TacticsWD 297 · pp. 34–39
Mike Walker uses a severe Cult of Ulric defeat to examine recurring mistakes. Ignoring threats, hesitating, forgetting parts of the turn sequence and making emotionally driven decisions can undo an otherwise workable army. Examples cover diverting frenzied enemies, leaving important units badly placed and exposing vulnerable characters. His gaming-group stories and open-list preference frame defeat as something to analyse without losing the enjoyment of the evening.
Warhammer Fantasy BattlesThe Empire
TacticsWD 297 · pp. 40–43
Jeff Leong concludes by connecting theme and available models to a practical selection process. Movement control, protection from magic, combat effectiveness and redundancy form a capabilities matrix rather than a search for one dominant unit. A Dark Elf example assigns several jobs to mobile troops and backs ranked Corsairs with chariots and shooting. The resulting army is intended to remain adaptable when an opponent or failed plan removes its preferred options.
Warhammer Fantasy BattlesDark Elves
TacticsWD 297 · pp. 62–65
The US White Dwarf team walks through the revised assault sequence using tabletop examples. Weapon choice affects whether a unit may charge, engaged models contribute more attacks, and independent characters must reach the fight to matter. Outnumbering, Fearless casualties and sweeping advances make results more decisive. Sidebars explain how Chaos and Witch Hunter players adjust equipment and tactics to the new edition.
Warhammer 40,000Space Marines