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RULES·WHITE DWARF 333

Mighty Empires: Famous Campaigns

September 2007·pp. 64–69

THE SHORT VERSION

Jervis replaces open-ended territorial expansion with a campaign designed around a particular story, fixed armies and defined victory conditions. Banners manoeuvre on hexes, forced marches cost strength and Warhammer battles determine retreats and continuing losses. Rivers shape the tabletop, neighbouring armies provide support and sieges threaten settlements. The complete system supplies a framework for refighting the setting’s history, with the Idol of Gork showing how scenario-specific restrictions and rewards can create a recognisable narrative.

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Find this article in White Dwarf 333, pp. 64–69.

The contents lists page 62; the actual feature begins on printed page 64.

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