We’re here today to crack open this very enticing new Age of Sigmar: Spearhead boxed set, City of Ash! Pretty exciting this one, bursting with ALL (almost) new models, campaign rules, new designs, and two full new Spearheads! Dakari-Mane joins me to review rules and models both, ratman lover as he is, yes yes.
First off we’d like to thank Games Workshop profusely for providing us with this box to delve into and review for Goonhammer. It really is PACKED with cool stuff. So much stuff in fact that we’re reviewing the rules here and the models separately. So if you’re interested in the models also, please go HERE for all the goss.
City of Ash- Handbook Cover
Overview
Spearhead: City of Ash is the first real starter set for Spearhead, genuinely providing in the box everything a complete newcomer to the game needs to play. It also offers new challenges for veterans, with a new set of maps, battleplans and two Spearheads of (almost) all new models that will be fun in the broader context of the game.Spearhead is AoS 4th edition’s quick play mini-game, which is played on GW’s now standard 22” x 30” board. It's great. Quick, gnarly, smells like tactics, feels like a ‘real’ game of AoS, but plays in an hour and you get all the models in one little box. In terms of variation to the core format what can be changed? Well fundamentally it boils down to five things:
- Battleplan
- Battle Tactics Cards
- Twist cards
- Board layouts
- Terrain
Skip ahead a year and we get this box. Obviously something has gone well, as this is basically a starter box for Spearhead in its entirety. You’ve got all of the above. AND:
- Two brand new Spearhead warbands
- All the core rules, presented an easy to digest format
- A guide to getting started with a tactics guide!
- A campaign with alternative battleplan and linked games
Overall the gameplay here is focused on the Relics, which are small objective tokens that have a special rule (buff, usually) to nearby units and also feature in most of the battle tactics and twist cards. So whilst you’re still scoring your (1, 2, more than your opponent) points for objectives, you’re also encouraged to hunt the relics, as they buff you and unlock points for battle tactics. Given that the additional terrain in Sand and Bone added very little and all the fun was in the cards and commands, this is a pretty great mechanical glow up.
What's in the Box
- Scenery + relics (1 sprue)
- Skaven- Crixxit’s Kill Pack (24 models)
- Cities of Sigmar- Sentinels of Embergard (18 models)
- Book- Spearhead, City of Ash (gaming rules)
- Book- Handbook (Introduction to AoS, 3 sections, build, read (fluff), play)
- Double sided Board
- Battle Tactics
- Twist cards
Rules
Books
Spearhead: City of Ash
The basic format is maintained here. You’ve got a page of fluff, followed by intro to Spearhead, covering all the basic terms (Enhancements, battle traits etc) and then the new terrain and relic rules. Then there's the battleplan, then the campaign page, then the Spearhead armies. This is your Spearhead supplement, it's short, neat and you can sling it in your bag!The new terrain is ruined corner buildings, a la 40k terrain of old. But Cities of Sigmar themed. Goes on to the corners of the new objectives (see below). The Relics replace small terrain here and are little tokens with rules as follows:
- Barrel of Emberstone: (Your hero phase): pick a unit within 3”, +1 to wound this turn.
- Barrel of Aqua Gyranis: Ward 5++ for units wholly within 6”
- Ulguan Steel Caltrops: All units within 3” take 2+ mortals in the combat phase
- Battered Barricade: Units within 3” can’t be targeted by shooting unless shooter in combat range.
- Inconspicuous Manhole (LOL!?): (your move): Redeploy a unit within 3” to anywhere in your territory.
Handbook
This book has a completely different feel to the other. It is fully an intro to the game, with assembly instructions, followed by some basic fluff on both factions, Cities of Sigmar followed by the Skaven then you get the rules, followed by some intro scenarios and some tactics guides. This is very comprehensive, you really need no prior knowledge of AoS or Spearhead.I was initially thinking that the Core rules were absent, but realised that they’re not, they’re just presented differently, in an introductory manner that talks through each rule in turn. For an AoS player it seems very rudimentary, but this is a clever move. Those of us who play Spearhead and/or AoS don’t need the core rules really, whilst this is a great way to present them for a beginner. It is presented as a stand alone game, not as a sub-game of AoS. I think it’s really great and makes it a complete game in itself. Most importantly I guess it makes it a stand alone game, that could still be a gateway to AoS, but isn’t presented as such. This is a complete board game, without any inherent necessity to go further.
All this wrapped up makes this a very accessible and inclusive set, whilst the new models, game mode and campaign makes it appealing for us vets. Bravo.
Boards
Ashen BastionFirst off I must say these are lovely, with really nice design aesthetic that really obviously sells the ‘ruined city destroyed by cataclysm’ theme. Love it. Designing the objectives in as incorporated terrain features is such a nice touch and really ties the rules into the boards. Its a great move. Circles on the floor are mosaics? Clever and helps with the immersion and theme of it all.
The boards are key to the game and unlike other GW 22/30 games they feature permanent ‘drawn on’ features (objectives) that affect the game. Much like the way that Warhammer Underpants boards features change and the new boards affected your game play, the number, position and now shape of these objectives affects how the game plays. That is RIGHT boys and girls, GW have gone all square this season, as the rectangle objective hits the new boards in City of Ash! As I said above this ties into the rules as your terrain features are placed on these rectangle ones and then they become Fortified. Once Fortified an objective gains the Cover keyword and therefore units contesting it that have not charged this turn are -1 to be hit. This is going to make some units REALLY hard to shift off of objectives.
You’ve got two sides as always and they’re:
The Ashen Bastion:
5 Objectives, including
- one LARGE rectangle in the centre (10 ¾”x 7”)
- 4 small circles on the periphery (4” rounds)
- Starting relics are Barricade and Manhole
Shattered Crossroads:
5 Objectives, including
- one LARGE circle in the centre (7” round)
- 4 small rectangles on the periphery (4” x 5 ¼”)
- Starting relics are Emberstone and Aqua Gyranis
- The crossed roads (including the central objective) counts as roads.
Shattered Crossroads
Cards

This random draw mechanic of draw three each turn and try to collect as many as possible has been ubiquitous now in GW games since Malestrom of War cards around 7th ed. I’m a big fan, they reward creative play and an ability to adapt your gaming style and tactics during each game and against any opponent. I enjoyed Warhammer Underpants for the same reason for a good while (although only ever in the Rivals format, deck building; no thanks).
That said the cards are a pretty core part of this format and new ones are exciting, but also a little daunting. Sand and Bone gave us some really exciting Commands on the cards, bringing heroes back from the dead, teleporting out of combat etc. So what have we got here.
The Battle Tactics are pretty straightfoward here and are mainly repeats from previous. I’m fine with that as they’re solid targets that every army should be able to achieve. Theres some neatening of things though. Cut off the Head for example requires you to destroy a unit this turn if the enemy general is already dead, so you don’t just auto score if you’ve already off’d the general on a previous turn. There is a general move towards the cards referencing Relics over objectives here (other than a couple of exceptions), which as I said before further distances the Battle Tactic scoring from the Objecitve play.

Dakari-Mane’s sneaky Skaven like Rigged Explosions as a command that punishes all units at the end of a turn for being near an objective, as well as Slip Away, which allows you to make a hasty retreat from combat before the axes start swinging. Prepared Riposte activates in the enemy movement phase (appropriately) giving you enemy notice that they will struggle if they charge a certain unit this turn. This is one of my faves and I think Strike First is very powerful in Spearhead.
Mini Campaign: Hidden in the Ashes
"Even though Embergard is a smoking ruin, only a fool would ignore it. There are treasures to be uncovered amidst the rubble and ashes, from ammunition and weapons to yet volatile Emberstone. Following a violent earthquake, your warriors have returned to the camp with talk of a realmstone seam now exposed beneath the broken flagstones of a former residence. With the occupants gone (and unlikely to return) there is little to prevent you from claiming this arcane prize."
City of AshA fully new concept here for Spearhead, an actual mini-campaign! Presented here after the Battleplan in the main Spearhead supplement book.
Fundamentally this is:
- Three linked games of Spearhead
- Each has its own defined map
- Each has its own defined Relics
- Attacker and Defender roles are mainly determined
- Control the Emberstone and more VPS- Major victory
- Control the Emberstone and Less VPS- Minor victory
- NO one has the Emberstone, but someone has more VPS- Minor Victory
The second Battle has some advantages for the player with fewer VPs, they can choose attacker/defender roles AND choose TWO Relics and gains them both. Which should help balance things. And in the final game the player ahead only gets a quarter of teh table as territory. They’ve really tried to make this balanced and come down to the wire.
I could see this being used as a format for a mini-tournament/gaming day, which would be fun and add a thematic element to a day’s Spearhead gaming. This narrative, or even linked games element has been missing from Spearhead previously and this is a good way to start introducing it. The tracking of VPs works as in many tournament formats anyway and therefore you could swiss the games.
Looking forward to trying this out, and at the same time trying the City of Ash box warbands against some existing ones. Watch this space, as Dakari-Mane and I will thrash it out and report back in a couple of weeks with our actual play results, thoughts and opinions!!
Spearhead Armies
We have two new Spearhead armies here. They seem to have been designed to fight each other, but how do they stack up? And how will they fare in the broader context of Spearhead outside of the City of Ash??Skaven: Crixxit’s Kill Pack
Skaven- Crixxit’s Kill PackThe Skaven of Clan Eshin make a sneaky outing in this new Spearhead, yes-yes. Ready to stab-stab, kill-kill the filthy manthings. Great to see this outdated range refreshed and given some love, starting to fully round out the Skaven hordes. But is this Spearhead just another glass cannon that will bounce off of the tougher opponents out there? Let's have a look.
Army List:
- DeathMaster Crixxit (Unique Hero)
- Skaven Deathmaster
- 10 Night Runners
- 5 Gutter Runners
- 5 Gutter Runners
Skaven Deathmaster. Credit: @dakarimane instagramYou get not one but TWO Deathmaster’s in this kill pack, and they ARE pretty stabby! It’s kinda hilarious that they’ve clearly put the OG Deathmaster is in here as the only other model in the Eshin range is the Verminlord Deceiver. I think it is pure COWARDICE to not put the big daemon bastard in here, but in reality that would totally skew the thing and wouldn’t fit the theme at all. Would be BOLD though!?
The Eshin killers have a general glow up to previous Warscrolls (except the Deathmaster, who is the same). They’ve got Crit-mortal on everything in combat and the Nightrunners get Crit: Auto-wound on their shooting. There’s some good movement abilites in here, which you need to keep your squishy Ratssassins alive…
If you want to read about the new Warscrolls for these units in Age of Sigmar have a look at @bre4d_’s great article.
The new guy Deathmaster Crixxit has a lot in common with his OG packmate (I’m sure they hate each other), with 1 more health (6) and a better ward (5++), whilst lacking the cool Shadow Killers rule that means you only hit them on a 5+. However two of the Enhancements make him more survivable, with Just another Shadow granting a 4++ ward if he is in combat range of a friendly unit, and my personal favourite; Death Screech, which gives a unit within 6” -1 to hit in the combat phase on a 3+. Shame its a dice roll, but it will help the assassin AND his packmates survive a little longer.
Unlike the new warscroll for AoS he lacks Anti-hero (+1 rend) and +1 damage against heroes. I think one of these abilities should’ve stayed, as it’s totally thematic for a master assassin and wouldn’t have broken things. The regular Deathmaster DOES keep the Anti-hero (+1 rend), which is just weird. He does hit on a 2+ though and with a whopping 13 attacks has a similar maximum damage output and rolls more dice, so more chances for those 6’s.
The Cloaked in Shadows Battle trait affects them both and allows them to teleport into combat alongside a friendly unit with 2+ models on a 3+. This is a great ability, that allows you to keep your squishy heroes out of harms way until they’re ready to strike. This is both thematic and potentially very deadly.
The Gutter Runner and Night Runners are similar, sporting a 6+/6++ and the aforementioned Crit: Mortal on combat attacks. Gutter Runners get more attacks, but lack a shooting attack. They do have BOMB RATS though, which do a single mortal wound in the charge phase on a 3+, although on a 1-2 the bomb rat scarpers and you can’t do it anymore.
The Night runners have no rend on their attacks and are probs best used as a wall/mass shooting platform, whilst the Gutter Runners have some rend, more attacks and therefore more teeth. The Night Runners can also duck out of combat on a 4+, so you can sling them in front against a tough foe and hope they can run away before they get clobbered!
The Regiment abilities here are both once per battle, Way of the Skittering Shade is a teleport from battlefield edge to another. More movement in this game is never a bad thing, especially for winning Battle Tactics. Way of the Fiendish Claw is Strike First for a hero once per game. Seeing as your heroes are both fragile, but very stabby, this could be a game winner. The choice will very much be opponent dependent. An early combo of the Skittering Shade, followed by your hero coming in Cloaked in Shadow would allow an early game strike against a foe with good shooting, that might otherwise blow your rats to pieces as you try to cross the table.
This is another glass cannon in a game currently riddled with them. The obvious comparison here is the much maligned Fangs of the Blood god. A Spearhead that is less a glass cannon, than a sheet of glass you fling at your opponent and then cry as it shatters!? This Spearhead has a lot more going for it. With some movement powers and evasive/defensive abilities to stay alive and position well, and then the Crit; Mortal and rend to hit hard in the fight. The issue with the Flesh hounds being that they have no rend or crit mortal to start with, and die before they can get it. Compared to the Gutter Runners the rats are a much better unit, with that point of rend and mortal output counting for a lot. You’re not as fast as the Snarlpack Huntaz or Hurakan Vanguard, but those teleporting abilities might give you the edge.
You will have to work for your kills, but kill-kill, stab-stab you will if you pull it off.
Pros:
- Crit Mortal on EVERYTHING
- Many, many attacks
- Brand new models
- Teleporting all over
- Deadly heroes
- Really squishy
- Hard to stay on objectives
- Clutch abilities need a dice roll
- Finesse play required
Gaming: 6/10
Models: 8/10
Overall: 7/10
Good for starting an army: Yes, if you’re into clan Eshin!?!
DeathMaster Crixxit- Credit @dakarimane instagram
Cities of Sigmar: Sentinels of Embergard
Cities of Sigmar- Sentinels of Embergard
Jorvan Kreel’s Sentinel’s of Embergard are a semi-elite all infantry Spearhead. You get 2 heroes, 5 tough infantry and 10 versatile infantry that come back. I think it’s got legs, but will require some clever play.
Army List:
- Jorvan Kreel, Heir of the Kraken (Unique Hero)
- Mallus Forgepriest
- 5 Freeguild Gallants
- 5 Freeguild Grenadiers
- 5 Freeguild Grenadiers
The Mallus Forgepriest brings some much needed durability to the army, their prayer granting ALL friendly units contesting an objective a 3++ ward whilst contesting that objective. Much more functionally useful than than Alchemite Warforger in the Fusil Platoon.
Jorvan Kreel, Heir of the Kraken (Unique Hero), Thexa, the Ash Panther and Mallus Forgepriest- Credit: @badusernametagYour infantry are a solid anvil and versatile hammer. The Gallants are 2 health infantry with a 3+ save and they can reduce the rend of one enemy they’re fighting each turn by 1. Solid. 2 attacks that only wound on 4’s with 1 damage is pretty measly however, I hope they pack more of a punch in the Battletome! Contrary to this the Grenadiers are quite pokey. They have a 10” range gun that has -2 rend (D1) and 2 D2 attacks in combat. They’re only 1 health, but have a 4+ save. They can also chuck bombs that do a single mortal to EVERY enemy unit contesting a terrain feature at the end of each turn. I think these guys are a really fun unit, and versatile units with combat AND shooting that counts are rare in AoS. You’ve got two units of 5 of these and they’re reinforcements, so you’ll get a lot of work out them before they expire.
The Regiment abilities are both passives. Close-Quarters Drill gives your units shoot in combat at -1 to hit. This sounds worth while. But your shooting units are only the grenadiers and they only have 1 shot each. As shooting in combat relies on your being in combat from a precious turn you’re unlikely to ever even get the full 5 shots. Come and Take It, Blaggards adds five to the control scores on non-heroes in combat with units of 6 or more models or health 3 or more. I think whilst situational this is the better pick, as you lack the model count to secure objectives against hordes or lumpy enemies. As you can pick dependent upon opponent you’ll likely take the later if it is relevant and fall back to the former if not.
Your enhancements are either chip damage from throwing knives, run/retreat and charge from Hot-blooded Endurance, a mighty doubles attacks if you take the Blade of the Kraken once per battle or a once per game teleport from Trained Ranger. The last one applies to any unit within 6” of the battlefield edge and whilst its once per game I think the manourveability from that will win you games. Having said that in the face of a REALLY tough opponent I'd LOVE to swing 12 attacks in that key combat!!
With movement shenanigans, some durability and pokey units, this Spearhead has definitely got legs and I’m excited to play with it! It is quite reliant on keeping Jorvan alive, but could definitely go toe-to-toe with some of the tougher armies out there (Ironjaws etc). I think they would get out gunned quite easily by shooting armies though and are not really fast enough to get to grips with something like the Grundstock Trailblazers or Tzaangor Warflock. I think this one is more thematic and fun that the Fusil Platoon, if maybe not quite as good. It’s a great selection of new models with an amazing theme. Certainly feels like the kind of warband I want to see in Spearhead!!
Pros:
- Great models!
- Versatile army
- Control hero- movement shenanigans
- Good durability
- Chip damage
- Reliance on keeping general alive
- Some clutch swingy abilities (prayer)
- Anvil with no poke
- Not very fast
Gaming: 7/10
Models: 9/10
Overall: 8/10
Good for starting an army: Yes!
Freeguild Gallants. Credit @badusernametag
Final Thoughts
This is a great box. I think it ticks all the boxes, with some clever design making it a solid introductory box for Spearhead, as well as a viable expansion for vets. With two new Spearheads of new nice models and new, interesting battleplans and campaign games. The graphic design of the books and boards is spot on also.This Spearhead starter (it really is that) picks up where Sand and Bone started last year and runs all the way. It seems really thought out, with balanced rules, terrain features and objectives that are impactful and defined. The miniatures are great and the Spearhead armies are thematic and not trash. I’m impressed and would recommend this to new and existing players alike. Certainly the best way to get into Spearhead.
If you want to hear our take on the minis, head here to check out the review. We will be back in a few weeks, with an actual play review and to share who triumphed in our first battles in the City of Ash…
Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com. Want articles like this linked in your inbox every Monday morning? Sign up for our newsletter. And don't forget that you can support us on Patreon for backer rewards like early video content, Administratum access, an ad-free experience on our website, and subscriber-only content covering competitive Warhammer 40K!
Goonhammer Reviews Age of Sigmar Spearhead: City of Ash Rules



