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White Dwarf 388 cover

WHITE DWARF · APRIL 2012

Issue 388.

The 2012 Citadel paint transition, illustrated recipes and a complete Space Wolves army project, Empire background and Karl Franz, Civil War conclusion, Death World missions and a Middle-earth collecting league.

74 articles indexed
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Inside this issue

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EditorialWD 388 · p. 2

A New Painting Dawn

Andrew Kenrick introduces the replacement Citadel paint range and the particular colours already attracting the White Dwarf team, alongside new Empire models and a painting book. The issue also concludes Civil War and introduces Phil Kelly’s hazardous Death World missions. Tom Hutchings receives a final chance to win a battle report before leaving the magazine, facing Simon’s Space Wolves on a battlefield that can kill either army.

4 paint colours
CommunityWD 388 · p. 33

News

The news page invites hobbyists to try the new paints and prepare a single Hero for a store painting competition that will feed into a later Good-versus-Evil event. It also marks the opening of Games Workshop’s first Warsaw store. Fantasy Flight’s Hero’s Call expands Warhammer Fantasy Roleplay into higher-powered adventures with new careers, regional backgrounds and spells for experienced characters.

Warhammer Fantasy Roleplay
PaintingWD 388 · pp. 34–41

The All New Citadel Paint Range

The new range organises 145 paints around seven different tasks rather than asking every colour to perform in the same way. Base, Shade and Layer establish coverage, depth and highlights, while Dry, Texture, Glaze and Technical products support quicker basing and more specialised effects. Painters explain the practical advantages through small demonstrations, emphasising coordinated colours and repeatable methods for both individual models and whole armies.

PaintingWD 388 · p. 35

Citadel Base

Duncan Rhodes explains how high pigment content makes Base paints useful for a smooth starting coat over either black or white undercoats. Examples show a red Space Marine and light colours covering dark primer, while the spray gun offers a way to apply the same foundation to many models. The advice treats a clean basecoat as the platform for later shading and layers, even when it differs from the final colour.

3 paint colours
PaintingWD 388 · p. 36

Citadel Shade

Chris Peach describes thin Shades that flow into recesses and dry matt, defining details rapidly across large numbers of models. Orc and Skaven examples use Agrax Earthshade, metal uses Nuln Oil and flesh changes with Reikland Fleshshade. The feature also shows washes staining white directly, allowing some schemes to bypass a conventional coloured base and achieve depth with very few stages.

5 paint colours
PaintingWD 388 · p. 37

Citadel Layer

Matt Hutson values the seventy Layer colours for the ready-made transitions they provide between dark and light, especially in difficult bright schemes. A Marauder and Tau Fire Warrior demonstrate successive layers leaving earlier shades visible, while green armour shows a direct two-colour highlight. The practical advice includes shaking the pots thoroughly and choosing a sequence that builds natural definition without needing to mix every intermediate tone.

2 paint colours
PaintingWD 388 · p. 38

Citadel Texture

Chad Mierzwa explains how Texture paints combine ground colour and a coarse surface in one application, reducing the separate gluing, sanding and painting stages of ordinary basing. Washes, drybrushing and tufts then customise the result, and the wet material can be shaped into footprints, ruts or small craters. A complete sandy-base example demonstrates the relationship between textured ground, a pale highlight and a neat painted rim.

5 paint colours
PaintingWD 388 · p. 39

Citadel Dry

Steve Bowerman describes the unusually thick Dry compounds as paints intended to deposit pigment on raised texture with little waste. He advises using a dry brush and leaving the formulation undiluted, building the effect gradually rather than flooding details. Examples on bark, metal and fur show its range, and his Skeleton recipe combines a sandy base, sepia shade and white drybrush for a fast bone effect.

7 paint colours
PaintingWD 388 · p. 40

Citadel Glaze

Matt Kennedy explains glazes as translucent colour filters that can enrich an entire surface, unify excessive highlights or add small local nuances. The four colours are demonstrated through a Bloodletter and alternative treatments of a Chaos Warrior, where a different glaze suggests a different patron god. His central advice is to experiment on a test model because subtle placement and an all-over application can produce very different results.

4 paint colours
PaintingWD 388 · p. 41

Citadel Technical

The Technical range covers jobs outside ordinary colour application: hand undercoating with Imperial Primer, smoothing small joins with Liquid Green Stuff and handling transfers with gloss varnish and matt medium. Ardcoat gives a smooth surface for the transfer, while Lahmian Medium seals and dulls it afterwards. The medium can also turn Layer paints into improvised glazes, making it a tool for changing paint behaviour as well as finishing decals.

4 paint colours
PaintingWD 388 · pp. 42–49

Citadel Miniatures Painting Guide: Part One

A two-page matrix maps basecoats, washes, layers, drybrushing and glazes onto a wide selection of colours and materials, from blue armour and green flesh to bone, metals and textured bases. Eighteen illustrated model examples then show selected sequences in practice, including pale skin, red Daemons, white cloth and several metallic finishes. The guide encourages treating the combinations as a starting point for experimentation rather than a compulsory formula for every miniature.

139 paint colours
PaintingWD 388 · p. 44

Dark Eldar Wrack: Pallid Flesh

A Wrack’s unusually pale flesh begins with Rakarth Flesh and a warm Reikland Fleshshade wash. Restoring the raised areas with Pallid Wych Flesh and then White Scar leaves the warmth in the recesses while giving the skin a cold, almost bloodless finish. The example shows how only a few carefully placed layers can distinguish exposed anatomy from the surrounding dark equipment.

Warhammer 40,000Dark Eldar4 paint colours
PaintingWD 388 · p. 44

Chaos Marauder: Human Flesh

Bugman’s Glow supplies a strong warm base for the Marauder’s bare skin before Reikland Fleshshade defines the musculature. Cadian Fleshtone restores the broad raised surfaces and Kislev Flesh picks out the highest details. Leaving the initial wash visible between those layers gives the muscular figure depth without requiring blended paint mixtures.

Warhammer Fantasy BattlesWarriors of Chaos4 paint colours
PaintingWD 388 · p. 44

Beastmen Gor: Tanned Flesh

The Gor’s warm skin progresses from Ratskin Flesh through a Reikland Fleshshade wash to Bestigor Flesh and Ungor Flesh highlights. Its orange-brown starting tone makes the result visibly different from the neighbouring human-flesh example, even though the same wash defines both. Narrow final highlights emphasise the creature’s muscular surface while keeping the darker folds intact.

Warhammer Fantasy BattlesBeastmen4 paint colours
PaintingWD 388 · p. 45

Bloodletter of Khorne: Red Daemon Flesh

Khorne Red gives the Bloodletter a dark foundation, followed by Wazdakka Red and Squig Orange on increasingly raised areas. A final Bloodletter glaze draws those contrasting layers back towards a saturated red, preserving definition while reducing the chalkiness of the orange highlight. The example demonstrates a glaze acting as a unifying finishing stage rather than a recess wash.

Warhammer Fantasy BattlesWarhammer 40,000Chaos Daemons4 paint colours
PaintingWD 388 · p. 45

Fire Dragon: Orange Aspect Armour

The Fire Dragon’s armour starts with the strong coverage of Jokaero Orange, then receives Reikland Fleshshade to separate its plates. Troll Slayer Orange and Fire Dragon Bright build a vivid orange surface above the darker joints. The sequence uses the range’s adjacent tones to produce readable bright armour without mixing several intermediate shades.

Warhammer 40,000Eldar4 paint colours
PaintingWD 388 · p. 45

Eldar Guardian: Yellow Armour

This yellow Guardian uses a white spray undercoat and a Casandora Yellow wash to create its initial colour and shading together. White Scar then highlights the brightest edges rather than beginning with an opaque yellow basecoat. The short method demonstrates how a coloured Shade over white can leave a clean, luminous surface with relatively little paint.

Warhammer 40,000Eldar3 paint colours
PaintingWD 388 · p. 46

Black Templar: Black Power Armour

Black armour retains its Chaos Black spray foundation, with Eshin Grey drawn along raised edges and Dawnstone reserved for the sharpest lines. The large plates stay dark, allowing sparse highlights to describe their shape without turning the Marine grey. It is a compact example of using the undercoat as the finished main colour.

Warhammer 40,000Black Templars3 paint colours
PaintingWD 388 · p. 46

Wood Elf: Grey Cloak

Mechanicus Standard Grey establishes the cloak, and Nuln Oil deepens its folds before Dawnstone restores the raised fabric. Administratum Grey finishes the most exposed ridges. The example makes the direction and width of each layer do the work of describing cloth, with the earlier darker colours remaining visible inside the creases.

Warhammer Fantasy BattlesWood Elves4 paint colours
PaintingWD 388 · p. 46

High Elf Archer: White Robe

The Archer’s robe begins with Celestra Grey rather than pure white, leaving room for brighter layers to define the folds. Ulthuan Grey covers most raised fabric and successive White Scar applications refine the highlights. Keeping the cool grey in the recesses gives white cloth a readable structure while preserving its clean appearance.

Warhammer Fantasy BattlesHigh Elves3 paint colours
PaintingWD 388 · p. 47

Ork Boy: Ork Flesh

Waaagh! Flesh provides the dark green foundation for an Ork Boy, followed by Biel-Tan Green to reinforce the shadows. Warboss Green and Skarsnik Green lighten the muscles and face, creating a strong transition without changing the underlying green character. The final pale green accents help the face stand out among the model’s darker equipment.

Warhammer 40,000Orks4 paint colours
PaintingWD 388 · p. 47

Ultramarine: Blue Power Armour

Macragge Blue is applied with a spray gun for an even armour base, then Drakenhof Nightshade marks the recesses between plates. Altdorf Guard Blue restores the broad armour colour and Calgar Blue defines its edges. The four stages produce the Chapter’s familiar blue by controlling where each lighter layer stops.

Warhammer 40,000Ultramarines4 paint colours
PaintingWD 388 · p. 47

Black Ark Corsair: Purple Armour

Naggaroth Night gives the Corsair dark purple armour that is further separated with Nuln Oil. Xereus Purple and Genestealer Purple then brighten the raised forms, keeping the joints and deep surfaces sombre. The progression makes the ornate armour legible while retaining a sinister palette appropriate to the surrounding dark materials.

Warhammer Fantasy BattlesDark Elves4 paint colours
PaintingWD 388 · p. 48

Dryad: Dark Wood

Dryad Bark and Agrax Earthshade establish deep brown wood on the Dryad’s irregular body. A Terminatus Stone drybrush catches the raised grain and projecting branches, avoiding the need to trace every narrow feature with a fine brush. The three-stage method demonstrates how a sculpted organic texture can provide much of the final definition itself.

Warhammer Fantasy BattlesWood Elves3 paint colours
PaintingWD 388 · p. 48

Skeleton Warrior: Bone

The Skeleton begins with a sprayed Zandri Dust base, receives Seraphim Sepia for the cavities and joints, then a Praxeti White drybrush across the exposed bones. The warm underlayers prevent the result becoming a flat white skeleton while the light drybrush defines the ribcage and skull rapidly. The method is presented as a practical sequence for textured regiment models.

Warhammer Fantasy BattlesVampire Counts3 paint colours
PaintingWD 388 · p. 48

Skaven Clanrat: Brown Fur

Mournfang Brown provides the Clanrat’s warm coat, and Agrax Earthshade gives depth around the fur and facial details. Skrag Brown restores the raised areas before Deathclaw Brown catches the lighter tips. The close sequence of warm browns creates contrast without making the small creature look striped or disconnected from its earthy equipment.

Warhammer Fantasy BattlesSkaven4 paint colours
PaintingWD 388 · p. 49

Galadhrim Elf: Bronze

The Galadhrim’s bronze begins with Screaming Bell, whose coppery warmth is deepened with Reikland Fleshshade. Hashut Copper and Sycorax Bronze then sharpen the raised armour and its decorative edges. The wash and two metallic layers create depth on the sculpted plates while retaining a warmer result than the steel example alongside it.

Middle-earth Strategy Battle GameLothlórien4 paint colours
PaintingWD 388 · p. 49

Warrior of Minas Tirith: Steel

Leadbelcher is sprayed onto the Gondorian’s armour before Nuln Oil defines its overlapping plates and recesses. Ironbreaker brings back the main exposed metal, and Runefang Steel marks the finest highlights. The sequence makes the armour bright and distinct while leaving the darker undersides visible between the plates.

Middle-earth Strategy Battle GameGondor4 paint colours
PaintingWD 388 · p. 49

Khorne Berzerker: Brass

The Berzerker’s brass decoration starts in dark Warplock Bronze, then receives Brass Scorpion and an Agrax Earthshade wash. Runelord Brass is applied narrowly to the edges to finish the raised trim. Using a dark metallic foundation helps the ornate decoration remain clear against red armour without requiring every recess to be painted black separately.

Warhammer 40,000World Eaters4 paint colours
CommunityWD 388 · pp. 50–51

How to Paint Citadel Miniatures

The book-and-DVD overview explains its practical organisation around fundamental techniques, close-up demonstrations and eight complete army projects. Chris Peach argues that coordinated colours, reduced mixing and faster textured basing make a whole collection easier to paint consistently. The article also highlights the reference-friendly binding and the DVD’s ability to show brushwork in motion, connecting the product’s format to the actual process of working at a paint station.

PaintingWD 388 · pp. 52–53

The Perfect Paint Station

The Hobby Team combines equipment suggestions with habits that make painting more reliable. Separate water pots keep metallic particles out of ordinary colours, a clean work area prevents sand and static grass contaminating paint, and keeping a test model with its paints helps preserve a repeatable scheme. Brushes need care, reference material should be within reach and background audio can provide inspiration without demanding the painter’s attention.

LoreWD 388 · pp. 54–63

Sigmar’s Heirs

The Empire is presented as a powerful but uneasy confederation whose walled cities sit among dangerous forests and whose provincial rulers do not always agree. Its survival depends on institutions that turn ordinary humans into a coordinated military force: disciplined state troops, magical colleges, religious leaders, knightly orders and inventive artillery schools. The account links their battlefield identities to the society that supports them, from Altdorf’s wonders to Nuln’s forges and the divergent traditions of the provinces.

Warhammer Fantasy BattlesThe Empire
LoreWD 388 · pp. 58–59

The State Troops

Professional state troops compensate for human limitations with relentless drill, varied weapons and detachments trained to support their parent regiment. Provincial colours and equipment distinguish the examples without changing their shared role as a dependable standing army. The feature explains how an experienced Captain or General stiffens the line, making the commander’s presence an important part of the soldiers’ identity and effectiveness.

Warhammer Fantasy BattlesThe Empire
RulesWD 388 · p. 59

Hold the Line!

The new Hold the Line! rule represents the confidence an experienced Empire Captain or General brings to the regiment he joins. When the unit takes a Break test, three dice are rolled and the lowest two are used. The short explanation connects the army’s background emphasis on discipline to a concrete improvement in remaining in combat under pressure.

Warhammer Fantasy BattlesThe Empire
LoreWD 388 · p. 60

The Colleges of Magic

The Colleges trace their origin to Magnus’s determination that the Empire should no longer depend on others to oppose hostile sorcery, with Teclis founding schools for the eight Winds in Altdorf. Battle Wizards carry eccentric equipment reflecting their chosen lore, and their vaults contain powerful artefacts such as the Hurricanum and Luminark. Painter comments show how marble effects, earthy colours and repeated globe treatments distinguish the orders visually.

Warhammer Fantasy BattlesThe Empire
LoreWD 388 · p. 61

Warriors of Sigmar

Warrior Priests, Arch Lectors and Volkmar bring the Empire’s dominant faith directly onto the battlefield, strengthening soldiers as well as fighting enemies. Flagellants seek their own chosen martyrdom, while Witch Hunters pursue corruption with uncompromising methods. The article contrasts those religious roles and explains why specialised hunters can be especially dangerous to enemy Heroes, Wizards and standard bearers rather than merely acting as another ordinary fighter.

Warhammer Fantasy BattlesThe Empire
LoreWD 388 · p. 62

The Knightly Orders

The Empire’s noble sons join brotherhoods that vary from ancient orders with houses across the realm to small religious communities based at a single temple. Each order’s traditions shape its symbols, practices and fighting style, while its presence reassures the common soldiers. Only selected Inner Circle knights gain the distinction of riding Demigryphs, whose claws and iron-hard beaks provide a different kind of striking power from an ordinary warhorse.

Warhammer Fantasy BattlesThe Empire
LoreWD 388 · p. 63

The Artillery Schools

Nuln’s vast network of forges manufactures and maintains the Empire’s artillery, but inventive Engineers appear throughout the provinces. Their desire to prove new ideas produces dangerous experiments as well as machines such as the Steam Tank and Helblaster. Outriders and Pistoliers show the more mobile face of black-powder warfare, while the Master Engineer embodies its mixture of technical ambition and willingness to take risks.

Warhammer Fantasy BattlesThe Empire
LoreWD 388 · pp. 64–68

The Reign of Karl Franz

Karl Franz’s reputation combines political skill, personal courage and the ability to bring provincial armies together when the realm faces disaster. The feature introduces his bond with Deathclaw and follows the Third Battle of Black Fire Pass, where his intervention prevents a vast greenskin invasion from reaching the southern provinces. A chronology of his campaigns places that victory among diplomatic and military successes that establish his authority.

Warhammer Fantasy BattlesThe Empire
RulesWD 388 · p. 65

Karl Franz: The Emperor

The army-book extract gives Karl Franz an expanded command presence and the choice of his legendary hammer or the Reikland Runefang, reflecting whether he acts as Emperor or provincial ruler. Deathclaw’s terrifying roar makes enemies’ nerve tests harder, and his loyalty keeps him dependable even if his master falls. The Silver Seal adds protection against attacks and magic, combining leadership, offence and resilience in one central character.

Warhammer Fantasy BattlesThe Empire
LoreWD 388 · pp. 66–68

The Third Battle of Black Fire Pass

Marius Leitdorf warns that Averland cannot hold the greenskin invasion alone, bringing Karl Franz south with the strength of Reikland, Altdorf and three Steam Tanks. The disciplined defence resists repeated attacks until Vorgaz Ironjaw’s Boar Boyz turn the flank, kill Leitdorf and threaten the line. Karl Franz then confronts the Orc leader and kills him with Ghal Maraz, turning personal vengeance into the decisive blow that scatters the invasion.

Warhammer Fantasy BattlesThe Empire
RulesWD 388 · pp. 70–74

Civil War: Part Four

The final Civil War instalment completes the faction tables with the Empire, Dwarfs and Skaven. It begins by exploring how the Empire’s loose provincial structure produced centuries of destructive rivalry before Magnus reunited the realm against Chaos. The new tables translate those cultures into specific contests, from captured banners and professional rivalries to grudges, warpstone and treacherous loyalties.

Warhammer Fantasy BattlesThe Empire
LoreWD 388 · pp. 70–71

The Age of the Three Emperors

The Empire’s civil-war history begins with Mandred’s assassination and grows through rival claims, religious backing and the provinces’ resistance to submitting to one another. Stirland and Talabecland’s bitter struggle illustrates how court politics became generations of open warfare. The chronology ends with Asavar Kul’s invasion forcing cooperation and Magnus the Pious securing a renewed imperial crown, making external danger the catalyst for internal unity.

Warhammer Fantasy BattlesThe Empire
RulesWD 388 · p. 72

The Empire Civil War

Empire rivalries reward fighting over banners, crossing contested borders and proving the superiority of a chosen regiment or Knightly Order. Artillery duels can begin before the first turn, magical colleges must choose sides and noble challenges carry additional rewards. The table makes professional pride and local allegiance affect both tactics and scoring, giving comparable human armies reasons to pursue different parts of the battlefield.

Warhammer Fantasy BattlesThe Empire
RulesWD 388 · p. 73

Dwarfs Civil War

Dwarf clan disputes range from deliberately blunted weapons to ancient grudges fought without restraint. Tunnel conditions, fortified walls and competing Engineers alter the physical battle, while Runesmiths may equip their leaders with extra craftsmanship. A struggle for the last shipment of Bugman’s ale turns a central tavern into a valuable and amusing objective, contrasting the army’s grim honour with its more convivial obsessions.

Warhammer Fantasy BattlesDwarfs
RulesWD 388 · p. 74

Skaven Civil War

The Skaven table mixes the influence of the great clans with opportunistic betrayal. Clanrats can change allegiance, replacement hordes emerge from the lairs and hidden tunnels threaten unexpected entry points, while warpstone tokens draw the fighting towards scattered prizes. The exceptional thirteenth result empowers Grey Seers and flank attacks but makes a magical mistake fatal, giving the Horned Rat’s attention a suitably dangerous price.

Warhammer Fantasy BattlesSkaven
RulesWD 388 · pp. 75–85

Battle Missions: Death Worlds

Phil Kelly provides an expansion for fighting where the planet itself threatens both armies. A random hazard system covers weather, hostile organisms, unstable ground and stranger phenomena, while three missions give those dangers different tactical purposes. Broadening the kinds of units that can score and letting players manipulate some hazard choices makes adaptation to the environment part of the battle rather than merely an occasional random interruption.

Warhammer 40,000
LoreWD 388 · pp. 76–77

Death Worlds of the Imperium

Death worlds remain valuable to the Imperium despite climates and ecosystems that make large settlements nearly impossible. Mineral resources, strategic position and hardy recruits justify the cost of maintaining outposts, and the same rewards attract rival invaders. An Administratum survey contrasts Fenris, Catachan, Sycorax and Luther Mcintyre, showing that deadly seasons, psychic storms, carnivorous forests and deserts can all fall under the same broad classification.

Warhammer 40,000Imperium
RulesWD 388 · pp. 78–79

Death World Hazard Tables

The hazard framework selects one of four tables at the start of each player turn, sometimes allowing either commander to choose the danger. Environmental results affect broad areas, indigenous threats often punish units in cover, seismic events menace open ground and Hellscape effects range from meteors to altered gravity. Kelly advises learning these differences and treating the terrain as another weapon, while the expanded scoring rules let many more kinds of soldiers claim objectives.

Warhammer 40,000
RulesWD 388 · pp. 80–81

Search and Rescue

Search and Rescue scatters valuable objectives across a death world and allows infantry to carry them away, dropping them if the carrier flees or dies. Alternating deployment keeps the forces separated while leaving room for reserves, and the variable ending rewards securing goods before conditions or enemy action undo the plan. The accompanying Alfrost story gives the mission an icy setting where valuable starglass draws Valhallans and Orks into lethal terrain.

Warhammer 40,000
RulesWD 388 · pp. 82–83

Breakthrough

Both armies must force units into the opposing deployment zone to reach their escape route, with Troops counting especially heavily towards victory. As time passes, cumulative Leadership penalties represent fraying nerves, and fleeing units run towards the destination rather than back to safety. The supporting account of a Tyranid-digested world reinforces the urgency: even the ground is becoming part of the enemy as the last survivors try to leave.

Warhammer 40,000
RulesWD 388 · pp. 84–85

Weather the Storm

Weather the Storm rewards preserving units and destroying the enemy while a confused deployment and repeated lightning threaten both sides. Randomly assigned starting sectors disrupt neat battle lines, and the deafening conditions make units test morale on their majority Leadership rather than simply relying on an attached Hero. Kelly also suggests changing the narrative of hazards or the randomiser to suit particular planets, keeping the mechanics useful across ice, jungle and Daemon worlds.

Warhammer 40,000
Battle reportWD 388 · pp. 86–91

The Wolf and the Kraken

Simon Grant’s thousand-point Space Wolves face Tom Hutchings’ Kraken swarm in Search and Rescue on a frozen death world. The Wolves initially destroy the Termagants and fight strongly with Harald Deathwolf, but Genestealers wipe out their elite infantry while the Trygon and Swarmlord prove too much to stop. Harald wounds the Swarmlord before dying, and the Tyranids hunt down the remaining defenders for a complete victory. Environmental casualties add character to the game, but both players identify the unchecked monsters as its decisive problem.

Warhammer 40,000Space Wolves
PaintingWD 388 · pp. 94–101

Army Project: Harald Deathwolf’s Great Company

Steve Bowerman expands the previous issue’s Thunderwolf models into a complete Space Wolves Battleforce using the new Citadel paints. He assembles and primes everything together, sprays The Fang and Russ Grey consistently across the army, then works on smaller squads to make the remaining task manageable. Blood Claws, Grey Hunters, Wolf Guard, Scouts and a Drop Pod provide different materials and details while shared armour and heraldry hold the collection together.

Warhammer 40,000Space Wolves3 paint colours
PaintingWD 388 · p. 96

Blood Claw: Power Armour

Two spray-gun layers establish the cool armour quickly before Agrax Earthshade defines the joints. Russ Grey restores the plates, Fenrisian Grey sharpens the edges and Rhinox Hide adds small chips. The sequence balances the speed needed for a complete Battleforce with enough weathering and definition to keep the individual Marines interesting.

Warhammer 40,000Space Wolves5 paint colours
PaintingWD 388 · p. 96

Blood Claw: Furs

The fur ornaments start with Steel Legion Drab and receive both sepia and brown shading for depth. Mournfang Brown, Tallarn Sand and Ushabti Bone are then applied to progressively raised texture, producing a warm pelt against the cold armour. The separate fur treatment gives the Space Wolves’ tribal details clear material contrast.

Warhammer 40,000Space Wolves6 paint colours
PaintingWD 388 · p. 97

Yellow and Red Shoulder Pads

Averland Sunset and Mephiston Red create solid heraldic fields on the shoulders before their respective sepia and brown washes. Restoring each base colour keeps the surfaces clean, with pale bone on yellow and Wild Rider Red on red providing the final edge. The paired recipes make different pack and company colours equally readable against the same armour.

Warhammer 40,000Space Wolves6 paint colours
PaintingWD 388 · p. 97

Eyes

The small lenses begin dark, then move through Khorne Red, Evil Sunz Scarlet and Wild Rider Red in a narrowing highlight. The bright warm colour gives the helmet a distinct focal point against the blue-grey plates. Keeping the initial black visible helps the tiny detail retain depth despite its limited area.

Warhammer 40,000Space Wolves4 paint colours
PaintingWD 388 · p. 97

Gold

Balthasar Gold and Gehenna’s Gold establish the decorative metal before Agrax Earthshade settles into its sculpted detail. Ironbreaker is reserved for the brightest edges, separating the ornament from the armour without overwhelming it. The darker starting metallic also helps the gold feel worn and consistent with the army’s battle-damaged surfaces.

Warhammer 40,000Space Wolves4 paint colours
PaintingWD 388 · p. 97

Metal

Leadbelcher supplies the gunmetal base, Nuln Oil darkens its joints and Ironbreaker restores the exposed edges. The compact sequence is used for mechanical parts and weapons throughout the force, giving repeated details a consistent appearance. Its cool finish also provides an immediate contrast with the separately painted gold ornaments.

Warhammer 40,000Space Wolves3 paint colours
PaintingWD 388 · p. 98

Wolf Scout: Skin

The Scout’s exposed face uses Bugman’s Glow and Reikland Fleshshade to establish warm skin with dark creases. Cadian Fleshtone and Kislev Flesh then pick out its weathered features. The small number of layers gives the lightly armoured model a strong focal point without demanding a wholly different army-painting method.

Warhammer 40,000Space Wolves4 paint colours
PaintingWD 388 · p. 98

Wolf Scout: Hair

Rhinox Hide and a Nuln Oil wash form a dark starting point for the Scout’s hair. Gorthor Brown and Baneblade Brown pick out the projecting strands, retaining shadow at the roots. This restrained brown progression distinguishes hair from the face and nearby black equipment while fitting the collection’s weathered natural materials.

Warhammer 40,000Space Wolves4 paint colours
PaintingWD 388 · p. 98

Wolf Scout: Fatigues

The Scout’s cream-coloured trousers contrast with his blue-grey armour through a Zandri Dust base and Agrax Earthshade shading. Ushabti Bone restores the folds and Screaming Skull brightens their most exposed ridges. The resulting pale cloth makes the less heavily armoured unit distinct while remaining compatible with the rest of the Great Company.

Warhammer 40,000Space Wolves4 paint colours
PaintingWD 388 · p. 98

Wolf Scout: Leather

Black leather is defined with successively lighter neutral greys rather than a coloured wash. Skavenblight Dinge and Dawnstone mark the edges over Abaddon Black, with Administratum Grey reserved for the finest highlights. The narrow progression leaves most of the surface dark, distinguishing a worn holster from the brighter cloth and metal alongside it.

Warhammer 40,000Space Wolves4 paint colours
PaintingWD 388 · p. 99

Grey Hunter: Power Sword

The blade progresses from Stegadon Scale Green to Sotek Green and fine Temple Guard Blue energy lines. A Guilliman Blue glaze strengthens the shared blue hue before Fenrisian Grey finishes the brightest accents. The pattern and colour set the weapon apart from ordinary metal while linking it to the army’s cool armour.

Warhammer 40,000Space Wolves5 paint colours
PaintingWD 388 · p. 99

Grey Hunter: Base

Armageddon Dust textures and colours the ground in one step before Agrax Earthshade darkens its recesses. A Tyrant Skull drybrush picks out the grit, and Steel Legion Drab gives the rim a clean finish. The quick repeated method creates a consistent setting for models painted in different batches.

Warhammer 40,000Space Wolves4 paint colours
PaintingWD 388 · p. 99

Vehicles: Armour

The vehicle method uses the same sprayed The Fang and Russ Grey foundation as the infantry but adapts the highlights to larger surfaces. Agrax Earthshade separates the panels, Etherium Blue drybrushing catches their broad texture and Rhinox Hide adds damage. Fine Ironbreaker accents complete the worn metal edges, making the vehicle belong with the foot troops without requiring identical brushwork.

Warhammer 40,000Space Wolves6 paint colours
CommunityWD 388 · pp. 102–105

A Tale of Four Gamers: Month Two

The four collectors expand their Middle-earth forces to five hundred points, name their unnamed Heroes and play their first scored games. Painting the completed army is worth five points, with further rewards for the result on the table. The instalment records both battles and publishes each force, setting up a final combined game and centrepiece painting challenge rather than treating collection building as separate from playing.

Middle-earth Strategy Battle Game
Battle reportWD 388 · pp. 103–105

Gondor versus Mordor: Reconnoitre

Simon Grant’s Gondorians try to stop Dan Harden’s Mordor army escaping across the board in Reconnoitre. Faramir’s archers weaken the Orcs before Boromir spends his Might cutting into their line, while Gothmog’s group attempts a flank breakthrough. Boromir catches and kills the retreating Troll to secure the win. The accompanying lists show how elite Gondor Heroes and troops face a compact Mordor force built around Morannon Orcs, Black Guard and that monster.

Middle-earth Strategy Battle GameGondor
Battle reportWD 388 · pp. 103–105

Isengard versus Rohan: To the Death!

Nick Bayton’s Uruk-hai advance aggressively against Dominic Murray’s Rohan force in To the Death! Throwing spears and cavalry attacks from both flanks inflict losses, but the Uruks hold and the Rohirrim eventually break, with Théoden fleeing as the result becomes clear. Published lists contrast Nick’s several Scout and Feral warbands with Rohan’s mixture of royal cavalry and infantry, and the victory gives Nick the maximum monthly score.

Middle-earth Strategy Battle GameIsengard
CommunityWD 388 · pp. 106–107

Games Day and Golden Demon 2012

The Games Day preview describes the combination of participation battles, Studio displays, painting competitions and access to designers planned for the Birmingham NEC. Golden Demon, Armies on Parade and Scrap Demon offer several ways for hobbyists to contribute their own work. The exclusive miniature recreates the Blood Angels Captain from the second-edition Warhammer 40,000 cover, connecting the event to the game’s anniversary celebrations.

CommunityWD 388 · p. 114

Your Local Store: Bolton

Bolton’s large Hobby Centre is introduced through its towering Helm’s Deep display and cabinets filled with customer armies recognised at Throne of Skulls. The profile describes a community able to support building, painting and games at different scales within the same space. Its nineteen-year local history provides the background for an established group sharing projects and advice.

CommunityWD 388 · p. 117

Your Local Store: Preston

The Preston profile meets hobbyists whose interests range from painting and sharing ideas to competitive play. Two local players first met at a distant Throne of Skulls event and subsequently founded a club, while other regulars bring Golden Demon success back into the store. Campaigns, tournaments and introductory activities provide ways for those different levels of experience to mix.

PaintingWD 388 · p. 120

Citadel Paint Conversion Chart

The conversion chart pairs the outgoing Citadel colours with the closest colours in the new range, helping painters continue projects when an older pot runs out. Its introduction explicitly warns that these are suggested matches between different formulations rather than exact equivalents. The enlarged range also adds many colours without a direct predecessor, so the chart serves continuity while leaving room to expand an established palette.

139 paint colours