EditorialWD 330 · Inside cover
Grombrindal welcomes a complete range of plastic scenery that can furnish a battlefield without requiring every feature to be built from scratch. Although the buildings chiefly express the Empire, hills and woods can serve all three principal games. The editorial also celebrates the character of the new Dwarf Miners and heroes, connecting a better-looking table with equally distinctive armies to fight across it.
Warhammer Fantasy BattlesDwarfs
TacticsWD 330 · pp. 24–33
The feature treats scenery as both a believable landscape and a powerful influence on play. Hills, woods, obstacles and buildings should be arranged with enough open ground for manoeuvre, avoiding implausible clusters or rigid symmetry. New kits illustrate those principles, while Gav Thorpe’s advice explains occupation, march blocking and countermeasures. The chapter on building design and painting shows how a convincing physical setting can strengthen a game’s story and tactical decisions together.
Warhammer Fantasy Battles
InterviewWD 330 · p. 26
Colin Grayson explains how digital geometric modelling and organic sculpting combine to make an unmistakably Warhammer building. Bricks, timber and metal begin as simple shapes before texture, wear and warped surfaces give them character. Religious symbols and improbable structural details tie the manor to the Empire, turning what might have been generic scenery into a specific part of the setting.
Warhammer Fantasy BattlesThe Empire