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TACTICS·WHITE DWARF 330

Wargames Terrain

June 2007·pp. 24–33

THE SHORT VERSION

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.

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Find this article in White Dwarf 330, pp. 24–33.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.