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Top 3 Reasons Why Going Second in AoS Is Secretly OP

By Wesley Floyd | July 10th, 2019 | Categories: Age of Sigmar, Tactics

stormcast on dracoth sigmar vandus wal hor

Age of Sigmar isn’t like most other games. Check out our reasons why going second is usually the best move to follow through with. It’s secretly OP!

Age of Sigmar follows the VERY BASIC dice mechanic of 8th Edition Warhammer 40k.  For example, both saves in 40k and AoS are modifiable by rend/AP. However, the two games really start to branch off from the basic dice rolling structure they share.

In 40k, if you get the first turn, that means you get a chance to shoot your opponent’s threats off the board before they get the chance to move them. Plus, you’re already a round ahead of your opponent on when you get to bring things in from deep strike. Now let’s look at the ins and outs of why going second in AoS is secretly better.

1. You Let Your Opponent Come To You

skaven wal 1 AoS 2.0 Taking Skaven Clan Verminus To 2000 Points

In AoS, there’s a severe lack of decent shooting. Sure, Skaven have Warpfire Projectors and the Stormcast have their Ballistas, but generally speaking, there’s not a lot of decent spammable firepower with range. Because AoS is more of a medieval fantasy setting, that means that most of the damage is going to be done in melee. But to get into melee, you have to make the charge.

By giving your opponent the first turn, they can move up the board closer to you so you have a greater chance of reaching out and touching them when it rolls around to your turn. However, you should be careful. Seasoned players won’t move as far up and stay back until they see where you move if you give them the first turn. This could help them actually charge you first.

2. Your Reserve Units Are More Reactive

sylvaneth wal

Capitalizing on the lack of shooting, you should be comfortable giving your opponent the ability to bring in reserve units first. They get to come in 9″ away from your units but there’s no guarantee they’ll be able to make it into combat.

If you let your opponent go first and he brought his goodies in from reserve, you now know exactly where everything is. That gives you the chance to pick what units you have off to the side and counter his units on the board. Play reactive and bring in the stuff you know you’ll be fighting with! Remember, combats alternate in AoS regardless of who charges. 

3. Double Turning is Always an Option At This Point

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The possibility for a double turn doesn’t even open up until the end of turn one. If your opponent went first and moved up the board, he may win ties to see who goes next. However, you’re sitting on the side of the game where double turning your opponent could crush them. Even if your opponent managed to charge you turn one and your units managed to hold the line, double turning here while you’re locked in combat can be a brutal turning of the tables.

What do you think about going second in AoS? What’s been your best double turn experience? Do you prefer to go second in 40k as well? Let us know in the comments of our Facebook Hobby Group, and sign up to get your free hobby updates newsletter each morning as well!

About the Author: Wesley Floyd

Wesley Floyd headshot

Wesley Floyd

Job Title: Staff Writer

Joined: 2018

Socials: @RealmbrushPainting

About Wesley Floyd: Wes has been in the Warhammer hobby since 2015 and joined the Spikey Bits writing team in 2018. He is known for his satirist takes on trending topics and imaginative yet amazingly affordable hobby solutions to painting Warhammer miniatures.

Imperial fanboy, tabletop fanatic, and the self-proclaimed King of Sprues. He knows for a fact that Mephiston red is the best-tasting paint and is the commission painting equivalent of a Wendy’s 4 for $4.  If you like what he writes and want to contact him or have your tabletop minatures painted (to a mostly okayish standard), message him on Instagram.