Cities of Sigmar rules – New units


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.



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