RulesWD 322 · pp. 17–27
Mat Ward describes an army book designed to make ordinary Orcs attractive while retaining the variety and mischief of Goblins. More effective choppas, stronger leaders and a once-per-game Waaagh! reward large fighting units, while simplified animosity can propel them towards the enemy as well as interrupt their advance. Revised magic, nets, Squig units and Rare choices preserve the army’s unpredictability, and returning warlords connect those changes with a fuller account of greenskin history.
Warhammer Fantasy BattlesOrcs & Goblins
RulesWD 322 · p. 31
The battle introduces a custom terrain feature whose benefit depends on which army controls it. The greenskins draw an additional power and dispel die from the corrupted monument, whereas its possession drives the Lizardmen to Hatred. Placing it in the centre gives both forces a reason to contest a recognisable part of the story, demonstrating how a small asymmetric rule can make terrain strategically meaningful.
Warhammer Fantasy BattlesOrcs & Goblins
CampaignWD 322 · pp. 68–77
Balin’s expedition attempts to reclaim Khazad-dûm in six linked encounters, first driving into the mines and pursuing Durbûrz before facing ambush and the awakened Balrog. The campaign offers historical forces and points-based alternatives, with a recovery table preserving continuity when a named hero falls. Most victories count equally, but the final stand carries extra weight, allowing the growing danger of the story to influence the overall outcome.
Middle-earth Strategy Battle GameDwarves