Cities of Sigmar: Crunching the Rules

by Nico

A big welcome to Nico, writing his first rules piece for the site. Nico really knows his stuff and he’s about as unbiased as you can get, because he plays pretty much every army. Today Nico goes deep into the rules interactions you need to know about in Cities of Sigmar. This is an in-depth article so we didn’t copy-paste every rule we discuss, otherwise we’d end up snipping in the whole book; so unless you’ve already got the whole thing memorised, this piece is best read as an accompaniment to your Battletome. There’s some absolute gold in here though, so let’s get into it.


Cities of Sigmar is the deepest Battletome we’ve seen for version 3 AoS. Thankfully, their rules are neither as intricate as Tzeentch, as ambiguous as KO, or as vanilla as the older Stormcast warscrolls. This post delves into the rules, identifying uncertainties and the sources of FAQs. Grab your steel helm and mount your trusty Excelsian warhorse, as there’s a long trek ahead.

Orders

As with Beasts of Chaos or Sylvaneth, Cities have a signature battle trait rather than offering a grab-bag of abilities, like Skaven, or expanded sub-factions, like SBGL.

Broadly speaking, the Orders are clear and well-written. It’s interesting to note the design roads not taken here:

  • You can reveal an order given to a DUARDIN hero to affect HUMAN units.
  • A HERO with an ORDER can affect itself. This brings to mind Leman Russ Tank Commanders that only ever ordered themselves around. This is perhaps most relevant to the Counter-charge order.

Some of the specific orders merit further discussion:

  • Appropriately enough, the timing of Counter-charge is less disruptive than the equivalent Legion of Night ability (which allows a reactive counter-charge after the charge move rather than at the end of the phase).
  • One quirk of Returned Fire is that the CITIES HUMAN UNIT can return fire when a friendly unit of Aetherwings is targeted within 3” of the HERO with the order. The CITIES HUMAN unit can then select any target.
  • Using Strike Them Down at the start of the enemy charge phase is a red flag for your opponent that a Counter-charge may be imminent from an AELF unit. Nevertheless it may be well worth teeing up this combo. You could even use this to bluff, causing the opponent to charge less greedily without actually having to put down a Counter-charge order (or putting the Counter-charge order on the opposite flank).
  • Swift Disengage: One quibble (from old Helon days) is that this order cannot be used to make a normal move if the AELF unit has fought and killed everything within 3”. This would have made it a little closer to Strike and Fade. Sadly, its effectiveness as a hit and run mechanic is limited as a result.

Interestingly, the ability triggers “after the priority roll has been made” rather than the normal wording (“after determining which player will take the first turn”). This merits a day 1 FAQ as there’s no priority roll in the first Battleround in the GHB Battleplans (Stealing the Initiative, page 11 GHB). Credit to Patrick Nevan for spotting that one! There’s also the possibility that this is in fact intended, which would rein in Fusiliers.

Orders: Hidden Information

Order tokens are a rare example of hidden information alongside units like Loonsmasha Fanatics. One concern here is that it will not become apparent that more than three heroes have the same order until much later in the turn. The players could easily miss an error here.

Command Traits

For the HUMANS, Grizzled Veteran is an interesting defensive mechanic (close to the opposite of Doomed Minions). It trumps:

  • Finest Hour if your Griffon is facing off into another HERO MONSTER.
  • Hoarfrost on to wound rolls.

Master of Ballistics looks to be the capstone of an oppressive pyramid of shooting tech. The other building blocks include the Macroscope, Greywater Fastness or Misthavn, Dispatch Spies to block AOD or Inspo, and the SCOURGE PRIVATEERS warscrolls. Not for the last time in this tome, Master of Ballistics borrows Gitz-style enhanced command ability language, smoothly folding the designer’s note into the ability text, while adding a third to the output of 30 Fusiliers.

From the perspective of containing rules complexity, enhancing existing command abilities is preferable to adding new ones. This tome is consistent with recent tomes in culling Warscroll command abilities.

Unparalleled Duellist is perhaps the ultimate Zombie blender as rerolls to hit are vanishing rare (except in this tome, read on). Allying in -1 to hit debuffs might prove profitable if you lean into this tech.

Draconic Blood-pact is one of those command traits that confusingly contradicts the mount rule that would normally prevent a command trait from affecting the attacks of a mount (27.3.1). Fortunately:

  • This is a clear instance of a 1.6 sidebar contradiction (as this specifically and only affects the mount’s attacks and would otherwise do nothing helpful whatsoever), so the ability trumps the core rule.
  • It is arguably “unless noted otherwise” under 27.3.1 anyway.

Unfortunately the ability is so weak as to merit no further attention.

Artefacts

Compared to the previous book, Cities now have a much-reduced repertoire of artefacts to choose from:

  • Brazier of Holy Flame is a rare soft counter to Gargants’ Earth-shaking Roar (2D6 – bravery models flee during the end of the charge phase).
  • Shemtek’s Grimoire is noteworthy (infinite range, no line of sight, minus D3 to casting rolls once per game) in this Kroak/Nagash and Primal season we find ourselves in.
  • Flask of Lethisian Bathwater screams out to be D3+3 for a once per battle heal.
  • The Glimmering is a rare instance of rerolls to hit, wound, or save. While we’re on the topic, this is a good time for a reminder of the need for a FAQ to the Celestial Warbringers ability to confirm that the rerolls are once per phase per unit (not per army).
  • Heavy Metal Ingot is notable in that it ignores negative modifiers, so positive modifiers still apply. This yields a 2+ unrendable DUARDIN. Thankfully, this is a slow foot hero rather than a VLOZD and even a pile in will count as a move to turn off this lightswitch.
  • Shadowshroud Ring did not see the Look out Sir! change coming. This does still help protect against spells and other abilities that require visibility (like Dark Rituals).

Spell Lores

  • Pall of Doom is painful reading for Lumineth players, as their once-treasured Howling Gale is trumped on both casting value and range by a Cities spell. Tzeentch’s Arcane Suggestion is still a sore point.
  • Umbral Hex is unusual in changing the number of dice for a battleshock roll. This could be a candidate for the extra 6” range from the Anklet of Epiphany, coupled with a Kharibdyss to shut off Inspo.
  • Tenebrael Blades is the spiritual successor to Vitriolic Spray, and much improved. It is a change ability affecting the save characteristic. The new FAQ regarding two changes of a characteristic applies here if you’re up against someone with a shield that changes their save characteristic (such as Grave Guard with a shield (non-existent), a Killaboss on foot (a rare breed), or charging Ishlaen Guard). In the Deepkin player’s turn, the Biovoltaic Barrier change would apply first, so Tenebrael Blades would apply second and thus prevail (simultaneous abilities, core rule 1.6.2), leaving the save characteristic as dash (‘-’). Save dash is helpfully defined in 22.2.3, as 7+, so some hope remains for Immortis Guard with a +3 to save modifier, and it’s still worth piling on rend.

Prayer Scriptures

  • Rune of Unfaltering Aim is a nonbo with the Book of Grudges.

Sub-Factions

On the plus side, these rules are clear and lean. They inject narrative flavour. It would be too much to expect parity between all of these (witness Tempest’s Eye’s fall from grace).

  • Hallowheart: This may engage Core Rule 1.6.4 if interpreted broadly to include miscasts (and Primal Miscasts) alongside other triggered effects of abilities. GW have already had to: amend Cult Demagogue to limit it to the first cast to prevent exactly this kind of interaction with miscasts (double 1 succeeding but also being a miscast); and to confirm via FAQs that a Primal Miscast takes precedence over either a regular miscast or over a primal megacast (a 3D6 casting roll of (1, 6, 6) that the player supplements with a Primal Magic Dice of 1).
  • Greywater Fastness: It’s worth emphasizing the difference between using a command ability three times and a single model issuing the same command three times (the Cabbage, or Command Underlings on the Sorceress on Black Dragon). The Master of Ballistics general can still only issue the enhanced AOA once per phase. By contrast, three Fleetmasters could each issue their enhanced AOA command (using the command ability three times) to buff a total of nine Scourgerunner Chariots. Joy!
  • Har Kuron: It will be interesting to see when they remove Broken Realms: Morathi from the list of Pitched Battle Publications in the GHB and thus remove Har Kuron. While some of the rules are plainly out of date, it’s at least arguable that Har Kuron remains semi-legal. The best outcome would be a White Dwarf supplement providing some narrative and a one line sub-faction battle trait for Har Kuron (probably synergising with Daughters of Khaine allies). Pour one out for Anvilguard fans, as that city is dead once this new tome becomes legal.
  • Hammerhal Ghyra: It’s surprising how sparing GW have been with handing out extra reinforced unit slots (Hagg Nar is another example). None left for Skaven it would seem.
  • Living City: Sadly this ability does not feature the extended reach from the board edge that Beasts of Chaos benefit from. There may be some synergy from an on-the-table Cavalier-Marshall improving the charges of Cavaliers coming on from reserve once per game (perhaps with the Arcane Tome and Lauchon for extra spice).
  • Excelsis: The +1 to the Wounds characteristic for MONSTERS is underwhelming (it’s half the benefit of the Despoilers buff, itself a notably weak subfaction while Daemon Princes have their current warscroll). This could be +3 before it starts to move the needle. The additional ability is more interesting for Cavalier spam lists (but competes with Misthavn).
  • Misthavn: It’s worth noting that the ability to move into combat and tag an enemy unit out of phase is stronger at the end of the enemy hero phase (Murderlust) than in your own turn (as here). There’s almost no way to extricate a tagged unit at that point (a cheeky Arcane Bolt perhaps for a tagging unit with 3 wounds remaining).

Grand Strategies

These appear to be clear. Banners Held High is the most interesting of the bunch, but is far from autocomplete.

Battle Tactics

The Battle Tactics are solid and flavoursome. It’s frustrating that Bring Full Arms to Bear and Blackpowder Bombardment further encourage Fusiliers/Scourgerunner Chariots. If the latter was destroying a single unit with an Ironweld Great Cannon or sniping at least one model with a Fusil-Major (you would need to take two to make this more reliable) that would be more interesting.

Warscrolls

Tahlia Vedra

First, what a great miniature! Second, the loss of Warmaster is a little frustrating outside of Hammerhal Aqsha, but far from fatal. Third, it’s worth noting that her Unparalleled Tactician is every battle round, whereas Tactical Acumen on the Marshal on Griffon is once per battle. Fourth, I love the economy of building abilities on top of the existing monstrous rampage and heroic action structures (and how doing so limits stacking automatically). However, Paralysing Venom is frustratingly limited to picking a MONSTER that charged this turn. Notably, that MONSTER could charge another Cities unit and hover 3.1” away from Tahlia before piling in towards her after the window to rampage. 

Fifth and finally, the interpretation of Lead From the Front determines whether she’s worth her 340 points on a 4+ save.

The first sentence removes the normal restriction on a HUMAN unit receiving a Rally command while within 3” of enemy units (Core Rules 7.2) if Tahlia is herself within 3” of any enemy units. The second sentence is the challenge.. It’s an additional effect of the same ability (“In addition”: see the Purple Sun FAQ under the Core Rules FAQ 19.2). However, it also cross-refers back to some or all of the first effect in the earlier sentence (“when it does so”) and does so with striking brevity. The result of that trade is ambiguity.

It could mean 4+ Rally when she issues the Rally command:

  • To HUMAN units while she and they are within 3” of any enemy units.
  • To HUMAN units while she is within 3” of any enemy units.
  • To HUMAN units.
  • In any circumstances.

Given the narrative text (the sight of her in the front lines is what matters); the separation of the ability into two separate effects, the first of which is purely removing a restriction; and that it shouldn’t be harder to rally a unit that is not in combat compared to one that is in combat, the second bullet point is the most likely intended outcome. The fourth bullet is extremely unlikely. The third bullet would justify her points cost, so I’m holding out some hope for that one.

Pontifex Zenestra

While she may be somewhat undercosted, this does not seem to justify an urgent fix (unlike one point that we’re rapidly approaching). Knowing the pain of rolling the 1 for Sneaky Snufflers or King Brodd (even near Mystical), a 3+ roll can be punishing if you were counting on it to see your army through a double turn. Being not within your territory is challenging on many battleplans this season. Perhaps Misthavn to 2D6” move Zenestra to victory on the hands of her crew.

Flagellants

It’s curious that these already have the fix (limit to 3” reach) from the post-errata Deadwalker Zombies warscroll. Flagellants have (slightly) more brain function, so they can pick any enemy unit within 3” of the Flagellants unit (not the slain model) to suffer the mortal wounds, rather than it being limited to the attacking unit (a material benefit offering a way to poke 5 wound heroes).

Freeguild Marshal on Griffon

Piercing Bloodroar is another commendable example of building atop the existing monstrous rampage architecture. Not for the first time, however, the mighty Pick FAQ raises its head. The Pick FAQ reversed the position from version 2 AoS. Abilities involving picking units let the player pick the same unit unless the word “different” appears expressly. This means that you can pick the same unit for both attempts to Roar. This makes it an extremely reliable Roar in many combats where you’re much more worried about debuffing a key unit.

However, you must pick the two units before you roll for the first unit (rather than seeing the outcome of the first attempt, then picking the second unit):

It’s encouraging that this ability works this way, as most MONSTERS are so underwhelming on offence. The Sigmarite Warhammer at least nudges this one above the lowly Chaos Lord on Manticore.

Freeguild Marshal and Relic Envoy

Yet another exciting trip to the heroic action/rampage construction site. Deliver Rousing Speech creates a nice combo with Hammerhal Ghyra. It could be cute in team events for particular battleplans, as 70 models reliably contest as 140.

The Envoy is a miniature, but not a model (sidebar to Core Rule 1.2).

Freeguild Cavalier-Marshal

Another hero, another storey on the heroic action skyscraper. This is so efficient for sneaking in a once per battle restriction and adding narrative spice.

Alchemite Warforger

Runic Crucible is screaming out for a day 1 FAQ. As with the Fyreslayers’ Battlesmith some years ago, save buff auras should not stack with themselves.

The use of the word “expend” also makes one ponder if this ability should be once per battle (again the Fyreslayers’ Spending the Forge ability is once per battle).

Slightly less urgently, Blazing Weapons could be limited to melee weapons to remove the combo for the Fusiliers with reroll hit rolls. The clock is ticking for those seeking to win events by speed-painting 60 of these obviously overpowered models.

Even after one or both of these nerfs, the Warforger is an autotake buffbot (with the option for +1 to cast for 90 points and handing out orders). At least he looks fantastic.

As a footnote, it’s easy to miss the wording requiring the Warforger to take Transmutation of Lead Hoarfrost or Merciless Blizzard.

Battlemage on Celestial Hurricanum

We’ll have to wait to see whether the Hurricanum is actually overpowered or just strong using Storm of Shemtek in both hero phases. If this was a shooting phase ability, that would remove the doubt. However, this looks a lot like a Tzeentch 18” killbox, but without the style. Consider how 3 Hurricana would fare against an army featuring Fusiliers or even Blissbarb Archers, whose greater threat range would usually prevail.

Freeguild Command Corps

The Marshal’s Retinue is probably how all bodyguard rules should be written in future (varying the roll required). Bodyguard rules have spawned numerous rules queries (interactions with wards) and abuses. The ability to split incoming wounds into 2 or 3 separate bodyguard units, then try to heal them each back in the next turn is particularly grim.

The Sawbones is the second ability where the Pick FAQ makes a huge difference, allowing you to heal the same unit 3 times, or heal a Cavalier, then return two more models if you spike the rolls. There’s nothing implausible about a doctor focussing attention on a single unit rather than being forced to split up his attention. This is not radically powerful in the context of OBR and SBGL healing and recursion. This might be the basis of a contesting power or stand-on-circles playstyle that contrasts with Fusilier spam.

Dispatch Spies is surely the reason why Olynder is the Mortarch of Grief. This ability is tablewide, rather than having a short range and measuring to the issuing unit (not the receiving unit). The final sentence thankfully prevents you from trying to disrupt a command twice with two Command Corps (Corpses….Corpuscles?).

Sons of Behemat players can rejoice as Tune of the Corpus (a Corpus in the Corps: surely this has gone too far?) Somni does not halve the number of models who flee from their Earth-shaking Roar rampage, as it’s limited to the battleshock phase.

Steelhelms

Hold the Line attempts to breathe some life into the corpse (sorry!) of Iliatha, which used to have a fascinating ability to relay commands through an army.

A Battle Priest does not have the PRIEST keyword. Perhaps a different choice of terminology could help here. Chaplain perhaps?

Fusiliers

To their credit, GW made sure that the player declares the Resupply Run at the start of your shooting phase, rather than after having seen the hit rolls. There are, however, troubling echoes of Lambent Light. It’s surprising that reroll hits to fish for mortal wounds on long range shooting made it to print. Units like this force TOs to supply obscuring terrain or at least deem terrain to be obscuring and are a nightmare to balance. As with Lumineth Sentinels, there’s no good reason for Fusiliers to be conditional battleline units, which only compounds the problem (as Return Fire is scaling up to 30 models).

Fusil-Major

There may be tales of battles won “with a single, well-placed shot”, but these rarely involve 29 Zombies being removed because one model was sniped out of coherency from 24” away. This is another reminder of how problematic the loathsome split units rule can be (15.2). There’s a real potential gotcha for a casual player here.

This could have been D3+1 mortal wounds on a 6 to hit, ignores Look out Sir!, or both.

Longbeards

Tragically, Longbeards’ I thought Duardin Were Made of Sterner Stuff! ability does reduce the number of models that flee from the Earth-shaking Roar rampage (unlike Tune of the Corporeal Somni, above).

Ironbreakers

Gromril Shieldwall is a rare ability that enhances the effect of an order. While the tome is already complex, it’s a little surprising that there aren’t more of these abilities.

Hammerers

They don’t need command models.

Sorceress on Black Dragon

One downside of Tenebrael Blades affecting the attacking unit, rather than the target unit, is that Bladestorm doesn’t get to cause 9 mortal wounds at 18”.

Sorceress

As a model is within 3” of itself, the Sorceress can still slay herself to make an Incarnate go wild without the risks of casting Rupture.

Black Guard

This warscroll features an exemplary Designer’s Note.

Dreadlord on Black Dragon

Rejoice, we have a new contender for worst shield in the game.

Drakespawn Chariots

There’s a potential for an impressive quantity of mortal wounds followed by a Swift Disengage to line up another charge in the next turn.

Fleetmaster

Query whether Murderous Swashbuckler stacks with Unparalleled Duellist (Core Rules 1.6.4). Even though the triggers are worded differently, an unmodified 1 is also a miss and so this does look “like two or more effects are triggered by the same roll”. So you would punch back 2 mortals rather than 3.

‘At Them, You Curs!’ is the radio mast on the stack of abilities enhancing command abilities, heroic actions, and rampages.

Pitched Battle Profiles

The pitched battle profiles contain a cornucopia of conditional battleline mechanisms (If A is general, B is battleline; for each C, D becomes a battleline unit; if your army contains E, then F is battleline). Subfaction choice does not seem to play a role, however.

Be lucky on the Dawnbringer Crusades!

Credit for cover image and all rules text to GW.

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4 thoughts on “Cities of Sigmar: Crunching the Rules

  1. Update 17 October
    Worth noting that you resolve the Return Fire order after the enemy unit’s attacks are resolved (which is before casualties are removed). This makes a huge difference if you shoot at the Cities unit of Fusiliers that will receive Return Fire. That entire 30 block will get to shoot back even if you’re about to kill 15 of them.

    For reference, slain models are removed after attacks are resolved (Core Rules 14.2 and 13.3.1). See the “Jaws” FAQ for Seraphon regarding Saurus bites.

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  2. Looking at the Crypto Bros standard bearer in the new FEC Battletome against the Tune of the Corpus Somni:

    (1) The standard bearer halves the number of models that flee.
    (2) This is the result of the Battleshock test, so for 40 Ghouls with 30 slain, roll a 6 for Battleshock. Number of models that flee is: 0.5*(30+6-10) = 13 flee. The unit pops.

    (2) Roll a dice for each model that would flee. On a 4+ they don’t flee. 18 Steelhelms slain. Roll a 6, so number of models that flee is: (18+6-6) = 18. This means that all 12 Steelhelms would flee. Roll 12 4+ rolls. Only 6 Steelhelms actually flee.

    This is a big difference from (1) and makes it very hard to pop a unit from Battleshock.

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