RulesWD 327 · pp. 60–61
Two 750-point alliances contest a battlefield whose terrain features score alongside broken armies and slain leaders. Random conditions may impose darkness or reduce warriors’ Courage, making the same engagement play differently on a return visit. The game ends when either side falls to a quarter of its initial numbers, and powerful creatures count more heavily when determining terrain control, encouraging a balance between killing and occupation.
Middle-earth Strategy Battle GameArnor
CampaignWD 327 · pp. 62–67
Thane Grombold Kruddsson leads a rescue expedition into the Great Forest after Dwarf prospectors disappear near an ancestral mine. Forest Goblins attack the column before survivors discover Night Goblins and tortured captives underground. The opening campaign instalment provides a special character, linked battle results and historical rosters; the fate of the rescue party supplies advantages or penalties for the Empire’s intervention in the following issue.
Warhammer Fantasy BattlesDwarfs
RulesWD 327 · pp. 66–67
A depleted Dwarf force fortifies the centre of an underground chamber against a much larger Night Goblin army. Panic immunity lets the defenders fight to the bitter end, and victory depends on causing sufficient enemy losses rather than necessarily surviving. Campaign rewards follow the outcome, while the accompanying fiction reveals a crazed prisoner escaping with knowledge of something even the goblins fear beneath the mine.
Warhammer Fantasy BattlesDwarfs