Warhammer 40,000 Cities of Death

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Transcript of Warhammer 40,000 Cities of Death

Designers NotesWe talk to Andy Hoare about the contents of the new Cities of Death expansion book.

Building the FutureDave Andrews provides an insight into the design of the fantastic new Warhammer 40,000 city ruins kits.

Urban WarriorsWe look at some awesome conversions that reflect the desperate nature of fighting in urban environments.



Many of the models we are releasing this year are very useful in Cities of Death!

ities of Death is the first in a range of new expansions for our games, something you may have read about in Standard Bearer a couple of months ago. With a load of fantastic plastic buildings and a cool rulebook that allows you to stage desperate struggles for the cities of the far future, this is best time ever to be a Warhammer 40,000 player. But while you are all having a blast blowing up buildings, booby trapping alleyways and generally using every new trick in the book to grind your opponents into the brick dust, spare a thought for the games developers and miniatures designers behind Cities of Death. It is they, after all, who laboured hard to bring an entirely new dimension of war-laden fun to your

41st Millennium. We spoke to Andy Hoare, author of the new book, about the game. Weve been planning these supplements for some time, but the idea to redo Cityfight came from the decision to make the plastic buildings and the fact that we know every single Warhammer 40,000 gamer is going to want lots of them! You see, the rules serve perfectly well when you have one or two buildings, but we just knew people would want to fill up their table with a full city. That level of scenery density makes it a different kind of game, and that needs a supplement. It was this idea that was at the forefront of the design process for the Cities of Death expansion book make cityfighting games possible!


Like Cityfight, but betterMake no mistake, Cities of Death is a very different beast to the old Cityfight book. Unlike the older supplement, where a whole new rules system came into being, this time there has been no tinkering with the core rules at all. We were in a good position this time.

Cities of Death lets you take the fight to the centres of power of the 41st Millennium, and provides a new, urban environment full of fresh challenges.

We could avoid major changes to the rules because of the scenery. One of these was where you didnt place templates for weapons like flamers, but instead rolled a dice to determine the number of hits on a unit. The reason for this, Andy explains, was that we did not know what kind of scenery people would use, or how dense it

Cities of Death is an 80-page expansion for the Warhammer 40,000 game. Full cityfighting rules 24 unique Stratagems 11 new missions, both standard and special 30 pages of hobby ideas Detailed background on famous urban battles of the future

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SANCTUM IMPERIALISThese are religious buildings, havens of the Ecclesiarchy, and the heart of the Imperial Cult on a world.

BASILICA ADMINISTRATUMThe centres of government on Imperial worlds, these buildings exude power.

PLUNGING FIREOne stratagem your army can select is that of plunging fire, which reduces enemy cover saves, and makes it more difficult for vehicles to pass their Concealed rolls.

Every panel of a Sanctum Imperialis is sculpted with devotional symbols to the Emperor.

COVER SAVESUrban environments present plenty of cover for infantry, something lightly armoured armies like Imperial Guard and Eldar benefit from greatly.


The arched details are a recurring theme in gothic architecture.


This skull panel was one of those sculpted digitally.

Medusa V, the planet on which this years global campaign is set, has many urban areas, from research stations to hive cities. Why not play some of your games for the war in these dangerous new environs?

would be. However, this time we can make an assumption that 90% of all Cities of Death games will be played using our scenery, and we know what that looks like, so we dont have to meddle with things like templates and squad coherency. So the rules are not actually rules. They are only guidelines on applying the core rules of Warhammer 40,000 to this amazing new environment. Thats it. If this sounds like there are no differences between Warhammer 40,000 and Cities of Death, you couldnt be more wrong. The nature of urban combat desperate, close and bloody is represented by stratagems. Each player chooses up to three of these at the beginning of the game. These vary, being

encompassed in various sub-categories such as Dirty Tricks or Obstacles, but each essentially gives you something, be it an ability, deployment option or special building, that you can use in the game. It is a specific environment, and specific environments bring various twists, plot hooks, and, literally, strategies. If you think of urban combat, you think of snipers, of troops dashing across wrecked streets into cover, of blowing up buildings. 40K is a broad church, it covers a lot, but it cant cover that level of detail. The idea with these expansions is that you can zoom right in to an area, and pull out some of the things that characterise it. But its still Warhammer 40,000 its just a very specific type of Warhammer 40,000.

A tale of two citiesAndy is very happy with the stratagems. Theyve proven to be a great way to add flavour to a games system without rewriting the rules. The result is that Cities of Death works on two levels, says Andy. A beginner or someone who just wants a pick-up game can dip in and play. You can just turn up with your regular 1500-point army. You dont have to drop out your favourite units to include smoke-launching infantry or add other weirdness, and you dont have to convert your models or create a new army. Stratagems dont cost any points at all both players have to take them, but you dont lose any of your models whatsoever by doing so.

But, on the other hand, you can go allout and immerse yourself totally in Cities of Death. You can use the stratagems to theme your army; for example, my Imperial Guard regiment is themed entirely around the Combat Engineers stratagem. They have urban bases and look really grizzled. But they will still work in a game of Warhammer 40,000. It is very important that we get this right with the expansions, that you can play them straight out of the box, but you can also immerse yourself in it totally. I think weve managed it with the Cities of Death expansion, continues Andy, and we can envisage lots of other environments where we can use



>>> More on page 53

This brilliant new basing kit is available to buy for a limited time only. It contains all you need to create realistic city bases for your models, including different grades of slate, detailed resin pieces and even razorwire!


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MANUFACTORUMAdeptus Mechanicus facilities can be found all over the galaxy.The biggest features of the Adeptus Mechanicus buildings are the modelled on machinery and industrial details.

INTACT BUILDINGSDREADNOUGHTSDreadnoughts and other Walkers come into their own in Cities of Death. They move like infantry in the game, and thus suffer none of the risks that can affect other vehicles risks such as falling through the floor and being buried in rubble if they fail their difficult terrain test!

VERSATILE KITSDave Andrews designed the building tiles so that they could be used to create both intact and ruined buildings Here is an example of an undamaged building made up of pieces from all three building sets.

Not every structure in a war-torn city needs to be a ruin.




The ruined buildings come on four different types of frame. There are three distinct architectural styles: Manufactorum, Adeptus Administratum and Sanctum Imperialis. These can be mixed up as you please to create all manner of intact or ruinous Imperial buildings, from tiny power generators to enormous Imperial palaces! The generic frame contains the floors and a variety of extras including lamps and buttresses to embellish your buildings or personalise your city streets.

stratagems. We have ideas for future uses of them already Some of these ideas are being cogitated upon now, not that we can tell you about them just yet, oh no.

Building the futureThe ruin kits, the impetus to create Cities of Death, were the brainchild of Dave Andrews, one of Games Workshops resident terrain-building geniuses. Making scenery is something that I do for a living, but its also something I do as a hobby, says Dave. I have always enjoyed it, and I have always wanted some Warhammer 40,000 buildings. The idea came from one of our computer games. I wanted some reference on buildings I

could make for the tabletop game, and when I was looking at the digital models I noticed they had constructed them out of tiles. I thought that that would be great on the board too. Dave set to making a Warhammer prototype (look carefully and you will see these in the forthcoming new Warhammer rulebook), working on the principle that hed get it wrong first time and then learn from it. Thats not to say he has less respect for Warhammer buildings Oh no! The reason I chose Warhammer was because when we have an idea for a potential model, you have to sell that idea to everyone, and I thought a medieval-style building is more recognisable for what it is.

The sloping panels at the rear were created through clever use of the generic frames buttresses

The double-sided panels from the kits are a