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Zero to Spearhead

Learning

Transitioning to full Age of Sigmar rules

By the end of this page you'll know exactly which rules stay the same when you move from Spearhead to full-size Age of Sigmar, and which new ones you need to learn.

1,000 Points 3 min read After your first Spearhead games

Rules checked against the

The good news first: Spearhead and full-size Age of Sigmar use the same core rules. Everything you've learned about turns, phases and dice still applies. What changes is mostly around the game — how armies are built, which battleplans you use, and how many extra options you have to keep track of.

What stays exactly the same

What's new at 1,000 points

  1. 01

    Change 1

    Command points instead of card commands

    In Spearhead, your commands came from battle tactic cards. Full-size games use command points: each player gets 4 at the start of every battle round, the underdog gets 1 more, and so does whoever has fewer auxiliary units. You spend them on core commands like Rally and Counter-charge, and anything unspent is lost at the end of the round.

  2. 02

    Change 2

    Objectives are contested within 3"

    In Spearhead a model had to stand on an objective to contest it. In full-size games, models contest any objective within their combat range (3"), so you can hold one from a short distance away.

  3. 03

    Change 3

    Who goes first in round 1

    In Spearhead the attacker chose who went first. In full-size games, whoever finishes deploying first picks who goes first, and deployment works in drops (see below).

  4. 04

    Change 4

    You build the army

    Instead of a fixed box, you build a roster to a points limit, organised into regiments — a Hero plus the units they lead. Units outside a regiment are auxiliary units. The expansion guide walks through this.

  5. 05

    Change 5

    Full-game warscrolls

    Your units use their full-game warscrolls, which can differ from the Spearhead versions. Re-read them before your first game — don't assume anything carried over.

  6. 06

    Change 6

    Army-wide choices

    You pick a battle formation, give your heroes enhancements, and choose lores for any Wizards or Priests. Each is a small rule, but together they're the biggest new thing to remember mid-game.

  7. 07

    Change 7

    Different battleplans and scoring

    Spearhead's twist cards and its battle tactic deck stay in Spearhead. Full-size games use a battleplan from a battlepack. The free rules include one, Border War: it lasts 4 battle rounds, scores objectives its own way, and uses the six universal battle tactics.

  8. 08

    Change 8

    Bigger toolbox, more to track

    Manifestations, reinforced units, faction terrain and Regiments of Renown can all appear. You don't need all of them — but your opponent might have them, so it helps to know the names.

The Border War battlefield

Border War splits the battlefield along its length: the attacker's territory on one side of the border, the defender's on the other. There are 4 objectives: 1 in each territory and 2 on the border itself.

Border War battlefieldA 44 by 30 inch battlefield split along its length by the border. The attacker's territory is the top half and the defender's the bottom half. The attacker's objective is in the middle of the attacker's territory, the defender's in the middle of the defender's, and two border objectives sit on the border, a quarter of the way in from each short edge.ATTACKER'S TERRITORYDEFENDER'S TERRITORYBORDERAttacker's objectiveBorder objectiveBorder objectiveDefender's objective44"30"15"15"
Simplified diagram, not to scale. Check the official Border War battleplan for exact positions.Shown at the 1,000-point size, 30" × 44". At 2,000 points it's 44" × 60".

Deployment works in 'drops'

In full-size games, players take turns setting up. Setting up a whole regiment at once counts as a single drop, while an auxiliary unit is a drop on its own. Fewer drops can mean you finish deploying first, and that can matter for who goes first — see deployment in the glossary.

Next: Your first 1,000-point game.

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