RulesWD 330 · pp. 40–41
Miners may arrive from any table edge after the battle begins, giving Dwarfs a way to threaten the enemy rear or an exposed flank. A steam drill improves the arrival chance and provides a powerful melee weapon, while one-use blasting charges punish a charging unit. The Rune of Brotherhood allows a hero to accompany the advance, and the component guide identifies the equipment that makes these functions visible in the regiment.
Warhammer Fantasy BattlesDwarfs
EditorialWD 330 · pp. 60–65
Guy Haley follows White Dwarf from a small role-playing magazine into an international publication centred on Citadel miniatures. A timeline uses landmark issues to trace new games, plastic kits, army books, battle reports and changes in editors and production. The feature also explains the period of differing national editions and the recent return to shared Studio content, making the magazine’s changing format part of the wider history of Games Workshop.
Warhammer Fantasy BattlesWarhammer 40,000
RulesWD 330 · pp. 66–67
The anniversary model combines Grombrindal’s magic with attacks from his two legendary bearers, making a deliberately extravagant thousand-point character. Drinking can restore wounds at the cost of movement, while Gotrek may propel the trio towards the most valuable enemy. Powerful armour, rallying effects and protection from ranged attacks reinforce the joke’s scale; the introduction expressly reserves these rules for agreed, light-hearted games rather than ordinary tournament use.
Warhammer Fantasy BattlesDwarfs