CommunityWD 491 · pp. 8–11
Andy Clark explores collecting a complete gaming experience: several comparable forces, terrain, rules and peripherals that friends can use together. Starting with manageable goals permits variety without requiring every opponent to invest in a new system, and can eventually grow a gaming group. His Kill Zone Arktorion exemplifies the idea with four finished kill teams and several thematic battlefields, while custom scenery and objective markers tie collections to their stories.
Kill TeamWarcryOrk Kommandos
RulesWD 491 · pp. 20–21
A warp storm makes armies unusually dependent on their characters: leaders resist its horrors better, while losing a warlord forces widespread Battle-shock tests. Players score for occupying several objectives and for destroying enemy characters, with a further reward for leaving none on the battlefield. The mission turns the protection and elimination of command figures into a parallel contest alongside ordinary territorial control.
Warhammer 40,000
RulesWD 491 · pp. 22–23
This historical battleplan recreates Archaon’s confrontation with Nagash outside Nagashizzar. When the two leaders engage, lesser units must clear their duel or be destroyed, while Shyish damages non-Death forces and slaughter strengthens the attackers. Victory ultimately requires killing the opposing supreme commander, making the huge personalities at the battle’s centre more decisive than ordinary objective play.
Age of SigmarSlaves to Darkness