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First warhammer game: Ideas for 4 people age of sigmar

Nov 15, 2014
Hi all, my friends and I have our first warhammer game ever this weekend and I wanted your advice on what scenarios to play with 4 people in Age of Sigmar. 2v2, ffa, What objectives etc. We have a whole day and night and hope to get a few different games in. We will be drinking and are new to war gaming but I imagine it will get competitive...

We have all been collecting for a year and a half and finally have armies big enough to play (approx 120 wounds each). I am vampire counts and we have Lizardmen, Skaven and finally chaos joining the party.

I hope to document the battles and post reports on here afterwards.

Any advice on the games and scenarios we should play would be hugely appreciated.

Many thanks


Master Necromancer
True Blood
Sep 23, 2009
For 4 players, 2v2 is best. Free for alls dont work well. Age of sigmar does not present rules for balancing sides apart from sudden death, which really doesn't work, so you have to provide that yourself. Equal wounds is an ok starting point, but there are units that doesn't work well for. If you want something more formal, there are several community comp systems, all of which also have problems, but clash comp is the closest to workable of them, imo. Honestly, though, i recommend equal wound counts, with an informal agreement not to spam monsters and war machines

Scenario-wise, split into teams AC and BD. Best if every player is equal in wounds / comp / whatever, but fine as long as total sides are equal. Have each player choose their own commander, w/ command abilities only applying to their own units. Set up table & choose deployment zones as normal. Take turns deploying A B C D A B C D until everyone is done.

For objectives, have each player choose a sudden death objective for their team, except for endure. Winner goes to the team that achieves more of their objectives by the end of game turn 6, with ties decided by bigger kill pile, measured in wounds or comp points or however else you limit sides.

For summoning or other effects that bring models onto the table, make sure you count models available to summon into your force restrictions. Clash does this already, but if counting wounds or the like, just be sure to count available reserves towards your limit. Like, if you want to be able to summon a unit of three spirit hosts, then you have to deploy 9 fewer wounds, or 3 hosts worth fewer comp points in whatever system you're using. The point is to treat summoning and similar effects as alternate deployment methods, not a means of fielding more models than you and your opponents agreed was fair at the start of the game.
Nov 15, 2014
Ok, that was a learning expereince. I can't post a battle report as we were so new to the game that we just couldn't keep track of the action. Much harder then I thought it would be so hopefully next time. Thank you for your advice. 2v2 was definitely the way to go as the time between each persons turn was long enough as it is.

The game was very fun but sadly the rules do leave a lot of grey areas which we had to address on the fly. We had all sorts of line of sight issues, problems with flying units, can we or can't we stack spells or buffs etc. We just tried to do what was the most fun but it would have been nice if GW had thought this all out for us.

Balancing the forces was also a problem which we are hoping to address for next time. One thing in particular that stuck out was a unit of 30 temple guard with 2+ saves and 3 attacks butchering everything and making all of the core Skaven clan rats and skeletons etc irrelevant.

We have decided to create our own system of limitations for next time. Will also have some proper scenery to play with as the shot glass Forrest kind of limited our immersion.


Crypt Horror
May 26, 2013
In the Christmas advent promotion there is a battle plan involving 4 on 4 rules in you're interested. It involves rolling off to see who gets to go first (excluding those who already went that round) for initiative and rolling off once for piling in per close combat round and then cycling through players in the order they won over and over until all battles are resolved.


Vampire Count
True Blood
Oct 28, 2011
Perhaps this is a bit out of topic, but for 3-way battles (or any with an odd number of players) you could use the Vampire: The Eternal Struggle mindset for rules and such:

Every player has a Predator and Prey. The Objective is to slay as many models from your Prey before the game ends or you yourself are left with no models: in AoS this would mean all casualties that your Prey suffers, dealt by your own troops and effects avail points to You. All casualties suffered by your Prey that happen any other way are null points and score you nothing (this means, your Predator can deny you points by killing your Prey and thus, when the game ends the tally may turn in his favor)

As such, each player's goal is to slay as many models from their respective Prey, control a point owned by their Prey, or any other goal system you like etc.

It could happen that a Player is eliminated before the game's set 6 turns (or whatever turns you like) are over. When that happens, a small bonus points are awarded to that player's Predator (regardless of which player slew the models of the vanquished one) and now, the remaining players re-arrange their positions of Predator and Prey, in order to continue the game from then on, scoring points as normal (in a 4+ players match, the ousted player's Predator becomes the Predator of the ousted player's Prey)

The Last Player Standing (if it ever occurs such a thing) would get a small bonus for achieving such a feat as well and then, when the game ends, you can count the score and decide a victor, 2nd place and so on and so forth.

In this case, it wouldn't matter which player ended the game with the most troops on the board (if you feel like it, you may want to award some bonus points to said player), the score would be heavily influenced by the kills each player scores, and following the premise that every player wants to win (for reasons unknown to us all...) then all players will want to slow the advance of a horde, or make a tactical decision to thin the ranks of archers/war machines that are killing from afar, or even wounding a monster a bit just to relent his advance. Form alliances that must later break, etc. The excitement is all up to you! :D


Game effects and turns:

Every player rolls-off to determine the first one to take turn. The highest roll wins, and that Player decides who takes turn. Next, that player's Prey takes turn, and after him, their Prey, so on until all players have had their turn, concluding a Battle Round (players may want to sit or stand around the table to better identify each player's role).

*****Alternatively, you may want to play AoS in a SINGLE TURN format, where all players take action (with a certain order) and use the same turn to resolve Hero effects, Movement, Shooting, Charges, Combat as normal and Battleshock. Think of it as playing all Phases as the Combat Phase, but that is highly experimental but potentially fun :D! but I digress***** If you want to play the standard "individual turn-based game" you will have to end each turn BEFORE the Combat Phase (explained later on) for balancing purposes. At the end of the Battle Round, blows would be struck and Battleshock would take place.

When a Wizard casts a targeted spell that affects 1 player, only the target Player's Wizards can attempt to unbind it. If they can't or decide thet don't want to make an attempt, the spell goes off unchallenged. ***Here you may want to include a side-rule to allow other wizards to make an attempt to unbind it by making a roll of sorts, up to you***

When a Wizard casts a non-targeted spell (like a Summoning, or any spell that would affect more than 1 Player) then any Wizard may attempt to unbind it, with the priority going to the caster's Predator. Should he decline, the player's Prey may want to unbind such a spell. If he happens to also decline or is unable, then any other Wizard (or model who can unbind) may attempt to do so, giving the priority to the closest Wizard or any other mechaning that feels right (this would happen in a 4+ Players scenario). As normal, only 1 of those Wizards may attempt to unbind a spell. ***Alternatively, you may want to ditch that last part, and allow as many Wizards to attempt to unbind a spell, however, every Wizard who does so would lose his "attempt" until the Game Round ends. This would make magic a bit more tactical, forming alliances and betrayals! Or you may just want to challenge the greatest wizard of all (Nagash, duh!)***

Shooting units: to preserve the same balance as with a standard game, Ranged units that attack need to Reload, so that they attack in the same proportion as a normal game, ie: a unit often shoots 6 times during a 6 rounds game. if Close combat happens only once per game Round (instead of once per player, when we have the standard 2-player game) then we need to account for that balance issue and mark each unit that shot their Missile Weapons and force them to reload, removing the marks until after their next turn, indicating they are ready to shoot at their convenience.

Movement and Charge is conducted as normal, and only the Combat Phase would have to be arranged in order for models not to have too many opportunities to attack. Battleshock would also need special consideration.


Combat Phase

Here, we have 2 choices to decide how blows are going to be struck:

1. If you want to play the game in a SINGLE TURN format, this will present no difficulty. Just play and have fun. This is why I propose this, to ease up the rules.

2. If you still want every player to have their own turn (as a normal AoS game), then you must cut each turn after the Shooting Phase. When every player has had their turn, then a "global" Combat Phase starts, in a mayhem of hacking and slashing, and then a "global" Battleshock phase takes effect, starting with the first player who acted in that Battle Round and moving forward.

The Player who's priority it is, chooses a Unit and attacks as normal. Then, his Prey chooses a Unit and attacks.

Why this? because having a model strike up to as many players there are times per Battle Round would break the "balance" (haha) of the game.


Since we're scoring points for kills done by each player, the models removed via Battleshock need to be handled in a special way as well:

Every model that flees within x'' (maybe... from 6'' to 12'') of any model owned by that player's Predator awards points for the Predator. If there is no model present in that range, then those "casualties" award points to no one.



A - B - C - D - E Players sit around a table, arrange their armies via whatever comp system you like and begin setting up their units, via highest roll -> and then proceeding counter-clockwise to give priority to each player's Prey, sitting to their right. A is B's Predator and E's Prey. B is C's Predator and A's Prey, etc. The next player to take action is always the last player's Prey. All decisions are made based on that priority.

You kill your Prey's stuff via magic, shooting or close combat = they award victory points.
Your Prey's stuff Stuff flees in the Battleshock phase and you have models within the established range = they award victory points.

Your Prey is ousted (having no more models left in the table) by whatever means = you are granted bonus victory points and the ousted player leaves the table, closing the seats and forming a new Prey for you.

Take note of how many points you are scoring, so that each player is free to return their minis to their boxes without causing confusion in the tally at the game's end. You could make such notes as the miniatures leave the table or at the end of the Battle Round. Given that the Combat phase only happens once per Battle Round, you may want to consider extending the game's length to 8 - 10 turns, to allow melee units more chances to kill stuff.


Perhaps there would still be loop-holes in this reasoning (specially with all the "until your next hero phase" effects that are quite powerful), or Ranged units dealing damage as often as Melee units can make the game unbalanced (requiring us to set the "Reload" restriction for them, making the game more even for melee guys).

All in all, the game is playeable, but if any of you think of rules that could not accomodate this rules, then I only wasted about 20 mins of typing =P

Let me know what you think! :D
Nov 15, 2014
Thank you very much for these responses!!! We only play every now and then but I will digest your advice and put it into practice for next time!!!

Much appreciated :)


A Knight of Blood
Nov 11, 2013
As for scenarios, I find a good ones where you have to defend and storm some towers, castles and such. It allows to balance forces more and have lots of fun :)