
Another WarHulk for the Crusade
Inspired by seeing so many on here - many references were referenced!

Inspired by seeing so many on here - many references were referenced!
Still debating on which head to use for the lady gunner. But I duardin-ed up some grenadiers. Really happy with how they've come out and how kind of shockingly easy these conversions were
Looks like no new endless spells but with Erasmus Zonn and the new Battletome more or less completely revealed - which endless spells do you think go well with Cities armies now?
Hey 🙂
Does anyone know if there’s a PDF version of the upcoming COS book?
I’d really like to start doing some training with them 🤓
Well surprised with how much fun these guys have been to paint despite the colossal amount of detail on the standard footmen
Guys/Girls - your Minis are awesome!
Here are mine. :) 3/5 done.
Bases will be made when every model is ready.
Enjoy.
Cities tier list only units that wont leav the range next year and no allies.
Feel feee to post your own list abs let us Diskussion.
S+ Warforger, Pontifex
S Krell, Steelhelms, Wildercorps
A Fusilier Major, Thalia, Gallants, Forgepriest, Conquerer Cogfort, Marshall with relic
B Fusilier, Erasmus Zonn, Wildercorps, Callis and Toll /Companions, Cavaliers, Cannonade Cogfort
C ven denst, Cav Marshall, Great Cannon, Grenadiers
D Command corps, Knellmage, Pyrocaster
Cities tier list
S+ Warforger, Pontifex
S Krell, Steelhelms, Wildercorps
A Fusilier Major, Thalia, Gallants, Forgepriest, Conquerer Cogfort, Marshall with relic
B Fusilier, Callis and Toll /Companions, Cavaliers, Cannonade Cogfort, Cav Marshall
C Erasmus Zonn, Gargants, ven denst, Great Cannon, Grenadiers
D Command corps, Knellmage, Pyrocaster
Warforger S+ at 130 points
He is a wizard one with the ability to give crit mortals to meele weapons. (Only Option to do that) useable spelllore aswell. Veranstaltung good, autoinclude.
Pontifex S+ at 190
Zealotry rolls for everyone (based on healthcarateristic)
Priest 2 with a very good prayer Lore and an even better waescroll prayer.
Stand out giving lasten strike to enemys that charged insind of 9 inch bubble. (Zealot on +5 and cast out evil stays)
She is INFANTRY she can pull the terrain and cant be shot easy autoinclude.
S Krell at 120 points
Ashpanter can turn of crits for a unit
Teleport after fight keeps your hammers save or himself.
Dirty cheap, okayish fighter. Selling point is strike and fade ability, very useable
S Steelhelms 10 health at 90 points +4 safe
Can taunt the enemy (paired with pontifex even better) they die of instantly but giving 90 points so your important units stay save is a no brainer. The enemy cant even pile in where they want.
Very good unit, will increase in points but will always be usefull.
S Wildercorps at 120
Okayish objektiv claimer with ranged attacks
Important can deepstrike within 9 of every corner BUT can take 2 infantry or cav units with them. So you can make your Orders and deepstrike and threaten the backline from turn 1. You can place the other untis wholy 12 around these guys. Insane range. Combined with move and the under order charge ability you can pic your fight where ever you want.
A Fusilier Major at 160
Giving your bad hitting ranged attacks +1 is key. He does it for 1 unit meele and ranged if he shoots. With the fire order giving +1 aswell you still have Zargen freedom. At 160 gets into the range of to costly, ranged focussed armylist will still take him.
A Thalia at 340
Biggest warscroll update for old units. +3 safe will be big. She can get untis under order, can move infantry in the oppents turn, once per battle +1 hit and wound bubble ist big aswell. Very good rampage, giving an enemy unit -1 to wound. With all the anti Monster tech she is a little costy at 340.
A Gallants (maybe biased take) at 130 for 5
Fits perfectly into the army. Do not charge, when they are in combat and didnt charge +1 attacks and dmg.
Giving a bubble +1 rend to every other friend in 12 inch. Can easyly be buffed and can take a beating. Being under orders can give them +1 rend. Out of a conquerer cogfort (best option) they start the combat with 3 attacks hit 3 wound 4 2 rend 3 dmg.
A Forgepriest at 130
Priest 1 (good prayerlore)
Can consecrate objektives you own.
+5 or +6 ward (6 for warmaschiens)
The +5 ward you want so your line does not crumble
A Marshall with relic at 110
Getting more units under order is key and he can do that with great range when using the relic.
Once per battle 2 fight abilitys (even for monster) watch out for Thalia vedra 2 tap or gargants, maybe full buffed gallants ? Strong for the points
A conquerer cogfort at 440
The flame one, okayish attacks, needs support with pontifex nearby or gargants this can dominate a side of a battlefield (maybe to many points in one spott to the support costs) can transport. My Option is krell with gallants.
B Fusiliers at 120
Getting dangerous with 2 rend ranged attack with the option once to buff on 3 rend. They can move now and under orders have 1 rend ignore +4. Save and shoot in combat. You can take these as a frontline with pontifex behind. Dont reinforce the Black powder dude comes once. So take 2x 10 instead. +4 to hit, needs buff wounding +2 is very good though, play with fussilier major.
B Callis and Toll and Companions at 240
Still deepstrike good, still +5ward wirh companions good, now cam mark which apponent they do double dmg to (Heros have to be the target when exist)
No fight after for companions. Maybe build a deepstrile force, wilder corps, cav and cav Marshall, Erasmus and them. Usefull but the army has other ways to move fast now aswell.
B Cavaliers at 150
Still good, no impact mortals, now they can charge while in combat and take the cav marshall with them. Be carfull, when using the speed they come with it is hard to keep them under orders which is important. Maybe use these with cav Marshall and Thalia as a fast strike force with Thalia they even stay under orders when the cav marshall gets killed of. Strong pic same issus bad hit and wound, need to charge to get any dmg across.
B Cannonade Cogfort at 530
This is to costly, putting the cannonade in low B in expection of a points decrease to atleast 500.
Nice shooting with big needs of support. Picking tje heat option for rerolls is important, the other cannon ist okay, needing +1 to hit and reroll.
The key ability is the different shots. The scattershot to dash out mortals like candy to all units around these target is very usefull. -1 ward or +1 rend can greatly impact the dmg outcome.
Dont overlook the -1 hit bubble with the 1 heat option.
B Cavalier marshall at 120
Getting the same countercharge ability the vampire lord on nightmare steed has with an pile in mortals add on afterwards. Sadly his 7 health make im an easy target, with the Artefakt +2 rend +2 attack he can become an good dmg piece aswell 7 attacks rend 3 dmg 4.
C Gate Gargants at 320
First of to expensive
10 health each (20 unit) +3 save is tanky auto +6 ward. Strong meele okay ranged shots
The abilitys is what puts them in low B here.
Both abilitys gets youe units to recharge or get an easy charge or get to shoot. The problem is, most units either have shoot in combat or do not survive one combat so they wont need to retreat anyway.
Best use would be for a Cannonade Cogfort but you dont support a 530 unti with 320 to get out of combat when they can do it themself. The other problem, there are not enough units that can take good use of a better charge (next to 0 +1 dmg on charge or other abilitys like that and cav does not want to waste the 10 inch move with moving near the gargants. With the charge under order ability long charges are also almost givin.
C Erasmus on misscarriage at 170
Very nich, best ability exchange a Manifestation your enemy controlls with your own.
Can have 2 cast wizard, plus 2 to the minfestation switch a roo or big shooting attack. The Problem, gets to pic between the 3 Only within 3 of a corner.
Warscroll spell, can Teleport to any corner within 9
Maybe pic him in a corner, do his spell and let him join a deepstrike force you send in with Wildercorps.
(Very nich most opponents wont let you deepstrike the oppents corners when they see wildercorps
C Great cannon at 140
With Veteran Cannoneers it is still playable, but that wont Stick around. With buffes to the hit value they clock around the same dmg 10 fusiliers do, but they are more expensive, slower and to keep them under ordee is harder because they sont hang around the frontline. Warmaschiens cant hide or profit from the buffs Citys got the same way as infantry does.
C Grenadiers at 140
These would be much higher if you could reinforce these, well you cant so this combiend with +4 to hit and would makes them more sitiuational. Dmg 2 in meele is still great but you havw other options you want to buff so these bring a nice aoe mortal ability where you select a terrain Feature and every enemy in 3 inch gets seid mortals. They got a ranged attack aswell and since the ranged attack does not have shoot in combat you best combine them with the gargants. When the gargants drop in points you will likely see these cool dudes and girls aswell.
C Ven denst at 140
They are sitiuational. They get plus rend against Wizards and Manifestations and can buff a unit with Bonus meele 1 dmg against Wizards, priests and Manifestations.
D Command Corps at 200
I rate these as a unit since you cant take one without the others. They are plit now as units though. Adjutants 3 models 3 attacks +4 hit and wound 1 rend 2 dmg. They can buff controll score +5.
Auxiliaries
A healer and a anti heal piece. Sadly 6+ ward, no hero so these usefull units will get sniped. The healer can bring back models, or heal warmaschiens.
Whisperblade
Can hide in an infantry unit with 3 or more models.
3 untis bought as one packege, otherwise they would be really usefull. Suggestion, play these with your infantry as a garantied undrr order Provider. They will help you get the important units under order even when the game goes on because they count as 3 different untis.
200 seem to much for a unit where the most important part can be sniped.
D Knellmage at 110
The only reason this is not F tier is that he is a wizard 1. This mage has a warscroll spell to turn of orders. 12 range is way to short and a 7 to cast is not low enough for that. On a +3 it turns to 18 inch. Not good enough.
D pyrocaster at 100
Same as with the knellmage.
Wizard 1 saves them from F tier.
The warscroll spell is just bad.
D 3 mortal cast on a 6. It gets the incandescent key word.
If you cast it on an incandescent target you Deal 3 dmg (no ward no nothing against it) big problem, this is not unlimited, 2 turns or even 2 rounds for 3 dmg casting ? Insanely bad. 12 inch range if not +3 18 range. Terrible writing on GWs part.
This is the model that sold me on the City of Ash box and Cities of Sigmar in general. Usually I save my favorite models until last, but I didn't want to wait any longer to paint this one up!
I’m looking to pre order the Grenadiers, and the website says they’re available, but every time I click checkout, it loads for a second and then says there’s insufficient stock. It’s probably just out of stock like it says, but I’m confused why it still shows up as purchasable in the CoS tab.
The Emberstone lodged in his body fuels his rage in the Jade Abbey and on the battlefield along side the forces of the Cities of Sigmar!
I’m obsessively searching for this helmet or a similar kind. I’ve reverse searched the image and browsed several third party sites for options. However nothing has satisfied my interest. If anyone has any info on this helm please let me know 🙏
I've got more duardin and Aelves in the works! I'll show more as I build them! But incredibly happy with this first attempt