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New AoS 3.0 Monsters & Heroes Rules Previewed

Age-of-sigmar-3.0-wal-hor-title-rulesGW gave us a sneak peek at what the new AoS 3.0 monsters and heroes rules will be like in the new edition- check it out!

Warhammer Community just unveiled what to expect in the new rulebook, and how the biggest minis and characters will interact within the game! The new book is looking very easy to read and understand, which is a giant step in the right direction!

The other good news is, with the new starter box revealed, we probably don’t have long to wait now until the full rulebook is upon us!

Age of Sigmar new rulebookIs this really going to be the best ever? We’ll have to wait and see on that!

Let’s first take a look at the layout preview, then get into the new stuff.

Age of Sigmar 3.0 Rulebook Layout Preview

Age of Sigmar new rulebook 2All of the rules have been given a number for easy referencing, and the key sections are clarified with additional points to make everything crystal clear. You’ll also find margin notes which call out referenced rules, points to note, and examples. We asked the Warhammer Age of Sigmar Studio for an interview to give you some insights into their thought process – take a look.

The references on the left are a great addition, so you don’t have to wonder about where to look for accompanying rules. Bolding and highlighting the big rules is also really nice, just making it easy to see what to focus on. If the whole book follows this layout, we’re definitely happy with how it’s turning out!

GutrippazWith these new rules creating the best battle system yet, those taking their first brave steps into the Mortal Realms can quickly get comfortable with the basics, before drilling down to learn more about each phase.

As an added bonus, when you’re in the thick of battle and need to check a rule, the new layout helps you find the section you need so you can get back to rolling dice fast.

New AoS 3.0 Monsters & Heroes Rules Previewed

AoS 3.0 rulesThese are a totally new type of ability, used in each and every hero phase by both players (or all of them if you’re playing in a big multiplayer brawl). Heroic actions bring fresh tactical opportunities and keep the action flowing for everyone involved. These rules are different from command abilities – think of them as extra freebies.

This is a pretty cool new mechanic, 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?

AoS 3.0 rules 2With the updated rules in the new edition, it’s a little harder to decide if you want to go first after winning the priority roll, thanks to a bonus command point going to the player who goes second. You’ll still earn another point if your general is on the battlefield, bringing your total to either two or three points for most of the battle, before taking any other abilities into account. Those crucial command abilities are also more versatile. 

 

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This is a nice little buff for going second and just gives the second player that little extra something.

AoS 3.0 rules 3Generals and Totems have a longer range than before, and units led by a champion don’t need a support Hero to escort them into battle for the buffs alone.

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 just gives you much more versatility.

Monster Rules

AoS 3.0 rules 4If you like your army to be suitably monstrous, you’re going to like this new edition too, as every single charge phase, each player’s Monsters can go on a monstrous rampage. We’re talking stomping on enemies, smashing terrain to ruins, roaring really loud – you know, all the classic monster stuff. If you have more than four monsters, you’ll have to be strategic about which of your vast horde you send on a monstrous rampage, as you can only carry out each ability once per phase. These rampages make Monster-heavy armies a lot of fun to play, and they’re potentially pretty catastrophic for your opponent. 

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.

Do you like the new rules? Are you excited about the new edition?

Let us know in the comments of our Facebook Hobby Group, and make sure you enter the latest monthly giveaway for FREE today!  

About the Author: Travis Pasch

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Travis Pasch

Job Title: Head Writer & Editor

Socials: @paschbass 

About Travis Pasch: Travis has been a Warhammer 40k hobbyist since the 1990s, playing the game since Third Edition. Through extensive traveling, he’s seen a lot of the miniatures hobby from across the world, giving him a unique perspective on the latest gaming topics and trends.

Travis’s brother even owns a commission painting studio, where he’s picked up a lot of good advice and techniques for painting Warhammer and tabletop miniatures over the years, as well. Travis joined the Spikey Bits team in 2019 and has been the lead writer since 2020.

Currently, he’s working on converting all his 40k Adeptus Mechanicus models and becoming a true tech enjoyer, complete with both sad and happy robot noises!