Cities of Sigmar rules – New units

The followers of the God-King are receiving a host of reinforcements – see how the new Cities of Sigmar units work on the tabletop.

We’ve seen how the Cities of Sigmar work best as a combined arms force, where you can maximise the number of units under orders. Now they have a lot more units to mix-and-match into their armies, starting with the Gate Gargants.

A pair of city-gargants act as the entrance to the walking fortress that is the Castelite formation. Enemies slam helplessly against their huge bulwark shields as oversized mauls strike back. The Gate Gargants are Aggressive Defenders, allowing nearby units to Retreat and still Shoot or Charge.

Crucially, this means you can Retreat and Shoot with your Cogforts, without the risk of overheating.

Then, when it’s time to launch the counter-attack, the Gargants part and the charge is sounded. Speaking of which, the Sound the Attack battle trait ability lets you change the lowest D6 in your charge roll to match the highest – combined with Open the Gates! you’ll get some reliable, long-distance charges.

While the Freeguild Cavaliers lead the charge, the Freeguild Gallants wait in the wings to drive their enemies back with superior bladecraft.

Anyone foolish enough to attack these knightly champions will run into their weapons of gallantry, which are made even deadlier by the Not One Step Back ability. You have to receive a charge to activate it, but Zenestra has an ability to make a foe Strike-last, and the humble Freeguild Steelhelms can taunt their foes into attacking them instead of a juicier target – both great ways to ensure you pull off the full effect of the Gallant’s ability.

If you prefer a more aggressive approach, the Freeguild Grenadiers are experts in close-quarters combat, armed with blackpowder weapons, deadly polearms and a devastating flame-hurler.

Even enemy elites will want to stay away from the flat 2 Damage grenadier bardiche.

Five Gallants are 130 points, while 10 Grenadiers are 140, making them more expensive than your Steelhelms, but they’re bringing some serious hitting power. Grenadiers even go up to damage 3 when charging out of a Conqueror Cogfort.

They may be armed with meteoric warhammers, but Mallus Forgepriests don’t quite have the same hitting power. Instead, they support your army in a different way. These priests are part blacksmith, part chaplain, and part battlefield exorcist. In the name of Sigmar, they can consecrate key areas of the battlefield, turning them into a haven for other units in your army.*

That means you’ll be able to give Ward (6+) to your Cogforts!

For those that prefer magic to faith, the Cities of Sigmar are getting three new Wizard options. Erasmus Zonn, the Enlightened One is said to have mastered Hyshian magic to such an extent that even aelven mages respect him.

Erasmus supplements his devastating radiant magic with the Lantern of All-Knowledge, a powerful device that can manipulate light to support his allies, blind enemies and empower himself.

Having a range of effects to choose from means you’ll be able to use just the right one at just the right time. Erasmus also has another powerful ability up his impressive sleeves, one where adding 2 to his arcane manipulation rolls will come in incredibly handy – behold his Realmsphere Mastery.

Swapping an enemy Manifestation for a friendly one can instantly change the course of a battle.

You can also choose between death and fire magic with the Amethyst Knellmage and Aqshian Pyrocaster.**

They each have a unique spell – the Knellmage can cast Deathly Candlelight to unsettle an enemy unit so much that they can’t use commands for the rest of the turn. Preventing your enemy from using Redeploy or All-out Defence really sets up your turn for success.

Pyrocasters are not so subtle, relying on magical fire to immolate their foes as they cast Incandescent Incineration. There aren't many abilities that allow a player to 'allocate' damage to enemy units. This is different to inflicted damage, because it bypasses even ward rolls, so the Pyrocaster is the last word in guaranteeing a fiery enemy death, where and when you need it.

The Knellmage clocks in at 110 points and the Pyrocaster is 100 – making them both slightly cheaper than an Alchemite Warforger. All three (and Erasmus Zonn) can take advantage of the Masters of the Arcane battle formation. Just in case we need to spell it out for you, this makes it easier for your wizards to use their unique abilities while under orders.

If swordplay is more your thing than spellplay, Jorvan Kreel is here to expertly slice his way through your enemies with his ranger blades.

While opponents are distracted by his breathtaking skill with a blade, his deadly ash panther sneaks behind them to cause some additional damage.

Kreel is known throughout the Mortal Realms for his Fluid Combat Style. His troops can disengage from combat, allowing you to prepare for a strong counter-attack next turn. This helps when you Form Up!, or if you need to get a valuable unit out of harm's way. You can even use it after charging in, allowing you to perform some almost Tzeentchian shenanigans.

The last new unit the Cities of Sigmar receive is their faction terrain piece – the Dawner’s Triumph. These monuments act as memorials to the bold Freeguilders who have laid down their lives in the name of the God-King.

Surrounded by offerings to the fallen, a Dawner’s Triumph radiates an aura of duty and glory, which inspires nearby troops to fight even harder, especially if it is threatened with desecration. With most of your army wounding on a 4+, Crit (auto-wound) is really handy, and means you don’t just have to rely on your buffs from the Zealous Hordes battle formation.

The new Cities of Sigmar battletome and miniatures (including the titanic Cogfort) are all available for pre-order from Saturday, so get ready to reclaim the Mortal Realms for the forces of Order.

* Veteran Cities of Sigmar generals will recognise that this ability used to be on Steelhelms – maybe some got promoted to priests.

** Who are we kidding? We’re going to have one of each!