EditorialWD 320 · Inside cover
Grombrindal welcomes a month offering two complementary ways to play in Middle-earth. Legions of Middle-earth supplies themed armies and competitive battles, while The Two Towers follows the story through prepared encounters and new characters. The same growing collection can therefore support large contests and intimate narrative moments, with a return to the urban struggle for Medusa V elsewhere in the issue.
Middle-earth Strategy Battle GameWarhammer 40,000
LoreWD 320 · pp. 66–67
The Lizardmen’s different castes are introduced through the duties left to them by the Old Ones. Saurus provide the army’s force and resilience, Skinks supply stealth, speed and poisoned harassment, and Chameleon Skinks take concealment further still. The ancient Slann combine immense magical ability with the memory of service to their vanished creators, giving the host a purpose beyond a collection of reptilian warriors.
Warhammer Fantasy BattlesLizardmen
Battle reportWD 320 · pp. 71–78
Alessio Cavatore’s Ultramarines rush Matt Hutson’s Necron power hub in a 1,500-point Urban Assault. The Marines reach their objective early, but Resurrection Orbs keep restoring the defenders and the Monolith repeatedly extracts units from combat so they can fire again. A determined final Terminator briefly sustains the attack before the Necron Lord reduces the surviving Marines below scoring strength. Both sides retain their own building for a draw, prompting reflections on premature exposure, unused mobile units and the central importance of the Monolith.
Warhammer 40,000Ultramarines