Wednesday, April 16, 2025

Small is Beautiful: Adrian Wood

In the world of Warhammer 40,000, the size of a game has long been a topic of debate, with many players assuming that larger battles are inherently better. However, the article Small is Beautiful by Adrian Wood challenges this assumption by exploring the joys and benefits of smaller-scale games. While large 2,000-point battles with sprawling armies are the standard for many, Adrian and his gaming companions found that smaller battles—sometimes as low as 500 points—offered more excitement and focus. These smaller skirmishes encourage quicker, more tactical decision-making, where even a single die roll can drastically change the course of the game.

Wednesday, April 9, 2025

Discovering Warhammer: Adrian Wood

In his article Discovering Warhammer, Adrian Wood offers an insightful and personal account of his entry into the world of Warhammer. A veteran of Warhammer 40,000, Wood had long been a fan of the futuristic battles but had never ventured into the fantasy realm of Warhammer. His initial disinterest in the game stemmed from its slower pace and different focus, particularly in comparison to the fast-moving action of 40K. However, during a meeting with the White Dwarf team, he was encouraged to dive into Warhammer after expressing his newfound interest in trying it out for himself. This moment of excitement led to a memorable experience in which Wood participated in his first major Warhammer battle, the Gathering of Might battle report, which included all four armies on a massive 12'x4' table.

Tuesday, April 1, 2025

Incorporating "Better Than the Rest" into Black Vasken’s Development

When crafting Black Vasken, the Tattered Prince, I drew inspiration from Gav Thorpe's "Better Than the Rest" hero creation article to deepen his abilities and narrative. Thorpe’s approach to hero creation emphasizes not only power and stats but also the integration of a character's history, motivations, and evolving path to greatness. For Black Vasken, this philosophy helped elevate his transformation from a mere statline to a symbol of Khorne's bloody might, illustrating how a hero's trials and growth shape their narrative within the Chaos pantheon.

Wednesday, March 26, 2025

Return to Thorskinson's Island an Extensive Exploration


The editorial entries by Jake Thornton in White Dwarf issues 196, 197, and 198 provide an interesting glimpse into the early stages of what would become Thorskinson's Island. These articles hint at the beginning of a larger campaign being planned at the White Dwarf studio, capturing a sense of excitement and creative energy within the Games Workshop team. The editorials reveal the internal discussions and challenges that come with designing a massive campaign—choices about which armies to field, how to structure the rules, and the inevitable distractions that arise in a busy studio environment.

Wednesday, March 19, 2025

Dawn of the Restless Dead by Jonathan Green

1. The Importance of Narrative

Jonathan Green’s Dawn of the Restless Dead serves as a vibrant blend of storytelling and gaming inspiration for Warhammer Fantasy Battle (WFB) enthusiasts. It reflects Green's dual role as a storyteller and game designer, showcasing how narrative "colour text" enhances the gaming experience. Through his discussion of the creative process, character development, and scenario building, Green provides readers with an insightful guide for integrating compelling lore into tabletop gaming.

Wednesday, March 12, 2025

Black Vasken: The Knightmare Begins

His eternal slumber disturbed…resurrected in blood…they brought back the wrong knight…and he is going to make them pay…the eternal knightmare begins…

Wednesday, March 5, 2025

Better than the Rest: Creating Heroes in WFB

Personalizing Heroes: Beyond Special Characters


The Appeal of Customization

In wargaming, part of the joy of creating a narrative and immersive experience is the ability to shape your army’s leaders to reflect your own strategic preferences and creative vision. While special characters like Teclis, Nagash, or Archaon bring iconic flavor to battles, they may not always fit the vision players have for their army. Many players desire the option to create their own unique heroes, with subtle stat tweaks or minor abilities that suit their playstyle. This concept of character customization has been explored in a variety of articles, from Citadel Journal to White Dwarf, and has seen increasing popularity in modern wargaming circles. This article will explore how small, meaningful tweaks to a hero’s stat line can create a more personalized and dynamic gaming experience.