Back To The Battle Report -White Dwarf 107

Let us travel back to the year 1988, where White Dwarf is transitioning from a multiple franchise magazine into something more focused and dedicated towards in -house games and minis.

It was a time when Dwarfs were Dwarves, when men were men, Elves were insufferable, and everything was made of danger-lead. Long before slick studio reports or digital maps existed, history was made in White Dwarf #107 (Nov 1988) by a group of sleep deprived teenagers raising money for charity and risking permanent spinal damage.

This was 24 Hours at Carik Mound, the primordial stage of what would evolve into the famous Battle Report. Staged by the Roundabout Youth Club from Mansfield for ITV’s Telethon 88, the event was organized by youth leader Robin Dews, a man who would later become a legendary White Dwarf editor after surviving this initial trial by cardboard.

The non stop, 24 hour game of 3rd Ed WHFB raised over £1,000 and inadvertently proved to Games Workshop that reading about other people's tabletop battles was absolute gold*.

​The article reads less like a modern tactical breakdown and more like a war correspondent’s diary fueled by Fanta, existential dread, and adrenaline. The narrative details a massive Orc horde besieging an Imperial outpost built around an ancient barrow called Carik Mound**.

Kicking off at 7:00 PM on a Friday, the early hours were full of high energy optimism, but by 3:00 AM, the slog of 3rd Edition's notoriously dense mechanics and chart heavy combat rules took their toll, transforming the venue into a psychological experiment. As dawn broke, a sugar rushed Orc breakthrough breached the left flank.

The Imperial defenders, suffering from actual sleep deprivation, began blundering their tactics, with Dews noting players literally slumped over the table clutching tape measures like security blankets***.

By Saturday afternoon, the game ended in a grinding war of attrition, with Imperial heroes holding the steps of the mound against a green tide just as the timer expired.

Populated by grainy photos of teenagers in oversized 80s sweaters and a crude, hand drawn battlefield map, this retro time capsule showed off the versatility of the hobby****, as both a narrative experience alongside a phsyical one.

​*Mostly because it required significantly less effort than writing actual rules, which had to be mathematically verified by Jervis Johnson using a slide rule and a prayer.

​**Historians believe Carik Mound was named after the ancient tradition of placing a terrain piece on the table and yelling "that looks like a mound, Carik, pass the crisps."

​*** This is still the preferred defensive posture for Imperial Guard players today when facing anything with more than three syllables in its army special rules.

​**** And that playing Warhammer for 24 hours straight carries a high probability of hallucinating that your unpainted Orc Warboss is giving you financial advice.

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