TacticsWD 466 · pp. 68–71
Robin Cruddace explains why selectable secondaries help different armies compete and why they should create difficult decisions. He distinguishes missions shaped mainly by the opponent’s army from those controlled by the player’s own actions, arguing that scoring should influence tactical priorities without making the best choice automatic.
Warhammer 40,000
TacticsWD 466 · pp. 114–117
Three example adventuring groups show how Cursed City heroes can complement one another or deliberately concentrate on a play style. A balanced traditional party, a durable juggernaut and a fragile ranged group each demand different positioning and healing choices, with no single arrangement replacing thoughtful play.
Warhammer QuestUlfenkarn
TacticsWD 524 · pp. 66–67
Grant assembles an improvised Armoured Infantry defence around Commissar Graves, mixing Cadian and Krieg squads in Centaurs and Chimeras with Hippogriff armoured fighting vehicles. His plan uses transports and infantry to obstruct the Orks’ route, with a Rogal Dorn acting as a final goalkeeper against anything that escapes the line. The army is chosen to suit the story of delaying Wazdakka while Yarrick travels towards Death Mire, rather than as a detached competitive exercise.
Warhammer 40,000Astra Militarum