This is the time of turmoil. This is the era of war. This is the Age of Sigmar!
Since the breaking of Sigmar's Tempest, the peoples of the Mortal Realms have fought tooth and nail for those islands of civilisation they have established. Every city is blackened by the fires of war, every populace harrowed by the ordeal of simple survival. But now, the Hour of Ruin has come, the fabric of reality splitting as numberless hordes of rat-like Skaven capsize decades of progress.
Yet, the hosts of Sigmar are still marching. They know full well that the cycle of endless war is inescapable, taking its toll on even the mighty Stormcast Eternals. But though the candle of hope gutters, it burns bright enough to inspire a thousand selfless acts.
The Book This 288-page hardback book is the ultimate companion for all players of Warhammer Age of Sigmar, whether veterans or novices. It contains everything you need to know to collect, build, paint, and play with Citadel miniatures in the Mortal Realms.
The Warhammer Age of Sigmar Hobby The book opens with an introduction to the Warhammer hobby. Alongside the concept of the game, this section discusses the various aspects of the hobby, including collecting an army, building and painting miniatures, playing Warhammer Age of Sigmar, and choosing your way to play.
The Mortal Realms This section provides a comprehensive overview of each realm and its current state, with the narrative presented from the perspective of the realm's inhabitants, such as soldiers, witch hunters, and more.
History of the Realms Get a primer of the key narrative events from the history of Warhammer Age of Sigmar, including summaries of key events such as the awakening of Kragnos and the Twin-Tailed Crusade.
Factions at War A background overview of the various factions from each Grand Alliance – Order, Chaos, Death, and Destruction. You'll find incredible artwork, a miniatures showcase, and additional information about key characters or important pieces of lore.
The Rules The book's Rules section is divided into three major sections: Core Rules, Advanced Rules, and a Glossary. You'll also find an overview of Battlepacks, making it easy to understand which ones best suit how you like to play. Finally, there are rules for terrain, and the various game formats, such as Spearhead, Path to Glory, and Matched Play.
The Core Book closes with a handy, alphabetised rules index and a Path to Glory roster, Order of Battle, and Army roster. It also features a red ribbon bookmark.
Games Workshop Group PLC (often abbreviated as GW) is a British miniature wargaming manufacturing company. Games Workshop is best known as developer and publisher of the tabletop wargames Warhammer, Warhammer 40,000 and The Lord of the Rings Strategy Battle Game.
Bien écrit, explique bien les règles et de spearhead et de jeu égal. Contient également les bases pour faire du jeu narratif, et une bonne section lore pour cette quatrième saison d'AOS!
As the main rulebook for the fourth edition of Warhammer: Age of Sigmar, this book includes all the rules necessary to play the game, as well as a substantial background section that introduces the setting and factions.
The background section of the book gives a nice overview of the nature of the Mortal Realms, as well as their history of from the Age of Myth to the Hour of Ruin. One thing I did like about this part is that the sections on the realms were written in an in-universe style that I found entertaining to read. The section also introduces the various factions that battle across the realms, including touching on their current status as the forces of Chaos rise in power once again. The section also includes the usual, beautifully drawn maps of the various realms, as well as one for their places in the cosmos, and they have been updated with the changes that have happened in the previous edition (such as the creation of the Gnaw in Aqshy, and the fall of the Phoenicium in Ghyren).
The artwork throughout the book is as good as always, with the double page spreads being my favourite. The photos of Age of Sigmar models are also very nice.
The rules section is pretty standard for modern Games Workshop games, simplified and streamlined from previous editions, which is not something I particularly like but there are some things I like. The modular nature of the Advanced rules section seems quite good, allowing players to build their preferred ruleset. Also, while I still prefer the old Warscroll Battalions, the new Army Composition rules where players build regiments, then add auxiliary units is reasonably good. The Path to Glory narrative rules are also pretty good, introducing skill progression along various pathways rather than just random skills. Just as with Warhammer 40,000’s Combat Patrol, I am not much of a fan of the small scale Spearhead rules, with their fixed army lists and even more simplified gameplay, but I see them both more as gateway rules so I will give them a pass.
Presumably Games Workshop sales weren’t up to expectations so they decided they needed to completely revamp their games hoping to generate more income from model sales. This was a big task and unfortunately it was rushed and a lot of mistakes and inconsistencies have appeared, in fact some of the rules and descriptions are nonsensical. Also the book is very expensive for someone who just wants to be able to play the game, however I must congratulate GW for making the Core Rules available as a free download.
only read the lore section, no comments on the rules etc!
all of the art is gorgeous and the general finish of the book is best described as lavish. The lore describes a pretty complex world and set of ideas well and is a very compelling take on a kind of "interplanetary fantasy" idea.
This is a great place to start to learn the lore of the Age of Sigmar universe and all the different factions. It does an excellent job of explaining the rules.