For some months I’ve been working on my own Fantasy rulebook and setting designed ideally for mass battles.
Over the coming weeks I’ll be using this series to explore the development of the setting, factions, mechanics, and themes behind the game. Some articles will dive into rules and battlefield systems. Others will focus entirely on lore, cultures, or narrative concepts.
One of the biggest issues I have with wargames set either in a historical or fantasy context is communication, or rather the lack of it.
In most wargames, the player acts as an all-seeing intelligence sitting above the battlefield. You can instantly redirect your cavalry on the far flank, halt an advance in the centre and order reserves up all at the same time.
Objectives Shape the Battle
At the start of the battle, players agree on the number and placement of objectives. These objectives should make narrative sense within the battlefield such as a bridge crossing, a crossroads, a hill, a settlement or a woodland pass.
They should represent the key terrain that real commanders would care about. Once placed, each objectice is assigned a number.
The commander may know what should happen, but that doesn’t mean it will.
A test game of Orders & Omens. The red dice on terrain features show the objectives.
Strategic Orders
At the start of each turn, the Marshal may attempt to issue up to three Strategic Orders to their subordinates.
At the beginning of the battle no Brigade begins with any Strategic Orders. Orders must be issued and delivered, and each Strategic Order assigns a Brigade to an objective, this is represented by placing a dice beside the Brigade,. The number on the dice indicates the objective the order applies to. For example a dice showing 3, would mean Objective 3.
Battlefield Messengers
The orders are not delivered instantly, they travel via messengers with each being represented by a miniature. These messengers move 15 inches during the Strategic Order Phase. Only when the messenger reaches the Brigade commander is the order received. Until then the Brigade continues with its current orders.
Those deployment markers you used in the recon phase? They can be used as the messengers in the Battle.
This does mean that the distance matters as a nearby Brigade can receive fresh orders quickly while a distant flank may take a turn or two to respond. That delay is intentional because the communication takes time.
Orders
A Brigade given an Order must capture or hold its assigned objective, to do so the Brigade must be within 6 inches of the objective and have no enemy units within 6 inches. If these conditions are met, the objective is controlled.
The player will then score 2 Victory Points. Brigades can still capture or hold objectives, but without the Strategic Order given by the Marshal, the player will score only 1 Victory Point per turn.
Orders Can Be Lost
Messengers are of course vulnerable, if an enemy unit moves into base contact with a messenger before the message is delivered, that messenger is considered killed or captured and the order is lost.
So fast cavalry can disrupt enemy communications, and a single intercepted messenger may prevent an entire Division from scoring a critical objective.
Command Under Pressure
And this is hopefully one of the mechanics that will make Orders & Omens different. You’ll need to be careful with your messengers and time their delivery to maximise your scoring
Here we go again! A new season has dropped! People are already getting games in with and will be deciding which armies it will suit (or not) the best. I’m going to try and avoid that.
Not because those impressions are worthless (they aren’t). The early reactions can identify real strengths and weaknesses. But they rarely tell the full story.
The real problem with reviewing a General’s Handbook on the week of release week is that we lack data and we don’t know how reliable the future data will be.
That is perhaps especially true for the 2026–27 handbook. Only because it may be harder to evaluate the GHB by win rate alone may be one of the most difficult GHBs yet to evaluate using raw win rate alone.
The introduction of the Rage Mechanic may introduce additional swing, which may require deeper analysis.
So rather than declaring instant winners and losers, I’ll do what I always try to do. First, review the early impressions, and then, once there’s enough GT data, I’ll start plugging in some numbers:
My first reaction after reading the new handbook was straightforward:
See PlasticCraic, I can use GIFs too!
My old brain can’t seem to cope with this level of complexity at first glance.
But this complexity isn’t necessarily a bad thing, as it can create better tactical depth and skill expression. But Age of Sigmar 4th Edition launched in a relatively clean, and what was intended to be a streamlined state. This GHB feels like a step back towards heavier rules overhead.
Players are now going to be asked to track their Fury levels and Rage Dice on top of the usual admin of an Age of Sigmar game and their own army mechanics. That is a lot.
Several players I’ve spoken to described the same experience: after their first read-through, they felt interested but slightly overwhelmed. One comment in particular stuck with me as it echoed my own thoughts: “Maybe I’m getting old, but this feels like a lot to keep track of.”
I think many players will feel the same initially. But, will the extra complexity will be worth it?
Lore and Presentation
It would be bad if I did not mention the presentation of the GHB, because as always GW have done a great job.
The Aqshy setting feels fleshed out and with the locations of Embergard, the Adamantine Chain and others, you have a believable (if that can be applied to fantasy) setting for a campaign with multiple fronts.
For competitive players this may not matter much, but for everyone else the added flavour and world building is always a welcome bonus.
Are we getting hints of the end of the Mortal Realms here before 5th Edition rebuilds the world again?
Aqshian Crusades
The Aqshian Crusades are basically pre-built mission packs for RTTs, GTs and longer running campaigns. They’re curated battleplan sets with some thematic flavour layered on top.
But will TOs uses them? Some will no doubt embrace the pre-built packs initially, while others will continue curating their own.
I’ll be tracking that out of interest through the stats where I can.
Fury and Rage Dice
The headline mechanic of the Aqshy season is Fury and Rage Dice. As the battle progresses, armies generate Rage Dice that can be spent offensively or defensively.
After reading the rules, I’m less worried about pure randomness than I initially was. In practice, Rage is another resource management system. They function as a damage amplifier and a way to protect your troops. Spending the dice aggressively can swing combat, but banking them for reducing future damage may prove equally powerful.
My main concern is over who benefits the most, combat armies already built to dominate in melee will gain more value from Rage than armies that prefer pressure or precision I think. If that is the case then we could see games coming down to midboard fighting which brings us to…
Battleplans – Welcome to the Midboard
The battleplans are always the most important part of the handbook, and it would seem that the early feedback suggests that there’s a shift towards controlling the centre of the board as many objective layouts reward controlling the middle of the table.
An overlooked factor in this GHB may be that several battleplans now directly interact with terrain pieces in ways that previous seasons rarely did.
Previous GHBs had allowed scoring through mobility and objective trading, whereas this GHB could be down to who wins the centre. This could favour armies with tough infantry that are able to create a strong board presence. Armies that prefer precision strikes may struggle a bit more.
But as with every GHB, not all the Battleplans are created equal, some look excellent while some will see very little play at all (Some have already been given nicknames).
Objective heat map across all the battleplans. Thanks to Warhammex
Hidden Under Ash-Clouds, for example, fundamentally alters movement, deployment and visibility, which could create very different win conditions for shooting, magic and melee armies.
The new battle tactics look to be well thought out this season. Previous seasons often included tactics that felt too passive and that you could achieve without thinking too hard.
That may not be the case now as many have said the tactics feel a lot more deliberate and that lists may now need to be written with achieving the tactics you choose in mind. Some tactics may appear to be broadly achievable while others will reward access to specific tools such as ranged damage, magic or movement tricks.
This raises a question though, are the tactics testing player skill or simply rewarding armies that naturally tick more boxes during list building?
This has the potential to be one of the most tactical General’s Handbooks in recent memory. Strong competitive players will likely enjoy the increased decision making and complexity while casual players may find a steep learning curve with the additional bookkeeping.
Our second season of the revamped Woehammer Leagues have ended, and the results are now in.
On top of this, we’re announcing the sign ups to Season three of the leagues. This will take place on TTS and via our Discord server. There are four separate leagues; America (East), America (West), Europe and Pacific. Some of these leagues will be split into at least two divisions. Players will be given five random opponents from their division to play against over the course of two months. Players can play these games in whichever order they wish. The full rules to the league are below.
List submission is to be made directly to me via DM on Discord and must be submitted no later than 3rd July 23:59GMT
You will have until 25th September 23:59GMT to arrange and complete all five of your games.
When signing up, you’ll need to be a member of the Woehammer Discord and then choose a league to take part in on the sign up sheet.
ARMY REQUIREMENTS 2,000 Points. Any rules publications released on or before the list submission date are valid for use in the tournament. Changes to the list will be allowed after the list submission deadline if there is a valid reason such as not specifying a tactic or manifestation lore.
TOURNAMENT RULES
Five opponents will be chosen at random for each player.
This is a five game league, however, there are no ‘Rounds’ and you can play your games in whatever order you wish. Opponents will be listed as Opponent 1 through to 5 for the purposes of assigning battleplans
The Battleplans will be chosen at random on 3rd July once all lists have been submitted. Battleplans will be assigned to Opponents 1 through to 5. E.g. All opponent 1 games may be assigned to ‘Into the Fire’.
Leagues will be split into division of 10 players. Those in upper divisions are placed based on previous performance and placing within past leagues. However, anyone who has previously taken part in the leagues and then missed a season for whatever reason, will need to start in the lowest division of the league they have chosen.
A division may have a minimum of 6 players. Where odd numbers occur divisions will also have a BYE opponent.
Players are ranked by first by the number of wins followed by the number of victory points scored during their games.
Players who do not respond to another player attempting to organise a game will be awarded a loss with 0 victory points if they fail to respond.
Players who are unable to organise a game between them before the end of the season will be awarded a draw. The victory points for this draw will be decided by the average scores in that division for all other players on that battleplan.
Players who concede a game will be assigned a loss and their opponent the victory. Both of these players will have their victory points determined by the average losing score and winning scores for players who have played that battleplan in their division.
KEEPING UP WITH THE LEAGUE
We have a specialised bot on our Discord which allows players to keep up to date with results and opponents lists without the need for BCP.
With the bot, you’ll be able to see your and your opponents lists and fixtures:
If you’re interested in signing up, then please join our discord and sign up to the event here.
We’ve updated the method of calculating the Elo ratings into our Age of Sigmar stats, this includes an attempt to reflect both the tournament strength and the faction strength.
All of the results in this article are taken from Best Coast Pairings, , Ecksen, ChampionshipHub, Milarki, Mini Headquarters, Tabletop Herald and Longshanks. They include GT (Two day events) or GT+ (6 or more rounds) only.
For patrons, you’ll be able to download and play with the database as well (which includes all the lists and stats for all the factions).
As always, if you’re struggling to read a chart, you should be able to right click and then either view or download the image.
Tournaments Included (Using December Battlescroll)
2026 Bugeater AoS GT
2026 South China Spring Champion
A Big Beast Summer
Aetherforce Age of Sigmar GT
Age of Sigmar Grand Tournament
Age of Sigmar GT
Age of Sigmar: NZ Masters 2026
Age of Sigmar: Warhammer Dallas Open
Age of Sigmar: Warhammer Open Maastricht
Age of Sigmar: Warhammer Open UK Games Expo, Birmingham
Akron Brew Brawl – Summer AoS GT
Alberta Classic
AoS Madrid Championship 2026
AOS Onslaught 2026
AoS Worlds 2026 Singles
Atlantic City Open 2026
Baden Bash
Bastion Grand Tournament – Juin
Battle for GreenHollow: Age of Sigmar
Bay Area Open 2026
Black Gate: The Godking’s Gauntlet
Brawla in Valhalla GT
Cabinhammer AoS GT 2026
Catch this Smoke – Marathon GT
Clowns Requiem II 2026 AoS GT Vietnam
ColtonCon
CTC 2026 Age of Sigmar Championship Open
Dala Stompen 5
Dwellers Below GT
Easter Smash!
End Times is (re)coming [AOS]
Exploding Dice AoS GT 2026
Fal-Con 2026: Fly Harder AoS Edition
False Alarm 2026
Fantasia Fanatic XLIX Age of Sigmar
Field of Slaughter 26 GT 1
Foolcon 2026
German Super Major 2026 AoS
Golden Potato Cup 4
Golden Ticket Guarida del Goblin
Gopher Midwest Mayhem Age of Sigmar GT
Grand Clash Skaune IV
Grand Tournoi AOS – Grand Clash 2026
GT AOS SOLO – GHURNADO – Hérault Quest
GT du bout du monde Brest 2026
GT solo AoS Clermont Ferrand
GT Solo AoS Mootland Clan
HawgHammer Age of Sigmar Gt 2026 @ AdventureCon
II High Tide AoS Mallorca
III GT AoS Individual Sevilla
III PUÑO DE SIGMAR
Iron Brawl 2026
K/Qota S9 E12 !!!Ironman!!!
Katago AOS Kollision
Leipzig Major AoS 2026
Łódzka Strefa Starcia II Edycja – Macki Wojny GT (Master)
Ludomaniacs 1v1 Aos
Masakr na Vysočině
Masters of Ghyran 2
May Offensive
Mercia Madness V
Midwest Conquest 2026 Age of Sigmar
Mountain West Classic Grand Tournament ’26 – Age of Sigmar
Nidaros Grand Tournament 2026
Paris GT AOS Golden
PubHammer Open 6
Realms 6: An Age of Sigmar Event
Realms 7: An Age of Sigmar Event
Realms 8: An Age of Sigmar Event
Realms 9: An Age of Sigmar Event
Realmshift Series 2026 – Chapter 1
River City Rumble 2026
Road to Freak Wars 26 – Final IV CN
Rocky Mountain Open 2026
ShireCon Age of Sigmar 2026
Sigmar Summerfest ’26 GT
Sigmar Summit @Warpfire Minis: May 16th-17th
SoPac AoS GT
Southcon: A New Wind
Split Personality – Competitive
Storm of Corruption II
Summer Con Age of Sigmar GT
Swedish Championship GHB 25-26
Sydney Slaughter 2026
Sylvan Skirmish GT 2026
Tax Man Cometh III
Tennessee Elite Open AoS
The April Annihilation
The Big Thaw
The Last Hunt Age of Sigmar Grand Tournament 2026
The Richmond Open
The War Dome AoS
Toast 3ème édition
Tournoi AOS Egide x Lyon War Club pour Octogone!
Trash Clash in the Bluegrass
Trash Panda GT
ValleyCon 2026
Västkust Mästerskapen
VTGT
Warhammer Age of Sigmar: Edmonton Open 2026
Warhammer AoS Thailand Grand Tournament Summer 2026
I’ve added in a colour code to show the rough age of the rules the faction is using.
As always, these are global stats from various sources around the internet. Daughters are currently dominating, but we do have to note that they have an exceptionally high average Elo suggesting that a lot of top players are using them.
Factions by Average Elo
I’ve included this one to show the rankings of factions by their average Elo. As mentioned in the last section, Daughters have the highest average Elo of all the factions currently which goes a long way to contributing to that 62% win rate.
GT Win Rates Over the Last 60 Days
We’ve passed the 60 day mark since the first events of the battlescroll dropped. These win rates would more likely show the effect of players adjusting to the competitive lists of armies as the Battle scroll progresses.
Estimated Win Rates if the Player Skill Levels were Equal
What I’m trying to do here is work out what the win rates would be if the skill levels of all the players were the same (Yes, I realise this is nearly impossible to calculate – But I’m playing around here).
How it works is by calculating the average Elo of all the players that have had matches since the April battlescroll dropped. This worked out as 435.5. I then calculated how much difference there was between a factions average Elo shown in our original win rate graph to this overall average. The difference between these two figures was then turned into a percentage difference over/under the 435.5 elo. I then increased or decreased their win rate by this percentage (But this isn’t as simple as deducting or adding the percentage different to the win rate – you have to work out for instance what 4% may be of say 53% and then apply that. For Example – 10% of 40% is 4%)
Win Rates by Release Date
This is a new one this week, and will be temporary for now until the new GHB is released.
Essentially this shows the win rates for all the battletomes released within certain periods of time (every 6 months since 4th edition release).
This should show whether Battletomes are generally stronger the later they are released into the edition. As we can see they all fall within the 45-55% win area, though the battletomes released in the last 6 months are a little stronger than the other cohorts.
Battle Formation Win Rates
The above shows the win rates for all Battle Formations that been played in 100 GT games or more.
Faction Popularity (Broken Down by Player Elo Rating)
This is perhaps the most interesting chart to me personally. Here you can see the spread of the player skill levels for each faction according to our Elo rating system (updated each week in line with the Age of Sigmar stats).
The dark blue shows the really elite players of 700+ Elo. Interestingly, they don’t seem to give a damn about which faction is performing well in the meta and rely on their own skill (as they should!). Neither to 600-699 rated players. Where we start to see the swell in players possibly chasing the factions with more favourable rules is in players rated less than 600 Elo.
To make it a bit easier to see the effect of higher skilled players, I’ve added the below chart this week which breaks down each factions player base as a percentage.
Elite and Rookie Players by Faction
The blue section shows the percentage of a factions players which have an Elo rating of 500 or greater. While the Orange shows the number of new players to the faction where they have yet to attend a tournament (based on our database history).
The Fabien Chart
Fabien Barbusse is a top player in the AoS scene and a member of the Woehammer Discord who is one of many who points out any mistakes in the charts before we publish them. He stated he felt the most valuable chart would be a version of the one above, which shows the % of 4+ win results in a 5 game event compared to the other results.
% of Players with a Positive GT Result
Ideally you would want 50% of the players having a positive results for a truly balanced game system.
Consecutive Wins
This chart shows firstly the % of players with a negative result from 5 games at GT’s or GT+ in purple for each faction.
Dark blue shows the percentage of players who achieved 5 wins from 5 in the first five rounds of a GT or GT+.
Orange shows the players who achieved four wins from the first four rounds of a GT or GT+ but were unable to achieve the full house and lost their round 5 match.
Green shows the players who achieved three wins from three wins but were unable to win in their fourth round match.
Light blue shows all other players aside from those shown in the first three categories, who were able to achieve a positive result at a GT or GT+ i.e. 3 or more wins.
The above is an aim to show how easy factions are to pilot for players. In this case I’ve narrowed the population down to players with an Elo between 200 and 400. What follows is then the % of those players to win in the first round. This continues, showing what % of players won in round 1 and round 2 in the next column. This continues to show how deep developing players are progressing into tournaments undefeated using that faction.
Bear in mind that although we have no tournament history on record for these players, they may be skilled outside of tournaments before their first recorded instance in the Woehammer database.
Battleplan Win Rates
This one could be useful for TO’s who are looking to run tournaments in the near future. If you’re hoping to curtail a few of the higher powered factions, you could perhaps look to use battleplans where those factions aren’t as dominant.
Past Battlescroll Win Rates
Woehammer Database
To download out Age of Sigmar stats database, click on the button below.
For those of you who are counted among our legendary Patreons, you can view the full stats and download the stats database below which now includes warscroll win rates and lists.
For those who have been following along, this is part of two wider series on Woehammer where I collect the army I longed for in the 90s, the Grudgebringers, inspired by the video games Shadow of the Horned Rat and Dark Omens.
It’s also the first of hopefully many battle reports to come that will follow the Grudgebringers through our clubs escalation campaign.
This battle was the first for Dave and I at 500 points using the Battle March rules. This game would go towards our clubs narrative escalation event, the Kasrabad Campaign.
For the first two months, players fight as many 500 point battles as they can, before selecting their best two results to submit to the ongoing campaign narrative. Once that phase ends, each player adds another 250 points to their force and the campaign escalates further.
Each player commits their faction to one of the three that vie for control of Kasrabad, the Nobles, the Merchants Guld and the Revolutionaries.
The Lists and Faction Introductions
The Grudgebringers
The obligatory family shot
Morgan spat into the mud and adjusted the grip on his reins. “Elves,” he muttered, like the word itself tasted sour.
Across Blackclaw Bay sunlight gleamed off the polished armour as the High Elves advanced with all the pomp and ceremony of nobles attending a feast rather than marching to battle. At their head a tall lord in ornate armour, every inch the arrogant princeling. Morgan snorted.
“Look at that,” he said. “Not a speck of dirt on him. Either he’s never fought a battle in his life, or his servants deserve a pay rise.”
A few of his men chuckled nervously. Corporal Fletcher squinted towards the approaching host. “Think they’re here for Kasrabad, Commander?”
Morgan’s eyes narrowed. “Everyone’s here for Kasrabad. Dwarfs, Orcs, Trolls, Vampires, madmen…” he paused. “Now elves.”
Lt Schepke frowned. “Think they’ll negotiate?” Morgan gave him a flat look. “That depends. Do you think that peacock brought his army halfway across the world to talk?”
Schepke considered this. “No.”
“No, neither do I.”
Morgan drew Grudgebringer, the runeblade humming to life as flames licked along its edge and his men stood a little straighter. “I’ve fought greenskins, beastmen, chaos worshippers and worse. Every one of them thought they were something special.” He turned to his men, his voice rising.
“Know what I learnt?” The grin that crossed his face had no warmth to it. “They all bleed. Hold the line men and let them come to us.” He lifted his sword high. “We’ll part flesh with cold steel.”
=== The Grudgebringers [498 pts] Warhammer: The Old World, Renegade Crowns, Battle March ===
++ Characters [102 pts] ++
Morgan Bernhardt (Renegade Captain) [102 pts] – Hand weapon – Heavy armour – Shield – General – The Wandering Diestro [Feint & Dodge] – Warhorse – Burning Blade – Paymaster’s Coin
++ Core Units [296 pts] ++
5 Grudgebringer Cavalry (Freeblade Knights) [112 pts] – Hand weapons – Great weapons – Heavy armour – Shields – Standard bearer – Musician – Warhorses
10 Grudgebringer Infantry (Sellsword Infantry) [87 pts] – Hand weapons – Heavy armour – Shields – Officer (champion) – Standard bearer – Musician
10 Grudgebringer Crossbows (Sellsword Infantry) [97 pts] – Crossbows – Heavy armour – Officer (champion) – Standard bearer – Musician
— Created with “Old World Builder” [https://old-world-builder.com]
The High Elves
Lord Filanderol could smell Kasrabad even before his keen eyes sighted the foul smoke rising from the city.
He had thought his mission to claim recompense for undelivered goods was beneath him but now he understood the wisdom behind it.
A plea for help, salvation even, had reached him. Written on disgusting filthy parchment, the scratchy writing had said:
‘Betrayal of elf creatures most dire, city Lord highs fallen to chaos things. No safe. We lead, must overthrow bad nobles and nasty merchants. Help-help, come save.’
Filanderol, who is fluent in all of the languages recorded within the White Tower – which of course meant all of them, recognised the thick tongue of the men of the empire.
Kasrabad, or as it should more properly be known, Tor Atora, was a former Elf colony. To have teeming masses of men and their squalid dwellings built on top of, and around the splendour of his ancestors irked him. This colony had been settled by Caledorians. Those brave souls had braved this dismal land with their presence to try and elevate it to something approaching the glory of Ulthuan.
Filanderol could see the opportunity here and the true mission that had been given to him, bring back Tor Atora back into the fold.
He would, with the graciousness typical of his kind, offer the rulers and merchants of Kasrabad the opportunity to surrender. If they declined, then he would impose new leadership to rule the city under the guiding hand of Caledor.
He had set ashore with a small bodyguard, leaving the rest of his forces to begin establishing a camp and unload the equipment needed for the coming campaign. A few miles from the beachhead his Reaver knights reported sighting a human warband.
Hoping for contact with his mysterious correspondent, Filanderol proceeded in the open showing no aggressive intent.
The creatures were organising a ragged battle line, one of their crude black powder war machines squatted ugly at the rear. On the right a unit of Swordsmen stared dully ahead, grunting to each other in their crass tongue. Next to them were a unit of Crossbowmen who fiddled with their weapons, perhaps not understanding which end posed the danger. On the far right was a unit of human cavalry, a laughable imitation of his own Silver Helms. the tortured looking horses a poor relation to the glorious horses of Ulthuan.
They didn’t appear to be worshippers of the Dark Gods but the knowledge of the White Tower spoke to him and he recalled that this was not always in the open and, in any case, what difference was there, truly?
His loyal Herald Maleneth whispered to him ‘Grudgebringers my Lord, a mercenary band of Humans we believe,’
Filanderol’s lips curled with disgust, ‘Grudgebringers’ he mused, ‘In league with the Dwarfs then.”
‘Errr, no my Lord, -‘ Maleneth began ‘Nonsense!’ Filanderol responded, ‘Powder weapons and look, some sort of pathetic bound magical blade.’
‘Bold men of Caledor, we see before us these poorly made creatures. Pawns of the Dark Gods, in league with the stunted creatures of the mountains! They would deny us a homecoming to our ancient colony! Force of arms is all these beasts understand, go forth and give no quarter!’
=== High Elf Realms [498 pts] Warhammer: The Old World, High Elf Realms, Battle March ===
++ Characters [106 pts] ++
Noble [106 pts] – Hand weapon – Sword of Hoeth – Full plate armour – General – On foot – Seed of Rebirth – Warden of Saphery
9 Swordmasters of Hoeth [132 pts] – Swords of Hoeth – Heavy armour – Bladelord
— Created with “Old World Builder” [https://old-world-builder.com]
Deployment
Peter: My plan was fairly simple for this battle, with the objectives only being worth 10 points each per turn, I intend to leave them alone for the first half of the game and plug away with my ranged units to whittle them down (especially the scary Swordmasters) before counter attacking.
With this in mind I deployed my forces quite far back to force Dave an extra round of movement before reaching me.
Dave: High Elves are quite limited (as they should be!) at 500 points. I have a small unit of spears, an even smaller unit of Sword Masters and a yet smaller unit of Reaver Knights.
My General is the Noble Filanderol, a cad and bounder of the higest order, banished from his home for his various minor misdeeds and indiscretions – dalliances with the spouses of various high-ranking houses, ill-treatment (general) of the Lower Orders, burning of Druchii slave barges. The very reasonable defences of ‘I respect their marriages as much as they!’, ‘What do you mean ill-treatment, what’s the point of the Lower Orders then?’ and ‘Burning their captured slaves is simply denying the enemy valuable resources and, in any case, they were from Chrace’.
My plan was to march forward and sieze the objectives, horribly massacring any defenders. My Spears would then hold the left while my swordmasters would push on aggressively and swing across to the centre. The Reaver Knights would push up and pick off a few troops with their bows. They would then charge the exposed flanks of any engaged enemies which my infantry can fix in place.
High Elves Turn 1
The Swordmasters led by Filanderol march towards the furthest objective with the pitiful human line ahead of them still fumbling for their weapons.
The spearmen move forwards onto the northern objective eyeing the Human cavalry warily.
The Reavers move down the Elven right flank with the intention to charge the human infantry in the flank. They let loose with their bows on the fly but with the range still quite far, the Humans have plenty of time to raise their shields.
High Elves 20 v 0 Grudgebringers
Grudgebringers Turn 1
Lt Schepke orders his infantry to wheel and make sure that the oncoming cavalry aren’t able to take them by surprise. Otherwise, the Grudgebringer line holds steady, knowing that they currently have the ranged advantage.
“Fire!” Cpl Fletcher shouts, and the Grudgebringer crossbows let loose with their bolts at the Swordmasters, two of the elite swordsmen fall. A look of shock momentarily passes across Filanderol’s face.
A large blast rolls across the valley as the Grudgebringer Cannon opens fire on the Elf spearmen, though the wet weather the day before causes the cannonball to embed itself in the mud a few yards from their front splattering the Elf ranks with mud but little else.
High Elves 20 v 0 Grudgebringers
High Elves Turn 2
Filanderol and the Swordmasters let out a shout and charge towards the Grudgebringers only for them to struggle through the mud, Filanderol orders them to hold once more and redress their ranks with the intention of closing with the Humans a little more before attempting another charge.
The Reavers ride their horses around towards the Infantry and let fly with their bows once more, with the range closer this time the Humans still manager to raise their shields, but one human falls to the ground with an arrow through his chest.
The spearmen remain where they are, building up the courage to take on the Humans cavalry.
High Elves 40 v 0 Grudgebringers
Grudgebringers Turn 2
Sensing the Elves doubt about taking them on, Morgan orders his cavalry forward towards them.
“Fire!” comes Cpl Fletcher’s familiar call once more, and two more of the Swordmasters fall from the hail of bolts.
The Grudgebringer Cannon lines up the spearmen once more and lets fly. But the cannonball once more beds itself in the mud twenty yards short of the Elves.
High Elves 40 v 0 Grudgebringers
High Elves Turn 3
Filanderol lets out his frustration at the humans and he and the Swordmasters charge towards the infantry. But to the Elves confusion the Humans fall back and away from the Swordmasters.
Seeing the cavalry start their move towards them, the spearmen decide to close the gap with them to stop the cavalry gaining momentum. Meanwhile with the human infantry falling back the Reavers switch their targets and see the human cavalry’s exposed flank. They move behind the Swordmasters hoping to catch the Human cavalry flat footed. The Reavers loose their arrows at the cavalry but with the range at the extreme end for the bows their arrows fall short of their mark.
High Elves 137 v 0 Grudgebringers
Grudgebringers Turn 3
Morgan lets out a yell and the Grudgebringers charge into the Elf spearmen.
The crossbowmen let fly at the Swordmasters once more killing another three of the blade masters. The Swordmasters waiver at the bolts, but a shout from Filanderol gives them courage.
On the right, the spearmen brace for the charge and impale two of the riders as they close. The Grudgebringers do little in response.
High Elves 137 v 0 Grudgebringers
High Elves Turn 4
Filanerdol charges his Swordmasters into the crossbowmen, they loose their bolts again as they charge but with their aim rushed the bolts miss their mark.
Following their Lords example, the Reavers follow suit and charge into the flank of the cavalry. The Reavers make short work of the remaining Human horsemen cutting them all down and leaving Morgan alone who cuts down the spearmen champion before fleeing from the massed Elves.
The Reavers gives chase and the spearmen reform with the intention of taking both objectives.
Filanderol cuts down one of the crossbowmen to the south while the two remaining Swordmasters follow suit, but to Filanderol’s suprise one of his loyal guard falls with a knife embedded in his neck. Filanderol orders his Swordmasters to fall back and the Crossbowmen pursue.
High Elves 249 v 0 Grudgebringers
Grudgebringers Turn 4
Morgan flees off the battlefield.
Cpl Fletcher and his crossbows let loose at the Swordmasters fleeing away from them. Their bolts fell the last Swordmaster while Filanderol takes one to the leg.
The cannon fires at the spearmen closing on the objectives but suffers a misfire. The cannonball is still fired and five of the spearmen are turned to paste by the ball. But the crew have to work hard now to remount the cannon before the enemy can advantage.
High Elves 351 v 142 Grudgebringers
High Elves Turn 5
Filanderol turns towards the crossbowmen with hate in his eyes, readying his sword, but before he can the spearmen charge into the flank of the crossbows killing one and forcing them to fall back.
The Reavers wheel around with the Cannon in their sights.
High Elves 361 v 142 Grudgebringers
Grudgebringers Turn 5
The combat between the spearmen and crossbows continue with another human falling to the spears of the Elves.
With the Elves in control of the battlefield, the Humans decide to withdraw leave Filanderol nursing his wounds, but in control.
High Elves 361 v 142 Grudgebringers
‘My Lord, we had them! Why did you halt the pursuit, we could have cut down their war machine crew and the crossbowmen both!’ the herald raged, almost looking like he wished to strike Filanderol himself! Though, of course, the very thought was ridiculous.
‘My dear boy, you must see the game board entire, not just the pieces moving. We would have pursued straight into a Dark Elf trap, there are doubtless more shades ahead of us. Trust me, Maleneth, I can smell a Dark Elf trap a league away’
Crossbows are good now?
Peter: That was great fun and despite the loss I’m really pleased with how the game went. I think I was right to hold my troops in position for a couple of turns to allow my advantage at range to take a toll.
What I didn’t expect was how well the Crossbows would do against the Swordmasters, killing 7 across three turns of shooting was no mean feat. I chose to flee the Infantry deliberately when they were charged purely so that I could shoot the Swordmasters for another turn. I had little hope that if the Infantry had received the charge that they would have taken out any of the Elves. The gamble paid off there.
What didn’t pay off for me this time was the cavalry or the cannon on the other side of the battlefield. I felt the cavalry could have performed a little better in their combat, but Dave’s march to reduce the charge range on the spears and allow them to hit first was a genius move.
The Cannon just suffered with bad dice rolls, but as mentioned the bad dice rolling here was more than made up for by the crossbows. But three shots and rolling three misfires at different stages of the roll was something else!
All in all it was a good fun game, and Morgan lives to fight again.
Dave: Well! That was a game and a half! My poor Swordmasters got shot to bits and Pete completely flat-footed me and them when he fled off the table from their charge.
I absolutely underestimated the crossbowmen. Having played Empire many times I have never had Crossbows perform for me but I hadn’t considered that they’re often at short range in Battle March and the Swordmasters suffered as a result.
Once they did get the charge they were so few that even with the Filanderol present they couldn’t even beat the Crossbowmen (or Dark Elf Shades in disguise!) and I was lucky not to get run down!
The Spearmen didn’t let me down though and, after a cheeky march up to prevent Pete’s knights from getting the full initiative buff for charging, they held the Empire Knights and their Captain (As Filanderol might say ‘Merkin Grungebonger or some such, I forget’).
They held the knights up enough for my Reavers to charge them in the flank and wipe out what remained of them and made Morgan poop his pants. My spearmen reformed looking to claim both the objectives and sadly this was when Pete’s cannon crew remembered which end the balls came out of and killed five of my spearmen!
With the Empire Captain fled off the table I had succeeded in my secret objective, no doubt to great cries of Huzzah from the Reaver Knights.
I should now have charged the cannon but it was a long charge and it couldn’t fire again….. and I had foolishly forgotten that this was the last turn… so, I moved up for an easy charge in the next, non-existent, turn.
I have to say, Pete had terrible luck with his cannon and a little bit more luck could have seen him win this. Clearly, the crew were simply overcome by the glittering majesty of the high elf forces and the tears in their eyes impaired their shooting. It definitely wasn’t me whispering misfire during his rolling.
This was a really fun game and had some good back and forth. I was surprised by how effective my spearmen were, I thought they might be the weak link. In hindsight I think I should have been even more aggressive but I was a bit nervous about Pete’s heavy cavalry.
I have certainly a lot to think about for my next 250 points in the slowgrow but I’m looking forward to getting some more games in with the list too!
Key Moments
Grudgebringer Crossbows killed 7 Swordmasters across three turns.
Grudgebringer Cannon misfired three times.
High Elf Spearmen held against Morgan’s cavalry.
Reavers successfully flanked and routed the Grudgebringer Cavalry.
Filanderol survived, though wounded and more convinced than ever of Dark Elf treachery.
Peter: RedScroll is one of our awesome Patreons on Woehammer and is regularly wowing us with his minis. When he picked up the Cogfort I essentially begged him to write a guest article about his process, which brings us to this!
Thanks again RedScroll!
Danger lurks in every corner of the Mortal Realms. The malevolent forces of Chaos bring ruin in their wake, Nagash sends his legions of undead to usher in an age of perfect stillness, the warbands of Destruction rampage across the land. How will the mortal Cities of Sigmar stand against such terrible foes?
By building a legion of huge, articulated, walking castles and sticking MASSIVE CANNONS on top of them of course!
The 2023 Cities of Sigmar refresh got me back into Warhammer after a twenty year hiatus. I absolutely adored the aesthetic and the vibe of the new kits. Something about a bunch of normal humans fighting gods and monsters with just steel, grit and gunpowder really speaks to me.
As soon as I saw the Cogforts, I knew I needed one. I’ve been taking part in the Woehammer Woepoints community for a few years as a way to encourage me to get through my backlog and avoid buying piles of plastic I’ll never paint. Pre-ordering anything comes with a hefty penalty, but I managed to cut a deal; If I finished the Cogfort within a month, took some lovely photos and wrote up a project diary, then Peter would give me a couple of bonus points.
And so I invite you to come with me on a journey, as I turn a pile of grey plastic into the mighty Steel Valliant.
How to build a moving castle
I had an absolute blast building this. It easily ranks as one of my all-time favorite Games Workshop kits. It has so many bits! It’s so customisable! THE CANNON SECTION ROTATES, IT HAS A RETRACTABLE DRAWBRIDE! Incredible. I’m a sucker for miniatures with articulation and this kit has so much of it.
I elected to do the entire thing in sub assemblies. About 32 different sub assemblies if you count all the tiny accoutrements like the stove, assorted hammers and oil bottles, etc. Doing it this way meant the painting process took a bit longer, but it let me get into all the nooks and crannies and it ended up being far less frustrating than it could’ve been had I tried to manhandle the entire thing throughout the paint job. I also got a little dopamine hit whenever I glued a finished piece onto the main body.
The entire thing was base coated with Pro Acryl Dark Neutral Grey primer via an airbrush and safely stored in my Cities of Ash box, while the Cities of Ash miniatures sit on my painting shelf, unpainted, judging me.
Bottoms up
I started by painting up the feet. I figured I’d get the feet done, then handle the wooden underside of the body before gluing them on. This let me get to all the fiddly bits behind the feet without losing my mind and it also allowed me to liberally drybrush almost all of the underside without worrying about neatness.
The wood was painted with Steel Legion Drab followed by a 50/50 Wildwood + Contrast Medium mix with a bit of extra Wildwood in the deepest recesses. I then drybrushed the wood with Steel Legion Drab followed by a very light drybrush of Zandri Dust to finish. I repeated this recipe for almost all of the non-yellow wood on the model.
The darker metal was painted with Iron Warriors followed by a wash of Black Legion mixed with a bit of Lahmian Medium. The chains were painted with Iron Warriors followed by a Rattling Grime wash. All of the metal pieces were drybrushed back up with Iron Warriors mixed with a little Vallejo silver. I then selectively highlighted some of the more angular parts with Vallejo Aluminium.
I repeated this process on the underside of the fort, ensuring that I painted all of the wooden and metal bits, even the bits that nobody will ever see (all glory to the Society of Hidden Paint).
Getting stoned
I wanted to get the stone painted before attaching the feet. Mostly so I could go crazy with the drybrush and not worry about the mess. I did make the mistake of painting the wooden door and metal portcullis before starting on the stone. Don’t do this… That was a very silly idea and I obviously had to repaint them afterwards.
Hot tip: If you want to manipulate your Cogfort while painting but you don’t want to get your grubby mitts all over your lovely paintwork, you can just jam your hand in the hollow middle and use it as a painting handle.
I base coated the stone using Vallejo Gorgon Brown, followed by a heavy drybrush of XV-88. This gives the stone a bit more depth after you’ve built up the classic grey stone layers.
Speaking of classic grey stone: Once the base layers were dry, I broke out my biggest drybrush and liberally drybrushed every bit of stone I could find. Starting with Vallejo Charcoal and mixing in Vallejo Stonewall Grey in stages until I was satisfied with the overall tone. I then finished with a very light Vallejo Deck Tan highlight. Once that was all dry, I glued the feet in place and lamented the fact that I was going to have to repaint all of the bits I stupidly painted before drybrushing the stone.
Hot tip: if you forget which foot is which before gluing them on, Foot #7 has a tiny notch on the ankle ball. The others are easily identifiable based on the height of the horizontal section or the tactical rock.
Painting details, fixing mistakes
With the legs glued on, I superglued the entire thing to the base so I could manipulate the model without ruining the paintwork. Then I fixed any drybrush overspill and repainted the door and portcullis.
All of the iron metal details used the same recipe: Iron Warriors with a Black Templar contrast wash, followed by some selective highlights using a mix of Iron Warriors and Silver. The bronze details were base coasted in Runelord Brass, followed by a wash of Agrax Earthshade + Lahmian medium, then highlighted with a Runelord Brass + Silver mix.
The hatchments got a base layer of Vallejo German Camo Beige, followed by a few coats of Vallejo Deck Tan. Ready for transfers once everything else was finished.
And it was (partially) yellow
Next up, I painted all of the yellow wood. The rest of my Cities are painted in the Greywater Fastness scheme, but I don’t like the vivid yellow wood that Eavy Metal used. I prefer a slightly more natural, desaturated look.
All of the yellow wood pieces were painted with a base of Vallejo Japanese Uniform, followed by an Agrax Earthshad + Lahmian Medium wash. I use the medium here to knock back the innate glossiness you sometimes get with GW washes, leaving a nice matte finish. The yellow wood was then highlighted with Japanese Uniform, followed by a gradual mix of Japanese Uniform and Vallejo Ice Yellow for the highest of highlights.
The metal on the side shields followed the same recipe as the other grey metal parts, but with a heavier coat of Black Legion to darken it further.
I also took a bit of time here to add some weathering, grime and moss to the stonework and I dusted some pigment on the feet. This helped break up the grey and added a bit of visual interest to the model.
Platforming
Once the main body was complete, I moved onto all of the platforms at the back. This is where building the entire thing in sub assemblies really paid off. I could easily paint each platform before gluing it into place without having to worry about being super neat and tidy.
I repeated the wood, stone and metal recipes for each of the platforms, including the machine gun nest at the front.
I used a few different metal colours for the Emberstone engine and paid a bit of extra attention to the pressure gauge. You can’t see it at a distance, but it’s the kind of detail I appreciate and enjoy seeing when you take a closer look. The Captain’s compass also got a bit of extra detail.
For the yellow on the captain’s lookout I tried out a pink basecoat with Ironjaws Yellow contrast over the top, then highlighted with Vallejo Gold Yellow and Vallejo Moon Yellow. I’d heard about using pink as a base for yellow, but I never had the motivation to actually bother with it before this project. I’m never looking back. Hot pink basecoats are going to be a key step in every bit of yellow I paint from now on.
I was a bit worried that the platforms either wouldn’t stick due to the paint, or that the glue would ruin the stonework. The machine gun nest and captain’s platform didn’t have nice little tabs like the others. But careful application and steady(ish) hands won the day.
After painting and attaching the platforms, I spent some time finishing off a few details like the lanterns and any tiny metal hooks or bits that I’d missed previously. With that, the main body was done. I was starting to see the fort come together.
Heavy artillery
With the body and the platforms done, it was time to move onto the rotating cannon topper.
I followed the recipes I’d used throughout for the wood and metal, starting by getting base colours down and then moving onto washing and highlighting.
I did get a bit frustrated with all of the endless sub assemblies at this point. The cannon platform had at least 8 separate pieces to paint and glue on before I could consider it finished, and that didn’t even include the roof! It was worth it in the end though.
Hot Tip: The cannon platform comes with a built-in painting handle. The recessed part is always going to be hidden inside the fort, so you don’t have to worry about rubbing paint off of it!
For the rope on the cannon and the engine basket, I used a basecoat of Vallejo German Camo Beige, followed by a Skeleton Horde wash and a Deck Tan highlight.
After getting the larger parts of the turret platform washed and highlighted, I turned my eye to all of the tiny details. I painted up all of the cannon ball holders and the stone separately before gluing them in place. I also decided to paint the inside of the tiny stove. I’ll never open the stove door, but we’ll all know those glowing coals are there.
If you like it then you should’ve put a roof on it
With the canon completed, it looked like I was getting close to the finish line. I wasn’t, I still had a roof to paint, and the crew to paint, and a base to paint… But we persevere.
For the roof, I started with a base coat of Vallejo Abyssal Turquoise before applying a heavy drybrush of Iron Warriors. My intention was to create a bit of a patina effect, as though the roof had been exposed to the elements over a long campaign. I definitely went too heavy with the drybrushing and the turquoise isn’t that visible. But you live and learn. I then gave the roof a liberal wash with Rattling Grime contrast, before a few highlight passes with Iron Warriors and a small amount of silver.
All of the windows are on hinges and do not need to be glued in place. I left them all unglued so I could open and close them whenever I wanted. This ended up being a bit of a pain in the ass during painting – They fell off A LOT. But I think it was worth it in the end.
Once the top of the roof was finished, I moved onto the inside and the details around the edges. The inside got a single coat of Steel Legion Drab and a Wyldwood Wash. I didn’t take too much time here, I just wanted to make sure you didn’t see any grey if you peeked inside.
The Crew
I was almost there. The only things left to paint now were the Crew. All 6 of them.
I started by batch painting the yellow on each crew member. I wanted the yellow cloth to really pop against the more muted tones of the rest of the fort. I started with a pink basecoat, before building up the yellows. I started with Vallejo Gold Yellow as the base, followed by Sun Yellow for the midtones and Moon Yellow for the highlights, with a tiny bit of Ice Yellow for the occasional spot highlight.
The black cloth was a Vallejo Black base followed by successive highlights of Charcoal mixed with Stonewall Grey. The dark leather is a base of Rhinox Hide, with scratchy highlights of Steel Legion Drab and Zandri Dust, followed by a subtle Rhinox Hide + Lahmian Medium glaze. The lighter leather of the shoes and the engineer’s apron followed the same process, but had a base coat and glaze of Mournfang Brown instead.
Finishing touches
With the crew finished, I moved onto transfers and final touches. At this point, I took the fort off the base so I could texture and paint the base without getting mud on the legs or underside.
The transfers went on like a dream. I don’t know if Games Workshop has changed their transfer printing method or if I’ve just got better at it, but I had absolutely no problems getting everything into place. Anywhere that needed a transfer got a thin coat of matte varnish. Once the varnish was thoroughly dry, I broke out the Micro Set and Micro Sol and got to work.
Now I just needed to make a base! I cannot stand making bases. I don’t know what it is, but I find basing to be incredibly tedious. So, the base for this Comfort was a liberal application of Stirland Mud, a thorough wash of Agrax Earthshade and a few drybrush passes with Vallejo Earth and English Uniform. Once that was all dry, I slapped a bunch of PVA on the base and sprinkled flock all over it before gluing the fort back on.
The Steel Valiant Rides
And that’s it! After 25+ hours of work, several wet palette refreshes, one spilled pot of Wyldwood and one slightly ruined paint brush later, I had a fully painted Cogfort.
This is easily the largest, most detailed miniature I’ve ever painted and I absolutely loved it. So much so that I’m tempted to buy another. It’s detailed but not tedious, it’s absolutely ridiculous but somehow believable as a war machine. It looks incredible as a centerpiece for a Cities army and I can’t wait to blow it up by getting too cocky with the Full Power! ability.
I hadn’t painted anything since February due to various life events, but painting my Cogfort has absolutely brought the passion back. I will finish City of Ash before the end of the month! I promise.
Paints used
Games Workshop Iron Warriors Steel Legion Drab Zandri Dust Rhinox Hide Mournfang Brown Bugman Glow Wildwood Black Templar Rattling Grime Ironjawz Yellow Gulliman Flesh Skeleton Horde Agrax Earthshade Lamian Medium Contrast Medium Stirland Mud
Vallejo Deck Tan English Uniform German Camo Beige Japanese Uniform Moon Yellow Sun Yellow Gold Yellow Ice Yellow Pale Flesh Athena Skin Charred Brown Abyssal Turquoise Black Charcoal Stonewall Grey Dead White Earth Steel Aluminium
Equipment Used Artis Opus Series S Brushes Windsor and Newton Foundation large brushes Redgrass Games wet palette Harder & Steenbeck: Infinity airbrush
For some months I’ve been working on my own Fantasy rulebook and setting designed ideally for mass battles.
Over the coming weeks I’ll be using this series to explore the development of the setting, factions, mechanics, and themes behind the game. Some articles will dive into rules and battlefield systems. Others will focus entirely on lore, cultures, or narrative concepts.
Orders & Omens: Why Fantasy Battles Feel Too Perfect
Orders & Omens: The Elves
I’ve spoken before of uncertainty in battles, and how I want Orders & Omens to feel less like a perfect game of information and more like confusion of commanding an actual army.
Talking about it one thing, but recreating it on the tabletop without frustrating players is another.
One of the first mechanics I developed to support this was reconnaissance. Because before armies meet and before the commanders commit their forces there if another struggle that takes place.
Trying to gain the best ground for the battle ahead.
Reconnaissance
In many wargames deployment feels predetermined. You know roughly where the two armies will be and the battlefield is usually divided equally before the game.
But historically would try and out position each other to gain the best ground before a battle. Scouts would survey the terrain and count enemy numbers. Commanders attempted to move onto favourable ground or try and hide their true numbers.
I wanted some of that to exist within Orders & Omens. So instead of immediately deploying both armies, the players will first enter a Reconnaissance Phase.
At this point the battlefield remains empty, with no battle lines and no idea what or where your enemy will deploy.
The Recon Markers
Each army brings a number of Reconnaissance Markers representing scouting forces moving ahead of the main army.
These are physical models on the battlefield. In the examples below I’ve been using Wolf Riders for Orcs, and Ram Riders for the Stone-Kin.
These scouts are not there for decoration, they will decide where your army can eventually deploy.
Players will alternate moving recon markers around the battlefield, each trying to gain positional advantage before the armies arrive.
This then asks players what they value on the battlefield. Do they need to control a certain hill or forest? Should they push for space on a flank?
Locking Recon
As reconnaissance forces move across the battlefield, opposing scouts may encounter their opposing numbers. When enemy recon markers come too close they become locked in position.
Once all the scouts are locked, the deployment areas are determined. The battlefield begins to emerge naturally through this process, and it’s something I really enjoyed doing during testing.
Sometimes one side may dominate a flank, sometimes a key terrain piece may fall within a deployment zone. Because the players are influencing deployment through decisions rather than fixed maps, battles will rarely begin the same way twice.
Deployment Zones
Once reconnaissance end, the deployment zones are determined based on where those recon markers ultimately were locked.
Instead of having to open a rule book and reading, “deploy 12 inches from the board edge”, the players instead create their own battlefield.
Armies begin battles in positions they have earned through movement and scouting, and most importantly, the deployment is not symmetrical.
Hidden Deployments
Once deployment zones are established, the armies deploy using facedown regiment markers. They’ll also be a three dummy markers thrown in each army so that you can try and bluff your opponent.
Players know roughly where the enemy forces are, but not necessarily what they are. Is the group of units on the left flank elite warriors, cavalry or something to mislead you?
This creates moments of hesitation that I found missing in many other games. You stop reacting to certainty and instead begin making decisions based on incomplete information, which to me, feels closer to actual command of an army.
Next Week
We’ll explore strategic orders, battlefield messengers and why you can’t control everything at once.
For those who have followed along, you’ll have seen now there’s a fair few units completed. I also have some others planned, such as Carlsson’s Guard and Ragnar’s Wolves. But I thought I should perhaps use this week to post what the army looks like so far.
I’m pleased with what I have so far and it feels great finally having an army I always dreamed of as a kid.
So the list so far, looks something like:
=== Grudgebringer Mercenary Army [1232 pts] Warhammer: The Old World, Renegade Crowns, Grand Melee + Combined Arms
++ Characters [377 pts] ++
Morgan Bernhardt (Renegade Prince) [177 pts] – Hand weapon – Heavy armour – Shield – General – The Wandering Diestro [Feint & Dodge] – Warhorse – Burning Blade – Ruby Ring of Ruin – Paymaster’s Coin
Allor (Outcast Wizard) [105 pts] – Hand weapon – Wizard [Level 2 Wizard] – The Noble Outlaw [“Hold the Line!” + Scouts] – On foot – Battle Magic
Marius Uberstrom (Outcast Wizard) [95 pts] – Hand weapon – Wizard [Level 2 Wizard] – The Wandering Diestro [Feint & Dodge] – On foot – Illusion
++ Core Units [755 pts] ++
20 Grudgebringer Infantry (Veteran Sellswords) [197 pts] – Hand weapons – Heavy armour – Shields – Drilled – Veteran Officer (champion) – Standard bearer – Musician
Three years ago I played around with adapting famous films into 40k setting. One of my favourites was Fightin’ Wiv Orks
In the distant future, on a war-torn planet, Imperial Guard Lieutenant John Dunbar finds himself stationed at a remote outpost near Ork territory. Frustrated with the monotonous and isolated life, Dunbar ventures out into the dangerous Ork-infested wilderness to seek adventure. During his exploration, Dunbar encounters a roaming band of Orks. Initially, they view him […]
Battletome reviews are great, but they all have the same problem, they age badly.
A battletome can look oppressive on its release week, only to collapse once players learn the counters. Equally, some armies begin slowly before elite players unlock their real power. That’s why this is a living battletome review.
We’ll start with initial impressions based on early player feedback and our own historical data. Then, once we have enough GT data for the new battletome, we’ll update the review with the hard numbers which will include win rate, Elo-adjusted performance, representation, list diversity and warscroll stats.
Historical Context – How did Index Cities perform?
Before we jump into evaluating the new battletome, it helps to understand where Cities stood before it dropped. Using our data from the index for the battlescroll in which the battletome was released:
Games:
294
Win Rate:
44%
Average Elo:
427.5
Median Elo:
408.4
A 44% win rate placed the Cities index firmly in the lower half of the meta in May 2026. However, the player base itself was quite strong, with an average Elo more than 25 points above the baseline.
When a faction attracts strong players yet still struggles to win, it can indicate an underlying faction weakness rather than pilot weakness. So Cities had decent players but only mediocre tools for them to use.
This new battletome may have changed that.
Release Week Thoughts
The consensus from the Cities players that we’ve spoken to is that this may no longer be a traditional combined arms faction. The battletome appears to be built around the concept of a mobile castle (literally in some cases).
Cities wants to stay relatively compact, layer their buffs, support abilities, orders and spells onto a coordinated group. Rather than spreading across the whole table early, successful players seem to prefer controlling key lanes and forcing their opponents into awkward engagements.
Once the enemy commits, Cities punishes them through a combination of strong shooting pressure and defensive buffs. In many ways, Cities feels like a tempo-control army disguised as a combined-arms army. This may prove to be its greatest strength.
Standout Units
There is almost universal agreement on several standout units.
Freeguild Cavaliers
Freeguild Cavaliers by Loxmaster
Freeguild Cavaliers came up repeatedly in discussion and some described them as auto-include. They appear to be extremely well costed and too efficient for their value. But, this also aligns with the index data we have on them. Under the Index rules, Cavaliers were already posting excellent numbers:
Under the Index rules, Cavaliers posted a 57% win rate when included, which was 13 percentage points above the faction baseline. That was a huge statistical lift, and the early impressions suggest they may be even stronger with the new rules. We could see the Cavaliers forming the backbone of many competitive lists.
At 150 points, several players have said they may be undercosted.
Freeguild Steelhelms
Freeguild Steelhelms by Loxmaster
These may quietly be one of the most important units in the new battletome. They provide board control, screening and decent synergy with orders and support heroes.
Again, some players called them out as auto-includes. One player went as far as calling their points cost at 90 “a war crime“, which, while not an official balance metric, is usually strong evidence something is efficient.
Alchemite Warforger
The Warforger was another unit that kept cropping up in discussions as a key support piece.
Support heroes often determine whether synergy heavy armies become either good or genuinely oppressive. Cities increasingly looks like a faction where buff heroes are doing enormous work.
Tahlia Vedra
Tahlia appears to have undergone a transformation. Under the previous rules she was an iconic model that felt difficult to justify in competitive lists.
Now it may be the case that players are building lists around her, which is great news for internal balance. Large centrepiece models should feel impactful, and early signs suggest Tahlia finally does.
Cannons and Cogforts
Cogfort by Rose of Winter
Players highlighted cannon builds and Cogfort interactions as extremely powerful. One comment I saw stood out: “It puts people on a hard timer.“
Units that create meaningful ranged pressure force opponents to engage earlier than they might want. If Cities turns out to be a strong counter-punch army then that creates problems. Cogfort based builds may prove to be frustrating to play into.
Weak Units?
Players struggled to identify any truly bad warscrolls and that is a good sign as this suggests that the internal balance of the book may no longer be an issue.
Weak units may be the Command Corps and some of the new wizard options. But the common one that did come up was directed at Arcane Manipulation as multiple players felt the support dedicated to this mechanic was too narrow or too weak relative to what they had to put in.
But there was not much talk of completely unplayable units and for a battletome release that is unusual.
List Variety
At first glance, Cities don’t appear to have been railroaded down one specific build, and in fact there do seem to be three or four viable builds depending on your play style:
Fast and aggressive around Cavaliers
Mixed arms
Castle defence
Book Strength
The book is a massive improvement on the Index rules and time will tell whether it’s on par with the other tome releases we’ve seen since January 2026, but initial thoughts suggest it may not be as powerful as Daughters of Khaine.
What we may see is a struggle for newer players to get to grips with Cities quickly, as it does have a lot of moving parts. I would expect Cities of Sigmar to have a strong learning curve but for the army to pay very good rewards for those who stick with it.
Rules Overview
Battle Formations
Battle Formation / Army of Renown
Games
Win Rate
Average Elo
Zealous Hordes
35
63%
452.1
Collegiate Exemplars
25
52%
403.5
Stalwart Guardians
15
67%
436.1
Veteran Cannoneers
10
50%
524.4
Swift Reinforcements
–
–
–
Fearless Exemplars
–
–
–
Thrall Warhost
–
–
–
Grudgebound War Throng
–
–
–
Early indications suggest that Zealous Hordes and Stalwart Guardians may be the strongest battle formations with both posting win rates above 60% currently.
Zealous Hordes currently has the largest sample size and a strong win rate, suggesting it may be the go to for Cities.
Collegiate Exemplars appears more middle of the road at present.
We’re also seeing a number of battle formations and Armies of Renown with little or no tournament representation.
Most Common Warscroll Picks
Unit
Win %
Without Win %
Used %
Avg Occ
Freeguild Steelhelms (75)
56.0%
66.7%
83.3%
1.4
Freeguild Cavaliers (75)
60.0%
46.7%
83.3%
1.8
Alchemite Warforger (65)
56.9%
60.0%
72.2%
1.0
Freeguild Cavalier-Marshal (60)
58.3%
56.7%
66.7%
1.1
Fusil-Major on Ogor Warhulk (45)
51.1%
64.4%
50.0%
1.0
Freeguild Gallants (45)
60.0%
55.6%
50.0%
1.1
Dawners Triumph (40)
55.0%
60.0%
38.9%
1.0
Tahlia Vedra (35)
65.7%
52.7%
38.9%
1.0
Freeguild Fusiliers (35)
62.9%
54.5%
38.9%
1.0
Cannonade Cogfort (30)
50.0%
61.7%
33.3%
1.0
The early data seems to support the feedback we had from our players on Discord. Freeguild Steelhelms and Freeguild Cavaliers are both appearing in over 80% of lists suggesting they have become the core of the tome.
Freeguild Cavalier-Marshal by Peter
Most Impactful Warscrolls
Unit
Win %
Without Win %
Used %
Amethyst Knellmage (5)
80.0%
56.5%
5.6%
Aqshian Pyrocaster (5)
80.0%
56.5%
5.6%
Jorvan Kreel (10)
80.0%
55.0%
11.1%
Pontifex Zenestra (5)
80.0%
56.5%
5.6%
Wildercorps Hunters (15)
73.3%
54.7%
16.7%
Sorceress (10)
70.0%
56.3%
11.1%
War Hydra (10)
70.0%
56.3%
11.1%
Gate Gargants (30)
66.7%
53.3%
33.3%
Tahlia Vedra (35)
65.7%
54.5%
38.9%
Freeguild Fusiliers (35)
62.9%
54.5%
38.9%
As always, take this with salt when looking at low sample data. Units appearing in only 5-10 games can spike heavily based on a small number of strong performances.
Most Used Manifestations
Manifestation
Win %
Used %
Krondspine Incarnate (35)
68.6%
38.9%
Aetherwrought Machineries (20)
55.0%
22.2%
Primal Energy (10)
70.0%
11.1%
Morbid Conjuration (10)
40.0%
11.1%
Forbidden Power (10)
30.0%
11.1%
Most Used Heroic Traits
Heroic Traits
Win %
Used %
Beloved Leader (45)
64.4%
50.0%
Stentorian General (20)
70.0%
22.2%
Grizzled Drillmaster (10)
50.0%
11.1%
Cosmopolitan Leader (5)
40.0%
5.6%
Grizzled Veteran (5)
20.0%
5.6%
Most Used Artefacts of Power
Artefact
Win %
Used %
The Sphere Celestial (35)
62.9%
38.9%
The Last Blade of Embergard (25)
68.0%
27.8%
Bones of Saint Ignifus (20)
50.0%
22.2%
Sacred Tome (10)
30.0%
11.1%
Starting Lists and Hobby Cost
Dylan Therriauly (5-0 at Sigmar Summerfest ’26 GT)
Cities of Sigmar Zealous Hordes General’s Handbook 2025-26 Drops: 3 Wounds: 152 Spell Lore – Spells of the Collegiate Arcane Prayer Lore – Scriptures of Sigmar Manifestation Lore – Krondspine Incarnate
Battle Tactic Cards: Restless Energy, Scouting Force
General’s Regiment Tahlia Vedra, Lioness of the Parch (340) – General Freeguild Fusiliers (240) – Reinforced Freeguild Cavaliers (300) – Reinforced Freeguild Cavaliers (300) – Reinforced Freeguild Cavalier-Marshal (120) – The Last Blade of Embergard – Beloved Leader
*If you can get hold of the original Cities of Sigmar Spearhead there is potentially a saving to be made on these units. **These units are no longer available through GW and will be removed from competitive play in the future
Initial Rating
Internal Balance: Excellent Skill Floor: Moderate Skill Ceiling: Extremely High Entry Cost: High Power Creep: Significant vs index, on par vs recent battletomes