CampaignWD 502 · pp. 14–17
The league awards points for playing, winning, facing new opponents and defeating someone above the player on the table. Separate titles recognise painted armies, enemy generals slain and victories in Aqshy or Ghyran, providing several goals beyond the championship. Sam’s diary describes an introductory player overcoming a large deficit, illustrating the format’s capacity for close games and late reversals.
Age of Sigmar
CampaignWD 502 · pp. 22–25
Each warband nominates a Chosen One who follows a branching campaign map toward the guarded secrets of Talaxis. Trials grant mythic traits and artefacts, while four Ending battles turn accumulated power into progress toward final victory. Taking a longer route improves the hero’s chances against Talaxis’s defences, but successful Endings consume rewards and a slain hero leaves only artefacts to a successor.
Warcry
CampaignWD 502 · p. 26
Crusaders prove themselves by clearing chosen quarters and bringing down leaders, priests or especially powerful enemies. Laurels can strengthen either attack or defence, while divine favour improves the punishment delivered by Counter reactions. Territorial advance and deliberate selection of worthy targets give this path a different rhythm from indiscriminate slaughter.
Warcry