he recommended models for the codex featured on my site are as follows. I know that they aren't exactly the cheapest models, but the old 40K line of Daewars were in my opinion the best 'Space Dwarf' line out there. A selection of Daewar miniatures painted by various Warlords can be found in the Gallery.


INFANTRY

HQ: The Warlord, Engineer Guildmaster and Living Ancestor all have corresponding models in the old 40K Daewar range. A well painted Hearthguard can make do as a Hearthlord, and there are several banner bearers available to fill in the Warlord's bodyguard. As for the Shield Bearer, use the champion with power fist model from the old 40K Daewar range with a large WHFB shield attached to either hand.

Hearthguard: There are several multi-pose Hearthguard models in the old 40K Daewar range. Hearthguard in Exo-Armour and on Exo-Trikes also have OOP models to suit. Note however that variant (non-particle rifle/power axe) weapon combinations need some conversion work.


Berserkers: With a little conversion work to add the odd pistol to them, WHFB Slayers transform easily into Daewar Berserkers. Also, a few of 'Long Drong's Slayers' can be added for variety.

Warriors: Any 40K Daewar armed with a lasgun can serve as a Daewar Warrior (lasguns make ideal mag-rifles).



Brawlers: The original Daewar officers armed with a chainsword/laspistol combination make ideal Brawlers.Otherwise, the multi-part WHFB Dwarf kit converted with 40K weapons and WHFB axes also fit the bill.

Guild Miners: The Daewar Adventurer range look suitably ragged enough to serve as Guild Miners. Alternatively, with a little conversion work to add pistols and melta-guns (grav guns) to them, WHFB Dwarf Miners can also make good Guild Miners.

Incinerators: Since they are also guildsmen Daewar bikers on foot make great incinerators - just add flamers (incinerators!).

Thunderers: The Daewar with heavy weapon (gunners) or plastic multi-pose models make the easiest Thunderers. Additionally there are two Daewar heavy weapon commanders (to make Thunderer commanders)


VEHICLES

Bikers and Trikes are well represented in the old Daewar 40K range, as are the Thudd Guns and Mole Mortars required for Earthshaker batteries.

The robots translate as follows: Defenders = Tarantulas with appropriate weapons, Guild Surveyor = Crusader Imperial Robot, and Crusader = Cataphract/Castellan/Colossus Imperial Robots.

Daewar tanks are based off the same original STC designs that their Imperial counterparts were, hence they can be created using current kits with variant turrets available from ForgeWorld:

  • Ishkur: A Rhino with weapon (heavy bolter?) mounted on the hull.

  • Termite: Conversion (toilet paper roll anyone?)

  • Gilgamesh: Land Raider chassis with an Executioner turret.

  • Tiamat: Land Raider chassis with Chimera Heavy Flamer turret converted with plasma cannons.

Finally, any particularly ambitious Daewar Warlords can attempt to either scratch build an Iron Eagle, or convert one using the (rather expensive) ForgeWorld Marauder and/or Lightning kits.


WEAPONS

When creating the new weapon types for Daewars in 40K3, I had a specific current weapon in mind that would be superficially similar to each new weapon type to make converting easier.

Beam weapons, with their long barrels, can be modelled from las weapons. Particle weapons, with their over-all larger firing chamber/shorter barrel were based on bolt weapons. Grav-weapons were designed to be interchanged with melta weapons, and flamers are the Imperial equivalent to Incinerators. Lastly, plasma weapons of course represent themselves.

As for close combat, representing weapons is much more straight forward. Daewars prefer axes, but at a pinch chainswords and regular swords are also 'close combat weapons'. Again, power axes are the preferred variety of power weapons, and the axes that WHFB Dwarf slayers are naturally equipped with make perfect Rune Axes.