RulesWD 321 · pp. 25–29
Alessio Cavatore explains the deliberately limited changes behind the new edition, preserving compatibility with existing army books while correcting unclear interactions. Five-wide ranks encourage more models to fight, fleeing becomes a straight and more decisive movement, and small support units gain a clearer role without causing widespread panic. Wizard-specific power dice reduce the use of lesser casters as batteries, while Insane Courage retains a chance of survival even when a combat looks certain. Pitched Battle becomes the core setup, with alternative encounters retained in the hobby material.
Warhammer Fantasy Battles
RulesWD 321 · pp. 56–57
The history of Clan Brynik and its refuge near Karak Eight Peaks establishes the stakes for Dagskar Earscrapper’s attack on the Dwarf mines. Using the boxed armies on a small battlefield, players contest three differently valued objectives: the mine, brewery and forge. Only sufficiently strong units can claim them, and the Idol of Mork grants the Goblin Shaman extra magical power, so preserving the right units and directing them to the richest targets matters more than indiscriminate fighting.
Warhammer Fantasy BattlesDwarfs
RulesWD 321 · pp. 58–59
The large siege scenario recreates an assault whose tempo changes when Gandalf and the Rohirrim arrive. Evil can replenish many slain warriors until that relief force reaches the field, while the defenders must protect a braced gate and the vulnerable culvert. From a specified stage of the battle Théoden can lead his men to the stables and ride out, providing a dramatic choice between holding the walls and taking the fight beyond them.
Middle-earth Strategy Battle GameRohan