EditorialWD 453 · pp. 30–33
Jervis Johnson uses Meeting Engagement deployment rules, points values and revised warscroll wording to explain how repeated testing changes a design. Large bases, undesirable edge cases and reader feedback lead to successive refinements; deadlines pause the process rather than ending it, and published wording continues to evolve as lessons accumulate.
Age of Sigmar
EditorialWD 453 · pp. 126–129
Dave Sanders reflects on the lessons learned since Shadespire, from clarifying cards and improving setup choices to rotating the card pool. Magic, lethal terrain, scatter and generic counters open new design space, while playtester feedback and organised events expose interactions that development games could not reveal.
Warhammer Underworlds
EditorialWD 524 · Inside cover
The editorial uses modelling, painting, gaming and reading as the four pillars that support the hobby. It introduces the issue through concrete examples of each, from converted Knights and Battlemages to Speed Freek painting, a vehicle-heavy battle and the concluding instalment of the Chronicles of Bain.