This is Warcry – a new skirmish game from the makers of Kill Team and Warhammer Underworlds that allows you to experience the visceral carnage of battle in the Mortal Realms in a whole new way.
This is more than just a skirmish version of Warhammer Age of Sigmar – it’s hyper-kinetic, it’s tactical and it’s very, very bloody, featuring bold new game mechanics.
Warcry is perfect for narrative players looking to forge character-driven campaigns where warbands grow and develop through their own journey. Meanwhile, gamers looking for a close-matched, fast and exciting experience will find a game that fits both their coffee table and coffee break.
In the game, you’ll follow the myriad tribes of Chaos – reavers and despoilers from every corner of the realms – as they make their dark pilgrimage to the Varanspire. Warcry explores a never-before-seen side of life (and death!) in the Age of Sigmar. Every model for this game is brand new, reflecting on the dizzying diversity of Chaos on a scale never attempted before and rooted in rich lore that realises the servants of the Dark Gods as deep and varied cultures.
—description from the publisher
- Substantial narrative content and campaign variety across multiple books
- Expanded warbands and models, including leaders and special units
- Standalone books per faction allow focused purchases
- Background tables and name generation add flavor and immersion
- Clear differentiation between narrative content and point-cost updates
- Dropping five books at once can overwhelm players and retailers
- No universal point-cost changes across Tome of Champions 2021; separate books handle costs
- Battlescribe hasn't been updated yet (as of the video), complicating list-building
- Allies section largely overridden/invalidated old Monsters & Mercenaries mechanics
- Increased cost and complexity; potential redundancy with earlier books
- narrative-driven campaign play with factional conflict and modular warbands
- Warhammer Age of Sigmar skirmish campaigns featuring multiple grand alliances and evolving warbands
- campaign-focused, lore-informed, with background tables and named leaders
- Kill Team
- Monsters and Mercenaries
- General's Handbook
- Tome of Champions 2019
- Tome of Champions 2020
Mechanics (from transcript analysis)
- Allies and faction integration changes — Allies rules and ally symbols shifted; some previously allied leaders and units are reorganized into distinct books with different leadership roles.
- Asymmetric Mechanics — Allies rules and ally symbols shifted; some previously allied leaders and units are reorganized into distinct books with different leadership roles.
- Branching product structure — Books are released per grand alliance and as narrative supplements rather than a single cohesive tome, with standalone access to each book.
- Narrative and campaign content emphasis — Each faction book adds narrative quests, campaign updates, and varied mission types beyond simple stat changes.
- Point costs and roster adjustments — Different books provide point costs and roster changes; Tome of Champions 2020 does not update points, other books do.
- Skirmish campaign play — Narrative campaigns with missions and scenarios that evolve over time, emphasizing story and progression.
- Warband and card-like stats — Units are presented with card-like stat blocks and leader models; stats update across books in various ways.
Video topics + discussion points
Quotes (from this video)
- these books have the kind of new point costs and things like that
- five books that came out all at once not staggered over several weeks anything like that just boom dropped them all at once
- it's not got any new updates as far as points or units or anything like that that's what the other books are for
- it's a different system now
- great books they've got a lot of great information
- you don't need every single one
- probably end up having to be maybe a hard cover which would then of course make it much more expensive again
- they dropped all five at once
- you can buy these books separately like if you're just interested in order well then you can just buy the order book instead of having to buy a you know a much bigger book
- the thing that i'm finding interesting about these new books is that these new books have more units than the cards do
- you could buy this chaos book and see all the stats and all the information
- the four grand alliance books
References (from this video)
- dynamic, kinetic combat with strong theme and terrain interaction
- excellent for narrative/conquest storytelling in a skirmish format
- new model lines offer distinct visuals and playstyles
- high entry cost to assemble a playable force
- starter box may require additional terrain or expansions for full immersion
- gritty, fast-paced skirmish combat with narrative progression
- Mortal Realms; chaotic warbands clash in enclosed arenas and terrain-rich environments
- campaign-driven development of bands; evolving narrative arcs across battles
- Kill Team
- Underworlds: Shadespire
Mechanics (from transcript analysis)
- activation and initiative — players decide action order with initiative and strategic choices
- band progression and campaigns — warbands grow and improve through a series of narrative battles
- Campaign — warbands grow and improve through a series of narrative battles
- terrain-driven movement and positioning — terrain pieces and multi-level play influence maneuvering and line of sight
Video topics + discussion points
Quotes (from this video)
- it's not just a skirmish version of Age of Sigmar, it's hyperkinetic, it's tactical and it's very bloody
- two starter boxes—one for Warcry and one for Kill Team—are intriguing approaches to bringing players into two different scales of play
- the terrain is a huge draw for me; the modular setup lets you create a three-dimensional battlefield with multiple elevation changes
- I'd like to see Warcry expand beyond chaos; expanding into other factions later would be interesting to watch
- the entry cost is high, but the payoff is a flexible ecosystem that can feed into larger games later
References (from this video)
- allows reuse of older models in new settings or systems
- encourages flexible play and exploring alternative army lists
- potential for broader model usage beyond a single game size
- balance changes can feel like nerfs to established builds
- new books can outpace older codices, pushing players to adapt or abandon armies
- balance between power progression via new codices and the resilience of older armies in a changing meta.
- Fantasy battlefield with undead motifs (Tomb Kings) and broad fantasy elements across multiple factions.
- analytical discussion with pragmatic advice on adapting to balance changes
- Warhammer 40,000
- Malifaux
- Dungeons & Dragons
Mechanics (from transcript analysis)
- army-building balance — system-wide balance considerations, codex changes, FAQ fixes, and the impact on player choices
- codex creep — power scaling over time via new books, sometimes benefiting older armies or creating new archetypes
Video topics + discussion points
Quotes (from this video)
- every model we've ever made for fantasy is gonna have a war scroll
- are they competitive probably not but you can still play with them
- keep playing with it
- this is not imaginary
- if you're not a competitive player then generally you probably don't care that much
References (from this video)
- Starter sets and easy entry points for new hobbyists (e.g., Extremis/Start Collecting boxes).
- Clear options for Open, Narrative, and Matched Play to suit different play styles.
- Expanded lore and world-building in the third edition core book.
- Updated rules balance simplicity with depth, keeping the game approachable yet engaging.
- The breadth of options and factions can be overwhelming for newcomers.
- The hobby requires investment in models, painting, and terrain to fully enjoy.
- Constant updates and new editions may create a moving target for players returning after a break.
- Conquest through combined arms, lore-rich universe with ongoing shattered-kingdom narratives and re-forged heroes.
- The Mortal Realms, a high fantasy universe where Order, Chaos, Death, and Destruction factions vie for supremacy across shifting realms.
- Hybrid of structured campaign paths (Path to Glory) and flexible open/matched play, with heavy emphasis on lore and faction identity.
- Underworlds
- Warcry
Mechanics (from transcript analysis)
- Army construction and points systems — Three play styles—Open, Narrative, and Matched Play—each with its own approach to army points, unit limits, and battlefield setup.
- Campaign — Campaign progression lets forces grow over time, acquire territory, and carry battle-scarred rewards between games.
- Campaign and narrative play (Path to Glory) — Campaign progression lets forces grow over time, acquire territory, and carry battle-scarred rewards between games.
- dice-based combat resolution — Six-sided dice are rolled to determine hits, wounds, and outcomes, incorporating luck and probability into engagements.
- Measurement Movement — Units move across a tabletop using a tape measure, emphasizing positioning and line-of-sight.
- Monstrous Rampages — Monstrous events and powerful units can wreak havoc on the battlefield, including terrain destruction and dramatic skirmishes.
- Movement and measurement — Units move across a tabletop using a tape measure, emphasizing positioning and line-of-sight.
Video topics + discussion points
Quotes (from this video)
- third edition continues the process of refining and evolving the game of aos while also giving lore junkies even more story to delve into
- it's time to grab yourself a copy of the army specific battle tome which is packed with history, narrative rules and inspiration for creating your army
- the brilliant thing is that all of the models can be used in age of sigmar 2 because that is bang for your buck
- these sets are designed to ease you into every single aspect of the hobby
References (from this video)
- Rich lore and colorful factions
- Strong visual and narrative appeal
- Can be complex for new players
- Requires investment in multiple models
- Epic fantasy battles, heroic storytelling, realm-spanning conflicts
- The Mortal Realms, a high fantasy setting with various factions
- Narrative-driven army building with campaign potential
- Shadespire
- Warhammer 40,000
- Gloomhaven
Mechanics (from transcript analysis)
- Campaign/story play — Potential for narrative arcs across multiple battles.
- Faction-specific rules & synergy — Rules and upgrades that emphasize faction lore and playstyle.
- Unit-based army construction — Assemble warbands from factions with distinct abilities and keywords.
Video topics + discussion points
Quotes (from this video)
- International tabletop day is a time for people to get together and play games; it’s basically a big promotional thing.
- Consistency is key if you're starting a YouTube channel—post on a schedule and keep it up.
- Gloomhaven has put my 40k on the back burner, but it’s because it’s that good a game.
- Start collecting boxes are great values for starting a new army; you get a lot of model for a fair price.
- I would like to try Star Wars Legion just to get the experience and talk about it more directly.
- 3D printing terrain is a game-changer for terrain variety and customization.
- If you want to paint big models, spray primer can save a lot of time and give an even base.