Category Archives: Warhammer Age of Sigmar

Age of Sigmar is the new Warhammer Fantasy Battles rules. In this section you can find all the articles relating to Warhammer Age of Sigmar and associated tactics.

AoS Daemon Tactics

Warhammer AoS Tzeench Herald on Burning Chariot

Daemons are the stuff of chaos made physical. If you like to play the bad guy fielding awesome monsters then I imagine the AoS Daemon army may be the army for you!

Because Daemon are magic made manifest they can often be conjured up by chaos wizards. Different require different casting values. The more useful a unit is the easier it is to conjurer up.

May of the models in the Chaos Daemon army can be used in the Warhammer 40k and Warhammer 8th edition games too. If you play several different games then you can use the same models in all three games.

Daemons of Chaos Undivided

Warhammer Chaos Daemon Soul Grinder found in WH40k, 8th ed, and Age of SigmarThere are a number of units that are not aligned with any of the four chaos gods by default.

Daemons of Tzeentch

AoS Herald of Tzeench. A major magic user in the Age of Sigmar gamesTzeentch is the chaos god that excels in magic. As such you will find the highest concentration of daemon magic users here. Be careful though, magic users are rarely good in hand to hand combat. This means that you will want to team your Tzeentch units up with ones that can handle a fight like Khorne or mortal chaos units.

Get Familiar with Your Familiars

In the Warriors of Chaos section you will find an entry on ‘Familiars’ . Familiars do not have either the Mortal or Daemon key phrase, but for Chaos Wizards, including most of the Tzeentch units, Familiars are very useful. If you have a familiar within 6″ of a Chaos Wizard when he attempts to cast a spell, or attempts to unbind a spell, then you can add 1 to your roll score. Again Familiars are highly recommended! Do what you can to get one near your wizards.

There are no Familiar models available from Games Workshop at the moment so you will have to create your own. I created 3 using the blue horror models left over from a Herald of Tzeentch on Burning Chariot box. Lone Pink Horrors make good familiars too. Just let your opponent know what they are.

Tzeentch Units

Tzeentch Force Organizations

Daemons of Khorne

Khorne is the Blood god. Nothing pleases him more than to see the carnage of battle. It follows then that the followers of Khorne, including the Daemons of Khorne are the most blood thirsty of the Chaos armies.

  • AoS Bloodmaster, Herald of Khorne Tactics
  • Skullmaster, Herald of Khorne
  • Daemons of Khorne
  • Blood Throne
  • Bloodcrushers
  • Bloodletters of Khorne
  • Bloodthirster of Insensate
  • Bloodthirster of Unfettered
  • Wrath of Khorne Bloodthirster
  • Flesh Hounds
  • Karanak
  • Skarbrand
  • Skull Cannon
  • Skulltaker
  • Daemons of Nurgle
  • Great Unclean One
  • Epidemius
  • Herald of Nurgle
  • Plague Drones of Nurgle
  • Plaguebearers of Nurgle
  • Beasts of Nurgle
  • Nurglings
  • Beasts of Nurgle

Daemons of Nurgle

  • Great Unclean One
  • Epidemis
  • Herald of Nurgle
  • Plaguebearers of Nurgle
  • Plauge Drones of Nurgle
  • Nurglings

AoS Aelf Ellyrian Reavers Tactics

On this page we will look at the Aelf Ellyrian Ravers and the Elllyian Ravers Tactics.

The Ellyrian Ravers are good all round units. They are fast , they have bows for ranged attacks, and they have spears for close assault. The down side is that they are not specialists in any one area. This means that the Ellyian Ravers make better support units rather than core units.

Another use for the Ellyrian Ravers is to dash down the flanks to grab objectives or hit a weak rear area.

Ellyrian Riders Strength and Weapons

The Ellyrian Riders have an array of weapond that allows them to have a more tactical, all round role.

The first weapon to get use to is the Reaver Bow. This gives the Ellyrian Riders a chance to take on units from a distance without getting in to combat. This is useful if the target unit is much bigger and one that will likely kill you off in combat. Think monsters, war machines, and big mobs.

The reaver cavelry bow has a 16″ range. This means that you may just be in charge range of slower units (5″ move plus 12“ charge), but usually you will be safe at full range, if there is table space. Otherwise it would be.wise to keep some obsticals or front line troops between the Ellyrian Riders and heavy hitting enemy units.

The Reaver Bow will wound 25% or 1 in 4 times per shot before saves. This means that you should get 1 wound for every 2 riders if you are within 3″ of the enemy (ie. in close combat). However if you are not in combat each rider can make 3 attacks per shoting round so you can expect 1.5 wounds for 2 riders. Not a great number, but should nudge the ballance of power if used correctly.

The other weapons the Ellyrian Riders have is the Starwood Spear, and the horses attacks. The Starwood Spear is a 2″ melee weapon so you can reach over smaller models and still wound.

Where can I buy Aelf Ellyrian Riders?

Ellyrian Ravers came in the Warhammer Fantasy v8 box set Island of Blood box set so you can pick them up cheaply on eBay. At the moment (Feb 2017) Games Workshop have re-released these models in a box set called Spire of Dawn. This is likly to be a short ‘splash release’, so if you want one, get your order in quick!


AoS House Rules

Warhammer Age of Sigmar

The rules that come with Age of Sigmar are designed to be simple and expendable. House Rules are extensions that a group of players have agreed to add before setting up. In this section I offer some AoS house rules that you may want to try.

AoS Objectives

Objectives where added to Warhammer 40k 7th edition and it made the game much more playable and tactical. Here is a simple objective system you can add to a Age of Sigmar game.

  1. After you have set up the scenery, and before you select sides, take turns to place 6 markers on the table.  These markers should be numbered 1 to 6.They should be no closer than 12″ from the table edge, and no closer then 6″ from another objective marker.
  2. At the beginning of each player’s turn, at the beginning of the command phase, roll a dice. If the player controls the marker matching the dice roll they get 1 victory point. The player with the most victory points at the end of the game wins.
  3. To control an objective marker you must have a unit touching the objective marker and no enemy units can be touching it ( uncontested ).

Make Your Own Characters

With Age of Sigmar creating your own characters or unit is super easy. You may want to do this to match a story line that you have created, or because you have models not from Games Workshop that your opponent does not mind you using, but not have a battle scroll.

The easiest way to do this is to pick a similar character or unit and say that ‘my model is like this other one with these differences’. Be sure not to make your character or unit is not over powerful. If you do it will not break the Age of Sigmar game, but it may mean that fewer people will want to take you on.

Balancing Games without Points

One issue that player have when starting to play Age of Sigmar games is that the units do not have points costs. This means that it is difficult to know if you have been beaten because you did not play well or if your army was too weak to start with. In this YouTube video from ‘Kingdom of Geekdom‘ an alternative deployment system is suggested as AoS house rules that may add balance to pointless battles:


AoS Order Tactics

Warhammer Fantasy Empire General

As the armies of the Free Peoples ranked up their armour and pikes gleaming in  the light of the morning sun the Orruks jeered from the woodlands obscene gestures about the how short their teeth where. And so the battle was set. The forces of Order with their regimented order and cannons against the pure brutal forces of Destruction.

In Warhammer Age of Sigmar the available forces are split in to four main divisions.These are Order, Chaos, Death, and Destruction. In this section we will be looking at the forces of Order and their tactics.

The Forces of Order include the Human Free Peoples forces and the Stormcast; Elves ( now called Aelf); Dwarfs (now called Duardin); Dark Elves ( for some reason, and also Aelf ); and Lizard Men. If you are planning an army it would be quite reasonable to take models from any of these factions in the same force.

How to use the Age of Sigmar Order units together?

The forces of order have a number of different armies to select units from. So which ones do you take, and how do you get them all working together?

The first point to realize if you are collecting models to play, and not just to look pretty, is that you have access to more special rules if the armies are all of the same type. This usually starts with the General who may have command abilities that affect his kin, but not other units from other Order armies.


AoS Aelf Tactics

The AoS Aelf are Elves of different heritages.Some are Highborn, some are Woodland folk, and some are more attracted to the darker forces. In Age of Sigmar it is reasonable to play with a mixture of all these Aelf forces in the same army.

The Aelf are sleek and fast warrior that prefer bows and pole-arms when it comes to a fight .

The Aelf do not have heavy artillery like most armies. The best they have is a Repeater Crossbow. I highly recommend having one or two of these in your army to take down larger foe. Otherwise you will need to rely on your wizards. Another option would be to add artillery from one of the other forces of order like human or AoS Duardun ( Dwarf ) armies.

One strength the Aelf army does have is magic. In Age of Sigmar magic is strong and having magic users in your army is highly recommended.

Aelf Archmage Tactics

The magic user in a Aelf army is called an ArchMage. ArchMages can be on foot on on a horse. Which one you have will depend on the model you have. If there is not a horse between the ArchMages legs then you have an ArchMage on foot!

Unlike many magic users in the Age of Sigmar game, the ArchMage is more of a defensive character than an aggressive one. Ok he can fire off Arcane Bolts, but the Talisman of Power that he should have, and his signature spell ‘Elemental Shield’ both aid protection. This defensive role is not a weakness, you just need to appreciate the Archmages role in the army. The best way to use his skills will be to keep him back from the front line and use his magic to bolster the forward troops.

Aelf High Elf Repeater Bolt Thrower

The Repeater Bolt Thrower is the only true artillery piece in the Aelf army. As such it has a special place in an Aelf only army. If you are playing an Aelf only army then I would highly recommend taking one or two of these if you can!

The Repeater Bolt Thrower can fire two different types of bolt, the first is a single shot high damage bolt, the second is a batch of smaller bolts that has 6 attacks but less damage each.

Other Aelf Units

  • Alarielle the Radiant
  • Alith Anar The Shadow King
  • Caradryan
  • Korhil
  • Teclis
  • Eitharion on Griffon
  • Prince Althran
  • Prince Imrik Dragonlord
  • Tyrion
  • High Elf Prince on Griffon
  • Handmaiden of the Everqueen
  • High Elf Spearmen
  • Lothern Sea Helm
  • Lorthern Sea Guard
  • High Elf Archers
  • Ellrian Reavers
  • Great Eagle
  • High Elf Repeater Bolt Thrower



Age of Sigmar Release

Warhammer Age of Sigmar Logo

Warhammer Age of Sigmar Logo

It’s July 2015 and Games Workshop have released their new game ‘Warhammer Age of Sigmar’. This game is directly replacing the original Warhammer Fantasy Battles game released in 1983 and has been updating on a regular basis ever since.So after 36 years it looks like it’s time to put Warhammer Fantasy to bed, and welcome the new fantasy table top battle game ‘Warhammer Age of Sigmar’.

‘Warhammer Age of Sigmar’ is a trade mark of Games Workshop, and we respect all their intellectual property right associated with this game system.

I have added a Age Of Sigmar section to the website.


AoS Duardin Tactics

Warhanner Dwalf or AoS Duradin Warden King

Duardin are dwarfs, squat but sturdy. Many are miners, some are engineers, They are slower than most armies, but they can take damage and then dish it out themselves. In this section we will have a look at the Duardin and Duardin Tactics.

General Duardin Tactics

Duardin are slow but tough. This means that if you need to capture objectives, don’t hesitate, run for the objective from your first turn. This may mean that you may reach the objective before the end of the battle and be the target for war machines, archers and all. Don’t be too bothered about this as the Duardin’s toughness should allow you to shrug this damage off.

The Gun-line Strategy

Warhammer Age of Sigmar Dwarlf Duardin Ironweld Arsenal Cannon and CrewDuardin have a major advantage over most AoS armies and that they have easy access to hand guns and powerful war machines. These ranged weapons mean that you can form a defensive line and wait for the opposition to come to you, pelting them with lead, stone, and crossbow bolts as they approach.

When it comes to Duardin war machines having an engineer to hand will improve the war machines accuracy.  Note that an engineer can be within 1 inch of several war machines at the same time. Create a triangle of war machines and place the engineer in the centre of them.

What? No Wizards?

The Age of Sigmar Duardin follow the Warhammer Fantasy Battles Dwalf story line in that Duardin ( and the Dwarfs before them ) have no wizards. What they have are runes that ward off magical effects 1 in 3 times. I highly recommend having as many units carry rune banners as you can. The more wizards you are facing the better.

Duardin can also have a Rune Lord in thier army. Rune Lords can not cast spells like wizards, but can dispell magic like a wizard. See the Duardin Rune Lord section for more details.

Duardin Warden King

Age of Sigmar Warden King on Grudge StoneWarden Kings are the heroes and the natural leaders of the Duardin army.

The Warden King carries a Rune Weapon. Armed with the Rune Weapon the Warden King makes a powerful close assault character, but not a super hero. This means that your Warden King will work better if he has a bodyguard of Duardin warriors around him.

Armour and Special Rules.

The Warden Kings 4+ save is good but not exceptional. His armour does nothing to stop mortal wounds either. As the Warden King only has 5 wounds you may want to keep him away from units that cause mortal wounds.

Regular wounds are a much easier to deal with than mortal wounds, The Warden King’s Ancestor Shield allows you to re-roll failed saves. This should allow him to save twice as many saves than usual.

Oath Stone

Age of Sigmar Duardin Warden King on Oath Stone
Duardin Warden King on Oath Stone
The Warden King has an ‘Oath Stone’ special rule. This means that if the Warden King stays still for the turn Dispossessed Duardin near him can use the Warden Kings Bravery score that turn for battle Shock tests etc.

The Oath Stone rule is a double edge sword. If you use it then your Warden King must stay still. This is great if you are defending a position, but can be a problem if the battle is fluid and moving around the table.

The model pictured in the Battle Scroll is standing on an Oath Stone. This can be confusing if you are using this special rule in some turns and not in others. I suggest creating a Oath Stone from a 30mm base. This means that you can place the Warden King on the Stone when you are using this special rule and remove the stone when you are not using it.

Command Ability – Ancestral Grudge

If you the Warden King as your hero then you choose to use his special command ability instead of the standard one.

Using the Ancestral Grudge command ability to can select a unit to add 1 to wound rolls. As this effects the whole unit it makes sense go pick a unit that will have a lot attacks that round. This could be both shooting and close combat attacks, so a unit that will do both in a turn will get double benefit ( miners throwing blasting charges before charging in for the assault ).

Duardin Miner Tactics

Age Of Sigmar Duardin MinersThe Duardin army on the whole is quite slow. The main way to beat this is to get the enemy to come to you. The second option is to pop up behind the enemy lines and attack weak spots. The Miners allow you to pop up during any of your turns and just about anywhere on the battle table.

Duardin Miner Strength and Weapons

Duardin Miners are armed with pickaxes. These have a nice -1 rend, but other than that they are fairly basic. Where you can add a punch to your miners if you add a Mining Cart. With a mining cart all the miners get a 6″ ranged attack too. These Blasting Charges hit as usual but get -2 rend. This means that they can be useful as close support troops. For example if you have a row of Duardin Warriors and a unit of Miners just behind the warriors, the Miners can throw blasting charges in to an assault during the shooting phase. Just remember to leave a small gap between each of the Warriors so that the Miners can see their target.

Duardin Thunderers Tactics

Warhanner Dwalf or AoS Duradin Warden King“Present, Aim, Fire!” Bormore shouted to his musketeers. Another clean volley ripped though the approaching daemon horde. Some where turning tail (or tails he thought) and running. “Load” he shouted, one more volley should do the trick, “Present, Aim, Fire!” “There they go lads!” A cheer went up from the ranks. “Don’t drop your guard yet, there’s more to come!”

Thunderers are often the core of the Duardin army. Duardin are not fast so being able to knock out the enemy from a distance is an advantage. Thunderers can often be seen working in conjunction with Cannons.

The main reason to take a unit of Thunderers is for their main weapon, the Duardin Handgun. This is a musket type weapon with 16″ range, regular ( 4+,3+) chance of hitting, and a very useful -1 rend.

So where does this leave your tactics. Well I recommend getting your Thunderers somewhere that your enemy wants and form a gun line. When your opponents come for you shoot, and shoot again. Once the opposition has been thinned out enough have your Warriors close in and finish them off.

Thunder Abilities – Precision Shot

Thunderers work better in number and not in close combat. If there are 20+ Thunderers in the unit in the shooting round and more than 3″ from any enemy unit (so out of melee  range), then the Thunderers get +1 to hit. This means the chance of wounding drops from 33.33% to 44.44%!

Duardin Quarrellers Tactics

Quarrellers have all the same qualities that the Thunderers have with exception to the weapons they use. The Duardin Crossbows have 4″ longer range than the Thunderer Handguns, but they loose the -1 rend and 4+ to wound instead of 3+.

Quarrellers Abilities – Volley Shots

If there are 20+ Quarrellers in the unit at the start of the shooting phase and more than a 3″ gap between them and any enemy unit (so not in close combat), then the Quarrellers get to shoot twice this means that the chance to wound goes down from 25% per model to 50%, or one wound for 2 models! (before wounds).

Are Runic Icon Bearers Worth It?

Oh yes! If you have a Runic Banner in your unit of Thunderers or Quarrellers then they can ignore spells 2 in 6 (33.33%) of the time.

Duardin Cannon Tactics

Warhammer Age of Sigmar Dwarlf Duardin Ironweld Arsenal Cannon and CrewThe Duardin Dwarfs are famous for their cannons, and rightly so! The Duardin cannons can be devastating to monstrous creatures and large units alike.

The cannons can fire quite a way with a 32″ range. This means that you do not need to get close to the hand to hand action at all. In fact keeping to the rear is the usual best advice. You will need a good line of sight though, so placing your cannon on a hill or castle wall is a good idea too!

You will need crew to work the cannon. Three come with the cannon to start with. Keep them alive as long as possible! The more shots you can fire ( to a max of 2) and the faster you can move if danger threatens the cannon. The cannon it’s self acts as cover for the crew if they are nearby. This will add 1 to their saves, which is handy!

Duardin Cannon Damage

So what damage will the Cannon do? well with a 4+ to hit and a 2+ to wound you should be wounding 41.66% of the time per cannon ball, or 83.33% with a full crew! what’s move you get a -2 rend and D6 damage!

What? you want even more damage? Well if you target units with 10+ models then you can re-roll the damage dice roll. This should shift your damage roll from a 3.5 average to a 4 or 5 average. That should be enough to thin out the hordes!

Get me and Engineer!

There are 2 units listed as Engineers, the Ironweld Arsenal  Human Gun Master and the Ironweld  Duardin Cogsmith. if you have either of these models within an inch of your cannon then you can re-roll failed to hit rolls for that cannon. This means that the chances of wounding go from 41.66% per cannon ball to 62.5% or 125% chance ( yes more that a 1 in 1 chance )with a full complement!  Now if you have a battery of 2 or 3 cannons and place your Engineer in the middle of them, you will really have a nasty contingent!



Warhammer Age of Sigmar

Warhammer Age of Sigmar

Age of Sigmar is the new table top fantasy battle game from Games Workshop. ‘AoS’ is designed to be very easy for beginners to get in to and also have the depth to keep long time war game players interested.

‘Warhammer Age of Sigmar’ is a trade mark of Games Workshop, and we respect all their intellectual property right associated with this game system.

Warhammer Age of Sigmar Overview

Age of Sigmar Night Goblin Squig Hoppers

Age of Sigmar. Every unit is a skirmishing unit!

To kick Warhammer Age of Sigmar in to life Games Workshop have released the first version of the rules free on their Black Library site here. Further update are coming mainly through the Android or Apple app. Some updates can be found in printed books that can be found in the hobby shops and the Black Library website.

The Age of Sigmar is a skirmish game where models are grouped in to units ( of 1 or more models ) but each model can shoot at a different target from the other models included in the same unit. Also units can move in any direction. There are no block formation movement restrictions that where the core of Warhammer Fantasy Battles. Another observation is that the core rules for Age of Sigma are far more simple. The core rules can fit on 4 pages. This should make if far easier for new gamers to pick up a unit or two and start playing within 10 minutes.

The four main factions, or Grand Alliances are:

Age of Sigma Warscrolls

In addition to the 4 pages of core rules each army has a set of ‘Warscrolls’ these are 1 page, or half a page of quick reference details for each unit. they include the stats for the models and their weapon all in a one glance format. I taken to print them out on A5 cards so you can have the warscrolls for the models in play to hand, and nothing else. This does speed up play and again it makes it massively easier for new players to get started.

The warscrolls we have seen so far are probably short term cross over rules to allow existing players to try out the new rules with existing models. As the Age of Sigma range expends I expect that the Warhammer Fantasy Armies models will be phased out, mainly because the new models seem to be on a different, larger, scale.

From some of the war-scrolls we can see that Games Workshop want this game to be light hearted and not take it’s self too seriously. An example is that when an Orc unit with a drummer charges you can add 2″ to the charge distance if you shout ‘Waaagh!” as you roll the dice! Silly? Absolutely! And all the better for it!

Where Do I Start?

To start playing Warhammer Age of Sigmar ( AoS ) you will need:

Games Workshop have a value boxed set with all the essentials included. If you want to hit the ground running, I  highly recommend the Age of Sigmar starter set.

After reading the rules ( there are only 4 pages so it should be a quick read ) make sure that you have read the war scrolls for the units that you are playing. As a starter game I would suggest setting up two units in a fight to the death mission. May be this is an arena like Death Match Arena but using Age of Sigmar rules!

After a handful of games you will get the core rules under your belt and be ready to play more complex games with multiple units and more scenery.

One big change between Warhammer Age of Sigma and the previous Warhammer Fantasy Battles is that units are not given a points cost. So how do you know how big an army to take?

When you have a number of simple games under your belt you can add mission rules and try adding rules for different lands in the realm of chaos.

I would like to thank Jim from Games Workshop Bradford  shop ( since moved to the Huddersfield shop) for this elegant answer.

“The best option is to pick the army that you think your opponent will have the most fun playing against “

What you want to think of is that you are paying for fun and kudos. If you beat a larger army with a smaller force, how good does that make you look?

If you prefer to play point balanced games, have a look at the General’s Handbook further down this page.

Where are the Army Books?

Initially when the dust was settling, Games Workshop  organized Age of Sigma on a unit by unit basis backed up with an app that was, and still is available on Android and Apple devices. The rules for each unit can be found individually in one page documents called warscrolls. To build an army you can mix and match any units from any army.

If you want more details about your favourite army, or you prefer to read the unit details from paper, then Games Workshop have printed books with the warscrolls for all the current models usually with some of the back story about those units.

Age of Sigmar – Age of Battles

This is a great place to start if you have the Age of Sigmar starter set, or you have models already, download and are looking for some missions and realm rules.


These books contains warscrolls for the different armies, Battalion rules that give your army additional special rules if you field special formations, and more missions based on that army.

Age of Sigmar Generals Handbook

Age of Sigmar Generals Handbook from Games Workshop.

The General’s Handbook is probably the most important Age of Sigmar publication since the original rules were released. At least as war gamers are concerned. It introduces different ways to play the game, it includes rules for multiple ( 3+ players), and Allegiance Abilities that give you extra Battle Traits, Command Traits, and equipment if all your army belongs to the same grand alliance (Order, Chaos, Destruction, or Death).

If you are happier playing a points based game then the General’s Handbook introduces, or reintroduces Pitched battles and points values for many of the exiting units.

Are The Age of Sigmar Battle Packs Worth Buying?

There is no way for me to answer this as I do not your situation, however here are a few points that may help.

First of all, if you play AoS on a regular basis then you will find that playing the same missions over and over again a bit lack lustre. There are a few ways to combat this. One is to write your own missions, one is to find missions online to download, and the last, but easiest to do, is to purchase battle pack through the AoS app. Do remember that both players need access to the mission rules during the game.

The next point to raise is that the AoS battle plans and missions are well written and play tested. Each plan comes with a brief background story, a layout map, and usually some mission command abilities that add a new dimension to the game.


Games Workshop kills Warhammer Fantasy and releases Warhammer Age of Sigmar!

The King is Dead! Long Live the King!

Yes, Games Workshop have pulled the plug on Warhammer 8th Edition as we know it. In it’s place comes the much more simplified Warhammer Age Of Sigmar. What is more, to kick off this new war game Games Workshop are giving the first edition of the rules away free!

And what if you do not like the new rules? Well the 8th edition of Warhammer Fantasy still exists, and you can still get the rule books and army books from independent stockists. However the old rules will not be available forever so if this is what you want to do, stock up on the army books and cards now while they are still available.

> Also buy: 8th Edition Warhammer Rules from Wayland Games

So what’s happening here?

As for this site the Warhammer Fantasy web pages will still be up for a while yet, but the updates on those pages will be slowing down. In the meantime I will be adding Warhammer age of Sigmar Tactics on the website too, just as fast as I get to grips with the new rules!