CampaignWD 457 · pp. 60–62
Three alliances compete over three campaign phases, earning war zone points through games and converting phase wins into strategic points. A Campaign Master coordinates the group, Crusade armies can participate, and the final phase carries extra weight so that a poor opening need not decide the entire campaign.
Warhammer 40,000
CampaignWD 457 · pp. 122–127
Arbitrator David Delgado describes a scattered group’s narrative Necromunda campaign, kept active between meetings through shared models and gang stories. Multiplayer sessions and player-led developments gradually replace strict campaign bookkeeping with agreed injuries, advances and opportunities, followed by practical advice for giving every participant a memorable role in the unfolding underhive drama.
Necromunda
CampaignWD 524 · pp. 50–53
The escalation series reaches 1,000-point Incursion armies and explains how that extra space changes both collection-building and play. Larger infantry, vehicles and monsters become practical, while earlier games reveal weaknesses or favourite units that justify revising the original plan. Repeated encounters also generate rivalries and unlikely heroes, which the accompanying optional campaign abilities turn into short-lived benefits against the same opponent.
Warhammer 40,000