Warhammer AoS: How Age Of Sigmar Connects To Warhammer 40k For Modern Gamers
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Warhammer AoS: How Age Of Sigmar Connects To Warhammer 40k For Modern Gamers
If you’re deep into Warhammer 40k and you keep seeing people talk about “warhammer aos” or “Age of Sigmar” and wonder why you should care, you’re not alone. On the surface, they look like different universes: one is galaxy‑spanning sci-fi, the other looks like high fantasy with gods, dragons, and big hammers. But if you’re a 40k player, painter, or lore nerd, Warhammer AoS is way more connected to your hobby than it first appears—and it might be the smartest “sidegrade” game you can pick up.
In this guide, we’ll break down what warhammer aos actually is, how it compares to Warhammer 40k in rules and feel, where the universes overlap thematically, and how a 40k player can jump in without burning their wallet or their brain. Think of this as the “if you play 40k, here’s why and how to try AoS” handbook.
We’ll cover:
- What Warhammer Age of Sigmar is and how it sits next to 40k
- Core rules and gameplay differences that matter if you know 40k
- How factions map mentally between AoS and 40k
- Hobby considerations: models, painting, terrain, cost
- Competitive and casual play differences
- Common misconceptions 40k players have about AoS
- Whether warhammer aos is worth your time if 40k is already your main game
Let’s start with the basics.
What Is Warhammer Age Of Sigmar?
Warhammer Age of Sigmar (often shortened to AoS) is Games Workshop’s flagship fantasy tabletop wargame, the counterpart to Warhammer 40,000. Where 40k is all grimdark far‑future, warhammer aos is set in the Mortal Realms: a mythic, gods‑heavy universe full of magical storms, realm‑spanning wars, and over‑the‑top hero moments.
Each player builds and paints an army of miniatures and fights matched play battles on a tabletop, just like in Warhammer 40k. You measure movement, roll to hit and wound, contest objectives, and (ideally) tell a cool story while everything dies gloriously.
But AoS is not just “fantasy 40k”:
- It uses different statlines and keywords.
- It leans harder into powerful characters and huge monsters.
- It tends to have shorter game lengths and more streamlined rules.
- Its tone is “mythic fantasy” rather than “fantasy Europe, but darker.”
From a business standpoint, warhammer aos is 40k’s twin: plastic kits, Codex‑like books (called Battletomes), seasonal mission packs, matched play rules, and a similar tournament scene. If you already understand 40k as a product, AoS will feel very familiar in how it’s sold and supported.
Warhammer AoS Vs Warhammer 40k: Big‑Picture Differences
If you’ve played even a single game of 40k in the last few editions, you already speak 80% of the language you need for warhammer aos. Still, there are some big structural and tonal differences that matter.
Setting And Tone
Warhammer 40k:
- Far‑future, gothic sci‑fi.
- Tanks, power armor, daemons, aliens, and guns for days.
- Grimdark: “In the grim darkness of the far future, there is only war.”
Warhammer AoS:
- Mythic high fantasy across multiple magical realms (Fire, Death, Metal, etc.).
- Armies of fantasy archetypes turned up to 11: shining demigods, living trees, skeletal pharaohs, rat‑men with warp tech.
- Still dark and violent, but more “epic saga” than nihilistic horror.
If 40k is a war documentary from a doomed future, warhammer aos is a heavy‑metal album cover come to life.
Tabletop Scale And Game Length
- Table size: Standard AoS matched play uses the same 44" x 60" game area that 40k uses at 2,000 points.
- Army size: Comparable total model count, but often more emphasis on big centerpieces (monsters, god‑characters).
- Game length: AoS games often run a bit faster for experienced players—around 2–2.5 hours for a 2,000‑point match, vs 2.5–3 for a dense 40k game.
If you like 40k but wish your matches wrapped slightly faster with fewer “bookkeeping” steps, warhammer aos often feels lighter to run.
Core Rules: How Warhammer AoS Actually Plays
Under the hood, warhammer aos has a different rules DNA, even though it shares the “move‑shoot‑fight‑score” bones with 40k. Here’s how it works, boiled down for a 40k mind.
Turn Structure
Both games use an “I go, you go” full turn sequence (not alternating activations across the whole turn like some skirmish games). But AoS leans harder into a controversial mechanic: the double turn.
Basic AoS turn structure:
1. Hero Phase – cast spells, use command abilities, generate buffs/debuffs.
2. Movement Phase – move, run, teleport, etc.
3. Shooting Phase – ranged attacks.
4. Charge Phase – declare charges into melee.
5. Combat Phase – units in melee fight, alternating activations.
6. Battleshock Phase – morale checks to see if more models flee.
At the start of each battle round (a pair of player turns), you roll off to see who goes first. This opens the door for:
- The double turn: If you went second in Round 1, you can win the roll and go first in Round 2, effectively taking two turns back‑to‑back.
This is a huge shift compared to 40k’s fixed alternating turn order and is one of the most defining things about warhammer aos gameplay. Good players build and deploy with the possibility of a double turn in mind—both offensively and defensively.
Statlines And Dice Mechanics
AoS uses similar D6 mechanics to 40k but with some twists:
- Hit/Wound rolls: Instead of weapon vs target charts, AoS weapons usually have a fixed “3+ to hit, 3+ to wound” style profile.
- Rend: Functions like AP in 40k, reducing enemy save rolls.
- Damage: Many attacks do more than 1 damage per failed save, especially for monsters and elite units.
- Save rolls: Basic armor saving throws work much like 40k.
- Mortal wounds: Unsaveable damage, like 40k’s mortal wounds, but often more central to spell-heavy lists.
The main difference: AoS leans harder into bespoke unit rules and synergies, while 40k (especially in some editions) leans more into universal rules plus weapon profiles.
Objectives And Scoring
Matched play in warhammer aos is mission‑driven like 40k, with:
- Primary objectives across the board.
- Secondary goals and battle tactics (short‑term tasks you declare each round for points).
- Grand strategies—game‑long goals that give bonus points if achieved.
It’s a bit like if 40k’s secondary objectives were structured per round rather than fixed pregame picks. You’ll constantly be weighing “Can I get this battle tactic now, or set up a bigger play next turn?”
Army Building In Warhammer AoS For 40k Players
From a list‑building perspective, warhammer aos will feel familiar but a bit more flexible.
Points And Detachments (Sort Of)
AoS uses:
- Points values for each unit.
- A single “army” built under a Grand Alliance (Order, Chaos, Death, Destruction) and faction keyword (e.g., Stormcast Eternals, Maggotkin of Nurgle).
- Battleline units, which are your “troops tax” equivalent—minimum number required for a legal list.
You don’t have 40k‑style detachments with different CP refunds; instead, you pick:
- A faction (Battletome)
- A subfaction/host/stormhost/etc. for special rules
- A general with a command trait and relic
- Summons or special mechanics depending on your army
Compared to 40k, army building in warhammer aos tends to be:
- Less CP‑chiseling and “detachment bingo”
- More about picking the right synergies and unit packages
Factions: Mental Shortcuts For 40k Players
AoS and 40k aren’t the same universe, but you can use your 40k brain to understand AoS factions via vibe‑matching. Rough parallels:
Order (broadly “the good guys,” though still very morally gray):
- Stormcast Eternals – Think “fantasy Space Marines”: reforged warrior demigods with heavy armor, hero focus, and flexible roles.
- Cities of Sigmar – Imperial Guard/Imperium energy: humans, dwarfs, and aelves in combined‑arms armies with artillery and rank‑and‑file troops.
- Kharadron Overlords – Dwarfs with steampunk airships. If you like AdMech or Tau “tech” vibes, they’ll click.
- Lumineth Realm‑lords – Psychic‑focused, elite aelves. Psychic phase junkies from 40k often love their magic dominance.
Chaos (same Chaos Gods as 40k, different flavor):
- Blades of Khorne, Disciples of Tzeentch, Maggotkin of Nurgle, Hedonites of Slaanesh – all parallel their 40k Chaos god‑specific armies but in fantasy form.
- Slaves to Darkness – Fantasy equivalent of Chaos Space Marines: armored warriors, daemons, and monsters under the Dark Gods.
Death:
- Soulblight Gravelords – Vampire counts with skeletons, zombies, and blood knights.
- Ossiarch Bonereapers – Weirdly reminiscent of Necrons: an organized, inhuman death empire built from bone constructs.
- Nighthaunt – Ghost armies with spectral, ethereal rules; if you like psychic shenanigans and tricky saves, this is your zone.
Destruction:
- Orruk Warclans – Fantasy orks, turned up to 11. Melee‑heavy, aggressive, fun.
- Gloomspite Gitz – Goblins, squigs, trolls, and all the chaos that implies.
- Sons of Behemat – Giant armies. Literally 4–6 massive models. Very different from 40k but hilarious on the table.
If you know what you like in 40k—elite vs horde, psychic vs guns, chaos vs discipline—there’s usually an AoS army with matching energy.
How Warhammer AoS Feels To Play Compared To 40k
Beyond the mechanical bullet points, this is what most 40k players actually want to know: does warhammer aos feel different on the table?
More Emphasis On Heroes And Monsters
40k has characters and big toys, but the basic interaction is often units trading fire across the board. In warhammer aos:
- Heroes are often lynchpins. They provide aura buffs, cast key spells, and unlock army mechanics. Losing your main support hero can feel like losing three squads’ worth of effectiveness.
- Monsters are centerpieces. Many lists are built around 1–3 big bugs/beasts/dragons that define your threat projection.
If you like the idea of your army hinging on a few key legendary figures, AoS leans into that fantasy harder than 40k usually does.
Shorter Ranges And Closer Engagements
Because it’s a fantasy game:
- Ranged weapons generally have shorter ranges than 40k.
- Melee is more central; most armies need to commit to mid‑board brawls.
- Movement tricks, teleportation, and charges are critical to success.
If you’re tired of 40k gunlines or alpha‑strike shooting lists, warhammer aos tends to feel more like a knife fight in a closet, with less emphasis on 48"+ guns covering the whole table.
Decision Density And Complexity
Both games are complex, but the flavor of that complexity differs:
Warhammer 40k often has:
- Larger volume of datasheets and stratagems to remember.
- More granular weapon differentiation.
- More reactive decision points thanks to stratagems and pregame options.
Warhammer AoS often has:
- Fewer universal stratagem‑equivalents; more army‑specific abilities baked into warscrolls (unit datasheets).
- Big swing decisions around double turns and battle tactics each round.
- Heavy emphasis on internal synergies: “this hero buffs that unit, which unlocks this spell, which triggers this once‑per‑game nuke.”
The result: warhammer aos usually feels less “bookkeeping‑heavy” in the moment, but more punishing if you mis‑position a key piece or mis‑time a power spike.
Hobby Side: Models, Painting, And Terrain
If you’re already in 40k, one of the biggest questions is: what does picking up warhammer aos do to your wallet and your painting backlog?
Model Aesthetics
AoS kits are some of Games Workshop’s most visually bold designs:
- More flowing cloaks, banners, and scenic bases.
- Lots of monsters, beasts, and ethereal forms (ghosts, living trees, etc.).
- Less “hard military lines,” more organic shapes and magical effects.
If you enjoy painting characters and centerpieces more than squads of near‑identical troops, AoS is a playground. Many armies can function with a lower model count but higher “per model” detail.
Terrain Requirements
AoS uses similar terrain requirements to 40k in matched play:
- Roughly 8–10 meaningful pieces on a standard board.
- Line‑of‑sight blocking elements are useful, but there’s generally less “everything has a gun” so terrain feels slightly less oppressive than in hyper‑shooty 40k metas.
If you already own a 40k table’s worth of terrain, you can absolutely use it for warhammer aos. Some players lean into more natural features—forests, ruins, weird crystals—but it’s not mandatory to buy a totally new set.
Cost To Start From A 40k Player’s Perspective
Assuming you already own:
- Tools (clippers, glue)
- Paints and brushes
- Dice, measuring tools, game mat/terrain
Then starting AoS usually means:
- An army box or Vanguard/Starter set for your chosen faction.
- The Warhammer Age of Sigmar core rules (available free as a PDF for basics, with full matched play in the Generals Handbook and your Battletome).
- Your Battletome for faction rules (similar to a Codex).
Total investment to get to 1,000 points (a solid small‑game size) is often comparable to starting a new 40k army, sometimes cheaper if you pick a low model‑count faction like Stormcast, Ossiarch Bonereapers, or Sons of Behemat.
Common Misconceptions 40k Players Have About Warhammer AoS
If you’ve been hanging around 40k circles for a while, you’ve probably heard some takes on AoS—many of them outdated or just wrong. Let’s hit the big ones.
“AoS Is Just Baby’s First Wargame”
Early editions of warhammer aos launched with super simple, almost tongue‑in‑cheek rules. That reputation has weirdly lingered, even though:
- Current AoS is a fully fleshed‑out competitive system with deep list building and tactical nuance.
- Tournament metas are highly developed, with top players constantly iterating on builds.
- Command abilities, spellcasting, battle tactics, and faction mechanics create a ton of decision layers.
If anything, the game is easier to start but still hard to master—very much like modern 40k.
“Fantasy = Boring Compared To 40k Sci‑Fi”
This is pure taste, but modern warhammer aos is not stock Tolkien fantasy:
- The Mortal Realms are multi‑dimensional magical warzones, not just “a map with a forest and a mountain.”
- AoS factions push hard into weird: techno‑sky‑dwarfs, bone‑Golems, angry fungus goblins worshiping the Bad Moon, etc.
- The narrative regularly does wild things on a cosmic scale, similar to 40k’s big lore events.
If you bounced off classic Warhammer Fantasy Battles lore, don’t assume AoS is the same. It’s more “mythic reboot” than direct continuation.
“40k Has The ‘Real’ Competitive Scene; AoS Is Casual”
In practice:
- Both games have robust competitive communities with GTs, majors, and convention circuits.
- AoS often has a slightly less cutthroat reputation, but that varies heavily by region and club.
- The warhammer aos metas tend to be a bit more stable season‑to‑season than 40k’s, simply because there are fewer “gotcha stratagem” layers.
If you want to grind tournaments, AoS is fully viable. If you just want chilled beer‑and‑dice evenings, it supports that too.
“Rules Bloat Will Be Just As Bad As 40k, So Why Bother?”
This one is fair to worry about. Games Workshop loves its supplements. But AoS currently:
- Consolidates a lot of rules into each Battletome rather than scattering them across a dozen campaign books.
- Has one primary matched play pack at a time (the current General’s Handbook), instead of multiple competitive rulebooks overlapping.
- Has a cleaner “core rules plus faction” structure.
It’s not a minimalist indie game; you’re still going to juggle a Battletome and a season pack. But coming from 40k’s worst bloat eras, warhammer aos usually feels more contained.
Tips For A 40k Player Jumping Into Warhammer AoS
If you’re convinced enough to at least dip a toe in, here’s how to do it smartly.
Start At 1,000 Points, Not 2,000
- 1,000‑point games are quicker to play and cheaper to collect.
- You’ll learn the flow of double turns, battle tactics, and your army’s tricks without drowning in unit rules.
- Many armies can reach 1,000 points with a single starter box + one extra hero or unit.
Use Your 40k Player Instincts, But Recalibrate For Double Turns
- Don’t overextend: Assume you might give or receive a double turn; keep important units screened and buffed.
- Deploy conservatively early: Warhammer aos rewards patient players who set up for big swing turns, not just immediate alpha strikes.
- Always ask: “What happens to me if they get/don’t get the double turn here?”
Pick An Army That Plays Differently From Your 40k Main
If your 40k main is:
- Gunline Adeptus Mechanicus or Tau: Try a melee‑heavy Orruk Warclans or Soulblight list for a different itch.
- Elite Space Marines: Stormcast Eternals will feel familiar; maybe go with something more horde‑y like Gloomspite to diversify.
- Psyker‑heavy Thousand Sons or Grey Knights: Lumineth, Tzeentch, or Nighthaunt will scratch the magic itch again, but maybe push yourself toward an army with more monsters.
This keeps warhammer aos from feeling like “40k with swords” and makes swapping between systems more refreshing.
Leverage Existing Hobby Skills
- Paint techniques: All your edge‑highlighting, drybrushing, and contrast paint tricks from 40k transfer straight across.
- Basing: AoS rewards interesting bases—think realm‑themed textures, magical effects, etc.—but your usual basing kit works fine.
- Terrain: Use your 40k terrain at first. Add fantasy‑themed pieces only when (and if) you want.
Ask Your Local Group Or Store For A Demo
Most AoS players are dying to show the game off to 40k players. A demo game at 750–1,000 points will teach you more than hours of reading rules PDFs.
Most Popular Roles And Playstyles In Warhammer AoS
Just like 40k lists fall into buckets (gunline, melee rush, MSU, castle), AoS armies often gravitate toward roles. As a 40k player, think of these “archetypes”:
Aggro Melee Lists
- Orruk Warclans, Blades of Khorne, some Stormcast builds
- Aim: hit the mid‑board hard on Turns 1–2, pressure objectives, and overwhelm the opponent before late‑game scoring.
- If you like Blood Angels or World Eaters in 40k, this is your lane.
Control And Attrition Lists
- Nurgle, Ossiarch Bonereapers, Nighthaunt, some Death hordes
- Aim: grind the opponent down, deny space, and outlast for late‑game victory.
- Feels like Death Guard or Necrons in 40k: hard to kill, slow but inevitable.
Magic‑Dominant Lists
- Lumineth, Tzeentch, Soulblight, some Seraphon builds
- Aim: control the Hero phase, deal mortal wounds at range, debuff enemies, and buff your own hammer units.
- If you live for 40k psychic phases, this is the turbocharged version.
Monster Mash Lists
- Sons of Behemat, some Stormcast/Seraphon/Soulblight/Orruk builds
- Aim: use a small number of extremely powerful centerpieces to dominate fights and scoring.
- Conceptually similar to Knights in 40k, but with more varied support pieces.
Frequently Asked Questions About Warhammer AoS For 40k Players
Can I Use 40k Models In Warhammer AoS?
Officially, no—for matched play you’re expected to use the correct AoS warscrolls and models. Unofficially, in casual games:
- Many groups allow proxying if the base sizes are roughly right and your opponent knows what’s what.
- Some 40k kits can be converted into AoS units with enough hobby work (e.g., Chaos units, daemons, or generic fantasy heroes from 40k bits).
But if you want to play in stores or events, plan on collecting actual AoS ranges.
Is Warhammer AoS Easier To Learn Than 40k?
From a cold start, most new players find warhammer aos slightly easier to grasp:
- Core rules are a bit more streamlined.
- There’s less “stratagem spam” complexity.
- Unit roles are often clearer from their models and warscrolls.
From a 40k perspective, the learning curve is more about unlearning some assumptions (no fixed turn order, different morale, different army‑building) than raw complexity.
How Balanced Is Warhammer AoS Compared To 40k?
Balance swings exist in both games, and both get seasonal updates and FAQs. Many competitive players feel:
- AoS has fewer truly oppressive “you lose at the list screen” combos.
- Seasonal mission packs often do a decent job of keeping multiple factions relevant.
- You’ll still see S‑tier factions and weak books, but the mid‑tier is pretty playable.
Your local meta and event pack will influence the feeling of balance as much as the core game does—just like in 40k.
Is Warhammer AoS Worth It If I Already Play 40k?
This is the big question, so let’s answer it head‑on.
If you already:
- Enjoy the hobby side of assembling and painting.
- Like narrative wargaming and building arcs for your armies.
- Occasionally get burned out on 40k’s current meta, rules churn, or tone.
Then warhammer aos is absolutely worth considering as a second system.
You gain:
- A fresh setting and aesthetic to keep the hobby side exciting.
- A ruleset that’s close enough to be familiar but different enough to feel new.
- Access to a separate but overlapping community—more players, more events, more variety.
You lose:
- More shelf space.
- More of your paycheck.
- The ability to ever say “I don’t have anything to paint right now” with a straight face.
If you only have time or budget for one big minis game, the choice between AoS and 40k comes down to whether you prefer grimdark sci‑fi or wild mythic fantasy. If you can manage both, they complement each other extremely well—different flavors of the same core hobby.
Final Verdict: Should A 40k Player Try Warhammer AoS?
If you’re even mildly AoS‑curious, the answer is yes—try it, ideally at a smaller point level or via a demo game. warhammer aos isn’t “lesser 40k” or “just fantasy reskinned”; it’s a parallel flagship game with its own identity:
- Faster, tighter games with a big spotlight on heroes and monsters.
- A wild, metal‑album‑cover setting that doesn’t take itself quite as grimly as 40k.
- Enough shared DNA that your 40k experience pays off, but enough differences to feel like a true second system, not a carbon copy.
For many players, AoS becomes the “palette cleanser” when 40k’s rules or meta get exhausting—or vice versa. If your goal is more good games, more cool minis, and more excuses to roll dice with friends, warhammer aos is absolutely worth a place in your gaming rotation.
