InterviewWD 447 · pp. 46–49
Robin Cruddace explains four goals behind the standalone mass-battle game: familiarity, shorter play, reduced downtime and an opportunity to use every unit before it is removed. Unit-level resolution, detachment activations, orders and delayed damage all serve those aims, with playtesting adjusting blast markers to prevent armies disappearing too quickly.
Warhammer 40,000
InterviewWD 447 · pp. 105–107
Darren Latham, Joe Tomaszewski and Max Faleij discuss selected entries before choosing Angelo Di Chello’s scene. Their comments value a readable narrative, deliberate colour placement and presentation that supports the central figures, showing how an ambitious diorama must succeed as a coherent whole as well as a collection of finely painted miniatures.
Warhammer 40,000
InterviewWD 524 · pp. 88–91
Miniature designer Seb and ’Eavy Metal painter Tom explain how Wazdakka’s first official model became a centrepiece without making the rider as large as Ghazghkull. Real bicycle mechanics informed Big Revva’s proportions, suspension and working details, while a jumping, fist-raised pose expresses the speed-obsessed Ork’s showmanship. The discussion also follows the fairing-mounted gun, reel-out claw, split trophy skull and Fixit’s carefully chosen place on a model designed to remain convincing beneath its extravagance.
Warhammer 40,000Orks