EditorialWD 455 · pp. 10–13
Nick Horth explains why compelling faction stories need meaningful losses as well as victories. Examples involving Sigmar, Nagash, Archaon and Abaddon show how defeat can generate change or hide a wider plan, preserving each participant’s credibility without reducing the setting to predictable wins or perfectly alternating outcomes.
Age of SigmarWarhammer 40,000
EditorialWD 455 · pp. 30–33
Sam Pearson encourages Warcry players to adapt battleplan cards, terrain and victory conditions to the story they want to tell. Examples range from seasonal twists and dragging treasure to interconnected tables and hunting an endless spell, with advice on borrowing an existing profile when inventing rules for a new miniature.
Warcry
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.