EditorialWD 389 · p. 2
Andrew Kenrick explains how the Necrons’ firepower and a new Studio campaign persuaded him to start a collection of his own. Mat Ward’s invasion of Tanrak supplies scenarios and Apocalypse formations, while his first Tome of Battle expands Storm of Magic. Painting remains another strong theme, with Nihilakh Necrons, more new-range examples and every Empire province represented in the issue.
Warhammer 40,000Warhammer Fantasy Battles
PaintingWD 389 · p. 11
A compact illustrated recipe shows a Canoptek Wraith’s energy source progressing from dark Caliban Green through Moot Green and a bright white centre. Waywatcher Green then glazes the layers together, returning the pale highlight to a glowing green hue. The example gives the newly released model a distinct luminous detail against its mechanical shell.
Warhammer 40,000Necrons4 paint colours
CommunityWD 389 · pp. 20–21
News previews Games Day and a store campaign whose Good-versus-Evil results will choose the event’s T-shirt theme, with extra credit for recently painted Heroes. Licensed releases include The Koronus Bestiary for Rogue Trader, Rising Tempest for Deathwatch and Fragments of Power for Warhammer: Invasion. A correction credits Karl Richardson with the March cover art previously attributed to Kev Walker.
Warhammer 40,000Warhammer Fantasy Battles
PaintingWD 389 · pp. 24–30
Chris Peach expands his established Nihilakh army to include several differently armed Tomb Blade squadrons, Canoptek Wraiths, Spyders and a Triarch Stalker. He values the resulting options more than fitting everything into one ordinary list, with Apocalypse offering a place for the whole collection. The Stalker demonstrates all the army’s main materials, beginning with a sprayed metallic foundation and dividing into aged silver, rich gold, turquoise armour and bright green power cells.
Warhammer 40,000Necrons3 paint colours
PaintingWD 389 · p. 26
Leadbelcher is sprayed across the model to establish its silver machinery, then Nuln Oil and Agrax Earthshade each receive two applications with full drying between them. Fine Runefang Steel highlights restore the hard edges above the deep, dirty shadows. The repeated washes give the mechanical body an aged appearance without abandoning the efficiency of a sprayed base.
Warhammer 40,000Necrons4 paint colours
PaintingWD 389 · p. 26
The selected gold details begin in Balthasar Gold and are brightened with Gehenna’s Gold. Agrax Earthshade settles into their relief before Runefang Steel marks the sharpest edges. Using gold selectively on the pilot, trim and higher-status models breaks up the darker silver and supports the hierarchy running through Peach’s collection.
Warhammer 40,000Necrons4 paint colours
PaintingWD 389 · p. 27
The power cells develop from Caliban Green through Warpstone Glow and Biel-Tan Green shading, with Moot Green and White Scar concentrated towards the brightest energy pattern. A final Waywatcher Green glaze integrates those pale marks into the surrounding colour. Repeating the sequence across the models makes separate weapons and machinery look as though they share the same internal power.
Warhammer 40,000Necrons6 paint colours
PaintingWD 389 · p. 27
Sotek Green gives the armour a saturated base, followed by Skink Blue and Tyrant Skull drybrushing. A diluted Steel Legion Drab wash then ages the surface before another pale drybrush and a Lamenters Yellow glaze adjust the final colour. The combination deliberately adds weathered texture to broad plates, distinguishing them from the army’s harder metallic components.
Warhammer 40,000Necrons5 paint colours
TacticsWD 389 · pp. 32–37
Simon Grant and Mat Ward explain how the new Necron units reinforce one another rather than simply adding more guns. A Triarch Stalker marks an important target for the rest of the army, Wraiths combine staying power with a dangerous assault and Tomb Blades trade optional durability for cost and manoeuvrability. Ward also recommends large squads to maximise Szeras’s augmentation and distinguishes Zahndrekh’s tactical manipulation from Obyron’s direct combat strength.
Warhammer 40,000Necrons
ModellingWD 389 · p. 40
The guide treats clear Water Effects as useful for more than lakes, demonstrating wet alien plants, icicles, blood pools and a submerged movement tray. Deeper features must be built in thin layers that cure completely, with details fixed between layers so they do not float away. Keeping the work level and allowing long drying times are central to avoiding damage and obtaining a convincing clear finish.
PaintingWD 389 · pp. 41–46
The Hobby Team continues its new-range demonstrations with fifteen examples covering armour, uniforms and living or decaying flesh. The introduction explains how each reference label identifies the paint, brush and technique, then encourages readers to combine methods and develop their own schemes. Examples such as dark green power armour, turquoise Kabalite plates and rotting Ghoul skin show how the same basic sequence can produce sharply different materials.
PaintingWD 389 · p. 42
Castellan Green and Nuln Oil establish a muted military green with dark joints and recesses. Loren Forest restores the broad plates, with Straken Green reserved for their edges. The example keeps the armour restrained and distinct from the model’s light fatigues, showing how a compact four-stage sequence can serve an infantry force.
Warhammer 40,000Imperial Guard4 paint colours
PaintingWD 389 · p. 42
The Fire Warrior receives an even XV-88 spray base and Agrax Earthshade shading before Tau Light Ochre restores its warm ochre armour. Ungor Flesh picks out the exposed corners and narrow edges, leaving the joints darker. That final pale tone adds definition without changing the armour into bright yellow.
Warhammer 40,000Tau Empire4 paint colours
PaintingWD 389 · p. 42
Incubi Darkness supplies an almost black teal base for the Kabalite’s plates. Kabalite Green and Sybarite Green are applied as increasingly narrow highlights rather than broad coverage, allowing the base to remain dominant. The sharp luminous edges define the pointed armour while preserving its menacing dark character.
Warhammer 40,000Dark Eldar3 paint colours
PaintingWD 389 · p. 43
Mephiston Red is sprayed over the Marine before Carroburg Crimson adds depth to the plate boundaries. Evil Sunz Scarlet restores the red and Wild Rider Red catches the brightest edges. The sequence retains a strong red surface while using the warm highlight to clarify the armour’s many overlapping forms.
Warhammer 40,000Blood Angels4 paint colours
PaintingWD 389 · p. 43
Kantor Blue begins the Dire Avenger’s dark armour, with Nuln Oil separating the plates before Alaitoc Blue brightens their exposed areas. Hoeth Blue marks the final edges, producing a cooler and darker blue progression than the preceding Ultramarine example. The pale details elsewhere on the model reinforce the contrast with its Aspect armour.
Warhammer 40,000Eldar4 paint colours
PaintingWD 389 · p. 43
Death World Forest gives the Glade Guard a muted green cloak, and Athonian Camoshade deepens its folds. Elysian Green and Ogryn Camo lighten the raised fabric in broad-to-narrow stages. Leaving the earlier shadows visible gives the woodland palette shape without replacing it with a bright, uniform green.
Warhammer Fantasy BattlesWood Elves4 paint colours
PaintingWD 389 · p. 44
The black spray undercoat remains the main colour of the Ringwraith’s robes. Skavenblight Dinge and Stormvermin Fur introduce worn neutral highlights, followed by a restrained Terminatus Stone drybrush that catches the most ragged texture. The result suggests dirt and faded fabric rather than polished black armour.
Middle-earth Strategy Battle GameMordor4 paint colours
PaintingWD 389 · p. 44
A black undercoat supports Dark Reaper and Thunderhawk Blue highlights on the Eldar’s hard plates. The blue-grey sequence makes the form readable while keeping the large surfaces dark, distinguishing this treatment from the dirtier brown-grey Ringwraith robes alongside it. Narrow edge placement is the key to retaining the appearance of black armour.
Warhammer 40,000Eldar3 paint colours
PaintingWD 389 · p. 44
Caliban Green is sprayed onto the armour and deepened with Nuln Oil. The same green is then restored on the raised plates before Moot Green provides a sharp final highlight. Keeping the brightest colour confined to edges preserves the Chapter’s dark green identity rather than turning the whole model into a lighter green Marine.
Warhammer 40,000Dark Angels3 paint colours
PaintingWD 389 · p. 45
Castellan Green and Athonian Camoshade create an unhealthy dark base for the Ghoul’s skin. Straken Green restores its musculature and Nurgling Green supplies the pale final highlights. The green progression links the corpse-like complexion to the creature’s gaunt anatomy while separating it from the warm human skin recipes in the previous issue.
Warhammer Fantasy BattlesVampire Counts4 paint colours
PaintingWD 389 · p. 45
The Uruk’s skin begins with Rhinox Hide and an Agrax Earthshade wash, producing a very dark brown foundation. Doombull Brown and Tuskgor Fur then introduce reddish highlights over the muscles and face. The warm final tones preserve the recognisable red-brown complexion without losing the weight of the darker shadows.
Middle-earth Strategy Battle GameIsengard4 paint colours
PaintingWD 389 · p. 45
Steel Legion Drab supplies the fatigues’ base, with Seraphim Sepia defining creases before Tallarn Sand covers the raised cloth. Karak Stone finishes the sharpest folds. The method provides a pale neutral uniform that contrasts with green armour while keeping enough warm shadow to read as fabric rather than white clothing.
Warhammer 40,000Imperial Guard4 paint colours
PaintingWD 389 · p. 46
Screamer Pink is sprayed onto the Horror, then Carroburg Crimson defines its twisting body. Pink Horror and Emperor’s Children brighten the raised flesh in successive layers, maintaining a saturated pink appearance rather than a pale human skin tone. The ready-made colour progression helps distinguish the creature’s exaggerated anatomy quickly.
Warhammer Fantasy BattlesWarhammer 40,000Chaos Daemons4 paint colours
PaintingWD 389 · p. 46
Stegadon Scale Green begins the Saurus’s cool reptilian skin and Coelia Greenshade deepens the recesses. Sotek Green and Temple Guard Blue then create a vivid turquoise surface on the raised anatomy. The method leaves the scales and joints dark enough to remain distinct while giving the creature a strong cold-coloured identity.
Warhammer Fantasy BattlesLizardmen4 paint colours
PaintingWD 389 · p. 46
Daemonette Hide and Druchii Violet establish a cool purple base with darker joints. Warpfiend Grey and Slaanesh Grey progressively pale the raised areas, producing a subdued flesh tone distinct from the vivid pink hair and claws. The example uses desaturated highlights to keep the skin eerie without simply painting it white.
Warhammer Fantasy BattlesWarhammer 40,000Chaos Daemons4 paint colours
PaintingWD 389 · pp. 47–53
Chris Peach explains how provincial uniforms express the Empire’s political fragmentation even though the soldiers share common training and equipment. Fourteen colour guides cover the principal provinces and cities, with cross-references allowing a successful red, yellow or white sequence to be reused in several combinations. Together with the general material guides and the Empire army project, they give collectors a way to paint a consistent force from any of the featured states.
Warhammer Fantasy BattlesThe Empire
PaintingWD 389 · p. 48
Altdorf’s uniform pairs dark red with the blue used for Middenheim. Khorne Red and Wazdakka Red are washed with Carroburg Crimson before Evil Sunz Scarlet restores the brightest red folds, while the separate blue sequence provides a cool contrast. The two colours make a city-state regiment recognisable without changing the ordinary state-troop equipment.
Warhammer Fantasy BattlesThe Empire8 paint colours
PaintingWD 389 · p. 49
Averland soldiers combine a direct yellow progression from Averland Sunset through Yriel Yellow to Flash Gitz Yellow with the dark uniform method used for Nuln. The black’s grey definition and wash keep it restrained beside the bright cloth. This deliberately strong contrast gives the regiment a clear identity even among many colourful Empire provinces.
Warhammer Fantasy BattlesThe Empire6 paint colours
PaintingWD 389 · p. 49
Woodland green and bright red identify Hochland’s state troops. Caliban Green and Warpstone Glow receive a Biel-Tan Green wash, while the red follows the shared Talabecland method. The recipe demonstrates how a dark, shaded green field can support a much brighter opposing colour without requiring both halves of the uniform to be equally pale.
Warhammer Fantasy BattlesThe Empire6 paint colours
PaintingWD 389 · p. 49
Middenheim’s blue cloth uses Kantor Blue, Alaitoc Blue and Drakenhof Nightshade before a Hoeth Blue highlight. White comes from the Ostland sequence, and the shield’s bright accents refer to Talabecland. The explicit cross-references make this both a complete city uniform and an example of reusing successful colour treatments across different regiments.
Warhammer Fantasy BattlesThe Empire13 paint colours
PaintingWD 389 · p. 50
Middenland combines blue with a second, blue-grey fabric rather than the white of Middenheim. The Fang, Russ Grey and Fenrisian Grey create that lighter neutral half, while the darker blue uses Middenheim’s sequence. The related palette distinguishes neighbouring political identities through a subtle material change instead of an entirely new colour combination.
Warhammer Fantasy BattlesThe Empire7 paint colours
PaintingWD 389 · p. 50
Nordland’s brighter blue begins with Caledor Sky and rises through Teclis Blue to Lothern Blue. The yellow is borrowed from Averland, pairing two clear light colours on the uniform. This alternative shows how different blue recipes can separate provincial troops even when blue itself appears repeatedly throughout the Empire.
Warhammer Fantasy BattlesThe Empire6 paint colours
PaintingWD 389 · p. 50
Nuln’s black uniforms are explained as a practical way to conceal the soot of its black-powder industry. Abaddon Black is defined with Dawnstone and then washed with Nuln Oil, keeping the result dark while recovering the fabric’s folds. The article notes red detailing as a common visual offset without prescribing an additional red recipe in this entry.
Warhammer Fantasy BattlesThe Empire3 paint colours
PaintingWD 389 · p. 51
Ostermark’s distinctive purple starts with Screamer Pink, is shaded with Nuln Oil and then raised with Pink Horror. Averland’s yellow sequence supplies the other half of the uniform. The shaded purple balances the bright yellow, creating a strong provincial combination through three compact stages rather than extensive mixing.
Warhammer Fantasy BattlesThe Empire6 paint colours
PaintingWD 389 · p. 51
Ostland’s black-and-white uniforms are often quartered, making clean colour separation especially important. Celestra Grey, Ulthuan Grey and White Scar establish the white, while Nuln’s black sequence and Talabecland’s red accents complete the illustrated treatment. The contrast reads strongly without relying on bright colour across the main cloth.
Warhammer Fantasy BattlesThe Empire9 paint colours
PaintingWD 389 · p. 51
Reikland’s wealthy status is expressed through clean cream uniforms, commonly embellished with red sashes and plumes. Rakarth Flesh is shaded with Seraphim Sepia and lightened with Pallid Wych Flesh, leaving warm depth in the fabric folds. The guide provides a softer alternative to pure white while preserving the appearance of an expensive, carefully maintained uniform.
Warhammer Fantasy BattlesThe Empire3 paint colours
PaintingWD 389 · p. 52
Stirland’s rustic uniform combines tan cloth with the woodland green used for Hochland. XV-88 and Seraphim Sepia create the warm shaded foundation, with Balor Brown restoring the raised folds. Reusing the green sequence keeps the regiment grounded in natural colours while allowing the tan half to distinguish it from its neighbours.
Warhammer Fantasy BattlesThe Empire6 paint colours
PaintingWD 389 · p. 52
Talabecland uses bright red and yellow rather than the deeper crimson of Altdorf. Mephiston Red, Evil Sunz Scarlet and Wild Rider Red form a direct warm progression, and the yellow is cross-referenced to the earlier Averland recipe. The red treatment also becomes the feature’s standard spot-colour method for details on other provinces.
Warhammer Fantasy BattlesThe Empire6 paint colours
PaintingWD 389 · p. 52
Talabheim’s halved or quartered red-and-white uniform uses a darker red variant than Talabecland. Agrax Earthshade deepens Mephiston Red before Evil Sunz Scarlet restores the highlighted folds, while the white follows Ostland’s cool grey-to-white progression. This small change in shading distinguishes two otherwise similar provincial reds.
Warhammer Fantasy BattlesThe Empire6 paint colours
PaintingWD 389 · p. 53
Wissenland combines grey and white, with occasional red detailing to relieve its neutral palette. Mechanicus Standard Grey and Nuln Oil establish the grey cloth, followed by Dawnstone highlights; Ostland and Talabecland provide the referenced white and red sequences. The result demonstrates a restrained provincial uniform whose definition depends on tonal differences as much as colour.
Warhammer Fantasy BattlesThe Empire9 paint colours
LoreWD 389 · pp. 54–57
Neil Hodgson and Robin Cruddace add Demigryph-mounted orders to the Empire’s heraldic history, contrasting the beasts’ sustained fighting power with an ordinary knight’s lance charge. Taal’s Fury requires each recruit to capture a mount, the Vengeful Sun relocated near Demigryph country after a celebrated victory, and other orders link colours and honours to their founding legends. The illustrated shields, banners and barding connect visual choices to worship, oaths and remembered deeds rather than presenting decoration as arbitrary.
Warhammer Fantasy BattlesThe Empire
RulesWD 389 · pp. 59–71
Mat Ward introduces a modular Storm of Magic supplement built around a disastrous contest between the Empire’s magical colleges. A nine-fulcrum scenario recreates the struggle, while new Cataclysm spells and Sorcerous Brands make the relationships between Winds of Magic affect nearby models. Grand Battle Prayers and Witch Hunter relics give the Empire’s non-wizard specialists additional ways to participate, and Ward explicitly invites players to choose individual additions for other games.
Warhammer Fantasy BattlesThe Empire
LoreWD 389 · pp. 60–61
The colleges’ eight-year contest for Supreme Patriarch becomes an open magical war after Dieter IV encourages their rivalries and the Light usurper Horx opens the Book of Volans. Altdorf suffers transformed streets, unleashed monsters and battles between schools as Horx loses his sanity. Grand Theogonist Helmgart and a Witch Hunter finally stop him, leaving the survivors to rebuild and impose safeguards against another catastrophe.
Warhammer Fantasy BattlesThe Empire
RulesWD 389 · pp. 62–63
Nine Arcane Fulcrums form the spokes and hub of a Wheel of Magic on a square battlefield, with the central position worth three ordinary fulcrums at the finish. Deployment clusters armies around their Wizards and limits the usual Monsters and Magic extras. The scenario also supplies an eight-player option with rotating turn order, shared dispel resources and guidance for combats involving several sides, making negotiation part of the magical contest.
Warhammer Fantasy Battles
RulesWD 389 · p. 64
Sorcerous Brands identify a model with a particular Wind of Magic and make it susceptible to the new spells’ additional effects. Wizards gain the brand of their own lore automatically, while characters and monsters can purchase one without using up the normal allowance of Mythic Artefacts. Since the extra effects can help or harm nearby friends and enemies alike, a brand becomes a way to plan combinations and expose a deliberate vulnerability.
Warhammer Fantasy Battles
RulesWD 389 · p. 65
Fire gains a long-ranged destructive spell, a fiery template attack and an embodiment that replaces a model with an unstable living flame. Their secondary effects punish Ghyran or strengthen nearby models branded with Death and Beasts, linking damage to the Wheel’s relationships. The transformation trades ordinary spellcasting, equipment and command abilities for the new elemental profile until it is destroyed.
Warhammer Fantasy Battles
RulesWD 389 · p. 65
The new Beasts spells grant Frenzy and Hatred or temporarily increase a unit’s Strength and Toughness. Nearby sympathetic brands can share benefits, while opposed Heavens-branded models suffer from the strengthening magic. Embodiment of Ghur turns a chosen model into an unstable, fiercely charging beast, replacing its normal abilities rather than simply adding another combat bonus.
Warhammer Fantasy Battles
RulesWD 389 · p. 66
Light protects allies by making attacks less accurate and granting powerful regeneration, with branded models nearby receiving lesser benefits or severe penalties according to their magical alignment. Its embodiment becomes immensely strong and tough but slow to strike. The three spells therefore offer different forms of defence and counterattack, rather than treating light solely as a direct damage source.
Warhammer Fantasy Battles
RulesWD 389 · p. 67
Metal can exchange friendly and enemy armour standards across a local battlefield or trade a reduced characteristic for a different increased one. Those unusual bargains also interact with nearby branded models, making the surrounding units part of the calculation. Embodiment of Chamon supplies a golden armoured form with piercing attacks, at the cost of the target’s ordinary equipment and magical role.
Warhammer Fantasy Battles
RulesWD 389 · p. 67
Life’s new spells reshape battlefield conditions by favouring its own lore and weakening fire, or greatly increasing a unit’s Toughness. Models with sympathetic brands can share a smaller defensive benefit, while the elemental embodiment becomes a strong, regenerating but flammable creature. The rules emphasise resistance and the tension between Life and Fire across the entire magical battlefield.
Warhammer Fantasy Battles
RulesWD 389 · p. 68
Heavens interferes with rival spellcasting through Star Tides Ebb and unleashes a devastating wave that also removes selected magical effects nearby. Its embodiment is exceptionally swift and strikes before enemies while ignoring armour. The additional brand interactions especially trouble Beasts-aligned models, giving the lore both broad magical control and a fast close-combat transformation.
Warhammer Fantasy Battles
RulesWD 389 · p. 69
Shadows can obscure the battlefield, weaken leadership support and borrow characteristics from a chosen enemy unit. The copied abilities also reach selected nearby branded models, so placement changes the value of the trick. Embodiment of Ulgu gives an Ethereal unstable form, sacrificing normal spellcasting and equipment for a distinctive way to endure or evade conventional attacks.
Warhammer Fantasy Battles
RulesWD 389 · p. 69
Death attacks an enemy Wizard’s knowledge through a Leadership contest that can remove a magic level and feed the caster’s power pool. Its protective spell makes a unit Unbreakable and gives selected nearby brands immunity to psychology. Embodiment of Shyish turns a model into a fast unstable killer with poisoned attacks and Killing Blow, replacing its ordinary profile until the form falls.
Warhammer Fantasy Battles
RulesWD 389 · p. 70
Warrior Priests and Arch Lectors gain six powerful prayers during a Storm of Magic, without needing to occupy a fulcrum themselves. Four Words strengthen their own units and extend lesser resolve, toughness, strength or attacks to nearby allies, while the Hymns affect combat results or punish enemy wounds. Presence and Equilibrium still gate the effects, tying faith to the wider magical struggle without redefining priests as Wizards.
Warhammer Fantasy BattlesThe Empire
RulesWD 389 · p. 71
A Witch Hunter can buy a randomly determined relic from the Monsters and Magic allowance, representing a unique item acquired during his career rather than a guaranteed plan. The possibilities disrupt fulcrum magic, harm bound monsters or unnatural Wizards, absorb spell wounds or pierce protective wards. Their mixture of one-use tools and ongoing auras makes the hunter a specialised threat in a battle otherwise dominated by sorcery.
Warhammer Fantasy BattlesThe Empire
EditorialWD 389 · pp. 72–73
Jervis Johnson describes moving from a young designer’s certainty towards respect for several equally valid solutions. He distinguishes firm principles from preferences, recommends stating the real problem and listening openly, and observes that a search for compromise can produce a better third option. The same habits help painters balance deadlines with standards and players settle ambiguous rules without letting an enjoyable game become an argument.
CampaignWD 389 · pp. 74–91
Mat Ward and Dave Andrews run a Planetary Empires campaign in which the Nihilakh dynasty attacks a once-important Imperial world devastated by plague. A core of eight players anchors the map while guests act as allies or mercenaries, and fixed Warlords accumulate injuries and temporary glory. Special missions and an end-of-round Apocalypse game give the invasion a dramatic structure; the opening turn sees Imperial resilience checked by successful Necron attacks rather than a straightforward march across the continent.
Warhammer 40,000Necrons
RulesWD 389 · p. 75
Tanrak begins entirely under Imperial control, with the first round determining where the Necrons establish their invasion. A temporary capture bonus offsets their lack of adjacent territory, after which the normal Planetary Empires framework resumes with two-week rounds. The invaders win by taking half the map, while the defenders need to hold for six rounds, keeping the map subordinate to the battles it helps organise.
Warhammer 40,000
RulesWD 389 · p. 76
Each core player fields a persistent HQ Warlord with fixed equipment, giving campaign results a personal focus even as ordinary army lists change. Falling in battle usually causes a lasting injury, while helping kill an important enemy can grant a Glory that lasts for the next game. Recovery and reversals appear on both tables, so a leader’s continuing story develops through consequences rather than permanent elimination.
Warhammer 40,000
RulesWD 389 · p. 77
Guest players can command mercenary forces, while Necron commanders secretly bid campaign points for the service of Trazyn, Szeras, Zahndrekh or Obyron. A roll against each character’s threshold determines success, and the cost reduces the bidder’s first battle army even if the attempt fails. The personalities bring their own motives, adding competition within the invading side without displacing the players’ own Warlords.
Warhammer 40,000Necrons
RulesWD 389 · p. 80
Radiation prevents Trazyn from escaping normally, so he activates two decoys and conceals which of the three bodies is real. The attackers score a large bonus only if the genuine Trazyn dies, while irradiated turns can temporarily reduce the toughness of everyone exposed. Both armies enter from their table edges, and a defeat also makes Trazyn harder to recruit in the next campaign turn.
Warhammer 40,000Necrons
Battle reportWD 389 · p. 81
Kevin Chin’s Imperial Fists launch an aggressive attack on Chris Peach’s Necrons, driving down both flanks and killing two Trazyn bodies. Chris gains a reprieve when a Spyder repairs the Stalker’s weapon in time to destroy a Dreadnought, but the third Trazyn remains under threat. Sacrifices and delaying actions finally preserve the real collector long enough for the Necrons to win by a single victory point.
Warhammer 40,000Imperial Fists
Battle reportWD 389 · p. 82
Simon Grant’s opening Drop Pod assault falters against Andrew Kenrick’s Necron shielding, and concentrated shooting destroys the exposed Grey Hunters. A second wave brings Sigvald Deathgranter and Terminator-armoured veterans whose survival and counterattack turn the battle, forcing Drahvek to retreat. A later game against Simon Adams also favours the Wolves after an audacious charge cuts down a twenty-Warrior phalanx and its leader.
Warhammer 40,000Space Wolves
RulesWD 389 · p. 84
Necron teleport attackers attempt to destroy the bastion where four Imperial Warlords have gathered, facing elite defenders organised into small personal commands. The attackers arrive by Deep Strike and can buy phase disruption fields that make ordinary infantry dangerous to buildings, while the command bastion’s shield fails after its first unsaved damaging hit. A successful strike rewards the invaders with improved map capture rolls, connecting a focused raid to the campaign’s territorial outcome.
Warhammer 40,000Necrons
Battle reportWD 389 · p. 85
The allied defenders survive the Necrons’ initial arrival by going to ground, but their own ineffective shooting leaves the attackers ready for a devastating second turn. Wraiths overrun the Eldar flank and even kill an Inquisitor with a transdimensional beamer, while individual Imperial Heroes can only delay the wider collapse. The command bastion falls, giving Krispekh the successful decapitation raid his faltering invasion needed.
Warhammer 40,000Necrons
FictionWD 389 · p. 86
Krispekh demands an account of his invasion and receives cautious reports of gains against secondary targets rather than the cities he values. His chamberlain deflects the dangerous task of explanation onto Margrav Odobakh, who cannot disguise the disappointing results. The Phaeron orders the unfortunate courtier destroyed before politely returning to strategy, revealing the lethal politics behind the campaign’s apparently dispassionate machines.
Warhammer 40,000Necrons
RulesWD 389 · p. 87
The Imperial alliance attacks a massive Necron teleport array before it can turn the invasion into an overwhelming flood of reinforcements. Necrons defend the centre while the attackers deploy from the perimeter, with setup-time bids deciding initiative. The array’s shields and structure points make it a major target, and preserving it would grant the invaders larger armies in the next campaign turn.
Warhammer 40,000Necrons
RulesWD 389 · p. 88
A Triarch Stalker carrying an apotheosis orb leads one to three Praetorian formations in this Apocalypse force. Each turn the orb’s limited energy must be assigned between a stronger weapon, improved nearby reanimation and protective shields, making the commander choose which benefit matters most. The background frames the formation as a rare deployment of priceless technology to enforce ancient Necron law on a planetary scale.
Warhammer 40,000Necrons
RulesWD 389 · p. 89
Ghost Arks, embarked Warrior formations and Tomb Blades form a mobile force that protects its transports through overlapping quantum shielding. Tomb Blades can intercept incoming hits at the cost of their own survival, while the command Ark’s dimensional guide allows the embarked phalanx to relocate by Deep Strike. Those advantages depend on keeping the formation together and its command vehicle intact, turning movement and cohesion into its main strengths.
Warhammer 40,000Necrons
Battle reportWD 389 · pp. 90–91
The Imperial and Eldar alliance pushes into the Nihilakh army to destroy its teleport array, facing mobile Ghost Striders, enhanced Immortals, Lychguard and massed Canoptek creatures. The fighting includes a subverted Wave Serpent firing on its allies and a personal challenge between Deathgranter and Krispekh. The defenders ultimately wreck the array at enormous cost, with the Phaeron and all four allied Warlords among the casualties, closing the first campaign turn without ending the invasion.
Warhammer 40,000Necrons
CommunityWD 389 · pp. 94–99
The four collectors complete seven-hundred-point forces and a centrepiece before a final Good-versus-Evil game decides the series. Simon and Dom choose narrative vignettes, while Nick and Dan add monsters, demonstrating different ways a small collection can develop. Everyone finishes the painting task, so the eventual battlefield result settles the standings: Simon wins with twenty-four points, Nick and Dom tie on twenty and Dan finishes on fifteen.
Middle-earth Strategy Battle Game
ModellingWD 389 · p. 95
Simon Grant makes the Death of Gothmog into a removable display, drilling the base so Aragorn and Gimli can still serve as gaming models and adding Legolas without distracting from the central scene. Dominic Murray instead mounts and blends the Fate of the Witch King into a permanent vignette, painting its three characters separately before assembly. Both projects use a memorable film moment to give the collecting challenge a narrative finish.
Middle-earth Strategy Battle GameGondor
Battle reportWD 389 · pp. 96–99
Gondor and Rohan face Mordor and Isengard in Lords of Battle, with each collector bringing a published seven-hundred-point force. Early shooting favours Good, but the Trolls threaten to reverse the result until Boromir and the White Knight kill the Great Beast and open a hole in Mordor’s line. Rohan holds the centre long enough for Gondor to roll up the flank, and Théoden’s defeat of Gothmog secures a hard-fought victory for Simon and Dom.
Middle-earth Strategy Battle GameGondor
ModellingWD 389 · pp. 100–103
Chad Mierzwa builds two sets of death-world scenery by adapting familiar plastic kits into hostile alien environments. Wire vines, red warning-coloured plants and non-green foliage transform a jungle battlefield, while tilted ruins, caustic pools, icicles and powdery snow suggest an isolated frozen outpost. He reuses leftover parts and matches weathering across the ground and structures, giving the scattered pieces a consistent environmental story.
Warhammer 40,000
PaintingWD 389 · pp. 102–103
The bubbling crater interiors use dark teal through turquoise layers before a distant white spray creates a frozen dusting. For snow on buildings, Mierzwa sprays lightly from one direction and adds Citadel Snow before the paint dries, repeating the process if a thicker covering is needed. The two techniques make mineral pools and Imperial structures look exposed to the same severe climate.
Warhammer 40,0004 paint colours
CommunityWD 389 · pp. 106–107
The Events Team describes a week-long gathering that lets attendees choose between building, painting, scenery work and several styles of gaming. A starting bundle of models and terrain supports personal projects, while specialist seminars connect visitors with Forge World techniques, scenery makers and authors. The emphasis is on combining focused tuition with the freedom to spend time on the aspect of the hobby each participant most enjoys.
CommunityWD 389 · pp. 110–111
Bek Hawkby explains how a club creates regular opponents, shared expertise and the possibility of campaigns or joint scenery projects. Her practical starting point is a suitable venue, whose rules and intended age group shape how the club can operate, followed by responsibilities, insurance and basic arrangements that avoid preventable problems. Recruiting through local hobby communities then turns those preparations into a sustainable group rather than relying on enthusiasm alone.
CommunityWD 389 · p. 115
Solihull’s refurbished store provides a brighter space for painting projects and booked games after fourteen years serving the local community. Regulars are preparing Armies on Parade and Golden Demon entries, while new gaming boards include a besieged Warhammer stronghold. The profile shows the refit as an opportunity to renew shared terrain and support both beginners and experienced hobbyists.
CommunityWD 389 · p. 117
The Angel store in Islington hosts regular gaming nights, painting sessions and introductory courses alongside a friendly club called the Angel Death Company. Customer miniatures in the displays provide examples and inspiration, while weekends range from tournaments to casual hobby work. The account emphasises the combination of helpful staff and welcoming regulars as the store’s main strength.