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.
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
- The turn structure. Battle rounds, the priority roll from the second round on, and the phases from hero phase to end of turn — see How a turn works.
- Attacking. Hit, wound, save, then damage against Health.
- Control scores. Add up the Control of your contesting models; the higher control score takes control.
- Combat order. Strike-first and Strike-last work the same.
What's new at 1,000 points
- 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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
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.