Warmachine’s Kithguard are getting something wonderfully ridiculous with the Fortress King.
This is not just a big monster with extra boxes attached. Instead, it is a moving stronghold with guns, axes, support tricks, and battlefield utility. For trollkin players, that sounds like the best kind of problem to put on the table. This is a summary of a community post here.
The Fortress King Brings Support, Firepower, and Huge Threat Range

The Fortress King goes up for pre-order next Tuesday, with rules arriving in the Warmachine app later today. Also, Steamforged is lining up extra support with a Loremachine lore chapter and painting videos. That is a smart launch plan, because a model this huge needs rules, story, and hobby help.

On the table, the headline is Moving Fortress. Each turn, the Fortress King can choose a useful support mode based on the current fight. Armory lets a nearby Kithguard infantry unit swap support weapons, which is extremely flexible. Meanwhile, Reinforce returns up to D3 models to a unit that has taken losses. Vantage lets friendly warriors within 3 inches ignore cover, including Gunnbjorn and his tank. That last detail is hilarious, since Kithguard shooting already likes clear firing lanes. However, the real tactical spice comes from its improved Over the Top rule. Instead of ambushing from a table edge, units can arrive within 1 inch of the king. Therefore, the Fortress King becomes a delivery platform, not just a centerpiece. Better yet, ambushing infantry can combine that arrival with Armory and choose the right support weapons. That gives Kithguard players some nasty mid-game pivot potential.



The weapons are just as chunky. A heavy gun, cannon gun emplacements, and grenade launcher build can produce four AoE attacks per turn. That is perfect for clearing infantry and punishing clustered models. Alternatively, chainguns and a twin flamethrower create volume fire and close-range area denial.


In melee, the Piston Axe brings Brutal Damage, adding an extra damage die on all attacks. Meanwhile, the Ripping Axe has Critical Wreckage, which hits models along the line between king and target. Better still, the original target can suffer an extra damage roll.


Head options add more personality. The Optical Array grants Alchemical Mask, gas immunity, +1 RAT, and Keen Eye for Eyeless Sight. Meanwhile, the Rock Maw adds a bite attack with Grievous Wounds and the Undergrowth animus. That animus creates difficult ground near the warlock and gives nearby enemies minus 2 DEF.

The warlock pairings are where the preview really starts cooking. Fell Captain Wroughtmourn can stack accuracy pressure through Descending Gloom and Hand of Destruction.

Also, Hunter’s Mark and Rolling Mist help the king charge farther while avoiding long-range targeting. Sergeant Craghorn is more direct, using Boundless Charge and Carnage to make the king hit reliably. Then Countermeasures pressures enemy shooting once the beast gets deep.

Finally, General Gunnbjorn turns the Fortress King into the dream kaiju package. With Stronghold, Foundations, trap door armor, and Rune Mark, it becomes a marching gun platform.

Summary and Final Thoughts
Overall, the Fortress King looks like a proper Kithguard statement piece. It supports infantry, delivers ambushers, controls lanes, and smashes anything foolish enough to stand close. However, it does not look like a brainless brick. Instead, it rewards players who sequence support modes, weapon choices, animi, and warlock buffs carefully. That is exactly what a giant trollkin fortress should do.

