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Весь контент Master-Romanius
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можно и так сказать а вообще, там же вроде как можно будет брать кого-то не просто так, а посредством всяких свитков призыва и прочего колдовства. с другой стороны, разве никто не хотел поиграть союзом лизардов, призвавших нежить и гномов, со всякими орлами, ламмасу и драконами, и заключившими также пакт с демонами? :D
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Да, для цвергов наверное фордж выпустит что-нибудь, плюс у них будет же и своя большая версия тауруса, да и ламмасу, я полагаю тоже потом выпустят. А колдов можно будет призывать стадами, да :)
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Вот кстати и остальные модели второй волны Шторма ака старички в файнкасте: http://i.imgur.com/F6lbo.jpg Меня очень порадовал новый колд
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это же старая добрая классика, миньки с душой. опять же, с таким подходом мне даже интересно, какое мнение будет о зоатах и фимирах, вот там был полёт фантазии, так полёт :)
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кстати, кто ещё не видел, пару примеров заклинаний и плюшек из книжки:
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Carmine Dragons: http://www.forgeworld.co.uk/New_Stuff/CARMINE_DRAGON.html
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Вместе со Штормом будет ещё и кампания Scourge of the Storm: http://www.games-workshop.com/stormofmagic
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это персонажи из кампании 2001 года Dark Shadows, где соотв. тёмные эмиссары - это посланники Бе'Лакорыча, которые вели армии завоевать Альбион, а правдорубы - друиды с Альбиона, что вели армии на защиту своей малой туманной родины
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Зоаты и фимиры возвращаются: "Раскрывающийся текст"Arcane Fulcrums Storm of Magic is centred around Arcane Fulcrums, of which 4 different types will be available from Games Workshop on release, you and myself might refer to them as "Terrain Pieces". The key element here is, when a wizard is on one of these, he gets a 3+ Ward Save, Immune to Pyschology, Counts and Defending a building and he cannot be Stomped or Thunderstomped. He can only be attacked by a single model, which I guess is where the monsters come in, and There is a 2nd Miscast Table he must roll on if he's on one, on top of the first miscast table! The article hints you need Wizards to capture these, so I guess they form both objective and a means to cast the new BIG spells. There aren't many clues here about distructive they're going to be, but FIREBALL BARRAGE is one of them, its referenced as a 48" Magic Missile that does 6D6 S4 hits, so I imagine that could be one of the more subtle ones. Winds of Magic are 4D6 with maximum of 24 Power / Dispel dice. There is also a spinner as part of the back of the book (yeah, really) that gives you an additional bonus on a particular lore. The battle report shows that these Fulcrums can move across the table, either with or without wizards on them. Army Selection A Storm of Magic army list is constructed by taking your normal 2000/3000 point army and adding 25% of "Monsters and Magic", from the looks of things, these include monsters (obviously) as well as additional magic items for Wizards and even some Wizards themselves, it seems that the Truthsayer and Dark Emissary models from that campaign book a few years ago are coming back. Also, there appears to be no restrictions on armies, the White Dwarf lists a sample Dwarf army with a Truthsayer, 2 Eagles and a Chimera as part of its force. Dwarfs also have access to "Ancestor Runes" that can be apparently used in the same way as the big spells, the Runesmith needs to get to the Arcane Fulcrum, Ogres as well have access to big spells in the form of the "Lore of the Great Maw", they only have 2 spells though. The Book The book is shown as a Hardback book with a hardback overlap section and the main book inside, the back cover lies flat on the table and holds the SPINNY THING. Models The Truthsayer, Dark Emissary and Fenbeast models are returning, but what is the weirdest thing of all is that the FIMIR and ZOATS are making a return. I assume at this point that GW have written out the fluff about the fimir re-producing by rape. The older Taurus and Lammasu models are making a return (sans-riders). There is also a reference that you can make sorcerous pacts and ally your army with a small force of VC, Tomb Kings or Daemons. Whether this counts for all armies or only the evil armies, it doesn't say. "Раскрывающийся текст"Storm of Magic, the first Expansion for Warhammer, is a 152-page, full-colour, hardback book. Complete with an integrated spinner that allows you to manipulate the magical flux of the Winds of Magic, it veritably oozes with supernatural charm. Within these hallowed pages you will find a staggering amount of background and history on magical storms, plus a full set of rules so that you can play a Storm of Magic battle using your armies. There are details for 64 brand new Cataclysm spells and Cantrips - the most powerful and destructive spells in the Warhammer world, which can tear apart entire regiments and obliterate enemy heroes with impunity. There are also 45 Scrolls of Binding, with which you can summon deadly monsters to fight for you on the battlefield. Each monster is completely unique and accessible to every army - there are even a few old favourites in there such as Zoats and the Fimir. Or why not invoke a sorcerous pact? Through these magical pacts you can call upon the power of Daemons, the Undead and even allied units from other armies; such is the power of magic. Of course, there are always risks to using such potent magical invocations, but who ever said that magic was predictable and easy to use? Плюс на ГВ-шном сайте начинают появляться странички по Шторму, например: http://www.games-workshop.com/gws/content/...p?aId=16900007a http://www.games-workshop.com/gws/catalog/...Id=prod1270004a
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Он и для ФБ писал армибуки, как в соавторстве (вуды), так и сам (орки 7ки, демоны)
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И новости по правилам от читавшего последний WD: "Раскрывающийся текст"RULES/POINT OF GAME The rules for SoM are essentially the same as WFB however, instead of having 2D6 magic dice, there are 4D6 in the pool. The whole basis of the game is very rock, paper, scissors (as Mat Ward put it himself Yeah 40K stupification). (ROCK) Anytime you have a Wizard ontop of a fulcrum that wizard gains a ++3 Ward save, is ItP, and also can only be assiled by one model in combat, ie; your looking at 1v1 fighting. Hence where the monsters come in (edit: they don't recieve thunderstomp or stomp while assulting a wizard on a Fulcrum). (PAPER)To sum up what the Wardster says: Since you can only have one model attcking these ROIDED up Wizards, you send monsters in after them as they are a single model and spill attacks, high strength, sp. rules, etc. . . (SCISSORS) Troops and Steadfast eat monsters for breakfast. . . in theory (cannons do it better though ), and thus, the more troops you have the easier you can hold back the torrential assualting that is monsters upon wizards. From what I could tell (I only skimmed the Battle Report, it was 6ish pages, and I didn't care for reading that long. . . no I'm not ADD ) whoever was in control of the most magical fulcrums, won the game. Points on the board did play factor I believe, granting some overall V.Ps to the contestants at the end or something, but it wasn't a large factor. MAGIC/FULCRUM MECHANICS: There are three levels of magic spells in SoM, Insert name here, Domination, and Catyclsmic. While in control of one fulcrum you recieved acess to the (will call them tier 1 spells since I can't remember names), dosen't matter lvl of caster, etc. . . if you were on a fulcurum at all your caster could cast tier one spells, for example a Lore of Shadow spell that can create 'mirage' terrain pieces on the board. the Domination spells or tier two (sticking to my system) was granted upon having more fulcrums than your opponent. Lastly, Catayclismic spells were granted when you controlled all the fulcrums or your opponent is not in control of any, and thus lets you 'insta-win' the game with some lores, and others not so much. Every half turn of the game the spinner is spun to see what the winds of magic favors. This is the spinner you all probably know about, all the main eight lores have a slot on the spinner. When the magic is in favor, that paticular lore gains magic 'boosts' in the form of +X to casting (hinted at channeling also, but the W.D didn't say specific bonsus). However, to make it fair game for all the other lores, every lore in the game is considered a 'subsidary' lore and is associated with a main lore, in this case High Magic would be with Light, Tznetch magic with Fire, Skaven Skyre with Heavens etc. . . In addition to this bonus for casting, each lore will have addtional tier 1, 2, 3 spells and the other A.B lores, in this case will recieve 2 additional spells. If a caster happens to be on a fulcrum while when he miscasts (Teclis ftwbabywtfbbq), he not only suffers a normal miscast, but also a catastorphic miscast as well. In this case, Ogres miscast on theirs and Catastropic level. Miscast results for this are 'terri-bad-you-dead' from the sounds of Mat Ward himself, however the only two I saw was that, you can turn ever caster on the field into a frog, and the fulcrum blows up, and units within X amount of in. take S10 hits etc. . . Some of the spells are cool, some are dumb, and some have the potential to end the game first turn, the usual. For example, in no paticular tier or Lore: One spell causes a 'titanic' earthquake and allows you to complete shift two relam of battle board tiles on the field with troops terrain and all in any facing(s) or direction you would like. (think maybe shadow, but don't know for sure) One spell like I menitoned can create illusionary terrain. (Shadow) Another can move terrain. (don't know) Yet, another can create forests like Blood etc. . . or your choice (Life) Slann can sacrafice himself and other charcters on his side to komikazie yours. (Life I think, not sure) 4D6 Fireball, and one that can end in large-blast template(s). (Fire) Can make a unit ethereal. (don't know) One spell can allow to summon random units for help. (don't know) Oh, and for no paticalar reasons, Dwarf runesmiths etc. . have acess to spel. . er 'Runes' similar to the Anvil's abilities while on a fulcrum. Allies/Points Allotment: This I thought was the coolest aspect of the game so far. How to create your army. You create your army by using the percentage system, however up 25% of your army can be allied with monsters, other armies (through spell binding), or items. In the White Dwarf, they had a photocopy out of the SoM book, a diagram explaining options on that the monsters will be able to take. Case in point, a normal Chimera (the monster in the diagram) cost as much as a D.E Hydra before any upgrades. The Chimera and other SoM monsters will be able to Dub/Kit themselves out with extra abilites or rules such as: 'chomp' attacks, armor, regeneration, posion, tail weapons (plus one to hit in rear), breath weapon, wings, etc. . . The SoM monsters seem to be -like the Chimera for example- priced differently and have different stats than what one would assume the Chimera would have. The Chimera shown was not a Mt. Chimera and had S5, T5 in the pic. I do not know if the option for different Chimeras or different any monster for that matter will be aviable, however I suspect so, as that leads to my next point. There will be some odd 70ish (memory isn't for sure, but it made me go huh?! when I read it) monsters in the beastiary -probably some from current books. Allied armies, up 25% can be allies, I'm not sure on the restriction of this other than it requires some sort of binding from spells, and that based on how many fulcrums you control is how many reenforcements come in. You get 75 points for one fulcrum, 150 for one more than our opponent, and 300 for all the fulcrums/you control one but your opponent dosen't control any. Not sure how the above is going to work out in pre-game list buliding, but we will see. Lastly, and the coolest in my opinon, is that many of the abilites to control monsters as allies and allied troops depend on magic items. These items are just for the SoM, and were described as 'arcane and enchantments re-energizing their lost powers with the magical brezee -insert colorful description here. These items do not count against your magical allotment, and are 'allied in' if you would like to take them. Some of the items I've read so far include: Binding Scrolls/Runes for Monsters and troops alike. Fozzriks FLYING Fortress. . . with armermants. . . probably cannons. Items that give Ward Saves to whole units based on conrol of fulcrums, ie; domination of all gives you ++4. A scroll/incantation that destroys binding scrolls. A enchanted item that can destroy magic items. Lastly, and my favorite the Dawnsword. . . At its full potential which is based on how many fulcrums you control, it: Doubles your attacks. Auto Hits Auto Wounds Does (2D6) Wounds for every wound caused. Teclis is still better though. . . don't be jelly. Product Placement: The resin kits for packs of creatures like C.O and Sbre.Ts should be in packs of 5's from what the "Wardster" was spouting in the book. The 6 portals come in one package, and blisters are all in plastic. Other things: There is two battles in the book, one for the release, day with D.E and C.W, and one with L.M and Skaven thats in 'progress' for the month of August. There is also a nice page at the back-end of the book with the Vamp photo like in earlier pictures from Bram and Harry and Hastings etc. . . However, there was an advertisement for some WarhammerForge things on one page, it was all choas, mainly demons, but it had some models I hadn't seen before, they were all phenominal, and out of my student budget when they come out most likley.
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Миньки будут с цвергами, в книге же будут правила именно на монстров, да и форджевская книга как раз будет ссылаться на них. Плюс ходит же слух о втором листе армии для гномов Засоа, в дополнении к листу из Тьмутаракани, который будет делать или опять Фордж, или может ГВ в WD.
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новый Tzeentch Sorcerer Lord
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да
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Небольшая табличка релизов на июль: https://spreadsheets.google.com/spreadsheet...=CN-pqc4F#gid=0 мы таки увидим перевыпущенных в фейлкасте Ламмасу и Тауруса цвергов и героев Альбиона, плюс почему-то про петуха написано, что он доступен будет только 3 месяца
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Вот давно хотел представить местным форумчанам один из моих последних проектов, которым мы занимаемся с моим другом Anchar-ом, это вики-энциклопедия или, если хотите, интерактивный каталог, различных миниатюр разных производителей, пока преимущественно фентези GW и его альтернатив, однако в дальнейшем планируется расширение. Пока там не так много статей, а вернее совсем мало, но это всё лишь вопрос времени: http://toyarmies.com/wiki/
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Новая информация о цвергах от человека, побывавшего на прошедшем в выходные французском GD: "Раскрывающийся текст"1) Miniatures : no more minis than what we can see in other GD, so that I didn't take any pics. Some were lacking, such as the great taurus... But CD minis are unbelievable : cute, great level of detail. One of my favourite is the dreadquake! CD crew are beauty, and the ogre slave is great! 2) I talked with FW people. They couldn't tell me much but what I got : Surprise To the question of big hat : the taller, the better you are in the CD society. To the question of hobgoblins : surprise. To the other ; nothing. But they said that we shoudn't wait all the entries in the list. So, I assume that they will make monsters and war machines (they have already done them), but if I should bid on something, I will say that no CD core units... The CD book was there! Yes I saw it! Not the complete throne book of tamurkhan, but I got in my hands the pdf of the CD list and fluff which will feature into it! I was so happy I take some pics, but I couldn't have all the pages of course... But many of them... I think that it takes 30 to 40 pages (recto). So, I assume that there won't be a separate CD book But, hey, still a CD list in the Tamurkhan book! 3) Fluff : as I wanted to concentrate on the list (to play the list as soon as possible), I didn't take time to read all the fluff, and I didn't take any pic of the fluff part. But, of what I read, the fluff looks like very nearly to the old one, in the old 4th edition CD book. I found the same phrases. There was included a topic on black orcs and the revolt, and how they were fired of the CD kingdom (maybe it was written to explain why there is no more orc and BO entry in the list) Artwork are really good, very dark style, and as technology on the characters as they can draw. 4) The list : I love the fluffy rules they give to the army! I have many pics to share with you! (soon) The CD list is rather good. Many things look pretty optimized (as I'm a tournament player). Lord : The list presents only one special character, and it is not Azgor. Maybe the list lacks entry??? He is riding a better great taurus (W5), for a cost of 500 pts. The only lord entry is sorcerer lord. 265 pts. Sorcerer lord are level 3 sorcerer AND daemonsmith. Lore of Hashut (yes we have!), lore of fire, metal and death. No more shadow. Daemonsmith rule : within 3 inches of warmachine, gain look out sir rule, and relance artillery or scattery dice for one warmachine. CD need daemonsmith as some misfire are pretty strong... You need daemonsmith in order to get some entry (kdiii, warmachines, etc...) Fluffy rule : if miscast, another fact : 1Wound lost (without save) but gain +1T as they become to change to stone! One time for the +1 T (but not for the -1W)... Can ride lamassu and great taurus. Great taurus : same as before with new rule. Lamassu : they say to refer to "storm of magic" book! All CD characters come with the black armour for free! Heroes : Daemonsmith : 95 pts level 1, fire, metal and death Daemonsmith have an enchanted blade, they throw on the chart in order to know what is the gain (such as eternal hattred, reroll, etc...) CD hero : 105 pts T5 and LD 9 now Come with the GREAT rule : Stubborn! Hobgoblin khan : 40 pts WS4. BC hero : I will describe them in BC units. Do not look at the older version any more! Core units : CD core units : Same as before, can have great weapon, shield or blunderbusses. Blunderbusses : as described on warseer : range 12, S3 piercing. 1d3 multiple shots (roll one time for the unit). If 10 blunder : no more long range and stand and shoot reaction penality If 20 or more : reroll to wound Hobgoblins : 4 pts Come with light armour and throwing knives Animosity : great change, very fluffy. No test if CD or BC within 6. 1 : panic test (coward!) If succeed, act as normal. 2-5 : act as normal 6 : bloody murderers! 1D3 wounds, then get reroll to hit. Backstabber rule : very fluffy too! : if restrain to pursue, fleeing unit suffer 1D6 S3 hits for each 10 hobgoblins Special units : No more BO, orcs or goblins No more sneaky gits No more bolt thrower Infernal guard : Changes! WS5, stubborn now! 13 pts, +1 pt for shield Fireglaves can have shields Wolf riders : mongol look 7 pts (????? Should be an error!) unit size 5+. Fluffy rules : if they charge from rear or flanck, +1 to combat resolution. If charged, -1 to hit roll. BC unit : monstruous beasts M7WS4S4T5W2I3A2LD8 Have scaly skin rule (5+). Have heavy armour. Can have shield (5 pts), great weapon (10 pts), or spears (5 pts) Cause fear! Characters are the same : hero : S5T5W3A4. Cause fear, may have black armour (but not BC units) New unit : Kdiiiiiiii Bound daemon! Monstruous infantry M6WS5S5T4W3I4A3LD8 Unbreakable, unstable Fear, flamming attack Ward save 4+, 2+ ward save against flamming attacks One rule say that every model in base to base (but not other Kdiii) suffer 1S4 hit, flamming Another rule is very fluffy : CD sorcerer summon these creatures. With time, they lost power on them. At the beginning of the 2dn turn, and for each turn, toughness test. If failed, 1D3 wound without save. Magma cannon : 145 pts war machine flamme thrower, range 24. S5, 1D3 wound Rocketteer : 100 pts Our old death rocket. war machine Stone thrower, S3 flamming, S8 1D6 wounds Rare units : Iron daemon : changes : S8T8W8 on the list. S8T6W6 on the fluffy part. Every warmachines can have hellbound amelioration : hellbound : magical, cause fear, +1T and +1W. But is misfire, additionnal 1D3 wound (no save) Hellcannon Chaos giant siege Dreadquake : 155 pts our new earthshaker! war machine Got an ogre slave. Can have another one for 20 pts (so we can reach 9 wounds!) S5 template, S10 1D6 wounds. Quake wave : dangerous test for the unit if they want to move or fire. No march move, no charge. Slow to fire : if the ogre slave is slain, 3+ to fire. -1 on misfire chart My feeling : good value unit! Finally, our NEW MONSTER : Kdii Monster Contrary to what we thought, the artwork that shown a taurus in fusion is the Kdii! Looks like a golem bull! M9WS5S7T6W6I5A6Ld8 Unbreakable, unstable Frenzy +1D3 Flamming attack, terror, large target Ward save 4+, 2+ ward save against flamming attacks Same rules as Kdii Hashut lore : soon but I found only two spells not as usefull as the others. Lore attribute : +1D3 casting against Flammable... Signature spell : range 12 : get hatred rule. Boost version : all unit in 12 Sixth spell : Flames of Azgorh are back!!!!!! And yes they are! Small template, scatter 1D6. S6, 1D6 wound. + under the center : Toughness test -2 or slain (no save). 25+ : boost version : great template 9 Magics items. Rather good but as in the TK book. That's all folks! My feeling : I fear that we won't have our own CD book (to costly). But the CD list is good. Miniatures are great, cute, well designed and great amount of details. The CD list is rather good, and very fluffy! Ravening Hordes list isn't gone, as the two lists are very differents way to play! We shouldn't wait FW to make all the range, so, everybody here, that have allways loved to be free to have their own vision of their mini, still have this possibility!
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У ГВ очередное обновление, в т.ч. с парочкой новых эррат к основному рульбуку
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Пока на Варсире всё спорят о том, будут ли огры осенью или нет, у сторонников выхода появляются новые слухи: Т.е. нас ждёт одна или две "геройских" коробки, в т.ч. возможно для именного персонажа, набор(ы) для носорожца и скрапаланчи (возможно нечто одно большое, в духе стегадонов, сфинксов и пауков), Охотники получат свой набор, возможно из резины, с новыми опциями (медведи?), и новые миньки будут у йети, но не факт, что в первой волне. Магия огровская станет немного нестандартной, где заклинания нужно будет "покупать". Великаны будут ездовой опцией для героев-гобларов.
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В Вики были вот эти две картинки: dwf_Icon_Grimnir dwf_Icon_Grungni
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новинки из смолы ещё только планируются, скорее всего первыми станут монстры для грядущего Шторма, а пока у нас тут только металл
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Так в смоле будут только новинки, старьё в смолу переводить никто не будет, его оставят или в секции для коллекционеров онлайн-магазина, или же вообще уберут.
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время идёт, и вот начали появляться первые слухи: так что бреты могут радоваться, после Шторма и огров нас видимо ждут они :)
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i Уведомление: Напоминаю, что здесь только публикуем новости, всё осуждение в отдельной теме, дальнейшее игнорирование этого факта повлечёт преды! TAMURKHAN ON TOAD DRAGON 125£ http://www.forgeworld.co.uk/New_Stuf...AD-DRAGON.html experimental rules http://www.forgeworld.co.uk/Download.....;/tamurkhan.pdf SAYL THE FAITHLESS AND NIGHTMAW 22£ http://www.forgeworld.co.uk/New_Stuf...-NIGHTMAW.html experimental rules http://www.forgeworld.co.uk/Download...PDF/s/sayl.pdf и полный репост последнего письма Форджа "Раскрывающийся текст"Hi there, We have two new releases to announce this week for Chaos players: Tamurkhan the Maggot Lord himself, mounted upon the horrific Toad Dragon Bubebolos, and the nefarious Sorcerer Sayl the Faithless. Tamurkhan the Maggot Lord on Bubebolos the Toad Dragon The fell legend of Tamurkhan has been whispered for many centuries amongst the tribes of the Chaos Wastes. Some tales speak of him as a scion of the Great Kurgan, one of four sons each cast to the four winds to conquer and enslave. Others claim that he was once no more than vermin – a corpse-canker grown fat and clever on the spoils of the battlefield, swelled and transformed by the light of the Ruinous Powers. Whatever the truth, the Maggot Lord sits at the head of a great horde of decaying and bloated monstrosities, his mortal form cloaked in the flesh of an Ogre Tyrant, leading his warriors south to seek the fulfilment of an ancient prophecy. Perhaps the most fell creature under his command is the mighty Toad Dragon Bubebolos, a huge, reeking, primeval horror and greatest of all its bloated kind. Blessedly few in number, the Toad Dragons are lumbering horrors from a forgotten age whose flesh festers with unwholesome rot and whose black blood is clotted with maggots and carrion worms. Tamurkhan the Maggot Lord on Bubebolos the Toad Dragon is the largest model Warhammer Forge has so far released. This truly enormous full resin kit, sculpted by Mark Bedford, is packed with revolting detail and makes a perfect centrepiece for any Warriors of Chaos army. This immense kit is available to pre-order now for despatch in the week commencing 26th April, and writer Alan Bligh has supplied these experimental rules to allow you to field this powerful warlord and his horrific mount. Full background and details of Tamurkhan’s Chaos host will be published in Tamurkhan: The Throne of Chaos, which will be released later this year. Sayl the Faithless and Nightmaw His name synonymous with treachery and betrayal amongst the warriors of the Ruinous Powers, Sayl the Faithless is an infamous arch-sorcerer. Too proud and too paranoid to swear fealty to any single god amongst the Chaos pantheon, he has pursued pacts and bargains with innumerable petty godlings and daemons, betraying each in turn. Sayl is pre-eminent among the Dolgan tribe, and his rise to ascendancy began with his allegiance to Schalkain the Vile, as one of his seven seer-apprentices. Sayl’s honeyed lies turned each acolyte against the others, and fanned the flames of suspicion into murderous strife. Eventually Schalkain was manipulated into conducting a dark rite involving Sayl and three fellow ‘loyal’ apprentices which resulted in his horrific death at the hands of a daemon beholden only to Sayl, while the three surviving acolytes were twisted into a terrible beast known as Nightmaw. Hated and feared, Sayl the Faithless and Nightmaw now march alongside Tamurkhan the Maggot Lord. This full resin set, sculpted by Mark Bedford and Dan Cockersell, contains two incredibly detailed models that are available to pre-order now for despatch in the week commencing 29th April. Experimental rules taken from the forthcoming Warhammer Forge expansion book Tamurkhan: The Throne of Chaos are now available to download courtesy of Forge World writer Alan Bligh. Warhammer Forge at Forge World Events Salute – 16th April 2011 London’s ExCel Centre is the location of Salute 2011 on Saturday 16th April, and Forge World will be in attendance with a Sales stand bursting with resin kits, modelling supplies and books from both the Forge World and Warhammer Forge ranges. You’ll be able to purchase our MkIII Armoured Boarding Space Marine and Chaos Dwarf Hellsmith Event Only models, as well as the recently released Eldar Lynx with Pulsar and Eldar Lynx with Sonic Lance, and the mighty Phantom Titan. Warhammer Forge models such as the Marienburg Land Ship, Theodore Bruckner on Reaper and the Nuln Ironsides Handgunner Conversion Kit will also be available alongside limited numbers of both this week's new releases. If you’ve placed a reservation order for collection at Salute, you can expect to receive a confirmation e-mail in the next few days. You must bring this with you in order to collect your order, so please check your Spam and Junk e-mail folders just in case. Games Day France – 22nd May 2011 Warhammer Forge sculptor Edgar Skomorowski and graphic artist Sam Lamont will both be attending Games Day France, which is held on Sunday 22nd May at the Parc Floral de Versailles in Paris. They will be bringing a display of work in progress miniatures and artwork with them, as well as future releases that have recently been handed to our Production team. We are now accepting reservation orders for Games Day France, and this is the best way of ensuring that we will have exactly the models you’re looking for, packed up and waiting for you to collect and pay for on the day. To place a reservation order, please send an e-mail entitled ‘Games Day France Reservation’ to fwreservations@games-workshop.co.uk, making sure to provide your full name and a list of the items you’d like to reserve. You can also phone the Forge World Customer Service team on 0044 115 916 8177. Thanks, Ead Brown
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Да, как у Форджа, только лучше, ГВ планирует отказываться от металла в пользу этой вашей эпоксидки (подробнее см. тут: http://forums.warforge.ru/index.php?showtopic=101030)
