CampaignWD 494 · pp. 12–17
The first campaign stage branches according to whether the forest’s defenders or destroyers prevail, and both the victors and their supporting Rogues gain themed relics. Studio contributions put the system into practice: a late mercenary shift wins the Preservers’ campaign, while stories, artwork and a volatile Skaven–Tzeentch battle establish the armies’ personalities. Elliot’s red Slaughterghasts provide a compact painting example alongside the narrative submissions.
Age of SigmarWarcrySylvaneth11 paint colours
ShowcaseWD 494 · pp. 134–135
Rob Crouchley explores ash-waste mobility in his Escher gang through an assortment of mounted fighters and light vehicles. Escher Cutter components provide a starting point for riders on unusual constructs and beasts. Campaign earnings have gradually improved the gang’s equipment, and a newly acquired Cargo-8 Ridgehauler adds resilience that the lighter machines lacked.
NecromundaHouse Escher
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