Allegiance: Cities of Sigmar
- City: Phoenicium
Mortal Realm: Aqshy

Anointed of Asuryan on Flamespyre Phoenix (300)

- General
- Command Trait: One with Fire and Ice - Golden Mist
- Artefact: Phoenix Pinion
Celestial Hurricanum With Celestial Battlemage (280)

- Artefact: Phoenix Pyre Ashes
- Lore of the Phoenix: Golden Mist

10 x Phoenix Guard (160)

10 x Phoenix Guard (160)

10 x Phoenix Guard (160)

1 x Gyrobombers (80)

10 x Flagellants (80)

Frostheart Phoenix (220)

Frostheart Phoenix (220)

Flamespyre Phoenix (200)

Phoenix Flight (130)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 104


During this lockdown list writing has really helped me to settle in and focus on list writing, I decided I wanted a challenge so I asked what the worst city was and I’d do my best to come up with at least a fun list to play. And in the twitch chat on day 13 of hunker in the bunker someone (sorry I can’t remember your name leave a comment and I’ll put you name here if you want thanks for the suggestion anyway) said that phoenicium was the worst so my challenge was set. I approached this by looking at the battalion and realised that maybe 4 Phoenixes could be quite fun. However this hasn’t had any testing with the current lockdown situation

Allegience Ability

The adding one to hit and wound rolls for melee weapons any time that there is a unit wiped out is always a really good thing to have bonuses and a silver lining when your units are wiped out. And getting an extra 4 wounds for free across the phoenixes is really useful

Artefacts, Command Traits & Abilities

The artefacts: the Anointed of Asuryan on Flamespyre Phoenix has the phoenix pinion giving him running and charging very useful as the phoenixes are most useful in the combat phase so getting them there as soon as possible  is useful, however the hurricanum has the phoenix pyre ashes which is useful fo keeping the hurricanum alive and high up the damage table as long as possible as every 6+ to save results in healing 1 wound.

Command traits: One with fire and ice is useful as it gives the Phoenix a spell to cast healing D3 wounds to all Phoenicium units within 12″.

Command Ability: Living idols allows units within 12″ of a chosen Frostheart Phoenix or Flamespyre Phoenix, to fight after they die this is useful as you have a guarantee damage output and its also activated in the combat phase which is good as you can use that to best judge with phoenix to put it on.


The Flamespyre Phoenix is really good as it can negate all wounds on a 4+ and can give units within 12″ re rolling wound rolls. and it has a 50% chance of getting another life, so its not dying slowly. while outputting a great deal of damage doing mortal wounds with its wake of fire ability on a 2 up, this is where the run and charge can be useful as it can fly over units by running to give it extra range do 5 mortal wounds on a 2+ then charge. and gets +1 to save if a friendly wizard casts a spell within 12″ yet giving it more survivability.

The celestial hurricanum with celestial battlemage: This is the best unit in the cities book. It’s shooting attack is brilliant 3 dice 2+ do D3 mortal wound, adding 1 to hit rolls and 2 ridiculously good mortal wound dealing spells. Its artefact also has the ability to give it some extra wounds to keep it alive longer but ideally this should be kept out of combat.

Other Units

The Flamespyre Phoenix : this is the same as above but can’t do the command trait or have the 4+ to negate any damages, as there is no annointed, but still a very good model and has a very high damage output and a 50/50 chance to get a second life. and gets +1 to save if a friendly wizard casts a spell within 12″.

Frostheart Phoenix : These two subtract 1 from enemy wound rolls from up to 9″, and does a very high output of 8 attack 2+ with the hurricanum then 3+  -1 2 damage , and can get +1 to save is a friendly wizard casts a spell within 12″

3x 10 Phoenix guard : 10 models 2 attacks 3/3/-1 and that’s your battle line. add in a 4+ after damage save and this was an easy choice  so that’s in total 60 attacks 40 hitting then 27 wounds -1 rend. then a 4+ save which is average and a 4+ after damage is ridiculous, this is a really good unit to have.

Gyrobomber : This was put in to add some ranged threat with 4 attacks becoming 4 to hit becoming 3 with the hurricanum then 3 to wound and -1 rend this is good enough and the bombs it can drop doing D3 mortal wound on a 2+ after flying over a unit.

Flagellants : Chaff to die and give me bonuses for themselves (adding 1 to hits if one dies and 2 to hits if 5 or more die, = 1 to hit and wound if they charge and each time one runs pick an enemy within 6″ and on a 4+ do a mortal wound) and for the army as a whole as due to the vengeful revenants ability if they are wiped out everything else gets +1 to hit and wound tolls for that phase


Phoenix flight: 4 phoenixes as one drop and an extra artefact, need I say more??? healing another wound for units wholly within 12″ of one of these is also very helpful

Magic, Endless & Realm Spells

healing D3 wounds to all units within 12″ of casters is useful for keeping the phoenixes and hurricanum alive and the hurricanum’s magic on the war scroll are ridiculously good at just pumping out mortal wounds. 

In-Game Guide

I’ve had no experience playing this army given the lockdown I imagine throwing everything forward keeping everything within 12″ of a phoenix to get +1 wound in hero phases and within 12 of the hurricanum or anointed on phoenix to heal D3, wait fo the flagellants to die and get bonuses from that then you should be fine given how good and resilient the phoenix guard are they should survive and keeping the hurricanum buffing everything and casting its spells and shooting. Any other feedback is appreciated in the comments as to how this would play out.  

Honest Goblin

United Kingdom