Warhammer Age of Sigmar
Warhammer Age of Sigmar is a miniature wargame produced by Games Workshop that simulates battles between armies by using miniature figurines. Games are typically played on a relatively flat surface such as a dining table, bespoke gaming table, or an area of floor. The playing area is often decorated with models and materials representing buildings and terrain. Players take turns taking a range of actions with their models: moving, charging, shooting ranged weapons, fighting, and casting magical spells; the outcomes of which are generally determined by dice rolls. Besides the game itself, a large part of Age of Sigmar is dedicated to the hobby of collecting, assembling and painting the miniature figurines from the game.
Whereas some wargames recreate historical warfare, Age of Sigmar has a fantasy theme heavily inspired by the fiction of J. R. R. Tolkien and Michael Moorcock. Player's armies fight with medieval-era weaponry and cast magical spells, and the warriors are a mixture of humans and fantasy creatures such as elves, dwarves, and orks.
With the first edition released in 2015, Age of Sigmar is the successor to the discontinued game Warhammer.
Editions
The first edition of Age of Sigmar in 2015 replaced Warhammer Fantasy Battle. The initial release of AoS did not include point values for individual units; these were added later. Summoning new units used the same mechanics as spellcasting and required the dedication of reinforcement points for each summonable unit.The second edition of AoS was released in 2018 following the Malign Portents event. It brought multiple significant changes to the rules, notably an overhaul of the summoning system, the elimination of reinforcement points, and the introduction of endless spells.
Setting
Age of Sigmar is set in the Mortal Realms, a system of eight interconnected realms spawned from the Winds of Magic. The second edition brought with it rules for each of the realms, adding spells, artefacts, and realm characteristics.- Azyr, the Realm of the Heavens is the only realm untouched by Chaos. It is ruled over by Sigmar, and is home to the Stormcast Eternals as well as a diverse population of humans, aelves, duardin, and other races.
- Aqshy, the Realm of Fire is dominated by volcanoes, deserts, and lava fields. It is home to the Fyreslayers. It had a significant Khorne presence before the arrival of the Stormcast.
- Ghur, the Realm of Beasts is the de facto kingdom of Gorkamorka. Orruks and ogors rule over a land of titanic beasts.
- Ghyran, the Realm of Life is distinguished by its extreme fecundity. It is claimed by Alarielle, goddess of the Sylvaneth. It was the focus of Nurgle's attentions before the resurgence of Alarielle.
- Chamon, the Realm of Metal is composed of metal-based continents and the floating citadels of the Kharadron. It is particularly coveted by Tzeentch.
- Shyish, the Realm of Death is under the uncontested domain of Nagash. Vampires, ghouls, undead, and nighthaunt all are found here.
- Hysh, the Realm of Light is the domain of Tyrion. It is the "sun" of the Realms.
- Ulgu, the Realm of Shadow was claimed by Malerion and Morathi. It is a land of shifting illusions and impenetrable fog.
Gameplay
Age of Sigmar emphasises the narrative aspect of the wargaming experience, encouraging the play of story-driven scenarios, recreation of battles from lore, and player-created stories. The ruleset is designed to make the game easy to learn but hard to master. Basic rules of play are simple and quick to understand, but more advanced mechanics can be found in unit-specific "Warscrolls" that detail more rules and stats of the individual unit. The art of the game lies in understanding how your units work together and exploiting synergies to use them as a cohesive army. The rules and Warscrolls are free, and can be downloaded from the Games Workshop website or viewed in the Age of Sigmar app.Age of Sigmar has three different modes of play. Of these, Matched Play includes points total for different units and specific points limits for army building. In this mode of play, there are Army Composition rules that change depending on the point level being played, and the base rules are modified to allow for balanced play. A Matched Play game also requires a minimum number of Battleline rank-and-file units, and imposes a limit on the number of Heroes and Behemoths that can be fielded.
In addition to Matched Play, Open Play represents an "anything goes" game style, while Narrative Play focuses on recreating historical battles and scenarios. The latter often adds additional rules specific to the setting or event, such as dangerous terrain, a meteor shower, or movement restrictions.
To play any of the game modes, two or more players assemble armies beforehand. The battlefield and its terrain is set up on an appropriate surface, and dice are rolled to determine turn order. The players play in turns, with a round consisting of one turn per player. Combat is resolved through a series of dice rolls: a hit roll and wound roll from the attacker, and a save roll from the defender. If both the hit and wound rolls pass and the save roll fails, then damage is allocated. Mortal Wounds do not require dice rolls and are allocated directly.
The first part of a player's turn, the Hero Phase, is when spells are cast and command abilities are activated. Wizard units can usually cast one of three spells: the offensive Arcane Bolt, the defensive Mystic Shield, and a third spell unique to that unit. Command abilities, on the other hand, require a Hero on the battlefield with that ability, and use Command Points for activation. The second phase is the Movement Phase, in which units are moved across the battlefield; the player may choose to make them run, which makes them incapable of shooting or charging in the following phases. The Shooting Phase resolves all the missile attacks possible for the current player, then the Charge Phase gets melee units within range of attacking. The Combat Phase starts with units piling in, then attacking with all their melee weapons. The player whose turn it is attacks first, then the defending player fights with another unit; the players continue taking turns until all units capable of attacking have done so. The final Battleshock Phase tests the morale of depleted units; failed Battleshock rolls cause further models to flee a unit.
Factions
There are four main super-factions in Age of Sigmar, called Grand Alliances, united by common goals. Armies can be built solely from individual factions or include a limited number of allies from related factions within the alliance. An army consisting of multiple factions within the same Alliance has allegiance to that particular Grand Alliance but not to any of the individual factions. Factions usually synergize best with their own units, and faction-specific armies receive bonuses and additional rules that are not available to mixed Grand Alliance armies.Factions in bold have received dedicated battletomes
Order
Order is primarily opposed to Chaos, and its factions are united by a common desire to maintain civilisation, art, and learning, or preserve natural or divine holdings. Despite this shared goal, each faction more or less pursues its own agenda - sometimes to the detriment of the others.- Stormcast Eternals, demigod-like warriors imbued with a portion of Sigmar's godly power and clad in magical armour made of sigmarite, analogous to the Space Marines of Warhammer 40,000. They were created by Sigmar with the aid of Grungni to be the ultimate weapon against the forces of Chaos.
- Cities of Sigmar, the cities established by the forces of Order, they represent the everyday citizens of the Mortal Realms. The majority of the dwarf, elf, and human units from Warhammer Fantasy that continued into Age of Sigmar make up the bulk this army. While they are all the same army, each unit has a species keyword and each species is divided into several subfactions, with leaders' spells and abilities synergising with particular keywords, allowing for the armies to be played as diverse or similarly to how they played in Warhammer Fantasy. Stormcast Eternals are also able to be taken by all cities without regard to normal point limits on allies but may only make up 1/4 of the units in the army while the Living City is able to do the same with Sylvaneth and Tempest's Eye with the Kharadron Overlords.
- * Duardin, previously the Dwarfs. The Dispossessed represent the more traditional Dwarfs who still bear grudges against their enemies and worship Grungni. The Ironweld Arsenal focuses on the artillery element of the Dwarfs and are allied with humans.
- * Humans include the Devoted of Sigmar, priests and evangelists, the wizards of the Collegiate Arcane, and the Freeguild knights, archers, and soldiers.
- * Aelfs, previously the Elves. These include the Wanderers, the wizards of the Eldritch Council, the warriors of the Phoenix Temple, the Lion Rangers, the Swifthawk Agents, the Orders Draconis and Serpentis, the fleets of the Scourge Privateers, the warlocks of the Darkling Covens, and the Shadowblade assassins.
- Seraphon, previously the Lizardmen. In the current iteration they are celestial Daemons who fight for Order. The Slann, now aboard great cosmic vessels, literally "remember" the seraphon into existence whenever needed although at least some of the temple-ships still have spawning pools that produce them in the same manner as they originally were in Warhammer Fantasy.
- Sylvaneth forest spirits range from dryads to towering treelords, and follow the reborn goddess Alarielle.
- Fyreslayers are mercenary duardin who worship Grimnir and fight for Ur-Gold, a magical element believed to be remnants of their fallen god.
- Kharadron Overlords are a steampunk duardin faction that consists of ironclad airships and warriors wearing armoured suits. Separated a long time ago from the rest of their race, the Kharadron live in sky-cities and are armed with shooting weapons powered by aether-gold.
- The Daughters of Khaine are a shadowy cabal of witch aelves devoted to Khaine and Morathi; ostensibly they wish to revive Khaine, but Morathi secretly is plotting to ascend to godhood.
- The Idoneth Deepkin are marine aelves created by Teclis that ride sea monsters into battle and raid for souls on the surface.
- The Lumineth Realm-lords are aelves from the realm of Hysh, and are the second and successful attempt by Teclis to recreate the Asur aelves from the world-that-was.
Chaos
- Everchosen, the followers of Archaon the Everchosen of Chaos. Elite warriors of the Ruinous Powers, they seek nothing less than the complete subjugation of the Realms under Chaos.
- Slaves to Darkness, mortal warriors devoted to Chaos in its undivided form.
- Blades of Khorne, daemons and Bloodbound mortals of Khorne. At the start of the Age of Sigmar they were primarily stationed in Aqshy, and were the first to encounter the Stormcast Eternals.
- Disciples of Tzeentch, daemons and Arcanite mortals of Tzeentch. Their major stronghold was Chamon, where Ghal Maraz had been hidden.
- Maggotkin of Nurgle, daemons and Rotbringer mortals of Nurgle. Their realm of choice is the fertile world of Ghyran, where Nurgle sought to capture Alarielle for his own.
- Hedonites of Slaanesh, daemons and mortals of Slaanesh. Slaanesh is still imprisoned, but has been regaining power and may soon return.
- Beasts of Chaos, includes the forces of the Beastmen, Monsters of Chaos, Chaos Gargants, and Thunderscorn. Like the Slaves to Darkness they are not devoted to any specific chaos god, and many worship chaos in itself.
- The Legion of Azgorh and Tamurkhan`s Horde are Forgeworld-only, and have their own rules.
- The Skaven are now formally part of the realm of Chaos as the Great Horned Rat ascended to the pantheon of the Chaos Gods. These vile ratmen are subdivided into clans with different approaches to warfare. The Masterclan unites the leaders of the Skaven armies. The Clans Skryre dabble in bizarre sorcery and science. The Clans Moulder breed grotesque war beasts. The Clans Pestilens are fanatically devoted to the Great Horned Rat's plague aspect, and they to spread pestilence across the realms. The Clans Eshin train stealthy assassins, and the Clans Verminus are Skaven warriors.
Death
- Legions of Nagash, a general Death faction representing the forces Nagash has at his disposal. It includes the Deathlords, the Soulblight vampires, the necromantic Deathmages, the Deadwalker zombies, the ghosts of the Nighthaunt, and the Deathrattle skeletons.
- Flesh-Eater Courts, vile ghouls and vampires deluded into seeing themselves as cultured aristocrats.
- Nighthaunt ghosts, spirits, and wraiths. In Soul Wars they came to the fore as the rivalry between Sigmar and Nagash developed. The Nighthaunt are led by Lady Olynder, the Mortarch of Grief.
- Ossiarch Bonereapers, spirits inhabiting bone constructs who serve as Nagash's elite troops and vanguard, led by Orpheon Katakros, the Mortarch of the Necropolis.
Destruction
- The Bonesplitterz or savage orruks are tribal, bone-wielding orruks that specialize in hunting and slaying the beasts of the realms. They have recently been merged with the Ironjawz in the battletome Orruk Warclans. The Ironjawz are heavily-armoured elite orruk warriors. Gordrakk, the Fist of Gork, is an Ironjaw chieftain who has united many clans under his banner of the Great Waaagh!.
- The Gloomspite Gitz are a diverse faction united by their love of dark places and worship of the portentuous Bad Moon. They include Moonclan grots and their squigs, Spiderfang grots and their arachnid mounts, the brutish and durable troggoths, and the occasional aleguzzler gargant.
- Mawtribes are the Ogors, formerly the Ogre Kingdoms, include the fire-breathing Firebellies, the nomadic Gutbusters, and the mercenary Maneaters. They have recently been merged with the Beastclaw Raiders, tribes of ogors who ride on massive warbeasts. Eternally pursued by the supernatural Everwinter, they are constantly on the move, and anything they do not eat or destroy is frozen in their wake.
Discontinued Armies
- Bretonnia
- Tomb Kings
- Greenskinz and Gitmob Grots
Reception
Criticism
Warhammer Age of Sigmar was widely criticised by the fanbase upon release for effectively nullifying many core rules of its predecessor, Warhammer Fantasy Battle.It was frequently alleged by fans that this was done because Games Workshop could not retain intellectual property rights to many aspects of the game.