InterviewWD 331 · pp. 17–25
Jervis Johnson explains why the new Mighty Empires focuses on linking Warhammer battles instead of becoming a separate strategic game. Successful battles create more opportunities to conquer or develop the map, while the short campaign system is deliberately adaptable. Mark Jones describes the double-sided plastic tiles and restrained sculpted textures that allow the same components to represent many landscapes, making map creation a substantial hobby project in its own right.
Warhammer Fantasy BattlesThe Empire
PaintingWD 331 · pp. 20–24
Four maps demonstrate how colour and modest alterations turn the same tiles into Khemri’s desert, Middenland’s forests, Bretonnia’s farmland or the polluted Dark Lands. Rivers become coastlines, marshes become oases or lava fields, and clipped mountains make volcanoes. Painting techniques range from broad drybrushing to fine water highlights, while preparation advice preserves the tiles’ reversibility and keeps ownership pennants visually clear.
Warhammer Fantasy BattlesTomb Kings17 paint colours
RulesWD 331 · p. 25
The suggested random method begins with mountains and adds concealed tile draws in turn. New pieces must connect to the existing land, while rivers continue logically until reaching water-compatible terrain or the edge. Players may instead add mountains or flip an impossible river placement, producing a shared landscape that remains coherent without requiring anyone to plan the whole campaign geography in advance.
Warhammer Fantasy Battles