TacticsWD 383 · pp. 40–43
Andy Hall and Mat Ward discuss a resilient army built around damaging shooting and repeated self-repair. Gauss, tesla and particle weapons offer different ways to threaten troops and vehicles, while Deathmarks, elite melee units and Crypteks broaden the choices. Ghost Arks combine transport and replacement Warriors, and new vehicle rules turn the visual ideas of hovering command and immense energy weapons into practical battlefield roles.
Warhammer 40,000Necrons
TacticsWD 383 · pp. 78–83
Simon Grant concludes his Strategy Battle Game series by treating infantry as the foundation of effective combined armies. He separates fighters from archers, then connects heroes, protected flanks and carefully arranged rear ranks to a stable battleline. Shieldwalls, smaller warrior blocks and enveloping attacks offer alternatives according to an army’s equipment and numbers, while the archery advice stresses clear shots and purposeful targets over speculative volleys.
Middle-earth Strategy Battle Game
TacticsWD 383 · pp. 80–81
A shieldwall works best with durable front-rank fighters and enough spear or pike support to win their fights. Terrain and shielding models protect its ends, while banners or drums remain behind the line. Smaller independent warrior blocks avoid excessive investment in support troops, and a numerically strong army can instead hold the centre while spare fighters lap around and trap the enemy flanks.
Middle-earth Strategy Battle Game