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World Eaters Charge Ahead While the Cities of Sigmar Learn to Fight as One

Games Workshop’s latest rules previews hit two very different hobby pleasures. First, the World Eaters got a faction focus that doubles down on raw violence.

Meanwhile, the Cities of Sigmar received a rules reveal built around discipline, formation fighting, and layered support. So, one army wants to smash through the wall. The other wants to become the wall, then shoot and counterpunch from behind it.

Daemon engines, Terminator anvils, and killer champions give the World Eaters three nasty ways to play

World Eaters forces

The World Eaters preview does a good job showing that the army is not just Berserkers running straight ahead.

Detachment Rules poster: Rampaging Terrors for Daemon Vehicle units; Terror of Khorne lets you force an engaged enemy to take a battle-shock roll with -1, and the same unit can’t be chosen again this phase; detachment has Onslaught tag and can’t be combined with other Onslaught detachments.

Brazen Engines is the first big clue, because it turns daemon vehicles into terror weapons that force engaged enemies to take battle-shock rolls at minus 1 in the Fight phase. That immediately gives Defilers and Maulerfiends more bite, especially when failed tests lock opponents out of stratagems.

World Eaters enhancements

Then the article spotlights Talons of Butchery, which gives a Maulerfiend’s fists Cleave 2.

Infographic explaining the [CLEAVE] ability: warriors sweep blades; you gather attack dice for the weapon and add extra dice for every five models in the targeted unit; includes an example.

So, the unit suddenly stops being just a can-opener and starts mulching larger squads too.

Card titled APoplectic Clarity: Brazen Engines Stratagem. Informational game card with teal header, gray text area describing when to use, the target, and effects (BS, WS, hit rolls, wound rolls), plus vertical right-side icons.

Apoplectic Clarity then keeps those daemon engines swinging cleanly by ignoring modifiers to Weapon Skill, Ballistic Skill, hit rolls, and wound rolls.

Warhammer 40,000 diorama with rows of red-armored Space Marines advancing across rocky ground, tanks in the background.

Meanwhile, Butchers of Khorne pushes Terminator Squads into full Red Butcher mode.

Detachment rules card titled Adamantine Avalanche with flavor text about engaging Terminator Squad and blessings of Khorne during the Fight phase.

Adamantine Avalanche gives engaged Terminators an extra Blessing of Khorne in the Fight phase, on top of whatever blessings are already active. As a result, they can stack truly ugly combinations like Sustained Hits, Lethal Hits, and Devastating Wounds at once.

Upgrade card for Gore-Stained Veterans: includes ‘Terminator Squad’ unit note and +1 WS melee attack bonus; stylized title and grunge background.
Warhammer 40k stratagem card titled 'A Trophy for the Throne' for Butchers of Khorne, detailing WHEN, TARGET, and EFFECT of fighting a Terminator Squad.

Gore-stained Veterans sharpens that even further with +1 Weapon Skill, while A Trophy for the Throne gives Terminators +1 to wound against Monsters and Vehicles.

A towering Chaos demon in red and black armor with horns and spikes, flanked by smaller demons in a war-torn workshop.

Then Vessels of Wrath pivots from squad brutality to character murder.

Detachment Rules card for Wrath of Khorne: World Eaters character units gain enhanced melee options (Cleave 1 or +1 AP) when selected to fight.

Non-Epic Hero World Eaters Characters can choose either Cleave 1 or +1 AP on their melee attacks, which already makes them flexible.

Enhancement card titled Archslaughterer for World Eaters; describes rage-fueled weapon swings and Blood God’s gaze, with Blessing of Khorne active per battle/s.ul text truncated for brevity

However, the real nonsense is Archslaughterer, a once-per-battle enhancement that turns every Blessing of Khorne on for one model until your next turn. Aspire to Infamy piles on another buff with +1 Attack and +2 Strength.

Game card titled 'Aspire to Infamy: Vessels of Wrath Stratagem' for World Eaters; shows WHEN, TARGET, EFFECT and bonuses +1 A, +2 S

Altogether, the whole preview sells three distinct World Eaters moods: rampaging daemon machines, elite Terminator crushers, and heroes trying to impress Khorne through pure overkill.

Discipline, linked orders, and trap-setting counterattacks make the Cities feel like a real army, not a pile of warscrolls

Massed Warhammer miniatures in red and gold banners clash on a ruined battlefield with smoky atmosphere.

The Cities of Sigmar reveal lands just as cleanly, but in the opposite direction. Instead of rewarding individual bloodlust, it rewards tight planning and combined arms.

Two parchment-style cards side by side: the left is 'Start of Battle Round' with 'FORM UP!' rules about shieldwalls and being under orders; the right is 'Once Per Turn (Army), Your Shooting Phase' with 'TAKE AIM!' rules to add +1 to ranged weapon rolls for the turn, plus an ornate bannered spear illustration in the bottom-right.

Form Up! is the core rule, and it is a very clever one. At the start of the battle round, one Cities unit can place itself and two visible allies within 12 inches under orders, as long as all three are different unit types. That means you are always thinking in little tactical trios instead of isolated units.

Better still, Form Up! is not once per turn, so the article makes clear that positioning and redundancy matter all game.

Freeguild Fusiliers unit card: armored figure with a heavy multi-barrel gun and lantern, featuring the Fortified Position ability and related effects.

Take Aim! then gives an ordered unit +1 to hit with one ranged weapon in your Shooting phase, which is already strong on Fusiliers. However, ordered Fusiliers also gain Fortified Position, letting them Shoot in Combat and reduce incoming Rend by 1. So, they can act like a real gunline anchor instead of folding the moment enemies reach them.

Tabletop game card showing the 'Hurl Them Back!' ability with a red banner: 'Once Per Turn (Army), Any Combat Phase', and the rule text for Declare and Effect.

The article then shifts to melee, where Hurl Them Back! adds 1 Rend when an ordered unit fights something that charged it that turn. That gets especially nasty with Freeguild Gallants, because the article calls out how quickly their attacks can spike with other buffs layered on top.

Two parchment-style game cards side by side. Left card titled "ZEALOUS HORDES" features a red banner reading "Once Per Turn (Army), Reaction: Your opponent declared a FIGHT" and a boxed section titled "THRONGS OF THE FAITHFUL" with flavor text and an "Effect" describing +1 to wound rolls for friendly SIGMARITE units that target the enemy. Right card labeled "Deployment Phase" shows "THE LAST BLADE OF EMBERGARD" with a paragraph about a chipped, heated blade whose abilities activate when used in reserve, plus its weapon Attacks characteristics for the rest of the battle.

Throngs of the Faithful then adds +1 to wound against an enemy using Fight, which turns a defensive trap into a proper punishment mechanic. Meanwhile, offensive builds still get toys. The Last Blade of Embergard can give a melee weapon +2 Attacks and +2 Rend for the battle, even while the bearer is in reserve.

Two fantasy spell cards side by side: 'High Star's Light' on the left and 'Reckoning of Sinners' on the right, with parchment borders and ornate crests at the bottom.

High Star’s Light can boost Freeguild Cavaliers, while the Reckoning of Sinners prayer helps lock down crucial objectives. Altogether, the Cities rules preview makes the army sound exactly as it should: steady, practical, and suddenly vicious when the plan clicks.

Taken together, these previews are a great example of good faction design. The World Eaters look more varied without losing their savage identity. Meanwhile, the Cities of Sigmar feel coordinated, flexible, and properly mortal in the best way.

author avatar
Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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