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New Cogfort Rules Bring Walking Castles and Godbreaker Cannons to Cities of Sigmar

cogfort rules for cities of sgimar aos new model

New Cities of Sigmar Cogfort rules bring two nasty builds and an Iron March Army of Renown that lets you field a whole squadron of them.

Cities of Sigmar have never been totally short on ranged support, but after this release, they’re getting the kind of firepower that makes the rest of the table start measuring threat ranges with sweaty hands. GW just revealed the full Cogfort rules for the new Cities of Sigmar battletome, and this chunky little war machine comes in two flavors that feel way closer to 40k’s Imperial Knights than the usual Age of Sigmar battlefield bruiser.

If you’ve been waiting for the rules since pre-orders were announced, this is the big one. The Cannonade pattern is basically a monster-delete button on treads, while the Conqueror pattern rolls up as a flame-happy transport packed with infantry.

Even better, the Iron March Army of Renown lets Cities players cram four of these walking problems into a single 4th Edition list, which would be cool to see on the tabletop for sure.

TL;DR
  • Cannonade Cogfort packs a 24″ godbreaker cannon and a 12″ anti-infantry breacher cannon: 4 attacks at 4+/2+ with Rend 2 and 4 damage means even big targets feel it.
  • Full Power! gives the Cannonade four overcharge modes: re-roll a hit and a wound on the godbreaker, push Move to 10″, launch countermeasures for friendly units, or shoot after retreating.
  • Conqueror Cogfort runs the Realmscorcher Flame Cannon at 6d6 attacks, 2+/4+, Rend 1: Disengage Safeties pushes that to a flat 22 attacks for the turn.
  • Full Charge! lets the Conqueror disgorge passengers with +1 Damage on charge, hit 10″ Move, or fire after retreating: every option costs heat tokens.
  • Iron March Army of Renown stacks Cogforts and adds named enhancements: Commodore de Graçon’s pre-game move, Engineer Bartel Holst’s Ward (6+), and Broadmoore and Louse’s extra Leadshotter attacks.

Cannonade Cogfort Brings Godbreaker Artillery and Full Power Overcharges

Cannonade Cogfort RulesThe Cannonade is the “stand still and delete the table” pattern of the two fort types. Its godbreaker cannon has 24″ range with 4 attacks at 4+ to hit, 2+ to wound, Rend 2, 4 damage. That’s a profile that punches monsters and heroes off the board, not just chaff. Backed up by a Breacher Cannon (12″, 6 attacks, 3+/3+, Rend 1, 2 damage, +1 Rend Anti-Infantry), the same model can also deletes screens during the same shooting phase.

Cannonade Cogfort RulesWhere the Cannonade gets actually scary is the Full Power! ability. Once per turn, the Castellan-Captain pushes the war machine past safe operating limits, and the crew picks any combination of overcharge effects. Each one costs heat tokens, and heat token dice are used up at the end of the phase to possibly damage the Cogfort.

  • Calculate Firing Solution! (3 heat): re-rolls one hit and one wound on the godbreaker, which is clutch for a missed shot at a Warmaster.
  • Full Throttle! (2 heat): pushes Move to 10″ for the turn.
  • Launch Countermeasures! (1 heat): stacks -1 to Hit on shooting attacks targeting friendly Sigmarite units within 12″.
  • Get Us Out of Here! (6 heat): lets the Cannonade shoot after Retreating, which solves the “trapped artillery piece” problem the moment something fast tags it.

Cogfort RulesThe Overheating passive rule makes players roll a die per heat token after the ability fires, and on a 5+, each one allocates one damage with no ward rolls. 

Conqueror Cogfort Runs Hot With a Flame Cannon and a Transport Hold

Conqueror CogfortThe Conqueror pattern trades the godbreaker for a Realmscorcher Flame Cannon: 18″ range, 6d6 attacks, 2+/4+, Rend 1, 1 damage, +1 Rend Anti-Infantry. On an average roll, that’s about 21 attacks; on the high end, you’re rolling 30+ dice against whatever screen sits in the open. Pair that with the transport hold, and you can drive infantry across the board behind a wall of liquid flame.

Conqueror Cogfort rulesFull Charge! is the Conqueror’s overcharge button, and it’s built all around aggression rather than ranged precision.

  • Disengage Safeties! (4 heat): forces the realmscorcher to a flat 22 attacks for the turn, with no dice rolling and no swing variance.
  • Breaching Assist! (1 heat): gives passengers +1 Damage on the charge after they disembark via Sally Forth.
  • Repel Boarders! (3 heat): adds 2 attacks to the Crew’s Leadshotters and Crushing Iron Feet.
  • Full Throttle! (2 heat) and Get Us Out of Here! (6 heat): round out the mobility options.

That flat 22 attacks on the flame cannon is key here because variable-dice characteristics swing games. With this, you are trading 4 heat tokens for predictability against a horde unit, which is exactly the kind of decision Conqueror lists will make most games.

Iron March Army of Renown Lets You Field a Squadron of Cogforts

Pontifex RulesThe Iron March rules are where the Cogfort stops being a single big kit and starts being a list shape. The new Army of Renown stacks Cogforts as the army’s anchor and adds three named enhancements that calibrate the squadron’s playstyle.

Gracon Rules

  • Commodore de Graçon: lets two friendly Iron March War Machines make a Normal move in the deployment phase, which is perfect for getting flame cannons into 18″ before turn one.
  • Engineer Bartel Holst: trades speed for survivability with Ward (6+) and Strike-last. On a Conqueror that camps at flamer range, the Strike-last barely matters.
  • Broadmoore and Louse: add 2 attacks to the Leadshotters, and they survive the Cogfort’s destruction. On a 3+, the named heroes redeploy within 6″ with the Iron March keyword.

The Iron March also introduces two new patterns the regular kit can’t build: the Immolator (flame cannon plus breacher cannon) and the Linebreaker (godbreaker plus transport hold). Both swap variables around to fix the trade-offs that the base patterns lock down. So, if you wanted a godbreaker Cogfort that can also carry passengers, the Linebreaker is your answer.

Cogfort PassivesAnd if you don’t play Cities, the Regiments of Renown version drops Outlaw Cogforts into any Grand Alliance army. The “This Is Your Stop, Maggots!” ability lets a Conqueror disgorge passengers with +1 Damage on the charge. Orruk Brutes, Chaos Chosen, or Ironguts, any of these units would work well here. 

Final Thoughts on the New Cogfort Rules

Cogfort

The Cogfort isn’t just another big kit; it’s the faction-defining model for the Iron March. Their Cannonade lists will hold ground and pummel opponents, while Conqueror lists will push forward and burn them. The big thing to watch out for is overheating, because pushing every button you can sounds great until the chip damage starts piling up across a long game, and it doesn’t have any wounds left to play with.

How to stack war machines that all overcharge their way through the game is the kind of premise tournament players burn a weekend figuring out, and what winning lists in week one probably won’t look anything like what’s winning a month from now, either.

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