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  • 5/26/2018 Warhammer 40k Firebase Issue 01(r)

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    FREE

    100% HOBBYCONTENT

    MOREARTICLESTHANYOUCANSHAKEAPOWER-STICKAT!

    MADEBYGAMERSFORGAMERS

    4 BATTLEREPORTS

    MASSIVEFIRSTISSUE

    PLUS

    TACTICS

    CONVERSIONS

    TERRAIN

    PAINTINGTUTORIALS

    GAMINGPHILOSOPHY

    GAMINGRESSOURCES

    GOLDENOLDIES

    NECROMUNDA

    BATTLEFLEETGOTHIC

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    FirebaseEditorial

    We are here! FIREBASE

    is here! Youve waited long,

    youve waited hard and all

    good things come to those

    that wait.

    Its been a long and

    arduous road, filled with peril, pitfalls and gory paint schemes,

    but now a staggering 100 pages of hardcore hobby material is

    in your possession; bursting with tactics, conversions, painting

    guides, battle reports and some of the great old games that

    make you all misty eyed and nostalgic.

    Welcome citizen, to the first issue of FIREBASE magazine -

    bringing you the best of Warhammer 40,000 every quarter, to

    give you the fix youve been craving.

    But what makes this magazine so special you may ask? Well,

    much like the inspiring Wargames Journal, FIREBASE is entirely

    free to download and read on Adobe Acrobat as a PDF file.

    As I sit writing this, issue #2 is well underway and it goes toshow what a monster of a magazine FIREBASE has become.

    Until next time!

    - Adam Smith

    September 2006 ISSUE 01

    www.warseer.com/firebasemag

    Simian Staff Listing

    Head Monkey: Adam Smith

    PR Monkey: Brandon Vallee

    Assistant Monkey: Ashley Curtis

    Specialist Monkey: Simon FisherDesign Monkey: Steve Gagn

    Art Monkeys: Ben Biggs, Nicolas Giacondino,

    Donald Carr

    Writing Monkeys: Joel and Gerard Pitt (aka:

    The Brothers Pitt), Ross Allan, Alex Kallend,

    Brandon Vallee, Tony Venezia, Adam Smith,

    Johan Hansson, Ashley Curtis, Saul Painter, Paul

    Cook, Simon Smith, Simon Fisher, Dustin Hrenyk,

    Rob Holland, Don Hornby, Andy Maddison, Jon

    Wilson and Ben McLeod

    FIREBASE is published every three months inassociation with Warseer.com. All text andlayout remains the copyright of FIREBASE.

    FIREBASE is a fully independent publicationand its views are not the views of any companymentioned herein. All characters and artwork

    shown in this magazine remain the andtrademark of their respective owners. No partof this magazine may be reproduced without

    the express permission of the Editor or Deputy

    Editor. FIREBASE can accept no responsibilityfor inaccuracies or complaints arising from

    editorial or advertising within this magazine. Allletters and emails received will be consideredfor publication, but we cannot always provide

    personal replies.

    This fanzine is completely unofficial and in no

    way endorsed by Games Workshop Limited.FIREBASE magazine is a non-profit makingfanzine with the aim of promoting Games

    Workshop games, products and hobby.Alladverts shown are free of charge and areprovided purely in the publics interest.

    Here we areBorn to be kings

    Were the princes of the universe!

    Queen, Princes of the Universe

    http://www.warseer.com/firebasemaghttp://www.warseer.com/firebasemag
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    Stikkin Da Boot In! . . . . . . . . . . . . . . . . . . . .56

    Through the Valley of the City of Death . . . . . . . 60

    Slumming It . . . . . . . . . . . . . . . . . . . . . . . . . . 63

    In space, Everyone can hear your WAAAAAGH! .68

    The Dockyard . . . . . . . . . . . . . . . . . . . . . . . .73

    Five Admirals and a Hivefleet . . . . . . . . . . . . . . 76

    Battle Over Medusa V . . . . . . . . . . . . . . . . . . . 82

    Welcome To the Underhive . . . . . . . . . . . . . . . 91

    Down With the Hood . . . . . . . . . . . . . . . . . . . . 97

    Run Him Outta Town! . . . . . . . . . . . . . . . . . . 100

    Contents

    Firebase Editorial . . . . . . . . . . . . . . . . . . . . . . .2

    Converting Your Home . . . . . . . . . . . . . . . . . . .4

    Eternal Dam-nation . . . . . . . . . . . . . . . . . . . . .6

    Steel over Flesh . . . . . . . . . . . . . . . . . . . . . . . 10

    Gaming Etiquette . . . . . . . . . . . . . . . . . . . . . . 22

    Tactica Kult of Speed . . . . . . . . . . . . . . . . . . . 24

    Freakz and Firewarriors . . . . . . . . . . . . . . . . . . 33

    I Quit! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

    Fer Boyz Wiv No Teef . . . . . . . . . . . . . . . . . . .46

    An Orks Tale Birth of a Warrior . . . . . . . . . . . . 49

    Nicolas R. Giacondinoillustrator

    [email protected]

    Gallery: http://photobucket.com/albums/d61/aerion_the_faithful/

    http://n.r.g.epilogue.net

    RustedEngine Comics

    http://www.warseer.com/rusted_engine_studio

    mailto:[email protected]://photobucket.com/albums/d61/aerion_the_faithful/http://n.r.g.epilogue.net/http://www.warseer.com/rusted_engine_studiohttp://www.warseer.com/rusted_engine_studiohttp://n.r.g.epilogue.net/http://photobucket.com/albums/d61/aerion_the_faithful/mailto:[email protected]
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    ConvertingYour Home

    It was many summers ago when I first assembled,painted and took Eddie the Chaos Dreadie tobattle. He looked so very fine, arrayed in all manner

    of spikey bits and had been lovingly painted. Then our

    pet dog crushed him underfoot. That was the day we

    decided to stop playing on the floor.

    Our little gaming group has moved on considerably. No

    longer do we sit in the middle of the living room playing on

    an old desert matt with pieces of card scenery scattered

    around. Now we are real men! We drink beer and stand

    around a table displaying the finest gaming boards and

    terrain. We also have fully painted armies somethingwe could only dream of before. But the transition from

    floor to table wasnt so simple.

    After University, I split up with my girlfriend and had

    to move back in with my folks. All of a sudden it was

    back to the floor and all the risks that came with it.

    Playing on the dinning room table was not an option,

    unless I wanted an ear bashing from my folks. One singlescratch or mark would mean eternal damnation and fiery

    torment at least until I got enough money together to

    rent my own apartment.

    The Brothers Pitt persuaded me into commissioning

    them to make me a gaming board in 3 sections which I

    currently store in a large cupboard. They made it nice and

    scummy looking for me as well as having various rockylevels. Necromunda is my favourite game and theres

    Shot 1: The dining room table, chairs and

    cabinet: A place of tranquility and elegance.

    Scratch the table and you die!

    Shot 2: Pull the table into the middle of the

    space, while pushing all the chairs up to the

    available wall space, not preventing access to

    the kitchen door.

    Shot 3:Get an old table cloth from the kitchen

    and the gaming boards from upstairs. I have a

    large cupboard in my room, while other people I

    know keep their boards in the attic.

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    nothing quite like a rotting, disjointed town.

    Fortunately I had plenty of my own scenery.

    After some discussion (and bribery)

    with the Parental Unit, I came up with the

    following method to playing on the dinning

    room table.

    If youre in the same situation, show your

    Parental Unit, Wife, Girlfriend, Boyfriend(?) or

    Pet this article. It might just help.

    - Adam Smith

    Shot 4: Lay the gaming boards on the table

    and add some scenery. Crack open a couple of

    beers, youre ready to play.

    http://myspace.com/warhammer_radiohttp://web.mac.com/finerty/iWeb/Warhammer_Radio/Podcast/Podcast.html
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    EternalDam-nationThe illustrated guide by Joel and Gerard Pitt

    What possesses a supposed sane human being tobuild a board like this?I dont know, but I do know that building terrain and

    gaming boards is one of the most rewarding aspects

    of this hobby. You can have a golden demon standard

    army, but without a beautiful battle field to fight over,

    you will never get the full experience of small scale

    plastic warfare!

    FIREBASE:What sparked

    this insane project?

    Gerard:We decided the ash wastes

    board was getting old and we needed

    a new giant board! The dam idea came

    while watching a documentary (5 industrial wonders of

    the world) on the construction of the Hoover dam and

    decided it would make

    an awesome board.

    FB:How did the

    bridges come about?

    Gerard:We needed

    better access across

    the valley and felt that

    the Imperium, like

    the Romans, would want

    to keep roads flat. It also

    added an extra level to the

    board and gave objectives.

    FB: How did the ideas

    for the other sections ofthe board come about?

    I see we have some sort

    of underground cavern,

    a powerplant, a SAM site

    and a bunker on top of

    the dam.

    Gerard:Well the underground cavern was

    not going to be there, we had originally

    planned to have that area hollow only to

    save weight but when the construction

    was nearly done we added a hole to look

    like the water channel that was used to divert the

    river during construction like the Hoover dam. The

    bunker on top was an idea from someone on WarSeer

    and the power generators were to make it look more

    like Hoover

    dam and

    the crashed

    spaceship

    was to add

    cover and

    linked in with

    We spent almost an

    hour in the DIY shoparguing over which

    pot of paint to get.

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    the missile turret (it

    had been shot down)

    the fuel towers were

    for cover overlooking

    the valley and bridge.

    FIREBASE: Going back tothe beginning, how did

    the construction begin?

    Gerard: Well we

    started by drawing the map layout onto paper and

    then estimated how much polystyrene we would need.

    Once we had the polystyrene we cut the boards to

    the right length we mapped out the board roughly.

    FB: I understand that you layered up the

    polystyrene and then shaped it somehow?

    Gerard: After we had mapped it roughly we made

    more detailed plans and began cutting the shapes

    of the hills. We made identical pieces and layered

    them about 4 sheets thick. Once they

    had dried, we shaped the cliff.

    FB: How did you prepare it

    before painting and how did

    you go about painting it?

    Gerard: We made the cliff section

    then aligned all the board with all

    the cut hill pieces before shaping

    them, then we glued them down

    and sanded them to form realistic terrain. We then

    used dental plaster in its thin form to coat the

    whole board to add strength, then used the thicker

    stuff to make more realistic terrain features.

    We also used it to smooth over the surface of the

    dam to look like cement and blend the dam and the

    crashed shuttle into the floor. Once all the terrain

    looked realistic, we applied a thin layer of sand

    and gravel to the board. We then pained it with a

    series of sandy colors ending in bleached bone.

    Joel: I cannot stress enough the importance of having a

    good plan for your board, before you even purchase any

    materials. You should doodle, sketch, research and repeat

    until you know exactly what kind of board you want to make.

    We spent several hours planning out exactly what we wanted

    to do, and also went back to the plan, occasionally making

    revisions, as we went along

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    FB: Where did you get dental plaster from?

    Gerard: The dentist

    FB: Really? You just strolled into your dentist

    and said Hi...Id like some plaster?

    Gerard: Well, Joel wanted it for Venice -

    But yes, he strolled in and said What sort

    of plaster do you use? and the dentist said

    This stuff and Joel asked to buy some.

    FB: How much did he charge you

    and how much did you get?

    Gerard: I dont know but we used

    about 10 margerine tubs worth

    FB: How big is the board? It looks

    bigger than a standard board?

    Gerard: Its 5 x 6 ft. We though 4 x 6

    would leave the valley too thin.

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    FB: Thanks for taking the time for talking to us.

    Gerard. One more thing You fancy a game?

    Gerard: Sure!

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    Steelover Flesh

    Iwas as happy as a dog with two tails when I arrivedfor my game on the fabled dam board. Now this iswhat playing 40K is about! A fantastic looking army to

    play against on some amazing terrain and I brought apretty fine army of my own to do it with too.

    The game was dictated by the board and our

    surroundings. None of this rolling for mission and

    objective counters malarkey! A victory points based

    game, with the objective to capture the bridges and the

    dam, each would be worth 500 victory points. As we were

    playing outside, we knew the light would fade sooner or later,

    so the last turn of the game would be played using the Night

    Fighting rules. It should be getting dark by then.

    HECA N T KIL LTH E M AL L!

    Gerard:My tactics for this battle are fairly standard, Im

    going for the usual Tyranid idea of trying to get to the enemy

    before everything dies and then worry about capturing

    objectives. Simple!

    1,500pts Hive Fleet Pitt Army:

    Hive Tyrantwith rending claws, scything talons and extended carapace

    2 tyrant guard

    Brood Lordwith extended carapace and toxin sacs

    8 genestealers retinuewith scything talons and extended carapace

    4 Tyranid Warriorswith extended carapace, scything talons, rending claws, toxinsacs and leaping. One warrior carries a barbed strangler.

    4 Tyranid Warriorswith extended carapace, scything talons, rending claws, toxinsacs and leaping. One warrior carries a Venom cannon.Two warriors carry death spitters.

    20 Hormagaunts

    8 Hormagauntswith toxin sacs and adrenal glands

    8 Spinegaunts

    Biovore

    with bio acid spore minesCarnifex

    with regenerate, toxin sacs, scything talons and a mace tale

    Carnifexwith enhanced senses, scything talons and a venom cannon

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    I know I will need a lot of xenos sinew to absorb all

    that gauss power. I have included a couple of Carnifex

    to draw the fire from the gaunts and survive to capture

    the objectives. This will hopefully allow my Hormagaunts

    and warriors to survive and mash up his Necrons in close

    combat.

    My Genestealers and Brood Lord aim to capture the

    dam and hold it till the end of the game securing me 500

    victory points. Ive given them all extended carapaces,

    so they should survive.

    HER ETH E YCOM E

    Adam:Boy, that army looks exciting on paper or not!

    Such is the way with the Necron army it seems.

    I am the kind of guy who shows up to every game with

    the same army list. I dont believe in tailoring my army

    selection to my opponents army and once Im happy

    with how my army works, I stick to it. It also saves me

    writing out new army lists.

    While Id love to take some Pariahs or Tomb Spyders,

    I prefer to take as many troops as possible to absorb

    lots of enemy firepower and not phase out while dishing

    out plenty of firepower of my own. But for once, Im up

    against the Nids and they dont have many guns.

    Theyre fast, theyre fearless, they have lots of attacks

    and I dont have any high AP weapons to make big holes

    in their monstrous creatures. However, I do have spades

    of firepower! Im going to get charged regardless of what

    I do and its going to be by some of the smaller gribblies.

    Hormagaunts to be precise little blighters!

    The plan is to set up just out of 24 so I will get a turn

    to wittle down his numbers with the Necron Warriors and

    use the Destroyers for targeting and wiping out a single

    unit per turn through sheer weight of firepower. Even his

    monstrous creatures should go down to 36 strength 6

    shots! With little return fire, I should be able to run (or

    skim) amok.

    1,500pts Attack Force X51Army

    Necron Lord Lordiwith a destroyer body, war scythe,

    phylactery and resurrection orb

    12 Necron Warriors

    12 Necron Warriors

    12 Necron Warriors

    4 Necron Destroyers

    4 Necron Destroyers

    4 Necron Destroyers

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    DEP L OYM EN T

    TYR ANID

    Gerard: As with any

    objective based game

    deployment is crucial. I

    had lots of gaunts and lots

    to hide from, so placing

    them was difficult. After

    much deliberation I opted

    to place them on the road

    leading into the valley

    and it would block them

    off from the majority ofhis force and give them

    easy access to his side of

    the valley. My plan was to intercept his Necron Warriors

    before he moved onto the bridge and charge them from

    both the bridge and the valley floor. This would allow me

    to pin them in combat while the Hive Tyrant made his

    slow progress across the bridge. If they were all killed he

    could capture the objective and stop any Necrons from

    moving onto the bridge as well as kill some of them.

    The leaping Tyranid Warriors were more difficult to

    place, with synapse in mind I decided to deploy them

    in the valley floor behind the largest hill and covering

    the main attack down the centre. They were sufficiently

    close to the Gaunts to keep them inn synapse and close

    enough to jump up onto the bridge at the last minute.

    They were also hidden from the majority of his Destroyers

    giving them much needed protection against the AP 4

    gauss cannons.

    The shooting Tyranid Warriors were not needed for

    synapse as I already had the Hive Tyrant and leapingTyranid Warriors so I placed them on the high ground on

    my side of the valley near the Gaunts. That way if the

    leaping Tyranid Warriors died they could provide synapse

    and it gives them a good field of fire.

    The Carnifexes were easier to place. One I put on the

    high ground sniping with his venom canon, the other I

    placed in the valley floor, hoping to use the bridge strutsas cover as it moved across the board.

    The Biovore deployed high on my side of the valley

    ready to rain spores on the advancing Necrons and able

    to cover the dam or bridge.

    Finally, my infiltrating Genestealers and Brood Lord

    deployed at the end of the dam, ready to sweep across

    his flank or capture the dam.

    NECRON

    Adam: Gerard had won the dice roll for choosing

    table sides and grabbed the side with the most space to

    manoeuvre while I was somewhat restricted.

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    I set up my Necron

    Warriors around the centre

    to protect the boundary of

    my little island of hill with

    the two bridges and dam

    coming in. The Necron Lord

    went in the centre with the

    Necron Warriors so that he

    could make a counter-charge

    if needed. The Destroyers

    all deployed on the far right

    flank where they should be

    able to sweep round and roll

    up the Tyranid lines. I spread my army out as best I

    could to stop those damn Genestealers and their Broody

    Lord from infiltrating too close.

    Sit tight, wait for him to come to me

    TU R N 1

    TYRANIDS

    I got first turn and moved all my Gaunts directly forward

    toward the Necrons. My Tyranid Warriors also advanced

    behind the Gaunts, out of site of the Destroyers and

    within synapse. The Hive Tyrant followed suit and along

    with his Guard followed the Gaunts onto the bridge. My

    45pt Spinegaunt shield blocked his fire from my enhanced

    gaunts and the Carnifex in the valley continued to lumber

    on and the one on the hill prepared to fire with his venom

    cannon. The Genestealers moved onto the bride and the

    shooty Tyranid Warriors crawled down the slope weapons

    training for targets.

    As with most Tyranid armies my shooting phase was

    fairly quick and uninteresting with very few guns andnone with any degree of accuracy. My venom cannon hit

    a Necron Warrior but failed to kill it and the Biovore was

    out of range. However I did role a 5 and 6 for all my fleet

    of claw moves which brightened up my day!

    With nothing in combat range it was over to Adam

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    NECRONS

    The Tyranids were close, far too close! Time to give

    them a dose of green lasery death.

    The Destroyers moved on to the bridge on right flank,

    while the Necron Warriors on the dam moved back from

    the advancing Genestealers. The plan was to bunch the

    squad up, then move in for some rapid firing next turn.

    I just hope I can kill enough of the Genestealers to hold

    up the Brood Lord until my Necron Lord can get there

    and start cutting them down with his war scythe.

    The two Necron Warrior squads in the centre opened

    fire on the nearest squad of Hormagaunts on the bridge

    and with some support from one of the Destroyer squads,

    they were annihilated in a blaze of green light.

    The Destroyers on the bridge raked the valley floor

    with their gauss cannons, killing 12 of the Hormagaunts.

    8 where left, but the synapse control of the Hive Mind

    stopped them fleeing. I could see that they were inrange to charge one of the Necron Warriors squads in

    the centre next turn. Im sure theyd be fine, but having

    my firepower reduced could be a problem in slowing the

    Tyranid advance.

    TUR N 2

    TYR ANIDS

    With the torture of the

    Necron firepower over, I had

    to re-group the remaining

    Gaunts. His Destroyers had

    killed 12 of the brood and

    unless they reached his

    Necron Warriors this turn

    they would never make it. With another lucky fleet of

    claw roll they charged the warriors on the slope.

    My Genestealers continued to move across the dam

    toward the Necron Warriors. If only they could fleet of

    claw.

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    My shooting was a

    little more successful

    this turn. I managed to

    kill 2 Necron warriors

    with the biovore and

    venom cannon and then

    proceeded to assault

    with the Hormagaunts.

    After a disastrous round of combat, I failed to kill

    any Necrons and lost a Hormagaunt. With the Gaunts

    in synapse range they stayed in combat till next turn

    when I hoped the Carnifex or Hive Tyrant would reach

    the combat.

    NECRONS

    The Spinegaunts on the bridge were flayed down to their

    last molecule by one of the Necron Warrior squads, while

    the combined firepower of the Destroyers tore the combat

    Carnifex apart in a salvo of intense fire power. I didnt

    want it to join the combat between the Necron Warriors

    and Hormagaunts on

    the slope.

    On the dam itself,

    the Necron Warriors

    advanced towards

    the Genestealers and

    opened fire.

    I expected 24 shots to do some damage, but was as

    shocked as Gerard when he rolled 8 armour saves and

    didnt pass a single one! I then laughed maniacally, of

    course.

    The Genestealers where

    wiped out, leaving theBrood Lord sitting there

    by himself. He didnt seem

    best pleased.

    Next turn, I expected the

    Brood Lord to shred the

    warriors and win combat.

    Id then spectacularly fail my leadership test (as Imrenown for doing) and the line would start to collapse. It

    was a good thing that the Necron Lord was close by.

    The Necron Warriors stuck in combat with the

    Hormagaunts werent going anywhere, much to my

    frustration. Fortunately, it looked as though nothing

    else was going to join the combat next turn. My metallic

    minions were certain to prevail.

    TUR N 3

    TYR ANIDS

    This was beginning to look glum, after failing all 8 4+

    saves my Genestealers on the bridge were completely

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    destroyed leaving only the Brood Lord (who was a bit

    pissed off) to charge the squad and with his Necron Lord

    moving in, things on the dam didnt look hopeful.

    Things in the valley were going equally disastrous!

    My Carnifex had been ripped apart by his Destroyers

    in one turn without even being able to regenerate andmy Gaunts had made no gains in the combat during

    the Necron turn. I also managed to knock down one

    Destroyer but the damn thing got back up using some

    sort of advanced cheese-induced resurrection program!

    My Brood Lord charged into combat and killed 2 Necron

    Warriors with some lighting fast claw skills but the Necron

    Lord was still closing in fast and if he was to capture the

    dam hed have to kill all of

    them (not likely!).

    My Gaunts made little

    progress on his side of the

    valley, loosing 2 and killing

    none but as they were stillin synapse they didnt fall

    back holding the Necron

    Warriors in combat another turn while the unharmed

    Hive Tyrant and venom cannon Carnifex stomped across

    the bridge.

    Although all the Gaunts in front of the Hive Tyrant

    had been killed and I had suffered heavy casualtiesacross the board, my plan was still working. The Gaunts

    were pinning the Necron Warriors in combat while the

    monsters advanced slowly and my warriors were ready

    to charge next turn onto the bridge.

    NECRONS

    With the Tyranid rank and

    file decimated, it was time

    to take down the heavy

    hitters -the Hive Tyrant

    and Carnifex!

    All my Necron Warriors

    moved into position to

    target the Tyrant standing

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    Next, I charged the Destroyers with the surviving

    Tyranid Warrior squad by leaping up onto the second

    bridge. They didnt kill any of them, but tying the

    Destroyers up could swing things for me by denying him

    a good portion of his firepower.

    NECRONS

    Sausages! I could have sworn those Tyranid Warriors

    wouldnt be able to charge the nearest Destroyer squad,

    but thats what happens when you forget about leaping.

    If only I hadnt been so overconfident and had moved

    the Destroyers back.

    The game had descended into a massive melee, with

    one Destroyer squadron locked in combat with the Tyranid

    warriors on the right flank. The Hive Tyrant continued to

    munch through Necron Warriors on the central bridge.

    Every blow that hit home bounced off his tough hide or

    heavy armour.

    It looked like the Tyrant would destroy all of my Necron

    Warriors and claim the bridge. My gamble to shoot him

    and finish him off in combat had not paid off. Thats what

    happens when you underestimate a 2+ save.

    My mobile Destroyers fired at the remaining Carnifex,

    wounding it, but not enough to kill it. No worries, The

    Necron Lord was rapidly approaching with his warscythe!

    TUR N 5

    TYR ANIDS

    With my army diminished as usual and only my

    monstrous creatures left on the board, there was verylittle to do this turn.

    My Hive tyrant butchered the remaining Necron

    Warriors, breaking them, overrunning them and

    then consolidating back on to bridge. My Tyranid

    Warriors on the second bridge killed 2 destroyers

    and still had 3 left to contest the bridge. With both

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    combats at a stale mate it was over to the Necrons.

    NECRONS

    With the Tyrant alone on the bridge, my Destroyers

    and the Necron Warriors up on the damn were able to

    get a clear shot. The Tyrant staggered under weight of

    fire, losing 2 wounds. If I could inflict just one more, he

    wouldnt be a scoring unit.

    The Necron Lord charged the Carnifex and separated

    his torso from the abdomen with a single sweep. He then

    consolidated away from the Hive Tyrant. He can alwayscharge in next turn if he really has to.

    The Destroyers continued fighting the Tyranid Warriors

    on the bridge with neither side inflicting any casualties. I

    was really kicking myself about letting them get charged.

    If the Tyranid Warriors end up claiming the bridge, it

    could all be over.

    TUR N 6

    TYR ANIDS

    This being the final turn, I had lost all hope for a draw,

    so I tried to hold out for a minor loss.

    With the Hive Tyrant alone on the bridge and on 2

    wounds, he had to stay exactly as he was in order to

    claim the objective. I was trusting in the dice to give me

    some armour saves and hoping hed still be alive at the

    end of the Necron turn.

    Combat on the other bridge was going ok. While no

    casualties were being inflicted or suffered, I was still

    managing to tie up an expensive unit of his and stop him

    claiming the bridge.

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    NECRONS

    With my final turn all I

    had to do was take a wound

    off the Hive Tyrant and kill

    2 of the Tyranid Warriors to

    secure all the objectives.

    Every gun that wasnt in

    combat was aimed at the

    Hive Tyrant and opened fire but amazingly, every single

    shot ricocheted off the Hive Tyrants armour and after a

    whole turn of firing he still stood with 2 wounds left to

    claim the objective!

    I didnt charge him with the Necron Lord. It was just

    too risky and I didnt fancy having my 200pts Lord ripped

    to shreds.

    The second Bridge was contested by The Tyranid

    Warriors, but the Necron Warriors had secured the dam!

    Things were a draw in terms of objectives, but victory

    points were another matter, with the Necrons being in

    the lead by 600 VPs A crushing victory!

    AFT ERGA M E THOUGHTS

    CLOSE, BUTNOPIE

    Gerard:Well, my entire army was wiped out. However

    by looking at the order in which everything died, I can

    determine the problems with the army. Firstly the Gaunts

    and Carnifexs dont work well together as the Gaunts get

    too far forward and die before the Carnifexes can reach

    combat. Equally my army doesnt pack nearly enough fire

    power! The solution? Three more Carnifex and another

    Hive Tyrant, but thats a project for the future!

    TARGETPRIORITY

    Adam:While the little gribblers arent going to hurt my

    Necrons too badly, theres a lot of the buggers and being

    bogged down in combat can be disastrous. Fortunately,

    the monstrous creatures are slower than a snail with a

    gammy leg and a nasty limp (if snails have legs), so it

    was a case of kill the fast stuff and mop up the rest

    later. But while I sit here all smug and victorious, it would

    have all ended in tears and entrails everywhere were it

    not for my lovely Destroyers.

    Destroyers are sick. Oh so sick! Whether theyre

    shooting at Land Raiders, Carnifex, or small children,

    they will kill it. Strength 6, 3 shots, good range, accuracy

    and high mobility make them one of the best units in the

    game and only for a mere 50 points each stunning! Oh,

    and they get back up on a 4+.

    But its all for nothing if youre daft enough to let them

    get charged and tied up in combat with Tyranid Warriors.

    In future Ill have to keep them moving. They dont have

    a firing range of 36 inches for nothing I guess.

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    GamingEtiquette

    Or how to more or less guarantee repeat gamingwith your opponentWell, Hello there dear chap. Welcome to Mad Doc

    Grotsniks School for Gaming Etiquette. Oh come now,theres really no need to look so alarmed. Were here

    just to run you through a few basic dos and donts of

    Gaming. Its really pretty simple you know. Here, Ive

    broken it down into several easy steps. So easy even a

    12 year old newbie could manage it, what!

    Look, I can see your still looking rather perplexed old

    bean, so Ill start you off with a few easy ones, beforewe move on to the more in depth forms of etiquette.

    Are you ready? Then Ill begin.

    RU L ENUM BERON E .

    Your opponents models are just that. Your opponents.

    When playing against another spunky young chap, doask his permission before you start to fondle his Nob,

    or indeed, any other model in his collection. Even if the

    paint job may not look like much to you, it may be the

    best hes ever done. Besides, asking doesnt hurt! I

    mean, how would you like it if all and sundry came along

    and started to give your models a good once over? God

    help you if you break one, especially if its converted. So,

    all in all, best just to ask. That way, if it breaks, its less

    of a big deal.

    RUL ENUM BERTWO.

    When youve arranged your game, either in advance,

    or on the spot, whats the most important thing to have

    with you, apart from your models? Dice? No, not really,

    though it can be polite

    to bring your own. No?

    Give up? The rules! Not

    just your own copy of

    your chosen game, butalso all the rules for your

    chosen force, whether

    in Codex, White Dwarf

    or even download. This

    easy provision means

    any in game confusions

    can be cleared up with a minimum of fuss, and certainly

    no bad blood. Surely, dear boy, you too must have metan opponent who conveniently doesnt have the rules for

    his Super Unit OHacky Death that just smashed your

    entire army! Tiny provision, big kudos!

    You too must have

    met an opponent who

    conveniently doesnt

    have the rules for his

    Super Unit OHacky

    Death that just smashed

    your entire army

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    RUL ENUM BERTH R E E .

    Respect your opponent. If youre playing a game, see

    it through. Do not throw a hissy fit just because you are

    losing. Do not leave the table for unreasonable amounts

    of time during your opponents turn. Do not ask your

    opponent to re-roll dice because you didnt see him role

    it. Or, to be blunt, dont be an arse. The games are

    meant to be fun. They are a means of entertainment. If

    you get that wound up about losing, then may I suggest

    something slightly less skill dependant, like Snakes and

    Ladders. Or sitting in a darkened room on your own and

    allowing humanity to continue without you.

    RUL ENUM BERFOUR.

    If you are a spectator in a game, as I know many

    of our community will be at one time or another, for

    the love of God please remember thats all you are. You

    are neither players special coach. Nor are you there to

    provide commentary. Nothing ruins a good solid game

    than outside interference from some git-faced know-it-all who insists on aiding and abetting either side. Surely,

    if youre about to fall into a cunningly laid trap, youll

    learn more about it than if some socially and hygienically

    challenged oik decides to point out to you. This has

    happened numerous times to me, and the same bloody

    person has pointed all out. Cunning charges and cunning

    firing lines set up. All my opponent had to do was blunder

    into it, and his arse (well, hers) was mine. And then Toad-

    Boy shows up, and blabs about my devilishly cunning

    plan, and costs me the

    game. Now, had my

    opponent spotted the

    trap for herself, fairlydos, she beats me fair

    and square. But to have

    some (expletive deleted)

    point it out is just unfair.

    I was playing Monica, NOT you! So, keep opinions, hands,

    comments and help to yourself basically. Not a tall order,

    but one several people miss!

    So, there we have it. The Four basic rules to the

    mysterious and ancient etiquette of gaming. Although

    I have used the find products of Games Workshop in

    my examples, these guidelines apply to any and all war

    games. And I can guarantee that if you follow them,

    at least in spirit if not to the letter, you will get return

    match ups with opponents time and time again!

    - Ross Allan

    And then Toad-Boy

    shows up, and blabs

    about my devilishlycunning plan, and

    costs me the game.

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    TacticaKult of Speed

    There are many different ways to approach mostarmies in the game, and the Kult of Speed isno different; the only constants are that, whichever

    direction you take the army, youre going to be both

    mobile, and fragile.

    GET T IN GSTUCKIN

    If youre going with an assault force, the bulk of your

    force should be massed up of boyz in trukks, on bikes, or

    with rokkits strapped to their backs. Unfortunately, each

    of these have their drawbacks. The Kult list does offer

    some nice options in terms of shootiness. Mobile zzap

    guns and tankbusta units can put the hurt on enemy

    armour, while looted ordnance vehicles, and a multitude

    of ways to field big shootas and rokkits (often twin-

    linked) provide some decent firepower. With the move &

    shoot capabilities of the Kult, you can generally play the

    range game to your advantage, closing just enough to

    get your shots in range, while limiting how many of theirweapons are, but there are drawbacks here. Reducing

    the number of assault units allows you to utilize terrain

    more effectively to hide the loaded trukks, while offering

    shooty targets that the opponent cannot just ignore,

    which effectively diverts fire away from the trukks of

    boyz. This hybrid element, if done right, can trap your

    opponent. With these basic ideas in mind, lets examine

    the units available with some scrutiny.

    HEAD QUART ERS

    You must take one Warboss or one Big Mek. The question

    is what role you want your HQ to have in the game.

    BIKERWARBOSS

    A Warboss is ok as

    HQs go, but hes no

    Daemon Prince. Hes

    going to have trouble

    against tooled-up

    HQs from a numberof other armies.

    The Kult however

    have an ace up

    their sleeve; a bike

    for your Warboss.

    The bike gives your

    boss an extra +1

    toughness that allows him to stand up to other assaultHQs, and, also allows him to charge, alone, into mobs of

    just about anything without powerfist backup. Your boss

    should be flanked by a couple of buggies as he turbo-

    boosts up the field. As an independent character, that

    means your opponent cannot target him until the buggies

    are destroyed, and if you pick your location correctly,

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    this is rarely a problem. Give the boss a powerklaw,

    a choppa, eavy armour, a cybork body, and a bionic

    bonce. He weighs in at about 160 points, but can make

    it back easily enough. This also ensures that he has a

    3+ invulnerable save on that all-important turn before

    you can charge, just in case someone charges him. The

    bike also means that he can roll from one assault to thenext without needing to get back in a trukk and then

    get back out again. The power klaw also makes him a

    serious threat to any vehicle on the board. Six strength

    10 attacks is nothing to laugh at, and with that many

    attacks, he had a good chance of pulling skimmers out

    of the sky. T5 means that you can choose to use your

    power klaw against most Marine and Chaos HQs without

    being too concerned over dying. There are few characters

    that can inflict 3 wounds against T5 in a turn, and with 5

    (6 on the charge) S10 attacks in return. There are very

    few that will get a second turn of swinging at you.

    The things you need to watch out for are models with

    high strength attacks that ignore armour (like powerfists,

    or nemesis force weapons), and librarians, who can

    instant kill you with their force weapons. Finally, dont

    forget that having a bike makes the Boss Fearless. Its

    not likely to come up often, but its good to have. Hes

    also a Skilled Rider, so feel free to charge right through

    terrain. Plenty of opponents wont see that coming.

    BIGMEK

    The other approach to an HQ is to go cheap with a

    Big Mek. A Big Mek with big horns and a burna can add

    some decent hitting power and morale to an assault unit.

    If you have any expensive vehicles that need protecting/

    repairing, a Big Mek can take some helpers and tools, and

    hang back to protect them. If the vehicle hes protecting

    has decent armour itself, then a kustom force field can

    aid its longevity, but avoid that if youre trying to protect

    any AV10 or open-topped vehicles.

    HQSTOAVOID:

    The Warboss in a trukk (with or without retinue) is

    largely a waste of points. You are paying nearly as muchfor the trukk as you are for the bike, without all the

    other advantages. Secondly, while the boss may be an

    independent character, his trukk isnt. A Nob retinue can

    be fluffy, but its ridiculously hard for a unit of Nobs to

    justify their worth on the battlefield, especially when

    theyre probably going to spend a turn entangled in the

    wreckage of their dead transport. Same cost problems

    apply to Biker Nobs.

    TH E BOY Z

    Always use every single troop slot. A lone skorcha

    buggy is a considerable threat to a lot of armies, and the

    ability to put that template exactly where you want it only

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    adds to the havoc youll cause. Trukk boyz are obviously

    the backbone of any assault-based list. Ten boyz that

    can hop out and krump someone cannot be overlooked.

    Entanglement means that you have to be careful with

    them, because if their trukk gets shot theyre going to

    be dead before they do anything useful. Buying them

    a burna and a Nob with a powerklaw and choppa givessome all-round utility. Bosspoles are a complete waste

    of points whilst Iron Gobs can be good if you have the

    points. Drive by burnings can be quite effective against

    horde armies, although you have to get very close.

    Sometimes, your opponent can pulverize you in hand-to-

    hand combat. Genestealers, Bloodletters, Daemonettes,

    and Grey Knights are among the things that you dont

    want to mess with, as theyll kill a lot of your boyz before

    you even get to swing. Dont forget the Power of theWaaagh! Its a big reason you should take full-strength

    mobs of trukkers, as you have a 92% chance of passing

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    the test with a full complement of boyz. Youre almost

    certainly going to get the charge because you can hide

    in the trukk until youre ready to hop out.

    BURNABOYZ

    Youre allowed one mob of these. While a plethora of

    burnas might be nice, you can take skarboy mobs as

    elites, with only a few less burnas, and higher strength

    to wield them with.

    TANKBUSTAS

    With four rokkits (one on the Nob, three in the squad),

    and three ammo grots, this unit can generally expect to

    get two or three hits on the first tank it fires at. With an

    effective strength 9 against armour, thats pretty good

    odds to knock something out. Generally it only takes

    killing one tank to make your points back. Get them out

    of the trukk and into cover as soon as possible, both

    because of entanglement and how many will die in a

    wreck. Give them a mission, and expect them to die

    after completing it.

    WARBIK ES

    Bikers are tricky to use. With a total effective firing

    range of 30 and a lot of dakka, theyre a scary unit to

    face, but theyre also very expensive. Always buy a Nob

    with power klaw and choppa to go with them. If you

    get tied up in combat, hes going to be responsible for

    dealing most of the damage. Two attacks per round at

    Strength 3 just arent going to cut it, especially without

    choppas. One of the trickier parts of using this unit is

    getting a good charge off. Ideally, you shoot your guns,

    then charge and shoot them again. Its better to forgo

    the shooting and get stuck in, because at least you can

    possibly break them in assault. The resilience of bikers

    comes from their higher toughness, so charging anything

    higher than Strength 4 is going to hurt a lot, and each

    model you lose costs a lot of points, and a chunk out of

    your units effectiveness. Dont forget these guys are

    fearless, and thats both good and bad.

    BUGGIES

    Buggies are great. Theyre fast, cheap, and disposable(just like my last girlfriend -Ed). You can afford to use

    them to screen your Warbosss attack, or to block

    lines of fire to your trukks, and not feel too bad about

    losing them. A skorcha buggy will fry whole hordes of

    T3 models, and can even be expected to kill a marine

    or two. Your opponent is faced with a tough choice -

    shoot the buggy, and dedicate a whole units fire (maybe

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    more), or accept the damage it does. At the end of the

    game, buggies are wonderful for claiming or contesting

    objectives too. Rokkit Buggies are not the best anti-

    armour unit at our disposal, but theyre serviceable, and

    have good odds of getting flank or rear shots. Twin-linking

    means they even hit sometimes when it matters. The

    standard configuration for skorcha buggies of doomruns a skorcha and Spikes & Blades. It works wonders

    against any sort of assault-heavy army. If youre playing

    a list with a lot of 2+ or 3+ saves, feel free to use your

    skorcha to screen other models.

    Other people advocate putting stikkbomb chuckerson their skorcha buggies, and tank-shocking the enemy

    before skorching them, forcing them to move into tighter-

    packed formations. With Big Shoota shots, even twin-

    linked doesnt do nearly enough to bother most opponents.

    Contrast that with the other two and big shoota buggies

    just arent as cool as the other two. Against hordes,

    skorchas rule. Against vehicles or marines, rokkits are

    the way to go. The kustom megablasta has a greater

    chance of inflicting a glancing hit on yourself than you do

    on your opponent, and so is rated as an especially low

    option for buggies. Other than the upgrades mentioned

    for skorcha buggies, the extra cost of upgrading them

    just doesnt justify itself on vehicles this cheap. Youre

    better off buying another buggy than you are spendingpoints on upgrades. A word on squadrons: Buggies can

    be run effectively in squads of two or three. Filling your

    troop slots should be the first priority, but after that,

    doubling up choices doesnt hurt.

    EL IT ES

    ARDBOYZ

    Five ard boyz in a trukk can field three big shootas, one

    on the trukk, a bolt-on big shoota as well and another if

    you want to buy a Nob. Thats up to 18 strength 5 shots

    per turn, from within a vehicle that can move 12 and

    fire. The Nob option is rather expensive for the final

    three shots. Looking at five ard boyz in a trukk with a

    big shoota and bolt-on big shoota, youre spending about

    135 points for an expected five S5 hits/turn. If you want

    to lay down the S5 fire, its more cost-effective to do

    it with ard boyz. Buy them a dedicated battlewagon,

    and run 3 twin-linked big shootas, and five bolt-on big

    shootas. Its more points, but the battlewagon provides

    some longevity for the unit too. If you expect to face

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    a lot of tanks, ard boyz can field as many rokkits as

    tankbustas.

    SKARBOYZ

    While they have the same weapon upgrade potential

    as ard boyz, these are recommended as an assault unit,

    not a shooty unit. The lack of armour means that they

    suffer more when their ride is destroyed, so sitting back

    and shooting from inside a trukk is inviting problems

    - not to mention, not taking advantage of their higher

    strength. As an assault mob, go for 3 burnas and a Nob

    with a powerklaw/slugga combo. Theres not much that

    can survive a charge from these guys. If ten isnt enough,

    stick them in a battlewagon and take a whole mob of 20.

    This is your only opportunity to take a large mob of boyz

    in a Kult of Speed army.

    STORMBOYZ

    These guys are the slowest boyz in the force, unable to

    make a 24 move. Knowing that, use them as a second

    wave, allowing them to advance behind terrain, or

    wrecks, and reinforce the initial charge. Use small unitsof them, because they cannot regroup, and one failed

    morale test loses you a whole mob. Dont use them like

    shock troops, and theyll do some good.

    FA ST ATTACK

    This is kind of redundant in the Kult of Speed as the

    whole army is one big fast attack choice, but you get

    some choices that the footsloggers dont.

    FIGHTA-BOMBARAID

    The more points the

    game, the more useful this

    is. The breaking point is

    about 1500 points. Below

    that, dont take it. As your

    units are all required to

    start mounted up, youre

    largely protected from

    misfires, you risk having

    some vehicles start the

    game stunned. The at risk units are bikers and stormboyz,

    who are likely to take significant casualties if they get

    hit, so if youre running a list thats heavy in either of

    those choices, there is more risk to yourself from an

    over-eager strafing run.

    DETHKOPTAS

    Here we have more cheap scoring units. Never take

    more than one in a squadron. Theyre like buggies -there

    to annoy your opponent and claim objectives. Use the

    free upgrade to a Mek, and give him a burna. This is

    possibly the most versatile unit in all of 40k. You can

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    move 24 in a turn, even over terrain. You can take your

    twin-linked big shoota shots. You can burn stuff and you

    can assault tanks. Toughness 5 and a 4+ save means

    that you can tie up shooty units in assault and a burna

    means that you get a power weapon at S4 too.

    OUTRIDERS

    An interesting unit as theyre just bikers, but for 5

    points more per model, you get the Scouts universal

    special rule. This can enable some first turn charges,

    but, if you dont get the first turn, it can also leave your

    boyz isolated from the rest of the army, and exposed to

    enemy fire. regular bikers are cheaper if you cannot use

    the scout move wisely.

    HEAV YSUPPORT

    Technically, there are three choices here, but really,

    theres a lot more, as each looted vehicle fills a potentially

    different role.

    BATTLEWAGONBattlewagons are cool and orky, but you can purchase

    these as dedicated transports for either a Warboss or a

    Big Mek, or for units of Skarboyz or Ardboyz. Since any

    mob can ride in any vehicle in Kult of Speed, the only

    thing you give up in doing so is the scoring unit status. A

    dedicated battlewagon cannot claim an objective.

    But, the reason for not taking a battlewagon as a

    heavy-support choice is to fit other scoring units into

    the list anyway. Three good approaches to battlewagons

    include giving it a zzap gun, and secondary weapons,

    and try to shoot enemy tanks. Its more expensive than

    a gun trukk with a zzap gun, but, it has better armour to

    make up for that. Another version is the Dakka Wagon.

    It features lots of big shootas. This is best as a dedicated

    transport for a unit of ard boyz, and sit them in it with

    a lot of bolt-on big shootas, and big shootas, and just

    pound the enemy from 36 away. If you use range

    to your advantage in this case, you should be able to

    minimize exposure to enemy anti-tank weapons. Finally

    there is the delivery battlewagon, all about getting a

    close-combat mob into the fight.

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    Take lots of vehicle upgrades to ensure your mob

    makes it to where it needs to go. Turbo-boosters on the

    first turn make a second-turn disembark and assault

    more likely, and red paint also speeds up the delivery.

    Assuming the mob makes it, your battlewagon will be

    close to the enemy lines, so skorchas make sense for a

    weapon, but realize that you wont be firing at all until

    you get the boyz into combat.

    GUNTRUKKS

    These are slow compared to most of your other

    choices, but they can pack a punch. Stick a zzap gun

    in a gun trukk and youll have a dedicated tankhunting

    unit. These are some of the most effective anti-vehicle

    weapons in the entire game. Kannons and lobbas in gun

    trukks are not viewed as very effective weapons overall.

    As with all vehicles, fill out your force slots before you

    consider making squadrons of them.

    LOOTEDVEHICLES

    There are only three looted vehicles worth including

    in a Kult of Speed army. These are the Leman Russ,Demolisher and Basilisk. The marine tanks tend to rely

    too much on ballistic skill, which orks dont have, and

    the other guard tanks do not fill any specific role any

    better than one of the tanks above. The Leman Russ has

    good armour, and a big gun, with lots of range. What

    else is there for an ork to want? It serves two purposes,

    to draw fire away from your boyz, and to persuade the

    enemy that sitting back and shooting at you might not bethe best idea. The Demolisher is like the standard Russ,

    but without the range, so you lose out on the sitting-

    back-and-shooting aspect. If youre not running a lot of

    choppa-armed boyz (for whatever reason), its your best

    hope against terminators. The basilisk is a good tank,

    but not a great tank. It doesnt really fit thematically in

    a Kult of Speed army. It isnt strong enough to withstand

    the drawing fire role, like the Leman Russ is, so the

    best place for it is hidden behind terrain. On secondary

    weaponry Aavoid lascannon in the hull, as youre unlikely

    to hit with it. A heavy bolter (and sponsons) can provide

    some firepower in the case that the main weapon gets

    destroyed.

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    PL AYIN G KU LT-OF-SP EEDI N 4T H EDITION :

    The best way to play the Kult is to play for objectives

    and pick on targets of opportunity. Of course, helping

    to create that opportunity is not a bad thing either. You

    need to have a big, scary longer-range threat, with which

    you can hang back and harass the enemy troops froma distance. If you can whittle away one or two models

    a turn, without your opponent hitting you back, theres

    no real reason to risk your ultra-fragile trukks to go for

    more. Let them try to adjust to what youre already

    doing. Use your mobility. You should be dominant in

    the movement phase. Dont forget to use that to your

    advantage. You will almost always want to go second if

    there are objectives to claim, and deploy expecting your

    opponent to go first. With a lot of units that can move

    24, you can wait until the last turn to claim objectives,

    giving your opponent no chance to react. Use decoy units

    to get your opponent to move or shoot where it benefits

    you. Buggies are 40 points. They are throwaway units.

    Move a rokkit buggy 24 towards your opponents tank

    and they now have a threat that they cannot ignore.

    Use terrain to your advantage. Move a trukk full of boyz

    behind a forest, and you create a 20 inch zone where

    your opponent cant move troops without giving you

    an assault opportunity. Pay attention to these zones. If

    you can prevent your opponent from moving through an

    area to an objective, then you dont need to claim it until

    your last move. Be aware of what can beat your boyzin assault and avoid them. Daemonettes, Genestealers,

    Bloodletters and Daemon princes all probably have your

    number.

    Unlike a footslogger, you dont have thirty bodies

    to take wounds with, you usually only have ten. That

    means that you are already below the automatic mob

    check size too. While a unit of thirty boyz can afford totake five casualties per round, while their Nob pounds

    away with his powerklaw, if you lose three boyz and lose

    combat, you stand a pretty good chance of being cut

    down. Preserving your scoring units is more important

    than throwing units into assaults that they are unlikely

    to win. You want to pick your battles, run away from

    anything you cannot handle, and set it up where you can

    whittle it down through shooting before you go back for

    the kill.

    In the kult of speed, you must play like a human, not

    like an ork...

    - Alex Kallend

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    Battle ReportFreakz and Firewarriors

    M ISSION -

    Hostage situation (from the original Tau Codex)

    OV ERV IE W

    A Warboss of a band of raiding Orks intercepts pleas

    from a downed Ethereal. They plan on seizing the

    Ethereal as quickly as possible before the Tau have a

    chance to react and take him to safety. Who knows

    what may happen to the Ethereal should the Tau failtheir mission

    GUID EL IN ES :

    Speed Freakz get first turn and come in via

    reserves and a arrive on a random table edge

    Tau deep strike their whole entirearmy on their first turn

    Whoever is closest to the survival

    pod at the end of the game wins

    The game lasts for a random amount of turns

    Points - 2000 points a side

    PR E-G A M E THOUGHTS :

    BRANDON(SPEEDFREAKS)

    I have never played the hostage situation mission

    in the original codex. It also doesnt help that I have

    become so accustomed to playing more elite factions

    such as Grey Knights as of late, that using Orks is going

    to be something I am going to have to remember how to

    do quickly or die trying. I expect to see lots of vehicles

    which worries me, since my speed freaks lack effective

    anti-tank firepower, but who knows, I might get a couple

    of lucky shots? As far as my basic army composition

    is concerned, I didnt take any burnas or power klaws

    because I forgot to bring them up for this game -Mishapshappen, even when doing battle reports for FIREBASE. I

    dont think it will drastically put me at a disadvantage,

    but knowing that I am going to be facing a bunch of

    clumped up Tau, it makes me drool at the thought of

    flame templates.

    Even though I lack special weapons, I made up for it by

    taking plenty of orks. 4 squads of Truck Boyz, 2 squads

    of outriders, 2 squads of Ard boyz, a Warboss with a full

    retinue of nobs mounted in a truck, a looted Basilisk, 2

    looted rhinos, and 2 squads of Rocket Launcher armed

    buggies. Just shy of 100 models, hopefully it will be

    enough to capture the Ethereal!

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    against all of those

    perfectly bunched

    up Tau squads, when

    they deep strike.

    Now, all I can hope

    is prey that the dice

    gods are against myTau opponent and

    everything on the

    table doesnt wind up dead when they arrive.

    TAU

    After seeing how much Brandon already had on the

    table, I was getting very nervous, because I knew he had

    even more back in reserves. To top this all off, I basically

    got to deep strike everything and then watch Brandon

    respond to that again. I dont mind the occasional deep-

    striking Crisis Suit, but this was pushing it.

    I nominated a point about 10 inches up from the board

    edge for my Stealth Team, hoping to keep them alive

    for a turn so they could respond to whatever Brandon

    did. I gave a heavy sigh as I rolled an 11 with the

    scatter die pointing right

    back at me - my Ballistic

    Skill 4 Stealth Team just

    teleported right off the

    table edge.

    My Ionhead, Pathfinders,

    Piranha, Devilfish, and Fire

    Warriors deployed on the right-

    hand side of the board to deal

    with the trucks. The Railhead,

    Crisis Suits, and Sniper Teams

    deploy on the left half of theboard, near the edge. I almost

    lost my Sniper Team to the edge again.

    On the right-hand

    flank, lots of action

    was happening. The

    Ionhead blew up

    one of the truckson Brandons edge,

    and killed an ard

    boy in the process.

    The Fire Warriors

    Devilfish missed the

    other truck, but its

    former passengers turned

    out to be better shots,

    blowing up the truck.

    The Pathfinders Devilfish

    took out the truck near

    the objective, but with

    no extra casualties. The

    Pathfinders themselves

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    went on to kill a measly truck

    boy from the ruins of the truck,

    but ended up pinning the unit.

    The Piranha managed to stun

    one of the buggies it landed

    behind.

    On the left flank, the Railhead

    missed the side of the Looted

    Rhino, so the Crisis Suit HQ

    had to pick up the slack and

    take out the Rhino, but to my

    disappointment, nothing was

    inside. The Fire Warriors on

    the left wiped out the entireOutrider unit in a turn, which

    was nice, since the two Monat

    Crisis Suits missed ALL targets.

    TUR N 2

    SPEEDFREAKZ

    Well that could have been a

    lot worse. Even though I did

    lose the squad of outriders,

    most of my forces remained in

    tact, despite losing there buggies and a couple of men

    along the way. I was really surprised how Tony deployed

    his stealth team so close to the table edge so they had

    a chance of going off, and they did. That really helped

    me out. Personally, I would have been more aggressive

    with the stealth team, but I guess the orks were a little

    intimidating!

    Since it is the start of a new turn, more reserves rolls!Yay! I managed to bring another squad of Truck

    boyz, a looted rhino, my other buggy squad,

    and my other outrider squad onto the table. I

    deployed the outriders where I deployed my other

    squad of them, before they where annihilated by

    pulse rifles. I deployed the truck boyz unit in

    assault range of a fire warrior squad that killed

    one of my trucks. Finally, I deployed the buggiesand the looted rhino in the middle to support

    the two squads of truck boyz by the objective. I

    moved my two squads of Ard boyz out of the remains of

    their former trucks and in assault range. Since the one

    squad of truck

    boys were pinned,

    there wasnt

    much I can do,

    but at least they

    would be getting

    a 4+ cover save

    against further

    shooting. The

    other truck boyz

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    squad I moved out of the truck and

    onto the rock where the objective

    was. I also moved a buggy squad

    to intercept the piranha before it

    did any more damage. Now it was

    time to compensate for the loss

    of my outriders.

    I started off by shooting the tau

    command squad, I figured, what a better way to earn

    back the points. Well, being an indirect shot, it missed.

    Now if it would have hit, lets say they wouldnt be

    there anymore! The two squads of Ard boyz kill 3 guys

    with there sluggas. The outriders killed 5 fire warriors,

    the buggies took out the piranha and everything elsemanaged to miss or fail to do

    damage. Well, Orks arent sharp

    shooters, so I cant blame them for

    doing barely anything during this

    phase. However, Orks are good at

    assaulting, and there is going to be

    plenty of it!

    I charged the two squads of fire

    warriors on my left flank with a full

    squad of truck boyz and my two

    squads of Ard boyz. The one fire

    warrior squad was whipped out to a

    man, since I couldnt reach him with

    my mob, and the other fire warrior squad took heavy

    causalities and forced to run away. The squad that ran

    away only rolled a two to get a way, so my ork mob

    consolidated into them, which would save them against

    next turns shooting round. After winning combat, the

    one Ard boyz squad consolidated back into cover of their

    former truck, while the other consolidated to interceptthe last remaining fire warrior out of his squad, the orks

    finally got into assault, and it was bloody!

    TAU

    Things are looking pretty grim, and its only my second

    turn. Tau really dont like assaults, let alone second-

    turn assaults. To make things even funnier, the units I

    expected to do the best did awful, and the units I had no

    expectations for did amazing things.

    On the right-hand flank, the last Fire Warrior in

    hand-to-hand blew away an Ork at point-blank range

    before being pulled to pieces. Take that, Orks! The

    gun drones from the Piranha destroyed a buggy on

    the right side, and the Pathfinders marked the Trukk

    Boys by the objective for fun later.

    The Ionhead moved to hit the hidden Basilisk, and

    missed with all three shots. Good job, guys! The HQ

    team hopped forward, and killed five of the marked

    Trukk Boys, negating their cover saves using the

    markerlight hits.

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    The Fire Warriors on the left immobilized one buggy,

    and killed another. These guys meant business! The

    Railhead kept moving to shake enemy fire, and took

    shots at the remaining Trukk Boys as well. It missed with

    the railgun again, but managed to take out one more

    Ork with the smart missile system.

    The two Monat Crisis Suits hit once out of seven

    rolls, and splattered one Ork behind the objective with

    a missile pod. Both Devilfish chewed up whatever Orks

    they could find, since their passengers were long since

    departed. The Sniper Team on the left flank took shots

    at whatever buggies and bikes it could see, taking a

    few out. The remaining fire warriors that were stuck in

    combat were finally finished off during my turn. It wasntlooking good!

    TUR N3

    SPEEDFREAKZ

    Wow, now I took a beating Those tanks and the

    command squad are tearing my infantry apart, whichisnt good. Having the sniper team in the far off side of

    the table, and having the ability to modify cover saves,

    now they need to be taken cared of! Having lost lots of

    the Boyz that turn, I really need my last two reserves

    rolls need to come in; hopefully they will be able to turn

    the game in my favor.

    Both units

    came in, perfect!

    I deployed my

    Warboss with

    retinue behind a

    nice rock, so he

    could lead thecounter attack

    on the objective,

    should the Tau

    take it from me.

    The last truck boy squad surged towards the objective in

    an attempt to make sure it stays in control of the orks.

    I figure it is best to concentrate taking to objective over

    killing tau, so I began to move the majority of my army

    in an attempt to swarm the objective and make the tau

    fight tooth and nail (or what ever the Tau use in combat)

    for it. I moved my squad of outriders closer to the fire

    warrior squad in an attempt to finish them of either

    by shooting or assault, and I also moved my buggies

    to support them

    and hopefully the

    will provide some

    extra causalities

    to finish off the

    squad. I moved the

    truck boyz squad

    which finished off

    the remaining fire

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    warriors during Tonys assault phase in an attempt to get

    into combat with his pathfinder squad. I moved another

    truck boyz squad in an attempt to get into combat with

    his command squad. I also moved one of the Truck boyz

    squad off the objective to intercept two crisis suits which

    were attempting to seize it from me.

    The shooting phase started of with another salvo from

    the basilisk, this time at the sniper team. I figured it

    would be better to shoot at them over the command

    squad, since the

    command squad was

    no longer bunched

    up, but the sniper

    team was! Of coursethe shot scatters,

    but I managed to

    take down two of the

    sniper drones. The

    outriders managed to

    kill another few fire

    warriors while the buggies completely missed them. The

    rest of my shooting was pointless, since it didnt manage

    to do a single thing, everything missed... Oh well.

    As far as the assault phase is concerned, I charged the

    outriders into combat against the fire warriors, charged

    the pathfinders, and charged the Ard boyz into the

    remaining gun drones for the blown up piranha, since

    they took out a buggy in

    the last shooting phase.

    Talk about revenge! The

    one truck boyz squad I was

    going to use to charge the

    command squad was out

    of range, by half and inchUgh! They would surely

    become target practice

    next turn. However, I wiped out the two gun drones, the

    remaining fire warriors, and the pathfinders, and used

    my massacre roll to move closer towards the objective.

    Despite taking massive causalities and another Tau

    shooting phase on the way, I have completely contested

    the objective with the majority of my army. I may still be

    able to win this one.

    TAU

    Infantry? What infantry? Im down to elite units and

    vehicles by this point. Were both chewing up each

    others units, and this is going to come down to a bloody

    finish. I moved all vehicles to the right side, to focus on

    the Orks coming

    in. The Ionhead

    moved forward

    and demolished

    the Basilisk in

    a swath of ion

    energy.

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    The Firestorm monat suit

    blew up a truck on the left flank

    and killed three truck boys in

    the process. The other Monat

    took out three more with its

    Airbursting Fragmentation

    Projector what a fun toyversus the Orks!

    The Railhead, Devilfish and HQ unit poured their fire

    into one of the largest remaining mobs in the middle

    of the table, and killed 8 Orks in the process. For good

    measure, the HQ unit then charged into the Orks, netting

    a whole two kills in the process. With my Sniper Team

    pinned, that about wrapsup the turn!

    TUR N4

    SPEEDFREAKZ

    I was expecting that to

    happen and boy did thatone hurt. Well the good

    news is I still had a couple of squads on or near the

    objective, since we would start rolling to see if the game

    went on in longer, so it is imperative that I controlled

    the objective, especially since Tau has the advantage of

    going second and being able to seize the game from me

    after one good shooting phase. I moved the buggies, the

    warboss with retinue, the remaining Ard boyz squad,

    and the looted rhino towards the objective. I officially

    had absolutely nothing in range to kill his tanks and my

    turn consisted of getting to the objective with my whole

    army. Since all of his infantry, with the exception of the

    command squad and the far off sniper team were nonexistent, my shooting did absolutely nothing. The truck

    boyz squad that was still in combat with the crisis suit

    managed to finish off the remaining independent crisis

    suit and consolidated into the other one, being well below

    half strength, it took some

    good rolling for that to

    happen! But, alas, my turn

    pretty much accomplished

    nothing except moving

    units towards the objective.

    Lets hope I can live to see

    another turn.

    TAU

    By this point, Im praying the game doesnt go into

    overtime. Both sides have taken a beating, and theres

    not much left for me to shoot with.

    The Snipers on the left killed three bikes, which is always

    good in my book. The Railhead finally hits with its main

    weapon, and kills five Ard boyz with a submunition shot.

    That wasnt too hard, now was it? The Ionhead adds to

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    the destruction by killing the

    remaining buggies.

    The HQ team moved forward

    to kill four more truck boyz in

    a massive storm of plasma

    and missile fire, and thenmoved onto the objective to

    contest it.

    VICTORYG OESTO?

    BRANDONSTAKE

    The Game ended after the 4th turn and ended up being

    a draw due to Tonys last minute move of his crisis team

    in the assault phase. Since we both held the objective,

    we decided to see who one victory points wise, and that

    was also a tie, but Tony held the upper hand of having

    70 more points then I left on the table, but it wasnt

    enough to declare a winner. After the game, we figured

    that should it have gone on longer, Tony eventually

    would have won, because I could not have taken out histwo hammerheads (his command squad probably would

    have been wiped out by the Warboss with his nobs and

    the other remaining boyz). I am really disappointed with

    my armour plates, I didnt save a single truck with them,

    they were a complete waste of points. Hopefully next

    time I can save at least one truck My only regret is

    when I lost the basilisk, I could no longer aim at

    mikes head -Yes, I had the range.

    It was a close hard fought game, and now it is

    time for a rematch, now only instead of playing

    Speed Freakz, I am going to use my White Scars!

    TONYSTAKE

    Ouch, ouch, ouch. I should have been more

    aggressive with the Stealth Team, Brandon was

    right. Essentially starting off the game with a 250

    point deficit was a pretty big morale hit.

    Part of me thinks I should have teleported everything

    as close to my edge as possible, and then start shooting

    anything that got close to my Fire Warriors. On the

    other hand, part of me thinks I should have been MORE

    aggressive, and consolidated everything in one pocket,

    instead of dividing up into two flanks.

    I hate hand-to-hand! The Speed Freaks just do it so

    well, and so quickly, it was quite a surprise. For never

    having played Orks before, Brandon did a bang-up job.

    I could have used some Kroot, as the monat suits were

    just so-so and I sure would have liked to hit with the

    railgun more than once in the game, but hey, thats how

    the dice roll.

    -Brandon Vallee and Tony Venezia

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    I played a few games with the Necrons at the club and

    they did pretty well. They werent as forgiving as Id first

    thought after Id put my lord a little too far forward, Eat

    railgun! Yup, he was dead and didnt get back up. The

    army was forgiving, but not invincible, or so I thought.

    My friends back home started playing again. Thistime I took the Necrons and that was where the fun

    really began to wane, although not at first. First came

    psychotic laughter as the Necrons swept all before them.

    Nothing could stand up to them. It was only in a four-

    way Carnage game that they were challenged and that

    was because the other three armies ganged up on them.

    Even then, they decimated most of the forces on the

    table. After a few games of maniacal butchery -Ok, aftera lot of games of maniacal butchery- the novelty wore

    off and I planned to return to Central London Wargames

    Club for some stronger competition.

    The company I worked for went down the drain and

    unemployment followed. This meant fewer trips to Central

    London Wargames Club and eventually I was looking for

    ways to make quick cash. In a very rash move, I soldthe Necron army for a huge sum of money. Its fine, I

    said. I had the Deathwing, my oh so pretty army and

    plenty of money to get me by until my college course in

    journalism started.

    Inspired by poverty, I once again declared an end to

    buying new armies. My friends laughed and shook their

    heads as they had done for the past five years of quitting

    attempts.

    A little money started coming in and I began to expand

    my Deathwing army. After all, I did say no new armies.

    My friends all groaned when I told them.

    The vision was a mighty 5,000pts of Dark Angels 1st

    Company with an abundance of terminators and land

    raiders, including my own land raider variants with plasma

    cannons. However, after a few months of assembling and

    painting land raiders and dreadnoughts I really couldnt

    be bothered to paint more terminators or the four

    extra land raiders that Id

    bought on the spur of the

    moment. Off to Ebay they

    went and some of them in

    exchange for surprisingly

    large amounts of cash. I

    was lucky enough to make

    all my money back. Thats

    what you get for haggling

    for a bulk discount with anindependent retailer in the

    first place.

    Then I began to get back in to the hobby in a way I had

    never thought of before. My folks had been on holiday

    skiing with some friends and their son had brought along

    James, a closet wargamer who had kept his obscene

    Inspired by poverty,I once again declaredan end to buying new

    armies. My friends

    laughed and shook their

    heads as they had done

    for the past five years of

    quitting attempts

    i t t d til M th h d tt d hi

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    interests under wraps until my Mother had spotted him

    reading the latest issue of White Dwarf.

    It turned out that James had no one to play against

    since all his friends had acquired dominating girlfriends

    who had forced them to discard their armies, lives,

    freedom and personalities. (Such is life -Ed). Jamesbrought his space marine army round for a game and was

    massacred. Even the Deathwing didnt break a sweat for

    the first few games or take a casualty. Gradually he got

    better, as did his army lists. Soon I had to discard the

    Deathwing and began using a friends Tau army, which

    challenged James further. At the same time I developed

    my friends Tau army and persuaded him to buy more

    fire warriors and drop some battlesuits in favour of morehammerheads with rail guns. Once again, James had to

    develop his army and his tactics.

    After a few games with the Tau I took the Deathwing

    out again. The Dark Angels 1st Company had a rough

    time of things and I realised that I had become far too

    accustomed to playing with the Tau army. In fact, I

    wanted my friends Tau army because the firepower itcould lay down was simply awesome. Too bad that Id

    tailored it to my playing style and simply copying the

    army would be silly.

    I managed to get a part-time job as a waiter and

    began raking in some very impressive tips. That was

    when I had a random encounter online with the guy

    who had bought my Necron force well over a year ago.

    He remarked on how well he had done with it, but was

    selling it because hed mercilessly butchered everyone

    with it and was quitting the hobby -Perfect! I bought thearmy back and was over the moon to find it was exactly

    how Id left it, including the green marble dice Id sold

    with it. I now had my old army of arse-kickery back in

    my possession.

    I then spotted a Tau army just like my friends on Ebay

    for 70 Buy It Now. So I bought it then, seeing as it was

    so reasonable. I was then treading a rocky second handroad and acquired a Genestealer army on Bartertown for

    60, a Chaos army on Ebay and began scratch building

    an Ork Kult of Speed.

    I had to look back at what tipped me over the edge from

    being a quitter to being a lover of the hobby. It came down

    to having converted my friends in to competitive players

    with competitive armies. I wouldnt have purchased somany armies, had they not been so inexpensive online,

    but then, I did have to trawl through pages of utter tosh

    in order to find them. I was also very lucky to get the

    Tau army for so little. It all comes down to being online

    at the right time, in the right place.

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    After my experience, I can summarise the factors

    that make people in the hobby want to quit very simply.

    Poverty leads to selling your armies in order to eat.

    Too much to painting disheartens you into selling your

    armies. A dominant girlfriend that you give in to leads to

    you selling all of your armies, your friends and your soul.

    Getting your arse kicked can inspire you to do betterif you have the finances, but if you dont it can lead

    to quitting. However, competitive friends are the best

    factor for embracing the hobby, whether they butcher

    you or not.

    Now that Im sitting on boxes of partially built

    Ork buggies, a horde of Chaos marines, a swarm

    of Genestealers and a cadre of Tau, all of which areunpainted, I should be planning to quit from having too

    much to paint. The answer? -Put some of them out of

    sight in the loft until later.

    I played a game against James yesterday using the

    Tau and to my horror, he blew me off the table. No more

    Mr nice guy -Its time to break the out the Necrons for

    some Destroyer filled cheesiness!-Adam Smith

    F B Wi N T f cabinet The standard Ork trukk was half the width of

    mailto:[email protected]
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    Fer BoyzWiv No Teef

    Have you ever had an army in mind that youvealways wanted to build, but havent because itseither far too expensive to buy, too time consuming to

    paint, or simply far too silly to field in a battle?

    Well, thats what I always thought whenever I dreamt

    of my all-buggy Ork speed freak army. One weekend I

    was idly building some sort of getaway vehicle for my

    games of Necromunda when I realised just how Orky the

    truck looked. Thats when a cartoon light bulb pinged

    above my head. Following a simple template, I could

    rapidly build the army from cardboard, plasticard and

    assorted bits.

    BIG G ERISBE T T E R

    After standing my first creation beside a battle tank

    I realised that it was far too big to be the

    standard chassis for my Ork

    vehicles to be based on. The

    trukk was nearly the size of a

    Leman Russ!

    I paid a visit to my

    local gaming store

    and was able to measure

    some of the Ork vehicles in their

    cabinet. The standard Ork trukk was half the width of

    my cardboard trukk. The obvious answer to my scale

    issue was to halve the width of my vehicles. Fortunately,

    such an impressively large wartrukk would make an ideal

    transport for my Ork Warboss Kaptin Stompy. If only

    I hadnt made the space on the roof, next to the gun

    turret, too narrow for him to stand on

    The experiments made while

    building the first trukk

    paved the way for the

    design of the vehicles

    to follow. Namely, these

    were a sloped front with

    low ground clearance shield,vision slits and square turrets, as

    well as spiked plates around the

    edges and square hub caps.

    The vehicle hull template consists of six pieces. I

    found it was best to stick the two side pieces on top of

    the floor piece with PVA wood glue, then quickly stick

    the rear piece across the back of the bottom and sidepieces with more PVA. The rear piece holds the sides in

    place while they dry, as PVA doesnt grip like super glue

    does. Its best to leave this to dry overnight before going

    any further, although this doesnt mean you cant rush

    things. I tried to carry on, but the structure will either

    collapse or warp under pressure. Next up, glue the roof

    on the top and trim back the overhang at the front didnt need The next stop? Ebay of course

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    on the top and trim back the overhang at the front.

    How far back is up to you. Finally, stick the front piece

    over the slope. Leave to dry overnight again. Coat the

    exposed cardboard edges PVA to seal up the gaps and

    make the join look a little better. Its still going to look

    pretty awful, but at least it will look less nasty. Glue on

    the front shield that goes over the bottom of the slope,then put another layer of cardboard over the bottom of

    the shield.

    The turrets were made in a similar way, using six

    identical squares of card for a blocky turret.