remote play Man O’ War campaign featuring the proud High Elf fleet and the
ingenious Skaven fleet of pestilence. 50
WARHAMMER 40K COWABUNGA CHALLENGE 2ND EDITION - Dr. The Viking
A showcase of the entries from the second season of the famous C0wabunga 2nd edition 40K painting chal-
lenge. 53
THE TALE OF THE TRAVELLING TREASURE TROVE - Marcel Josch
Marcel’s wonderful travelling treasure chest of donated Herohammer goodness. 60
'EAVY LEAD - Planet Oldhammer
Planet Oldhammer’s superb collection of painted models feature in this issue’s ’Eavy Lead pages. 62
SPACE MARINE WARLORDS BATTLE - Joshua Van Zaane
We play the Epic armies that Jon and Gordon put together for us in issue 2 of the fanzine in this battle report
fought by Josh and Paul. 64
NEWS NEWS NEWS NEWS NEWS NEWS NEWS NEW
DISCLAMER AND
COPYRIGHT
HeroHammer is an e-magazine by fans and for fans of
the 1990s era Games Workshop games and is in no way
endorsed by Games Workshop LTD. All items in this issue
are either the copyright of the authors and artists or are the
copyright of Games Workshop LTD. In the latter case, these
images and concepts have been used as a tribute in what
we believe to fall under the fair use policy and no copyright
infringement is meant. HeroHammer is a free, non-commer-
cial e-zine.

Welcome again readers and I hope you And all the talent made it very difficult
can enjoy every page of the 3rd issue for the judges to pick a winner.
of this fanzine as it is again packed
with fantastic content provided by our Thanks again for all your positivity
dedicated contributors which we thank about the fanzine project and we hope
them all for all their hard work. to bring you another issue in the near
future.
We would also like to thank each Hey, you there. Yes, you. Sitting
and every participant in our first ever

Josh
behind your desk, browsing the
painting competition as the entries were HeroHammer Fanzine instead of
just off the charts and it really took us painting miniatures. Look around you.
by surprise as to how many talented Do you see all those unpainted toys?
painters there are in the community. That army you wanted to build in time
for the release of Warhammer: the Old
World? All those projects you were
HEY! WHERE DID ALL NEW ART going to start “someday”? Well, ladies
and gentlemen, “someday” has just
THE LOGOS GO? As you would expect we will have some arrived! From October 2022 to May
When you flick through this issue, new art to illustrate our hobby. We are 2023 we will be putting a dent in our
you might notice that all the different so grateful for all your contributions. In piles of lead with a brand new Call of
old-school logos and the classic art this issue you will find a World Eater the Crown painting challenge. Enter a
work are gone. So what is going on? Berzerker from Sebastian Van Zaane. Warhammer Fantasy force of at least 1000
Have the HeroHammerers finally lost Here is also a sample from Droned points and get painting. The full rules for
it and gotten illusions of grandeur, Artworks that we will use in future the challenge can be found on:
replacing the originals with their own issues. You can find more from him at https://gjsworkshop.wordpress.
creations? No! Even though we are droned.eu com/2022/07/13/call-of-the-crown-2/
a bunch of badass rock’n’rollas we
are actually trying to comply with
Games Workshop’s guidelines for
fan magazines. So we cannot display
the Warhammer logo without using
a GW©™ logo. We also cannot use
any of their art, at all. So, inspired by
GW, we have changed everything into
something looking a little bit different,
in order to avoid intellectual propa…
intellectual probing… well, anything
intellectual really. To help you all out
we have made a small logo key here so
you can see what is what:
DRONED ARTWORKS

NEWS NEWS NEWS NEWS NEWS NEWS NEWS NEW


WS
NEWS NEWS NEWS NEWS NEWS NEWS NEWS NE
longer exist. Games like Warhammer so old sometimes, nobody remembers
Fantasy Battle - editions 3rd to 6th, them.). No pressure, just pure fun.
Rogue Trader, Warhammer 40k 2nd And you nkow what? This year some
edition, Gorkamorka or Warhammer of the Herohammer Fanzine Team will
Old West. be there! The event will take place on
September 30th to October 2nd 2022
During this weekend you can play in Warsaw, Poland, Wargaming Club
loose participation games, organised Adeptus Mechanicus.
campaigns and special scenarios. No
plans yet, but it’s going to be fun. Contact: gameoftravel@gmail.com
Everybody is welcome to join, just to
play or to run the game. The more the Tytus
Oldhammer Weekend Poland is a casual merrier. We don’t put the emphasis
event with no strict structure. It’s the on any kind of rivalry or so-called
7th edition of this event, where we will “powergaming”. We don’t follow the
go back in time and play games that no rules to the letter (Oh gosh, the rules are

CHRISTIAN CUELLO
From Friday, 5th of August - Sunday, like the pictures of the games we stared
7th of August this wonderful event we at in those various gaming magazines
all love will take place. Bring Out Your all those years ago before there was an DUTCH OLDHAMMER CON
Lead (affectionately and unfortunately internet.
known as ‘BOYL’) is a celebration of On October 29th the first Dutch
all things Oldhammer; old games, old And, whilst it gets harder to bring any Oldhammer Con will be hosted. There
miniatures, old ... well, people too! more definition to BOYL, you can rest will be a Warhammer 5th edition
They get together once a year to put on assured: Bring Out Your Lead is NOT A campaign, buy and swap, and many
amazing narrative games surrounded TOURNAMENT! gaming tables chock full of 90s goodies.
by these old rules and miniatures - just https://www.facebook.com/profile.
php?id=100083115763202

W
Do you have well-painted miniatures to share? Some house rules for a lost space
race? Or maybe you have a miniature company that fits the Herohammer style?

ARTICLES PAINTED MINIATURES


Want to share your thoughts on the best If you have some nicely painted miniatures to
hobby? Do you have amazing scenarios, show to the community and you like “old style”
house rules or incredible stories? Please publications, please send in your pictures. They
contact us by email. should be at least 1200x1200 px and 300 dpi, well-
lighted and a neutral or scenery background.
ART
If you have art related to the fantastic games herohammerfanzine@gmail.com
of THE Herohammer era THAT YOU want to
share, please contact us so we can show it in
the fanzine.

WS
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THE BLACK PLAGUE SCENARIO - 2

RETRIBUTION
By Joshua Van Zaane and Justin Wu
Please see issue 2 of the fanzine for the article covering the first scenario of the campaign.

Following on from our first game Justin and I played a 1000


point per side battle using the scenario that featured in the
SCENARIO DEPLOYMENT RULES
first issue of the fanzine. As this is the second scenario I would
like to present the rules, deployment map and terrain features After having played the first scenario there will of course be a
for you to try it out for yourselves. The points values for both winner and loser of that initial conflict. The rules for how the
armies are 1500 points as each scenario the total army points armies will deploy and play in this second scenario will be as
will increase by 500 points as outlined in the campaign rules in follows.
issue 2 of the Herohammer Fanzine.

Please also print out and play using the Strategy Cards that • The side that lost the initial scenario, 1000 points will
we created and designed for you to include into your games of be deployed in the central 18 inch square deployment
Warhammer Fantasy Battles in issue 2 of the Fanzine to enrich zone and will be the Defenders trying to hold back the
your games. But these are purely optional. In this scenario we aggressors as they try and wipe your forces out.
will draw three random Strategy Cards as we can take 1 card
per 500 points.
• If the Empire lost the last scenario, it will play as the
Defenders. The imperial forces have retreated to a small
CHOOSING THE ARMIES town ( 3-4 buildings and 12 inches of wall sections ) and
are waiting for reinforcements to arrive.
Forces are constructed at 1500 points using the regular
limitations for army composition found in the 4th edition
Armies books with the following exceptions for both the • If the Skaven lost the initial scenario then place enough
Empire and Skaven as stated below: terrain such as woods and difficult terrain to break up
direct charge lanes into the central deployment zone as the
area is forested and not an open field. As the Skaven your
1000 points will be trying to hold out until reinforcements
Attacker’s Army arrive from the mountain’s tunnel systems.

• The victorious army of the initial scenario will become the


• Mobile Warmachines only e.g. Steam Tank. Attackers in the scenario. Please divide the 1500 points
of troops into three 500 point divisions as they will be
deployed into the three (12 inches x 18 inches) deployment
• 1 Wizard Champion only. zones indicated in the map below.

Defender’s Army

• All type of Warmachines allowed.

• 1 Wizard Champion only.

HH4
THE BLACK PLAGUE SCENARIO - 2
ATTACKERS

12”
DEPLOYMENT
ZONE

12” 18” 12”

DEPLOYMENT
DEPLOYMENT

ATTACKERS
ATTACKERS

DEFENDERS

ZONE
ZONE

18”
18”
DEPLOYMENT
18”

ZONE

18”

DEFENDERS

12”
REINFORCEMENTS

DEPLOYMENT MAP

This deployment is to represent the attackers searching for the


fleeing army and then coming in from all sides to try and finish
VICTORY CONDITIONS
them off.
The Defenders have to hold out until the end of Turn 5 of the
As the Defenders in the scenario you will be at a disadvantage battle to win, and the Attackers have to overwhelm and destroy
as your initial force is only 1000 points. This is because a relief as many as the defenders as possible in the 5 Turn limit. Let’s
force is on their way to you and you will have to try and hold now look at each side’s victory conditions in more detail.
out till they arrive. The reinforcements are deployed in a 12
inch by 18 inch zone behind the Defending force, And when
they arrive is based on a dice roll made at the beginning of each
of the Defender’s turns. Attacker’s Victory Conditions:
Every enemy unit Destroyed or Fleeing off the table by
the end of Turn 5: 1 Extra Victory point in addition to
the normal VP’s for the unit.
TURN REINFORCEMENTS ROLL TABLE
Defender’s Victory Conditions:
For every Defending and Reinforcement unit that
has 5 models or more remaining by Turn 5: Gain 1
1 5+ Reinforcements arrive extra Victory Point in addition to the normal VP’s for
destroying enemy units.

Other Victory Points in addition to the ones above are


for capturing enemy standards, killing the enemy’s
2 4+ Reinforcements arrive
general and the normal VP’s awarded for destroyed
units. There are no points awarded for flank zones in
this scenario.

3 3+ Reinforcements arrive

Reinforcements automat ically Above all else, have fun when playing this scenario and let us
4 know how your games developed so far.
arrive

HH5
LOONIE BASHIN’
By Michael Becker
A Quick Play Game of (mostly) Random Luck
Every now and again, in between Waaagh!s, the Gobbos get
restless – what better way to kill time than by setting the
SETUP
Ball and Chain Loonies loose in a make-shift arena? Six 1. Both sides roll a d6. Re-roll ties until a winner is determined.
Night Goblin Fanatics are placed into a small arena. Once the The winner of the die roll has the initiative for the game and
Fanatics are let loose nobody has much control, but carnage places one obstacle (i.e., a pillar or tree, using a suitable terrain
shall happen, and if that fails then perhaps exhaustion at the piece, or you can use the player aid obstacle) anywhere outside
very least. the deployment zones, but inside the arena. The other player
then places a terrain feature outside of the Deployment Zones
REQUIRED and inside No Gobbo’s Land. The second terrain feature should
be at least 2 inches away from the first terrain feature.
• 3 Night Goblin Fanatics per side (use your own models or you
can use the player aids). 24”
• 2 small terrain pieces, such as pillars (dungeon setting) or
trees (outdoor setting) – each should be around an inch in 5”
diameter). You can use rocks, gems, cubes (you get the idea…). 1st. PLAYER DEPLOYMENT
• 2d6.
• A pack of playing cards.
• Play aids (found in this issue).
• Blu Tack (or other non-permanent sticky material).
• A few coins or other materials to mark the play area boundary.
• Tape measure or ruler.

PLAY AREA
14”

NO GOBBO’S LAND
The game is best played on a 2’ by 2’ board. The play area
is called the arena. On your table mark out the perimeter of
the arena using coins, rocks, or anything you might have on
hand. The Night Goblin Fanatics may never move beyond the
perimeter of the arena. If you wish, feel free to use other play
area sizes (e.g. perhaps you have a circular table). Smaller
boards will tend to make the game shorter. Larger boards will
tend to make the game longer (a 3’ by 3’ arena would be the
largest I would use for this game).
2nd. PLAYER DEPLOYMENT
PLAYER AID SETUP
Before your first game, print the player aid sheet on a colour
printer. Then with some glue (spray glue adhesive seems to 2. The player who won initiative places a Fanatic on their table
work best) carefully place the sheet on some thicker cardboard edge. The deployment area is within 5 inches of your table
(cereal card works great). Then cut out the various items. edge. Then the other side deploys a Fanatic. Keep going back
Each side chooses 3 Fanatics for their troop. You may choose and forth until both sides have deployed all three fanatics.
any combination of Fanatics. For example, you could have
one of each type, all 3 of the same type, or any combination 3. Each side should take one suit of cards (suit doesn’t matter)
you wish. With Blu Tack or some other adhesive, place the and shuffles them into a face-down stack. They will have cards
correct colour of base under the Fanatic model. The bases have Ace (value 1) through King (value 13). The Jack is considered
direction dials similar to a clock-face. The starting values for to have a value of 11 and the Queen a value of 12. The game is
all Fanatics are listed below: now ready to begin.
Type Movement Strength Dodge Rebound Base
Colour
JOSHUA VAN ZAANE

Skinny 2d6-1 3 4+ 3+ Blue


Fanatic (that ball
and chain
is heavy)
Regular 2d6 4 5+ 3+ White
Fanatic
Heavy 2d6+1 5 6+ 3+ Red (they
Fanatic go faster)

HH6
LOONIE BASHIN’

GAMEPLAY
LAUNCHING FANATICS:
1. The player with initiative chooses one Fanatic to launch. Roll
2d6 and choose one die. Your Fanatic will move in whatever
direction you wish for that many inches. The movement
value of the model is not used when launching Fanatics and
exhaustion (see below) does not occur if you roll doubles when
launching a Fanatic.
2. You can turn your Fanatic to face any direction after
launching.
3. You may not launch your Fanatic into a wall, obstacle, or any
other Fanatic.
4. If you cannot launch a Fanatic safely, it instead goes “splat”.
Yes, “splat” means it is killed.
5. The other player (i.e. the player which didn’t win initiative)

ÁNGEL SIGNES
then launches one Fanatic.
6. Alternate launching Fanatics until both sides have all three
in “play”.

BASHIN’ OTHER FANATICS (FRIEND OR FOE):


REGULAR PLAY:
1. The player who won initiative moves first. This player is If your Fanatic runs into another Fanatic, use the following
the active player. Your opponent will choose one of your non- sequence.
activated Fanatics to move. To clarify, two players are playing
(e.g. Zachary and Kieran). Zachary won the initiative roll. 1. The Fanatic stops moving immediately upon contact with
Kieran then points to one of Zachary’s Fanatics for Zachary another model, further movement is lost.
to activate. 2. The model which moved is the Attacker. The other model is
2. Next, the active player turns over and discards the top card the Defender.
of his/her deck. This is the direction the Fanatic will move 3. The Defender rolls 1d6 against their Dodge score to avoid the
(according to the dial on their base). That player also rolls 2d6 attack. Skinny Fanatics dodge on a 4+, regular Fanatics dodge
for the movement value. If the Fanatic is skinny, it moves 2d6-1. on a 5+ and heavy Fanatics dodge on a 6+. The owner of the
If it is a regular Fanatic, it moves 2d6. If the Fanatic is heavy, it model always rolls their own dice for dodging. Dodge scores
moves 2d6+1. Injuries or experience (see below) may alter this may be altered by injuries or experience (see below).
movement value.
4. If the Defender successfully dodges, the Defender must
3. If the flipped card was a King the player can choose to move move their own model up to one inch away from the attacker in
in any direction they wish. You can choose the direction after any direction. During this adjustment the model cannot touch
rolling the dice. Once this Fanatic has moved, the cards for the another model, wall, or obstacle. The Defender can have the
player who drew the King are re-shuffled and placed face down model face any direction after the dodge.
into a new draw pile.
5. If the model fails to dodge the attack, the attacker rolls 1d6
4. After movement, place an activation marker near the model. using his current Strength score and checks the following
You can rotate the model to face any direction you wish after Wound Chart:
each movement.
5. Once the active player moves a Fanatic, the other player Strength D6 Roll
becomes the active player following the same steps from 1 - 4. 1 2 3 4 5 6
Play keeps alternating between the two players. 1 Miss Miss Miss Miss Miss Miss
2 Miss Miss Miss Miss Miss Hit
6. If the active player already has all models activated this
3 Miss Miss Miss Miss Hit Hit
turn, their movement is skipped. The other player instead
4 Miss Miss Miss Hit Hit Hit
becomes the active player. Therefore, a player may get multiple
5 Miss Miss Hit Hit Hit Splat
activations back-to-back. This continues until both sides have
6 Miss Hit Hit Hit Splat Splat
activated all models.
7 Hit Hit Hit Splat Splat Splat
7. If both sides have activated all models in play, remove those
tokens, and go back to step one of Regular Play. Results: (darker green indicates starting Strength values for
fanatics)
EXHAUSTION – ROLLING DOUBLES Miss – no damage. Models stay where they are.
The balls and chains are quite heavy for even the strongest Hit – the Defending Fanatic is removed from the game and
Night Goblin Fanatic. If you roll doubles, your Fanatic has takes a permanent injury
become exhausted. Remove the model from the play area. The
Splat – the Defending Fanatic is dead and removed from the
Fanatic will recover without injury at the end of the game.
roster.

HH7
LOONIE BASHIN’

BOUNCING OFF WALLS AND OBSTACLES: D6 Injury


(Arena boundaries and trees or pillars)
1 Splat (the model dies / remove it from your roster).
If your Fanatic has run into a wall (i.e., the edge of the arena) or
an obstacle (i.e., a tree or a pillar) use the following sequence:
1. The Fanatic immediately stops once it hits the wall or obstacle. 2 -1 Movement (subtract 1 inch of movement to the
Further movement is lost. Movement score).
2. The model rolls 1d6 against its Rebound characteristic. All
3 -1 Strength (-1 to the Strength score) / if a Strength
starting Fanatics need to roll a 3+ to avoid potentially being hurt.
score becomes 0 the model goes Splat (i.e., dies).
Injuries and experience may adjust the current Rebound score. If
the roll is passed, your turn ends.
3. If the roll is failed, your opponent rolls 1d6 and consults the
4 -1 Dodge (deduct 1 from the current Dodge score (a
following Failed Rebound Chart:
3+ Dodge would instead be a 4+ Dodge)) / no Dodge
value may be worse than 6+.
D6 1 2 3 4 5 6
Result Safe Safe Hit Hit Hit Splat

5 -1 Rebound (deduct 1 from the current Rebound score


Use the Wound Table above to determine what happens. “Safe”
(a 3+ Rebound would instead become a 4+ Rebound)) /
is treated in the same way as a Miss result above. A “Safe”
no Rebound value may be worse than 6+.
model is not moved any further.

POWER SURGE:
If a Fanatic begins a movement touching any entity (i.e., an
obstacle, wall, or another Fanatic), it gains a burst of energy 6 Learning Opportunity – roll on Experience Chart.
(the poor fella is happy to be alive!). This is known as a Power
Surge. A Fanatic which suffers a Power Surge can move in any
direction it wishes. Do not flip a card. Roll 2d6 and then move
the Fanatic in the direction you wish. The Fanatic, however,
may not move into contact with the entity or entities it began
its movement phase with. If it is impossible to move in any way INJURIES
without coming into contact with the entity (entities) you were
If a model receives a “Hit” result during the game they will
touching at the beginning of the movement, the Power Surge
sustain an injury at the end of the game. Your opponent gets to
is lost and the Fanatic instead stays where it is. If the Fanatic
roll the injury on 1d6. Record the injury on the roster.
cannot safely move on its next turn, treat it as exhausted (see
Exhaustion – Rolling Doubles above).
MOVEMENT LIABILITIES FROM INJURIES:
SERIOUSLY – DO WE HAVE ANY CONTROL?
If a model is reduced to 0 or less movement when rolling for
Hey man, don’t blame me. Have you ever tried commanding its 2d6 movement, with or without modifiers, it is too tired to
an army of Night Goblins, let alone their Fanatics? Despite continue and is instead removed from the arena. It does not
their little brains, occasionally a Fanatic hears a voice from the have to roll for an injury at the end of the match, however.
crowd calling: “Dimbo, ya loon, yer goin’ da wrong way!” And
as such, the Fanatic, Dimbo in this instance, tries to re-align.
Once per turn you can flip an additional card to determine a EXPERIENCE
Fanatic’s movement direction. That Fanatic must go in this After each game, one Fanatic per side (randomized) earns an
direction instead. If a Fanatic also has a further re-draw (from MVP award. Each player rolls their own MVP. Roll 1d6. On a
the Experience Table) they can re-draw again as many times as 1-2 the award goes to the first model on your roster. On a 3-4
they have re-draws. To clarify this rule, a turn ends at Step 7 it goes to the second model on the roster. On a 5-6 it goes to
of Regular Play. the third. This award may go to Dead Fanatics; hooray – they
will be remembered by some fair Gobbo for at least another
VICTORY! day or two! If your MVP Fanatic is still alive after making any
injury rolls, it can now roll on the Experience Table. The player
Game turns are played until only one side has one or more owning the model always rolls their own experience.
models remaining inside the arena. The player with Fanatics
remaining wins. Each side must then check for injury and
experience. INJURIES AND EXPERIENCE IN MULTIPLES:
You can gain or lose multiples of the same injury or experience
reward over the course of many games. As you may have
observed, Strength 1 Goblins never hurt other models; they are
almost useless but maybe they can still outlast the others.
In fact, such models with exceptional or un-inspiring stats
become favourites (or rejects) of Gork or Mork – at least for a
short while!

HH8
LOONIE BASHIN’

D6 Experience CAMPAIGN GAMES:

1 Once per game may re-draw card for movement direc- Loonie Bashin’ makes a great club game in between rounds
tion / you may re-draw a single card more than once, or at the end of the night before things wind down. If you have
in the same phase, if the Fanatic has this Experience any Splat results you may replace this model with any type of
Reward multiple times. Fanatic (skinny, regular or heavy) before your next game. It is
easy to set up a knock-out tournament for the game as well with
2 +1 Movement (add 1 inch of movement to the Move- winners advancing to the next round. Don’t forget to take notes
ment score). on all the Splat results you dish out!!
3 +1 Strength (add +1 to the Strength score / a model
may never have more than 7 Strength). SCORN AND SHAME:
4 +1 Dodge (improve the current Dodge score (a 3+ If your Tribe ever receives 3 Splat results (yup, this would
Dodge would instead be a 2+ Dodge)) / no Dodge mean they all died) in a single game you can never use that
value may be better than 2+. Tribe name again. The embarrassment for that bunch is much
too great. Scorn and Shame will follow that Tribe and their
5 +1 Rebound (improve the current Rebound score (a 3+ Loonies should be forgotten for the rest of eternity.
Rebound would instead become a 2+ Rebound)) / no
Rebound value may be better than 2+.
6 Once per game may re-roll a 1d6 or 2d6 roll / this
re-roll may not be used on the Injury or Experience
Charts / you may never re-roll something more than
once.

HH9
QUICK REFERENCE TABLE

FAILED REBOUND CHART INJURY CHART


D6 1 2 3 4 5 6 D6 Injury
Result Safe Safe Hit Hit Hit Splat 1 Splat (the model dies / remove it from your roster).

WOUND CHART 2 -1 Movement (subtract 1 inch of movement to the


Movement score).v
Strength D6 Roll
1 2 3 4 5 6 3 -1 Strength (-1 to the Strength score) / if a Strength
1 Miss Miss Miss Miss Miss Miss score becomes 0 the model goes Splat (i.e., dies).
2 Miss Miss Miss Miss Miss Hit
3 Miss Miss Miss Miss Hit Hit
4 Miss Miss Miss Hit Hit Hit
5 Miss Miss Hit Hit Hit Splat 4 -1 Dodge (deduct 1 from the current Dodge score (a
6 Miss Hit Hit Hit Splat Splat 3+ Dodge would instead be a 4+ Dodge)) / no Dodge
7 Hit Hit Hit Splat Splat Splat value may be worse than 6+.

5 -1 Rebound (deduct 1 from the current Rebound score


(a 3+ Rebound would instead become a 4+ Rebound)) /
no Rebound value may be worse than 6+.

6 Learning Opportunity – roll on Experience Chart.

EXPERIENCE CHART
D6 Experience
1 Once per game may re-draw card for movement direc-
tion / you may re-draw a single card more than once,
in the same phase, if the Fanatic has this Experience
Reward multiple times.

2 +1 M (add 1 inch of movement to the Movement


score).
3 +1 Strength (add +1 to the Strength score / a model
may never have more than 7 Strength).
4 +1 Dodge (improve the current Dodge score (a 3+
Dodge would instead be a 2+ Dodge)) / no Dodge
value may be better than 2+.
5 +1 Rebound (improve the current Rebound score (a 3+
Rebound would instead become a 2+ Rebound)) / no
Rebound value may be better than 2+.
ÁNGEL SIGNES

6 Once per game may re-roll a 1d6 or 2d6 roll / this


re-roll may not be used on the Injury or Experience
Charts / you may never re-roll something more than
once.

HH10
12 1 12 1 12 1 12 1 12 1
11 11 11 11 11
10

10

10

10

10
2

2
9

9
3

3
4

4
8

8
7 5 7 5 7 5 7 5 7 5
6 6 6 6 6
12 1 12 1 12 1 12 1 12 1
11 11 11 11 11
10

10

10
2

2
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7 5 7 5 7 5 7 5 7 5
6 6 6 6 6
12 1 12 1 12 1 12 1 12 1
11 11 11 11 11
10

10

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2
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9
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4
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8
7 5 7 5 7 5 7 5 7 5
6 6 6 6 6
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7 5 7 5 7 5
6 6 6
INQUIRIES OF THE
INQUISITION
Ryogo Yamane - Rman
In this issue we see some examples from the Rman’s massive collection. Enjoy his
wonderfully painted armies and believe us if we tell you that we have left out some pictures!

HeroHammer (HH): So, how did you get your start into the (HH): Do you have any favorite rules?
miniature painting hobby?
(Rm): My friends and I preferred playing the English rules for
Rman (Rm): I first encountered Warhammer 5th edition in the 5th edition rather than the Japanese translated rules set. And
year 2000 in Japan. The Japanese version of Warhammer had in the early 2000s the 6th edition of Warhammer was released
unique and somewhat different rules from the English version in Japan, so we started playing 6th in our gaming group.
and was disliked by the enthusiastic fans who started Warham-
mer Fantasy using the English rules previously. However, I liked the 5th edition of the rules more than the 6th
edition, as 5th edition was more heroic, and above all, I loved
the metal miniatures of that era. So I have a collection of many
(HH): How different were those rules? 5th edition miniatures.

(Rm): In Japan, we use the metric system, so the battlefield was


relatively small. (HH): Are you planning any game of 5th edition?

(Rm): 5th edition was fun and these were the rules that I started
playing Warhammer with. I will surely enter the battlefield of
the 5th edition of Fantasy Battle again in the future.

Every detail in this picture is awesome. And yes, we know everyone is looking at that jumper!.

HH12
CHAMPIONS AND DEMONS OF SLAANESH GLISTEN WITH PLEASURE.

UNITS OF THE EXALTED CHAMPIONS OF CHAOS.

HH13
A DRAGON OGRE CHAMPION OF CHAOS A CHAOS WAR CHARIOT OF KHORNE.
BRANDISHING A WARHAMMER.

KNIGHTS OF SLAANESH RIDE OUT FOR CONQUEST AND GLORY.


HEROES OF THE EMPIRE, DEFENDERS OF THE REALM.

WIZARDS OF LIGHT, FIRE AND NATURE TO AID THE EMPIRE.


A MAGNIFICENT BEAUTIFULLY PAINTED EMPIRE ARMY.

THE PROUD AND MAJESTIC HIGH ELVES OF ULTHUAN.


THE DRAGON PRINCES OF CALEDOR.

HIGH ELVES, THE MASTERS OF MAGIC.


SPECIAL EDITION: THEMEHAMMERED
By Johannes Sørensen
An approach to an army of fantasy battles with some miniatures coming from a distant future where there is only war.

INSPIRATION
This issue was planned as an all about 40k and Orks, (the road
to hell is paved with good intentions - Ed.) so it’s only natural
that we should try and build an army in Warhammer Fantasy
Battle where you could use your 40K Ork models. This army
is by no means competitive, but it still provides a challenge in
army building, just of a different nature.

ARMY COMPOSITION

JOSHUA VAN ZAANE


I have looked at various editions of 40K Orks, and looked
to some of the 40K games that I’ve played in the past for
inspiration for my unit choices.

The Warboss is the most obvious pick for me, Black Orcs are
the biggest and meanest.

Ork Warboss (Black Orc Warlord) 140 pts A Mega Nob leads a Mob of 12 Nobz.
’Ard Armour (Armour of Fortune) 15 pts
Kombi-Burna (Hellfire Sword) 125 pts
Bosspole (Crown of Command) 50 pts Mega Nob (Black Orc Boss) 42 pts
Kustom Armour (Shield) 1 pt Mega Armour (Armour of Meteoric Iron) 25 pts
Choppa (Halberd) 2 pts
Total 331 points
Total 69 points
The Warboss is joined by a Mekboy, a Nob Leader and 19
Slugga Boyz Nobz Mob (12) (Black Orcs) 108 pts
Choppas (Halberds) 19 pts
Waaaagh Banner
Mekboy (Savage Orc Shaman) 59 pts (Standard Bearer with Gork’s Warbanner) 32.5 pts
Mek’s Tools (Great Weapon) 2 pts
Shoota (Bow) 2 pts Total 164.5 points
Total 63 points
Shoota Boyz with their Nob Leaders join the warband.
Slugga Boyz Nob Leader (Savage Orc Boss) 45 pts
Slugga (Additional Handweapon) 1 pt 3x Shoota Boyz Mob (8) (Savage Orcs) 156pts
Shootas (Bows) 48 pts
Total 46 points
Total 204 points
19 Slugga Boyz (Savage Orcs) 123.5 pts
Sluggas (Additional Handweapons) 19 pts 3 Shoota Boyz Nob Leaders (Savage Orc Boss) 135 pts
Shootas (Bows) 6 pts
Total 142.5 points
Total 141 points

HH18
MATHAMMERED - 40K ORKS IN FANTASY BATTLES

Gretchins follow their Mekboy master, dragging his without the Crown of Command. In this scenario, the magic
warmachines to battle. item helps survive combat. The Warboss will use his Kombi-
Burna (Hellfire Sword) in combat, and that could result in a
few deaths to your own Mob as well, meaning you risk losing
Grethin Mob (16) (Goblin Mob) 40 pts combat result. The unmodified leadership of 10 on break tests
Grot Blastas (Shortbows) 8 pts should help avoid unfortunate results on the Hellfire Sword
explosions. I chose the Hellfire Sword as it was the magic
Total 48 points weapon that most resembled a flamethrower effect that Orcs
& Goblins could use, and with a bit of lore to the character to
explain why it is melee only. Hellfire Sword is very expensive,
2 Big Gunz (Rock Lobber) 133 pts and very conditional as your attacks are limited without frenzy,
Killa Kan (Giant) 200 pts and the strength 3 hit not very potent. The Flail of Skulls, or
Morgor the Mangler are usually the better weapon picks for
Total 333 points a warlord, and Black Orc is maybe my third choice when I’m
selecting a warlord. My first choice is the Night Goblin Warlord
because of the cheap cost, and the Savage Orc Warlord as the
No proper Waaaagh is without a Weirdboy, and this one has second choice given the frenzy ability.
brought his own mini-Waaaagh with him.
The Warboss is rather low on protective items, but this was
also intended to mirror 40K concepts. In my experience, most
Weirdboy (Savage Orc Shaman Champion) 122 pts ward saves are 5+ or worse in 40K, and survival relies more on
Wyrdboy Stikk (Skull Staff) 35 pts armour saves. ‘Ard Armour (Armour of Fortune) is still a great
Brikk of Mork (Book of Ashur) 50 pts item for regular Fantasy games, but any general will require
more protection. This can achieved either through a magic
Total 207 points banner on the regiment your general is with: This could be
Banner of Defiance or Banner of Might (whether you build the
main regiment as offensive or defensive) or similar. This could
Lootas Mob (9) (Arrer Boyz) 67.5 pts also be a champion with a Black Gem, or a smaller regiment to
Big Shootas (Crossbows) 9 pts block the opponent’s line of sight to your regiment. In this case,
it’s a Slugga Mob Nob Leader (Savage Orc Boss) and a Mekboy
Total 76.5 points (Savage Orc Shaman) that provide additional minor protection
against enemy lords by dying to enemy challenges while your
Warboss keeps chopping at the enemy regiment.
Warbikers Mob (4) (Savage Orc Boar Boyz) 100 pts
Shootas (Bows) 16 pts While the unit has the ability to skirmish, making it more
40K-like, this is a major disadvantage in Fantasy as any skirmish
Total 116 points unit cannot use the leadership of the General or of any character
joined to the unit, negating the Boss Pole (Crown of Command)
besides for the Warboss himself. Though, if you still want to
Warbiker Nob Leader (Savage Orc Boss) 45 pts skirmish the unit to make feel more 40K, remember to have
Warbike (Boar),Shoota (Bow), Kustom Armour (Shield) 11 pts fun and go for it. The Mob is definitely not optimal, and added
to provide a mass of bodies to protect the Warboss. Adding a
Total 56 points banner would improve their odds significantly, but they are the
unfortunate Orks who have been selected to fight alongside the
Warboss and his Kombi-Burna. The Mekboy is there to give the
CHARACTERS: 913 POINTS Mob (except Warboss) a 5+ unmodified armour save, making
them tougher for the enemy, and the Hellfire Sword, to kill.
REGIMENTS: 951.5 POINTS Spears is competitive pick for equipment as that will provide
more attacks statistically, but it is not 40K-like equipment, so
WARMACHINES: 133 POINTS used additional handweapons to represent Sluggas that the Mob
will use in melee combat only just like their Warboss does with
ARMY TOTAL : 1997.5 POINTS his Kombi-Burna.

As mentioned, this army list is made entirely to provide a NOB LEADERS


shell for using your Warhammer 40k Ork models for a 2000
pt. Warhammer Fantasy 5th Edition game, so I have tried to I decided early on that I wanted to include as many Nob Leaders
make the list as varied as possible to allow you to display as as possible in this army. It is a concept I have thoroughly enjoyed
many types of models as possible, though I will go through the in the games of Warhammer 40K Orks that I have spectated,
potential changes if you desire a more competitive list. but it is by no means a tactical choice. Having so many Nob
Leaders increases the value of each of the expendable units
and provide little to none additional damage compared to their
THE WARBOSS AND HIS SLUGGA BOYZ MOB cost. You could also replace most of the Savage Orc bosses
with Savage Orc Shamans to make the units they accompany
Crown of Command is usually a good pick for Orcs & Goblins, tougher and provide some more magic, but I did not think it was
but mainly when you want to use a Night Goblin Warlord in the spirit of 40K to do so. This is one of the main areas in
and need that extra leadership. With a Black Orc Warlord which you can cut points to make the army more competitive.
standing in as the Warboss, his leadership should be enough

HH19
MATHAMMERED - 40K ORKS IN FANTASY BATTLES

over Rock Lobbers as they provide more tangible results and


NOBZ MOB WITH MEGA NOB they are cheaper to include leaving more points for Giants etc.,
Reading up on Choppas, it provides additional strength on or I would replace them with Goblin Wolf Chariots for more
the charge, if I understood it correctly. Boar Boyz with spears critical threats and damage potential.
came to mind, but I did not want to use spears, and my choice
for which unit to represent a Nob Mob was either Black Orcs
or Big ‘Uns. I settled on Black Orcs as their Meganob would WEIRDBOY
also render them immune to animosity. Halberds seemed the
As every Fantasy army requires a spellcaster (or anti-
better fit for Choppas, and gave them the Waaaagh Banner
spellcasting) to function, so does every Ork army feel
(Gork’s Warbanner) for some additional punch. This unit is
incomplete without a Weirdboy. Night Goblin Shamans are the
meant to protect the flank of the Warboss and his Mob and
best picks for Orcs & Goblins spellcasting, but did not fit the
potentially flank the enemy given the opportunity. This is
theme of the army. They are considered the best because of
another unit that’s easily replaced. There are many other units
their cheap cost and particularly their magic mushroom ability
on the roster that fills the support role for the main regiment,
to draw an additional D6 worth of Winds of Magic. Savage
some do it cheaper, others more efficiently. The most efficient
Orc Shamans are the second best pick, allowing more Winds
support unit which can also act as a secondary main unit is
of Magic to be restored and the ability to improve Savage
the Killa Kan (Giant). Extremely powerful unit, and with the
Orc armour saves. The magic items for this character are still
Boss Pole (Crown of Command), the main downside of Giants
thematic, but also quite useful in a Fantasy game. The Brikk of
(leadership) is counteracted.
Mork (Book of Ashur) gives you access to an additional spell,
and in case you fear losing the ability to cast spells (by your
Orcs being reduced to less than 10 models or your Goblins to
SHOOTA BOYZ MOB less than 20 models) you can simply choose a different spell
This was a unit that seemed essential to building a 40K Fantasy deck. The Wyrdboy Stikk (Skull Staff) gives you improved
army. All 40K units act in skirmish-like formations. Since protection against enemy magic with the +1 to dispel.
Savage Orcs can skirmish and carry bows; this seemed the
perfect choice for Shoota Boyz. This is the only advantage of
this unit, and I would rarely use this setup in a competitive LOOTAS MOB
match. These can be replaced easily by more tactical choices.
Arrer Boyz are rather strange. It is a cheap and tough source of
ranged crossbows, but they suffer from Animosity, and they are
on 25mm bases, making it more difficult to field more units on
GRETCHIN MOB the battlefield as they take up more space in a line than 20mm
No Orks army is complete without Gretchins to do all the dirty bases would. Strategically, I am on the fence for Arrer Boyz,
work. In Fantasy, Goblin Mobs still have use. This is usually but given that the Night Goblin/Giant build appears to be the
to carry additional banners besides your main regiments. It’s tactic, this unit is rarely chosen. However, I have played quite a
a cheaper way to include supportive banners such as Banner bit of Dawn of War in my time, and Lootas were my favourite
of Sorcery or Storm Banner, and can protect your units from unit during those years. These can also be replaced to optimize
enemy charges or hold table quarters. Normal equipment would the list to your playstyle.
be spears to provide additional attacks, but shortbows represent
Grot Blastas fairly well. Finding the points for a supportive
banner or altering the unit size would be a good choice for most WARBIKERS MOB
Orcs & Goblins armies.
Another iconic 40K unit that I felt I had to bring in the list to
fit the theme. Savage Orc Boar Boyz have some great stats on
paper, though I have yet to field them in a game where they did
KILLA KAN AND BIG GUNZ not end up being counterproductive to my battleplan, because
of their additional movement leading to some awkward
The Killa Kan (Giant) is probably the best unit on the Orcs & frenzied charges, and regular Boar Boyz lose leadership from
Goblins army roster. You have no restrictions on the inclusion being mounted on boars, making them reliant on items such as
of giants besides total points allowance. While many of the Crown of Command, forcing your army setup to accommodate
Giants abilities appear to be strong, it’s Yell & Bawl that is the the Boar Boyz rather than the other way around. I cannot
best by far. Automatically winning combat by 2 is indredibly recommend Savage Orc/ Orc Boar Boyz as a tactical pick.
powerful, and as mentioned in the Night Goblin issue, the
Giant’s attack is chosen by the player and not determined I hope you all enjoyed this branching off into Themehammer,
randomly. The Giant is tough enough to survive combat, which as I tried to field a 40K army in a Fantasy army list. I definitely
is why Yell & Bawl is the best option. Jump up and down can had fun trying to find the right units to fit the theme, and if
also be useful, but it is more conditional. This is unit you can you decide to play this composition or a variation of your own
add more of to make the list more competitive. 2-3 Killa Kans making, I would love to hear your thoughts and to see pictures
(Giants) seem to be the optimal count for 2000 point armies. from that game. You’ll find me hanging out at The Crown of
Big Gunz (Rock Lobbers) are not very strong. They are Command Podcast Community or at the Flail of Skulls Podcast
extremely inaccurate because of scattering, and even with Community.
artillery such as the Doom Diver Catapult, it is not enough
for the unit to make back its points cost. Artillery should Until the next challenge,
always earn their keep as they are sure to die during the game,
usually in turn 1 or 2, if your opponent knows what’s best for Have fun,
themselves. They can do damage if they manage to luck out
on the Scatter Die, and so still remains a threat that must be Johannes Sorensen
dealt with. In a tactical game, I would prefer Bolt Throwers Flail of Skulls Podcast

HH20
GUTRIPPA TANK

Nuffin’ sayz Ork quite like a bit ov vehicles. So get our yer spannerz and prepare for a tour
of the garage here at c0wabunga towers. Arf course everyfink iz red, so theyze go fasta.
If dere’s one thing dat both Vikings and Orks can agree on, dat’s it! Uvver dan dat we can
agree on a good skuffle!

So, Orktober they said! Well, I have been an avid collector other vehicles/spaceships the Orks had it. The Orks were
of the greenskinned menace in 40k for a long time. I think, particularly fun to play in 2nd edition 40k, since they had
that the ragtag, post apocalyptic style of their vehicles has an ample supply of seriously varied weaponry and most of
a tremendous amount of appeal. To me, scratch building it was totally unreliable. Also, for a long time 2nd edition
vehicles was always at the core, or at least very close to it, was the only edition in which the Greenskins could go toe
in the Ork army of any of Games Workshop’s games, from to toe with anything else... at least on my watch. In recent
40k to Gorkamorka. I have tried my share of Ork armies years Games Workshop have released kits for more or less
in Epic, Battlefleet Gothic, Warhammer, and of course everything in the Ork army, from stompas to aeroplanes.
2nd edition 40k. From rules stating that you could fit as Ev en so I am sure that kitbashing and breaking the molds
many models as actually possible on their Battlewagons, is as much a part of Orkiness today, as it ever was. Now
over discarding grot casualties, to rules for ramming for this ChopShop I wanted to show you some of my Ork

“The Gutrippa tank - no proper Ork Warlord ever goes waaaghing without at least one.”

HH21
DR. THE VIKING’S CHOP SHOP - ORK TANK

scratch built/kit bashed vehicles. I have been building for added some addtional boiler plates, and then made a gun
many years, but you can never have enough. Even when it from an old a pen.
feels like a gudwun, you always want to build one more. I The engine was constructed adding together a few bases,
had the luck of inheriting a vast pile of Tamiya models and some round cardboard tube and some plastic card tube...
these have served me well as basis for Ork vehicles (I am
sure the former owner would disapprove mightily! But alas
– you can’t let that get in the way).

Here I have built an Ork tank based on a Tamiya M42 Duster


in 1:35 scale. The first thing I did was to strip the hull of the
“scale-indicating” bits and bops that I could find and could
not find peace with. Next I pulled off a few of the wheels
and added
a few
wooden
wheels in
stead. On
the other
side I
added a few
alternative
w h e e l s The engine should be huge and super imposing. Especially to grots
made with and other weedies. An ear-splitting motor noise is compulsory.
Tamiya model kits - The source of many a Mekinaks washers
wildest dreams. and and oh and a couple of lids from some orange juice. Again I
bitz. After added a few boiler plates just to break up the surface.
this I added a strip of plastic card as armour plates for the The main inspiration for this tank was the Epic scale
wheels. I filed lines along the strip to make it look like it Gutrippa tank. This tank doesn’t have a Dethrolla, but
was several plates being added one after another. I clipped instead sports a pair of claws. I had a few claws lying about
away a few chips to make it look a little battle-worn. The from another conversion I did on a Defiler of Chaos. This
plates will get a bullet holes and mud before painting, but is of course a bit of a cheat, as the claws are just ready to
go... I did go through the trouble of removing the Chaosy
emblems and so on before sticking them on. The tank was
really starting to come together now, and the only thing

A few battlefield repairs in the form of wooden wheels make an Ork


tank run a lot longer.

I prefer to do this at a later stage when the whole vehicle is


assembled so you can better gauge what is needed where.
Next, it was time to add a turret. Now, Ork technology
shouldn’t look too round and sleek, so using the M42 turret
was out of the question in my opinion. Instead, I opted
for a turret made from cardboard in a sheet metal style. I

A good set of cross hairs is vital if you are to hit the enemy on the
battlefield.

that lacked was ALL the stuff that makes it living (apart
from weathering and battle damage of course).

In my pile of potential (I much concur with Ramshackle


Curtis’ on the renaming of the pile of shame) I found an
Ork with a suitably bossy attitude to be in control of the
vehicle.
The turret of an Ork tank is not meant to turn. It should just point Lastly, I added all the bits I could find that would make
straight at the enemy. At all times. sense on an Ork tank. These included a chopped-off

HH22
DR. THE VIKING’S CHOP SHOP - ORK TANK

Battle damage added with firecrackers, and a Snotling “graphiti art-


ist” hiding out on the side.

hand, some tools, lots of empty beer cans and some kind
of proforma hatch. I added a small nitro booster with a
button installing in a human skull as well. With these
things in place I was starting to get really happy with the
vehicle and all that remained was a lick of paint. Unlike
my Chaos army, I paint my Orks in a much more weathered
and dirty look. When building the tank I had made sure
that everything could be taken apart for painting. So the
turret, Ork, hatch and so on all came off. Painting is very
Details add life to the model. Beer cans, nitro booster, and tools to
easy for this type of thing, I go for a brown undercoat with
boot. zenithal “dusting” of a lighter spray colour (desert brown.)
As a final note I thought I would show a few of the other vehicles from my army. One is made from a downed
Space Wolf Land Speeder (kindly donated by Michael Mork). It has received some Ramshackle Games tracks
for upgrades. The other buggy is based on a T-34 1:72 kit.

Another Ork buggy. This time kitbashed from a T-34 1:72 kit. Ork buggy kit bashed from a Land Speeder with Ramshackle
Games parts.

One of the weirder pieces from the army – an Ork hovercraft. A former shampoo bottle, with Transformers toy bits and a healthy amount of
coffee capsules and bottle lids.

HH23
By Marcel Josch
In this article Marcel explains what were the reasons for choosing the Hig Elf army and how he
approached this challenging task of painting it, including the gemstones!

THE BEGINNING
I chose for the Crown of Command painting challenge the 2000
points High Elf army box I got from one of my club mates.
The first step was to find the right colours to paint them. At
first I wanted to paint them in my preferred colour scheme, like
wooden spear shafts. But after going through the 4th edition
army book and seeing some painted Elves in the Herohammer
style on Facebook, I said to myself, these miniatures have to be
painted in the true 90 style, with red spear shafts! So I made a
colour reference for myself, because I don’t hate nothing more
as to remember what colours did I use for this part of a minia-
ture after a longer break.

I went for the rank and files first. So in the first month archers,
followed by the spearmen. I even painted more of these to have
enough miniatures for the scenario from the 4th edition box
set. One of the real challenges for me was to get pennants for
the Silver helms and Dragon Princes. There are no High elf
pennants in the army books. So I used the pennant from the
wood elf general as a general guide and made my own. Without
the challenge and all the support I would never have been able
to paint so many miniatures and finished my first Warhammer
army ever. So a big thank you to Joshua and Jesse to host the
challenge and the whole community for their support!

HH24
HIGH ELF PRINCE TYRION’S
EXPEDITION FORCE

T he storm had passed and made way for a cold and foggy morning. Prince Tyrion surveyed the remnant of his
once proud expedition force. They had left the port of Lothern with a grand fleet of fifteen ships. Now only
the wrecked remains of three lay behind him on this miserable coast of the Border Princes. He had been given
orders to restore a powerful magical artifact from one of the ruins of an elven city here on the coast. The city
should be near. The storm hadn´t pushed them too far off course. He hoped the other ships were only scattered
and not lost at sea. He could still hear the cries of drowning kinsmen during the stormy night, but it had been too
dark to see anything but water and mist. He had the experience of his crew to thank for making it out alive. And
now he was here...

“We have only found one bolt thrower, sire. The others all seem to have been lost.” Yanadriel stepped beside the
prince, his armor shining and his loyal Pegasus Hanllor not far behind. “Thank you. Then one will have to do the
job.” The prince furrowed his brow, deep in thought. But as he watched a unit of Phoenix Guardsmen march past
him, the lines on his face smoothed out. No, not all was lost. These were good men. His men! Loyal to the very
end. “Yanadriel, muster the troops, we will march in one hour!” There was no hesitation in his voice now, only
faith. “Very well, sire. I will see to it!” Yanadriel saluted and hurried away, the Pegasus at his heels. One hour later
everything was ready. The officers and banner bearers were standing before their respective units in full marching
order. The only remaining chariot was positioned at the front beside Yanadriel, a little battered by the rough land-
ing, but still a powerful weapon. Behind them were the Silver Helms on their proud Elven steeds, commanded
by Erol, youngest son of Arturael. The trampling of hooves left no doubt that these riders were eager for battle.

Eager to show the Old World the power of Ulthuan once again. They were followed by the sole remaining bolt
thrower, guarded by the Phoenix Guard. Next came the core of his small army, spearmen commanded by Maln-
yarac and archers led by Filderel the Swift. The rear was made up of a small unit of Swordmasters and a few Drag-
on Princes on horseback. He took in the sight before him and felt his heart swell with pride. Seeing the banners
of the High Elves unfolding in the air of this land once again felt good. It felt… right. He swore then to recover
the artifact and show no mercy to anyone who dared to oppose him. With this thought in mind he gave the order
to move and the sons of Ulthuan marched from the coast and straight into legend...
DESCRIPTION
DRAGON PRINCES WITH A DIFFERENT PAINT SCHEME. THE SPEARMEN LED BY THEIR CHAMPION MALNYARAC
UNDER A COLOURFUL BANNER

ARCHERS LED BY FILDEREL THE SWIFT AND PRINCE TYRION ON HIS TRUSTED MOUNT MALHANDIR
DESCRIPTION
THE BOLT THROWER IS A FEARSOME
WAR MACHINE, WITH 13 GEMSTONES

HERO YANADRIEL ON PEGASUS HANLLOR

TRUSTY PHOENIX GUARDSMEN

EROL, SON OF ARTURAEL WITH HIS SILVER HELMS AND THE CHARIOT OF TIRANOC
WORKSHOP
DEFENDED OBSTACLE!
By Ted Gunnarsson
In this article I will take a closer look at linear obstacles and how they work in Warhammer
Fantasy 5th edition. Also included are some ideas on how to build a few different types of ob-
stacles for your gaming table.

Linear obstacles such as fences, hedges, walls and barricades 19). This means that a large unit can potentially spend several
can provide both benefits and major drawbacks in your games turns trying to get over a hedge! While the unit is divided by
of Warhammer Fantasy. For a defending unit the ability to an obstacle it cannot turn, wheel, or change formation. If the
only be hit on 6’s until they lose a round of combat is huge obstacle is located in difficult terrain, for example a stone wall
(see the “Defended obstacle” rule on page 35 of the 5th edition inside a wood, then the unit must first half its movement (for
rulebook)! Obstacles such as hedges and walls block line of being in difficult terrain) and then half it again when crossing
sight over level ground, but models standing right next to an the obstacle. If we take the example above, a Movement 4
obstacle can be seen and shot at (and shoot back!) (p. 25). A model would move 2” through the wood and then be forced to
model that stands behind an obstacle benefits from being in give up 1” to cross the stone wall. Needless to say, this is not a
cover from shooting attacks. This can either be a -1 to hit for situation you would want to find yourself in!
soft cover such as hedges or a -2 for hard cover such as walls (p.
27). These rules combined make linear obstacles really useful There are some creatures in the game that can ignore the
for a defending army, but at the same time they can really slow movement penalties of obstacles, such as the plethora of
down an army on the offensive. In order to cross an obstacle a ethereal units in Warhammer Armies: Undead. Models that can
model must give up half of its movement, and a unit continues to fly are able to move straight over all kinds of terrain and thus
suffer this penalty as long as any model is still crossing over (p. they ignore obstacles altogether. Flyers also have the added

A sneaky unit of hobgoblins archers protecs themselves behind a stone wall

HH28
MODELLING WORKSHOP - DEFENDED OBSTACLE!

advantage of not requiring 6’s to hit troops behind a defended


obstacle (p. 72). If you find yourself facing a lot of defended MATERIALS TOOLS
obstacles it would therefore be a good idea to include some
flyers in your army. Chariots, on the other hand, would not be a Balsa wood Hot wire cutter
good choice as they suffer a nasty D6 S6 hits if they move over Craft knife
any obstacles or difficult terrain (p. 75)! PVC foam Lichen
Scouring pad Brushes

BUILDING OBSTACLES Various bitz Ruler

Below I will provide some ideas on how to build four types of Paints
obstacles for your gaming table. I will also suggest some rules
for how they could work in the game.

BASING YOUR OBSTACLES


I started out by cutting out 1” wide and 6” long strips of 3 mm
thick PVC foam board (also known as “expanded PVC foam
sheet”). Based on a suggestion in WD197 I decided to cut the
edges of the bases at a 45-degree angle, so that it’s easier to
create corners (for example if you want to put a square fence
around a house or orchard). The next step was to bevel the
edges with a sharp knife.

In the game
Wooden fences are obstacles, but since they provide little in the
way of substantial protection, I would not count them as soft or
hard cover. Nor should they block line of sight.

HEDGE
Materials: Lichen, Scouring pad, PVC foam
I assume hedges would be a pretty common sight in the Old
World, primarily in areas with a lot of fields and pastures. I did
not want my hedges to look like neatly trimmed garden hedges,
WOODEN FENCE so instead I aimed for a wilder and more unkempt look.

Materials: Balsa wood strips, PVC foam


The humble wooden fence is a wargaming classic, so I just had
to build a few pieces! I would imagine fences like these can
be found throughout the Old World, from Bretonnia to Kislev.

I began by cutting four pieces of balsa wood for the posts,


around 20 mm long. I then took strips of balsa wood and glued
them to the posts. I decided to add a damaged plank for some
variety. I sprayed the fence black and painted it with a bone
colour, followed by a black wash. This gave a sort of weather-
beaten look. The base was painted brown and flocked green.

Hedges can be made with a lot of different materials such as


pan scourers, moss or clump foliage. In this example I will
use two different materials to create two variations of bushes:
lichen and a scouring pad. I began by cutting or tearing out
patches of the material and trimming them so that they would
fit on my bases. I then sprayed them with brown paint. Once
dry I sprayed the bushes with clear varnish (to create a tacky
layer) and sprinkled them with various shades of flock. I used
a dark green flock for the lichen and a lighter green for the
scouring pad. When the varnish had dried, I glued the bushes
to the already flocked bases.

HH29
MODELLING WORKSHOP - DEFENDED OBSTACLE!

This adds texture to the foam and roughens up the edges a bit.
After that it was just a matter of gluing down the stones and
building up the layers. Once the glue had dried, I sealed the
foam with a layer of ModPodge (you could also use watered
down PVA). When the seal had dried, I sprayed the wall black.
I painted most of the stones grey, with some being picked out in
a darker or lighter shade for a bit of variety. I followed up with
a black wash and a bone color drybrush. The base was then
painted brown and flocked green.

In the game
Stone walls provide good protection for anyone standing
behind them, so they count as obstacles with the hard cover
rule (-2 to hit).

In the game WOODEN PALISADE


Hedges are quite clearly defined in the rules, so I would regard Materials: Balsa wood, various bitz, PVC foam
them as obstacles with the soft cover rule (-1 to hit). Orcs aren’t exactly renowned for their architectural skills, but
if they were to build some fortifications, they would probably
use whatever materials they had laying around. In this case lots
STONE WALL of wood!
Materials: XPS foam, PVC foam
Wherever stone is plentiful there’s bound to be some stone walls
around! I imagine there would be a lot of areas in Bretonnia or
the Empire with rocky soil, so a few stone walls would not look
out of place on a battlefield in either of these realms.

As with any terrain piece made for Orcs, this one was a lot of
fun to build! The main part of the obstacle consists of sharpened
tree trunks buried in the ground, and these were made from
balsa wood (you could also make them from whatever dead
twigs or branches you can find outdoors). I also took some
square and rectangular shaped balsa wood and made rough
Stone walls can be made in a variety of ways, but I decided to planks and beams that I imagined the Orcs had repurposed and
make mine out of XPS foam since it is lightweight and easy to added to the palisade. An old wooden wheel sculpted in clay
work with. I used my hot wire cutter to make small pieces of completed the piece. A build like this is the perfect excuse to
foam that looked roughly like stones. I based the look of my raid your bitz box!
walls on an old set of walls from GW, so I also needed some
pillars to put on the ends of the sections. When I was happy Once I was happy with the look, I undercoated it black. I started
with the amount of XPS stones I chucked it all in a jar along by painting everything with a bone colour, and then I went back
with a few sharp-edged stones and shook it vigorously!

HH30
MODELLING WORKSHOP - DEFENDED OBSTACLE!

and painted the bark areas on the trunks with a greyish brown. Gates allow troops to move through the obstacle unhindered,
I washed everything with black, and once that had dried, I and they will count as unlocked unless otherwise agreed (p.
applied a heavy drybrush of the bone colour on the wood parts. 19). If there are a lot of obstacles on the table gates have the
I then went back and did a lighter drybrush on the bark parts. potential to become important objectives to take or defend,
The final detail was the metal parts of the old wheel, and I tried since they allow for quicker movement. They can also become
giving it a rusted look using brown wash over the silver paint. deadly bottlenecks and troops bunching up to move through
The base was then painted brown and flocked green. them can find themselves a prime target for missile troops and
war machines. This raises some interesting tactical challenges
In the game as well: do you aim for the gates to advance faster, but risk
marching into a trap? Or do you ignore them and attempt to
Since the palisade is rather sturdy, I would count it as an cross elsewhere?
obstacle with the hard cover rule (-2 to hit). If you are feeling a
bit adventurous you could give the defending troops the ability
to strike first when charged due to the sharpened wood slowing
the attackers down. This would of course make it extremely
difficult to shift a unit occupying these obstacles!

FURTHER IDEAS
If you want to limit the impact that obstacles have on movement,
you could make a few pieces with gates. In the example below
I have added a wooden gate to a hedge.

HH31
2022 EDITION
A COMPLETE SUCCESS!
HeroHammer Magazine is proud to announce that the Golden Hammer
painting competition was a huge succes. We received fifty-five entries from
fourty-two different painters, each more talented than the next. It took several
voting sessions, many debates and the occasional Goblin going “Wheeeee!”
after he had been thrown across the room by one of the judges in a fit of
rage and frustration, but a winner has been determined. Congratulations,
Bo Westergaard, on winning the first ever Golden Hammer! Your slayers
do Grimnir proud. May they bring you much success (or at least find an
honourable death) on the battlefield.

And now, without further ado, the categories, winners and entries of the
Golden Hammer!

THE CATEGORIES
• Fantasy single miniature (Warhammer, Mordheim, Blood Bowl, Warhammer Quest and so on)

• Fantasy Unit (10 or more 20/25 mm based models, 5 cavalry or 3 or more 40+ mm based
models)

• Fantasy Monster

• Sci-fi Miniature (Warhammer 40,000, Necromunda)

• Sci-fi Squad or Gang (10 or more models, and 5 for bikes)

• Sci-fi Vehicle

• Single miniature for small scale games (Man O’ War, Epic 40,000, Warmaster, Battlefleet Gothic)

• Unit for small scale games (5-10 pieces in a coherent unit)

HH32
GOLDEN HAMMER PAINTING COMPETITION

Golden Hammer Winner and Fantasy Unit 1st place by Bo Westergaard.

HH33
GOLDEN HAMMER PAINTING COMPETITION

FANTASY SINGLE
MINIATURE
Fantasy Single Miniature 1st place by
Bo Westergaard (right).

Fantasy Single Miniature 2nd place by


Georg Damn (bottom).

Fantasy Single Miniature 3rd place by


Fredik Lybek.

HH34
GOLDEN HAMMER PAINTING COMPETITION

FANTASY MONSTER

Fantasy Monster 1st place by Andrew


Macdonald (above right).

Fantasy Monster 2nd place by Marek


(bottom).

Fantasy Monster 3rd place by Bo


Westergaard (right).

HH35
GOLDEN HAMMER PAINTING COMPETITION

FANTASY UNIT

Fantasy Unit 2nd place by Johan Philipsen.

Fantasy Unit 3rd place by Ryan M.

HH36
GOLDEN HAMMER PAINTING COMPETITION

SCI-FI SINGLE MINIATURE


Sci-Fi Single Miniature 1st place by Patric Sand (right).

Sci-Fi Single Miniature 3rd place by


Alberto Barriales (bottom right).

Sci-Fi Single Miniature 2nd place by Florian Weinheime.

SCI-FI UNIT

Sci-Fi Unit 1st place by Albert Nguyen.

HH37
GOLDEN HAMMER PAINTING COMPETITION

Sci-Fi Unit 2nd place by Bryan Collins.

Sci-Fi Unit 3rd place


by George Frey.

SCI-FI VEHICLE
AND MONSTER
Sci-Fi Vehicle and Monster 1st place by Alberto
Barriales.

HH38
GOLDEN HAMMER PAINTING COMPETITION

Sci-Fi Vehicle and Monster 2nd place by Ryan M.

Sci-Fi Vehicle and Monster 3rd place by Alex Dingle.

HH39
GOLDEN HAMMER PAINTING COMPETITION

SINGLE
MINIATURE
FOR SMALL
SCALE GAMES

Single Miniature for Small Scale Games 1st


place by Bo Westergaard (top right).

Single Miniature for Small Scale Games 2nd


place by Ryan M. (middle).

Single Miniature for Small Scale Games 3rd


place by Jamie Searl (right).

HH40
GOLDEN HAMMER PAINTING COMPETITION

UNIT FOR SMALL SCALE GAMES

Unit for Small Scale Games 1st place by Florian Weinheimer.

Unit for Small Scale Games 2nd place by Ryan M.

Unit for Small Scale Games 3rd place by Jamie Searl.

HH41
GOLDEN HAMMER PAINTING COMPETITION

GOLDEN HAMMER ENTRIES

Flame Cannon Dwarf crewman


by George Frey.
High elve mage by Patric Sand.

Wood elve hero by Kototama.

Chaos Knight by Mikołaj_Bołtuc. Dwarf Hero by Georg Frey.

HH42
GOLDEN HAMMER PAINTING COMPETITION

Blood Bowl Trollslayer by


Andrew Mcdougall.

Shaman beastman by Jörgen


Karlsson.

Tanquol by Michał Owczarek.

Bertrand the Brigand by Ryan M. Fanatic by Lee Cheney.

Adventurer by Fredrik Lybek.

Night Goblin by Lee Cheney. Night Goblin by Lee Cheney. Verminlord by Michał Owczarek.

HH43
GOLDEN HAMMER PAINTING COMPETITION

JOSHUA VAN ZAANE


Albion Giant Cachtorr by Justin Pritchett.

Great Unclean One by Alberto Barriales.


JOSHUA VAN ZAANE

Dwarf spearman unit by Mikołaj Bołtuc.

HH44
GOLDEN HAMMER PAINTING COMPETITION

Skaven plague monk unit by Michał Owczarek.

Night Goblin archers unit by Lee Cheney.

Bertrant the Brigand and the Bowmen of Bergerac by Georg Frey.

HH45
GOLDEN HAMMER PAINTING COMPETITION

Corbulo by Tom Reynolds.

Bugman’s Rangers by Paul


Laycock.

Lothern Seaguard by Patric Sand

High elf spearmen by Damien. Noise Marine by Martin Tain Taylor.

HH46
GOLDEN HAMMER PAINTING COMPETITION

Genstealer Patriarch by Alex Dingle. Catachan missile launcher by Sandro Molteni.

Ratskin by George Frey. MAN O’ WAR pirates by Alberto Barriales.

MAN O’ WAR empire by Alberto Barriales.

HH47
SEA OF SLAUGHTER
With Joshua Van Zaane and Marcel Josch
A short review of the first battle from the Man O’War campaing by Marcel Josch

The High Elf Fleet was under full sails, making good speed they showed towards her, only because she was more driven
along the coast of the Border Princes. That was the name the to the sea and not to magic lore or the ongoing intrigues of the
humans called it now. The Elven name this region once had was nobles. Here, nobody sneered at her. No, she was respected as
long forgotten, even by the Elves. Maybe the Dwarfs still had a fearsome admiral. Some Elves would go as far as to call her
a record of it, somewhere in one of their countless chronicles. hot-headed. The Dwarfs called her the Red-winged Sea Eagle
High up in the clear blue sky sea eagles were circling in long of the Black Gulf. She always forgot how it was pronounced in
spirals, looking for their prey. This was a good omen, and it their language and she feared the Elven translation didn’t do
seemed remarkably similar to the mission the Elven fleet under it much justice. They respected her skills, and her ships were
the command of Sea Lady Sindara Sunlight had. They too were even allowed to throw anchor in the shadows of the mighty for-
looking for prey. All kinds of enemies, from the pirate ships of tifications of Barak Varr. An honour only ever bestowed upon a
Sartosa, to Orc hulks, to their hated fallen kindred, the Druchii, handful of Elven Admirals. 
were cruising these waters. Sindara was tasked with protecting
the trade routes by sea to the old Dwarf port of Barak Varr. The With some amusement she watched from her vantage point as
old city was a stronghold of security and stability in this cha- her Mage, Simonis, walked clumsily over the deck, his arms
otic and lawless country. The petty kingdoms of the humans, loaded with books and scrolls. The young Mage had a lot of
the so-called Border Princes, were coming and going so fast, pressure on his shoulders now. His master, the Mage Lord Ad-
nobody cared to write down their rulers. Sindara wondered if lasan of the Silver Tower, had gotten killed in their last engage-
even the Dwarfs bothered with that tedious task. Nevertheless, ment with the enemy, a big Orcish fleet. Before the batteries of
the trade routes had to be protected; Elven merchant ships still her eagle claws could hammer the Orc hulks to splinters, the
headed for Barak Varr and its goods were still in high regard in Orc shaman on his Wyvern had killed Adlasan in a magic duel.
the courts of Ulthuan.  The heavy loss still hurt all the Elves in her fleet and it had
taken a big toll on morale. 
The cool wind carried the taste of seawater. She could feel it
blowing strongly all around her, tousling her long red hair as “Sails ahead!” the lookout shouted. “Looks like ships of the
she stood, legs apart, on the bridge of her flagship, the Child of Ratmen, Milady!” Very well, a fight against these creatures of
Rilgaur. This Dragon Ship was named after one of the famous Chaos was just the right thing to bring her crew back on track.
old dragons of Ulthuan. Her father had gifted it to her as a “All right! Signal the fleet! Battle stations everyone and man the
farewell present a long time ago. Till today it was the last one Eagle Claws!” with a last glance into the sky she watched as one
of its class built in the wharfs of Utlhuan. Although many years of the sea eagles darted headlong into the water, trying to catch
had passed, to her it seemed like yesterday. How happy she had its prey. We will do the same, Sindara thought, before she gave
been to leave all her brothers behind, with all the arrogance more orders and lost herself in the battle before her.

So with Marcel having set the scene for today’s Man O’ War let And the Skaven Fleet List
us begin to turn the sea red with the blood of our most hated
foes. 1x Doombringer 200p
1x squadron of Warp Raiders 75p
We both constructed fleets that totalled 600 points as that is all 1x Squadron of Death burners 150p
that we could field from the studio range. 1x Grey seer 150p
Marcel opted not to take a magician, but instead he decided 2x Rat Ogres 50p
quite cunningly to take another Eagle ship to bolster his al- 3x Nurgle Chaos rewards ( one each for the Death burners ) 75p
ready pretty strong line up.
We randomly selected our scenario and we played the Treasure
This is the High Elf Fleet List Hunt with the Skaven player placing his treasure chests into his
three ships before the game began and following the normal
1x Dragon Ships set-up rules for placing terrain and deployment.
2x Eagle Ship
1x Squadron of Hawkships The following is a brief report of the action that took place
1x Unit of Wardancers during the game with a few pictures of the pivotal moments
2x Man O’ War Cards of the battle.

HH48
SEA OF SLAUGHTER

BATTLE REPORT
TURN 1
The Skaven Grey Seer began the magic phase casting a crack
of green electrical searing bolts at the Elf command ship and
causing 6 hits but to the Grey Seer’s surprise and frustration,
the Dragon ship appeared through the veil of green smoke un-
scathed albeit the deadly Dragon blades that the ship used to
slice the hulls of their enemy vessels had been damaged in the
magical attack and smoke billowed from onboard with a single
fire on the lower deck of the ship. The rest of the turn we both
moved our fleet alternating with each activation ending us with ly straight through and made contact with one of the Death
the Hawk ships flaking the western side of the seascape, the Burners that was protecting the Doom Bringer. The High Elven
Eagle ships going through the centre and the Skaven fleet mov- wardancers made short work of the ratmen crews and after a
ing slowly forward using the power of their paddles. number of successful turns of hand to hand fighting, they had
left the Skaven vessel abandoned and the treasure chest for the
spoils. The Skaven had a stroke of fortune with the remaining
spell The Curse of the Horned Rat dissipating and leaving the
TURN 2 Man O’ War to move freely once again. This prompted the re-
Skaven magic turn two had the Grey seer giggling with delight maining Death Burner to turn around and paddle back to add
at the raw power he has at his fingertips, but of course if you reinforcements to the ship and to make it a threat once again.
meddle in the powers of darkness then there is often a price The Hawk ships had great success on the western flank and
to pay for that power. With the Seer invoking a very powerful were picking the bones of the remaining vessels and made their
spell of Skitter Leap on the Dragon Ship, but when he failed way to the centre of the board to help support in the treasure
to cast, dark clouds appeared around the Doom Bringer and hunt.
all the raw power contained within the Seer’s spell book was
unleashed on the helpless crew resulting in all of their deaths
by magic and the sea surrounding the Warlord’s ship was awash TURN 4
with blood and guts. Needless to say there wasn’t a fragment of The Skaven seized the initiative and the Doom Bringer rang
the Grey seer to be found on board as he was vapourized in the it’s bell with no adverse effects but had managed to enact a
magical backlash. That will teach the dirty rat! The turn pro- boarding action on the Dragon ship. The Skaven were fueled
ceeded with the High taking advantage of the Skaven disarray by revenge and they enjoyed several successive boarding ac-
and began their assault on the now fragile line of ships as the tion victories which left the Dragon ship uncrewed and aban-
Skaven struggled to contain their ratmen crews from jumping doned. One of the Warpfire Throwers had self imploded when
ship amidst the chaos. With each volley of bolt fire from the they began to paddle towards a stray Eagle ship and the other
Eagle ships on the flanks of their Man O’ War, they went on two were eventually picked off by the high manoeuvrable and
to cripple the fragile Skaven squadrons that felt inferior to the state-of-the art Elven craft. The Elves had collected some of the
speed and agility of the Elven ships. stolen treasure and made their way to the southern edge of the
seascape with the remaining Skaven ships in pursuit.

TURN 5
By the beginning of turn 5 the carnage that had ensued be-
tween these two old enemies of sea and land was coming to an
end. The sun had begun to descend to dusk and the Elves had
enough treasure to feel compensated for the lives lost this day
at sea. The Skaven were still lagging behind the vastly superior
High elf fleet and they had to concede in the end to a High Elf
victory even though the Elves had not escaped entirely, it seems
inevitable that the Elves did escape with the wind behind them
and the sheer speed had sailing to safety bringing an end to the
first battle in our 3 game campaign.

TURN 3
Needless to say there was no magic phase as the winds of Mag-
ic had blown off leaving the ships to battle it out with what-
ever they had left at their disposal. The Skaven still held on to
their precious treasure cargo and the High Elves were hell bent
on retrieving that treasure whatever the cost. The Skaven be-
gan becoming more bold and the Death Burners steered their
prows to get as close as they could to the Eagle ships and let out
their Warpstone fueled flames to little avail as the Elven crews
hunkered down resulting in no casualties. The Elven ships in
turn replied with precise volleys of arrow bolts inflicting criti-
cal damage and sinking on of the Death Burners with their Ska-
ven searats burning with Warpfire as the ships volatile Warpfire
tanks were pierced which resulted in several large explosions.
The proud and gleaming white Dragon ship moved rapid-

HH49
SEBASTIAN VAN ZAANE

HH50
THE C0WABUNGA.COM WARHAMMER 40,000
2ND EDITION ARMY CHALLENGE SEASON II
By Dr. the Viking

From March to August 2021 a group of 24 Warhammer 40k enthusiasts did what
they could to finish each a force of 1,000 points under the strict supervision of Dr.
The Viking. During the challenge, hardships were endured, and support was given
as the participants struggled to get to the finish line. Grab a pineapple soft drink
and a slice of your favourite pizza and let me tell you of this hardworking lot.

It all started in 2020 as a COVID-19 sort of idea. Actually, it Orks, but also by the sheer power of old school Jonas achieved
started with Epic Space Marine, but no one remembers that with his Squats. The various Eldar armies all impressed me too,
now, as nobody joined up for that challenge. But in August 2020 but Tom Reynolds took home the gold. Eldar might be worthy
the first c0wabunga army challenge was started. It was a tight of nothing but contempt, and on the battlefield they resort to
knit group of around 12 people from all over the world. The low blows and nasty rules, but they do attract some awesome
aim was simple: Over the course of 6 months, each participant painters making awesome paintjobs. The models simply were
had to paint 1,000 points of 40k models. Whether you counted beyond time and space even back then. We have discussed to
wargear or not was up to you. Likewise, whether you start from great lenghts the fact that they’re still part of the current GW
0% with bare metal or from 50% with a crashed project was ranges - a testament to Goodwin’s abilities no doubt.
also up to you. The point was to get to the place where you
could get a game in once the pandemic restrictions were lifted. What’s next I hear you ask? Well, of course the challenge must
It felt much like a “Tale of Four Gamers” except it was a tale of go on. I need some opposition for my Blood Skulls. I was
A LOT of gamers... and we (some of us) tried hard not to buy never a fan of space marines, but I think I may have to make a
more stuff. The first round was a huge success for everyone Rainbow Warrior army to have a token enemy to lend out. So
involved. We had a near 0 casualty rate. So naturally everyone from November 1st to November 30th 2021 (or whenever the
was fuelled by enthusiasm and making a second round seemed bus is full) I will be taking applications to join in on the fun.
like the natural thing to do. Oh boy. There’s 24 seats again, but anyone completing a challenge gets
the choice to join the next, so some seats might be taken already.
Then in 2021 we started all over again in March. This time If you’re interested, then go check out www.c0wabunga.com
the challenge was bumped to 24 participants. This put some and see if it is anything for you. You can find the old challenges
strain on the organisers, but in the end a managaeble format there as well (under “archives” in the menu). Please allow
was established and we started trucking. There was a plethora me to extend my deepest thanks and gratitude to this group
of armies being put forward. We had 5 Eldars, 5 Ork, 3 Chaos of people, who chose to join me in playing my game: Dennis
Space, Marines, 3 Dark Angels, 3 Imperial Guard, 2 Space of the Jungle, Tiny Pix Jon, Mullah Mørk, Living Ancestor
Wolves , 1 Blood Angel, 1 Demon World, and 1 Squat army Frickmann, Controlled Chaos Kortner, Wolfman Boykin,
in the mix. During the course of the challenge, we had a nice Paintdok van Zaane, Exarch Vanel, Marcelis van Deemen,
little group chat going. In the beginning it was super busy, but Epicast Nash, Paint machine Bell, Ice Cool Sendall, Hand-
it found a nice level at the end, with many people joining in boiling Thompson, Come-around-to-Eldar Frammelsberger,
occasionally with questions on painting, a few encouraging NOIREFUSETOWRITEIT!-Travis-Evans, Just-one-more-
words, happy banter or just (black and) white noise (not pointing unopened-Ebay-blister Daniel, Formula Merino, Hope-to-see-
at anyone Roger). Along the way we lost a fair few, but their you-again Garcia, Paint Engineer Shepherd, Exotic Dancer
loss was not in vain – nobody came back from the challenge Taylor, Classy Classic Jackson, and OMG-how-on-Earth-did-
empty handed. This is actually a really nice take home message you-paint-that Reynolds.
I think. Even if you didn’t make it to the end, there is still a
few extra painted figures in your cabinet. There were plenty of
highlights along the way. I am sure that – in addition to their Don’t forget to check all the entries at:
own results – everyone was wowed or awed by someone else.
Personally, I was awestruck by the banners Josh did for his www.c0wabunga.com

HH51
THE C0WABUNGA.COM WH 4K 2ND ED ARMY CHALLENGE II

Squats by Jonas Frickmann setups were marvellous!

Chester Mike:

“I watched the very first 2nd


ed army challenge from
the sidelines and it was
really inspiring seeing
all these great old school
armies come together
like an old Tale of Four
Gamers article in White
Dwarf. When the second
challenge was announced
I knew I wanted to be
involved. Chatting to and
getting encouragement,
tips and laughs from
so many like-minded
hobbyists is a wonderful
thing to be a part of and
at the end of it all I got a
fully painted army too!”

We had dedicated a month to “musical/pop culture” and


Marcelis did this awesome banner for his Dark Angels.

Eligius Frammelsberger continually poured out Eldar models. This is just one month’s worth.

HH52
THE C0WABUNGA.COM WH 4K 2ND ED ARMY CHALLENGE II

Jon McMaster:

“Thanks to the challenge


I now have the largest
painted army that I’ve
ever owned. After years
of practice painting, the
discipline of painting every
month for the challenge
has also helped raise my
painting skills to a level that
I never thought they would
reach. Most importantly
the two seasons of the
challenge have connected
me to an amazing (if tiny)
community of hobbyists
that are always ready to
offer encouragement or
good natured ribbing as the
situation dictates.”

Blood Angels by Rodrigo Garcia – we lost Rodrigo quite fast but his
setups were marvellous!
The one and only Ghazghkull by Raivan

Ojoj Nolicom:

“Practicing this
wonderful hobby
Herohammer style
is great. Doing
it while hanging
out with a bunch
of like-minded of
people is awesome,
motivating and
inspirational. As
a hobbyist, this
Challenge was
an outstanding
experience!”

HH53
THE C0WABUNGA.COM WH 4K 2ND ED ARMY CHALLENGE II

M4cr0dutch:

“We are each, in


our own ways,
revisiting things
that captured our
imagination when
we were young-
er. Elusive mod-
els, bright colour
schemes, armies
we could not col-
lect at the time
and inspiration
we never truly let
go of. There is a
special energy
that comes from
that, which fuels
a unique camara-
derie between us.”

George Shepherd went for a Demon World armylist mixing Marines, Beasts and Demons.

5 minute paintjob using the new GW contrasts by Tom Reynolds (OK... how
would YOU describe this jaw dropping work?!? Words are not enough) Kym from classic40k.com with his enchanting glossy Alaitoc.

HH54
THE C0WABUNGA.COM WH 4K 2ND ED ARMY CHALLENGE II

Space Wolf iron priest by Daniel B. Nielsen.

Adrian Bell, also a veteran, had let go of the Squats and opted for Space Orks this time

The Blood Skulls Chaos Space Marines were back at it again and got a new set of wheels (hey aren’t those 3rd edition!? Doh!)

Jonas Kortner:

“In 2021, there’s something very


extremely niche-y about the second
edition of 40k. While it still holds
a special place in many hobbyists’
hearts, all but a few truly commit to the
challenges that is to actively hobby it -
often a solitary endavour. From that point
of view, the best about the experience
of this challenge was the company of a
hugely supportive and welcoming group
of like-minded enthusiasts from all
over the world. People cheered me up
when my sometimes my pledge felt like
work, and offered quality advice where
I was unsure. I know for for a fact that
I wouldn’t have achieved what I did
without the group. I’m most grateful for
the privilege of participation. Truly a
10/10 experience.”

HH55
THE C0WABUNGA.COM WH 4K 2ND ED ARMY CHALLENGE II

Black and white Chaos Space Marines of no particular persuasion by Roge.

Martin Taylor:

“Being a part of
these challenges has
been a huge motiva-
tion with so many
folks from around
the world encour-
aging each other,
offering feedback
and even heloing fill
gaps in each other’s
collections! Many
of us have been able
to complete armies
that we have always
dreamed of owning
and have also forged
great friendships.
Truly this is what
our hobby should be
all about!”

Space Ork Weird Boy with minderz, and mega armour nobs by Flogger

HH56
THE C0WABUNGA.COM WH 4K 2ND ED ARMY CHALLENGE II

Space Wolves squad by Jason Boykin.

The 42nd Tallarn ‘The Screaming Camels’ Sentinel squadron by Michael Mork.

John Sendall provided everything needed to keep warm in Valhalla with his Ice Warriors.

HH57
The Tale of the
travelling
Treasure Trove
By Marcel Josch
In this article Marcel brings us an excellent idea to give those miniatures and bits we really don’t need and get
something that will fit our collections.

We all have them. Some of us in huge amounts, some just a


couple. However, I bet every single one of us has at least one.
Miniatures you do not need. Maybe they came with a huge lot
you bought, or they are from a project abandoned a long time
ago. What to do with them? Sure, you could try to sell them or
trade them away, but there are those miniatures that somehow
always get left behind.

Some time ago I came across an entry in a German wargaming


forum, about people sending a box with leftover miniatures
around. Everyone could take and add miniatures. I fell in love
with this idea and in autumn of 2020, I started the project of
the traveling treasure trove. I wanted to keep it as simple as
possible so I decided against worldwide travel of the trove, it
should stay in Europe (including the UK). Long story short, in
the end, we were nine people and I created a group on Facebook
for easier communication and sharing of photos. Since nobody
knows the worth of every miniature, we came to the agreement
that everyone should post a picture in the group of what he was
planning to take out and what to add. Most of the time this
worked totally fine and only twice there was a comment to add
some more stuff because there were some rare miniatures in
the picked pile. To prevent misunderstandings, I also set up the
following rules as guidelines: My stuff I got back.

• Only complete GW/Marauder/Citadel miniatures (though mount and shield can be missing).

• Add a photo of what you take and add and post it in the Facebook group.

• Only send the trove with a tracking option and inform the next member who will receive it.

• It has to be sent within three workdays after getting it (Due to holidays, Brexit, and normal life
events this criterion was seldom met, but we communicated a lot, thus everybody was updated.).

• There is a Bonus Bag included. Here you can put in bits, decals, templates, markers, and incomplete
miniatures. These pieces are “free” to take.

• The trove is not limited to Warhammer Fantasy. 40K and all subsystems are allowed as well.

HH58
THE TALE OF THE TRAVELING TREASURE TROVE

The stuff I got back.

In six months, the trove traveled from Germany to Sweden


(where a whole of four people was taking part), to the UK
(right in the middle of Brexit of course), from there to France,
to Poland, and then back to Germany. I got quite a bit of the
stuff I had put into the trove back, but the amount of new stuff
was still really breathtaking. I think the pictures are speaking
for themselves! I will definitely do it again and I can only
encourage people to try it on their own continents. It was a
great experience and further proof of how great our community
is!

From Poland with love.

Even stranger bits. Ready for the next trove, Luna approves.

HH59
PLANET OLDHAMMER
The Herohammer Fanzine proudly presents Iain’s collection of superbly painted miniatures.
In his collection we can see examples of subtle conversions of some classic miniautures of
the period. Check out those terminator squads and the cool banner conversion on his Blood
Axe Commando Ork. Great stuff Iain and thanks again for your contribution mate.

KNIGHT ADVENTURER

HEROQUEST CHAOS WARRIOR BARBARIAN ADVENTURER

REAVER TITAN OF THE LEGIO IGNATUM


(FIRE WASPS)

SPACE ORK
DARK ANGEL MKVI
ARMOUR
DARK ANGELS CAPTAIN

NURGLE PLAGUEBEARER JOSEF BUGMAN AND DWARF WIZARD


HEROQUEST WIZARD COMMISSAR WITH BOLTER

CHAOS DWARF WITH DAEMON ASS CANNON EVIL SUNZ WARBOSS AND NOB RETINUE
DESCRIPTION DESCRIPTION

DESCRIPTION DESCRIPTION

DESCRIPTION
DESCRIPTION

DESCRIPTION DESCRIPTION DESCRIPTION


WARLORDS BATTLE
By Joshua Van Zaane
Paul was in command of Jon’s Ork horde and I was in command The terrain was generated randomly and both forces deployed
of Gordon’s Squat Brotherhood. To read all about the armies in secret. Orders were placed and we rolled for sides with Paul
and the choices made by both Gordon and Jon, please see our winning the roll and opting to deploy his army on the left
second issue of the Fanzine where they both give an in-depth hand table edge. The Ork player drew the following MekBoy
report on their choices. For now, let us get on the game itself and cards at the beginning of the game: Rocket Packs and Glyph
see how we both fared in the battle between these old enemies. Inscriptions

JOSHUA’S SQUAT ARMY CARDS

HH62
WARLORDS BATTLE

JOSHUA VAN ZAANE

ÁNGEL SIGNES

HH63
WARLORDS BATTLE

PAULS’S ORK
ARMY CARDS

JOSHUA VAN ZAANE

HH64
WARLORDS BATTLE

TURN 1
The Orks won the initiative after having placed all our orders. missing the Bowel Burners and landing in front of the ork line.
Paul opted for me to move my army first and he second so he The Land Train’s Mortar carriage did manage to score a hit on
could counter my moves or avoid my firepower in the shooting the Spleen Ripper detachment scoring two hits and taking out
phases. In the First Fire phase the Orks fired one of the Pulsa two of the speed freaks.
Rockis which whirled and spun in the air like a giant shark
headed corkscrew and landed just in front of the buildings In the Close Combat phase the Goffs used their martial prowess
occupied by the Brotherhood Squat forces. With a humm and to win the majority of their close combats over the Squat biker
a hiss that emanated from the rocket the Imperial buildings detachment and left only one stand of bikers remaining after the
shook, but the foundations held and with a sigh of relief the exchange. And in the Advance Firing phase the Spleerippers
Squats bunkered down and held the objective safely for the took out the remaining Rhino that was sitting on the central
turn. objective.

The Squat Colossus fired in retaliation all four of its rockets and
their target being the line of Braincrushers and Bad Moon boys TURN 1 VICTORY POINTS
sheltering in the city on the corner of the table. The rockets ORKS 21 POINTS
did hit all the Braincrushers but their iron plated armour SQUATS 20 POINTS
saved two of them and took out the central tank. One of the
Nob stands got blasted out from behind the building and the
other Boyz managed to dodge safely. The Colossus then turned
its attention to the Goffs that were advancing on the forest
objective and screened an array of Battle Cannon shots, killing
a few stands and a Battle Wagon in the process. Goff Nobz
turned from the forest edge and fired at the Squat Thunderers
on the roof tops and managed to kill off one stand in the end.
The Thunderers stood and took aim at the Skull Hammer Goff
Super Heavy tank and let out a salvo of bullets with three shells
hitting home but only for the Skull Hammer to shrug them off

PABLO GALAPALO
as they glanced its heavy armour. The Freebooter Nob in the
Ork building managed to shoot his custom blaster and took
out one of the Rhino transports next to the central objective.
The Land Train on the other side of the board fired an indirect
barrage from its Doomsday cannon and it veered off target,

HH65
WARLORDS BATTLE

TURN 2

down in the Imperial buildings yet again as they seemed rich


After placing orders we rolled off and the Orks again won the targets for the mad crazed MekBoys. The rocket this time hit
initiative for the turn and had the Squats move first. The Mad very close to the two buildings housing the Squat Brotherhood
Boyz got an advance order this phase and using their jump but the building held on after the waves of pulsating energy
packs which they acquired through the Mekboy Card draw had hit the outer foundations. The Gyrocopter squadron popped
some exploding due to Paul rolling some 6’s on the dice which up and took out a couple of battlewagons skulking behind the
caused a roll on the Mad Boy chart resulting in a squabble and forest. The remaining fire exchanges all missed their marks so
the Boys were fighting amongst themselves for the turn which we went on the close Combat phase.
was good for me as it halted their advance. A squadron of
Squat Rhinos decided to sacrifice themselves and charged the The Squat bikers that were in the forest fighting the Goffs held
Guttrippers to slow them down for a turn, and the Guild Bikers on bravely as two stands managed to hold on to keep the Goofs
on the right hand flank also charged the Kult of Speed bikers at bay for now but in doing so lost the objective as they were
over ran with greenskins and there were not enough Squats to
repel the invaders. The brave Rhino detachment did see some
heroics with one of the Rhinos getting lucky and taking out
a Guttripper much to the Squats delight. But three of the 4
Rhinos engaged were destroyed in the conflict which was to
be expected given the superior close combat ability of the Ork
Guttripper tanks. And the bikers fighting the Kult of Speed
and warbuggies in the corner of the table. didn’t have that much joy as they really struggled with their
match-ups resulting in a lot of dead Squat bikers. Much to the
In the Psychic Phase the Weirdboy Tower got to fire at maximum joy of Paul and his Orks.
range as its total or Warrgghhh energy had exceeded 20 plus, so
Paul aimed all the Weirdboy power at the Overlord Airship that The Advance Fire phase began with the Orks and Squats
was flying high and could be see from anywhere on the table exchanging small arms fire which resulted in nothing special
much to my demise this was one of the first big mistakes I made and so brought an end of the turn with the VP results being
in the game leaving my air support exposed like that. With a
zap and a bang, eight bolts of psychic energy hit the airship
and a shot managed to rupture the gundolla and the Overlord
went down and exploded to the dismay of the Squat brethren TURN 2 VICTORY POINTS
close by. ORKS 35 POINTS
SQUATS 15 POINTS
A second Pulsa Rocket zooms over towards the Squats bulked

HH66
WARLORDS BATTLE

TURN 3
tallied.

The Squats finally winning the initiative had the Orks move
first this turn so the Squats could plan their preemptive strike.
The bikers positioned behind the hill charged out to help their
badly defeated brethren in the forest and engaged as many
Goffs as their movement allowed. The Guttripers using their
instinctive orders had to charge the last heroic and surviving
Rhino which tied them up again for yet another turn. And the
other bikers and speed freaks on the far right of the board piled

PABLO GALAPALO
in for the chance to kill and break some of the troop’s spirits.

The Weirdboy tower was effective again as it took out a few


more bikers that were left stranded outside of the forest’s edge.
The Pulsa Rocket that had landed dangerously close to the
Squats held up in the Imperial city had exploded which resulted
in killing 2 more stands of Squats and it took out one of the city
skyscrapers killing the rest of the warriors inside. The Recon Battle Cannon taking out some of the stranded and exposed
Gyrocopter with the building in front of it now destroyed, Ork mobs around the forest edge. Then with its Doomsday
too a couple of shots at the closest Ork stand it could see and Cannon it targeted one of the Brain Crushers in the open and
easily vaporised it. And with the Skullhammer in its sights it managed to destroy the long ranged threat. The Ork Bad Moon
fired its Battle Cannon and scored a hit, but to no avail as the Nobs let loose with their custom shootas and they took out the
Skullhammer yet again escaped destruction. The final Pulsa remaining Colossus’s void shields and have now left the train
rocket was launched and it swirled and spiralled to land very exposed to potential shooting attacks. The Land Train focused
closely to the Colossus. all of its firepower to dig out the Freebooters positioned in the
Ork buildings and successfully killed four of the stands leaving
Then the Gyrocopter squadron wanting to desperately even a new Nob stand remaining.
up the score unleashed hell on the Skullhammer tank from the
rear, but the Ork tank prevailed yet again much to the disbelief The Bad Moon clan on the roof tops took shots at the
of the Squat pilots. It must have been blessed by Gork himself, Gyrocopters that had figured in the First Fire with their pop-up
they thought. Three stands of Goff Nobs let loose with their attacks resulting in a hit but the shot ricocheted off the armour.
custom shootas and were very fortunate in stripping back 4 of In the Close Combat the bikers and Goffs continued to fight for
the Colossus’s void shields. The Colossus responded with its domination for the objective and the fight resulted with both

HH67
WARLORDS BATTLE

sides being as close to the objective counter in the end. But


that did break the Bikers Guild and the scale of the Ork victory
seemed a certainty at this point. There was some joy to be had
with the next close combat as the brave little Rhino that could
manage the impossible with destroying another Gutripper
before it was torn apart from the cruelly designed pincers of the
Gutrippers.and yet more heroics as the bikers engaged with the
Kult of speed fought bravely till the very end taking down a few
greenskins with them in the ensuing combat.

JOSHUA VAN ZAANE


In the Advance firing phase the blessed Skullhammer took aim,
fired and destroyed the Recon Gyrocopter now exposed having
lost its protection of the building that now lies in rubble. In the
End Phase the Orks were leading 38 Vp’s to the Squats 35 VP’s
as they had clawed back some points with clans breaking.
give their reflections on the great battle that took place today.

TURN 3 VICTORY POINTS THE SQUATS COMMANDED BY JOSH


ORKS 38 POINTS Well, I think Paul just had Gork’s luck in his side mixed with
SQUATS 35 POINTS some good positioning and tactics, the Orks became too much
for the Squats to deal with in such large numbers and in hard to
reach areas of the table. And I did make some big errors such
as moving my Brotherhood off the buildings to avoid the Pulsa
We decided to roll for the contested objective 5 to see if Paul Rockets. And not lacing my Land Train in the centre of the
could claim an early victory which he did and deservedly so. board from the beginning. In doing so I would have had more
To watch the full game in video, please head over to the Crown targets and I could provide covering fire to my infantry as they
of Command YouTube channel: https://www.youtube.com/ moved forward to claim objectives.
watch?v=aQLrTbIHMXc
But those errors never spoiled my enjoyment of the game, but
In our closing thoughts of the game here are Josh and Paul to instead gave me challenges to deal with which is another reason
I really prefer the hidden deployment so that each game you’re
presented with potential problems you just have to deal with
and do your best to make the best of. In truth, I was surprised
we managed to claw back so many points by turn 3 which
meant we were still in the running for a possible victory. But
the roll off at the end of the game to claim objective 5 just made
that tension build to a clear cut conclusion and kudos goes to
Paul for his first win with the Orks today. My chainswords and
bolters will be waiting for him the next time we meet.

PAUL AND HIS ORK DEBRIEFING


And they say, it can’t be done. Orks winning against Squats
even if it was still insanely tight. Having to win in a coin flip in
the end taught me to be better about sitting on top of markers to
really secure the point.

A lot of things went well for me today. The biggest thing for
me is that the terrain and double blind deployment limited
the Colossus and Land Train and their deviations for indirect
barrage were pretty bad all game. I’m used to getting blown
apart thanks to a fairly sparse open middle of the board. The
highlight of the game though was purposefully pumping the
Weirdboy Tower over 26 power points to be able to shoot down
the Overlord Airship. If I had exploded that thing would have
put me to break points one turn earlier I think. Rolling all of
those dice, hitting in 2s with a minus 5 felt really good. Later it
laid into the Colossus also which was fun. Tons of close combat
made me really happy too. It’s by far the most exciting part of
the game. From the critical combats with the Cult of Speed and
PABLO GALAPALO

Goff Boys to the ridiculous Rhino on Gut Rippa combats. I


was also really happy that my gamble to let the Gut Rippas run
on instinct paid off. It’s so hard to keep everything near a Nob
and things need to be effective while on instinct sometimes.
Holding that objective with no supervision was a big deal for

HH68
A BEAUTIFUL PAINTED EMPIRE CONTINGENT BY STÉFAN BEAUSUROY.

TED GUNNARSSON’S INFAMOUS CHAOS DWARFS READY TO FIRE.


TOM REYNOLDS’ ELDAR ARMY IS AS BEAUTIFUL AS IT IS DEADLY.

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