CommunityWD 284 · pp. 18–19
A visitor’s guide maps the Games Day arena and lower hall, showing how participation games, the studios, Forge World and Golden Demon fit into the event. Featured mega-battles recreate the Sundering, a clash involving twenty Warhound Titans and the defence of Helm’s Deep. The lower-hall plan places the miniature archive and design process beside painting displays, while the Golden Demon timetable explains registration, judging and collection arrangements for the 2003 show.
Warhammer Fantasy BattlesWarhammer 40,000
TacticsWD 284 · p. 33
Four sample patrols demonstrate how the new Eye of Terror armies work within the small-game restrictions. Cadians combine mobile special weapons and a Hellhound; an Ulthwé force substitutes a Warlock for more expensive psykers and relies on ranged firepower. The Lost and the Damned emphasise a large mutant horde backed by bigger creatures, while the 13th Company uses Storm Claw bikers, Grey Slayers and Fenrisian Wolves for a fast assault. Each list includes its builder’s reasoning rather than simply presenting points totals.
Warhammer 40,000Astra Militarum
TacticsWD 284 · pp. 34–35
Luke Peterschmidt explains how Winds of Magic adds a limited spell-point resource to Sabertooth’s WarCry card game, making timing and resource management matter within each battle. He then previews Siege of Darkness, whose large war machines, support WarCry abilities and new Skaven and Bretonnian units change deck construction. Examples show the effects on terror, discard, ranged and single-race decks, with particular attention to cards that can disrupt a predictable opponent’s central trick.
WarCry Collectible Card GameSkaven