CommunityWD 303 · pp. 2–5
Phil Kelly previews Tyranid armies built around swarming creatures, numerous monsters or a varied middle ground, explaining the importance of Synapse and coordinated specialisms. Other reports introduce Forge World’s working-detail Bombard, Colin Grayson’s rank-compatible Plague Monks, the Byzantine historical supplement and the new role-playing edition, with specialist-game and art news rounding out the issue.
Warhammer 40,000Warhammer Fantasy BattlesTyranids
RulesWD 303 · pp. 22–23
The four returning Hobbits lead militia, archers and Shirriffs against Ruffians, with Sharkey initially absent and casualties replenished through special rules. Victory hinges on Sharkey’s death or the loss of all four Travellers, making careful protection of individual heroes more important than ordinary attrition; hedges, a central road and a barricade shape the opening confrontation.
Middle-earth Strategy Battle GameHobbits
RulesWD 303 · p. 37
A narrow ford across an otherwise impassable river forces the companies to fight for a concentrated crossing point. Movement off the opposing side and heavy losses determine the contest, while the prize is a basic warrior with a banner who never gains experience or becomes a hero; losing that banner can create a later Recovery game.
Middle-earth Strategy Battle Game