Arcane Journal – Armies of Grand Cathay Review and Battalion Unboxing – Warhammer The Old World

Welcome to the latest Sprues and Brews The Old World review and this time we have something really special. Today you’ll be able to pre-order the brand new Grand Cathay Battalion, Arcane Journal and a whole host of new kits for the brand new Grand Cathay faction!
Cathay has existed within the Old World setting for a long time but this is the first time ever they have been represented in game. Games Workshop have produced an entire new range of miniatures to represent the armies of Grand Cathay alongside some exciting new rules to allowing you to dominate the battlefield and bring enlightenment and order to the Old World!
Sprues and Brews have been sent the brand new Grand Cathay Battalion to unbox and review alongside the new Arcane Journal and in this article – we’ll first take a close look at the contents of the Battalion box itself before diving into the Arcane Journal.
Thank you to Games Workshop for providing Sprues and Brews with a review copy of Grand Cathay Battalion and the new Arcane Journal to review. If you want to support the site why not order all your new Cathay goodies through our affiliate Element Games and save yourself some money too?
Grand Cathay Battalion Unboxing
In addition to our full written write up of the new Battalion and Arcane Journal we have a video which you watch below where we unbox the contents of the Grand Cathay Battalion and also showcase a selection of the miniatures we put together and painted. You can check that our here and then come back with your favourite brew to read the rest of the article.
The Grand Cathay Battalion is a fantastic entry point to collecting your new Cathay army and I think it’s great value to. For £110 you get 30 x Jade Warriors, 10 x Jade Lancers and 2 x artillery pieces which can built as either the Fire Rain Rocket or Cathayan Grand Cannon. This is a great core for any Grand Cathay army and I actually think there is probably some value in picking up two of these boxes to ensure you can fill out all of your Core choices in a 2000 point army – especially as we’re not yet able to purchase individual boxes of the Jade units themselves at this point.
There are no character options provided in the box which is the only downside in my opinion and I would have loved to have seen a Gate Master for example in place of one of the artillery pieces. One nice inclusion in the box however is the excellent Cathay transfer sheet which includes a large number of individual transfers suited to the Jade Warrior and Lancer units included in the box. These are in various colours and design and include a handful of larger transfers that can be used on the standards. The transfer sheet itself has some great labels which offer guidance on where the various designs can be placed (ie. shoulder pad, scabbard and sash etc.) which I found really helpful (I struggle so much with the Horus Heresy transfers…).
As for the models themselves, well let’s start with the Jade Warriors. This infantry unit can be built in two (actually three) ways, either with halberd, sword or sword and shield. There are enough sprues to build three sets of command which means you get a bit of flexibility in terms of how you put together your force. Each Jade Warrior can be built holding their weapon in one of two poses which allows you to create an aesthetically pleasing unit when ranked up unit. There are plenty of additional decorative bits to use on each model which includes flasks and bags and a very nice scabbard which can be modeled with orwithout and enclosed blade. I really like the Jade Officer with their sash and cloak thrown over one shoulder. The models themselves are very detailed and have a very unique, heavily armoured and well equipped aesthetic.
The Jade Lancers are an elite heavy cavalry unit and my first thoughts when putting these models together and painting them was that they were ‘good’ versions of the Chaos Knights. There is not really any options in terms of build here (it’s possible to turn ahead in one direction or another I guess) but this does not detract too much as the end result is a very dynamic and interesting looking unit consisting of very imposing looking models. There are lots of clean, sharp details – be that the layered plate or the lacquered leather armour which made for an enjoyable painting experience, although it was not so straight forward to paint these particular models in sub assemblies.
The artillery piece consists of the main weapon and four crew members, one of which is the Ogre Loader. The Fire Rain Rocket is a very unique looking model with a fantastic stylised dragons head andlots of intricate detail across the entire miniature. The rockets themselves are sculpted with fuses and ties and you can see how the weapon actually ‘works’. The Cathayan Grand Cannon is much simpler looking in it’s silhouette but no less impressive for it – it certainly looks like it can pack a punch in a fight. The crew themselves can be built in a variety of ways to better suit the machine they are crewing. They have a very uniform look across them which is nice to see and really emphasises the professional and disciplined nature of the Cathay forces.
Arcane Journal Armies of Grand Cathay Review
Onto the Arcane Journal itself then. This is an unusual Arcane Journal in that unlike others we have reviewed which contain two new Armies of Infamy, Arcane Journal Armies of Grand Cathay contains only a single army list which can be used to build a standard Grand Cathay army. We already know that a second Arcane Journal for Grand Cathay is on the horizon and I expect we’ll soon see some additional options and potentially new Armies of Infamy for this brand new faction down the line. The book itself is of a similar size to other Arcane Journals and contains rules for the full roster of Grand Cathay units, spell lores and magic items and we’ll take a closet look at all the new rules related stuff below. I don’t want to spoil anything with regards to the background and lore included in the book but suffice to say it was thoroughly enjoyable and gave me a comprehensive understanding of the history of Grand Cathay, it’s people, rulers and their place within the Old World setting.
On to the rules themselves then.
Grand Cathay Special Rules
I want to start by giving an overview of the various special rules for the Grand Cathay army which should help provide a bit of context when we start looking more closely at the various units that make up the Grand Cathay roster. Celestial Forged Armour (X+) is the first such special rule which really is only relevant with regards to Miao Ying herself and any Celestial Dragon Guard units in your army. It works in a similar way to the Dragon Armour of the High Elves, granting a Ward save whilst not impacting the ability of Wizards to cast spells. You’ll notice a ‘magic’ theme runs through most of the Grand Cathay special rules (and more generally across the army as whole). Mastery Of The Elemental Winds is a special rule which each of the Wizard options in the army possess and allows a single Wizard each turn to apply a +1 modifier to a Casting roll provided they are within 6″ of another Wizard with this special rule. In small games it may be difficult to take advantage of this special rule as it may be hard to fit both Miao Ying and a Shugengan Lord into a small army however I can see this ability becoming very useful in larger games.
Will OF The Dragons is a very useful special rule which provides a degree of resilience in the face of any Panic tests your units may have to take when a nearby friendly unit is either destroyed or flees through your unit. This special rule applies to all characters in the army as well as the Jade Warriors and Lancers. Finally The Elemenatal Winds is the primary army wide special rule which represents the Celestial Dragon Emperor’s mastery over the winds of magic and his ability to bend it to his will. Basically each turn one of two sets of buffs will apply to all units which possess the Will of the Dragons special rule. If the Winds of Yang are in ascendance then said units will either benefit from +1 Movement or Initiative bonus in addition to an increased Dispel and Enchantment spell range. If the Winds of Yin are blowing strongest then eligible units will instead be able select from a +1 Weapon Skill or Leadership bonus in addition to benefiting from an increased range of Hex and Magic Missile spells. It’s unfortunate there is no way to manipulate this roll as obviously it would be more beneficial to have a greater degree of control over the timing of such bonuses – I suspect we may see such an option later as the Grand Cathay faction is expanded down the line (looking at you Wu Xing War Compass)
Army Composition
The overall army composition looks pretty standard with 25% of your point allocation given over to Characters, at least 25% on Core, up to 25% and 50% on Special and Rare respectively. There is an option to spend up to 20% on Mercenaries and also 25% on Allies chosen from the following lists : Dwarfen Mountain Holds, Empire of Man, Kingdoms of Bretonnia, Wood Elf Realms and High Elf Realms.
Miao Ying
Well, when it comes to centrepiece miniatures and units you can’t do much better than a shapeshifting spell casting Celestial Dragon! Miao Ying is the favoured daughter of the Celestial Dragon himself, entrusted with the command and defence of the Great Bastian and Northern Cathay. Miao Ying is very unique and special unit, able to transform during the game between Human Form and Dragon Form. Whilst in Human From Miao Ying is a powerful Level 4 Wizard with access to Battle, Elemental and High Magic. She is also able to swap up to two of her generated spells for different spells from either the Lore of Yin, the Lore of Yang or with her own unique The Storm Dragon’s Fury spell. This is a fantastic Magic Missile spell which inflicts 2D3 Strength 5 AP-3 hits with the Flaming Attacks special rule which also forces the target unit to Give Ground. The spell has a high casting value of 10+ but you must consider that Miao Ying can benefit from the Mastery of the Elemental Winds army special rule. She is no slouch in combat whilst in this form either, with a high Weapon Skill, Initiative and Attacks characteristic and a superb melee weapon profile which will see her making 4 Strength 4 SP-2 attacks with the Armour Bane (1), Magical Attacks and Strikes First special rules. She is only Strength and Toughness 4 in this form with just a 5+ Armour Save and 5+ Ward Save (thanks to her Celestial Forged Armour special rule) however she does have a healthy wound pool of 7.
Miao Ying can start the game in either Human or Dragon Form and is able to transform each between forms in their Command sub-phase. Whilst in Human Form Miao Ying can join units but acts as a Character unit with the Behemoth troop type whilst in Dragon Form. When transforming between forms Miao Ying recovers D3 lost wounds and in addition if Miao Ying is reduced to 0 wounds whilst in Dragon Form she will immediately revert to Human Form and recover D3 lost wounds but will be henceforth unable to return to Dragon Form for the rest of the game. When transforming from Human Form to Dragon Form Miao Ying must be placed outside of 1″ and 3″ of friendly and enemy models respectively which means it’s possible for you to escape combats and strategically reposition, although Miao Ying counts as having moved for the purposes of shooting and is unable to declare a charge in the same turn she has transformed.
Whilst in Dragon Form Miao Ying is a terrifyingly powerful melee combatant whilst also retaining the magical capabilities of a Level 2 Wizard. She’ll be making 6 Weapon Skill 8 Strength 7 AP-2 attacks with the Armour Bane (1), Magical Attacks and Strikes First specials rules in addition to her D6 Stomp Attacks. She gains Fly (9), Swiftstride, Terror and a 4+ Armour Save and a Dragon Fire Breath Weapon shooting attack. She is a formidable opponent indeed and worth every penny of her almost 500 point cost.
Miao Ying is not just simply a powerful unit in her own right though, she also brings a number of force multiplier bonuses as well. Her Disdain of the Dragons”special rule makes it much harder for the opponent to successfully issue challenges from within her Command Range whilst her Supreme Matriach of Nan-Gau special rule allows you to upgrade a single unit of Jade Warriors and Jade Lancers to Celestial Dragon Guard, granting them +1 Weapon Skill and the Celestial Forged Armour (6+) special rule. Finally her Wrath Of The Storm special rule grants the Hatred (Warriors of Chaos and Daemonic) special rule to all Jade Warriors and Jade Lancers units in her army.
Shugengan Lords of Celestial Host
The Shugengan Lords are the most capable heroes and warriors within the armies of Grand Cathay and are a great choice to lead your own army either in place of or alongside Miao Ying. There are two versions of the Shugengan Lord to choose from, the Lord or General, both mounted on the Great Spirit Longma. The Lord and General are both Wizards, starting at Level 2 and Level 1 respectively and can be upgraded to Level 4 or Level 2 if so desired. They have access to Battle, Elementalism, Illusion and High Magic but each are also able to select spells from the Lore of Yin and Lore of Yang. The Shugengan Lords are capable melee fighter as well, comparable to Bretonnian Dukes on Hippogryphs. There are very tough units with access to Heavy Armour and benefitting from the Armoured Hide (2) rule in addition to a 5+ Ward Save thanks to the Celestial Forged Armour special rule. The Shugengan Lords themselves come equipped by default with Iron Talons, a decent Strikes First weapon profile however they also have access to the Celestial Blades and Cathayan Lance in addition to the various Magic Items – we’ll cover all these later in the article.
Gate Masters of the Celestial Cities
Gate Masters or Keepers then are your traditional Lord and Hero melee characters comparable to Bretonnian Dukes and Barons albeit with less Attacks and Initiative. They can be deployed on foot or mounted on a Cathayan Warhorse benefiting from Counter Charge, First Charge, Swiftstride and the Cathayan Cataphracts special rule which we’ll look at shortly. They have the Harmony of Stone & Steel special rule which again leans in to the high discipline theme that runs through the army, in this instance allowing their unit to re-roll Leadership tests when attempting to reform after running down a foe, attempting to redirect a charge or making a Restraint test. You can also upgrade a single Gate Keeper to be your Battle Standard Bearer should you wish.
Magistrates of Grand Cathay
Magistrates are a interesting support type character that come in either the Lord Magistrate or Strategist variety. They both have the access to the same equipment options and special rules and it seems to me that that the cheaper Strategist will be the best pick in most scenarios. There unique selling point so to speak is their Grand Strategist special rule which extends a Leadership bonus to all units within Command Range in addition to allowing said units to choose to FallBack in Good Order rather than make a follow up or pursuit move. They can be mounted in a Sky Lantern, the rules of which I’ll cover shortly, and this is an excellent option for them. Firstly it gives them a mobile platform from which they can augment their Grand Strategist ability and in addition they can add their Gunpowder or Dragonfire bombs to the Sky Lantern’s already impressive ranged attacks. Gunpowder Bombs are a 9″ ranged attack with moderate strength and the Armour Bane (1) special rule which inflict D3 hits on the target unit. Dragonfire Bombs have a slightly better profile and inflict slightly more hits on the target unit and both variety of bombs have the Move & Shoot and Quick to Fire special rules.
Jade Warriors

Jade Warriors will form the core of your army, Heavy Infantry with an above average profile with a notable Weapon Skill of 4 and Leadership of 8. This coupled with their Will of the Dragons special rule and the other more general bonuses to Leadership related tests provided by the rest of the army list means you’ll have a reliable anchor for your force that can be counted on to remain in position and hold the lines – they can even be given the Stubborn and Drilled special rule too. They can be equipped with either Hand Weapon (with or without Shields) or Halberds allowing them to fulfill either a defensive or offensive role. Their Defensive Stance special rule further enhances their defensive qualities by allowing them to re-roll Armour Save rolls of 1 provided they have not charged that turn. Jade Warriors also possess the Detachment and Regimental Unit special rules which provides some additional options for the controlling player. I suspect we’ll be able to make better use of these rules once we eventually see crossbow armed Jade Warriors down the line. Jade Warriors then are primarily a defensive focused however you are able to utilise them in a more offensive role should you wish by virtue of the various options such as the 50 point magic standard allowance and of course the Celestial Dragon Guard upgrade if Miao Ying is leading the army.
Jade Lancers

Jade Lancers are a Heavy Cavalry unit but with some interesting special rules which allows you to use them in a some interesting ways. They are a resilient unit with a 3+ Armour Save, Leadership 8 and access to the Stubborn special rule and also Ambushers. On the attack they are each armed with Cathayan Lances allowing them to strike at Strength 5 on the charge at AP-1 with Armourbane (1). But it’s not just on the charge that Jade Lancers are dangerous. The Cathayan Lance also has the Fight in Extra Ranks special rule which combined with their Cathayan Cataphracts special rule which allows them to count as having charged after making a follow up move means that larger – this combined with their Horde special rule means that multi rank units of Jade Lancers continue to be more useful in longer drawn out combatants than you would ordinarily expect from a cavalry unit. Remember also that this unit can be upgraded to Celestial Dragon Guard if Miao Ying is leading the army meaning they’ll benefit from Weapon Skill 5 and be able to go toe to toe with the more elite units in your opponent’s army.
Sky Lanterns
Another centrepiece unit from a miniatures perspective, the Sky Lantern is a Heavy Chariot with the Fly (8) special rule. It is reasonably tough, with a Toughness characteristic of 5, 7 wounds and a 4+ Armour Save and the Unbreakable special rule. They are primarily a ranged weapons platform able to utilise their Feigned Flight and Fire & Flee special rules combined with their mobility, Reserve Move and Scouts special rules to harass the opponent’s army – and they have a lot of ranged weapons with which to do this harassing! The four crew and Commander can be equipped with either Iron Hail Guns or Crane Guns. The Iron Hail Gun has a 12″ range, Strength 3, AP-1 and the Move & Shoot and Multiple Shots (D3) special rule and the added advantage of not suffering any negative modifiers as a result of firing at long range, multiple shots or whilst making a stand and shoot charge reaction. The Crane Gun is a more powerful, longer ranged weapon with the Cumbersome special rule. You can further augment the ranged power of the Sky Lantern by equipping the Crew and Commander with Dragon Fire or Gunpowder bombs as well as adding in Sky Lantern bombs as well should you wish. Sky Lantern Bombs work in similar way to thosd dropped by the Dwarfen Gyrobombers allowing the Sky Lantern to make a “Bombing Run” attack during the Movement phase, rolling on a table to determine how effective the attack has been.
The Sky Lantern has some other tricks up it’s paper balloon shaped sleaves as well! Its Disengage special rule allows it to Fall Back in Good Order upon losing a round of combat, preventing the opposing enemy unit to pursue it. Eye Of The Dragon provides line of sight for those friendly models armed with Bombardment weapons and finally Heavenly Beacon provides yet further Leadership based bonuses to your army, this time allowing all friendly units with 12″ to re-roll failed Panic and Rally tests and a +1/-1 modifier to any Ambusher reserve rolls.
Cathayan Sentinel
This army is jam packed full of centrepiece miniatures it seems. The Cathayan Sentinel is a Behemoth unit with an impressive profile and presence on the battlefield. At first glance you’d expect this unit to fulfill a more defensive role but actually it’s a great attack piece, able to reliable get those key charges off thanks to its “Implacable” special rule which allows you to re-roll a single charge roll during a game. In combat itself the Cathayan Sentinel will attacking at Weapon Skill 5 with its base 3 attacks. It has two weapon profiles to choose from, Sything Blow which strikes at Strength 6 with an AP of -2 and Armour Bane (1) in addition to granting the Extra Attacks (+2D3) (albeit with Strikes Last) or the Deadly Strike which boosts the Strength slightly and adds Killing Blow, Monster Slayer and Multiple Wounds (D3) into the mix! What is really interesting about the Cathayan Sentinel is that you have to select a ‘type’ from a selection of five options (each with its own points cost). Each ‘type’ has its own additional special rules and abilities. The default Terracotta Sentinel simply gains the Regeneration (6+) special rule whereas the Jade Sentinel is able to select and cast a single spell (chosen before deployment) as a Bound Spell at Power Level 3. The Obsidian Sentinel is a great anti-wizard option and gains Magic Resistance (-2) and projects an aura which can disrupt enemy spell casting. The Granite Sentinel gains an additional point of Armour Save and is immune to the attacks with the Multiple Wounds (X) special rule (suffering only a single wound instead). Lastly the Warpstone Sentinel gains the Magical Attacks special rule and inflict a -1 Toughness penalty on enemy units in base contact.
Fire Rain Rocket Battery and Cathayan Grand Cannon
The Fire Rain Rocket Battery and Cathayan Grand Cannon are the two artillery pieces available to the Grand Cathay army. They are pretty standard artillery pieces in terms of profile and special rules with the notable exception that they may be joined by an Ogre Loader who generously hands out Gunpowder Bombs to the other crew members and allows the artillery piece, once per game, to either fire twice in a single Shooting phase or re-roll the Artillery dice. He also grants the unit Stubborn and and a +1 modifier to their Movement characteristic.

Weapons wise you can take either the Fire Rain Rocket or the Cathayan Grand Cannon. The former is a very flexible ranged weapon with two profiles from which you can select when making an attack. The Bastion Rocket profile fires like a Stone Thrower and has a Strength 4(5) and AP -1(-3) and the Multiple Wounds (D6) special rules in addition to Bombardment, Move or Shoot and Cumbersome. The Rocket Battery profile likewise fires as a Stone Thrower with a slightly weaker profile but has gains the Flaming Attacks and “Wailing Spirits” special rules, the latter forcing any unit that suffers a casualty as a result of the attack to take a panic test as if it had taken heavy casualties.
The Cathayan Grand Cannon is a beast of a cannon, with a Strength 10 and AP -3 and the Multiple Wounds (D3+1) special rules in addition to the Armour Bane (3), Cannon Fire, Cumbersome, Move or Shoot and Thunderous Impact special rules. This last rule, Thunderous Impact, is a fantastic control ability which forces any unit within 2D6″ of the impact hit of any shot to suffer a -1 modifier to its Movement characteristic and unable to benefit from the Swiftstride special rule.
These are great artillery pieces in my opinion with lots of utility. The Ogre Loader provides you a bit of redundancy should you fluff your initial attacks and the added bonuses of the Wailing Spirits and Thunderous Impact special rules allow you to cause more problems for your opponent to worry about. They synergise really well with any Sky Lanterns that you may have in your army too.
Armoury of Grand Cathay
This section of the Arcane Journal contains details of some of the generic wargear that appears on the various unit profiles. This includes the Cathayan Lance, Gunpowder and Dragon Fire bombs in addition to the Celestial Blade and Dragon Fire Pistol. The former is a nice Strikes First weapon with a reasonable strength modifier and AP-1 which can be taken by the Gate Masters and Shugengan Lords. The Dragon Fire Pistol is a great little ranged weapon with decent strength, AP and a bunch of special rules such as Quick Shot and Multiple Shots (2).
Empire of Grand Cathay Magic Items
As you’d expect there is a whole host of Magic Items from which you can customise the various characters and units in your army. I will not cover every item here and instead pick out a handful of my favourites. Let’s start with the Jade Blade of the Great Host, a Great Weapon which replaces the Strikes Last and Requires Two Hands special rules for Magical Attacks and Regeneration (5+) – it’s not cheap at 70 points but it’s fantastic value and would make an excellent weapon for Shugengan Lord.
The Crown of Jade is a nice defensive Talisman which bestows upon the bearer a 4+ Ward Save against Magic Missiles, Magical Vortex and Assailment spells – the opportunity to layer so many defensive bonuses onto a character makes for some interesting and quite resilient builds. The Dragon’s Eye Banner further augments your magical defences, allowing a unit to ‘cancel’ a spell that targets it on a roll of 3+. I also like the Banner of the Bastion, a great pick for either the Jade Warriors or indeed Jade Lancers granting them the Shieldwall special rule.
The Maw Shield is a really fun Enchanted Item that affects all enemy Wizards within 18″ of the bearer causing them to miscast any spell cast on a natural double! There are also a couple of nice Arcane Items which grant the Wizard some additional spells which gives you more flexibility and options during a game.
Lore of Yin and Yang
Each Lore contains three spells with Wizards possessing access to the appropriate lore being able to swap one of their spell for a specific spell from the respective lore.
The Lore of Yang contains a Magic Missile spell and two Enchantments each with a fairly high casting value and in some cases different levels of casting value. The Constellation Of The Dragon Magic Missile spell for example can be cast on either a 7+ or 11+ and will inflict additional hits (with an improved profile) at the higher value. Likewise Might of Heaven & Earth can be cast on either 9+ or 12+ and will either affect just the Wizard and their unit or all units within Command Range, increasing their Weapon Skill and Strength characteristics as well as bestowing the Flaming Attacks special rule. The final spell, Great Bastion is a defensive spell that can be cast on a unit (even if engaged in combat), bestowing a 6+ Ward save and inflicting a Dangerous Terrain test on each model in an opposing unit’s front rank should they find themselves in base contact with the target of this spell.
The Lore of Yang is much more offensive in it’s focus, with two Hex and one Assailment spell. These all again have quite high casting values with Ancestral Warriors having two varying levels. On a 7+ this spell targets an enemy unit in engaged with the caster and inflicts 2D3 Strength 2 hits – on a casting roll of 11+ this increases to 2D6 Strength 4 hits with an AP of -1 and the Armour Bane (2) special rule. Accursed Mirror is a wicked spell which causes an enemy unit to suffer a Strength 3 AP -3 hit each time it rolls a to hit roll of 1 in either the Combat or Shooting phase. Likewise Spirits of Wind & Shadow is another powerful spell which inflicts the Random Movement (D6) special rule on an enemy unit.
Summary
It’s an exciting time to be an Old World fan and there is always a lot of excitement when a new faction is introduced, and at such a scale as well. Miniatures wise the new Cathay range is very impressive – some amazingly detailed miniatures with lots of character and distinct aesthetic all of their own. Whilst I would certainly not consider this a complete range by any stretch I think there is enough variety for people to get going with and start to build up a playable and visually interesting force. I think the Grand Cathay Battalion is good value for money and great entry point although the other kits (the Sentinel and Sky Lantern for example) are quite pricey.
Rules wise I think the Grand Cathay army have plenty of variety and some really interesting options. I really like the way the professional and highly disciplined theme runs through the entire army via the various army wide and unit specific rules. There are lots of synergies and combinations which work together to make the army function at a level beyond the sum of it’s parts so to speak. I think perhaps some units might be a bit ‘too’ good (looking at you Sky Lanterns) but we’ll have to see how they fare against the more established factions once people start bring them to the table. I also think any issue in terms of level of power may be a symptom of the more limited unit selection and as we see additional units released over time this situation will improve. I think Cathay will offer players a very unique play style and I look forward to expanding my own fledgling force in the near future.
The Grand Cathay Battalion, Arcane Journal Armies of Grand Cathay and a host of other Cathay units are available to pre-order today, Saturday 21st of June.
Games Workshop provided Sprues & Brews with a free copy of the Battalion and Arcane Journal for review purposes
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