RulesWD 496 · pp. 12–13
Each arriving unit is randomly assigned to one of two separated deployment areas, disrupting carefully planned formations before the fighting begins. Most early points come from establishing a foothold on ordinary objectives; the central Prime marker becomes increasingly valuable in rounds three to five. Armies must therefore solve their scattered starting positions while preparing to regroup for the decisive late contest.
Warhammer 40,000
RulesWD 496 · pp. 14–15
This historical battleplan recreates the clash between Kragnos and Gordrakk over leadership of their combined hordes. Both armies require monstrous generals who cannot retreat, while canyon walls shed dangerous boulders onto nearby units. A wounded general can attempt additional monstrous rampages, turning the damage it survives into a final surge of destructive power; only the survival of one general produces a decisive victory.
Age of SigmarOrruk Warclans
RulesWD 496 · pp. 16–19
Six matched-play battleplans provide a compact event around the Scales of Talaxis. Only one battle group begins on the table, keeping the first round brief, and each mission combines objective control with a distinct sidequest: stealing supplies, leveraging a resilient fighter, holding ground, killing near objectives, revealing new treasure or receiving divine gifts. The article also explains pairing, rankings and awards for a club tournament or a single day’s games.
Warcry