RulesWD 324 · pp. 24–27
An eight-thousand-point Dark Elf host attacks a Bretonnian fortress while the Green Knight and a Wood Elf relief force attempt to save it. The custom rules divide the castle into controllable sections, distinguish ladders, grapples and siege towers, and make its gate a destructible weak point. Victory after seven turns depends on occupying castle sections with viable units, forcing the attackers to concentrate on the walls rather than simply destroy the defenders.
Warhammer Fantasy BattlesBretonnia
CampaignWD 324 · pp. 44–47
A linear series retells the Lilia Mundi war through small actions, escalating ground battles and an optional fleet engagement before a decisive relief operation. Results usually determine an advantage such as first turn or extra troops in the following game, keeping the story connected without letting an early defeat decide everything. The last battle counts twice toward campaign victory, and the author encourages additional missions or an allied feral-world contingent to personalise the conflict.
Warhammer 40,000Battlefleet GothicAeldari
RulesWD 324 · p. 45
The opening encounter uses the rulebook’s Kill-team Assassinate mission to represent Khemu’s first attempt to win his followers’ trust by spilling Eldar blood. Black Templar Initiates and Neophytes can stand in for the tribal warriors and their mentors, or players can convert individual Iron Bloods. The winner gains one hundred extra points for the next engagement, making the skirmish relevant to the campaign’s larger war.
Warhammer 40,000Black Templars