Warcry/Tactics/Cities of Sigmar
Cities of Sigmar
Faction Overview
Released in 2021 book Sentinels of order, cities send a misfit bunch of humans, aelves and duardins come to the Eightpoints to do some covert actions in the name of Sigmar. They’re either the best of the best...or the most expendable of pawns.
Pros
Cons
Abilities Overview
General Abilities
- [Double] Form Shieldwall: Fighters with the Bulwark runemark (AKA Freeguild Guards with sword and shield and Ironbreakers) get +1 Toughness when within 3" from this fighter. (Leader)
- [Double] Forgefire: Pick 1 friendly fighter within 9" of this fighter. Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by that fighter that have a Range characteristic of 3 or less. (leader)
- [Tripple] Variable: (leader)
- [Quad] Variable: (leader)
- [Double] Variable:
- [Double] Pulverising Strike: for the next attack action this fighter gets half the value of this ability added to the damage points for each hit and critical hit.
- [Double] Rapid Redeploy: If within 1" this fighter can make a bonus Disengage action.
- [Tripple] Cavalry Charge: After finishing the next move within 1" of an enemy fighter allocate damage points to it equal to the value of this ability.
- [Triple] Volley of Shots: Add half of the value (rounded up) of the ability dice to the number of attacks of this fighter's next attack action against an enemy fighter that is more than 3" away.
- [Quadruple] Variable.
Hammerhall
- [Triple] For Sigmar and for Hammerhal!: Can be used only by a fighter that already killed an enemy fighter this turn. Fighters within 6" from that fighter get +1 attack to their weapons with range 3 or less. (Leader)
- [Quadruple] Twin-tailed Comet: Do damage to a visible enemy fighter anywhere on the battlefield based on the roll of multiple dice. (Leader)
- [Double] Reclaim for Sigmar: This fighter gets +1 Strength and Attacks to all their weapons with range 3 or less when within 3" from any objective.
- [Quadruple] Righteous Purpose: Both this fighter and another one within 3" get a free attack action with a weapon with range 3 or less.
Hallowheart
- [Triple] Warding Brand : Add half the value of this ability to the Toughness of friendly fighters within 6" of this fighter until the end of the battle round. (Leader)
- [Quadruple] Ignite Weapons: Add 1 attack to Attack actions made by friendly fighters within 6" of this fighter until the end of the battle round. (Leader)
- [Double] Imbue with Eldritch Energy: Decrease the damage and critical damage of of attack actions that target this fighter until the end of this battle round.
- [Quadruple] Arcane Channeling: Gain additional Wild Dice in the next hero phase based on a dice roll.
Anvilgard
- [Triple] Make an Example of the Weak: Pick a friendly fighter close to this fighter. That fighter is then taken down. Then, improve Attacks and Strength of melee attack actions made by friendly fighters in an area around this fighter until the end of the battle round. (Leader)
- [Quadruple] Vitriolic Spray: Do damage to an enemy fighter close to this fighter based on a dice roll. Also decrease the Toughness characteristic of that enemy fighter for the rest of the battle round. (Leader, Mystic runemark)
- [Double] Merciless Raiders: In the first battle round, improve Attacks of melee attacks actions and the Move characteristic of this fighter.
- [Quadruple] Show no Mercy: Make a bonus attack action. If the target of the attack action is wounded, improve the damage of each hit and critical hit of that attack action.
The Living city
- [Triple] Ambush : In the first battle round, improve the Attacks of attack actions by friendly fighters in an area around this fighter until the end of the battle round. (Leader)
- [Quadruple] Lifesurge: Remove damage points based on the roll of multiple dice from a friendly fighter in medium range of this fighter. (Leader, Mystic runemark)
- [Double] Hunters of the Hidden Paths: Improve the Move characteristic of the next move action this fighter makes this activation based on the value of the dice rolled for this ability.
- [Quadruple] Strike and Melt Away: Make a bonus attack action with this fighter. Then make a bonus move or disengage action.
Graywater Fastness
- [Triple] Rune of Unfaltering Aim: Improve the damage of each hit and critical hit of ranged attack actions of friendly fighters in an area around this fighter until the end of the battle round. (Leader, Priest runemark)
- [Quadruple] Descending Ash Cloud: Decrease Attacks of attack actions made by enemy fighters while they are in medium range of this fighter. (Leader, Mystic runemark)
- [Double] Greywater Welcome: In the first battle round, this fighter makes a bonus ranged attack action.
- [Quadruple] Runic Munitions : This fighter makes a bonus ranged attack action. Improve the Strength of that attack action based on the value of the dice rolled for this ability.
The Phoenicium
- [Triple] Blessing of the Ur-Phoenix: Improve the Toughness characteristic of friendly fighters in an area around this fighter until the end of the battle round. (Leader)
- [Quadruple] Golden Mist: Remove damage points based on the value of the dice rolled for this ability to friendly fighters in an area around this fighter. (Leader, Mystic Runemark))
- [Double] Vengeful Revenant: If a friendly fighter has been taken down this battle round, this fighter makes a bonus melee attack action.
- [Quadruple] Witness to Destiny: This fighter makes a bonus attack action. Also, decrease damage from hits and critical hits of attack actions that target this fighter for the rest of the battle round.
Tempest's Eye
- [Triple] Swift as the Wind: Improve the Move characteristic of friendly fighters in an area around this fighter until the end of the battle round. (Leader)
- [Quadruple] Summon Eagle Strike: Do damage to a visible enemy fighter anywhere on the map based on a dice roll. Also decrease that enemy fighter’s Move characteristic for the rest of the battle round. (Leader, Mystic runemark))
- [Double] Outriders of the Realms: Can only be used in the first battle round. The fighter makes a bonus move action based on the value of the dice rolled for the ability.
- [Quadruple] Outmaneuvre the Fore: A number of visible friendly fighters in an area around this fighter can make bonus move or bonus disengage actions.
Fighter's Overview
Leader
Freeguild
- Battlemage
- Stats: Movement 4", Toughness 3, Wounds 22; 175 Pts.
- Rule: Leader, Mystic
- Weapons:
- Ranged - Range 3"-7", Attacks 2, Strength 3, Damage 3/6
- Stave - Range 2", Attacks 3, Strength 3, Damage 1/4
- Fighter Commentary:
- Stats: Movement 4", Toughness 3, Wounds 22; 175 Pts.
- Freeguild General
- Stats: Movement 4", Toughness 4, Wounds 22; 180 Pts.
- Rule: Leader
- Weapons:
- Sword - Range 1", Attacks 4, Strength 4, Damage 2/4
- Fighter Commentary:
- Stats: Movement 4", Toughness 4, Wounds 22; 180 Pts.
- Freeguild Champion
- Stats: Movement 4", Toughness 4, Wounds 20; 175 Pts.
- Rule: Leader, Destroyer
- Weapons:
- Sword - Range 1", Attacks 4, Strength 4, Damage 2/4
- Fighter Commentary:
- Stats: Movement 4", Toughness 4, Wounds 20; 175 Pts.
- Freeguild Sergeant
- Stats: Movement 4", Toughness 3, Wounds 20; 130 Pts.
- Rule: Leader
- Weapons:
- Sword - Range 1", Attacks 3, Strength 4, Damage 2/4
- Fighter Commentary:
- Stats: Movement 4", Toughness 3, Wounds 20; 130 Pts.
- Marksman with Repeater Handgun
- Stats: Movement 4", Toughness 3, Wounds 20; 145 Pts.
- Rule: Leader, Scout
- Weapons:
- Bow - Range 3-12", Attacks 3, Strength 4, Damage 1/3
- Sword - Range 1", Attacks 3, Strenth 3, Damage 1/3
- Fighter Commentary:
- Stats: Movement 4", Toughness 3, Wounds 20; 145 Pts.
- Marksman with Long Rifle
- Stats: Movement 4", Toughness 3, Wounds 20; 200 Pts.
- Rule: Leader
- Weapons:
- Bow - Range 6-20", Attacks 1, Strength 4, Damage 4/10
- Sword - Range 1", Attacks 3, Strength 3, Damage 1/3
- Fighter Commentary:
- Stats: Movement 4", Toughness 3, Wounds 20; 200 Pts.
Dwarven
- Ironbeard with Drakefire Pistol and Cinderblast Bomb
- Stats: Movement 3", Toughness 4, Wounds 22; 175 Pts.
- Rule: Leader
- Weapons:
- Bow - Range 8", Attacks 3, Strength 3, Damage 1/3
- Explosion - Range 3-5", Attacks 2, Strength 4, Damage 2/4
- Fighter Commentary:
- Stats: Movement 3", Toughness 4, Wounds 22; 175 Pts.
- Ironwarden with Grudgehammer Torpedo
- Stats: Movement 3", Toughness 4, Wounds 22; 190 Pts.
- Rule: Leader
- Weapons:
- Bow - Range 3-16", Attacks 2, Strength 5, Damage 2/5
- Punch - Range 1", Attacks 3, Strength 3, Damage 1/3
- Fighter Commentary:
- Stats: Movement 3", Toughness 4, Wounds 22; 190 Pts.
Guard
High Elven
Tree Elven
- Wildwood Warden
- Stats: Movement 5", Toughness 3, Wounds 16; 140 Pts.
- Rule: Leader, Destroyer
- Weapons:
- Axe - Range 1", Attacks 4, Strength 4, Damage 2/4
- Fighter Commentary:
- Stats: Movement 5", Toughness 3, Wounds 16; 140 Pts.
- Captain of the Black Guard
- Stats: Movement 5", Toughness 4, Wounds 20; 170 Pts.
- Rule: Leader
- Weapons:
- Axe - Range 2", Attacks 4, Strength 3, Damage 2/4
- Fighter Commentary:
- Stats: Movement 5", Toughness 4, Wounds 20; 170 Pts.
Fighter
Freeguild
Guard
Dwarven
High Elven
Tree Elven
- Freeguild Guard with Sword and Shield
- Stats: Movement 4", Toughness 4, Wounds 10; 80 Pts.
- Rule: Bulwark
- Weapons:
- Sword - Range 1", Attacks 3, Strength 3, Damage 1/3
- Fighter Commentary:
- Stats: Movement 4", Toughness 4, Wounds 10; 80 Pts.
- Freeguild Greatsword
- Stats: Movement 4", Toughness 4, Wounds 10; 95 Pts.
- Rule: Destroyer
- Weapons:
- Sword - Range 1", Attacks 3, Strength 3, Damage 2/4
- Fighter Commentary:
- Stats: Movement 4", Toughness 4, Wounds 10; 95 Pts.
- Freeguild Guard with Spear
- Stats: Movement 4", Toughness 3, Wounds 10; 65 Pts.
- Rule:
- Weapons:
- Spear - Range 2", Attacks 3, Strength 3, Damage 1/4
- Fighter Commentary:
- Stats: Movement 4", Toughness 3, Wounds 10; 65 Pts.
- Freeguild Crossbowman
- Stats: Movement 4", Toughness 3, Wounds 10; 80 Pts.
- Rule: Scout
- Weapons:
- Bow - Range 3-16", Attacks 2, Strength 3, Damage 1/3
- Sword - Range 1", Attacks 2, Strength 3, Damage 1/2
- Fighter Commentary:
- Stats: Movement 4", Toughness 3, Wounds 10; 80 Pts.
- Freeguild Guard with Halberd
- Stats: Movement 4", Toughness 3, Wounds 10; 75 Pts.
- Rule:
- Weapons:
- Axe - Range 2", Attacks 3, Strength 4, Damage 1/4
- Fighter Commentary:
- Stats: Movement 4", Toughness 3, Wounds 10; 75 Pts.
- Freeguild Handgunner
- Stats: Movement 4", Toughness 3, Wounds 10; 80 Pts.
- Rule: Scout
- Weapons:
- Bow - Range 3-12", Attacks 2, Strength 4, Damage 1/3
- Sword - Range 1", Attacks 2, Strength 3, Damage 1/2
- Fighter Commentary:
- Stats: Movement 4", Toughness 3, Wounds 10; 80 Pts.
- Ironbreaker
- Stats: Movement 3", Toughness 5, Wounds 12; 95 Pts.
- Rule: Bulwark
- Weapons:
- Hammer - Range 1", Attacks 3, Strength 3, Damage 1/3
- Fighter Commentary:
- Stats: Movement 3", Toughness 5, Wounds 12; 95 Pts.
- Irondrake
- Stats: Movement 3", Toughness 4, Wounds 12; 95 Pts.
- Rule: Scout
- Weapons:
- Bow - Range 3-12", Attacks 2, Strength 3, Damage 1/4
- Punch - Range 1", Attacks 2, Strength 3, Damage 1/2
- Fighter Commentary:
- Stats: Movement 3", Toughness 4, Wounds 12; 95 Pts.
- Wildwood Ranger
- Stats: Movement 5", Toughness 3, Wounds 8; 85 Pts.
- Rule: Destroyer
- Weapons:
- Axe - Range 1", Attacks 3, Strength 4, Damage 2/4
- Fighter Commentary:
- Stats: Movement 5", Toughness 3, Wounds 8; 85 Pts.
- Black Guard
- Stats: Movement 5", Toughness 4, Wounds 10; 105 Pts.
- Rule:
- Weapons:
- Axe - Range 2", Attacks 3, Strength 3, Damage 2/4
- Fighter Commentary:
- Stats: Movement 5", Toughness 4, Wounds 10; 105 Pts.
Minions, Thralls, and Allies
General Tactics
Other Helpful Bits
Example Builds
Warcry Tactics | |
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Grand Alliance: Chaos | |
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Grand Alliance: Death | |
Grand Alliance: Destruction | |
Grand Alliance: Order | |
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Monsters & Mercenaries |