Another Kill Team...
Age of Sigmar: Warcry is the new skirmish wargame from Games Workshop, set in the chaos wastelands of the Eightpoints, where eight new Chaos factions quest for the glory of the esteem of the Everchosen.
And eight more factions with models you already own raid the shattered lands for forgotten artifacts and arcane secrets.
And the faction you actually want to play, the Gloomspite Gitz, loot the place for bottles.
What makes it worth talking about on rpg.net?
Mission Variety and Narrative Focus
While using the now familiar "three ways to play", including Matched Play/tournament modes, by default WarCry leans pretty hard into variety and Narrative play.
In Open/Narrative battleplans are generated by drawing a card from four decks - terrain setup, deployment points, victory conditions and finally a twist card for a special rule affecting the battle (or rolling on tables in the corebook if you don't have the cards). Furthermore your warband is divided into three contingents, with the deployment card determining when different contingents will arrive in the battle. This routinely generates imbalanced scenarios, but with quick games (bit longer than Underworlds, bit shorter than Kill Team), you'll have the winds of Chaos blow for and against you in rapid succession.
Narrative play has an interesting async campaign mode, where your warband are on their own quest (for precious bottles, if you have the good sense to play the Gloomspite), and progression only requires opponents who also are playing through their warbands' quest - you don't need to be organised together into the same campaign, only that your opponent is up for the game you're playing to be a campaign game, whoever they are and wherever you're playing. Each campaign quest has three pivotal battles known as convergences with pre-set battle plans, and each gives a greater artifact for your warband or a power for your leader. Devotees of really deep campaign games are definitely not going to find the crunch in advancement or customisation that they're used to here, but the focus on the warband's quest should compare favourably to Kill Team's XP system and suit a fast play game where different players could get radically different numbers of matches in.
Good Excuse to Play a Ton of Factions
If Games Workshop saw Kill Team as an opportunity to transition players into 40K and get them buying full armies, it did not achieve its aim. But it has lead to a lot of players going wide across the ranger rather than deep, picking up 5-20 minis for lots of factions and taking advantage of faster games to play them all.
Warcry has every chance of doing that again for Age of Sigmar, but leaning much harder into spinning up new skirmish sized factions:
as well as getting you into AoS factions you've been curious about but didn't want to go full army with, or upgrading Underworlds teams you already have:
The new factions are a warband in a box, all close to the 1000 point standard game size and playable as-is; but if you want to double (or triple or whatever) up on a particular kind of fighter, or to have roster depth for your campaign, you'll need to double up on their box or wait for expansions. Existing AoS factions will almost all require you to buy more than one box to field a warband, but you'll end up with a full roster as a result.
It's Good Fun
Warcry is its own beast, even more different from AoS than Kill Team is from 40K. One of the more interesting aspects is initiative - at the start of each round, each player rolls six dice, and pulls out any sets (doubles, triples, quads etc). The player with the most singles remaining has initiative, and will activate a model first (after which players alternate). The sets are used to activate "Abilities" - a set of basic but useful powers available to all factions (up your move, attacks, take extra actions etc.) as well as faction specific ones that tend to be stronger but only in specific circumstances (see the ability cards in the AoS faction shots above).
Each turn you get a wild die, which you can add as a single to try to get initiative, turn a single into a double, a double into a triple etc. You can bank wild dice, allowing you to spend in multiple dice on a subsequent turn. In alternating activations, having initiative isn't always an advantage so you may wish to deliberately give up initiative by converting multiple singles to doubles (and get more ability use to boot); other times it will be vital (grabbing the McGuffin on the last turn) and you may need to give up the chance to get multiple sets in order to preserve that first activation.
It's a lightweight resource system but poses some interesting decisions (as well as making it advantageous to remember what your opponent's faction's quad does before it ruins your plans).
Fighters are mechanically streamlined versus AoS/40K/Kill Team.
Attacks are resolved purely on Strength vs Toughness, skipping to hit, armour saves etc. Fighters tend to have more attacks and many, many more wounds (the Drillmaster there has 15 wounds), while attack rolls of 6 are crits that do extra damage (she has a damage profile of 2/4 on her mace, so she does 2 damage on a normal hit, 4 on a crit). Models are relatively resilient - the Drillmaster is very unlikely to kill a mirror version of herself in a turn without abilities and some crit luck. While your big models can still melt from focused attacks, smart ability use or hot dice from your opponent, you should not find yourself getting tabled.
Fighters don't have customisation or special rules on their cards; instead the runemark icons link them to the faction-level Abilities they can use, and each meaningful variation of a model type is a fighter card in her own right.
I mentioned this earlier but the division of your warband into three groups that deploy in different places and times really keeps you on your toes. The divisions of Dagger, Shield and Hammer are largely arbitrary (though I feel like my Hammer always has to hoof it further, 3" move on Ironjawz is pain), but it's critical to balance them and think carefully about who groups with who. You make this division before seeing the deployment card, and before seeing if the groups are relevant to the objectives. You don't get missions to wipe the opponent out, but you might get one to destroy one of the subgroups, so if you put a lone grot into Dagger and then it comes up as the mission target AND your stacked squig hopper cavalry Hammer doesn't even deploy till turn 3 you're in a world of hurt. This matches the lore of chaotic skirmishes in the Eightpoints, but also obliges you to create a flexible warband that can pursue any mission even if only a third of it starts on the table.
So who's in lots of fast, objective-based skirmish and the quest for precious, precious bottles?