Age of Sigmar/Tactics/Order/Cities of Sigmar
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Grand Alliance Order
Cities of Sigmar |
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The Empire is getting back together again!
Why Play Cities of Sigmar
Cities of Sigmar combines many old Order factions, at the expense of squatting many of the units. It includes:
- Aelves: Darkling Covens, Order Serpentis, Phoenix Temple, Scourge Privateers, Shadowblades, Swifthawk Agents, Wanderers
- Humans: Collegiate Arcane, Devoted of Sigmar, Free Peoples
- Others: Dispossessed, Ironweld Arsenal
Whilst completely squatting:
- Aelves: Eldritch Council, Lion Rangers, Order Draconis
Pros
- If you complained about all the needless separations and divisions of old Empire/Dwarf/Elf models, then this faction fixes all that.
- Over 30 potential choices for Battleline, including Kharybdiss, Hydras and STEAM TANKS!
Cons
- Comes at the cost of mass squatting, particularly of old High Elves.
- A lot of remaining factions lost a their units, like the Devoted losing Warrior-Priests, Witch Hunters, and the War-Altar.
- Locked into City allegiance and their associated realms of Aqshy or Ghyran. Must "Counts As" if your units aren't up to code and tough luck if you wanted Realm artifacts from elsewhere.
Rulebooks
Allegiance Abilities
Hammerhal
Battle Traits
Command Traits
Artefacts Of Power
Spell Lore
Anvilgard
Battle Traits
On the Shores of the Searing Sea Anvilgard army must be from Aqshy.
Illicit Dealings When you choose an Anvilgard army, you can choose one of the following: 1 extra ANVILGARDArtefact of Power, 1 additional ANVILGARDDragon/Kharibdyss/War Hydra can have a Drakeblood Curse, or D3 command points
Drakeblood Curses 1 Dragon/Kharibdyss/War Hydra can have a Drakeblood Curse. You can choose one per for each Battalion in your army. No duplicates in the army, and each model can only have one curse.
Command Ability: Make an Example of the Weak Use at the start of your Battleshock Phase. If you do, pick 1 friendly ANVILGARD unit wholly within 12" of an ANVILGARDhero. One model is slain, but ANVILGARDunits wholly within 18" of the targeted unit ignore Battleshock.
Command Traits
1 - Blackfang Crimelord: Pick 2 Illicit Dealings instead of 1.
2 - Slayer of Monsters: +1 to hit and wound rolls if you target a MONSTER.
3 - Secretive Warlock: If the general is a wizard, they know all the spells in the Anvilgard lore. If not, they know one.
Artefacts Of Power
1 - Drakescale Cloak: 5+ FNP
2 - Venomfang Blade: Pick 1 weapon. If the wound roll of the attack is an unmodified 6, it deals D3 mortal wounds in addition to any normal damage.
3 - Asphyxia Censer: At the end of the combat phase, each enemy unit within 3" of the bearer on a 4+ takes D3 mortal wounds.
Drakeblood Curses
1 - Acidic Blood: Roll a dice each time the unit is allocated a wound that wasn't negated. On a 4+, the damaging unit takes 1 mortal wound.
2 - Jutting Bones: After the model makes a charge, pick an enemy unit within 1". On a 2+, target takes D3 mortal wounds.
3 - Felgaze: 12" -2 bravery bubble.
Spell Lore
1 - Sap Strength: CV6. Pick a visible enemy unit within 18". They get -1 to hit until the start of your next hero phase.
2 - Shadow Daggers: CV7. If cast, pick a visible enemy unit within 9". They take D6 mortal wounds.
3 - Vitrioc Spray: CV8. If cast, pick a visible enemy unit within 6". Until the start of your next hero phase, they have a save characteristic of "-".
Tempest's Eye
Battle Traits
Command Traits
Artefacts Of Power
Spell Lore
Hallow Heart
Battle Traits
Command Traits
Artefacts Of Power
Spell Lore
The Living City
Battle Traits
Command Traits
Artefacts Of Power
Spell Lore
Greywater Fastness
Battle Traits
Command Traits
Artefacts Of Power
Spell Lore
The Phoeniccium
Battle Traits
Command Traits
Artefacts Of Power
Spell Lore
Endless Spells
- Any endless spells cast by a CoS unit will immediately count as being empowered by their associated Realm
Warscrolls
Leaders
- Freeguild General
- Freeguild General on Griffon
- Battlemage on Griffon
- Cogsmith
- Warden King
- Runelord
- Sorceress
- Sorceress on Black Dragon
- Dreadlord on Black Dragon
- Assassin: Assassin are Assassins, place them in reserve, and then they jump out of any Cities unit with 1 wound and 5 models. A strong fighter with 6 attacks and deals d3 mortal wounds of they roll a 6 to wound.
Battleline
Universal Battleline
- Freeguild Guard
- Freeguild Handgunners
- Freeguild Crossbowmen
- Bleakswords
- Dreadspears
- Darkshards
- Eternal Guard
- Longbeards
- Ironbreakers
Battleline in ANVILGARD
Battleline in TEMPEST'S EYE
Battleline with SCOURGE PRIVATEER general
Battleline with STEAM TANK HERO general
Battleline with DARKLING COVEN general
Battleline with SHADOWBLADE general
- Dark Riders: Alf Fast Scurmash calvary, 14" Movement, with Repeater crossbows and spears. enemies subtract -1 bravery when 12" of a Rider.
Battleline with FREEGUILD general
Battleline with ORDER SERPENTIS general
- Drakespawn Chariot
- Drakespawn Knights: Your Scaly Aelf M 10" Calvalry with a 3+Sv. Their mounts fight better than horses and lancings rend and Damage increase to 2 when they charge.
Battleline with HUMAN general
- Flagellants: that cheap unit that likes dieing. a Fighting unit with no save but gains more attacks as models die and deal mortal wounds for each model that flees. A good hoard unit to draw missle, make enemy avoid fighting them or just die if your Phenician.
Battleline with PHOENIX TEMPLE general
Battleline with DUARDIN general
Battleline with DISPOSSESSED general
Battleline with WANDERER general
Artillery
Other Units
- Wild Riders: your Fast Aelf Cavalry, with Riders getting 2 spear attacks that deal -2 rend and 2 damage when they charge.
- Battlemage on Griffon (old warscroll)
Battalions
Each city gets one battalion.
- Aetherguard Windrunners: 120 points. 1 TEMPEST'S EYE Freeguild General on Griffon, 3-6 units TEMPEST'S EYE Freeguild Outriders or Pistoliers, 0-2 TEMPEST'S EYE Grundstok Gunhaulers. Units in this battalion can retreat and still shoot and/or charge this turn.
- Charrwind Beasthunters: 120 points. 1 ANVILGARD Black Ark Fleetmaster, 3 units ANVILGARD Black Ark Corsairs, 1-3 ANVILGARD Scourgerunner Chariots, 0-1 ANVILGARD Kharibdyss. +1 to wound rolls when you target a monster.
- Greywater Artillery Company:120 points. 1 GREYWATER FASTNESS Cogsmith, 2-4 GREYWATER FASTNESS Helstorm Rocket Batteries or Helblaster Volley Guns. In the first battle round, during your shooting phase, friendly WAR MACHINES can shoot twice if they're within 6" of a friendly battalion hero and not within 3" of an enemy unit.
- Hammerhalian Lancers: 140 points. 1 HAMMERHAL Freeguild General on Griffon, 3-6 units HAMMERHAL Demigryph Knights. +1 to hit and wound on turns where you charged and are wholly within 18" the Freeguild General in the battalion.
- Phoenix Flight: 130 points. 1-2 PHOENICIUM FROSTHEART PHOENIX, 1-2 PHOENICIUM FLAMESPYRE PHOENIX. Heal 1 wound to each PHOENICIUM unit wholly within 12" ANY unit within this battalion.
- Viridian Pathfinders: 140 points. 1 LIVING CITY Nomad Prince, 3 units LIVING CITY Wildwood Rangers, 0-1 unit LIVING CITY Wild Riders. Add 1 to charge rolls when they set up on the battlefield using the city trait.
- Whitefire Retinue: 140 points. 2-4 HALLOWHEART HERO WIZARDS. +1 to cast and unbinding rolls if they're within 6" of a friendly wizard from this battalion.
Tactics
Allied Armies
Mercenary Companies
- Blacksmoke Battery:
- Greyfyrd:
- Grugg Brothers:
- Gutstuffers:
- Nimyard’s Rough-Riders:
- Order of the Blood-Drenched Rose:
- Rampagers:
- Skroug’s Menagerie:
- Sons of the Lichemaster:
- Tenebrous Court:
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |