A lot is changing with the new edition to streamline the game, check out all the ones that are coming to the Age of Sigmar 3.0 core rules.
There have been a lot of people unboxing the newest set from GW. We sourced this through a bunch of unboxing videos, which you can find here, so pick your favorite and enjoy the unboxings!
If you want to see all the warscrolls for all the new units coming in the Dominion box, check them out here in our recent article as well. For now, let’s get into the changes.
All The Big Age of Sigmar 3.0 Core Rules Changes
Let’s first look at how actually building your army has changed because it’s actually quite different.
Core Battalion Rules Age of Sigmar 3.0
This was transcribed over from the comments and makes a handy reference for all the symbols on this new Battalion chart.
Warlord Minimum Requirements:
- Min Any 1 Leader (Max 2)
- Min 2 Leader w/ less than 10 wounds (Max 4)
- Min 1 Troop (Max )Benefit: Both
Benefit: Both
Magnificent: When you pick enhancements for your army (See 27.3) you can pick 1 extra enhancement.
Strategist: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Battle Regiment
- Any 1 Leader
- Optional: Leader w/ less than 10 wounds (Max 2)
- Min 2 Troop (Max 5)
- Optional: 1 Non-Leader Behemoth or Artillery
Benefit
Unified: One-Drop Deployment
Grand Battery
- Any 1 Leader
- Min 2 Artillery (Max 3)
Benefit:
Slayers: Once per battle, 1 unit from this battalion can receive the All-Out Attack or Unleash Hell command without the command being issued and without the command point being spent.
Vanguard Requirement:
- Any 1 Leader
- Min 1 Troop (Max 3)
Benefit:
Strategist: Once per battle, 1 unit from this battalion can receive the At the double or Forward to Victory command without the command being issued and without a command point being spent
Linebreaker
- Any 1 Leader
- Min 2 Non-Leader Behemoths (Max 3)
Benefit:
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without the command point being spent.
Command Entourage
- Any 1 Leader
- Min 2 Leader w/ less than 10 wounds (Max 3)
Benefit: (Choose 1)
Magnificent: When you pick enhancements for your army (See 27.3) you can pick 1 extra enhancement.
Strategist: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Here’s a quick reference guide to what all the different abilities mean from Warhammer Community.
Choosing Your Battle Type

This was spotted on Warhammer Community and is an overarching set-up to play your games, how much terrain to use, how many reinforced units you can take, and basically everything else. This will further change how your units are taken and attempt to balance out the game in one swoop. Next, let’s check out how reinforced units will work.
How Reinforced Units Work

If they are a battleline unit, they can be basically three times the size of the minimum. If they are anything else, the biggest you can have is double the number of minis. Again though, the number of reinforced units you can have depends on the size of the battle. So if you move down to 1,500 points, you can take at most 3.
This won’t affect certain factions, but if you played with just a bunch of big units, you’ll have to adjust your strategy for the new edition.

Overarching Rules
- Unit Coherency changed to be more like 40k (which actually works well now)
- Max +1 / +1 to hit and wounds. This is following along with the changes to make this more like 40k/
- Max +1 to save
- Endless spells: Only the caster can move them, no more than one per mage in the roster, if the caster dies it goes back to old Endless Spell Rules
- A priest can dispel Endless Spells
- Ward save is the “ignore wounds” new name- remember fantasy anyone?)
- No +1 to Bravery for every 10 models
Hero Phase & Heroic Actions

This is a pretty cool new rules mechanic for Age of Sigmar 3.0, especially if you play an army without wizards. Honestly, there are just so many spells, so being able to unbind one every turn is pretty nice. The only thing that makes us a little nervous is this could slow the game down a lot. They mention both people can do it in each player’s turn, meaning this could take a long time for people to decide on what to do and how to use these. Well at least at first maybe?


Adding the ability for unit champions to issue commands is pretty nice. On top of that, increasing the range of the generals makes sense and gives you much more versatility.
Combat Objectives
Pick one each turn, if you complete it you gain 2 VPs. You can only pick one of each per battle. Because of the change, it should make for more rounded armies.
- Break their Spirit – Destroy a unit in enemy territory. It should be easy, but at once per game, make sure you pick it on a turn you can complete it.
- Broken Ranks – Destroy one unit from the enemy’s starting army. Again, it should be easy, but at once per game, make sure you pick it on a turn you can complete it.
- Conquer – Control a specific Objective Marker that your opponent controlled at the start of the turn.
- Repel – Destroy one unit in your territory; this could be a good one to save for later in the game when a small unit has made its way across the board.
- Seize the Centre – Have more models than opponent within 6″ of the center of the table
- Slay the Warlord – Slay the opponent’s general. With having to pick this at the start, just be sure you have that kill lined up!
New Command Abilities

Both sides of this are beneficial and can just buff up a unit to either hit harder or stay a little safer. If you combine this with the potion from the Swampcall Shaman, the unit will receive +2 to their saves.

If you have some giant units, this could really bring back a decent number of minis. If you are somehow left with one guy, this has the possibility to bring the unit back to strength. Here are the other ones in the book:
- At the double: Run 6 but declare before rolling
- Redeploy: 1d6″ reaction move
- Overwatch: (Unleash Hell) shoot someone that charged within 9″ of the unit.
- Forward to Victory: Reroll Charge rolls
Overall you will have more versatility than ever when it comes to what your heroes and unit commanders can do.
New Traits & Relics Rules: Age of Sigmar 3.0

- Battle-lust: Re-roll run & charge rolls, pretty nice if you really have a big fighty character you need in combat.
- High Priest: Re-roll prayers rolls. This is pretty sweet considering how buffed-up Priests have become.
- Skilled Leader: extra command point in your hero phase on a 5+ (each turn). If you are going second, this could net you 3 points for each turn.
- Heroic Stature: +1 Wound. This is pretty simple but could make a big difference.
- Master of Magic: reroll 1 cast, dispel or unbind roll once per phase. With how effective magic is becoming, this is really nice.
There are 4 new relics as well in the book.
- Amulet of Destiny: 5+ Ward save on the bearer. this is just a super nice relic that we expect a lot of people to take.
- Arcane Tome: becomes a Wizard, if they are a wizard they can cast an extra spell. Giving your wizards more spells is never a bad thing!
- Manticore Venom: +1 to wounds with one weapon. If you’re already wounding on a 3+, this just really gives you that extra oomph.
- Seed of Rebirth: re-roll heroic recovery rolls. For high wound models, this could be super helpful.
Monster Rules

This is a fun little way to make your monsters scarier and much more effective. You can only use one of each in the charge phase, so pick wisely what you want certain monsters to do. They are all fairly useful, but dealing mortals or adding to your hit rolls will just make them that much better in combat.
Age of Sigmar 3.0 Endless Spells Rules

With the spells moving double the amount, more chances to dispel them, and wizards controlling them, magic will have a bigger impact than ever before. Again, this is another element that could slow the game down. With everything that happens in both peoples’ turns, there looks like there may be more to remember than ever before.

With more spells than ever, there are also way more opportunities to banish them! Which is a good thing, because, hopefully, it will be harder for your opponent to just steamroll you with them.
Prayers

Looks like not only will they be able to dispel all kinds of stuff, but they will also be able to deal damage and buff up your units. So if you don’t have any, you really should grab some!
Do you like the new Age of Sigmar 3.0 rules, and all the new changes?
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