Stay ahead of the game with our review guide to all the new 4th Edition Age of Sigmar changes from rules to tactics; here’s the latest!
Warhammer Age of Sigmar is getting a fresh new edition this summer, and Games Workshop has spilled the beans on some awesome changes coming our way. In this article, we’ll jump into the juicy details and see what’s in store for players in the latest version of the game. Get ready for some tabletop action!
4th Edition Warhammer AoS Rules Changes Guide
Strap on your Sigmarite sandals and prep your warpstone, folks! The 4th Edition of Age of Sigmar is here, and it’s bringing a tornado of rule changes that’ll have you rethinking your entire strategy.
Games Workshop has thrown us a bone (or rather, a Warhammer) with a sneak peek into the latest updates. Here’s everything you need to know to stay ahead of the game and crush your enemies in style.
4th Edition Age of Sigmar Rules Changes Summary
Here’s a quick look at the confirmed changes and updates for Age of Sigmar 4th Edition, followed by a more in-depth guide focused on the new edition. It’s got the lowdown on the new Spearhead Boxes, updated Core Rules, more opportunities for players to react to their opponent’s turn, a new underdog mechanic, and more impactful battlefield terrain.
- Games Workshop released a new edition of Warhammer Age of Sigmar (4th edition) on July 13th, 2024.
- The new edition will have new miniatures, rules, and an entirely new game mode.
- The double turn is being revamped, and it will now carry a heavy cost to acquire
- The player who finishes setting their army up first gets to choose who takes the first turn.
- At the start of every battle round after the first, players make a priority roll, and the winner decides who takes the first turn.
- There will be free rules available for every faction at launch
- The Core Rules have been updated for the first time since 2015, with a focus on streamlining and accessibility without sacrificing the game’s depth
- Terrain will be more impactful, but it’s unclear if this means changes to all terrain or faction-specific pieces
- The underdog mechanic sounds similar to Gambits from 10th Edition Warhammer 40k
- List building will be easier than currently
- Existing Vanguard boxes will be replaced with Spearhead Boxes
- The new Spearhead Boxes will have a game mode of their own with free rules
- Players will be able to cast spells and charge during their opponent’s turn
- Every warscroll will fit on a single one-sided card
- The decision of who takes the first turn is rich with tactical depth and opens up a wide range of options for both forward planning and counterplay
Age of Sigmar 4th Edition Trailer
The Mortal Realms are currently in a state of unrest, and Sigmar’s Dawnbringer Crusades are facing an uphill battle against the steadily growing forces of Chaos, Destruction, and Death. Surprisingly, the Skaven hordes have been absent from these conflicts… until now.
After centuries of planning, they are finally emerging in the all-new edition of Warhammer Age of Sigmar (and we hope with a ton of new models), which is set to bring a slew of changes to the existing rules and battletomes.
This latest edition is a complete reimagining of the game, incorporating a decade of rich storytelling.
It introduces new miniatures, new rules, an entirely new game mode, and a fresh chapter in the ongoing battle for the Mortal Realms. One thing they did show off is the new Skaven artillery piece!
GW Sends Two Whole AoS Factions & More To Legends
GW announced two whole factions of Age of Sigmar miniatures are going to Legends, along with a ton of other models for 4th Edition.
This is nothing new for GW games, as every time there is a new edition, they generally rotate out older models. Legends models are still playable in casual play (they will have free rules) but will only be allowed in tournament play until the summer of 2025.
Release Date for Age of Sigmar 4th Edition:
You can mark your calendars for July 13th, 2024, because that’s the release date when the new 4th Edition Skaventide Launch Box will finally hit the shelves after its pre-order period!
Quick Links For Faction Rules
Click any of the links below if you want to grab the downloadable rules for each faction.
- Stormcast Eternals
- Skaven
- Gloomspite Gitz
- Nighthaunt
- Cities of Sigmar
- Kharadron Overlords
- Disciples of Tzeentch
- Ogor Mawtribes
- Flesh-Eater Courts
- Fyreslayers
- Idoneth Deepkin
- Maggotkin of Nurgle
- Sons of Behemat
- Ossiarch Bonereapers
- Daughters of Khaine
- Lumineth Realm-Lords
- Hedonites of Slaanesh
- Kruleboyz
- Soulblight Gravelords
- Seraphon
- Slaves to Darkness
- Ironjawz
- Sylvaneth
- Blades of Khorne
Age of Sigmar 4th Edition Rules Review:
The 4th Edition of Age of Sigmar is here, bringing a wave of exciting changes and updates to the beloved tabletop wargame.
This latest edition will revolutionize the way you play and combine streamlined rules with new strategic depths, ensuring a fresh and engaging experience for both seasoned veterans and new players alike.
If you’re looking for reviews on YouTube, be sure to watch your favorite presenters talk about their take on how to play Age of Sigmar at the links below:
Skaventide Launch Starter Set Price & Contents
The new starter will come with 74 models (24 Stormcast and 50 Skaven), all the accessories you need, the cards, The General’s Handbook, and the rulebook. The 40k Leviathan Starter sold for $250, so at $265, Skaventide is also far more expensive than Dominion, but it seems like we’re getting a pretty beefy box to go along with the price!
Luckily, we have a breakdown of the miniatures you get inside unit by unit.
Age of Sigmar Skaventide Starter Launch Set List Price: $265 CAD$320 AUD$450 £160 €210
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Buy The Skaventide 4th Edition Launch Box
New AoS Rulebook & General’s Handbook Included in Skaventide
This substantial 272-page rulebook is a treasure trove of lore, stunning miniatures, and the full rules. It includes Core Rules, Advanced Rules, and the First Blood and Path to Glory Battlepacks.
The book also delves into the lore from a much different perspective than previous editions. Instead of coming from a bird’ s-eye view, it’s told from the perspective of more normal people in the world.
Skaventide offers a comprehensive set of 17 General’s Handbook Cards tailored for competitive Matched Play, along with the General’s Handbook, and Spearhead rules themselves.
- Get started with the new edition of Warhammer Age of Sigmar, available here for the first time. Contains 74 brand new push-fit miniatures comprising two mighty armies of Skaven and Stormcast Eternals, plus terrain and a gameboard. Includes the full Warhammer Age of Sigmar Core Book featuring a cover exclusive to this set, plus warscroll and game cards, and a Spearhead rulebook for fast-paced play.
- Theme: Fantasy
- Language: english
- Container type: Box
- Theme: Fantasy
Last update on 2024-11-30 / Affiliate links / Images from Amazon Product Advertising API
8 Top New Rules & Changes Review:
The Core Rules have been updated for the first time since 2015, with a focus on streamlining and accessibility without sacrificing the game’s depth. They also promise every warscroll will fit on a single one-sided card.
The new edition retains the tactical and strategic nuance of previous editions while also bringing the game’s rich background to life on the tabletop. The updated system of command points and abilities offers more opportunities for players to react to their opponent’s turn.
In contrast, the double turn has been fine-tuned into a more balanced and exciting gameplay decision, all of which sounds pretty engaging.
Spearheads
GW has told us what to expect from Spearhead boxes in the new edition. Let’s start with maybe the most obvious change: the new Spearhead Boxes. They are going to replace the current Vanguard boxes (most in name only) and have a game mode of their own with free rules.
So, if you want to get a couple of new people into the game, they can buy just one box and start playing immediately. While many existing hobbyists may not play these styles of games, it can be a good way to get new players into AOS, as these games will only take around an hour.
Click Here For All the Age of Sigmar Vanguard Boxes Pricing & Value
AoS Core Rules & Warscroll Changes
The Core Rules have been updated for the first time since 2015, with a focus on streamlining and accessibility without sacrificing the game’s depth. They also promise every warscroll will fit on a single one-sided card. Just like with every edition, this also means every Warscroll and points will change.
This means you’re going to have to do some refining to your current armies, but they do say list building will be easier than currently.
Reacting During Opponent’s Turn
The updated system of command points and abilities offers more opportunities for players to react to their opponent’s turn. They mentioned two huge reactions: First, you can cast spells during your opponent’s turn. Then, maybe even more interestingly, you can also charge during your opponent’s turn! While they didn’t give more details, just those two changes seem huge right off the bat.
New Underdog (Gambit) Mechanic
They will also implement the underdog mechanic, which sounds very much like Gambits from 10th Edition Warhammer 40k. If you’re way down in victory points, you can try to complete one really hard-to-do mission and score a bunch of points. Gambits let you add a large chunk of points, completing tasks like getting units to objectives and corners or killing enemy units.
4th Age of Sigmar Edition Rules: More Impactful Battlefield Terrain
Before we move on, they also say terrain will be more impactful, but we’re not sure if that means changes to all terrain or faction-specific pieces.
Changes to the Double Turn
To get the double turn now, you must pay a heavy cost. This could mean a few things, but maybe the most is a huge cost of command points. You might have to build them up for a couple of turns and spend a bunch to get the double turn. Or, it could be something to do with victory points. Either way, the double turn is sticking around, but going to see some big changes.
Whoever sets up their army first gets to pick who takes the first turn, adding a strategic twist to army building – which, by the way, has seen some changes in the new edition. After the first round, players roll for priority to see who goes first each round. If it’s a tie, the player who went first last round gets to choose again.
This can lead to a sneaky “double turn,” where a clever player gets two turns back-to-back, giving them a big tactical edge
One significant benefit to smaller elite armies is getting the first turn, which makes sense in terms of narrative. 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.
If you’ve dabbled in other Warhammer tabletop games, this might seem a bit strange at first, but it’s key to grasp the rhythm of Warhammer Age of Sigmar. This rule is packed with tactical depth, opening up plenty of opportunities for strategic planning and counterplay – both of which are getting a big boost in the new edition.
And guess what? It’s sticking around in the new edition, but now the balance between risk and reward is razor-sharp. In matched play battlepacks, choosing a double turn means you forfeit the chance to pick a battle tactic for that turn. It’s still a powerful move, but now it’s a much tougher call to make.
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 still, 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.
The priority roll and the potential for a double turn can lead to some really cool and dynamic outcomes where the flow of the game stays unpredictable. You can’t just count on a simple you-go-then-I-go rhythm. It opens up a wonderful realm of possibilities.
At first, the double turn might look like an obvious advantage, but remember, many defensive abilities last until your next turn. So, the player who goes second often still has their buffs and defensive spells active.
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
AoS Faction Packs: Free Rules At Launch
The full Faction Packs are packed with Battle Traits, Battle Formations, Heroic Traits, Artefacts of Power, and various Lores. Plus, you’ll get Spearhead Battle Traits, Regiment Abilities, Enhancements, and all the warscrolls you need. You can grab these as physical card packs on launch day, and they’ll be available for free download soon after.
This is a bit of a strange order from GW; for 10th Edition 40k, they did it the other way around, with free rules first and then paid card packs after. Luckily, you will still be able to get the rules for free; it’s just interesting to see this order. Either way, the rules will be free too long after launch; let’s hope it’s quite soon after.
Just like for 10th Edition 40k, they have promised free rules for every faction at launch (called faction packs). Then, as new books come out, they will come with a price tag. They don’t say much about individual army faction changes, but this could be a big shakeup to the meta.
The points will also be free online at launch but not included in the faction packs. The packs will include everything you need specific to your faction, including traits, spells, prayers, and much more.
Path To Glory Changes
Last but not least, Path to Glory also sees a bunch of changes, with a bigger focus on progressing your army as they fight through various battles.
4th Edition Age of Sigmar Rules Review Guide By Faction
Champions of the Mortal Realms, get ready to dive into the most epic edition yet – the new Age of Sigmar 4th Edition rules are here, and they’re bringing game-changing updates for 24 factions! That’s right, whether you’re leading the stoic Stormcast Eternals, the cunning Skaven, or the bloodthirsty Khorne, there’s something fresh and exciting for everyone.
These new rules are set to shake things up, offering fresh tactics, revamped abilities, and a whole lot more mayhem. It’s like the developers took a massive cauldron, threw in every cool idea they could find, and stirred it into a potion of pure awesome.
Stormcast Faction 4th Edition Age of Sigmar Rules Review
Here’s a look at how to play the new Stormcast Eternal for 4th Edition Age of Sigmar as we review the latest rules and updates.
- The Stormcast Eternals are organized into distinct Stormhosts, each with a unique history, symbols, and preferred battlefield tactics.
- They have battle traits like “Their Finest Hour” and “Scions of the Storm” that increase resilience and allow flying into the battlefield, respectively.
- The Stormcast of the Ruination chambers possesses an Ancient Aura infused with storm-charged energy, granting them a Ward (5+).
- They have heroic traits and artifacts of power to enhance list-building and strategic decision-making for heroes.
- Accumulating ritual points allows them to share a powerful buff with all units within a 12″ radius. 7. Notable characters like Krondys, Yndrasta, Knight-Arcanum, and Annihilators possess unique abilities and strengths.
Be sure to check out all the updates and changes announced for the Stormcasts, there’s a lot to look forward to as you prepare to command the near-immortal warriors of Sigmar on the tabletop.
Skaven Faction 4th Edition Age of Sigmar Rules Review
- The Skaven possess battle traits that make them elusive adversaries. These traits allow them to swiftly withdraw from combat and unleash a relentless tide of warriors onto the battlefield using gnawholes.
- The Moulder Clan has introduced fearsome new Rat Ogors with enhanced close combat abilities and a destructive fury triggered by warpstone infusion.
- The Pestilens, Skryre, and Clan Verminus contribute unique forces to the Skaven Battle Formations, specializing in deadly experimental weaponry, corrupting the land, and inspiring other units of the Claw-horde.
- Unique ratfolk born with the ability to harness aether energy can unleash powerful spells and summon a Warp Lightning Vortex, which causes Mortal Wounds and slows the enemy.
- Notable characters like Lord Skreech Verminking and units like Rat Ogors and Warp Lightning Cannons bring unique abilities and strengths to the Skaven faction.
- Gnawholes serve as entry points for deploying reserves and provide a means to replenish The Endless Vermintide, the Skaven swarm, while offering strategic and deceptive movement tactics.
Be sure to check out all the updates and changes announced for the near-endless Skaven warriors!
Gloomsite Gitz Rules
Banded together under the eerie glow of the Bad Moon—a mysterious, magical planetoid that drifts unpredictably across the Mortal Realms—the Gloomspite Gitz are all about chaos and carnage. These raucous hordes are joined by grotesque troglodytes, who slither, bounce, and lumber out of the depths to wreak havoc on the battlefield.
- The Bad Moon provides buffs to the Gloomspite Gitz, including increased confidence for grots, enhanced abilities for squigs, tougher troggoth hordes, and more potent spider venom.
- Players can command various formations such as Squigalanche, Spiderfang Riders, resilient herds of troggoths, and legions of frenzied grots.
- Gitz Shamans have powerful spells like Sneaky Distraction, which imposes a -1 penalty on hit rolls of enemy units within 12″ of the caster.
- Notable units include Skragrott the Loonking, Gobbapalooza, Squig Herd, and Bad Moon Loonshrine, each with unique abilities and roles in battle.
- The Bad Moon’s movements can be influenced, and it provides buffs when positioned at the center, showering enemies with loonshards.
- Herding Squigs is a perilous occupation, and the heavily armored Squig Herder plays a crucial role in keeping the Cave Squigs under control.
- The Bad Moon Loonshrine emits a powerful lunar energy aura that can restore destroyed units for a single Command Point.
Be sure to check out all the 4th Edition updates and changes for the mischievous Gloomspite Gitz so far.
Nighthaunt Rules
In the Mortal Realms, lots of folks are terrified of death, thinking it’s this cold, mysterious force just waiting to snuff them out. But the savvy ones who get mortality know better. When the body kicks the bucket, the spirit gets to serve the Undying King, and the angry gheists of the guilty, the sinful, and the damned come together as his spooky crew called the Nighthaunt.
- The Nighthaunt’s ethereal nature makes them immune to enemy weapons and difficult to harm, as they can simply discorporate to evade blows.
- The Nighthaunt induces mortal fear in their enemies, causing them to subtract one from all their hit rolls.
- The Death Stalkers are expert hunters. They can ignore damage while retreating, making them super maneuverable and annoying to fight.
- Nighthaunt wizards draw chilling magics from the Realm of Death, allowing them to strip away life force and provide protective cover for their units.
- Notable Nighthaunt units like Lady Olynder, Reikenor the Grimhailer, Dreadblade Harrows, and Myrmourn Banshees bring unique abilities and strengths to the army.
As Nagash’s spectral vanguard, the Nighthaunt brings the terror and inevitability of death to the party. With their unique abilities and bone-chilling presence, they’re a force to be reckoned with, shaping the battles and fate of the Mortal Realms.
Be sure to check out all the new 4th Edition updates and changes for these mischievous giests.
Cities of Sigmar Rules
Imagine facing gods, monsters, and warriors of unmatched prowess. This is everyday life for the brave souls in the Cities of Sigmar.
These ordinary men and women fight for survival in the Mortal Realms’ hostile expanses. It’s not just about survival – it’s about reclaiming their world from the chaos that has engulfed it since Sigmar’s defeat at the end of the Age of Myth.
- Steely Discipline: Fortress-City Defenders march out with unwavering discipline, standing firm against much larger or stronger enemies.
- Fortified Position: Fusil-Majors on Ogor Warhulks, Ironweld Great Cannons, and Freeguild Fusiliers start the battle in a Fortified Position, reducing the damage of incoming attacks.
- Impenetrable Defense: Enemy forces struggle to make an impact on a well-prepared Fortress City, as the defenders reduce the effectiveness of enemy hit rolls.
- Dawnbringer Crusades: These crusades venture into dangerous, nightmarish territories with relentless energy, gaining a movement boost early in the battle.
- Battle Formations: Other formations leverage powerful weapons and magic from Ironweld Engineers and Collegiate Arcane sorcerers to maximize their effectiveness.
- Magic plays a significant role, with powerful spells like Speed of the Twin-Tailed Comet granting units supernatural speed.
With leaders like Tahlia Vedra, Lioness of the Parch, and units like the Freeguild Cavaliers and Steelhelms, the Cities of Sigmar are poised to reclaim their world from chaos with all these new rules for 4th Edition
Kharadron Overlords Rules
The heart and soul of the Kharadron forces are these plucky naval crews who spend their days and nights aboard flying ships, ready to fend off airborne nasties with a hail of gunfire. These Arkanaut Companies are a tough-as-nails bunch, driven to fight for their chunk of aether-gold – their ticket to the good life – thanks to contracts signed before they even set sail.
Whether they’re diving into the fray from the ship’s sides or guarding a stash of treasure on solid ground, these Durdains are in it to win it.
- Kharadron Naval Crews: Plucky naval crews aboard flying ships. Arkanaut Companies fight for aether-gold shares.
- SKYVESSELS Mobility: Key to Kharadron strategy. Frigates and Ironclads transport troops. Must be carefully placed due to movement restrictions.
- Tactical Swooping: SKYVESSELS can swoop down for tactical advantages. Start high and descend to unleash firepower. Provide defensive cover for Arkanauts.
- Admirals and Endrineers Guild: Admirals sometimes work with the Endrineers Guild. Gain access to powerful prototype technology. You can pick a second artifact during deployment.
- Endrineers’ Artefacts: Three artifacts to boost officer skills. Blazebeard and Sons ‘Drakk-Hobbler’ Mag-bolas for stopping MONSTERS. Celestium Burst Grenade nullifies wards. Voidstone Orbs counter magic.
Warhammer Age of Sigmar is getting a shiny new 4th edition, and Games Workshop is dropping some exciting updates for all the factions, too! The new rules are here, and from tactical swooping to powerful prototype technology, there’s plenty more to cover for the Duardin of the sky in this article!
Disciples of Tzeentch Rules
Tzeentch, one of the Great Gods of Chaos since before the Age of Myth, is the ultimate puppet master. Known as the Architect of Fate, he’s the god of change, ambition, and magic.
His loyal followers, the Disciples of Tzeentch, are a motley crew of daemons and mortals as twisted as the Lord of Flux himself. When Tzeentch calls, giggling, shapeless daemons burst into reality, setting everything ablaze in a whirlwind of change.
Mortal followers drop their magical facades to fight with bird-like mutants, unleashing spectacular magical fireworks and ensuring destiny unfolds just as Tzeentch planned.
- The Disciples of Tzeentch have access to powerful wizards who can unleash Burning Wyrdflame, causing mutations and potential mortal damage to their enemies.
- The Disciples of Tzeentch have four Battle Formations, with the Wyrdflame Host raining down a Mutagenic Inferno on their enemies.
- Choosing the mutative Lore of Change gives their wizards access to new spells, such as the Transformed to Spawn spell, which turns enemies into Chaos Spawn of Tzeentch.
- In the latest edition of Warhammer Age of Sigmar, summoning new units out of thin air is replaced with abilities to recycle fallen units. The Chaos Spawn of Tzeentch can keep coming back for more due to its Waves of Mutation ability.
- Kairos Fateweaver, Tzeentch’s two-headed right-hand daemon, is a powerhouse of sorcery that can boost friendly casting and unbinding rolls within his magical aura.
- The nine Gaunt Summoners can bring daemonic and mortal followers straight into the fray using the reality-bending power of their crystalline fortresses.
From magical flames to waves of mutation, there are plenty more rules to cover for the followers of change here!
Ogor Mawtribe Rules
There are two main flavors of brute force in the Ogor Mawtribes. First up, we’ve got the Gutbuster warglutts. These guys are like a traveling buffet on steroids, roaming far and wide from their fortresses in massive circles known as Mawpaths. They devour almost everything in sight, dragging the leftovers back to their feasting halls to whip up some monstrous meals.
Then there are the Beastclaw Raiders, the rough-and-tumble nomads of the bunch. Picture rugged hunters riding colossal beasts, always one step ahead of the Everwinter—a freaky, supernatural blizzard that seems to stalk them wherever they go.
- The Ogor Mawtribes hit like an avalanche with their Battle Traits. With their signature move, the Trampling Charge, they use sheer bulk and momentum to crush anything in their way.
- The Ogor Mawtribes have four Battle Formations. With Brutal Stock, using their colossal bulk, dealing even more mortal damage when they slam into enemy units.
- The Mawtribes use Everwinter Prayers to call down blizzards and give your units 5+ Ward saves.
- Ogor Gluttons are the backbone of any warglutt. Known for their raw physical strength and ability to crush bones effortlessly.
- Butchers are the head honchos among the shamans, whipping up gastronomic spells to heal allies, pump them full of bloodlust, and unleash waves of nasty grease to trip up enemies.
The new rules are here, and from giant guts to humungous feasts, there’s plenty more to cover for the Mawtribes here!
Flesh-Eater Courts Rules
These courts are the rotting remnants of long-abandoned strongholds, with armies of ‘footmen’ wielding bone clubs, ‘knights’ on grotesque steeds, and ‘champions’ with razor-sharp fangs. They genuinely believe they’re noble warriors, but to everyone else, they’re just deranged cannibals drenched in blood and gore.
In their shared madness, the heroes of these courts perform ‘Noble Deeds’ – injuring foes, casting spells, or invoking miracles, inspiring their followers. To them, it’s all chivalrous valor. To the sane, it’s a gruesome Feeding Frenzy.
Yep, welcome to the Flesh-eater Courts.
- The Flesh-Eater Courts have potent regenerative abilities and can rally their troops with calls to Muster Guard or Summon Loyal Subjects.
- Despite appearing chaotic, the courts have a semblance of military order with formations like the Ghoul Patrol and the Lords of the Manor.
- The abhorrants of the courts dabble in dark sorcery, summoning undead horses and unleashing fearsome monsters in battle.
- Ushoran, Mortarch of Delusion, is the heart of the delusion and can twist his followers’ reality, making them believe they’re mighty monster slayers or participants in a grand joust.
- Marrowscroll Heralds, Cryptguard, and Royal Zombie Dragons are also key elements of the Flesh-eater Courts’ forces.
From delusions of chivalry to cannibalistic tendencies, there are plenty more new rules to sink your teeth into with the Flesh-Eater Courts.
Fyreslayers Rules
The Fyreslayers’ forge priests, the Zharrgrim, work their magic on ur-gold to create badass runes that they embed into their buddies’ skin. These runes don’t just look cool, they also make the Fyreslayers super tough and extra fierce. When the runes kick in, it’s like they’ve tapped into the power of Grimnir and Vulcatrix, turning them into fiery-eyed, smoldering-skinned berserkers.
Though separated from their Kharadron Overlords and Dispossessed cousins by their fiery devotion, the Fyreslayers stand with Sigmar’s forces and other allies in the Forces of Order. But don’t be fooled; they don’t fight for free. An ur-gold fee usually seals the deal.
- Auric Runemasters tap into the power of ur-gold to enhance their comrades with prayers
- Successful prayers generate magmic power tokens to boost UR-GOLD RUNE abilities
- Hearthguard Berzerkers are elite Fyreslayers and the royal family’s bodyguards
- In dire times, the Zharrgrim can summon a Molten Infernoth, an elemental manifestation of Vulcatrix’s wrath
- The Fyreslayers’ core playstyle revolves around tough-as-nails duardin bursting with divine power
With the Auric Runemaster juicing up each effect, every turn can be absolutely epic. It’s never been a better time to be a Grimnir player with all these new rules.
Idoneth Deepkin 4th Edition AoS Rules
Have you ever heard those spooky sea demon stories told to kids to keep them in line? Well, surprise! The Idoneth Deepkin are real, and they’re not just out for scares—they’re out for souls! In the Age of Myth, when the realms were starting, the Mage God Teclis and his bro Tyrion woke up in Hysh.
These newborn aelven gods, along with their divine buddies, had one big plan—get back at Slaanesh, the Chaos God, who had a serious elf-soul munching habit. They captured Slaanesh and used a magical gizmo, the Ocarian Lantern, to pull out a bunch of lost aelven souls.
Teclis, being the perfectionist he is, tried to create the perfect elves, the Cythai. But here’s the kicker—they were flawed. No matter what he did, their souls stayed tainted. Scared of their own creator, the Cythai bolted and hid in the ocean’s depths, and guess who they are now…
- The Idoneth Deepkin are described as eerie, soul-searching magical pirates who have mastered oceanic hit-and-run tactics.
- In battle, the Idoneth Deepkin utilize their aquatic magic and hit-and-run skills as Ethersea Voyagers, with their attacks evolving with each battle round.
- They have various battle formations, including the Akhelian Beastmasters, Isharann, Namarti auxiliaries, and the tactics of an ambushing soul-raid.
- In their society, the spellcasters known as Isharann have abilities to manipulate souls, control the ethersea, and unleash the ocean’s wrath on their foes using the Lore of the Deeps.
- Specific units include the Eidolon of Mathlann, Isharann Tidecasters, Akhelian Allopex, and Akhelian Ishlaen Guard, each with unique abilities and roles in battle.
Emerging from the hidden depths of the ethersea, the Idoneth Deepkin launch terrifying raids on their clueless targets. Masters of maneuvering and repositioning, they’re at their deadliest when hitting the weak spots in enemy defenses with pinpoint accuracy.
The Deepkin are those eerie, soul-searching magical pirates who’ve nearly mastered oceanic hit-and-run tactics and tons of other new rules that you dont want to mess with.
Maggotkin of Nurgle Rules
Nurgle’s all about those life cycles. Sure, he’s into filth and disease, but it’s all in the name of new growth. Think of it as the universe’s way of recycling.
His followers, who affectionately call him ‘Grandfather,’ are more than happy to spread his gifts (poxes and plagues) everywhere.
These grossly loyal armies of Nurgle, known as the Maggotkin, are a walking, rotting testament to their master. They’re not just spreading disease; they’re welcoming daemons and chaos into the mortal world, all part of Nurgle’s big, stinky plan.
- The Maggotkin, spread diseases and welcome chaos into the mortal world as part of Nurgle’s plan.
- They have battle traits that allow them to spread disease and inflict damage using pestilence.
- Battle formations, including the Tallyband, boost the damage of Nurgle’s diseases and feature various elements such as rotfly cavalry and Feculent Gnarlmaws.
- The Maggotkin have sorcerers who use spells that rot, infest, and mutate, such as the “Fleshy Abundance” spell.
- The Great Unclean One is a massive, rotting behemoth that spreads pestilence and can summon backup from the Realms of Chaos.
- Other units include the joyous Sloppity Bilepiper, the melancholic Harbinger of Decay, and the tough Putrid Blightkings.
The Maggotkin of Nurgle are on a mission to spread Grandfather Nurgle’s joyful diseases to anyone unlucky enough to cross their path with the rest of these new rules.
These colossal beings, known as the Sons of Behemat, pay tribute to their godbeast ancestor and act like walking natural disasters, striking fear into the hearts of the realms’ inhabitants, be they Sigmarite faithful or Darkoath tribes.
Lone gargants or groups, known as “stomps,” wander through the most desolate places in the realms. Battle brings them rare joy, a chance to show off their strength and snag some well-deserved loot.
- They come with powerful RAMPAGE abilities, using their size to unleash devastating attacks such as Gargant Charge, Jump Up and Down, Colossal Slam, and Earthshaking Roar.
- There are different gargant stomp formations, each with its own way of life, shaped by the whims of its Big Heel, including Taker Tribes, Breaker Tribes, Stomper Tribes, and Boss Tribes.
- They have a penchant for magical objects, such as the Titanic Trophies like the Glowy Shield of Protectiness, and the Amberbone Totem.
- Specific Sons of Behemat units include King Brodd, Gatebreaker Mega-Gargants, Warstomper Mega-Gargants, and Mancrusher Gargants, each with unique abilities and traits.
Whether they’re hired as mercenaries, defending their turf, or just showing off, the sight of a stomp of gargants is enough to make anyone think twice. Don’t miss the rest of the mighty Sons of Behemat rules for 4th Edition AoS right here.
New Ossiarch Bonereapers AoS 4th Edition Rules
The Ossiarch Bonereapers fight with something called Relentless Discipline, meaning they follow orders to the letter. In each phase of battle—Movement, Charge, and Combat—they have options that allow a HERO to command troops with precision.
Depending on what’s needed, they can make an Unstoppable Advance, launch a Co-ordinated Charge, or form Impenetrable Ranks.
- The Ossiarch Bonereapers are bone soldiers crafted from armored bone and infused with warrior souls, bound to Nagash’s will, led by Orpheon Katakros.
- They fight with Relentless Discipline, allowing precise control in battle. They have various battle formations, arcana, and incantations.
- Vokmortian, Master of the Bone-tithe, sows doubt among enemies and can bind foes with a Mortal Contract.
- Mortisan Soulmasos are wizards of soul science, casting spells like Soul-Guide to energize units to strike first.
- Necropolis Stalkers are towering constructs that break enemy lines with precision and have different aspects empowering them for specific tasks.
- The Mortek Crawler is a siege engine with enchanted ammunition, unleashing a Deathly Barrage, causing enemies to suffer from Strike-last.
From Nagash’s grand vision of undeath to the relentless discipline of the bone soldiers, there’s no shortage of grim and spooky warfare to dive into with all these new rules.
Daughters of Khaine 4th Edition Age of Sigmar Rules Review
The Cult of Khaine has been causing mayhem since the Age of Myth kicked off. What began as a tiny group of fanatics worshipping a deceased god has, thanks to Morathi’s cunning, exploded into a widespread phenomenon.
Now, you’ll find these bloodthirsty enclaves in almost every City of Sigmar. Morathi, always the strategic mastermind, cultivated her followers as her power base long before she snagged her godhood status. She ran the show from Ulgu—the Shadow Realm—handed to her by her once-mortal, now-divine son, Malerion.
The Daughters of Khaine aren’t just talk; they prove their loyalty through savage gladiatorial duels, blood-drenched rituals, and some seriously spooky sorcery.
- They are unpredictable and numerous, found in almost every City of Sigmar.
- They prove their loyalty through savage gladiatorial duels, blood-drenched rituals, and spooky sorcery.
- They prioritize speed and agility, using shadow sorceries to enhance their combat skills.
- Sacred Blood Rites imbue them with divine power, making them stronger as the battle progresses.
- Their priestesses and spell-weavers wield shadow magic and blood rites, bolstering allies and sapping enemies’ life.
The Daughters of Khaine are the ultimate glass hammer army—fragile but lightning-fast and wickedly deadly. They might not take hits well, but boy, they can dish them out with all these new rules!
Lumineth Realm-Lords 4th Edition Age of Sigmar Rules Review
The Lumineth Realm-lords are like the honor roll students of the mortal realms, setting the gold standard for everyone else to follow.
These almost-too-perfect aelves bring light and knowledge wherever they go, slicing through corruption with their swords and spells while chasing after that elusive dream of true perfection.
Their pride and unchecked ambition made them easy prey for Slaanesh, the Lord of Excess, who feasted on their bitter war. Families turned against each other, unleashing destructive magics in a calamity known as the Ocari Dara, or ‘Spirefall.’ Daemons of Slaanesh poured into Hysh, reveling in the chaos before they were finally driven back.
- The Lumineth Realm-lords exhibit pride and unchecked ambition, which makes them vulnerable to Slaanesh, the Lord of Excess.
- They possess unique battle traits, such as Lightning Reactions and Facet of War abilities, which allow them to act decisively in combat and enhance their multi-disciplined approach to battle.
- Lumineth mages exhibit superior spellcasting abilities and can summon protective measures, grant speed to allies, and overwhelm enemies with oppressive heat.
- Ellania and Ellathor are described as the dynamic duo Eclipsian Warsages with enhanced spellcasting and combat skills.
- Sevireth, Lord of the Seventh Wind, is a powerful aelementor capable of using Searing Desert Winds to blind and damage enemies and is almost impossible to hit with ranged attacks due to his cyclonic currents.
- The Alarith Stoneguard and Vanari are the rock-solid backbone and heartbeat of the Lumineth war machine, each with unique tactical advantages and abilities.
The Lumineth Realm-lords are like the honor roll students of the mortal realms, setting the gold standard for everyone else to follow with all these new rules.
Hedonites of Slaanesh 4th Edition Age of Sigmar Rules Review
Even locked up in his secret cell, Slaanesh’s vibes still manage to sneak into the Mortal Realms. His gig is all about overdoing it, and even though he’s on lockdown, his crew, the Hedonites of Slaanesh, never stop hustling.
Mortals keep falling for their feels, which amps up Slaanesh’s power bit by bit. Morathi-Khaine’s play for godhood just made it worse by unleashing the twins, Synessa and Dexcessa, who are now making moves in preparation for his comeback.
- Hedonites of Slaanesh fight in a way that weakens reality, allowing daemons to spill out and create grotesque paradises of excess and violence.
- The Hedonites of Slaanesh unleash an “Excess of Depravity” every battle round, offering bonuses to their units and posing a risk to the enemy who tries to counter it.
- The faction has various battle formations and battle styles, such as the “Depraved Carnival of Sybarites” and “The Ecstatic Throngs.”
- Wizards aligned with Slaanesh use the Lore of Extravagance to turn emotions into deadly weapons and manipulate their enemies’ minds.
- The Blades of the Lurid Dream, led by a Shardspeaker, are part of the Hedonites of Slaanesh Spearhead, commanding bloodthirsty libertines who strike from intoxicating fog.
Slaanesh is the smooth talker of the Chaos gods, a master of temptation and excess. Decked out in fine silks and jeweled armor, his Hedonites turn battles into carnivals of carnality with all these new rules.
Kruleboyz 4th Edition Age of Sigmar Rules Review
The Kruleboyz are sneaky, swamp-dwelling orruks who embody the cunning side of their two-headed god, Gorkamorka.
Living in gross, misty bogs, the Kruleboyz revel in cruelty and cunning. While an Ironjawz Orruk might chop a human in half with one swing, a Kruleboyz would rather stick ’em with a poisonous spear and watch them squirm.
- Kruleboyz are sneaky, swamp-dwelling orruks embodying the cunning side of their god, Gorkamorka.
- They employ dirty tricks in battle with Battle Traits like Venom-Encrusted Weapons and Sneaky Sneakin’.
- The Kruleboyz have various Battle Formations for stealth, sharp-shooting, mobility, and bringing warbeasts to the fight.
- Swampcalla Shamans use swampy magic for abilities like Choking Mist and boosting their allies.
- Notable characters include Gobsprakk, the Mouth of Mork, Killaboss on Great Gnashtoof, Murknob with Belcha-banna, and Gutrippaz warriors with skareshields.
The Kruleboyz have revamped their Dirty Tricks mechanic to showcase their sneaky scheming better. Instead of picking one effect at the start of the battle, you now get a whole bag of tricks to play with every round. Take a gamble at some extra buffs, and be prepared to turn the tables from the swampy shadows with all these new rules.
AoS 4th Edition Soulblight Gravelords Rules
So these cursed vampires have a whole crew of undead minions, all working for the big boss, the Great Necromancer. These vamps, the top dogs of the undead scene, were actually brought into existence by Nagash in the Mortal Realms.
Whether they give in to their bloodthirst and become wild, gore-drenched nightmares or stick to courtly traditions and vows of self-control, all vampires have a thing for conquering and subjugating the living. With their natural knack for necromancy, they raise mighty undead armies and carve out sprawling empires like it’s their undead day job.
- The Soulblight Gravelords are powerful vampires who were brought into existence by Nagash in the Mortal Realms.
- These vampires have a natural knack for necromancy and raise mighty undead armies, carving out sprawling empires.
- Their wizards use the Lore of Undeath to mess with enemies and power up themselves with spells like Vile Transference and draining their enemies’ strength.
- Radukar the Beast and Lauka Vai, the Mother of Nightmares, are formidable leaders within the Soulblight Gravelords, each with unique abilities and powers.
- Blood Knights are crimson-clad knights who charge down their enemies on skeletal steeds, while Vargheists are winged nightmares that feast on flesh and blood.
- The vampiric aristocrats of the Soulblight Gravelords are united by an undying love for the hunt, and their army includes Deathrattle Skeletons, among other undead minions.
The Soulblight Gravelords shine at overwhelming their enemies by reanimating disposable units with battle traits and spells. They flood the battlefield with hordes of minions while their elite units, like heavy cavalry and fearsome Zombie Dragons, crush the tougher opponents with all these new rules.
Seraphon 4th Edition Age of Sigmar Rules Review
The Seraphon’s story kicks off in the World-that-Was, where ancient temples and advanced tech built by the Old Ones lay dormant while the slann patiently followed their masters’ blueprints.
When Chaos finally wrecked everything, these temples sprang to life, soaring into the skies with their precious cargo of mage-priests. For ages, these temple-ships hung out in the cosmos until the swirling energies of the universe birthed the Mortal Realms.
When the moment was right, the slann emerged from their cosmic hideouts, spawning pools bubbling with fresh Seraphon soldiers, all geared up for the next phase of the Great Plan.
- These Lizardmen are all about sticking to The Great Plan and have unique abilities based on celestial patterns, such as Itzl the Tamer and Tepok the Seer.
- They have four battle formations, including the Sunclaw Starhost and others, that use their war-beasts, teleportation, and nimble skink hosts.
- The Slann Starmasters are powerful magical beings with access to two Spell Lores: one focusing on harnessing cosmic power and the other channeling sun god Chotek’s healing power.
- Other key units include the Saurus Oldblood on Carnosaur, Terradon Riders, and the Engine of the Gods, which can summon falcons and meteors or even change the past and future.
Thanks to Asterisms, Seraphon players can fine-tune their army on the fly, dealing with specific threats from their opponents or boosting their own already impressive abilities with all these new rules.
Chaos Slaves To Darkness Rules:
Picture tribes of Darkoath with their stern-faced Chieftains and armored legions led by tyrannical warlords. These guys rampage through the realms, hungry for power. Their mission? Simple: topple the weak, dethrone their phony gods, and seize control of the Mortal Realms.
Chaos took hold of the Mortal Realms after Sigmar, the God-king, flopped and retreated to Azyr following a crushing defeat by Archaon. Those left behind had to align with the Ruinous Powers, enduring a brutal life of violence and survival, paying their dues in blood every single day.
- The battle traits of the Slaves to Darkness enable units to receive gifts from the Ruinous Powers, enhancing their capabilities and adding strategic depth to games.
- Pledging allegiance to specific Chaos gods can grant warriors Marks of Chaos, providing unique bonuses based on their chosen deity.
- The Slaves to Darkness employ diverse battle formations and tactics, showcasing their brutal and relentless nature on the battlefield.
- Sorcerers within the Slaves to Darkness faction have access to potent magic and rituals, further emphasizing their dedication to the dark powers they serve.
The Slaves to Darkness faction lets any player customize their Chaos horde in a myriad of ways. Want a monstrous army led by a badass Daemon Prince who just got a major glow-up? You got it. Prefer endless waves of Darkoath warriors flooding the battlefield? No problem with these new rules.
Ironjawz 4th Edition Age of Sigmar Rules Review
These green-skinned warriors are the offspring of Gorkamorka, the mighty god of Destruction.
Their sole purpose? Fight, conquer, and dominate. You might already know the Kruleboyz, the cunning followers of Mork, the sneaky and brutal half of their two-faced deity. Now we’re diving into the world of the Ironjawz, the armor-clad bruisers who revere the other half: Gork, who’s all about brute strength and a dash of cunning.
- Ironjawz have unique battle traits, such as Mighty Destroyers and Waaagh!, emphasizing their raw aggression and primal energy in battle.
- There are four distinct Battle Formations for Ironjawz, each with its own tactical advantages, such as extra melee attacks and boosted charge rolls.
- Ironjawz have powerful magic abilities, including orruk spells like “Bash ‘Em Ladz!” and the ability to tap into Waaagh! energy to enhance combat skills.
- Notable Ironjawz units include Gordrakk, the Fist of Gork, who gains strength from victory and can rally Orruk-kind into a Waaagh! frenzy; Warchanters, living conduits for Waaagh! energy who drive orruks into a battle frenzy; Brutes, iron-fisted enforcers renowned for their substantial body count; and Maw-Grunta, wild beasts that inflict mortal damage on enemies.
- The Ironjawz army is part of the Orruk Warclans Vanguard in the 4th Edition Age of Sigmar, offering an aggressive and dominating play style.
Whether it’s the relentless charge of a warboss unleashing the full fury of the Waaagh! or the mystical boost from Shamans and Warchanters, every aspect of their combat prowess is dialed up to eleven with all these new rules.
Sylvaneth 4th Edition Age of Sigmar Rules Review:
The Sylvaneth owe their existence to Alarielle the Everqueen, one of the rare elven survivors from the World-that-Was. When the realms came together, Alarielle woke up in Ghyran, charged with divine power.
She planted soulpods—saved elven souls—in fertile groves, bringing her followers back to life. As unpredictable as the changing seasons, the Sylvaneth can seem capricious and aloof to their more human-like allies in the forces of Order.
- The Sylvaneth are the guardians of the natural world, led by Alarielle the Everqueen, charged with divine power and responsible for planting soulpods to bring her followers back to life.
- In battle, the Sylvaneth can use their Awakened Wyldwoods to teleport and maneuver through the battlefield and draw nourishment from the trees for healing.
- The Sylvaneth have distinct formations, including the Lords of the Clan, smaller forest spirits, malevolent outcasts, and formidable Spirits of Durthu.
- Sylvaneth wizards can wield nature’s fury and summon vengeful spirits using the Lore of the Deepwood.
- Alarielle the Everqueen can join the battle to unleash healing magic and resurrect fallen Sylvaneth units within range of an Awakened Wyldwood.
- The formidable Sons of Durthu and Spite-Revenants are powerful combatants on the battlefield, each with unique abilities and weaponry.
- Auralan Wardens, known as the Spiterider Lancers, are shock cavalry with healing abilities and lightning-fast combat maneuvers.
Alarielle and the Sylvaneth bring a natural and vengeful playstyle to the wilds of 4th Edition Age of Sigmar with all these new rules review.
Blades of Khorne 4th Edition Age of Sigmar Rules Review:
The Blood God isn’t one for subtlety. His philosophy is brutally straightforward: blood and skulls are the ultimate tribute.
His dream? A universe engulfed in endless, bloody warfare. Until that day arrives, every life taken, whether out of revenge or in the name of a noble cause, fuels his insatiable hunger for carnage.
- Khorne despises cowards and spellcasters, especially those who use trickery or sorcery.
- Blades of Khorne earn Blood Tithe points from units destroyed in battle.
- The Khornate Legion mixes mortal followers and daemonic hosts.
- Khorne’s ritualists unleash Hexgorger Skulls to counter enemy spellcasters.
- Common daemons have hellblades that grow hotter in battle, causing reality to unravel and allowing reinforcements through The Thinning Veil.
- Loyal killers with Goreaxes and Goreglaives, fighting with No Respite to spill blood for Khorne, even in their dying moments.
In the latest edition of Warhammer Age of Sigmar, Khorne’s elite warriors are fiercer and more terrifying than ever because of all these new rules.
How To Build Age of Sigmar Army Lists
The 4th Edition of Age of Sigmar introduces changes to the core rules, battletomes, and modular rules. The new edition allows for more thematic armies and pairing of units with different heroes.
- Army lists are still required in the new edition, but regiments have replaced the hero battleline restrictions.
- An army comprises one or more regiments, led by a single hero and up to three other units.
- Each hero lists which units they can include in their regiment.
- The restrictions of the 3rd edition are gone, and there are no limits on how many auxiliaries you can take.
- Auxiliary units are deployed one at a time, and the player with the fewest auxiliaries gets one extra command point at the start of each battle round.
Building army lists in the upcoming 4th Edition of Age of Sigmar will be different from the current edition. The new edition will introduce regiments led by heroes, providing more flexibility and thematic armies (and basically letting you take how much of whatever you want). Read More Here
4th Edition Warscrolls
The 4th Edition AoS Warscrolls are undergoing significant changes. All unit actions are being transformed into abilities that are color-coded and symbol-coded to indicate the phase of the game when they can be used.
The Liberators Warscroll, with changes to wounds, weapon options, and range, is an excellent example of how the new Warscrolls will look. Additionally, the Nagash Warscroll demonstrates the new layout and how the abilities are spread across the different phases.
- Every unit/model in the game now has a single page warscroll, with new icons, changed keywords, and more.
- The game now features a modularity of the rules. Everything a unit can do is now an ability, and these are clearly labeled, color-coded, and symbol-coded to demonstrate exactly which phase of the game each ability is used in.
- Liberators hit hard for basic troops, especially given their Crit (Mortal) ability – one of seven universal weapon abilities.
- The biggest change is range; everyone can fight within 3″.
- Every Warscroll ability will have a color that corresponds to a certain part of the turn.
- Nagash’s warscroll (like everyone else’s) fits on one side of a card, and he has several decisive abilities, which affect the game in three separate phases.
The idea is to make the game easier to read, and with generic keywords added and more modularity to Warscrolls, let’s hope it is. Read More Here
New Rules Changes & Downloads Review Guide
4th Edition is shaking things up with revamped rules, fresh miniatures, and a whole new game mode that we’ll show you below. This guide section has all the lowdown on the confirmed rules changes and updates for Warhammer Age of Sigmar.
Free 4th Edition Rules PDF Downloads
The new 4th Edition Warhammer Age of Sigmar rules document has everything you need – Core Rules, Advanced Rules, Spearhead Rules, Terrain Rules, and even a Rules Glossary.
Download The 4th Edition Age of Sigmar Review Rules
Points Costs & Battleprofiles PDF Downloads
Don’t forget about the Battle Profiles & Rules Updates document, which has all the points costs for every army, plus rules updates, and FAQs. It’s got unit sizes, points costs, notes, base sizes, heroes’ regiment options, and relevant keywords for every unit. Oh, and it even covers points for Regiments of Renown and Warhammer Legends.
Download The 4th Edition Age of Sigmar Review Points
In 4th Edition of Warhammer Age of Sigmar, they’ve cooked up a new Commands and Reactions rules module. It’s like adding a turbo boost to the game, with command points and reactions giving players extra chances to mix it up and outsmart their opponents on the fly.
- The new Commands and Reactions rules will allow players to interact in their opponent’s turn.
- Command points are a tightly controlled resource, and each player gets four command points at the start of the battle round to spend over the course of that entire round.
- There are 10 commands to issue, but any command points you haven’t spent by the end of the battle round are gone forever.
- There are also four reaction abilities, which are used once you have declared an ability but before the effect is resolved, bolstering that effect.
- Four of the standard commands are reactions, which means you will have a few options to counter your opponent’s actions.
- There are six new or revamped commands, which are used at the end of their respective phases once the active player has finished all their actions allowing you to respond with a counter-punch and stay on top of a changing battlefield.
- Rally, Redeploy, Covering Fire, Counter-charge, and Magical Intervention are some of the new commands introduced in the 4th Edition Age of Sigmar.
There are big changes coming to 4th Edition AoS; maybe most notably, Commands and Reactions will let you interact in your opponent’s turn! Read More Here
Battle Traits & Formations Rules
- Formations and traits will still be required.
- Battle Traits are unique to each army and have been tightened up and codified to work with the new ability system.
- Heroic Actions are gone, and you can now target whole units instead.
- Some Battle Trait abilities may be commands with an associated cost.
- Battle Formations work like subfactions. They exemplify how a specific force might conduct battle or represent the specific tactics it employs.
- Each Faction Pack contains four Battle Formations.
GW has promised that 4th Edition will bring many changes to the core rules, battletomes, and modular rules. However, you’ll still need formations and traits to build out your forces. Read More
Combat in 4th Edition Age of Sigmar Rules Review
Combat is integral to the game (obviously), and while the majority stays the same, there are some big rules changes for 4th Edition AoS that we review below
- Every miniature now has a combat range in a 3” radius.
- Units still charge into combat and fight but now also work as abilities with clearly defined declaration and effect steps.
- The order of operations is generally much clearer in this edition.
- Players now alternate all fighting, meaning if you charge two units, you’ll have to pick which one goes first, and then your opponent gets to choose who goes next.
- The process of working out combat will be familiar to players, with a few key changes.
- Damage points are now allocated to the unit as a whole.
- Weapon and warscroll abilities now provide units with specific roles.
With Counter-charge and 3″ range, combat is already changing, but there are bigger changes than this!
From the new Counter-charge to the clearer order of operations, the Combat Phase is sure to be a thrilling experience for players in Age of Sigmar 4th Edition! Read More Here
Spells and prayers in 4th Edition Age of Sigmar will have more flexibility and counters for players with these new rules.
- Each spellcaster in the game is identified by the keyword WIZARD, which is followed by their power level.
- Spell Lores have changed in the new edition and one lore will be selected as part of constructing your army.
- No more than one friendly wizard can cast the same spell each turn unless that spell has the new UNLIMITED keyword.
- Casting rolls are still 2D6, and if a casting roll includes a double 1, then the spell is miscast.
- Unbinding is still an important part of spellcasting counterplay, and the range is 30″
- Like spellcasters, you’ll pick one specific prayer lore when building your army.
- Every prayer will ask you to roll a D6 chanting roll, and on a roll of 2+, your PRIEST gains that many ritual points.
- Each prayer has a chanting value that you’ll need to match before it will be answered.
- Building up your rituals comes with a risk, and the gods in the Age of Sigmar can be extremely petty, so a chanting roll of 1 will lose your priest D3 ritual points.
- Prayers can’t be unbound, so astute commanders will have to target enemy prophets while they’re busy amassing ritual points for swift execution.
With the new spell lores and chanting rituals, players will have to make strategic choices on which abilities to use and when. Read More Here
Battlepacks, Battleplans, & General’s Handbook
Big changes are coming for Battlepacks, Battleplans, and the seasonal General’s Handbook Rules For the 4th Edition Age of Sigmar!
- Different missions and Battlepacks are still required to keep the game moving forward.
- The First Blood Battlepack is in the Core Rules for the new edition and uses all the Advanced Rules modules found therein.
- The launch set will include all battle plans, battle tactics, and the 2024-25 Season Rules.
- The General’s Handbook 2024-25 features 12 battleplans reimagined for the new edition based on the past eight years of competitive play.
- The underdog gets a chance to chip away at their foe in all the Battleplans with twists.
- Season Rules provide extra tactical challenges in the form of new rules that may alter how you approach building lists or your strategic decisions on the table.
- Terrain rules are still in place, which is great for competitive games.
The new Battlepacks, Battleplans, and General’s Handbook Rules for 4th Edition AoS promise to bring exciting changes to the game and provide players with a fresh new experience. Read More Here.
Games Workshop revealed big rule changes for Battle Tactics and how you win games in the new 4th edition Age of Sigmar!
- Battle Tactics are secondary objectives that players can complete each turn in Warhammer Age of Sigmar.
- Players can select a Battle Tactic to pursue at the beginning of their turn using the Tactical Gambit ability.
- Successfully completing the chosen Battle Tactic will earn the player four victory points.
- Players can only pick a Battle Tactic they haven’t yet attempted.
- A significant change in the new edition is that players cannot pick a Battle Tactic if they win the priority roll and choose to take a second consecutive turn.
- The Battle Tactics module comprises six universal Battle Tactics that have applications in both the First Blood and The General’s Handbook battlepacks.
- The General’s Handbook 2024-25 includes two extra Battle Tactics for each Grand Alliance, alongside the Honour Guard Season Rule.
- You can score up to ten points per turn, but not on the double turn.
It seems like these changes to Battle Tactics in 4th Edition AoS are exciting and should add a new layer of strategy to the game. Players will need to carefully plan their moves and choose their tactics wisely to earn those valuable victory points. Read More Here
Manifestations & Faction Terrain Rules
Huge changes are coming for Endless spell manifestations, and faction terrain rules will work in 4th Edition Age of Sigmar!
- Endless spells and invocations are now collectively referred to as ‘manifestations,’ and faction terrain features are updated.
- Factions that possess distinctive manifestation lore have the option to either opt for their own lore or select from the universal manifestation lores.
- Manifestations have been updated to work similarly to units, which offers players more ways to counter-play.
- They can now move, charge, attack, take damage, and use abilities in much the same way as units (with some key differences, but in general, it is similar).
- Manifestations are similar to units, but they can’t get commands from a nearby hero.
- Certain endless spells possess the ability to obliterate foes, while others offer advantageous effects that aid nearby units.
- Faction terrain features are static in nature, and they do not pose any threat to the units around them.
- The updated game mechanics integrate manifestations and faction terrain features more effectively, with their involvement in almost every phase of the game.
- Players have increased counterplay options to deal with these threats instead of relying solely on wizards or priests to banish them.
Overall, the changes to the manifestations and faction terrain rules in 4th Edition AoS offer more strategic depth to the game while still being streamlined and easy to learn. Read More Here
Age of Sigmar 4th Edition Terrain & Layout Rules Review
GW has promised that 4th Edition will bring many changes to the core rules, battletomes, and modular rules. However, you’ll need to know how to set up your boards, how terrain will affect your games, and what places of power will do!
Things are getting a little simpler, but it should make games move quickly.
- Models can move over terrain features that are 1 inch or less in height without any penalty while any move over terrain taller than 1 inch must count the vertical distance as part of their move.
- Units and models can no longer finish their move mid-climb. They can choose to jump down from the terrain and land on a lower level or on the floor, which will end their move.
- Any model, regardless of size or rank, can hide from the enemy’s line of sight by taking cover behind terrain.
- Terrain is classified into different types, each with its own set of rules.
- Impassable and obscuring terrain can be particularly difficult to navigate, while unstable terrain can be climbed over to reposition.
- Places of Power can let you banish spells as if you were a wizard.
- Regular scenery pieces are permanent fixtures on the battlefield.
- A unit may barricade itself on a terrain feature to gain an advantage with ranged weapons and leave no space to charge them. However, it is still possible to charge them by ending the move within ½” of the terrain feature.
Battlefield Layouts
The Citadel Terrain List is found in both the Core Rules and the General’s Handbook. It comprises a combination of existing and new terrain features and provides details about the terrain type, size, and the appropriate quantity for each feature.
In contrast to Faction Terrain, which is vulnerable to destruction, regular scenery pieces are permanent fixtures on the battlefield. As a result, players must always factor in these indestructible pieces as they navigate the terrain and vie for control of objectives.
Overall, the new terrain rules in 4th Edition AoS seem to be a step towards a simpler and more streamlined system, while still providing depth and strategic options for players.
With the different types of terrain and rules for cover, navigating the battlefield and positioning your units will be key to winning games in the new edition of Age of Sigmar. Read More Here
Spearhead Boxes & Rules Review
GW released new 4th Edition AoS Spearhead faction rules for the corresponding boxes, just like they did for the Warhammer 40k Combat Patrols for starter games.
- The new rules will let you play games after buying a single Spearhead box.
- The Spearhead boxes will come with free rules downloads for warscrolls, and objectives.
- Spearhead is a stand-alone game that can serve as a great primer for AoS’s full-scale battles.
- The smaller size of the game makes it ideal for a kitchen or coffee table.
- The Spearhead force of each faction is made from a single box, and all the Vanguard boxes available in the market will be rebranded as Spearhead boxes.
- Spearhead forces possess units with the REINFORCEMENTS keyword, which enables them to be resurrected on the battlefield even after they have been destroyed.
- The units in Spearhead generally have the same attributes and weapon profiles as their Age of Sigmar equivalents
- In Spearhead, the Bolt of Tzeentch spell has been simplified into a simple ability.
Overall, the release of the Spearhead rules for Age of Sigmar gives players a new and exciting way to play the game, especially for those who are just starting.
These streamlined rules, smaller game sizes, and self-contained boxes make it an accessible and convenient option for players who want to get some gaming in without committing to a full army.
4th Edition Age of Sigmar Spearhead Rules Review
The Skaventide box also includes a 144-page hardback book called “Spearhead: Fire and Jade.” This book contains all the essential rules needed to play, including the Core Rules, Spearhead rules, the Fire and Jade battleplan, and complete printed rules for every Spearhead army currently available.
Additionally, it features rules for the Sons of Behemat and introduces two new Spearheads crafted from models in the Skaventide boxed set.
Be sure to download the pretty sweet sheet of rules references for Spearhead games from Games Workshop, at the link below.
Age of Sigmar Baseline Stats & Universal Keywords
Warscrolls in 4th Edition Age of Sigmar will have baseline stats and universal keywords across the whole range, plus the new rules will drop in Faction Packs, as we already saw.
- GW has redone all the warscrolls for 4th Edition Age of Sigmar with new baseline stats and universal keywords across the whole line.
- The core rules have been changed, and the base stats of every unit have been adjusted to ensure better balance and gameplay.
- New universal rules have been introduced to make the game easier to learn and play.
- Each type of faction or creature has been given specific baseline characteristics that apply across different factions.
- The aim was to ensure that every unit had its own role to play on the battlefield, realized by abilities that define their strengths and unique traits.
- The mechanics of Rend in weapon profiles have undergone changes, and units with Anti-X abilities to counter specific threats are more prevalent.
- Faction Packs will be released in a different order than for 10th Edition 40k, with paid cards first and free rules following.
Amidst numerous alterations, the GW took the opportunity to thoroughly restructure the entire game. This involved evaluating each and every warscroll to reorganize and fine-tune for better balance and gameplay.
It’s clear that GW has put a lot of effort into rebalancing the game and making it feel much different than 3rd. Introducing new universal rules and restructuring warscrolls should make balance easier to maintain throughout the edition. The changes to weapon abilities and the introduction of faction packs also add an interesting dynamic to the game.
The new 4th edition Age of Sigmar is shaping up to be an interesting release, with plenty of changes and new additions to the game. Mainly, The Skaven are ready to wreak havoc on the Mortal Realms, and we can’t wait to see what kind of new models they’ll bring with them.
- New 4th Edition Age of Sigmar Rules Review
- GW Reveals New AoS Stormcast & Skaven Models For 4th Edition
- Skaventide Starter Set Price, Contents & Review
- Age of Sigmar 4th Edition Faction Packs, Warscrolls & Battletome Rules
How do you like the new Age of Sigmar AoS 4th Edition rules changes and updates in our review guide so far?