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TACTICS·WHITE DWARF 284

Winds of Change

August 2003·pp. 34–35

THE SHORT VERSION

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.

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Find this article in White Dwarf 284, pp. 34–35.

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