Massive purple armored war machine creature with vines and armor plates small blue goblin crew perched on its shoulders standing on a rocky plant covered base

Fortress King Rules Preview: Kithguard Get a Walking Castle

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

Fortress King unit screen with a circular dotted ability wheel health bar stats and long ability descriptions below

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.

Rule card text Over the Top   When a friendly Faction modelunit ambushes instead of being deployed to a table edge one model in the unit can be placed within 1 of this model The other models in the unit are then placed in base contact with that model
image

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.

In game UI showing two weapon grants Cannon x2 and Chaingun x2 with stats RNG ROF AOE POW and a Volume Fire description
UI panel Left Arm   Heavy Grenade Launcher with Grenade Launcher details and ability descriptions Arcing Fire Targeting Flare
Grant screen for Left Arm Twin Flamethrower with a green banner and stats SP 8 RNG 2 POW 14

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.

UI panel showing Right Arm   Piston Axe granted Brutal Damage ability with extra damage on direct hits RNG 3 POW 21
UI panel for Right Arm   Ripping Axe ability brown banner with weapon name icon of a dagger RNG 3 and POW 21 on the right and an expanded Critical Wreckage description explaining critical hit effects

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.

In game card panel labeled Head   Optical Array showing granted Keen Eye spell and Alchemical Mask with its description
Ability card for Rock Maw RNG 2 POW 18 with Grievous Wounds upgrade and Undergrowth trait details

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.

Miniature figure of Fell Captain Mailis Wroughtmourn Warlock posed with a raised staff and ornate armor on a grassy base

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

Rolling Mist feat with a preceding collapsible header note enemy line of sight reduced to 8 for one round lasting one turn in this UI screenshot

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.

Collage of Warhammer miniatures a green armored tank with an orc commander on top a close up of gears and tracks and a banner bearing orc rider

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.

Rune Mark marker card showing stats AAT 6 COST 3 RNG 10 and a Turn No label includes rule text about placing and removing the marker at end of turn

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.

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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