RulesWD 318 · p. 50
Three Wizards enter a small Mirkwood battlefield while Castellans approach from the wooded east and Wargs threaten from the west. The scenario specifies deployment, forces and competing victory thresholds: Evil must kill two Wizards before its own force falls too far, while Good must eliminate half the opposition and keep two Wizards alive. The restricted space and separated starting positions turn the meeting into a test of spell timing, protection and escape routes rather than a conventional battle line.
Middle-earth Strategy Battle GameWhite Council
Battle reportWD 318 · pp. 50–56
Mat Ward commands Gandalf, Saruman and Radagast against Graham McNeill’s Castellans, Warg Riders and Wild Wargs. Early expenditure on spectacular magic delivers fewer casualties than hoped, while the Evil force exploits the Wizards’ separated positions; Saruman falls and Gandalf eventually exhausts the Will supporting his protection. Castellan Morgul blades finish Gandalf to secure Evil’s victory. The players’ reflections emphasise conserving Might and coordinating the Wizards, while Graham recognises that his Castellans lost valuable time negotiating the woods.
Middle-earth Strategy Battle GameWhite Council
PaintingWD 318 · p. 80
The Blood Angels scheme builds red armour from Blood Red with a Dark Flesh and Red Ink shade, then sharpens it through Blazing Orange towards a pale mixed highlight. Two camouflage alternatives show how the same Scouts can be adapted to their environment: green patches over a yellow-brown field for woodland, or darker grey and black shapes over a pale grey field. Model branches and foliage complete the relationship between the clothing and the base.
Warhammer 40,000Blood Angels11 paint colours