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==Why Play Cities of Sigmar== ===Pros=== *If you complained about all the needless separations and divisions of old Empire/Dwarf/Elf models, then this faction fixes all that. *[[AWESOME|Over 30 potential choices for Battleline, including Kharybdiss, Hydras and STEAM TANKS!]] *Low to average to hit rolls but Lots of ways to add +1 to hit. *Many ways to generate CP. *The synergies of the sub-factions can be united. Ever wonder what happens if you take the range power of Free Peoples, surviving skills of Dwarfs and the monsters of the Dark Elves? Now's your chance to find it out! *One of the best ways to make a mixed Order List without needing allies. With additional synergies with Kharadron Overlords, Sylvaneth, Daughters of Khaine, and Stormcast Eternals, you can take some as part of your city. *Battleshock won't be an issue. While the bravery of many units is average or bad, many cities (Hallowheart, Anvilgard/Har Kuron, Hammerhal, and Tempest's Eye) have ways to avoid it with command ability, traits and artefacts. *Plenty of opportunities for conversions and kitbashing. ===Cons=== *Came at the cost of mass squatting, particularly of old [[High Elves (Warhammer Fantasy)|High Elves]] [[Lumineth Realm Lords|(<s>no longer an issue</s> still no more dragons, lions, eagles, and a long etc.)]]. *A lot of remaining factions lost their units, like the Devoted of Sigmar losing Warrior-Priests, Witch Hunters, and the War-Altar. *Locked into City allegiance and their associated realms of Aqshy, Ghyran, or (in one case each) Hysh and Ulgu. Must "Counts As" if your units aren't up to code, and tough luck if you wanted Realm artefacts from elsewhere (MUCH less significant after GHB20 where the Malign Sorcery Artefacts were taken off the menu). *Most models that aren't included in any set box (Start Collecting, battle boxes, ...) can only be bought on the GW online store. That means you won't get the 10%-20% discount on your purchases that many other (online) stores provide. *There are a ton of options that (over 50 warscrolls) for experienced players open up many opportunities, but for new players can seem very daunting. New players will have a hard time getting started with this army. *A lot of units can feel on-paper like repeats compared to their previous iteration (many abilities are now +1 to hit, and some abilities were reappropriated by the cities), only set apart by their synergy with other models. **Freeguild lost their Anti-charge support abilities, as well as their unique allegiance abilities from GHB2019, as [[FAIL|they are currently unable to interact with them due to the change in keywords from "Free Peoples" to "Freeguild"]] **Darkling Coven units can't gain size bonus when near bigger units. **Dispossessed lost anti-magic banners and Relentless, as well as any long-range gunlines beyond the Irondrakes. **Wanderers can't Retreat and shoot or use the board edge for movement. As well as losing their Iconic glade archers, despite recently being given round bases (i.e. they're some of the only models in kits purchasable outside of GW direct orders, but pretty much all of those come with round bases now too).
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