Category Archives: Rules Reviews

Age of Sigmar General’s Handbook 2026–27: Living Review

Here we go again! A new season has dropped! People are already getting games in with and will be deciding which armies it will suit (or not) the best. I’m going to try and avoid that.

Not because those impressions are worthless (they aren’t). The early reactions can identify real strengths and weaknesses. But they rarely tell the full story.

The real problem with reviewing a General’s Handbook on the week of release week is that we lack data and we don’t know how reliable the future data will be.

That is perhaps especially true for the 2026–27 handbook. Only because it may be harder to evaluate the GHB by win rate alone may be one of the most difficult GHBs yet to evaluate using raw win rate alone.

The introduction of the Rage Mechanic may introduce additional swing, which may require deeper analysis.

So rather than declaring instant winners and losers, I’ll do what I always try to do. First, review the early impressions, and then, once there’s enough GT data, I’ll start plugging in some numbers:

– Battleplan usage
– Battleplan win rates
– Battle tactic usage
– Battle tactic win rates
– Tournament pack adoption

First Impressions – More Depth, More Complexity

My first reaction after reading the new handbook was straightforward:

See PlasticCraic, I can use GIFs too!

My old brain can’t seem to cope with this level of complexity at first glance.

But this complexity isn’t necessarily a bad thing, as it can create better tactical depth and skill expression. But Age of Sigmar 4th Edition launched in a relatively clean, and what was intended to be a streamlined state. This GHB feels like a step back towards heavier rules overhead.

Players are now going to be asked to track their Fury levels and Rage Dice on top of the usual admin of an Age of Sigmar game and their own army mechanics. That is a lot.

Several players I’ve spoken to described the same experience: after their first read-through, they felt interested but slightly overwhelmed. One comment in particular stuck with me as it echoed my own thoughts:
Maybe I’m getting old, but this feels like a lot to keep track of.”

I think many players will feel the same initially. But, will the extra complexity will be worth it?

Lore and Presentation

It would be bad if I did not mention the presentation of the GHB, because as always GW have done a great job.

The Aqshy setting feels fleshed out and with the locations of Embergard, the Adamantine Chain and others, you have a believable (if that can be applied to fantasy) setting for a campaign with multiple fronts.

For competitive players this may not matter much, but for everyone else the added flavour and world building is always a welcome bonus.

Are we getting hints of the end of the Mortal Realms here before 5th Edition rebuilds the world again?

Aqshian Crusades

The Aqshian Crusades are basically pre-built mission packs for RTTs, GTs and longer running campaigns. They’re curated battleplan sets with some thematic flavour layered on top.

But will TOs uses them? Some will no doubt embrace the pre-built packs initially, while others will continue curating their own.

I’ll be tracking that out of interest through the stats where I can.

Fury and Rage Dice

The headline mechanic of the Aqshy season is Fury and Rage Dice. As the battle progresses, armies generate Rage Dice that can be spent offensively or defensively.

After reading the rules, I’m less worried about pure randomness than I initially was. In practice, Rage is another resource management system. They function as a damage amplifier and a way to protect your troops. Spending the dice aggressively can swing combat, but banking them for reducing future damage may prove equally powerful.

My main concern is over who benefits the most, combat armies already built to dominate in melee will gain more value from Rage than armies that prefer pressure or precision I think. If that is the case then we could see games coming down to midboard fighting which brings us to…

Battleplans – Welcome to the Midboard

The battleplans are always the most important part of the handbook, and it would seem that the early feedback suggests that there’s a shift towards controlling the centre of the board as many objective layouts reward controlling the middle of the table.

An overlooked factor in this GHB may be that several battleplans now directly interact with terrain pieces in ways that previous seasons rarely did.

Previous GHBs had allowed scoring through mobility and objective trading, whereas this GHB could be down to who wins the centre. This could favour armies with tough infantry that are able to create a strong board presence. Armies that prefer precision strikes may struggle a bit more.

But as with every GHB, not all the Battleplans are created equal, some look excellent while some will see very little play at all (Some have already been given nicknames).

Objective heat map across all the battleplans. Thanks to Warhammex

Hidden Under Ash-Clouds, for example, fundamentally alters movement, deployment and visibility, which could create very different win conditions for shooting, magic and melee armies.

Battle Tactics – Skill Expression or List Tax?

The new battle tactics look to be well thought out this season. Previous seasons often included tactics that felt too passive and that you could achieve without thinking too hard.

That may not be the case now as many have said the tactics feel a lot more deliberate and that lists may now need to be written with achieving the tactics you choose in mind. Some tactics may appear to be broadly achievable while others will reward access to specific tools such as ranged damage, magic or movement tricks.

This raises a question though, are the tactics testing player skill or simply rewarding armies that naturally tick more boxes during list building?

Credit: Warhammer Community

Initial Verdict

This has the potential to be one of the most tactical General’s Handbooks in recent memory. Strong competitive players will likely enjoy the increased decision making and complexity while casual players may find a steep learning curve with the additional bookkeeping.

The Stats

Battleplan Usage

Coming soon.

Battleplan Win Rates

Coming soon.

Tactic Usage

Coming soon.

Tactic Win Rates

Coming soon.

Pre-Built GT Pack Adoption

Coming soon.

Warhammer: The Old World – Arcane Journal: The Razing of Westerland Review

Warhammer: The Old World continues to expand its library of Arcane Journals, and this time the spotlight falls on Frydaal the Chainmaker and the burning of Westerland. In this review I look at the lore, the gorgeous maps, the Path to Glory rules, and the slightly awkward subject of rebasing your Marauders (again).

What is The Razing of Westerland?

The Razing of Westerland is the latest Arcane Journal for Warhammer: The Old World. Focusing on Chaos Marauders and their invasion of the Empire’s northern coast. Inside it you’ll find:

  • Narrative background for Frydaal the Chainmaker and her hordes
  • Regional history and battles across Westerland
  • New rules and army options for Chaos Marauders
  • A Path to Glory style campaign system for The Old World

It is aimed at players who want more story and flavour for their Chaos forces, as well as groups looking to run a linked campaign.

Lore, Art and Maps: The Real Highlight

The strongest part of this book is the lore section. The narrative around the Doom of Hollun, the defence of Oostwald and the grinding campaigns across the coast is well written and drenched with atmosphere.

For me the real stars are the maps. The book features sweeping invasion maps that show how the forces move across Norsca and Westerland. Giving you an immediate sense of geography and make it much easier to imagine your own battles in the same locations.

Path to Glory: Fun, But Not Deep

The Razing of Westerland includes a Path to Glory campaign framework for The Old World. But this is essentially an escalation league system:

  • Players start with a smaller army and grow it by a set amount between games
  • Units can gain experience and veteran abilities
  • There are simple rewards for winning battles and completing objectives

It works, and it is easy to run. This is a good thing if you want to get a campaign up and running at a club without scaring people off with bookkeeping.

However, if you are used to the more detailed Path to Glory in Age of Sigmar or Crusade in 40K, this version will feel quite light. There is not much in the way of:

  • Purchasing or managing units as a resource
  • Long term injuries or scars
  • Branching narrative choices
  • Detailed faction specific upgrades

It does the job, but it could have been much more. I would have liked to see a proper Old World campaign system where you are forced to make choices about what you buy and how your army changes over time.

Marauder Base Size Changes: The Awkward Bit

We need to talk about bases.

The new Chaos Marauder kits are larger and this has forced Games Workshop to push their base size up to 30mm. From a visual standpoint this makes sense.

The problem is for players who already rebased their classic 20mm square Marauders to 25mm for The Old World launch. Being told that those same models should now be on 30mm is frustrating. It means:

  • More time spent rebasing
  • More money on new bases or adaptors
  • Units no longer matching the rest of the army if you decide not to change them

None of this ruins the game, but it does leave a sour taste.

Rules Content for Marauders

Beyond the campaign system and base sizes, the book adds flavourful touches for Chaos players:

  • Focus on different Marauder cults and their favoured gods
  • Themed options and abilities that lean into those identities

It is not a huge competitive shake-up, but it does give Chaos armies more character.

Who is This Book For?

You will get the most value from The Razing of Westerland if:

  • You love Old World lore and want more detail on the northern invasions
  • You enjoy campaign play and want a simple escalation framework
  • You collect Chaos Marauders and want more story and flavour for them
  • You like using maps and specific locations to build your own scenarios

You may be disappointed if:

  • You only care about matched play balance updates
  • You are looking for a deep, crunchy narrative system on the level of AoS Path to Glory or 40K Crusade

Final Thoughts

The Razing of Westerland is a strong addition to Warhammer: The Old World if you value narrative and presentation. It is a book that makes you want to set up campaigns and run raids on named villages.

On the other hand, the Path to Glory rules are more of a tidy escalation league than a full narrative engine and the Marauder base size change feels like another hurdle for existing players.

If you are here for story and inspiration, it is well worth picking up. If you’re hoping for heavy campaign mechanics you might want to take a closer look before committing.

Rules Review – Exploration Guide

Star Trek Adventures by Modiphius Entertainment

A Guide for a GM looking to expand their stories in the Star Trek Adventures Galaxy.

Our friends at Modiphius have recently released a new book for their Star Trek: Adventures RPG. It’s their Exploration Guide, and they were kind enough to send us a copy for a read and a review. Thanks to them for supporting Woehammer!

Modiphius Entertainment

Regular readers may be better acquainted with the wargames that Modiphius sell (and they’ve got more than a few including Fallout and Five Leagues from the Borderlands). But they also have an extensive range of RPGs (role playing games) including the Star Trek Adventures series – now going into it’s second edition.

Star Trek Adventures

Star Trek Adventures RPG provides the players and their GM with all the tools needed to play through Star Trek episodes (or ones of their own imagining). It uses the 2D20 system from Modiphius and it is great fun! I’ve loved Star Trek since The Next Generation, and my credentials go all the way back to joining and Star Trek society at university, so I’ve been a fan for a long time.

Exploration Guide

Book Cover: Modiphius

The Exploration Guide is a full colour, hardback book of 144 pages with a full colour double side map of the Alpha and Beta quadrants. It includes everything a GM needs to create their own missions on the strange new worlds which are present in the Star Trek galaxy.

As with most expansions there are some new character options, but where this book really shines is the creation of sectors, solar systems, planets and biomes. And if that sounds like a lot of potential you would be right.

Each section is beautifully illustrated (with artists credited… /cough), and with many, many tables for generating the next away mission.

A Federation vessel escaping from a pulsar (Art: David Metlesits)

And did I mention the tables… I love the tables. My RPG playing goes back to the days of Traveller, and I sometimes struggle with story telling when being a GM, so a table is great to prod me into action. Just remember to bring the D20s… no D6s here!

Hmmm… tables! Maybe I need to get better at taking pictures from books!

Playing in Biomes

The majority of the book covers nine different Biomes from cave systems (complete with 60s polystyrene if you want), to deserts and everything in between. In each section there is a description of what our intrepid explorers might meet, the sub-types of biomes and potential threats and advantages of being there.

Of particular note here is that each section is crammed full of mission ideas and story hooks. For when you are struggling for inspiration.

So grab your GM, D20s and an exploration party and soon you may find yourselves in a Temperate Flower Forest, in the middle of a recent Burn Scar that has torn through a Glade. But remember the mission: There’s a distress call from deeper in the Forest.

And if I can do that in a few D20 rolls, imagine where it can take you!

Buying a Book?

The book costs £35, and as always, buy where you play; so check your local FLGS to see if they have a copy or can order in.

Alternatively check out Modiphius Entertainment’s own website.

If you are in the UK, you can find them at Dragonmeet at the end of November on stall D22.

What’s the conclusion?

This is a great book and a brilliant edition to a franchise I love… so it was always going to go down well. But the production quality, artist credits on the superb pictures and tables, tables, tables… have all combined to definitely convinced me it’s worth recommending.

So we give it 5 Woehammers!

And just in case you run other sci-fi RPGs or skirmish wargaming, and you’re looking for inspiration the solar system generation, and the biomes sections of this book are mostly rule agnostic and you could easily use this in another setting as an aide for idea generation.

Thanks again to Modiphius for providing us a copy to review.

— Declan and Eeyore