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MODELLING·WHITE DWARF 443

Fantastical Realms: The Realm of Beasts

June 2019·pp. 18–21

THE SHORT VERSION

Ghur’s landscapes and animals offer colour and modelling ideas far beyond a single dusty palette. Hunter cultures, amber magic, patterned skins and snowbound or forest environments let almost any faction acquire a bestial regional identity, with examples explaining how details and bases make that connection visible.

EXPLORE RELATED TOPICS

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Find this article in White Dwarf 443, pp. 18–21.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.