TacticsWD 446 · pp. 136–141
Jay examines the less familiar Heroic Actions and the situations that justify spending precious Might on them. Examples show how magic resistance, extra Strength, defensive survival, challenges and fast movement can change a battle, provided the player considers scenario goals and the opponent’s likely response.
Middle-earth Strategy Battle Game
TacticsWD 524 · pp. 66–67
Grant assembles an improvised Armoured Infantry defence around Commissar Graves, mixing Cadian and Krieg squads in Centaurs and Chimeras with Hippogriff armoured fighting vehicles. His plan uses transports and infantry to obstruct the Orks’ route, with a Rogal Dorn acting as a final goalkeeper against anything that escapes the line. The army is chosen to suit the story of delaying Wazdakka while Yarrick travels towards Death Mire, rather than as a detached competitive exercise.
Warhammer 40,000Astra Militarum
TacticsWD 524 · pp. 68–69
Dan combines fast bikes and buggies with heavier Battlewagons, a Morkanaut and a Kill Rig to force a route through the Imperial defence. Turbo Boostas can propel Speed Freek units through a gap, while the towering Morkanaut threatens to step over vehicles used as roadblocks. Transported infantry and a Dakkajet broaden the attack, and the mission rewards reaching or leaving the enemy end of the board rather than simply destroying everything in sight.
Warhammer 40,000Orks