EditorialWD 338 · Inside cover
Grombrindal welcomes Harad’s expanded forces, whose Mûmakil, Corsairs and Mahûd promise a colourful and dangerous challenge for Gondor. The issue pairs their designer’s account with a large battle, then turns to a Studio map campaign and Empire tactics. The Shokk Attack Gun and customised Baneblades provide substantial hobby projects, while a Dan Abnett interview brings the developing Horus Heresy novels into the magazine’s wider view of the settings.
Middle-earth Strategy Battle GameWarhammer Fantasy BattlesHarad
CampaignWD 338 · pp. 60–65
Phil Kelly reports on a twelve-player Studio campaign across more than a hundred specially prepared hexes. Fabled Aurentia contains dangerous seas, volcanoes, wizard towers and mystery opponents, while winter events and a spreading plague disrupt expanding kingdoms. Player accounts show how those mechanisms change army selection and territorial strategy. After five months and more than fifty battles, Ogre realms dominate, but the organisers conclude that the many memorable surprises also made a case for simpler rules next time.
Warhammer Fantasy BattlesOgre Kingdoms
RulesWD 338 · p. 61
The campaign’s locations do more than offer territory. A creature in the inland sea threatens neighbouring settlements, volcanoes can trigger destructive chains and occupied wizard towers require small character battles before yielding a magical ally. Rivers favour mining, while the ash lands offer cheaper enchanted equipment. These local effects give players reasons to value different parts of the map and create risks that continue after a hex has been conquered.
Warhammer Fantasy Battles