RulesWD 332 · pp. 42–43
The battlefield divides into four linked actions: Aragorn’s landing, Dol Amroth’s charge, the duel with the Witch-king and Rohan’s struggle against Mumakil. Completing a local objective releases models to influence another action, and the first side to secure three wins the whole game. The players alter participants and reinforcement details to combine film imagery with the scenarios, while treating both sides as single armies for their breaking points.
Middle-earth Strategy Battle GameGondor
TacticsWD 332 · pp. 62–65
The introduction explains how battleships, cruisers and escorts cooperate in a space-combat game governed by leadership, momentum and weapon arcs. Orders alter a vessel’s behaviour, gravity wells affect manoeuvres and ordnance creates threats beyond the opposing gun line. A survey of xenos fleets and the Armada supplement broadens the setting, showing why planning several moves ahead matters more than treating the ships as infantry on a starfield.
Battlefleet GothicImperial Navy
RulesWD 524 · pp. 8–14
This Cities of Sigmar hero creator builds a custom Collegiate Mage for Path to Glory, with permission required to bring the character into other games. Apprentice, advanced and archmage budgets determine the available destiny points and game points; a basic human wizard then gains an origin, an optional flaw, a bespoke spell, a companion and further upgrades. Flaws deliberately free points for other strengths, making a frail or reckless eccentric as viable a starting concept as a disciplined battlefield specialist.
Age of SigmarCities of Sigmar