EditorialWD 479 · pp. 40–43
New lead developer Matthew Rose recounts his route into the studio before setting out principles for Age of Sigmar’s continued development. Evocative units, fairness that permits learning from defeat, varied armies and trustworthy books provide a framework for difficult trade-offs, with player feedback helping the team judge whether its priorities match actual games.
Age of Sigmar
EditorialWD 479 · pp. 54–57
Richard Butler begins army construction with the player’s purpose, then works through faction, units and how their roles support each other. The machine analogy stresses useful combinations over isolated efficiency, while actual games become an ongoing test that can expose weak elements or even change the original goals of a collection.
Warhammer 40,000
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.