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CAMPAIGN·WHITE DWARF 338

Conquest of Empires

February 2008·pp. 60–65

THE SHORT VERSION

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.

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Find this article in White Dwarf 338, pp. 60–65.

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