Welcome

Welcome to my warmaster blog. Here you will find pictures of my warmaster armies, battle reports with plenty of pictures, and some warmaster resources and a list of warmaster web sites. Navigate using the links to the right of the page.

So, what is Warmaster?

"Warmaster is a game of conflict on a grand scale set in the Warhammer world. Control mighty armies, thousands strong, backed by huge batteries of devastating war machines and led by the most valiant heroes of the age." -Games Workshop

Read the four reasons why I think you should be playing Warmaster right now in my article "So you want to be a War-Master?"



So, you want to be a War-Master?

Why should you play Warmaster?

Well, here I'll give you some reasons why I think you should be playing Warmaster right now. I'll try and provide some examples to illustrate my points, and you can also see examples of game-play from the Battle Reports posted here.

1. Warmaster is a fantastic game. Principly, it's balanced, fast and tactical. The game is so good plently of folks play using cards rather than miniatures.

The balanced nature of the game means that there is no major power inbalance between armies. Magic, characters and monsters all play a role, but ultimately it is the application of the force of arms that usually carries the day. This enhances the tactical element of the game, and while bad dice may still cost you dearly, good strategy will usually carry the day.

When half of your army has been destoyed, the game is over. Your troops retire from the field. This means that you must carefully apply your strategy to breaking your opponents army - particularly attempting to have your strongest units fighting your opponents weakest where possible. This can lead to some interesting tactical manouvering.

Warmaster is fast. Brigades (groupings of units) can move several times in one turn if you can issue them orders, and potentially could cross the table in a single round. Even armies of stout dwarves can move at alarming speeds. 

Combat is also fast. Once combat is joined, you keep fighting until there's a draw, or someone quits. This means that a decisive cavalry charge can burst through enemy lines in a single turn. As combat is simultaneous, even units who face overwhelming odds can strike down their attackers.

Put simply; you count the number of attacks you have, roll to hit (almost always a 4+) and your opponent makes armour saves (if they have any). Whatever's left over, wounds the enemy. Superior troops have more attacks, better armour and more wounds. Cavalry, chariots and monsters are particularly powerful when charging, whilst infantry defends strongly.

2. The Warmaster rules and army lists are free to download. That's right, you can get everything you'll need to play any of the armies in the Warmaster world for free (check the links page). In addition there are articles, battle reports and new army lists being produced by the warmaster community regularly - all of which costs you nothing beyond an internet connection!

3. While original Warmaster armies are now not easy to get - although you can still find them on auction sites like e-bay, there's a big range of third-party 10mm fantasy miniatures being made..

4. Miniatures are cool, and miniature miniatures are even cooler. The Warmaster range is great, and very well detailed. It features most of the armies available in Warhammer Fantasy Battle and a couple of others (Kislev or Araby anyone?). You can play truly epic battles, recreating the great moments in Warhammer World history, with liteally hundreds of soliders, and still be finished in a couple of hours.

If I've gone some way to convincing you, here are a couple of follow-up points for new generals;

1. Consider what style of army you might enjoy playing. Large horde armies like orcs and goblins or skaven are fun, but can be challenging to order around, while elite armies like elves or dwarves move well, but as their troops cost more, you will find that your opponent needs to destory less units to break your army. Generally High Elves are considered a good starting force, whilst Chaos mortals probably field the smallest armies (for the fiscally conservative).

2. Painting can be reasonably quick and easy. Particularly if you use foundation/base colours and washes. Generally, unless you're particulalry detail focussed, you should be able to knock off an army in far less time than a Warhammer Fantasy battle equivalent.

3. Bring lots of dice, perferably of different colours. The reasons will become clear once you start playing.

Battle Report - Chaos vs High Elves

This, my third game of warmaster, was closer and much more enjoyable for me (I think I even saw Munster sweating once or twice!). This time I threw in a couple of Spawn, which was probably not a great choice in reterospect, and harpies and took out my mounted marauders. He took the same list (if it 'aint broke, don't fix it).

The forces of chaos found themselves on the far side of a river:

Gentlemen...start your engines
Meanwhile the elves eye the ruins, knowing that the rubble will provide the ultimate defence against the slavering horde, while the reavers move to advance down the flank.

Predictably, as the battle begins the elves scuttle into the ruins unslinging their bows and preparing to shower the approaching chaos warriors with arrows.

At this moment, the Chaos hero decides the time is right to betray the General and make his own play for power, he fails to issue a single order for the entire game! This leaves he Harpies stranded, but due to the proximity of the warlock on his dragon, the warriors and dragon ogres wade fearlessly through the river, shouting their defiance at the white-clad shapes flitting through the rubble.

Seizing the initiative, the Dragon Rider and Eagles, swoop over the river and slam into the disorganised harpies, ripping them to shreds. In return the Harpies can cut down a single eagle.

In the valley, on the flank, the Reaver knights manouver around showering the Chaos Knights and Chariots with arrows. Unfortunately they are unable to read the copperplate handwriting of the orders from the wizard who leads them, and mill around confused. Sensing their opportunity the Chaos knights and chariots surge forward gleefully and cut down the Reavers. However, the reavers are able to snap off shots as the chariots hit them, and the combat ends with both sides driven back withg heavy casualties to the chariots and reavers.

Using his precise and flowing script the General hastily orders a unit of Silver Helms who had been 'grooming' their horses at the rear of the elf battle lines to ride and reinforce the beleaguerd reavers. Unbelievably the Silver Helms spur their mounts to incredible speed and rush the full length of their lines, into the valley, and slam into the flank of chariots and knights, trampling the rusted battlewagons and cutting through the thick armour of the chaos knights.

Meanwhile, the Dragon spits out a mouthful of harpy and then charges into the flank of the Dragon Ogres. The lumbering beasts are surprised by this terrifying flank attack, but fight back fiercely. A Dragon Ogre's head is torn off but the dismembered body fights on for several seconds, driving the Dragon back.

The Elf infantry pour fire onto the advancing chaos warriors, but the thick armour (and skulls) of the chaos warriors prevent any real damage as they grimly stride forward into the ruins. Were the Chaos hero not so busy with his plans to usurp the general, the chaos forces might have been able to actually engage the elf lines... Asit is the chaos dragon breathes a wash of fire into the ruins, driving the elves back.

On the flank the Chaos General takes the decision to reinforce the beleagured chaos knights sending more knights, chariots and spawn to settle the matter. Unfortunately the chaos system of raising severed heads to communicate orders proves unequal to the swift dispatches of the elves, and the general must use his Orb of Majesty.



The fighting is fierce, and the shooting of the reaver knights proves decisive as they sell their lives dearly. With only a handful left the general orders the chariots to finish the reavers and sends the chaos knights crashing into the Silver Helms. Unfortunately the chariots prove uneqqual to the task and are destroyed, leaving only a few reavers alive. The chaos knights and silver helms are first equally matched, but when the Silver Helms charge back into the fray the chaos knights cut them down with ease - festooning themselves with severed elf heads.
Back in the centre, the Dragon Rider spurs back to the General, who orders him to destroy the only unit which is a real threat in the ruins - the dragon ogres. The dragon rider looks pale, but accepts his orders, and swoops back across the field to strike the dragon ogres in their other flank.



Despite the tremendous impact of the dragon, the dragon-ogres fight back well, and neither side can gain an advantage. The dragon retreats (although not as far as he'd like) and is joined by an Elf Hero (for moral support). Now enraged, the dragon-ogres charge forward and smash into the dragon cutting onto the thick scales with their mighty axes, the chaos warlock gleefully joins the frenzied beasts and the elf dragon is finally cut down, chopped up and eaten by the dragon-orges. As the terrified elf hero tries to fee, the chaos dragon swoops down and tears him in two (21 attacks will ruin your day).


The dragon-orgres now filled with battle lust rush on into the elf archers, and tear the frail elves apart, but having already sustained grevous injuries, they eventually sucumb to concentrated elf firing, and fall amongst the torn elf bodies.

Despite the horror they have witnessed, the elves in the ruins rally and concentrate their fire, filling the air with arrows. The Chaos warriors ready their shields, but the rain of death is too intense, and the entire unit is wiped out by the tremendous force of the elf fire. Then at a prearranged signal the elf chariots and remaining silver helms rumble forward and crash into the chaos infantry, crushing them with the tremendous impact of the charge.


With these losses the chaos battle line is broken, and retreats - bickering- to leave the elves victorious.

Battle Report - Chaos vs Undead

This was a 2,000 point game of Warmaster, featuring the forces of Chaos (mortals) and Undead (aka Tomb Kings). I have provided some basic rules commentary for those unfamliar with Warmaster.

A word on the armies: My Chaos mortals are a notoriously hard force. Chaos warriors (mounted or on foot) are the best troops in the game. They hit hard and can soak lotsof damage. Regrettably they are expensive, so most warmaster Chaos forces tend to be on the small side, meaning that they have a low break point (when the opponent wipes out half your units, he wins and the game ends). In this battle I took 2 units of chaos knights (my hammer) 2 units of marauder cavalry (soft and squishy) 2 units of chariots (pack a punch but die rapidly soon after), 3 units of chaos warriors (like knights but on foot) 3 units of Marauders (soft and squishy), 1 unit of harpies (useful but die rapidly). On the character front I took 2 heroes, a wizard mounted on a dragon and a general. Characters can't fight independently but the wizard on dragon adds a big bonus to any unit it joins, the flip side is that if the unit joined dies, so does the character.

With this force I had beaten Roberts Tomb Kings before, but he had returned the favour the week before. I break the army into 5 brigades, harpies by themselves, then two brigades of infantry each backed by a brigade of cavalry. To move troops you group units into brigades of 4 units or less, then each successful order allows the whole brigade to move (20cm infantry & monsters, 30cm cavalry & chariots).

The battlfield was split by a river, featuring a bridge and ford, there were 2 small villages and several forests. My plan was to send my inferior infantry brigade (2 marauders, 1 Chaos warriors) up the left side backed by my hardest cavalry brigade (2 chaos knights, 1 Marauder cavalry) while my other infantry and cavalry bridage raced around the right flank to catch the undead napping (or stand limply awaiting command ). I reasoned that even if my holding force on the left was wiped out, which was highly dubious considering the rep of chaos knights, I would only loose 6 units and still not loose the game (7 units being my break point).
The Undead meanwhile have thousands of cheap infantry units. In fact they outnumbered me almost 2:1 but the consequence was that their troops are awful in combat. Even the Undead cavalry, which in Warmaster tends to punch well above it's weight, had performed laughably in our previous battles. The real dangers in the Undead were the chariots, the towering Sphynx which can soak awesome amount sof damage and the Bone Giant which causes Terror and packs a real punch. The war machines are not too shabby either, with bolt throwers capable of destroying entire infantry units in a single turn and the dreaded Skull Chucker which can render the best units impotent through their terrifying bombardment. In addition Robert had fielded an Undead Dragon and a swathe of characters, all of whom could cast magic. These would be the real problem.
Robert took a similar strategy, only used a different flank He had loaded infantry and cavalry in the centre, and more infantry, cavalry and war machines on the far bank of the river.

The game began with a race for the flanks. The chaos forces managed a good start, moving forward while the residents of the village cower in fear.

The Undead meanwhile, had a shocking first turn, managing to advance down the river bank only slightly, and form their troops in the centre into a line to recieve my flanking brigades, before the magical energy of the tomb king's priests dimmed, and their skeletons slowed.


The Chaos flanking force continue to sweep around the hill, although now I'm realising that there are more than a few successful orders required to ensure I get into his flank. I've set my general to lead them so hope for the best (needs a 9 on 2D6, then -1 for each subsequent order). Meanwhile my other force position themselves between the village and forest, with the infantry challenging the undead to charge them, while the chaos knights wait a short distance behind them, ready to crush any skeleton lucky enough to break through the chaos infantry.
What follows next are 2 shocking turns of failed orders. The Liche King is somehow distracted by some arcane mystery, or possibly an over-eager vulture, fails to issue an order, whilst the Chaos heroes suffer similar problems leaving their lines in dissaray.
Reagathering the momentum, the undead spur forward, sending their cavalry and Bone Giant to destroy the taunting chaos infantry. To make the matter more certain the liche king dispatches a his dragon riding priest to terrify the infantry and force them away. Undead magics fill the battle as the undead priests attempt to terrify the chaos forces, and prevent them from charging in the next turn.


Meanwhile the Liche King himself, and his personal bodyguard advance over the bridge to complete their flanking manouver. Things look grim for the chaos forces.
The fighting beside the village is fierce and despite their terrifying mosters the undead only drive the chaos infantry back slowly, then remarkably, the undead attack falters and the infantry hold. Fighting continues for phase after pahse until one side is victorious or there is a draw. Typically one side destroys an opposing unit entirely then either charges another (and fights immediately) or withdraws 3D6cm. The undead fall back in dissarray whilst the chaos infantry tramp over their fallen, back to the chaos knights, and ready themselves for the next attack.
The chaos try to sieze the initiative sending the Chaos Knights forward, but are unable to gain enough clear instruction from the commander of the Jugger to pull off a charge on the cavalry and Bone Giant.
A Liche Priest then urges the cavalry to crush the dimished infantry, but unbelievably, the undead refuse and rush back toward their lines, pursued by their irrate commander. Unable to believe their luck the marauders cheer and jeer the skeletal cavalry as they flee. Rolling double 6's on an order roll results in a blunder, which is rolled on a seprate table, like a WFB miscast.
The mirth is short lived as the Liche King himself spurs forward, and sends his bodygaurd, including the mighty Sphynx, into the flank of the immobile Chaos Knights. The Undead Dragon Rider joins the fray to support the Tomb King and guarantee the victory.
As if this were not enough the Liche King raises skeletons into the flanks of the Chaos Knights, and his priests cow the knights to prevent them from charging should they, by some miracle, fight off the attack. Then the bolt throwers, and skull chucker which have now moved to the outskirts of the village, open fire on the other unit of Chaos Knights and send them reeling back in confusion.
Again the Undead combat proves dismal. They kill several knights, before being fought to a standstill through the heroic efforts of the chaos hero on Jugger. Dismayed, the Liche King orders a retreat to regroup his forces and summon yet more undead minions.
Although they now have the opportunity to strike the decisive blow, the forces of chaos descend into bickering and ritual combat, ignoring the regrouping skeltons, they fail to move on either flank, handing the advantage to the Undead.
Angered beyond reason, the Chaos General dispacthes his dragon rider to dissuade the undead from crushing the chaos knights, then begins to sort out his sub-commanders with a large axe.
The undead, realsing their advantage, press the attack. Dark magics fly as the raised skeletons who charge the marauder cavalry, are joined by 2 more units of skeletal warriors fresh from the earth. These prove more than enough for the marauders, and the relentless undead press their attack into the harpies and tear thm apart.
Meanwhile the Liche King leads the attack on a unit of marauders, which had bravely tried to screen the valuable chaos knights from the withering fire of the skeleton artilley. The artillery then blasts the chaos knights, driving them back and the Liche King, dragon and bodyguard, run down the marauders, and destroy a nearby unit of chaos warriors.
Finally, on the last turn, the chaos force on the undead flank surges forward. their numbers are dimished by dark magic which has cowed a unit of chariots, but with the general and his axe behind them, the chaos forces are determined to make up for their squabbling and grab some bone totems.
Despite a peppering of bowfire the chaos forces sweep through the undead lines, felling 2 units of chariots and dragging down the mighty bone giant and hacking it into fragments. Beyonfd them are pathetic undead infantry, who would fall easily if the battle had one more turn remaining, but alas it does not. The chaos squabbling (failed orders) cost them the chance to drive home the damage.
Meanwhile Robert has realised he must destroy all the remaining chaos forces on the river flank if he's to win before the game ends. That means taking the fight to the dimished, but dangerous Chaos Knights. Accordingly he commits his forces, and throws in every character imaginable, including the tomb king himself. My only hope is that by some miracle the knights are able to win the day and press the attack on the Liche King (which would have given me victory, despite having lost more units). Regrettably the many units of summoned skeletons are sufficient to claw the Chaos Knights from their saddles and tear them into pieces. The Undead win the day.
This was an enjoyable game. There was a lot more manouver then usual, and ultimately my decision to go 'the long way around' led to my impact on the Undead lines too late. The role of summoned skeletons was decisive, and allowed Robert to roll into my Harpies and thus get the 7 units he needed to break my army. Undead magic is rotten, but their troops really can't fight too well, it was only by pouring massive numbers of characters into the fight that the Undead were able to prevail (despite their numerical superiority and frequent flank charges).

Battle Report - Empire vs High Elves

I've been slowly getting my Empire army painted, and tonight, at last, I had enough to have a credible 2k army - so to celebrate I thought I'd take it out for a spin against my regular opponent, who obliged by fielding his redoubtable High Elves. So first, the field of battle; clearly the elves have transgressed onto some verdant part of the empire populated by several small villages:

The force of the high elves was somewhat limited to the troops my opponent had available, which may have an uncanny resemblance to the army he has thrashed my Chaos forces with previously:

Basically, 4 units of spearmen, 2 units of archers, 2 units of repeater bolt throwers, 2 units of Reaver knights, 2 units of Silver Helms, 2 units of Chariots, 1 unit of Great Eagles, 1 Dragon Rider, 2 Mages, 1 Hero and a General, along with an Orb of Majesty, the two magic swords (one in each reaver unit) and a dispel scroll.
My Empire army was similarly constrained to the troops I had painted - I had little idea of what would make a good empire force, but after playing Chaos so long, was excited at the thought of shooting stuff:

So, 4 units of Halberdiers, 4 units of Crossbowmen, 2 units of Handgunners, 2 units of Cannons, 1 Hellblaster, 2 units of Flagellants, 2 units of Pistoliers, 4 units of Knights, 2 Wizards, 1 Hero on Griffon, 1 General, along with an Orb of Majesty, Dispel Scroll, Ring of Magic, and Sword of Might (with the Hero): So, to begin with I brigaded my Empire into infantry brigades, each with a war machine unit, missiles, and halberdiers for some level of protection.
I made an offensive infantry brigade with the flagellants and a unit of Halberdiers, and split my cavalry into 2 brigades each with 2 units of knights and 1 unit of pistoliers. My basic plan was to try and get my infantry into cover, send up the infantry to draw his charge, then hammer him with my cavalry on the counter-charge. I tasked one infantry brigade, backed by cavalry with the river side of the table, and had the rest, more or less, facing the open ground beside the larger village:

The elves, with a smaller force, deployed tightly, having the infantry in front and cavalry behind:
So the game kicked off, with the empire taking the first turn. I was pleasently surprised by both my hero and General managing to issue orders (with only 2 characters with decent leadership I had been worried I would have some trouble). The whole empire army shuffled forward, with infantry ducking into the protection of the woods where possible:

The Elves has some early order issues, and did not advance much. The empire then dutifully shuffled forward once more. Things were going so well I was tempted to try and get a second order off to enable the flagellants to charge the elf infantry brigade that had moved to block them (I didn't like the idea of those repeater bolt throwers cutting loose), but I restrained myself and tried to keep my units closely aligned for supporting charges.I did however have a dirty trick to play.
In my magic phase I teleported my wizard beside his tightly grouped infantry brigade, and used my Ring of Magic to unleash a Ball of Flame. The surprised elves (masters of magic after all) lost a bolt thrower, stand of archers, and the entire brigade was confused!Infuriated, the elves dispatched their Silver Helms to crush the insolent humans. 2 units of Silver Helms and the Dragon Rider and Great Eagles crashed into my frothing Flagellants:

Predictably the flagellants were destroyed. The knights and dragon then withdrew, but the eagles, hungry for more empire blood, took the fight to the Halberdiers who had been tasked with 'guiding' the flagellants into battle:

Unfortunately for the eagles, the humans were able to drive them off with some well placed halberd strokes, then promptly followed up and diced the great birds the next turn.A rumble from the empire lines signalled the first cavalry brigade were ready to engage, ready to avenge the flagellants. As they spurred their mounts forward, the cannons opened up and sent one of the Silver Helm units reeling, leaving one unit of Silver Helms and the Dragon to face the steel fist of the knights. As the knights crashed forward the pistoliers accompaning them peeled away, to shout insults and prance about in the relative safety of the empire lines. The Hero on Griffon swooped in to join the fray senseing a chance to extignuish the main offense of the elf army:

The fight was a bloody one, but the knights had no intention of quitting, and so they finally cut down both the silver helms and the Dragon, but the toll was high. Fully half the knights died beneath the fierce elf attacks, and the survivors had no choice but to reform and face the next wave of elf wrath.
They did not have to wait long. The elf chariots spurred forward and crashed into the now stationary knights. The remaining unit of Silver helms followed them into the fray determined to seek their revenge.

As the knights were cut down, 2 units of Reavers shook off the weird enchantment cast by the other Empire Wizard, and smashed into the cavorting unit of pistoliers.
The pistoliers did not last long, and the reavers boldly pressed their advantage, charging on into the main empire lines. Surprisingly a brave unit of crossbowmen, using their crossbows as clubs and clearly incensed by the fate of the pistoliers, taught the reavers a lesson in fighting and killed many of the young elves, drving them off. Regrettably the brave crossbowmen were effectively destroyed in the fighting.

The elf army was now reeling. Almost every unit had suffered casualties and the Empire general now sensed victory was at hand. He signalled the second cavalry brigade forward to press the advantage.

The kngihts spurred forward, one unit smashed into the reavers, while the other galloped on to trample an intact unit of elf spearmen. They were joined by the only remaining unit pistoliers who were determined to demonstrate their bravery:

The empire general had been forced to expend his Orb of Majesty to order the cavalry to attack, and was clearly distracted, and so accidentally sent the same order for an all-out charge to the infantry brigade, consisting of handgunners and the hellblaster. Perplexed, but unwilling to disobey their commander the handgunners hefted their guns as clubs and rushed forward, followed by a the cursing crew of the hellblaster!

If this were not bad enough the empire cavalry were less than decisive in their task. The knights failed to destroy the reaver knights, and were sent reeling back having taken heavy casualties. The other knights and pistoliers crushed the infantry unit, and continued the charge into elf bowmen and a repeater bolt thrower, tearing the shocked elves to pieces, before regrouping back near the empire line.
Now the elves counter-attacked. Casting the Light of Battle, the remaining chariots and silver helms charged into the empire knights, and slew them to a man, whilst the reaver knights with the help of an elf hero did the same to the other unit of knights. More elf infantry rushed forward, but were unable to join the fray.

Things were looking grim. All the empire cavalry had been destroyed, both wizards and the hero had been slain, and the army was now only a unit from breaking, and fleeing from the field. The elf army had suffered hideous casualties, but still had some Silver Helms and chariots, and were two units from being forced to withdraw.
The Empire general marshalled his troops into a battle line, and a barrage of cannon and shot raked the elf lines. Unfortunately only a single elf unit was slain, leaving both armies just one unit from victory or defeat. As the initiative was now with the elves, the hero, general and wizards led the chariots and handful of silver helms into a final charge - straight down the empire guns. As the elves charged their wizards unleashed terrible magics, an assault of stone pounded every empire unit on the line, while the light of battle filled the elf heroes with supernatural power.
The cannons unleashed grapeshot, and the hellblaster filled the air with hot lead, but it was not enough. The elves cut down the cannon crew and the empire line folded, the elves had won, but only by the slightest margin.

Painting Tutorial



A step by step guide to painting a strip of Empire Halberdiers

Okay, so I thought I'd detail my painting process for those intersted, or those who might feel motivated to get their own warmaster armies out, finish 'em off and have some games.

Disclaimer: My objective is to get units painted and on the table to smash those snooty high elves, so I'm not spending hours on painstaking detail.

Colours: I had already decided to use Altdorf, so I kept the uniform colours pretty bright (like my WFB army), after all I figure all that an Empire soldier really has going for him in the Old World is a jaunty uniform! This meant that I painted the weapons and pouches a darker colour.So to start with the mandatory clean-up and undercoat.


There is an amazing amount of flashing on these little guys - you can spend a lot of time trying to clip it all off, just make sure you check your target (I recently clipped the serrated swords of my Slaneesh cavalry by mistake!). I undercoat black and mount each stand on a 20x20 WFB base for painting.


Next the basic colours. I personally find this part to be the hardest, as it takes quite a while (figure six stands per unit). I start with a light touch of bronzed flesh on faces and hands then do a quartered blue and red scheme (using mechrite red and mordian blue) with the odd guy as half and half for variety. Obviously not worried about being too neat here as the detail can get cleaned up in later stages.

Then I go and fill in the rest of the basic colours. Boltgun metal for weapons and armour, scorched brown for halberd hafts and pouches, vermin brown for soft hats and bandoliers, bleached bone for feathers and vomit brown for halberd fluff.


Then it's time for some washes. Ogryn flesh for all skin and feathers, badab black for all metals and devlan mud for the halberd fluff.


Then I do the highlights. This is where I tidy up the colours a little and correct and mistakes. Highlight the red with an almost equal mix of blazing orange, blood red and mechrite red. Blue simply lighten the mordian blue with some white, and add chainmail to the halberd blade edges, and pick out the hat badges. The skin then gets a (very careful) highlight with some elf flesh to pick our face details.


Then some more washes, ogryn flesh on the skin and badab black on the hat badges and other metals that need it. Rather than washing the halberd blades again I use boltgun metal to soften the chainmail on halberd edges. Then pick out the belts, moustaches and beards with black (I keep the face hair black as brown or blond is hard to pick out at this scale, and do all other hair brown for variety) and finally belt buckles with boltgun metal.


Finally I do the last highlights, applying lighter shades to the hats, weapons hafts, pouches feathers,and halberd fluff. Then I add some colour to the feathers so I can tell each unit of halberds apart during a game, then a quick coat of bestial brown to the base to tidy it up, and we're ready for basing!