EditorialWD 333 · Inside cover
Grombrindal introduces the new Chaos Space Marines through their treachery, ambition and abundant opportunities for converting plastic miniatures. The issue’s campaign rules, magic tactics and Middle-earth Orc guide offer other ways to develop a collection, while the coming Apocalypse expansion promises battles on a much larger scale. The editorial links those projects through the pleasure of turning new models and background into personal armies.
Warhammer 40,000Warhammer Fantasy BattlesChaos Space Marines
RulesWD 333 · pp. 64–69
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.
Warhammer Fantasy Battles
CampaignWD 333 · pp. 68–69
Grotfang’s Iron Claw tribe attempts to recover lands seized by Rutgar of Wissenland in a two-player campaign drawn from the earlier Idol of Gork setting. Each side commands four differently sized forces, with its leading army initially waiting for reinforcements. Capturing the Orc idols, using Goblin schemes in forests and exploiting Konrad’s fast raiders give particular formations distinct jobs. Victory requires both defeating the enemy commander and taking his stronghold, making manoeuvre and settlement control equally important.
Warhammer Fantasy BattlesOrcs & Goblins