CommunityWD 324 · pp. 16–23
A newcomer’s introduction explains collecting, painting and playing as complementary parts of the hobby before comparing the three main games. Ranked regiments and manoeuvre define Warhammer, loose squads and vehicles shape Warhammer 40,000, and individually moving warriors with finite heroic resources distinguish The Lord of the Rings. The guide also explains points values, supplements, clubs and events so that a first collection can develop into a playable army.
Warhammer Fantasy BattlesWarhammer 40,000
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
Battle reportWD 324 · pp. 24–41
Phil Kelly’s peasants and Mat Ward’s forest spirits defend against Adam Troke and Matthew Hutson’s immense Dark Elf army. An extraordinary opening volley sends the enemy general and much of his cavalry fleeing, while the Bretonnian foot troops hold the ramparts longer than expected. The late relief force suffers from blocked approaches and punishing counterattacks; persistent Corsairs eventually seize the gatehouse, Lord Balderin falls, and the Dark Elves win control of the castle despite their enormous losses.
Warhammer Fantasy BattlesBretonnia