Issue #24 has the *other* half of the Guardians unit for the Combat Patrol. It also a potpourri of interesting Narrative Materials and a cute gaming scenario worth discussing. So let’s dig in. As always, thank you to Goonhammer and Hachette for the opportunity to review these models, magazines, and materials. Also thank you to Alice Lirette for some last minute uploads to make this review pop!
Narrative Materials
The first article is on the Fall of the Eldar, and it features a picture of a Craftworld. I hadn’t seen this but of artwork before, but I had always imagined a Craftworld as a bit fatter and more circular rounded. The image here is more of an immense starship.

The article explains that the Aeldari had no peers, and became so consumed by their need for excess that they birthed Slaneesh. The article then explains how the Aeldari are trying to cope with it, from an explanation of the Ynnari and the strict paths followed by the Craftworlds.
The article the goes into the Webway. The issue recounts how the Aeldari just use the webway but did not build it. And then it explains how it has since fallen into disrepair and parts to chaos. As thus, the webway is a labyrinth of adventure and mystery, the perfect location to have battles in! The article also briefly discussed the Drukhari and how they still live within the webway in Commorragh. I found it interesting this was the only part of the issue that discussed the Dark Eldar, and that as something of a throwaway.

The article shows an example of the Webway with a picture from the end of the Thirteenth Black Crusade and the commencement of the Celestinian Crusade, as Yvraine led St. Celestine, Inquisitor Greyfax, Marshall Amalrich, and others on a pilgrimage across the galaxy. The issue doesn’t say *where* the Aeldari led the Imperials or *why*. But the artwork is pretty and epic.

We also get a discussion of Imperial Forge Worlds, which are ultra polluted “industrial hellscapes” controlled by “fanatics”, with examples of a couple of different Forge Worlds and the color schemes. I’m all for Hachette continuing to badmouth the Imperium in the narrative section, and to hammer home how awful the most popular bad guys in Warhammer 40K are.

The issue then concludes it’s narrative section by continuing by returning to the Silver Templars. Sergeant Askarton is still looking for his very expensive bolt rifle, and so he and his squad face down Xenos to get it back. This time around it’s not Tyranids, but scavengers to be revealed. So probably Aeldari.
Hobby Materials
This issue has the second half of the Guardians kit, so you can finish building your Guardians and begin painting them.

The issue also has a painting guide, having the reader basecoat the Guardians with Mephiston Red before going through all the paints released so far and putting them on the model. This issue has us put six different paints the model, which is almost double the traditional minimum “battle ready” standard of tournament play (3 colors and a base).

I remain not a fan of GW’s decision to not basecoat everything in Wraithbone, but I get why they’re saying Mephiston Red: it’s the main color of the model! But it does mean the head paint is a bit tougher than it otherwise could be.
Gaming Materials
This issue features Scenario 18: Escape to Victory. lThis scenario features a Farseer that is cut off from their Aeldari brethren with a squad of Von Ryan’s Leapers between them and the Aeldari deployment Zone (where the Guardians set up). The Tyranids get four different deployment zones to deploy a few Termagants each turn in the Command Phase (both player’s command phases). In order to win, the Farseer must be in the Aeldari Deployment Zone at the end of Turn 5. The Aeldari get to go first. They get to explain their deployment to the other players, and split up the Guardians into two squads. This means there are three Aeldari units to two Tyranid units, and the Aeldari thus have a fighting chance before the Von Ryan’s Leapers get into melee and chop the Farseer to mincemeat.
The Final Verdict
This issue has a lot of charm. In addition to having a good (if basic) painting guide and finishing up a big squad of a Combat Patrol, the narrative section features lush artwork and fun stories that hint at how big and vast the 40K universe is. They also continue the theme of explaining the Imperium is a villain, not a hero faction. Lastly, the gaming scenario seems fun and a chance for both sides to have a good game (if the dice gods are favorable), and it isn’t just a straight reprint from the 10th Edition Core Rulebook. So I definitely think this issue (and it’s predecessor) are good buys!
Until next time Combat Patrolers!
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