RulesWD 327 · p. 65
Grombold’s thousand-point rearguard faces twice its strength in Goblins amid dense forest. The attackers deploy on several sides and take the first turn, forcing the Dwarfs to inflict damage while surrounded. Only destruction and reduced units score during the five-turn struggle. A Dwarf victory reinforces the next encounter, while a Goblin victory earns extra troops for the campaign’s final confrontation.
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
TacticsWD 327 · pp. 78–83
Adam Troke treats movement as the phase that determines whether an army’s expensive troops ever perform their intended task. His six principles cover planning routes, taking initiative, engineering charges, protecting flanks, negotiating terrain and controlling flight. Examples from several players show sacrificial screens, coordinated countercharges and building occupation, while warnings about traffic jams and Panic explain how careless positioning can unravel otherwise strong formations.
Warhammer Fantasy BattlesThe Empire