Age of Sigmar/Tactics

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Hello, this is the general Tactica dump for the Age of Sigmar armies, units and rules.

Basics[edit]

AOS is a very different beast compared to that which it replaces, Warhammer Fantasy Battles. AOS is streamlined, faster, and easier to get into. Just don't mention the dark early days of rage, pain and suffering.

All games consist of multiple (usually two) Armies, playing out the narrative given in a Battleplan.

Each unit in an army will have a Warscroll describing its own abilities and special rules. Additional abilities are given for grouping certain units which are usually found in Battletomes.

A Battleplan will state which set of Battle Rules to use in addition to setup, objectives, victory conditions and any special rules.

There are various Play Types each with their own style (tournament, narrative, league etc) and set of Battleplans.

Battle Rules are simply the Core Rules with additional restrictions.

Core Rules[edit]

Either downloadable or in the Core Book.

Battle Rounds[edit]

After the first initial round where either yourself or the Opponent takes the first turn subsequent rounds are randomized on who will take the initiative for that new battle phase. How it is randomize is by both players roll a dice each and the highest one can pick to start the next round or let the opponent start, so in other words you have a 50/50 chance of going first again if are lucky enough so a good general will always keep that in mind when positioning units on the board for those 'just in case' situations.

Phases[edit]

The game is split into multiple phases, like Fantasy, but these splits are a bit different. Also take note that modifiers are now applied AFTER re-rolls are made.

  • Hero Phase: Here's where your wizards can do wizardy shit and heroes do leadery shit. Unlike the complex strategies of the old game, your magic spells are SEVERELY cut down. Like, cut down to only at most 3-4. Why that many? Because ALL wizards learn the following two spells by default. And don't worry, spells are cast in the same manner, but all of them only use 2d6 to cast. But don't count your non-wizard leaders out, though! Some have a Command Ability that they can still use in this phase. Its also worth noting that many other abilities can also take effect or expire during this phase.
    • Arcane Bolt - Cast on a 5+. One enemy unit within 18" takes a Mortal (Read: Unsaveable) wounds. D3 if the casting was 10+
    • Mystic Shield - Cast on a 6+. A friendly unit within 18" of the caster rerolls saves of 1
      • Unbinding - If you have a wizard within 30" of another wizard that's casting, you can roll 2d6 to repel it. All you need to do is beat his roll by rolling an equal amount of dice (2d6), which can be laughably undoable if the other guy managed to roll real high after modifiers if any.
    • Command Abilities - These are abilities that Heroes can use in the Hero Phase (unless said otherwise) that give buffs that cannot be stopped. They cost 1 command point each, which you start the battle with 1 plus 1 for each battalion you have and 1 for each 50 points you didn't spend on your army (for example, 2000 point game, spent 1900 points on army, get 2 bonus command points at start of game). You also gain 1 point at the start of each of your hero phases. You can use as many different Command Abilities you want as many times as you want a turn (unless specified) as long as you have the points to do. Some models have Command abilities that they can only use if they are the general so plan accordingly. Everyone has the following 3.
      • Inspiring Presence - This is used at the start of the battleshock phase. Pick one unit within 6 inches of a friendly hero or 12 inches of your general. That unit auto-pass any Battleshock tests that unit takes until your next Hero phase.
      • At the Double - This can be used after you make a run roll for a friendly unit within 6 inches of a friendly hero or 12 inches of your general. That roll is treated as a 6.
      • Forward to Victory - This can be used after you make a charge roll. Pick a unit within 6 inches of a friendly hero or 12 inches of your general. You can re-roll the charge roll.

Take Note: A wizard can only cast one type of spell per Hero Phase unless the warscroll somehow allows you to spam it X amount of times, an example is a wizard that can cast 2 spell per Hero phase will know 3 spells - Mystic Shield, Arcane Bolt and one is unique spell to the unit/warscroll. The player decides to cast Mystic shield and fails so can not cast it again this turn (it's on cooldown or something) and so decided to cast arcane bolt for extra damage instead.

  • Movement Phase - Each unit still has a movement range described in their profile/warscroll, which they can walk. Running adds d6 to that result (but can't shoot or charge afterwards) and can't move within 3" of an enemy unit. Flying units can move within 3" of enemies as they ignore intervening models and terrain but cannot end within 3".
  • Shooting Phase - Here's where the changes come up in the old system. It runs the same way as before...
    • Pick a unit to shoot.
    • Roll to-hit, which means seeing if you roll over your chosen weapon's To-Hit score on a d6. This isn't modified based on any armor or other factors, meaning that if you have a weapon that hits on a 3+, ANYTHING will get hit. Unit positioning and cover should be taken into consideration during this phase after turn 1 or during setup.
    • Roll to-wound, which means using a d6 to roll over the chosen weapon's To-Wound Score. People complain about there being no modifiers to the roll due to how tough a creature is now, don't worry about that as it is reflected by how many wounds each model has in a unit now.
    • Roll to save, which are now all covered in one stat. After all hit and wound rolls are resolved then armor saves needs to be taken. Roll as normal then apply modifiers such as rending, cover saves etc. and see if you passed or failed the roll.
  • Charge Phase - For each unit within 12" of the enemy, roll 2d6 and if you can get a model with 1/2" of another unit with that roll, you can charge that unit. Means if you have 2 targets in range, you can pick which one you hit, positioning is key for successful charges.
  • Attack Phase - Combat phase. Now this is where things are a little different. For hitting and wounding it is the same thing as shooting however the main differences is which unit shall you pick to attack first. So if it is your turn you pick 1 unit in a combat, they attack, then your opponent picks 1 unit in combat, they attack, and you continue until all units attack. You have to be tactical if you have multiple combats as you have to try and maximise the amount of attacks your guys get before your opponent maximises his. Also two other differences is that 1) each weapon has a range (normally 1") so you actually have to pay attention to the poisitoning of your guys. And 2) your units can only use the selected weapons they have equipped on them (monsters can bite and swipe in the same attack) so read the units warscroll first and decide what they are going to have BEFORE the game starts but generally the model would show what they are wielding anyway.
  • Battleshock Phase - This is the panic phase. Any unit who lost models during ANY phases has to test Bravery on d6, adding 1 for every model that has slain from the unit during that turn and subtracting 1 for every 10 models the unit has. Failing this test means a model leaves for each degree it fails by. An example would be a basic unit of 10 model count Blood reavers with a bravery of 5 suffers (no upgrades for example sake) 3 casualties and made a Battle shock roll which ended up being an 4. Now you add the amount suffered in the combat phase(3) and add it to the roll you just made during the bravery phase(4) which equals to a total of (7). Compare this to the bravery profile (5) and you failed by 2 so the result is two more models running away leaving 5 left out of the original 10.

Army Tactics[edit]

Generally, people play using the points system introduced in the Generals Handbook. This limits you to choosing your army from either a single faction (plus optionally some allies from a restricted set) or one of the Grand Alliances (Order, Chaos, Death or Destruction). By choosing a faction that has a Battletome you'll receive additional bonuses. The official Warscoll Builder can be an easy and effective way of building a roster.

Technically, nothing in the core rules limit your model choices and thus can field anything from any army alongside each other. While this can create interesting thematics, such as oldschool Morathi armies using Dark Elves and Daemons or Chaos Magic Sigmarines, if you play this way you should expect players to be grizzled sex pests, and prepare to fight fire with fire (if you know what I mean). Early editions of AOS played entirely this way until points were added to give the illusion of balance.

Anyone with old WHFB minis that aren't listed in any of the factions can play using the Warscrolls Compendium. Whilst anyone wanting to play AOS rules that have been superseded by newer editions should mosey on down to the Old section. Neither of these will be valid in either tournaments or many local groups.

In the table below, Factions with Battletomes are listed on a row above the unloved factions. Factions in italics do not have enough units to field a full army.

Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others

Play Types[edit]

The various GW books outline different ways of playing, often in an attempt to mix things up and get people playing something other than Matched Play.

Open Play[edit]

Core Book and Generals Handbook 2018

Play with whatever models you want. Go nuts. Have fun.

Narrative Play[edit]

Core Book and Generals Handbook 2018

Play using restrictions generated by fluff and optionally narrated by a GM.

Specific narrative play books include

  • Realmgate Wars: Quest for Ghal Maraz
  • Realmgate Wars: Balance Of Power

Matched Play[edit]

Core Book and Generals Handbook 2018

Also known as tournament rules. Make sure you have all the latest rules and FAQs to hand and be ready to defend every move you make (I'll be watching you).

Skirmish[edit]

White Dwarf Jan 2019/Feb 2019

You know how Kill Team took the smaller units from 40k and wrote an awesome new set of rules around them? Well this is the same, except GW didn't make any effort. Points are divided by 10 and every model is now a unit. Updated set of rules for AoS 2.0 published in White Dwarf Jan 2019 and Feb 2019. Most other rules remain the same. Expect some stuff to be just broken (Branchwych!).

Technically, this should be good for introducing noobs to AOS. However, just make sure you explain it's missing all the really cool stuff as you point them to the warscoll for Nagash.

Season Of War: Firestorm[edit]

Still usable in tournaments, apparently.

Path To Glory[edit]

An on-going campaign using a subset of the AOS minis.

Realms Of Battle[edit]

As per the Core Book, battles may be fought in a Realm. This a set of additional rules providing additional benefits, penalties and often spells. They are not restricted to any particular game mode, so can be used in Open, Narrative, or Matched Play games. Additional spells are added into the lists using the Malign Sorcery book.

Aqshy: Realm of Fire[edit]

  • CAPILARIA
    • Clouds of Smoke and Steam: Models cannot see targets beyond terrain features.
    • Flaming Missiles: At +1 to wound rolls of ranged attacks if the target is 20" or more away.
    • Fireball: Wizards can cast this spell in addition to any other spell they can use.
      • Casting value 5, pick a visible enemy unit within 18". If the unit is a single model it suffers 1 mortal wound. Units of two to nine models suffer D3 mortal wounds. Units of ten or more models suffer D6 mortal wounds.
  • Spells known: Wizards know the following spells in addition to any other spells they know.
    • Stoke Rage: Casting value of 6. Pick a friendly unit within 12" of the caster that is visible to them. Add 1 to wound rolls and charge rolls for that unit until the your next hero phase.
    • Inferno Blades: Casting value of 6. Pick a friendly unit within 12" of the caster. Add 1 to the Damage characteristic of melee weapons used by that unit until your next hero phase.
    • Fiery Blast: Casting value of 7. Pick a point on the battlefield within 18" of the caster that is visible to them. Roll a dice for each unit (friend or foe) within 3" of this point. On a 4+ that unit suffers D3 mortal wounds.
    • Glare of Vulcatrix: Casting value of 8. Pick an enemy unit within 9" of the caster that is visible to them. Roll a dice; if the result is higher than the unit’s Wounds characteristic, a model from that unit is slain.
    • Parch: Casting value of 6. Pick an enemy unit within 18" of the caster. That unit must halve its Move characteristic until your next hero phase. In addition, roll a dice each time that unit completes a charge move until your next hero phase. On a 5+ the unit suffers D3 mortal wounds.
    • Incandescent Form: Casting value of 6. Subtract 1 from hit rolls for attacks that target the caster until your next hero phase.

Ghyran: Realm of Life[edit]

  • THE LANDSHOALS
    • Spontaneous Growth: Roll a dice at the start of each hero phase. On a 6 you may set up a Sylvaneth Wildwood anywhere more than 1" from any other scenery or models.
    • Lifebloom: If a unit rolls a 1 for a battleshock test, no models flee and all wounds suffered by models in the unit are fully healed. (This does not bring back dead models)
  • Spells known: Wizards know the following spells in addition to any other spells they know.
    • Shield of Thorns: Casting value 6, select a friendly unit within 18". Until the next hero phase, enemy units within 3" of that unit at the end of the combat phase automatically suffer D3 mortal wounds.
    • WHIPVINES: casting value of 5. If successfully cast, pick a point on the battlefield within 18" of the caster that is visible to them. Roll a dice for each enemy unit within 3" of this point. On a 4+ the unit being rolled for suffers 1 mortal wound.
    • MIRRORPOOL: casting value of 6. If successfully cast, remove the caster from the battlefield and set them up again anywhere within 18" of their previous position, more than 9" from any enemy models.
    • REALMBLOOD: a casting value of 7. If successfully cast, heal D3 wounds allocated to the caster
    • BRIARSTORM: casting value of 6. If successfully cast, pick a point on the battlefield within 18" of the caster. Until your next hero phase, any unit that finishes a move within 3" of that point suffers D3 mortal wounds.
    • FLESH TO STONE: casting value of 7. If successfully cast, re-roll successful wound rolls for attacks that target the caster until your next hero phase.
    • SICKLEWIND: casting value of 7. If successfully cast, pick a point on the battlefield within 12" of the caster that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the caster. Each unit other than the caster that has models passed across by this line suffers D3 mortal wounds.

Chamon: Realm of Metal[edit]

  • THE IRON HOLDS
    • Iron Trees: If the target of an attack is in a Citadel Wood or Sylvaneth Wyldwood then reduce the rend value of the attack by 1.
    • Rust and Steel: In your hero phase, roll a dice. On a roll of 1, inflict Rust Plague on an enemy unit. On a roll of 6, inflict Steel Rain on an enemy unit.
      • Rust Plague: Pick an enemy unit that is in cover. That units suffers -1 to save rolls made for the rest of the game.
      • Steel Rain: Pick an enemy unit that is not in cover. The opposing player must make a save roll for each model in the unit. Inflict a number of mortal wounds on the unit equal to the number of failed save rolls.
  • Spells known: Wizards know the following spells in addition to any other spells they know.
    • Transmutation of Lead: Casting value 7. Choose a visible enemy unit within 18". Until your next hero phase, halve (rounding up) the Move value of all models in the unit. In addition,you can re-roll hit rolls of 1 for attacks made against that unit in the combat phase.
    • RAIN OF LEAD:casting value of 7. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Subtract 1 from hit rolls and save rolls for that unit until your next hero phase.
    • MOLTEN GAZE: casting value of 6. If successfully cast, pick a point on the battlefield within 12" of the caster that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the caster. Each unit other than the caster that has models passed across by this line suffers 1 mortal wound.
    • RULE OF BURNING IRON: casting value of 8. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Roll a dice for each model in that unit. For each 6+ that unit suffers 1 mortal wound.
    • GLITTERING ROBE: casting value of 6. If successfully cast, re-roll save rolls of 1 for the caster until your next hero phase.
    • TRANSMUTATION: casting value of 7. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them and roll 3 dice. For each roll that is greater than that unit’s Wounds characteristic, 1 model from that unit is slain.
    • CURSE OF RUST: casting value of 7. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Subtract 1 from hit rolls and save rolls for that unit until your next hero phase
    • MOLTEN GAZE: casting value of 6. If successfully cast, pick a point on the battlefield within 12" of the caster that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the caster. Each unit other than the caster that has models passed across by this line suffers 1 mortal wound.

Shyish: Realm of Death[edit]

  • GOTHIZZAR
    • Domain of Silent Decay: In your hero phase, roll a single dice. If you roll a 1, inflict Life Leeching on a unit (friend or foe), if you roll a 6, inflict Winds of Death on an enemy unit.
      • Life Leeching: The unit suffers D3 mortal wounds. DEATH units instead heal D3 wounds.
      • The Winds of Death: Roll a dice for each model in the unit; on a roll of 6 the model is slain outright (no saves). DEATH models are not affected.
    • Haunted Realm: DEATH units gain +1 Bravery, +1 to Casting/Unbinding rolls. MALIGNANT units gain +1 to save rolls.
    • Doom and Darkness: Wizards can use the Doom and Darkness spell on top of all their other spells while in Gothizzar.
      • Casting Value 6. Pick an enemy unit within 18", all models in that unit are at -2 Bravery until the caster's next hero phase.

Hysh: Realm of Light[edit]

  • PLAIN OF SIGILS
    • Domain of Symmetry and Purity: Subract 1 from the Bravery of DAEMON and DEATH units.
    • Dazzling Glow: Units in cover gain a -1 to hit.
    • Speed of Light: Roll a dice in the hero phase. If you roll a 6 you can pick one friendly unit and redeploy it anywhere on the battlefield more than 9" from the enemy. This counts as moving.
    • Pha's Protection: Wizards know this spell in addition to any other spell they know.
      • Casting value 5, select a friendly unit within 18". That unit can reroll failed saves until the next hero phase.

Ulgu: Realm of Shadow[edit]

  • Spells known: Wizards know the following spells in addition to any other spells they know.
    • LABYRINTH OF SORROW: casting value of 5. If successfully cast, pick a unit within 12" of the caster. Halve the unit's movement speed until your next hero phase.
    • CROWN OF ASPHYXIATION: casting value of 6. If successfully cast, roll a die for every enemy unit within 3" of the caster. On a 4+, that unit suffers 1 mortal wound.
    • THE ENFEEBLING: a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster. Any attacks that target that unit reroll failed wound rolls.
    • PHANTASMAL GUARDIAN: casting value of 6. If successfully cast, every time the caster suffers a wound or mortal wound, you may roll a die. On a 5+ the wound or mortal wound is ignored.
    • BRIDGE OF SHADOWS: casting value of 6. If successfully cast, select a friendly unit entirely within 12" of the caster. Remove the unit from the battlefield and place them anywhere on the board wholly within 24" of the caster and 9" away from any enemy models.
    • Aetheric Tendrils: casting value of 6. If successfully cast, select an enemy unit within 12" of the caster. Thst unit takes d3 mortal wounds. If the unit is a Hero or Monster, you may then immediately take a move action with that unit, as if the unit's movement speed was 4". Note that you CAN run with this, if you decide that that's beneficial to you.

Ghur: Realm of Beasts[edit]

  • Spells known: Wizards know the following spells in addition to any other spells they know.
    • THE AMBER SPEAR: casting value of 6. If successfully cast, pick a point on the battlefield within 12" of the caster that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the caster. Each unit other than the caster that has models passed across by this line suffers 1 mortal wound.
    • BESTIAL SPIRIT: casting value of 6. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. In addition, if the unit suffers 3 mortal wounds from this spell, subtract 1 from its Bravery characteristic until your next hero phase.
    • FLOCK OF DOOM: a casting value of 6. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them and roll 12 dice. For each 6+ that enemy unit suffers 1 mortal wound.
    • IMPENETRABLE HIDE: casting value of 6. If successfully cast, you can re-roll failed save rolls for the caster until the start of your next hero phase.
    • COWER: casting value of 6. If successfully cast, pick an enemy MONSTER within 12" of the caster that is visible to them and roll 2D6. If the result is higher than that MONSTER’s Bravery characteristic, it cannot make a charge move in your opponent’s next turn.
    • PRIMAL HUNTER: casting value of 8. If successfully cast, pick a friendly HERO within 12" of the caster that is visible to them. Re-roll failed charge rolls and hit rolls for that HERO until your next hero phase.

Malign Sorcery[edit]

Malign Sorcery is an optional expansion for Age Of Sigmar which introduces the rules for Endless Spells, a number of Endless Spells that can be used by wizards in any army, additional spells for when playing in a specific realm and additional play types and battleplans. See the Malign Sorcery page for more details.

Terrain[edit]

Terrain rules have recently been simplified, and you should be looking at the Generals Handbook. However, many people don't bother with any of these rules and just consider all scenery as obstacles to move over/around.

Most generic terrain rolls off the following list, which you roll for before the game begins.

  1. Damned: Suckers within 3" can opt to take d3 Mortal Wounds in exchange for adding +1 to all hit rolls until the next Hero Phase. Mobs can especially benefit from this since the damage won't mean so much to them and they get more guaranteed hits.
  2. Arcane: Wizards within 3" of this piece add +1 to all casting and unbinding rules. The use is pretty obvious.
  3. Inspiring: All within 3" add +1 Bravery. While wasted on Duardin and Stormcasts, this can mean the difference between a pack of Orruks holding on or breaking for the hills.
  4. Mystical: Now here's a wildcard. All units within 3" have to roll d6; on a 1, the unit becomes stupefied and can't do shit until your next Hero Phase, but on any other result, you can re-roll wound rolls.
  5. Sinister: The units within 3" now trigger fear (Inflict -1 Bravery against any other enemies) until your next Hero Phase. Pretty much your go-to for deleting mobs with the fist of a spiteful god.

Whereas most of the official scenery kits are restricted to a single effect:

  • Arcane Ruins: Use Arcane rules.
  • Azyrite Ruin: None.
  • Baleful Realmgate: A unit within 6" of the gate and 6" of a friendly wizard can teleport to another gate instead of moving.
  • Barbed Venomgorse: Consists of exactly 3 Barbed Venomgorse models. Use Deadly rules.
  • Citadel Wood: Blocks line of sight. If you are Sylvaneth you can use these as Sylvaneth Wyldwoods.
  • Dragonfate Dais: Use Damned rules.
  • Magewrath Throne: It's a giant command throne. If your general is within 3" and the enemy general isn't then +1 command points in your hero phase
  • Numinous Occulum: Use Mystical rules.
  • Ophidian Archway: Use Sinister rules.
  • Shardwrack Spines: Consists of 2-5 Shardwrack Spine models. Use Deadly rules.
  • Sigmarite Mausoleum: A catch all for everything you can get in the Mausoleum kit. Counts as a garrison for up to 30 wounds worth of models. And counts as a Legions Of Nagash gravesite.
  • Walls and Fences: This is pretty stupidly obvious. No specific rules.
  • Warscryer Citadel: Counts as a garrison for up to 30 wounds worth of models plus a flying monster if you've built it right. Once inside Heroes inside can roll a dice and on 2+ get one command point in your hero phase and Heroes can unbind one spell per turn, whilst Wizards get an additional unbind.


Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others