CommunityWD 488 · pp. 4–7
Tom Strutton turns painted miniatures into a photorealistic coloured-pencil still life, connecting his established art practice with a renewed enthusiasm for Warhammer. Readers also ask about a classic Iyanden Farseer and Nagash fiction. Grombrindal’s response to questions about his own temperament adds humour to a gallery of models from several games.
Warhammer 40,000Age of Sigmar
CampaignWD 488 · pp. 8–11
Leila Craven draws on organising a campaign for more than three hundred players to explain long-distance shared storytelling. Teams, capped submissions and manageable rounds let games, painting, fiction and art contribute without an early runaway winner. A common setting and broad motives create coherence, while narrative updates acknowledge army actions without taking control of other players’ characters. Plot-hook tables offer starting conflicts for either setting.
Age of SigmarWarhammer 40,000
RulesWD 488 · pp. 14–17
Duncan Waugh explains how early first-person-shooter levels informed Boarding Actions map design. Layouts should capture a setting’s feel while posing varied tactical problems, with movement flow revealing how doors and corners change the effective distance between positions. Meaningful alternative routes, purposeful focal points and testing the first three turns from every entry zone help prevent dead areas or funnels that remove player agency.
Warhammer 40,000