Age of Sigmar vs Warhammer 40k – Which Game Should You Play First?
Age of Sigmar vs Warhammer 40k – Which Game Should You Play First?
New to Games Workshop and trying to choose between Warhammer Age of Sigmar and Warhammer 40,000? This guide compares the two systems in plain language—rules feel, army size, game length, hobby demands, terrain, costs, and the kinds of stories each game tells. By the end you’ll know which one fits your time, budget, and playstyle so you can start winning games (and painting models you love).
TL;DR Comparison – Age of Sigmar vs Warhammer 40k
| Category | Age of Sigmar (AoS) | Warhammer 40,000 (40k) |
|---|---|---|
| Setting & Theme | High‑fantasy realms, magic, monsters, gods & heroes | Gothic sci‑fi, tanks, mechs, aliens, space marines |
| Rules Feel | Clean core rules; priority roll can create “double turn” drama; melee & magic shine | Phase‑driven turns; ranged combat & wargear depth; strong unit synergies |
| Army Size (typical) | Medium model count; monsters & infantry blocks | Medium model count; infantry, vehicles, monsters |
| Game Length | ~90–120 min at 1,000 pts; ~2.5–3 hrs at 2,000 pts | ~90–120 min at 1,000 pts; ~2.5–3 hrs at 2,000 pts |
| Learning Curve | Easy on‑ramp; clean datasheets; spell & buff timing matters | Moderate; more wargear combos & stratagem decision points |
| Terrain & Boards | Forests, ruins, hills; big LOS blockers help melee | Urban ruins/industrial; obscuring terrain & firing lanes |
| Painting Feel | Organic textures—fur, cloth, bone, scales | Hard panels—armor, vehicles, weapons, edge highlights |
| Starter Path | Vanguard boxes, Spearhead, or starter sets | Combat Patrols or starter sets; Kill Team as a bridge |
What Playing Each Game Feels Like
Age of Sigmar – Big Heroes, Battlefield Magic, and Momentum
AoS is built around clear objectives, melee pressure, and spell‑driven swings. The famous priority roll each battle round can create a “double turn,” rewarding players who manage risk, screen carefully, and position for counter‑punches. Many armies revolve around a few keystone units or heroes that radiate buffs. Movement, piling in, and objective tagging are where games are won.
Warhammer 40k – Combined Arms, Shooting Lethality, and Wargear Choices
40k emphasizes phase‑based planning and combined arms—infantry push, tanks anchor, fast units flip objectives. Ranged damage is a bigger part of the puzzle, but melee still closes games. You’ll make more list‑building decisions about weapons, wargear, and unit roles, then leverage stratagem‑style resources to time your swings.
How Hard Are They to Learn?
- AoS: Very accessible core rules and clean datasheets. Most complexity sits in synergies (auras, spells, command abilities) and priority management. Great teaching game.
- 40k: Still welcoming to beginners, but there are more decisions around shooting priorities, weapon profiles, and timing effects. Rewarding if you enjoy tactical puzzles.
Model Count, Time, and Budget
Both games scale well from small skirmishes to full 2,000‑point battles. Expect roughly similar time to table and model counts at comparable points, though armies with hordes or vehicles may shift that up or down.
- Small games (500–1,000 pts): 10–30 models in many factions; 90–120 minutes; perfect for learning missions.
- Standard games (2,000 pts): 30–60 models on average; large monsters/vehicles reduce count, horde troops increase it.
- Budget tip: Start with a faction starter (AoS Vanguard / 40k Combat Patrol) + paints + dice + a measuring tool. Add a second box that complements your playstyle.
Hobby: What’s Fun to Paint?
- AoS hobby feel: Organic textures (fur, leather, bone, scales, cloth). Great for washes, drybrushing, and weathering. Bases can be forest, desert, swamp, ruins—artistically varied.
- 40k hobby feel: Hard surfaces (power armor, tanks, walkers) excel with panel lining, edge highlights, chipping, and OSL. Industrial, city‑fight, or ash‑waste basing looks right at home.
Terrain & Table Experience
Both games benefit from line‑of‑sight blockers and varied cover.
- AoS: Big ruins, forests, and hills support melee armies and mid‑board fights. Scenario terrain often adds flavorful rules.
- 40k: Urban ruins and “obscuring” pieces shape firing lanes and provide needed safety to cross the board. Vehicles want lanes; infantry want staging pockets.
Community & Events
At most stores you’ll find healthy communities for both, with league nights, escalation campaigns, narrative events, and competitive one‑day tournaments. If you’re undecided, check your local schedule—playing where there are more regular opponents is the fastest way to improve and have fun.
Which One Should You Play First? (Decision Guide)
- Pick Age of Sigmar first if you love: Mythic heroes, magic, monsters, melee pressure, clean datasheets, and dramatic momentum swings (priority roll).
- Pick Warhammer 40k first if you love: Sci‑fi armies, tanks and mechs, ranged tactics, weapon loadouts, and tight phase planning.
Beginner Shopping Paths That Work
Age of Sigmar – Start Here
- Vanguard box for your chosen faction (compact, playable core).
- Hero that unlocks core synergies (often a wizard or command piece).
- Second unit that reinforces your plan: elite hammer, fast objective unit, or artillery/monster.
- Essentials: Dice, measuring tool, basic paints, glue, and a side‑loading binder for warscrolls/notes.
First 1,000‑pt idea: Vanguard core + your synergy hero + one elite or fast unit. Practice screening and objective flips; don’t over‑commit until you see the round priority.
Warhammer 40,000 – Start Here
- Combat Patrol for your faction (great value and a cohesive mini‑force).
- Second purchase that matches your plan: a tank/dread for anchor firepower, or a fast unit to steal objectives.
- Support choice: One reliable long‑range unit or artillery piece to force reactions.
- Essentials: Dice, measuring tool, basic paints, glue, reference cards or a quick‑reference sheet.
First 1,000‑pt idea: Patrol core + one hard‑hitting threat + one fast objective unit. Learn firing lanes, keep screening light units safe, and plan two turns ahead for objectives.
Learning to Win: Skills Each Game Teaches First
- AoS fundamentals: Objective tagging, screening, hero safety, spell priority, when to push for a double turn and when to hedge.
- 40k fundamentals: Target priority, movement through terrain, sacrificing units to stall, timing stratagems, and protecting your primary/secondary scoring.
Time & Budget Scenarios (Realistic Plans)
“I have 2–3 hours a week”
- AoS: Paint a Vanguard box over a month; play 750–1,000‑point games while you expand.
- 40k: Paint a Combat Patrol over a month; add one unit per month until 1,000+ points.
“I want the fewest models possible”
- AoS: Elite factions or monster‑centric lists reduce model count.
- 40k: Elite power‑armor or custodian‑style forces field fewer, tougher models.
“I love painting armies fast”
- AoS: Contrast/Speed‑paint recipes excel on organic textures (skin, bone, cloth).
- 40k: Metallics + wash + drybrush for Necrons or edge‑light single‑color armor for Marines is very efficient.
Common New‑Player Mistakes (and Fixes)
- Overextending turn one: Don’t feed units in waves. Fix: Stage behind terrain, force the enemy out, then commit.
- Ignoring mission scoring: Kills feel good, points win games. Fix: Always plan how you’ll hold/flip objectives on turns 3–5.
- Buying too specialized too soon: Fix: Start with flexible units; add niche tech once you know your local meta.
- Hobby burnout: Fix: Paint in small batches (5–10 models), use speed methods, and reward yourself with a character after each squad.
Image Suggestions
- Hero banner: Split image—Age of Sigmar monsters & heroes on one side, Warhammer 40k tanks & infantry on the other.
- Comparison grid: Four squares labeled “Rules Feel,” “Model Count,” “Terrain,” “Painting Style” with example photos.
- Starter path: Vanguard and Combat Patrol boxes side‑by‑side with arrows to “first 1,000 points.”
Link to Shop
Ready to pick a system and start your army? Explore starters, factions, and hobby essentials here: Shop Games Workshop.
FAQs – Age of Sigmar vs Warhammer 40k (tap + to expand)
Both are playable at 750–1,000 points in under two hours. AoS often feels faster thanks to cleaner datasheets; 40k adds depth through weapons and stratagem timing.
It adds drama but is part of the strategy—deploy to hedge against it and use screens. Many players love the momentum swings; it rewards planning and risk management.
If you love organic textures (fur, cloth, bone), AoS shines. If you love hard armor, tanks, and weathering, 40k is incredibly satisfying.
Grab an AoS Vanguard for a fantasy faction and a 40k Combat Patrol for a sci‑fi faction, then play 750–1,000‑point intro games before expanding.
Yes. Warcry (AoS skirmish) and Kill Team (40k skirmish) are great stepping stones—fast games, fewer models, and skills that transfer to the big games.
It varies by store. Many communities support both. Check local league nights and pick the system with regular opponents—you’ll play more and improve faster.
Add a synergy hero or anchor unit that matches your plan, plus a mobile piece to flip objectives late game. Then fill gaps (anti‑tank, anti‑monster, or screens).