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RULES·WHITE DWARF 340

Legendary Battles

April 2008·pp. 12–19

THE SHORT VERSION

Jervis Johnson adapts Warhammer for teams commanding at least five thousand points per side. Alliance relationships control which armies and units can cooperate, while special formations permit massed artillery and monsters. Alternative deployment methods, shared-phase conventions and divided magic pools keep the enlarged game manageable. Reserves and desperation tokens accommodate crowded tables and unequal collections, and a turn-weighted objective system rewards sustained control while making the closing stages especially decisive.

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Find this article in White Dwarf 340, pp. 12–19.

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