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8/6/2019 Astro Mag Issue 8
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WARHAMMERWARHAMMER 40,000LORD OF THE RINGS
HISTORICAL WARGAMESSTAR WARS MINIS
Total Wargamer aims to provide the cheapest possible
Wargames products to the games playing public.
UK postage and packing is only £1.99 whatever the size of your order!
FEATURED ITEMS...
2 0 % O F F
l i s t e d m e r c
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All featured items current as of the release of this publication
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E d i o
s
L e e
Astro Mag is published every three months in association with Astronomican.com. All text and layout remains the copyright of Astro Mag. Astro Mag is a fully independant publication and its views
are not the views of any company mentioned herein. All characters and artwork shown in this magazine remain the copyright and trademark of their respective owners. No part of this magazine
may be reproduced without the express permission of the owner. Astro Mag can accept no liability for inaccuracies or complaints arising from editorial or advertising within this magazine. All
letters and emails received will be considered for publication, but we cannot always provide personal replies. This fanzine is completely unofcial and in no way endorsed by Games WorkshopLimited. Astro Mag is a non prot making fanzine with the aim of promoting Games Workshop games, products and hobby. For more see the disclaimer at the end of this fanzine.
DEr rEDEr,Thank you for downloading Issue 8 of the Astro Mag!
Issue 7 has a total of 3,280 downloads as of the writing of this. We have readers in the obvious
countries of the United States and the United Kingdom, but also France, Spain, Italy, Poland, Russia,
Denmark, Sweden, and “Other Countries” (bit.ly only gives up so much information it seems). This
is fascinating to see! I would l ike to hear from some of you folks, how you found out about the Mag
and what your local gaming scene is like. Send me an email at the address below.
As always, we are looking for content from you! Yes, you! Pictures of your favorite miniature/army,
an article on tactics or how you paint your mini’s, or even an opinion piece about the hobby. We don’t
have staff to write articles like White Dwarf; the Mag is a community project where anyone can
submit content.
Cheers!
Mr C
EDITING STAFF
IEF EDIT
Morgan “Consadine” RINEHART
STAFF EDIT
Nomad
GApIS & lAyT DESIGNE
LutherMax
NTIbTS
NTENT
Morgan “Consadine” RINEHART
Willem-Jan (Hephesto)
Franklin Carroll
Mattias Ciavarella
Carrelio
Lhykosidae
Dave Skrivan
ATw
Mandrakes by Protocol 9 (cover)
The Plan by Torture Device (left)
Dark Eldar Artillery by IgnusDei (27)
Dark Eldar by 1mpact (28)
Cato Sicarius by Lestare (29)
heck out more of these
artists’ exceent ork in
their gaeries at
.deviantart.com
mag.astronomican.com
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As the Great FoolLhykosidae
Bodiesgyratetothesilentsongplayingthroughthesouls
theyhouse.Flickering imagesformonthepsychicwavethat
emanatesfromthem: Deadlyarrays oftheDark Brethrenlance
out ,st rik ingdownhumansandorksalike.Int rueport rayalof
irony,oneof thedancersloomsbehindtheBrethrenasalarge
andimposingdemonicgure,pickingthemoonebyone.
Someof thedancersstopoccasionallyto leerat thecrowdwith
comicalexpressionsplasteredon theirf aces;espec ial lywhen
theydepictmon-keigh.
Asthescenechanges,elementsof thecrowdpeelawayto
l t h ir r ti nt h n c , h il f n t l t hr u h
t h i rt l n f t l n t h ir l u i n f ri n . r k
r t hr n r u n l u lt t h l r r n -k i h f t h
c r r r. c r in ! hu r n r k un r
t h u lt , i n v n t h n c n ti nu t f .
n -k i h t n r u n r r n t in t h f c f t h i n
rk l r, n l t h v n l f n in t f
n th t h i th l r.
c r h l t th lu i cr u n f th c n . l l ,
t h n -k i h t u rn i nt v n r r t u n if t t i n
th c c rru t . J u t f r th n l rin i
c n u , h v r , c hi c ll ru ii n i l h v r
t h nt ir c n . n , t h u i n c n r f r r tu rn t
t h ur c . l n u r t n i i th r n i t l
inhand.Herchin staystuckedtoherchest ,obscurin hr
colorlessf eatures.Butthesmileonherf acecannotbemistkn.
Withslow,deliberatelysensual stepsshemakes herwaytow r
thef rozenMarine.Withbutasword’slengthtogo,shest .
Tehushedcrowdcannothelpsmilingobscenelyasherf c
liftstoexpose thefeaturesof theroupeMaster.
Inanexplosionofcolorsandtomfoolerynearlytoo uick
tot rack,theroupeMasterslaysthedemons,shat ter th
companyof corruptmon-keighanddisarmstheremainin
Marine.Withintheblinkofaneye,shestandsontheshoul r
f th r in , t r in n t h i ith l . l k f
r f u n t u i i t n h i f c i t ru l h t k t h c r
il .
c n n t h h l l t ur n , r t ur ni n th
r f r i n R i ll i t nn t t h i r tr u c u nt n n c . r t f
th u ur n t th t fri n n tr u - t
c n r tul t ch t h r n j ll n . n t th
r u t r i n f r ct n ckn l nt. h
n c r r t h t it l f ‘ r t h i r’ — r t H r l u in .
i th t h nc c l t , t h r f t h u
un r t n th r t nt f r n th h r .
u ft h C ri n h i i n u l i n t r .
***
“ lc ur r nc , l n >> th r t
H r l u i n n n un c .
I t ur n f r th u ’ r v l r n n l it l .
I n n n t nc h t h c kn l u r i ri t n
t hi i th t h c ri c i t r u i r . u t th t r ut h i t h t
r nc i nv r lc . v n h c nn t c l t l hi
t h l k f h r r r th t cr l l r t l’ f c h n t h l k
i n t n … n t h i n .
“ H k th I r l .
H : L r C r ch… r t l… L u h in
… u r t r n n n t r n f t h r. i r u l t t f
t h l i th u t h i c k i n l v .
r t H rl u in cr hi r n l r hi
i n u l ic t i n n r v r n c .
“ n Ch i ll l r n t f r t h n H
h i r f t r n t.
“ l th u t th l i ur , r t h ir I r l .
u l n t f r t h nc . I c ti v t r n l
- r t l n r t r n t t hr u h .
“ th r t l i h H i l ck, u tI
lr n .
***
PAR1
I
h i s
I s s u e
Fom te Wap
Boe Commutyato ma uppote:
40k o
rigins
all things 40k
Cnfssin f 40k addic
Di rci
Fr h Wr
rs Wrld
hs’s Frg
on h pining tbl
trrn Frg
jbrsing
is f Dnc
ar Fr h Wr br nd wn r blg
incldd hr? eil s :[email protected] ndw’ll dd righ w! all
nd d is lin bc h asr mg Blg.
EDItorILRules Awareness ....................................................................5
Heph’s Hobby Tips...................................................................7
rEvIEwsDark Eldar Mandrakes ...........................................................9
Dark Eldar Wyches ...............................................................12
PIntIngHow to Paint Biel-Tan ...........................................................15
MoDELLIngConverting Plaguebearers ................................................. 23
Carrelio’s Easy 6 Step Shield Drone Conversion! ...........26
FIctIonAs the Great Fool Wishes ...................................................28
BttLE rEPortDark Eldar Vs. Space Marines ...........................................29
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E
d i o
i a l
rule ae E s
Most of us roa exerienced a situation in hich
e ere certain a unit as safe, or ere reared to
triumhant ki an imortant enem unit, hen our
oonent cam oened his rueook and ointed
out a rue that destroed that itte art of our game an.
It’s okay to lose because of tactical mistakes, or because your
army list wasn’t of the same tier as your opponent. But it’s
always infuriating to lose because we forgot a rule! (That’s a bit
of an extreme case though.)
A new year’s resolution: never be tricked about a rule or forget a
rule anymore! To help that, I thought that we could all share the
point of rules we always forget or always see our opponents forget.
The following list has been compiled from a thread on this
topic from the Astronomican forums. Massive credit belongs to
Farskit for starting the thread and the members who have left
their two cents.
f And They Shall Know No Fear isn’t an auto-regroup.
f You can’t move Flat Out if you embarked
passengers that turn.
f You’re not safe if you get inside a Barrage Ordnance’s
minimum range: unless the contrary is explicitly
stated (for example, the IG Colossus), a Barrage
Ordnance weapon may lower the barrel and re as
Ordnance, ignoring the minimum range (though
the shot loses the Ordnance Barrage benets).
f Morale checks, morale checks, morale checks!
Never forget to take them or have them be taken.
f Wound allocation. Pay attention to it; it’s there for
a reason and it’s damn impor tant. Several times
both my opponent and me forgot about it, it often
results in an important model (squad leader, heavy
MORGAN “CONSADINE” RINEHART
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weapon...) surviving when he might have died.
f When Tank Shocking a unit, try to position your
vehicle’s movement so that only models that are
unable to glance or penetrate the front armor are
lying under the path. Only models that are being
hit by the tank can make a Death or Glory.
f Modiers involving multiplication, say from a powerst and
some other boost (ex: Furious Charge). Your st doubles
the model’s base Strength and only then add the bonus.
f For Guard players: your Company Commander
comes with a standard 5++ invulnerable save, did
you notice it? It’s not much, but it’s heartwarming to
know they’re about as protected as Chaos Lords.
f The bases of skimmers are always ignored except when
they’re being assaulted (the enemy can assault the hull if
he can reach it, or the base if he can reach it). There are
some exceptions for Stormravens and Valkyries who also
measure from their base for disembark and objective
denial purposes, but on the whole it means that although
a skimmer can’t stop over friendly units, fr iendly units are
quite allowed to move under it (if they t of course) after
it has moved. Except in the case of armies having normal
ying stands and exceptionally small troops, this usually
can’t be bent into a way to get an unfair advantage.
f Dedicated transports can only start the game
carrying the unit they are assigned to, afterwards
they may ferry other units across the battleeld.
However, this doesn’t mean the assigned unit has
to be deployed in their dedicated transport.
1Declare you are making a Ram. This is important. Do
not say you are Tank Shocking, these are two different
moves and Tank Shock makes you stop 1” short of enemy
vehicles, which you really want to wreck with the Deffrolla(though most if not all opponents will let you off if you
realize your mistake after having begun your movement).
Remember you then have to move at max speed.
2Rotate to face your intended path of Ramming. Any
enemy non-vehicle units that might be on the sides are
pushed out of the way and are not Tank Shocked: they do
not suffer the Deffrolla hits, nor can they attempt Death or
Glory. Vehicles can’t be moved away and stop your rotation.
3Forward! Any enemy unit on the
way is hit as per the normal rules.
4Should you encounter an enemy non-walker
vehicle, it suffers the Deffrolla hits. If it is not
Wrecked or Exploded, resolve the Ramming attack as
normal. Remember wrecks are difcult terrain (and
dangerous, too) so they force a dangerous terrain test
(re-rollable with the Rolla) if you didn’t already makeone. Against walkers, just apply the normal rules.
5Should the enemy vehicle be a transport and be destroyed
by either the Ram or the Deffrolla (allowing the Wagon
to continue his movement, provided it has some left), the
transported units can be disembarked on the path of the
Rolla. If that is done, the unit is Tank Shocked (and suffers
the hit) and can attempt Death Or Glory (admittedly suffering
more hits). Alternatively the unit can be disembarked
out of harm’s way. Sometimes, due to the positions of
the exit points, it may not be possible to have a choice.
6Rinse and
repeat.
heeealai.m/
HErE Is How DEFFroLL rMMIng MovE Is ProPErLy DonE:
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Heph’
Hobb y tip1KEEP It cooL,
PLy It cooL.Everybody who has used green stuff or similar modeling putties
has at one time mixed too much of the stuff, only to see it go
to waste as it fully hardens in a couple of hours. Next time this
happens just put the mixed putty in the freezer. Though the effectis of limited length, it will greatly slow the hardening effect of
your putty. This will give you enough time to put together another
mini or two and use that excess putty, effectively expanding the
time span for putty use from an hour or two to several days!
2sunKEn FEEtsynDroME (sFs)
Being a huge fan of intricate basing work I was rst introduced toSFS when I was but a wee lad. I’d glued some minis to their base
and then went about adding slate, little details and eventually
gravel. When I was all done I took a step back and raised an
eyebrow brought on by both amazement and frustration. Once
you start using basing materials that are chunkier and thicker
than sand you will most likely end up with models that look like
their weight is pushing them into the soft ground.
This can be easily solved by adding a little slip of plasticard to
the feet of your models, resulting in your heroes and villains
actually looking like they’re walking on top of the ground, rather
than through it. So do your part to make Sunken Feet Syndrome
a thing of the past!
WILLEM-JAN (HEPHESTO)
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3PowEr rMourcocKtIL PrtIEs
The guys in power armour, both the good and bad types, are
everywhere and can denitely be counted as one of the most
played type of army. Cool as those bulky superhumans may be,they do have a few areas that can be tricky to deal with. Those
bolters and backpacks do obscure some tough to reach areas of
the miniatures. Quite often, it will make painting the aquila and
shoulderpads quite challenging.
There is an easy way to get around this though, just got to the
supermarket and buy yourself a tool that will come in extremely
handy during your wargaming antics – cocktail sticks. Not only
will they make your summer parties better, they’re also great
for mixing paint and applying and sculpting putty. They are also
perfect to for being glued to bolters and backpacks:
4tHInK BEForE you cHucK
Whenever you are done with a kit there will be tons of little bits
left, as well as the sprues and boxes themselves. Before you get
rid of any trash, have a good look as you’d be surprised whatyou can do with this seemingly useless junk. Boxes can be used
to store bits, mix paints on, write your paint recipes on and so
forth. The same holds true for plastic sprues which can be used
to strengthen conversions, can serve as the skeleton for sculpts
and can even pop up on the gamingtable (see example below).
And this doesn’t only hold true for generic wargaming materials,
other stuff also works great. Have a broken radio? Take it apart
before you turn it in. There are tons of little bits and bobs in
electronic devices that will look great in Warhammer 40,000
armies. Bought a fancy bottle of wine? Keep the wooden box to
add further details, or even full scenery pieces, to your WHFB
games. Just as an example, a few years back I had a ton of
leftover sprues as well as a little bit of wall ller (don’t ask),
which eventually resulted in the mini diorama below. The wall
ller was used to make little, geyser-like rock formations and
the sprues were cut up to create the green crystals:
Finally, when it comes to sprues there is one army in the 40K
universe that has such cool stuff that nobody should toss away
the leftovers – the Necrons. I mean, just look at those cool, see-
through rods, they just beg to be used somehow:
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r E v I E w Dak E lda
MndraKe s
though their origins are shrouded in mster, there
is one thing a Dark Edar are in agreement aout:
Mandrakes are to e feared a. part Dark Edar,
art something much, much orse, Mandrakes are
creatures of darkness. Darting from shado to shado, the
feed uon the suffering of others, utiizing the harnessed,
ra oer to freeze the unsusecting ith asts of chiing
energ.
With dark, rune-carved skin, wielding wicked, saw-edged
blades and wearing the ayed skin of those who betrayed them,the Mandrakes stalk the battleeld appearing out of nowhere,
channelling their chilling auras to reduce their victims to
shattered heaps of frozen esh and armour.
Mandrakes are an Elite choice for the Dark Eldar, competing with
such units as Incubi, Grotesques, Wracks, Harlequins, Kabalite
Trueborn and the Hekatrix Bloodbrides.
WILLEM-JAN (HEPHESTO)
FIST IMpESSINSThere is no denying that
people got really, really
exciting when the rst
Mandrake preview popped
up on the Games Workshop
site. For those in doubt about
the Asian inuence in the
Dark Eldar design, it became
quite clear when looking at
the excellent design of theseminiatures.
The Dark Eldar Mandrakes boxed set contains 5 multi-part
metal miniatures and is equally expensive as the ve strong
Incubi boxed set. Though the box is certainly not cheap, this is to
be expected given that all miniatures are metal.
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N lSE INSpETINUpon opening the box I was met by ve metal miniatures, though
sadly there are only three different poses in there. I can’t help
but feel that it wouldn’t have taken GW a lot of extra effort to add
two more poses. Each Mandrake comes in two parts: the body
and their aming left arm. In principle, each arm is modelled to
t one, specic body. So, without investing some extra time andeffort, this means that you will end up with only three different
Mandrakes.
Naturally I wanted to make my Mandrakes a bit different than
the usual, straight out of the box unit. As a result all Mandrakes
you can see in the pictures have been subtly converted. Two
additional tools were used to accomplish this: a pinvice and
green stuff modelling putty.
N TE TAblETpMandrakes are able to appear out of nowhere and move about
rather fast due to their F leet, Inltrate, Move Through Cover and
Stealth rules. Much like most Dark Eldar, they are fairly fragile
being only Toughness 3 and having a 5+ Invulnerable Save.
Mandrakes will really benet from getting a Pain Token, as this
will give them the Feel No Pain bonus available to most Dark
Eldar. Not only will the Pain Token make them more durable, it
will also activate their ranged Balere shooting attack.
Sadly I fear that Mandrakes will have way too much competition
from the other Elites choices available in the Dark Eldar codex.
tblingws.c
tIPTo add some easy variation to your Mandrakes you can exchange
some of their weapons by gently cutting them off at the wrist.
Next use a pinvice with a small drill to carefully drill holes in both
the loose hand and sword, as well as the arms. It is a good idea to
rst use a sharp modelling knife to drill a starting hole in both the
hand and the arm, as this will prevent nasty slips with the pinvice.
Once you’re done drilling, cut a paperclip up and use the newly
acquire metal rod to securely attach the hand to its new arm.
Sure this takes some extra work, but the pin will prevent silly
breaking accidents. For those wanting to add even more special
touches to their Mandrakes I’d suggest having a go a using Green
Stuff modelling putty to cover up a rune or two, add extra hair or
even to adjust the shapes of the skirt s worn by the Mandrakes.
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They require more nesse and planning than other units to use
effectively. As a result there will not be many competitive gamers,
especially those attending tournaments, that will include this
stunning looking unit in their army.
Regardless, Mandrakes are fantastic for gamers putting together
themed armies, painters will have a blast with the many different
textures and, let’s just face it, they really look fantastic! I am eventempted to use them as count as Ur-Ghuls (tough ghting pets
that can be included in an Archon’s Court).
pAINTING AND NVESIN ppTNITIESLet me be frank here, Mandrakes are a serious challenge. The
runes on their skin are quite small, their dark skin takes time
and painting re isn’t always the easiest thing. Nonetheless
I absolutely love these miniatures! In the past I have dealt
with tough minis taking me less time than the Mandrakes but
that almost drove me insane nonetheless. The Mandrakes,
challenging as they may be, are a delight to paint up. With every
new element you add paint to they really start coming alive.
Secondly, there is the matter
of Balere. Personally I like to
paint re in a realistic manner,
meaning that the combustion
source (in this case the
Mandrake’s arm) is the place
where the most energy is released. As a result this spot is the
lightest part of the ame, the further away from the combustionsource the greater the chance of other colours showing up in the
ame.
SMMAyThe Mandrakes boxed set contains enough metal parts to make
ve Mandrakes, in three basic poses. Without some conversion
work you are unfortunately stuck with these distinct poses,
something that does impact my nal evaluation of this product.
If you do decide to invest the extra time to do some converting
you can fairly easily make your unit unique. Even if you decide
not to convert your Mandrakes you will be spending quite a bit
of time to make their paintjob look good. On the one hand I have
a hard time justifying spending so much time on a unit that, at
its maximum, is 90 points, On the other hand they are fantastic
tIPDealing with the Mandrake runes can be tricky. This is mainly
because you are working with an inverted colour scheme.
Normally the deeper areas are darker. The Mandrake runes,
however, glow with eldritch energies. I would advise starting
from a white, or light, undercoat. After all, it is no problem to
paint the dark skin of a Mandrake over a white undercoat. The
runes and their Balere arms, as well as the ayed skin skirts,
on the other hand, will greatly benet from the lighter undercoat.
to paint up, the minis really come alive as you come closer and
closer to their completion.
Gamewise, the Mandrakes are certainly not a bad choice, they
are quite good at what they do. However, I can’t help but feel that
we will only rarely see them used in the more competitive army
builds. Given that you can only buy the boxed set, you are basically
forced to take Mandrakes in multiples of ve, something that is
sadly also true for the new Incubi.
In conclusion, I personally love the Mandrakes but, given their
limited poses and the signicant amount of time you have to
invest to make them look half decent, particularly if you are a
starting painter, I can only give this boxed set seven out of ten.
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N lSE INSpETINThe box gives you a whopping 92 pieces to put together 10 Wyches
in a large variety of ways. Each Wyche comes in a minimum of
seven pieces; 2 chest pieces, a set of arm, a set of legs and a head.
Wyches are described as being pre-dominantly female and the box
gives part for six female and four males, interesting to note though
is that nearly all men have partially obscured faces. So the focus is
denitely on the ladies in this kit.
All the legs have been labelled to make assembly more
straightforward, although with a bit of cutting and conversion work
you will be able to put legs together that normally won’t t. Though
this will require more work it will enable you to add even more
poses to a large Wyche Cult army.
In addition to enough bits to arm all your Wyches with their basic
kit you also get the necessary materials to put together a Hekatrix
leader, as well as a set of all the special Wyche weapons. The
Hekatrix comes with all the available options, save for a Venom
Blade and the Phantasm Grenade Launcher. The rst is easily
solved as a quick green wash over a metal blade will make it look
rather venomous. The Launcher is more challenging to solve,
though you can of course borrow one from a Kabalite Warriors box.
The only downside of the kit is that you only get one of each specialWyche weapon while a standard Wyche unit will be able to upgrade
one mini per ten with a special weapon (Hekatrix Bloodbrides can
even upgrade one per three mini). So if you want to add two of the
same weapons you will need to get a second box or get a little
creative.
tIPWant to add more of the same weapon, but don’t have the bits or
extra cash? Then take a hint from the Imperial Guard and eld
those special weapons in weapon teams. Simply give one Wyche
the Impaler and another the Shardnet, the same goes for the
Razorails and the Hydra Gauntlets. Don’t forget to remove the
splinter pistol or close combat weapon from the other hand, this
as the special weapon is meant to replace both of these.
The special Wyche Weapons also look great and even come with
some extras. The Shardnet and Impaler are not much morethan a net and spear, but this isn’t true for the other weapons.
The Razorails are weapons that can be elded as both swords
and whips and you actually get two weapons, one in each form. I
thought it is also rather cool that you get a special, ritually-scarred
head to go with the set. And nally we have the Hydra Gauntlets,
whose wielders have a fully armoured helmet that will offer the
needed extra protection when wielding these sharp and shattering
weapons.
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N TE TAblETpWyches are superb close combat ghters but they denitely need
an effective delivery device in order to get the most out of them. If
left to walk across the battleeld they won’t last long, possessing
on a 6+ save. You basically have three different methods of getting
them into close combat, mount them on a Raider, a Venom (only
suited for small units up to 5 models) or let them arrive through aWebway Portal.
Once they get stuck in though things get very interesting as they are
both able to assault into cover and have a healthy 4+ save once in
close combat. Add in a Hekatrix and a few weapons and you have
a very formidable ghting force that will rack up a pain token very
fast giving them Feel No Pain as a bonus.
The special Wyche weapons are also rather interesting. The
Impaler and Shardnet will allow you to take away attacks, which
can be very effective again strong and high attack opponents.
Razorails, on the other hand, will allow the wielder to re-roll
failed to hit and to wound rolls. And, nally, Hydra Gauntlet will give
you +D6 rather than the normal +1 attacks, making this an ideal
weapon when wielded against large masses of weaker opponents.
The Elites versions of the Wyches, the Hekatrix Bloodbrides, quite
simply do the same as Wyches just better and with more special
weapons. Furthermore you can also make a HQ Succubus mini
with this kit. Being the cheapest HQ choice and adding them to a
Wyche squad will of ten ensure they make it into close combat to doquite a bit of damage.
pAINTING AND NVESIN ppTNITIESLike pretty much all the new Dark Eldar toys Wyches require a bit of
time and work to look decent. With the many different layers (skin,
Wyche suit, Wyche armour, trophies etc) and segmented armour
it is easy to mess things up. My main advice would be to take your
time with each mini as it will really show once they’re all done.
For conversion opportunities you could look at the unhelmeted
heads from the Kabalites kit, leftovers from the Hellions and
there are even a few ideal bits on the Raider sprue to make your
own Impaler and Shardnet! The pictures of painted Wyches in this
article make use of these simple, yet quite effective bit swaps to
add even more variety to the unit.
You could also use a combination of Wyche and Hellion bits to make
a custom Beastmaster. Finally, if we are to believe the rumours,
Games Workshop will be releasing a plastic Venom kit in a few
months which is supposed to come with some Wyche crew hangingoff it. Those bits are bound to add even more cool bits to make your
Wyches even more dynamic and deadly! Given that Wyches are
quite affordable it may even be worth to buy an extra box to replace
the Raider and Ravager crews, which would look great in a full
Wyche Cult-themed force.
SMMAyThe Wyches plastic kit comes with enough bit to make 10 Wyches
with nearly all of the options available to them in the codex. The
models are very dynamic and versatile, being interchangeable with
most other Dark Eldar and even Eldar plastic kits.
The minis are easy to put together, requiring minimal preparation
work, which is a good thing as the paintjob can be challenging at
times. There is no arguing with the end result though, they really
do look the part of sci- gladiators!
Furthermore the kit is quite affordable, so those amongst us who
have been dreaming of elding a full Wyche Cult army can nallyhave a go at them. Heck the only aw I can nd with this kit is that
you only get a single set of each of the special Wyche weapons
So the nal verdict is 9 out of ten
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p i n
i g
ho
opai BI E L- tn
I've had quite a few questions on how I paint my Eldar, and here
is the response! We’re going to turn this: Into tHIs:
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wHItE For starters, the style of white we are doing here should always
be primed white. Below is the basic primer coat on all of the
areas that require this technique.
STEp 2Bleached Bone Dry brush. This is a heavy dry brush but should
be done in layers if necessary. Here I actually did two layers
of bleached bone dry brushing to get the coverage I needed.
Generally, most of the Devlin should be invisible except in the
crevices.
STEp 4Skull White dry brush. This dry brush should be done lighter than
the previous one but, once again, we are painting white, so you’re
going to cover a signicant portion of the surface area. Don’t
worry if this layer doesn’t look “white”. It’s likely it wont, hence
the next step.
STEp 1:Wash the entire surface area with Devlin Mud. You can be as
sloppy as you want and make sure you get it nice and dark in
those deep crevices, like the ribbing on the underbelly of the
body. Areas that will later be painted green or metallic do not
need to be washed.
STEp 350/50 Bleached Bone/White dry brush. This dry brush is lighter
but still covers most of the surface area. You’ll begin to see
shading taking place here as the bleached bone pokes through
on the edges and lower areas.
STEp 5Second Skull White dry brush. This is the nal step to complete
the white. This dry brush should be done lightly, and really only
to bring out the highest surfaces. You should end up with a
mottled bone look, which is exactly what I wanted for my Eldar
(wraithbone and all!).
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grEEnI will be addressing two different styles of painting green here.
My preferred style is on the left. Unfortunately, it is impossible to
prime a piece both white and black so any areas where I need to
paint both white and green are primed white.
At the end of this section I’ll provide a comparison pic so you can
see the difference between the two styles of painting green.This, my preferred method of painting green, starts with a basic
black primer
For pieces of the model that require the painting of white and
green, the base coat is by necessity white.
STEp 1Codex Grey dry brush. Nice thick and heavy dry brush. Keep it
clean, but cover all but the deepest recesses.
STEp 2
Fortress Grey dry brush. A lighter dry brush making sure that
the crevices are still showing some Codex Grey. (forgot to take a
picture of this step!)
STEp 3Skull White dry brush. A ver y light dry brush intended only to hit
the raised surfaces.
STEp 4Dark Angels green wash. At a ratio of about 1 part water to 2
parts paint, you want a relatively thin mixture for this step. The
idea is to ensure that no detail is lost, and that the texture of the
previous grey scale is not lost.
STEp 5Second Dark Angels Green wash. Same ratio of water and paint,
this time you’ll begin to see the color smoothing out. It doesn’t
have to be perfect, just relatively solid color.
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STEp 6Snot Green dry brush. Another nice thick dry brush intended to
cover most of the area.
STEp 7
Goblin Green dry brush. This should be a relatively light coat,
intended to hit the raised sur faces and extreme edges only.
STEp 8Thraka Green wash. Cover the whole thing with a thin layer of
Thraka Green. Ensure there is no pooling and that the coverage
is nice and smooth.
This step pulls all of the colors together, and deepens the shading
in the crevices.
HIgHLIgHtsThe line highlights on the green sections are relatively simple.
Start with Snot Green, and paint a thin line on all outside or
forward edges. This includes (and perhaps most importantly)
the edges of armour plating along the smooth surfaces of the
vehicle. It’s hard to see below but, if you look closely, you can see
thin lines of Snot Green.
Next up is Goblin Green. You’ll probably want a very ne brush
for this. Take your good old time because, if you look closely,
you’ll see that I made mistakes on this one and it probably took
me ten minutes to do just this one piece.
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Finally it’s Scorpion Green. You will not want to paint the entire
edge, just the corners or areas that would need an extra
highlight. This process goes fast because you only need to do
small sections but again you will need a very ne brush.
vInEs.Vines are perhaps the most distinctive feature of the Biel-Tan
vehicles. They are not hard but are time consuming.
Start with just Chaos black, and use a medium small brush. You’ll
want to create the outline of the vines. If you’d prefer to pencil
them on rst you can but I do not do this. The vines shouldn’t
be much thicker than I have them below. Even so, mine are a bit
thick. The next layer will do a lot to create the illusion that they
are thinner.
After the outline of the vines is completed, you need to add the
thorns. Again, this is rather simple - just drawing a triangle away
from the vine itself. You may want a smaller brush for this as it
can be problematic with a medium sized brush. You can even see
below that a few of mine are a bit bulbous!
Now we begin highlighting. The rst layer of highlights is Shadow
Grey. The idea is to shade the back portion of the vine, so take
a look at the middle one here. You can see that about half way
through, where the highlights would have been on the front of the
line, I switched the highlight to the other side, in order to keep it
on the back.
The nal highlight is still in testing for me! I’ve used Fortress
Grey and Space Wolf Grey previously. This time I used a 50/50
mix of Shadow Grey and Space Wolf Grey, and I think I like this
one the best! You’re aiming to highlight the edges and corners.
Just like the nal highlight on the green edge highlighting, you do
not want to hit the whole length, just little spots to make it stand
out. Also, you want to hit the tips of the thorns!
Now a quick shot of how the whole thing looks!
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gEMsThe most prominent detail on all Eldar miniatures is the gems.
Being so distinctive it is important to make sure they come out
just right!
STEp 1:A nice solid base coat of Scab Red. This layer needs to stretch to
the very edges of the gem, as it will be the darkest shade. If you
need to do two layers to get it nice and smooth, then do so.
STEp 2:A 50/50 mix of Scab Red and Red Gore covers all but the lowest
edge of the gem.
STEp 3:Pure Red Gore, again leaving only a small portion of the previous
layer showing.
STEp 4:50/50 Mix of Red Gore and Blood Red. This layer should only
cover the back 75% of the gem, and still leave the shade layers
visible as well.
STEp 5:Mix a little bit more Blood Red into the previous mix, and get
about a 25/75 ratio. Moving further back, try and cover only the
back half or less of the gem.
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STEp 6:Add just a bit of Blazing Orange to the previous mix for the nal
highlight. Finally, this layer should cover only the back most
portion of the gem.
DEtILs
ANpy:The clear canopy is rst washed with Azureman Blue Ink. This is
done twice to ensure a good tinting of the widows. The edges are
then painted with Snot Green to match the Vyper.
GlDS:The golds are base coated with Tin Bitz, painted Dwarf Bronze
and dry brushed with Bolt Gun Metal. They are then heavily
washed with Devlin Mud.
SIlVES:There are very few silvers on this mini but the ones that do exist
are Boltgun Metal with a Badab Black wash.
pIlT:The pilot is relatively simple. He should already be white from
painting previous sections. Simply paint his hair, face and eyes
with your favorite combination for these items!
Turn over for some pictures of the nal Vyper!
Come help us build a
comprehensive hobby Wiki!
www.arolkay.com/PaintingWiki
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Come help us build a
comprehensive hobby Wiki!
www.arolkay.com/PaintingWiki
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M o d e l l
i g cove i g
Pla gue-
beae
E ven efore odex: haos Daemons as reeased I
had aread coected severa Daemon princes for
converting and ainting. when the Daemons got their
on odex I made u m mind on the sot; I oud
coect a haos Daemons arm!
At rst I only got 2 small troops to go with my 5 monstrous
creatures but I quickly realized that I couldn’t win very much with
a host like that. So I started collecting. And collecting. My army
is now about 6000 pts and growing still. I have at least one of
each Greater Daemon, one of each Prince, Forge World Daemon
Lords and a lot of troops and elites. One unit I haven’t got though
is the Plaguebearers which are the only ones that haven’t been
released in plastic.
MATTIAS CIAVARELLA
From a killing point of view, I don’t consider Plaguebearers to be
a good unit. Sure they have their Plagueswords, which are great
against enemies with a high toughness but a unit of Bloodletters
or Daemonettes can easily outperform them.
But with toughness 5, Feel No Pain and an invulnerable save,
the Plaguebearers are without a doubt one of the toughest units
the army can muster! Deep strike them close to an objective,
make sure they have an icon and you will have a unit that holds
an objective and acts as a warp portal.
The only problem is that the existing miniatures are metal and
they chip easily, so I decided to make my own Plaguebearers!
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I googled “Converting Plaguebearers” and found an awesome
looking unit converted by a fellow named David Alexandersson.
He had used Bloodletters as a base, cutting and re-sculpting
several parts. A lthough I think they look great, there were some
things I wanted to change.
The stomachs were the most difcult thing to sculpt. On some
of the miniatures I sculpted a bloated stomach but on the rest
I sculpted the intestines hanging out from their bellies. As an
alternative you could use the intestines from the Zombie sprue.
Since I only had one of those I had to make the rest myself.
The head was trimmed using clippers and a sharp knife. The
skull was cut down, the horns removed and, on some of the
Plaguebearers, I even removed the lower jaw. The eyes and
eyebrows were cut and scraped away with a knife and, nally, I
drilled a hole just above the nose for their cyclopean eye (made
out of greenstuff).
I didn’t do much with the torsos, legs and arms, except for
removing any Khorne symbols and removing the Hellblade just
above the hand. While I was at it, I also cut down the handle a
notch so they looked more like one hand swords instead of two
handed ones.
For the Plaguesword I cut a bit of plastic card (2mm thick).
The pieces I cut were roughly 1” * 1cm. Some of them were cut
diagonally, and some were rectangular. These were sharpened
slightly and rivets were cut into the edges to get that Nurgle-
worn-out feeling.
The Icon was really easy to make. I just looted it from the Chaos
Space Marine sprue (kindly donated from a friend). For the
Noxious Touch upgrade I sculpted a Plague scy the using pieces
from the Bloodcrushers sprue.
Converting Plaguebearers was not very difcult and requires
minimum sculpting experience. On a difculty scale of 1-10
(where a 10 is very difcult) I give this project a 3. It’s difcult
to make the Plagueswords and the intestines are a bit tricky to
sculpt.
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so HErE’s sHoPPIng LIst oFwHt you’LL nEED:1 box of Bloodletters
1 Sheet of 2mm thick plastic card
Green stuff
pTINAl pATS:Chaos Space Marine Nurgle Icon
Zombie intestines
Bloodcrusher swords and icon arm
Now go out and infect somebody!
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M o d e l L
i g caelio’
E a y 6 s ep shield Doe coveio!
Don’t kno hat to do ith a those gun drones? you
kno the ones. The ones that come ith EVEyTING
ou u in the Tau arm! we, here is an eas a
to ut them to good use! Turn those useess sarms
of inaccurate use carines into something usefu… Shied
Drones!!!
F TIS NVESIN y wIll NEED:
f 2 gun drones
f A ying base
f A crisis battlesuit kit’s shield generator
f A little greenstuff
f Some superglue
f A le
f A hobby knife
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STEp 1Begin your conversion by ling down the piece which the guns
would attach to (shield drones don’t have guns, so we won’t be
needing very much of this piece). File it right down, starting at
the area which would attach to the base, all the way until you’ve
taken off the 2 nubs the pulse carbines would attach to.
STEp 2Next, atten down the shield generator’s attachment point (it
won’t be attached to a battlesuit, so we don’t need it anymore).
STEp 3Flip over the shield generator and drill a small hole in the center
using your hobby knife. The hole doesn’t have to be very deep or
very wide, just enough that you’ll get a little more surface area
when you attach it to the ying bases stick.
STEp 4Assemble your drone pieces, rst by attaching the ‘head’ to the
piece led down in step 1, using a little glue. Then glue the shield
generator to the bottom, using a little greenstuff to conceal any
areas which don’t quite t together.
STEp 5Attach the two antennae using a little glue.
STEp 6Base your drone and slap on a coat of paint!
When you nish, your homemade shield drone, and the ones you
pay $15 for at GW will be so close to identical, no one will be able
to notice!
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As the Great Fool WishesLhykosidae
Bodies gyrate to the silent song playing through the souls
they house. Flickering images form on the psychic wave that
emanates from them: Deadly arrays of the Dark Brethren lance
out, striking down humans and orks alike. In true portrayal of
irony, one of the dancers looms behind the Brethren as a large
and imposing demonic gure, picking them o one by one.
Some of the dancers stop occasionally to leer at the crowd withcomical expressions plastered on their faces; especially when
they depict mon-keigh.
As the scene changes, elements of the crowd peel away to
play their part in the dance, while a few on stage leap through
the air to land softly among their applauding friends. Te Dark
Brethren are suddenly assaulted by the larger mon-keigh of the
corpse emperor. Space Marines! Tey shudder and break under
the assault, eeing even as the demon continues to feed. Te
mon-keigh stand proud and arrogant in the face of the eeing
Dark Eldar, only to have a new gaggle of demons begin to feed
on them as they did the Eldar.
Te crowd howls at the ludicrousness of the scene. Slowly,
the mon-keigh turn into even more grotesque manifestations
as they become corrupted. Just before the nal Marine is
consumed, however, a psychically bruising giggle washes over
the entire scene. As one, the audience and performers turn to
the source. A lone gure stands poised with sword and pistol
in hand. Her chin stays tucked to her chest, obscuring her
colorless features. But the smile on her face cannot be mistaken.
With slow, deliberately sensual steps she makes her way towards
the frozen Marine. With but a sword’s length to go, she stops.
Te hushed crowd cannot help smiling obscenely as her face
lifts to expose the features of the roupe Master.
In an explosion of colors and tomfoolery nearly too quick to track, the roupe Master slays the demons, shatters the
company of corrupt mon-keigh and disarms the remaining
Marine. Within the blink of an eye, she stands on the shoulders
of the Marine, staring down at him with glee. Te look of
profound stupidity on his face is truly what makes the crowd
go wild.
Te scene ends as the holoelds turn o, returning the
performing Rillietann to their true countenance. Te rest of
the Masque surges on to the stage as friends and troupe-mates
congratulate each other on a job well done. Many bow to the
roupe Master as a sign of respect and acknowledgment. She
may one day carry the title of ‘Ardathair’—Great Harlequin.
With the dance complete, the members of the Masque
understand the portents foreseen by the Shadowseers. Te
Masque of the Crimson Ophidian would be going to war.
* * *
“We welcome your presence, blessed one>> the Great
Harlequin announces.”
I turn away from the Masque’s revelry and nod politely.
In one sentence he both acknowledges my superiority and
sympathizes with the sacrice it required. But the truth is that
my presence is never welcome. Even he cannot completely hide
the look of horror that crosses all mortals’ faces when they look into my eyes and see…nothing.
“HE bade me seek thee” I reply.
He: Lord Cegorach…Te Great Fool…Te Laughing
God…our patron and mentor and father. Dire would be state of
the galaxy without his mocking love.
Te Great Harlequin crosses his arms and lowers his eyes
in supplication and reverence.
“Ten Chaos will learn to fear the Webway anew” He
whispers after a moment.
“Assemble the Masque at thy leisure, Ardathair” I reply.
Tey would not see me before the Dance. I activate my personal
Webway-portal generator and step through.
“As the Great Fool wishes” He giggles back, but I am
already gone.
* * *
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B a
t l e
r e p o
DaK eldr v.
space MaieDAVE SKRIVAN
the recent reease of the Dark Edar codex has garnered
a ot of attention in the warhammer 40,000 communit,
oth as eing the atest andagon and from the codex
shoing otentia to e ver otent and cometitive.
whist the jur ma sti e out on the arm’s ong term
viaiit, as the codex has on een out since ear Novemer,
it is shoing much romise.
The following is the report of a recent game I played against
a competitive build of Codex Space Marines. The point value
played was at 1850, which is the standard for the Adepticon
Championship and many tournaments in the Midwest Region of
the US.
Whilst the Space Marine codex has been showing its age
compared to Space Wolves or Blood Angels, it is still the
benchmark against which all other codices are judged. That is
why I feel this is an appropriate matchup.
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DrK ELDr
{Q}[180] – Archon – Husk blade, ghostplate
armour, shadoweld, phantasm grenade
launcher, combat drugs, soul trap
[125] –1x Haemonculus w/ liqueer gun, venom
blade, 1x Haemonculus w/ liquer gun
{ElITES}[224] - 7x Incubi – Raider w/ ickereld
[265] – 9x Hecatrix Bloodbrides –2x hydra
gauntlets, 1x shardnet, siren w/ agoniser,
haywire grenades – Raider w/ ickereld
{TpS}[206] – 8x Wyches – hydra gauntlets, haywire grenades,
hekatrix w/ agoniser– raider w/ ickereld
[218] – 9x Wyches – hydra gauntlets, haywire grenades,
hekatrix w/ agoniser – Raider w/ ickereld
[200] – 10x Kabalite Warriors – dark lance,
blaster – raider w/ ickereld
[200] – 10x Kabalite Warriors – dark lance,
blaster – raider w/ ickereld
{EAVy}[115] – Ravager – 3x dark lances, ickereld
[115] – Ravager – 3x disintegrator Cannons, ickereld
totL – 1848
The aim of this Dark Eldar list is to use the speed afforded by the
Raider transports to focus assaults and close combat to cripple a
large portion of an opponent’s army simultaneously. The Archon
rides with the Incubi to take on and wipe out most enemy units
relying primarily on armor saves. A unit of hecatrix Bloodbrides
will also support this aim, using their large volume of attacks
and 4+ invulnerable save in close combat to withstand enemies
carrying power weapons. I place a Haemonculus with both the
Hecatrix Bloodbrides and the Incubi to give each a pain token.
Wyches bring up the support for the assault by tying up key
enemy counter-assault units (Terminators, Harlequins, etc)
and scoring objectives. To support the assaulting rush, two
mounted warrior squads can provide support re to take out
key enemy vehicles, enemy transports or tougher units that may
need to be softened up before being assaulted. Two Ravagers
also assist on this end, one equipped with three Dark Lances
for anti-tank and one with three Disintegrator Cannons for long
range anti-MEQ killing.
TE lISTS & GENEAl AMy STATEGy
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sPcE MrInEs
{Q}[100] – Librarian w/ Null Zone, Avenger
{ElITE}[130] – Dreadnaught w/ Multi-melta,
Heavy Flamer, extra armor
[130] – Dreadnaught w/ Multi-melta,
Heavy Flamer, extra armor
{TpS}[105] – 5x Scouts w/ 4x snipers, 1x missile launcher,
camo cloaks, melta bombs (for sgt only)
[245] – Tactical Squad w/ melta gun, missile launcher,
sgt w/ combi-melta & powerst - Rhino transport
[245] – Tactical Squad w/ melta gun, missile launcher,
sgt w/ combi-melta & powerst - Rhino transport[250] – Tactical Squad w/ melta gun, plasma cannon,
sgt w/ combi-melta & powerst - Rhino transport
{FAST ATTA}[70] – Land Speeder w/ multi-melta, heavy amer
[70] – Land Speeder w/ multi-melta, heavy amer
[70] – Land Speeder w/ multi-melta, heavy amer
{EAVy SppT}[115] – Vindicator
[115] – Vindicator
[198] – 8x Devastator Marines w/ 4x missile launchers
totL – 1848
The idea of this list is to utilize MSU (Multiple Small Units) to ood
the enemy with inexpensive targets. This Marine army carries a
hefty amount of short to medium range repower, most of it AP1
or AP2, which can be concentrated on key targets with effects
bolstered by the Null Zone psychic power, forcing opponents to
reroll successful invulnerable saves.
Unless it is a kill-point game, every tactical squad will be split
into combat squads, with half taking a heavy weapon, occupying
an objective and shooting from long range in support of the
mechanized force moving to take objectives. While primarily
a shooting army, it has the ability to use limited assaults (via
Dreadnaughts and powerst wielding tac squads) to follow up
shooting.
TE MISSINThe mission used was Capture and Control with a Dawn of
War deployment. The terrain consisted of tall rocky mounds
that blocked lines of sight and groups of defensive barricadesarranged to cover small areas from all directions.
Both sides rolled for deployment and the Space Marines won.
They chose to go second for one main reason. He wanted to see
where I set up my objective rst before he set his up, because
he knows the Dark Eldar have a tremendous advantage in
mobility. This marine list thrives on keeping the ghting close
ranged and in tight spaces.
TE DEplyMENTSeeing that he had a unit with the potential to outank and steal
the objective, I chose to put my objective (the rocket engine) in
the very middle of my back edge to deny him that strategy. He
then chose to place his objective (fuselage debris piece) in a spot
in cover nearly across from my objective, deciding to keep the
ght close ranged.
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As I was using an army that was based around fast skimmers,
I elected to deploy nothing and move onto the board turn 1.
My opponent opted to deploy only the scout squad to cover his
objective, and move the rest of his army onto the board turn 1.
With both of us deploying limited forces, he let me have rst
turn without trying to seize the initiative. I rolled for Combat
Drugs and got Adrenalite (All units affected by combat drugs
gain +1 attack).
toP oF turn 1The Dark Eldar race onto the board with their usual speed. The
four Raiders carrying Incubi + Archon, Hecatrix, and Wyches
race at out towards the middle, counting on their cover saves
and night ght to protect them before they can set up potential
charges on turn 2. The two raiders carrying warriors move
onto the board just enough to stay close to the objective. Both
Ravagers move forward at cruising speed to attempt pot shots at
the scouts in cover. It requires a good night ght check, but they
had night vision so it’s worth a shot. The night ghting checks do
not succeed and the turn is ended.
BottoM oF turn 1The Space Marines move onto the board. The majority of the
force keeps close together, with speeders moving cruising speed
to attempt shots at the Raiders that moved up. The exception to
this is the devastator squad which moves onto the board on the
far right side to take shots at the dark elder transports but be
far enough away to not be threatened by retaliation. The combat
squads on foot take up positions near the objective in cover. They
had attempted to spread out but were hampered by poor difcult
terrain rolls, so they ended up clustered heavily. The rhinos and
Dreadnaughts all use smoke launchers to cover the almost-
certain follow up from the dark elder. The speeders shoot, failing
TE pEGAME plANDark Eldar – My army strategy remains unchanged. My aim is
to commit as much as I can to taking, or at least contesting,
his objective, whilst keeping my warriors back to hold my own
objective. That way, the worse I will achieve is a draw but, by me
forcing the ght on his side, he doesn’t have the speed to defeat
my force and then take my objective.
Space Marines – The army’s strategy remains unchanged. Use
multiple units to coordinate re and counter assaults to take
out key enemy targets, hopefully should be able to punch a way
through with rhinos or, at least, turbo-boost a land speeder to
take the objective.
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to cause any harm to the raiders either by missing shots or cover
saves I made. One of the Vindicators manages to pass night ght,
shoots and hits the raider carrying the Bloodbrides. The shot
penetrates, only managing a Crew Stunned result. The scouts
failed to spot any targets with their night ght check.
toP oF turn 2While the damage I took was minimal, having the Raider carrying
the Bloodbrides being stopped was tough, as that is one of my
main units I need to hit the enemy with. Regardless I keep to my
plan; I rush the Wyches and the Incubi w/ Archon forward. I also
move my Ravagers to take some shots at enemy speeders. At
this point I have committed to the assault, so I send one squad
of Wyches to the right ank to set up and assault the tac squad
(if the rhino can be popped) or the Dreadnaught if not. I set up
the same on the left, aiming the Wyches at the Dreadnaught
between the rhinos. This way I gure if I can destroy a Rhino,
I could assault the squad inside or, if not, then I can at least get
engaged in close combat with the Dreadnaught using the 4+invulnerable save (due to dodge).
I disembark the Incubi and the Archon to get at the scouts in
cover and any other potential marine squads in cover. My
shooting manages to immobilise the speeders to my right and
in his center. I also explode the rhino to my r ight, directly in front
of the Wyches. This explosion kills 3 Wyches, 2 Incubi (despite 3+
armor and feel no pain), three of the ve marines inside of the
rhino and two marines from a combat squad nearby. The rest of
my shooting is not very effective.
He chooses to use combat tactics to fail the morale test for the
two marines in the rhino crater, attempting to either get out of
charge range or at least denying a unit gaining a possible pain
token. He only manages to run 4”, leaving them in charge range of
the Incubi. The Incubi charges the combat squad, also engaging
the scouts. The Wyches on my right charge the Dreadnaught,
having a couple of the back Wyches hit the speeder with haywire
grenades. The Wyches on my left go at the Dreadnaught as well,
trying to have a few models hit nearby rhinos with haywires as
well. The Wyches on both sides drew in close combat with the
Dreadnaughts, though managing to Crew Stunned the speeder
on the right. The Incubi and Archon wipe out the scouts and
combat squad remnants on the charge, gaining two pain tokens
(for a total of three so far) and consolidate into the cover, towards
the other marines.
After Close Combat
Beginning of Close Combat
BottoM oF turn 2The Incubi and Archon just run through the marines like they are
nothing and the best counter assault option against the Incubi
(Dreadnaughts) have been locked up by Wyches. He disembarks
his other two combat squads and sets them up to countercharge
the Wyches engaged with one of the Dreadnaughts, that way
freeing up a Dreadnaught to stop the Incubi. He keeps the combat
squads in position to be able to re heavy weapons at the Incubi,
while the Vindicators move to gain shots on the raider carrying
the hecatrix Bloodbrides. He also rushes the land speeder on his
right (my left) up in front of my Wyches to take a shot at a nearby
land raider and cut my Wyches off from any potential retreat.
The marines wanted to at least stop another elite assault unit
from making it to his lines so he could stop the bleeding. His
shooting opens up with the devastator squad’s missile salvo
exploding the Raider and follow up shots from Vindicators kill
4 of the hecatrix Bloodbrides. Shooting from all three combat
squads at Incubi fails miserably, failing to wound a single model.The immobile speeder in the center immobilizes my Raider
carrying the Incubi. His two combat squads with power sts
counter-charge into my Wyches. I kill three marines total and
glance the Dreadnaught once, while he kills 4 Wyches, so we
draw combat. On the other side, my Wyches fail again to damage
the Dreadnaught, while it kills a wyche. They made their morale
check and stayed in combat.
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toP oF turn 3I move the hecatrix Bloodbrides forward to support the Wyches
tied up with the Dreadnaught and two combat squads. I move
the Incubi toward the two combat squads closest to my wyche
squad that is getting ganged up on. The Archon moves away from
the Incubi to rescue the Wyches. I disembark the Haemonculus
from the immobilized Raider and run up towards the remaining
combat squad that the Incubi weren’t planning to charge. I move
an empty raider to provide some cover for the Bloodbrides from
the Vindicators and devastators. I also set up a Ravager to shoot
one of the Vindicators, though I hide that out of LOS from the
devastators.
My shooting opens up. A Ravager takes out a Vindicator. The
Haemonculus kills a single marine with the liqueer gun.
Dark lances from my back line immobilize the speeder on my
opponent’s right (my left), destroy the multi-melta on the center
speeder and stun the very left speeder. The Archon charges
and wipes out one of the combat squads tied up with the
Wyches. Another grenade hit from the Wyches immobilises the
Dreadnaught in the same combat so it should be easy to rack
up hits in the future and kill it. The remaining marines initially
fail their morale check but decide to take some wounds and stay
around due to ATSKNF. The Incubi in the center whiffs pretty
badly and only kills two marines. The Haemonculus charged
and does nothing to the marines, who do nothing in reply, leaving
that combat tied up as well. The Bloodbrides manage to charge
the speeder on his left and wreck it with haywire grenades. The
Archon consolidates out of combat as she was not engaged with
the second combat squad or the Dreadnaught.
BottoM oF turn 3Things are not looking great for the Marines, as their mobility
has been stopped and they are being decimated by primarily just
the Incubi and Archon. Now it’s really a losing battle for him to
just hold his own objective and make a draw out of it. Marines
move the remaining Vindicator forward to take a shot at the
Ravager as the Archon is too close to the Dreadnaught to take
a shot. The Librarian gets out to take on the Bloodbrides. In the
shooting phase, the Vindicator misses the Ravager, while the
Devastators re at the Archon, who laughs at the missile hits
with her 2+ invulnerable save shadow eld. The Librarian uses
the Avenger template power and kills three of the Bloodbrides.
The Bloodbrides fail their morale test and ee.
In close combat, the Incubi kill 5 out of the 6 remaining Marines,
leaving one lone Marine surrounded by Incubi. The combat
involving the Wyches, Combat Squad, and Dreadnaught ties
again, with one Wyche and one Marine being killed. The combat
with the Haemonculus stalemates again, as does the other
combat with Wyches and the Dreadnaught.
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toP oF turn 4At this point, it’s becoming a matter of if I can clear out his force,
because he is quickly running out of troop units to claim his
objective with. I shift a Raider and Ravager to his left to take out
either some Speeders or the Rhino that separates the Librarian
from the Archon. Shooting opens up with my Dark Lance Ravager
repeating what it did the previous turn and destroying the second
Vindicator. My Dark Lances on the back line explode the Rhino I
am targeting, killing two of the three Wyches engaged with the
Dreadnaught. The rest of my Dark Lances from my back eld
units try to take out the Librarian, but fail to hit. My Archon makes
a poor run roll so, instead of going after the Librarian, I go to help
out the last Wyche by killing off the remaining Combat Squad.
The Incubi kills off the remaining Tactical Marine engaged with
them, consolidating into cover, while the Haemonculus again
has a slap ght with the Tactical Marines. The Wyches and
the Dreadnaught also don’t feel like hurting each other again,
staying stuck in once more.
BottoM oF turn 4Aside from the t wo Tactical Marines tied up with the Haemonculus,
all of the troops have been wiped out. Now it’s just a ght for a
moral victory at this point or to pull out a desperate miracle. He
moves the Librarian towards the Incubi, deciding against going
after the Archon, as he’d likely be killed before he could even
attack. The Devastators re at a Raider with Kabalite Warriors to
force them off the objective and manage to destroy the weapon
on the vehicle. The Librarian uses Avenger and kills three of the
Incubi. The Incubi pass their morale check. Combat continues
with the Haemonculus and Marines failing to hit each other. The
Dreadnaught on his left kills a Wyche, the squad passes morale.
Wyche on the r ight and Dreadnaught fail to hit each other.
toP turn 5The two remaining Incubi charge towards the last two Tactical
Marines, while the Archon moves at the Librarian. Shooting
manages to take several weapons off of each of the Land
Speeders and immobilise the last rhino, but fails to destroy any
of them. The Incubi charge the Tactical Marines, failing to wound
a single Marine, however, the Haemonculus manages to kill both
Marines with his two close combat attacks. The Archon kills the
Librarian and passes leadership for the Soul Trap, so doubles
her base strength to 6. The Wyches on the Marines left nally
manage to immobilize the Dreadnaught, while the lone Wyche
engaged with the other Dreadnaught are deadlocked again.
Bottom of Turn 5 – There is virtually no chance left now for the
Space Marines. The Devastators shoot and wreck one of the
Raiders holding my objectives, but my Warriors just disembark
into cover, so the objective is still secure. In close combat, the
Wyches on his left nally destroyed the Dreadnaught, after being
locked in single combat with it for 8 rounds of close combat.
The lone Wyche on his right was still deadlocked with that
Dreadnaught.
We rolled for Random Game Length, and it kept going.
toP oF turn 6I move the Wyches from the freshly killed Dreadnaught to secure
the objective, with the Haemonculus giving them a pain token in
cover. I run the newly buffed Archon at the Dreadnaught, while
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I send the two Archons at the Land Speeder in the center. After
their assaults the Dreadnaught was wrecked by the Furious
Charging Archon and the speeder was wrecked by the Incubi.
BottoM turn 6The game is over at this point. He res some missiles from the
Devastators at my Wyches on his objective but all of the shots
miss and that was the end of the turn.
We rolled Random Game Length to make it ofcial and it did end.
rEsuLtsbETIVES NTllEDDark Eldar – 2
Space Marines – 0
Win for Dark E ldar.
coMMEntsI think there were some mistakes made on both of our parts. One
of my mistakes was in the decision to hold both Warrior squads
back on my objective, when I could’ve sent at least one forwards
to help with close range support re. Also after my Raider
carrying the Hecatrix was stunned, I should not have waited until
the vehicle was taken out to disembark them. If anything, they
could have served as a diversion for the Wyches so they wouldn’t
have been hit so hard in the counter-charge.
I think his main mistake was that he countercharged the
Wyches instead of going after the Incubi with the Librarian and
Powersts. No matter what though, the fact that I tied up his
Dreads with the Wyches meant that any countercharge against
the Incubi and Archon would be horrendously costly for him.
His placement of the army all together was due to the speed of
the enemy. If he had spaced out, then the Dark Eldar could have
collapsed onto a ank and wiped out the Marine Force down the
line, with the ability to hop back into transports and quickly catch
the alternate Marine group. He might have been able to make a
play for the objective, but unless he deep strikes the speeders
or had drop pods, he wouldn’t be able to get all the way across
without having to ght through the Dark Eldar force.
suMMryThis game serves as a highlight of the Dark Eldar’s potential
to use a balance of shooting, mobility, and close combat
to not only kill the enemy’s models but to completely shut
down their game plan, neuter their counter-assault units
and force the ght on the Dark Eldar player’s terms. Only
time will tell if the Dark Eldar emerges as a “top tier” codex
but so far it has shown vast improvement over the previous
book and compares very favorably to the basic benchmark.
The pain tokens really came into play in turning the Incubi
and Archon into an extremely tough freight train that
barreled through the marines.
EnD oF tHE gME Lots of Space Marine wrecks, Dark Eldar sitting on both
objectives.
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