EditorialWD 454 · pp. 10–13
Phil Kelly follows memorable miniatures between skirmishes, larger armies and entirely different games. A heroic grot, Chaos warbands, converted ogors and Underworlds fighters show how new basing, shared colours and a little imagination can refresh an existing collection and give old models further stories.
Warhammer 40,000Age of Sigmar
EditorialWD 454 · pp. 38–41
Elliot Hamer explains how narrative descriptions, miniature details and the environment inspire game mechanics. Harlequin masks provide one worked example, while existing rules create further possibilities through exceptions and combinations; narrative and competitive testing then refine the thematic idea into a balanced, evocative tabletop tool.
Warhammer 40,000
EditorialWD 454 · pp. 76–79
Jervis Johnson traces Warhammer scenery from books beneath blankets and homemade hills through cardboard buildings to detailed modular kits. Better terrain production changes both the look of games and their rules, culminating in integrated faction scenery whose abilities make it an active part of an army.
Age of SigmarWarhammer 40,000