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
InterviewWD 320 · pp. 29–33
Jervis Johnson explains how visits to clubs and stores exposed a demand for clearer structure in battles between collected armies. Legions answers that demand with forty-nine themed lists, historically appropriate combinations and an allies system, supported by twelve symmetrical scenarios and terrain generators. He stresses that this deepens the existing game rather than displacing journey scenarios: a player can still alternate a carefully prepared story encounter with a balanced game using the army and terrain already available.
Middle-earth Strategy Battle Game
TacticsWD 320 · p. 35
Mat Ward uses cheaper Uruk-hai Scouts to preserve numbers in an army whose elite troops can consume points rapidly. Shielded warriors lead the advance, a banner supports the attack and crossbows first remove dangerous opponents before joining the fighting if needed. Berserkers are sheltered until the moment of contact, while the Captain reinforces a stalled assault and avoids heroes whose superior abilities would waste him.
Middle-earth Strategy Battle GameIsengard