LoreWD 327 · pp. 14–15
The preview presents Khazad-dûm as a setting spanning Durin’s kingdom, its survivors and the goblins occupying its abandoned halls. Five forthcoming scenarios promise to explore its contested history, from defending the Dwarven realm to devastation by the Balrog. New warriors, Rangers, Vault Wardens, heroes and a dragon suggest different collections for the battles beneath Middle-earth.
Middle-earth Strategy Battle GameKhazad-dûm
TacticsWD 327 · pp. 52–61
Mat Ward considers how the fall of Arnor changed Middle-earth and how campaigns can explore a different outcome. Arnor’s high Fight values reward an early decisive struggle, but low Courage makes a prolonged battle dangerous. Angmar instead combines numerous inexpensive troops with spirits that disrupt enemy positions and combat ability. Sample armies, allies and a terrain-control scenario turn those contrasting identities into practical collecting and gaming plans.
Middle-earth Strategy Battle GameArnor
TacticsWD 327 · pp. 54–55
A 750-point force places Arvedui and Malbeth behind a disciplined core of armoured Warriors. The king’s extended leadership and the seer’s protection compensate for troops whose confidence deteriorates once the army breaks. Rangers provide both shooting and credible melee support, while inexpensive Hobbit archers remain away from the fighting. The guide emphasises winning through early pressure without exposing the heroes that keep the line intact.
Middle-earth Strategy Battle GameArnor