The infamous double turn is changing for Age of Sigmar in 4th edition; GW revealed the new rules and the big changes that include a cost now!
GW has promised 4th Edition will bring a ton of changes to the core rules, battletomes, and modular rules. However, one big part of Age of Sigmar is sticking around, so whether you love or hate the double turn, it’s not going anywhere.
GW Reveals More Double Turn Rules Changes in 4th Edition AoS
Here is the latest on the double turn in 4th Edition from Warhammer Community!
The player who finishes setting their army up first gets to choose who takes the first turn. This feeds into a strategic element of list building – another part of the game which has undergone changes for the new edition – because it may affect the composition of your army.*
At the start of every battle round after the first, players make a priority roll and the winner decides who takes the first turn. If it’s a tie, the player who took the first turn in the previous battle round decides who goes first in the current battle round. Sometimes, this means a canny player can take two turns in a row – often referred to as a “double turn” – which offers a substantial tactical advantage.
One significant benefit to smaller elite armies is getting the first turn, and it makes sense in terms of narrative as well. If you have a smaller army, you would be able to mobilize your forces first. However, there now is a cost to take that double turn.
Those of you who have played other Warhammer tabletop games may find this a little odd initially, but it is crucial to understanding the ebb and flow of Warhammer Age of Sigmar. The decision is rich with tactical depth, and opens up a wide range of options for both forward planning and counterplay – the latter of which have been considerably expanded in the upcoming edition.
What’s more, it’s here to stay in the new edition – but the balance between risk and reward has become much more finely tuned. Now, in matched play battlepacks, when you choose to take a double turn, you give up your opportunity to pick a battle tactic for the turn.* It’s still an incredibly powerful option – but the decision is now far from a foregone conclusion.
We initially thought the double-turn rule might cost CP or something, but the cost is now not being able to choose the battle tactic for the turn. This is a pretty big cost, but the double-turn may still be worth it! However, GW has promised more counterplay this edition with countercharges, spells, and actions, so we’ll have to see if the double-turn remains just as powerful.
“I think the priority roll and the potential for a double turn can create really cool and dynamic outcomes where you can’t predict the flow of a game”, explains Matt, the Lead Games Developer for Warhammer Age of Sigmar. “You can’t count out each players’ moves as simply as a straightforward you-go-then-I-go. It’s a wonderful possibility space.”
“Initially, the double turn might seem like an obvious advantage – but it’s important to consider that many defensive abilities last until your next turn. This means the player who goes second will often still have their buffs and defensive spells up and running.
Again, we haven’t seen the full rules, but it does feel like you’ll have more options to protect your army from the double turn in Age of Sigmar 4th
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What do you think about the rules changes to 4th Edition Age of Sigmar and the double turn so far?
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