EditorialWD 452 · pp. 14–17
Elliot Hamer draws on running tournaments and campaign weekends to challenge rigid divisions between narrative and matched play. Thematic armies can still be effective, while adapting to uneven mission conditions tests generalship; discussion between opponents helps combine background, challenge and memorable moments in the same battle.
Warhammer 40,000
EditorialWD 452 · pp. 120–123
Dave Sanders surveys Underworlds from repeated core-box matchups and open play through organised Championship and Alliance events. Smaller formats, Arena Mortis, a cooperative gargant challenge and multiplayer variants demonstrate how changing deck restrictions or victory conditions can produce markedly different experiences from the same basic system.
Warhammer Underworlds
EditorialWD 452 · pp. 156–157
Sam Pearson explains how he designed the four-warlord finale around the armies available, two coalitions and a clear central objective. Hidden ploys add uncertainty to a game where opponents normally know each other’s resources, and scaling their value over time makes choosing when to reveal them a meaningful strategic decision.
Age of Sigmar