RulesWD 317 · p. 31
Saruman and Gandalf enter from opposite edges while the Necromancer begins beside his tower; every other model starts in reserve. Each turn brings a small number of reinforcements, with the player holding Priority selecting the arrivals and their controlling player choosing an eligible entry point. The complete participating forces and terrain plan frame a direct contest between destroying the Necromancer and eliminating the White Council, giving the timing of each new hero immediate importance.
Middle-earth Strategy Battle GameThe White Council
EditorialWD 317 · pp. 42–43
Jervis Johnson traces the global summer campaigns back to Ichar IV in 1995, when mailed results, stories and photographs decided whether an Imperial world survived invasion. Internet reporting has made participation easier, but he sees the essential attraction as a shared reason to play and create memorable battles. Medusa V provides the latest opportunity, and Jervis asks participants to contribute narratives and unusual scenarios as well as recording wins and losses.
Warhammer 40,000Warhammer Fantasy Battles
LoreWD 317 · pp. 44–53
Vostroya’s elite Firstborn carry an inherited debt from the Horus Heresy, when the factory world refused to divert workers into soldiers. Guilliman’s settlement binds every family’s eldest son to service, with continuous replacement drafts preserving old regiments and their brotherhood. The feature connects this obligation to hand-crafted weapons, harsh training and stubborn pride, then explores the visual design, Studio painting methods and three ways to represent the regiment in the game.
Warhammer 40,000Imperial Guard23 paint colours