Cities of Sigmar – Faction rules

We’ve seen how Cogforts work on the tabletop, now learn how those marching in the shadow of such technological titans operate.

The tenacious and courageous mortal armies of Sigmar bring devastating blackpowder weapons, armoured cavalry, and brave frontline warriors to claim victory in the name of the God-King. The faction rules from their new battletome focus on using discipline and a combined-arms approach to overcome your enemies. But before you march to war, you have to Form Up!

While under orders, your units gain access to a range of extra abilities, representing just how reliable and dependable these stalwart warriors are. For example, Take Aim! with your Freeguild Fusiliers and improve the accuracy of your ranged attacks. 

It’s important to note that Form Up! is not a once-per-turn ability, which means you’ll always need to be thinking about how you can ensure your army is in blocks of three. This becomes harder as the game progresses and your units start getting killed off, so having a plan or some redundancy is key. Keeping your army together and having a few spare heroes to move around works, and clever use of Redeploy and Counter-charge will also help.

Tahlia Vedra and the Freeguild Marshal with Relic Envoy both have abilities to get units under orders, so if the chaos of battle means your line is starting to crumble, you’ll still have opportunities to get your troops back in line.

Many of the Cities of Sigmar warscrolls also have abilities that are in effect while a unit is under orders. After taking aim, the Fusiliers can adopt a Fortified Position, allowing them to use their fusil-cannons at point-blank range.

The shield-slogging comrades mentioned in the Take Aim! ability can be ordered to Hurl Them Back! – punishing the enemy for daring to charge into your Freeguild Gallants. You can get your elite infantry up to three attacks with Rend 2 and Damage 2, which is before you start looking at other combinations, such as Crit (Mortal) from an Alchemite Warforger or Damage 3 against wizards and manifestations thanks to the Ven Densts.

One of the new battle formations lets you double down when you are charged – Throngs of the Faithful means you’ll be adding 1 to your wound rolls too. This opens up some great opportunities to set the perfect trap for your opponent.

If you prefer to go on the attack, why not crack out one of the Treasures of the Cities? Give The Last Blade of Embergard to your Freeguild Cavalier-Marshal* and watch them hack their way through enemy lines. 

You can call on the arcane arts to empower another unit in your army. Cast High Star’s Light on your Freeguild Cavaliers so they follow in the footprints (hoofprints?) of their Marshal and hit home hard with additional attacks.

Your Priests can also recite from the Scriptures of Sigmar. Chant the Reckoning of Sinners prayer and ensure that crucial objectives stay under the control of the followers of the God-King. If you chant loud enough, you may create sufficient fervour to inspire a second unit to cast down non-believers.

The new faction rules open up lots of options for Cities of Sigmar generals, and the key will be ensuring that your units are under orders for as much of the battle as possible to get the best from your disciplined force. The easiest way to do this is to take a variety of units, and you’ll find that well-balanced armies perform best in battle – just as Sigmar intended.

The new Cities of Sigmar battletome is available for pre-order from Saturday, along with a whole host of new units. We’ll be taking a look at what some of them will bring to your army tomorrow, so stay tuned to Warhammer Community.

* Or give one to your Fusil-Major on Warhulk and watch that mace go to six attacks with Rend 4 and Damage 2 – ouch!