CommunityWD 469 · pp. 4–7
Readers describe hobby support during difficult times and share a large public mural celebrating Warhammer. A question explores whether non-human creatures can share the Flesh-eater curse, while terrain recipes and an ornate Black Templars vehicle demonstrate very different uses of familiar modelling materials.
Warhammer 40,000Age of Sigmar13 paint colours
PaintingWD 469 · p. 6
The studio’s Rohan buildings use airbrushed greys and pale browns to differentiate timber, walls and straw. Diluted sepia, green and black weathering glazes soften the clean colours, allowing a group of houses to look settled into the landscape rather than freshly built.
Middle-earth Strategy Battle GameRohan10 paint colours
ModellingWD 469 · p. 7
Kader Rey transforms a Land Raider into a moving reliquary using architectural panels, shields and extensive plastic-card work. Enlarged dozer armour, extra flame weapons and transparent-looking windows reinforce its identity as both a siege machine and a shrine carried into battle.
Warhammer 40,000Black Templars
LoreWD 469 · pp. 8–11
Phil Kelly answers everyday questions about food, farming, animals and the operation of magic. The discussion connects mundane trades to realm-specific conditions and explains light, darkness and the aftermath of the Necroquake, making the setting more tangible without reducing its fantastic scale.
Age of Sigmar
LoreWD 469 · pp. 14–15
Nighthaunt hosts express the suffering, obsession and punishment of their former lives through ghostly bodies and sinister equipment. The article suggests using different realms to alter those supernatural appearances, from pitch-dark spirits to blazing pale forms, giving a haunting army a more individual origin.
Age of SigmarNighthaunt
PaintingWD 469 · pp. 16–17
Ben Johnson simplifies studio-inspired Nighthaunt methods into a fast army scheme that separates black cowls from spectral bodies. Pale foundations, greenish glazes and restricted red details preserve the ghosts’ readability, while extra attention on characters gives the host focal points without slowing every rank-and-file model.
Age of SigmarNighthaunt16 paint colours
ShowcaseWD 469 · pp. 18–21
Converted spirits range from cursed Stormcast and a charred tree-creature to Lyle Lowery’s headless Mega-Gargant. Alternative ghost colours, entirely ethereal weapons and small narrative victims show how a Nighthaunt army can grow through stories of its members’ deaths rather than conventional military uniformity.
Age of SigmarNighthaunt25 paint colours
ShowcaseWD 469 · pp. 22–23
An additional reader gallery gathers Spirit Hosts, Banshees, Revenants and spectral leaders. The different treatments of luminous bodies, dark cloth and scenic bases demonstrate how the same ghostly miniatures can support varied atmospheres while remaining recognisable members of the Nighthaunt host.
Age of SigmarNighthaunt
LoreWD 469 · pp. 24–29
Azyr’s glittering cities and high celestial structures remain sheltered from the wars devastating other realms, but that sanctuary rests on vigilance and sacrifice. Azyrheim, Sigmar’s forges and the Seraphon’s temple-ships reveal several different powers sharing the heavens without necessarily sharing their ultimate goals.
Age of SigmarStormcast Eternals
LoreWD 469 · pp. 30–35
The Seraphon’s warrior castes, celestial origins and unrelenting war against Chaos are explained through their relationship with the Old Ones’ Great Plan. Lord Kroak and the distinction between Starborne and Coalesced hosts reveal an ancient purpose that remains largely inscrutable even to their allies.
Age of SigmarSeraphon
RulesWD 469 · pp. 36–43
An official update supplies mount traits, new monstrous options, core battalions and faction-specific scoring. Path to Glory distinguishes the mustering of Starborne and Coalesced hosts through the Astromatrix, adding quests, veteran abilities, expeditions and heroic upgrades suited to each army’s place in the Great Plan.
Age of SigmarSeraphon
CampaignWD 469 · pp. 44–49
A player-led campaign asks a Seraphon general to recover five lost fragments of an awakening celestial mechanism. Secret missions can be pursued across games against different opponents, with a campaign log, restrictions and rewards making the search compatible with several battlepacks and ongoing Path to Glory forces.
Age of SigmarSeraphon
PaintingWD 469 · pp. 50–51
Huachi from the Starblood Stalkers demonstrates turquoise skin, warm feathers and cooler metallic decoration. Painting from the deepest details outward simplifies cleanup, while separate recipes distinguish black obsidian weapons, dark scales, green shields and small bright eyes.
Age of SigmarSeraphon25 paint colours
PaintingWD 469 · pp. 52–53
Talassar Blue over a pale foundation establishes the skink’s skin with few brush strokes, followed by selective opaque layers and highlights. Feathers use a green glaze for a colour transition, and alternative skin recipes show how different realms can change Coalesced warriors’ appearance.
Age of SigmarSeraphon29 paint colours
CommunityWD 469 · pp. 54–55
The Mortal Realms warlords reach the traditional two-thousand-point milestone while continuing to expand their personal narratives. New centrepieces and games reveal increasingly developed armies, with duels, monster clashes and dramatic chain reactions providing stories as memorable as the latest painting achievements.
Age of Sigmar
ShowcaseWD 469 · pp. 56–57
Martyn Lyon adds Sentinels and another Spirit of the Mountain to reinforce the army’s Alarith theme. A series of duels between Eltharion and Sigvald becomes a personal rivalry, while the extra ranged support gives his defensive formation a way to pressure distant targets.
Age of SigmarLumineth Realm-lords
ShowcaseWD 469 · pp. 58–59
Miyuki Foulkes introduces the mysterious Sorcerer Chakatoone and a group of spectacular endless spells. Personal inspiration from Japanese scenery and experiments with lava effects guide the painting, while the independent magician adds a new narrative uncertainty to the three brothers’ alliance.
Age of SigmarSlaves to Darkness1 paint colour
ShowcaseWD 469 · pp. 60–61
Rich Packer completes a demanding converted infantry regiment and introduces the related sorceresses of the Bonsanté family. Saved Phoenix Guard components and figures from several aelven ranges become recognisable members of the Order, demonstrating how a coherent family and military story can unify varied models.
Age of SigmarCities of Sigmar
ShowcaseWD 469 · pp. 62–63
Sigvald and Slickblade Seekers join Calum McPherson’s host, bringing a glamorous duellist and substantial cavalry. Games against Eltharion and an exploding chain of squig monsters supply both setbacks and entertainment, encouraging him to explore the new edition’s reactions and plan a larger centrepiece.
Age of SigmarHedonites of Slaanesh8 paint colours
PaintingWD 469 · pp. 64–69
The ’Eavy Metal team paints Bladeguard for the First Founding Chapters and Black Templars without relying on conversions. Heraldry, different temperatures of black, weathered cloth and personal shields make each veteran distinct, demonstrating how paint alone can convey a Chapter’s traditions and an individual’s place within them.
Warhammer 40,000Ultramarines2 paint colours
Battle reportWD 469 · pp. 72–89
Jonathan Stapleton’s Thokt Dynasty attacks Drew Palies’s Argent Shroud as the Sisters reconsecrate Sanctuary 101. Celestine and her warriors establish a strong early lead, but a late Necron recovery and the arrival of the Monolith overturn it, producing a 50–40 victory that echoes the site’s original disaster.
Warhammer 40,000Necrons
TacticsWD 469 · pp. 90–93
Elliot Hamer links the two starter teams’ rules to their models and battlefield identities. Guardsmen combine orders, ancillary support and specialist guns through disciplined teamwork, while Kommandos use durable bodies, concealed aggression and eccentric equipment to make movement and opportunistic violence their strengths.
Kill TeamDeath Korps of Krieg
LoreWD 469 · pp. 94–97
An Inquisitorial account investigates Thousand Sons covens, their Rubric servants and Tzaangor followers. Fragmentary reports of different leaders, mutable weapons and elaborate schemes suggest how difficult it is to understand the Sorcerers’ true objectives, even after surviving direct contact with their forces.
Warhammer 40,000Kill TeamThousand Sons
CommunityWD 469 · pp. 98–99
Tables generate a coven’s title, operative names, base of operations and chosen path of fate. Demeanours such as arrogance, obsession and warp-saturated instability help connect a small team’s campaign actions to the distinct ambitions of the Sorcerers directing it.
Kill TeamThousand Sons
RulesWD 469 · pp. 100–115
The complete Warpcoven faction combines Sorcerers, Rubric Marines and Tzaangors with selectable boons and psychic disciplines. Operative profiles, ploys and Tac Ops support regular games, while bespoke equipment, assets and Spec Ops let the coven pursue arcane plans and recover powerful knowledge through a campaign.
Kill TeamThousand Sons
FictionWD 469 · pp. 116–119
Three Atlantian Spears Librarians infiltrate an Ork kruiser using complementary psychic disciplines. Their restrained mission becomes a violent struggle on the bridge, where an unusually dangerous greenskin tests their concentration, coordination and ability to resist the battle-lust rising within them.
Warhammer 40,000Atlantian Spears
LoreWD 469 · pp. 120–127
An in-universe survey examines the manufacture and distribution of Astartes armour through the Great Crusade and civil war. Marks I–VI are placed in context as specialised, widely issued or improvised equipment, with supply, preference and battlefield repair complicating simple assumptions about which Legion wore which suit.
The Horus HeresyLegiones Astartes
FictionWD 469 · pp. 128–131
A disoriented figure awakens in a ruined world with an altered body and uncertain memories, encountering survivors who confront him with competing duties. Four possible endings make fate part of the reading experience, changing how his choices about responsibility, escape and violence resolve.
Warhammer 40,000Imperium
ShowcaseWD 469 · pp. 132–137
Andy Barlow displays a silver-armoured Iron Knights force defending a substantial converted fortress. Individual heraldry, kitbashed officers and weathered bastions supply detail at different viewing distances, with construction notes explaining how foam, signs board and familiar terrain parts become a coherent army setting.
Warhammer 40,000Iron Knights25 paint colours
TacticsWD 469 · pp. 138–141
Dave Sanders surveys the Direchasm-era roster and offers three routes to a choice: appearance, personality and preferred play style. Flowcharts and brief comparisons help players distinguish aggression, ranged control, objectives and key-fighter strategies without treating one style as the only correct way to enjoy the game.
Warhammer Underworlds
TacticsWD 469 · pp. 142–145
The Witch-king’s adaptable resources and spell selection allow him to weaken enemy leaders, clear space and support an army before committing to combat. A Fell Beast or Black Riders force changes his role, while careful use of Will and the Morgul blade prevents his impressive options from becoming an expensive distraction.
Middle-earth Strategy Battle GameAngmar
CommunityWD 469 · pp. 146–148
The studio shares a large squig project, Thundrik’s Profiteers and more Tome Keepers while continuing hobby bingo. A playful haunted-house scene uses converted spectral figures and dark surroundings to create a different atmosphere, demonstrating how small personal projects can sit alongside substantial army collecting.
Warhammer 40,000Age of Sigmar14 paint colours