Category Archives: Warhammer

A quick peek at the inside of the new Warhammer rulebook!


Spearhead: latest news

Spearhead is a new Expansion for Warhammer 40,000, and you’ll find all the rules and information you need to start playing in June’s issue of White Dwarf. And from Tuesday 1st of June rules for the various spearhead units will be available for you to download from There you go: an entire Warhammer 40,000 expansion for free, leaving you plenty of extra pennies to pick up those extra tanks you’ll need to demolish your opponent.

Spearhead presents you with an exciting new way to play games of Warhammer 40,000. For a start, Spearhead games are played along the length of the table, and all walkers and tanks that are chosen as part of a spearhead count as scoring units. Not to mention the fact that all those walkers and tanks will benefit from a host of special rules and abilities.

‘Ard BOYZ Tournament

This rules packet contains all the information needed
to participate in the rough and tumble world of ‘Ard
Boyz Tournaments.
Note about Judges, Rulz and being a Git
All participants be advised: all judges rulings are final.
This applies to rulings during games as well as all
matters of health and safety.
‘Ard Boyz tournaments are all about commanding
large armies and doing your best to blast your
opponent to bits. At its heart though, the ‘Ard Boyz is
about having fun. So don’t be a git! In other words do
your best to win, but win nicely.
Anyone not adhering to these principles may be asked
to leave the tournament.
The ‘Ard Boyz is a series of three tournaments
designed to find the best 40k player in the nation. The
first tournaments, the ‘Ard Boyz Qualifiers, will be held
on May 15th, 2010 at scores of locations around the
country. The top three finishers in each tournament
will be asked to attend the Regional ‘Ard Boyz
Semi-finals on June 12th. Locations of the Semis will be
posted on the GW web site shortly after the
Preliminary Round and will be scattered across the
country. The top three finishers at the Semis will be
asked to attend the Finals held at the Chicago Battle
Bunker on July 17th, 2010.
If any of the top three finishers from a Qualifier or
Semi-final are unable to attend the next round, the
invitation will be transferred to the fourth place
winner and so on.
There is no entry fee for any of the tournaments.
At each ‘Ard Boyz tournament, competitors will
participate in three (3) games over the course of the
day. In each game you will play a scenario and record
the outcome of the battle on your result sheet.
In the first round, players will be matched up
randomly. All attempts will be made that groups
travelling together will not have to play each other.
After the first round, players will be matched up
according to current rankings in the tournament. First
place will play second place and so on. The only
exception to this rule is that nobody will never play the
same opponent twice.
We ask that each player be conscious of time and that
they play at a regular and steady pace in order to complete each game. Anyone found to be deliberately
stalling may be asked to leave the tournament.
Before the game begins, players should determine the
nature and game impact of each piece of terrain.
The ‘Ard Boyz is an open list tournament. You will be
required to provide a copy of your army list to judges
before the tournament and to each opponent before
each game begins. Lists will be checked throughout the
day and if you are found to have an illegal list you will
be disqualified. Check that math Boyz!
Players will receive result sheets at the end of each
round. Each player must record the results of the round
and turn in their signed sheet to the judges. Note:
there are no painting, composition, or sportsmanship
scores at ‘Ard Boyz tournaments.
• Register on the GW Online Store – This is necessary
for you to receive prize support in the Semi Final
rounds onward as we are awarding Online Store
vouchers to the winners. If you are not registered,
you will not receive prizes!
• Sign up at your local store for the Preliminary Round
Be sure to provide the email address that you used to
register for the online store. This is the email we will
send your Online Store Voucher to if you’re in the
top three.
• Review the rules of the tournament and your army.
Be sure to check online and bring any FAQs or other
rules updates to avoid any possible rules disputes.
• Your Army
• At least four (4) copies of you army list
• Rulebooks and any other books you need
• Pen and paper
• Dice and templates
• Tape measure
• Super glue (accidents will happen!)
• Lodging
• Food
• Transportation to and from the event
Chaos Daemons
• Codex Chaos Daemons
Chaos Space Marines
• Codex Chaos Space Marines
Dark Eldar
• Codex Dark Eldar, Second Edition
• Codex Eldar
Forces of the Inquisition
• Codex Daemonhunters
• Codex Witchhunters
• Inquisitorial armies may take Imperial Guard and
Space Marine allies, chosen from the latest versions of
their codices. As both of these codices have changed
recently, use the following amendments to the list on
pg 30-31 of the Daemon Hunters book and page 26
of the Witch Hunters book:
Space Marine Tactical Squad, Space Marine Scout
Squad, Imperial Guad Infantry Platoon, Imperial
Guard Veteran Squad. Unit upgrade characters
may NOT be taken (i.e. Commander Chenkov,
Sergeant Bastonne)
Fast Attack
Space Marine Assault Squad, Land Speeder
Squadron, Space Marine Bike Squadron, Scout
Sentinel Squadron, Armored Sentinel Squadron,
Rough Rider Squad, Scout Bike Squad
Heavy Support
Space Marine Devastator Squad, Space Marine
Land Raider (Crusader and Redeemer as well),
Space Marine Dreadnought, Space Marine
Predator, 0-1 Leman Russ Squadron (Pask may NOT
be taken)
Imperial Guard
• Codex Imperial Guard 2009
• Imperial Guard may take Inquisitorial Allies
as defined in Codex Daemonhunters or
Codex Witchhunters.
• Grey Knight Terminators may not travel in Valkyries
or Vendetta Gunships
• Codex Necrons
• Codex Orks
Space Marines
• Codex Space Marines 5th edition
• Codex Dark Angels
• Codex Space Wolves 2009
• Codex Black Templars
• Space Marine may take Inquisitorial Allies as defined
in Codex Daemonhunters or Codex Witchhunters
• Codex Blood Angels 2010
• Codex Tau Empire
• Codex Tyranids
No more than 2,500 points may be used in the
selection of an army.
Only the main army lists may be used for the army in
question. No appendix lists are permitted.
Special Characters are permitted, subject to the normal
restrictions for that character in the Codex.
Only armies listed in the Approved Army Lists section
may be taken.
Any armor, weapons and upgrades must be modelled
on the miniatures (WYSIWYG).
Models should start the tournaments fully assembled.
Models breaking are a part of the game, but models
that are not fully assembled at the beginning of the
tournament should not be used.
Any conversions must begin as Citadel models and
contain a majority of Citadel components.
Non-Citadel models may not be used in the event.
Forge World models are permitted in the tournament,
but they can only be used to represent models from
existing Codex list. No Forge World rules are allowed.
Each ‘Ard Boyz tournament will consist of three games
of Warhammer 40,000 for each player. The 5th Edition
Rulebook will be in use for all games and will be the
definitive guide for all rules. The time limit for each
game is 2 1/2 hours (150 minutes). At the end of this
time limit, time will be called and all games must be
finished immediately. No additional time will be
provided. Note: do not begin a round unless there is
ample time for both players to receive their turn!
In each game, players will play a scenario. Each
scenario will have a list of special rules and other
information. Players will be informed at the beginning
of each round as to what scenario will be used.
There are a possible 72 points that you can earn per
tournament. Base battle points should be determined
by the chart below.
Result Winner Loser
Massacre 20 0
Major Victory 17 3
Minor Victory 13 7
Draw 10 10
Parameters to determine the base battle points will be
explicit in each scenario.
In addition, each scenario will have up to four (4)
additional battle points possible. These will be
listed in order from easiest to hardest to achieve.
Pay strict attention to the scenarios. You don’t
want to be the guy who demolishes his opponent
and fails to gain any objectives!
Total victory points will be used for any tie breakers
In order to streamline the process and get you your
prizes in a reliable fashion, we have decided to award
all prize support for the Semi-final and Final rounds in
the form of GW Online Store vouchers. Winners will be
sent an email with a promotional code that will credit
their online account. It is very important that all ‘Ard
Boyz participants make an account on the GW Online
Store and provide the email address that they used
when registering to the tournament organizers.
These prizes will be awarded at the tournament and
are provided by the tournament organizers.
1st Place – A GW boxed set worth $60.00 or less
2nd place – A GW boxed set worth $40.00 or less
3rd place – A GW blister worth $20.00 or less
The 1st, 2nd and 3rd place finishers will be asked to
attend the Semi-finals. If for some reason they cannot
attend, the invitation will slip to the fourth place
finisher and so on.
Prizes will be awarded in the form of Online Vouchers
that are emailed to winning participants. In addition,
all Semifinalists will receive an ‘Ard Boyz patch.
1st Place A 2,500 pt army of the player’s choice
2nd Place A $100.00 Online Voucher
3rd Place A $75.00 Online Voucher
The 1st, 2nd and 3rd place finishers will be asked to
attend the Finals. If for some reason they cannot
attend, the invitation will slip to the fourth place
finisher and so on.
The top three winners will receive cool custom
made trophies, and the right to call all others dirty
runtherders in light of their prestigous accomplishment!

Coming in July

Blood Angels Launch; Blood Angels Models

After yesterday’s fun to celebrate April fools day (just in case there are any lingering doubts we aren’t releasing an ‘Eavy Metal Spray Gun!) we are back to reality on What’s New Today…

For the past few weeks everyone has been holding their breath in anticipation of the Blood Angels launch. So far everyone has been able to see the models here on but from today you can actually get your hands on them and see just how amazing these Citadel Miniatures are, as well as read through the most comprehensive Blood Angles Codex ever produced. If you are new to Blood Angels then the guys in the Studio have put together a getting started guide so take a look and then head back here when you are done.

It seems that everyone has had their say on their favourite model. For me it just has to be Lemartes. Juan Diaz has done a wonderful job in bringing the Death Company Chaplain to life and along with his battlefield abilities he is a must in any Blood Angel army, who wouldn’t want their Death Company to re-roll all failed rolls to hit and to wound when they charge!

We’re launching three plastic kits this weekend, and all of them are firsts. The Sanguinary Guard have never been seen before in battle and the Death Company and Baal Predator are for the first time available as complete plastic kits. All three kits are crowded with additional extras to add to your squads and the Baal Predator is now equipped with the devastating Flamestorm Cannon. If you are having trouble with either Chaos Space Marines or Xenos in cover then this is the option for you as its AP 3 and Heavy 1.

The Codex is a must for all Warhammer 40,000 fans. Obviously all of the rules and stat lines will be heaven for Blood Angels players but the new background on the Blood Angels themselves and each of the squads really will provide you with a new level of detail on the 41st Millennium. Also, it never hurts to know thy foe!

Don’t forget that many of the models that make up a Blood Angles army are available as part of our Space Marine range. Every Multi-part plastic kit that we do has plenty of options and additional pieces to customise you models. As well as this we have a whole range of Blood Angels models that are exclusive to Here are just a few, head over to the Blood Angels section of the site to see them all.

As always we never want to leave you without a little slice of hobby. I took a walk through the studio this morning and found a couple of pieces to whet your appetite for the week ahead.

You might recognise Christian’s model from this month’s White Dwarf. I spotted it on his paint station and took a picture from another angle. I also asked him about his paint scheme. Christian achieved his red by adding successive layers of Mechrite Red, Red Gore and finally Blood Red. For the highlight he added Bleached Bone. For the axe he started with Hawk Turquoise and then applied an Asurmen Blue wash before highlighting up by adding small amounts of Skull White with each layer.

Matt Hutson has been collecting and painting Blood Angels for many years. In the Studio he has two cabinet shelves devoted to them. I am sure we will show more of them over the next few weeks but here is how he achieves his red paint scheme. Matt starts with a 50/50 mix of Blood Red and Mechrite Red, this gives him a dark red base to work with. He then highlights the model by adding small amounts of Blazing Orange on each coat. Finally he adds a thin layer of Baal Red wash over the top to blend in the highlight.

New White Dwarf Now Available

The Host of Angels
The Blood Angels strike into the heart of battle, rending foe with chainsword and bolter. But they are a Chapter cursed – the question is will they die with honour in battle or succumb to the dreaded Flaw? Find out more in this issue.

Riders of the Riddermark
Rohan are truly the horse-lords of Middle-earth. And so Mat Ward explores how to get the most out of this cavalry-heavy force in War of the Ring.

Old War Stories
Old hands of the hobby Jeremy Vetock and Dave Andrews return in this popular series. This time they are talking about narrative scenarios and using storylines to create an exciting campaign that’s as good as any novel.

Move and Fire
Andy Smillie continues his series on Warhammer tactics, this time focusing on armies that stand back and shoot to win. He talks about the effectiveness of ranged forces as well as their pitfalls.

’Eavy Metal Masterclass
Darren Latham gives one of the new Blood Angel characters the ‘Eavy Metal treatment in this Masterclass.

Army Masters
We take a look at Leo Baker and Robert Gogin’s brilliant Vampire Counts army from last year’s UK Warhammer Doubles Tournament.

Battlefield Challenge
Jervis presents a brand-new Battlefield Challenge. This time a special Duel of Champions scenario for Warhammer; can your chosen hero defeat the enemy champion?

Price: $9.00

Available NOW!

Inside this Month’s White Dwarf

Inside this Month’s White Dwarf

Mechanised Fury
– Tread-heads rejoice! Adam Troke is tasked to find out all about the new mechanised Imperial Guard, Space Marine and Ork reinforcements.

Reinforcements – Mat Ward presents rules for using the new Rohan and Isengard Heroes in the Strategy Battle Game.

The Fortress of Isengard – Under the guise of the White Wizard, Adam Troke talks tactics for the armies of Orthanc.

Rush and Rend – Andy Smillie is back to extol about Warhammer armies geared for defeating the foe in close combat.

Gorthor’s Rampage – Phil Kelly recounts the legends of Gorthor, the beastliest Beastlord that ever was.

Tactica: Tyranids – Hive Mind sympathiser Robin Cruddace prescribes tactics and strategies for the Great Devourer.

Tyranid Digestion Pools – Mark Jones explains how he created the gloopy-looking digestion pools for the Studio’s Tyranid terrain set.

Army Workshop: Isengard – This month we feature Nick Bayton’s excellent Isengard force and follow his army-building journey.

’Eavy Metal Masterclass: Freehand Design – The ‘Eavy Metal team give us a Masterclass on how to paint freehand designs on your miniatures.

Battle Report
Prepared Assault
– It’s Orks versus Imperial Guard in the first battle report to feature one of the new battle missions. Jervis Johnson introduces proceedings.