RulesWD 297 · p. 13
Ten Flayerkin try to climb into Middenheim before an eight-turn deadline. Tired sentries move unpredictably until the infiltrators are detected, and the attackers’ speed affects the chance of raising the alarm. A single successful escape over the walls weakens the inner gate for the subsequent siege. If the sentries stop them, the defence instead receives a preliminary artillery volley in the larger battle.
Warhammer Fantasy BattlesWarriors of Chaos
RulesWD 297 · p. 17
Attackers with twice the defenders’ points advance along a causeway or scale the surrounding cliffs. Defeated attacking units can return, making the assault a sustained test of the fortress rather than a finite skirmish. The double gatehouse, magical wards and boiling oil complicate entry. The attackers must overwhelm the defence or establish sufficiently strong units inside Middenheim before the ten-turn battle ends.
Warhammer Fantasy BattlesWarriors of Chaos
InterviewWD 297 · pp. 44–51
Matt Keefe closes the introductory series with a survey of planned support. Fanatic and the online Vault provide resources and playtest material, including Araby, revised army lists and the proposed Mighty Empires supplement. New miniatures extend existing ranges. Examples of experimental rules and established collectors’ armies show both future directions and what players are already doing; announced projects are described as plans at the time of publication.
WarmasterAraby