Age of Sigmar 3.0 is well and truly here. We’ve been flung feet-first into Ghur, the Realm of Beasts, and along the way have had the pleasure(?) of meeting the zealous Yndrasta and the new breed of taller, more Hellenic and less Sigmarine Stormcast Eternals, as well as the swamp-dwelling Kruleboyz Orruks. Now, you can get your hands on some of the awesome sprues from the Dominion box in one of the three new Starter Sets from Games Workshop.
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Extremis Edition Starter Set – Video Unboxing and Review
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Warhammer Age of Sigmar 3rd Edition Dominion Starter Sets Compared
If you’re not sure about the different starter sets for Age of Sigmar as it enters its third age (iteration) check out our article below comparing the 3 editions directly.
Which edition looks like the sweet spot for you?
Warhammer Age of Sigmar: Extremis Starter Set Review – Summary
Whether you’re new to Age of Sigmar with money burning a hole in your pocket, a veteran looking to return to the game, or a painter or modeler after some sweet new minis, the Warhammer Age of Sigmar Extremis starter set has you covered.
Packed with with awesome new miniatures and all the books, cards, and other assorted paper paraphernalia you could need to kick-start your Age of Sigmar game, the Extremis box is the ultimate starting place for the new edition of Age of Sigmar.
Warhammer Age of Sigmar: Extremis Starter Set Review – Introduction
With Dominion more or less out of the way (copies are still available, but if you want one you’d best jump to it as once it’s gone, it’s gone for good!), Games Workshop have done as they did with Warhammer 40,000 Ninth Edition and it’s incredible Indomitus box and cherry-picked some of the best bits out of the Dominion box for dispersal into its three Starter Sets.
This time, though, instead of military ranks and titles, everything’s got a snazzy high-fantasy name. Instead of the Recruit Edition, we have the Warrior Edition. Instead of the Elite Edition, we have the Harbinger Edition. And finally, instead of the Command Edition, we have this – the Extremis Edition.
The Extremis Starter Set is the largest and, unsurprisingly, priciest of the three AoS 3.0 Starter Sets. Packed full of everything you could possibly need to get a jump-start into the newest iteration of Age of Sigmar, it is designed to be the ultimate starting point for getting to grips with sword and sorcery word of Warhammer Fantasy.
Who is Warhammer Age of Sigmar: Extremis Starter Set For?
As the name would suggest, the Extremis Starter Set is for, well, starters.
This isn’t just another flashy box aimed at reeling in newbies. No, the Extremis Starter Set, like all the starter sets for the new edition, is for anyone who is a newcomer to the new edition to Age of Sigmar and the world of Warhammer beyond.
So, everyone basically.
Like all of the AoS 3.0 Starter Sets, it’s very cleverly designed. On the one hand, it’s not so overwhelmingly pernickety on the rules and the tabletop gameplay element of the Warhammer franchise so as to send the unwitting miniature painter or completely uninitiated would-be gamer running to the hills. It’s also not so focused on the plastic, the painting, and the general hobby side of things that anyone who just wants to start waging war on their dining table will be put off.
The fancy board and scenery, though, do feel like more of a statement of intent: the board is being set for the pieces to play on. Whilst the other sets had their cheaper mats and carboard trays accompanying their dice and range rulers to encourage gameplay, fancy scenery and hardy gaming boards feel more instructive. This set is definitely placing more emphasis on getting you playing the game than the others do.
What sets the Extremis Starter Set apart form the others, though, is the sheer volume of stuff you get in it. Whilst the price dictates that it’s not a box for people who might be a little on the fence about whether or not they want to get into wargaming or hobbying, it’s an awesome box if:
- You’ve played Warhammer or other wargames in the past and have loved it and are looking to get your teeth into something new;
- You’re a big Warhammer Age of Sigmar fan and really can’t wait to start crushing your mates on the battlefield with the new rules
- You’re a painter, modeler, or wargamer who already has a Stormcast Eternal or Orruk army you wish to expand;
- You’re a painter, modeler, or wargamer and can’t seem to find a copy of Dominion anywhere;
- You’re totally new to the hobby and have a wad of cash burning a hole in your pocket;
- The idea of cardboard scenery makes you want to barf.
Warhammer Age of Sigmar: Extremis Starter Set Review – Contents
The box is loaded with goodies. Sure, it’s not as plastic-heavy as the Dominion box was, but there’s still loads of stuff in here to keep you busy. Plus, if our value predictions are anything to go by, you’re still set to save a fair bit of money when compared to buying all the units individually when (or perhaps if) they are ever released as standalone kits.
So, more or less straight from the listing on Games Workshop’s webstore, here’s what you can look forward to finding between the cardboard walls of the Extremis Starter Set:
- 1 x 80-page softback Extremis Edition Book
- 1 x softback Core Rules Book
- 6x Warscroll Cards
- 2x Allegiance Ability Cards
- A 30″ by 22.4″ double-sided gaming board:
- 2x range rulers
- 10x dice
- 32 x Plastic Push-fit Citadel Miniatures
Any eagle-eyed readers will notice that amongst the rules, cards and so on, there is some considerable crossover from box to box. All of the new Starter Sets contain an 80-page book, a Core Rules book, the Warscroll and Allegiance Ability cards, a pair of range rulers and ten dice. The Warrior and Harbinger Sets come with gaming mats, whilst the Extremis Set comes with a thick card board of the same dimensions.
The figures and other miscellaneous plastic (as the Extremis Starter Set comes with actual plastic scenery!) are broken down as follows.
10 x Stormcast Eternals
- 1 x Lord-Imperatant with 1x Gryph-hound
- 3 x Praetors
- 5 x Vindictors
- 1x Swampcalla Shaman with 1x Pot-grot
- 10x Gutrippaz
- 10x Hobgrot Slittaz
5x Citadel Terrain:
- 1 x Nexus syphon
- 1 x Guardian idol
- 2 x Domicile shells
- 1 x Pile of pillars
It’s worth noting here that, aside from the terrain features, all the Stormcast Eternals and Orruk figures that you’d find in the Extremis box are exactly the same as those you’d find in the Harbinger box. If you’re just after some figures and don’t care about scenery, save yourself some cash and grab the Harbinger box.
That’s a good heap of stuff, but preview images and lists on a seller’s website can only tell us so much. Let’s crack the box open and see what awaits within.
Warhammer Age of Sigmar: Extremis Starter Set Review – Unboxing
The third and final unboxing in our series of Starter Set articles is upon us!
Whilst the release of these articles will be staggered over a few weeks so as not to overload you all at once, I actually unboxed and wrote the majority of these three reviews on the Saturday they were released. It’s been great fun to be able to sit and compare the three new sets and get to grips with just how fantastic they all are.
It might be because my partner has been playing it on her Switch all weekend, but these boxes have reminded me a little of Pokémon evolutions. Each one is suitable different to its predecessor(s)/successor(s), slightly more grown up and expansive in its own right, capable of doing more but at the same time aimed at tacking a new slice of the GW audience.
Anyway, enough of that.
The Extremis box is the largest of the three by bar. Almost twice the thickness of the harbinger box, its dimensions are closer to those of the Dominion or Indomitus boxes before it. There is a very good reason for this, as you will see later: the scenery.
Let’s open it up!
Unlike the other boxes in the new Starter Set range, the Harbinger is piled with plastic. Whilst the Warrior held a humble three sprues and the Harbinger five, the Extremis Starter Set boasts an impressive nine frames of plastic. That’s the same five that you’d find in the Extremis set, plus four for the new scenery.
With the plastic placed to one side for a moment, beneath waits a divider. Printed on one side is the Age of Sigmar logo on a red background, and on the other is the impressive, now iconic, artwork depicting Stormcast Eternals and Kruleboyz knocking lumps out of each other.
Unlike the divider I received in the Harbinger set, which had unfortunately been damaged by a particularly pointy bit of sprue, the one that arrived in the Extremis set was in more or less perfect condition – give or taken a few bends at the corners.
As a note, I just want to say how much I love these two Kruleboyz who look like they’ve picked the middle of a heated battle to start gossiping.
With the divider set to one side, all that was left was to look at what lay in wait beneath it. Namely, the dice, range rulers, bases, and books.
Whilst a lot of this will look very familiar to anyone who has read the two article that precede this one, the important thing to note here is the gaming board, made from good hardwearing card.
And there it is: the third and final unboxing of this series done!
With unboxing three out of three done and dusted, let’s have a closer look at the contents, starting with the books, cards, and other written goodies that you’ll find within the Extremis Starter Set.
If you’re not the kind of person to engage in TTRPGs or Wargames (perhaps you lack the space, the time, or the friends), and the figures in this set are the draw for you, then skip on down to the sections below where FauxHammer gives a run-down on the figures.
It’s worth saying here that as far as the books, cards, and other paper-based bits included in all three of the Starter Sets are concerned, there is an enormous amount of similarity across the three sets. If you’re planning on reading all three of our Starter Set reviews, some of these sections might start to look a bit familiar.
Warhammer Age of Sigmar Core Book
Considerably smaller and in no way as impressive as the monstrous tome that came with Dominion, the Core Book included in the Harbinger Starter Set is a thinned-down, pocket-sized version of its hardbacked forebear – and is identical to the Core Book you’ll find in the Warrior and Harbinger sets.
It’s a good little book. There’s minimal fluff contained within: it gives you the rules and little else. Of course, there are still some pictures of studio-quality models inside to break up the paragraphs of instructive text and inspire you to start slinging paint at your figures, but the book focuses on the core rules – and only the core rules.
Rules Reference Sheets
The box, like the other Starter Sets, contains two Reference Sheets. These take the core-most concepts and most vital workings of a game of Age of Sigmar and strip them down further still so you can have them at your elbow during a game.
These are made of decent thick card, so they won’t rip all too easily. There are two in the box – enough for you and your foe. The instructions are well-written and clear, and clearly relate back to concepts that can be found in the Core Rules book.
Start Here Booklet – Extremis Edition
As anyone who had read all three of these reviews will expect now, the Extremis Edition book is very similar to both the Warrior and Harbinger books, with a couple of edits made here and there to make it more relevant to whichever set it comes with. That is not to say it’s bad, though.
Oh no, these books are fantastic. The Extremis book has everything you need to make the most out of the set and to ensure you are suitable submerged in the hobby.
The book is broken into a number of sections, some of which are a little reminiscent of the lore that you would have found in the Dominion Core Book: a number of chapters are given over to AoS’ expansive lore and the events that led up to AoS ver 3.0 There’s an overview of collecting and painting miniatures for absolute beginners, and then eighteen pages of tutorial designed to teach you how to play the game, which we’ll have a ore in-depth look at later.
It’s a really nice book, actually. Well put together and with all the artwork and plenty of photos of display-quality miniatures to further entice any newbie or veteran looking to get back into Age of Sigmar.
It’s worth noting that there are very few differences between the Warrior, Harbinger and Extremis versions of this book. A handful of edits have been made in a few sections in order to include information about the figures in each set, and a few small tweaks have been made to the battleplans to facilitate the figures included in each set.
Warscroll and Alliance Ability Cards
Much like the reference sheets, the Warscroll and Alliance Ability Cards are easy references for the figures in the set.
Designed to be used on the tabletop during gameplay, these neat cards are festooned with epic photographs of the figures to which they pertain, and have all the appropriate statistics printed on the reverse.
They’re small, handy, and great to look at. Another excellent inclusion.
Just like its spiritual predecessor, the Warhammer 40,000 Command Edition, the Extremis Starter Set comes not with a glossy mat like the Warrior and Harbinger Sets, but instead a lovely board for you to play on.
The board is made from good, thick cardboard that folds well for storage. It has the same print as the mats: one side is a dusty, barren battlescape whilst the other is a dark green bog. And, just like the images of the mat in the Warrior and Harbinger article, in spite of having a whacking great lightbox, I once again could not actually fit the fully folded out board into it, so once again the best I can do is a picture of it folded up. Sorry!
So, all the sprues you’ll find in any of the new Age of Sigmar Starter Sets come from the Dominion box. As anyone who has read our Dominion review will be able to tell, the sprues below are all given a letter value – A through to J. All of the sprues you’ll see below are assigned the same letter value as their Dominion forebears, which is why you may find some gaps in the numbering below.
Just to help you with your number hunting, I’ve split the models down below so that you can easily find the parts for each model.
as a general note, unlike Indomitus where the push-fit models were cleverly put together allowing you to build and paint the space marines in simple sub-assemblies and the pins and recesses were perfectly sized for a snug fit. we’ve taken a step back with these sprues and I recommend tripping the length and width of every pin.
Warhammer Age of Sigmar: Harbinger Starter Set – Sprue A – Gutrippaz
A great sprue of 10 different models. awesome looking beasts with very little clean up needed
Here’s the models on the sprue
- Gutrippa Boss (J) – 1, 2, 4, 5, 6, 8
- Gutrippa (J) – 1, 3, 4, 5, 7, 9
- Gutrippa (F) – 10, 11, 12
- Gutrippa (G) – 13, 14, 15, 16, 17
- Gutrippa (E) – 18, 19, 20, 21, 22
- Gutrippa (I) – 23, 24, 25, 26, 27, 28
- Gutrippa (B) – 29, 30, 31, 32, 33, 34
- Gutrippa (D) – 35, 36, 37
- Gutrippa (C) – 38, 39, 40, 41, 42
- Gutrippa (H) – 43, 44, 45, 46, 47
- Gutrippa (A) – 48, 49, 50, 51, 52
The parts on this one are fairly spread out across the differing sprue segments, which made things tricky to find (beyond the numbering kerfuffle).
The only optional build on this sprue is model J (parts 1-9) which can be built as either a Gutrippa or Gutrippa Boss
Warhammer Age of Sigmar: Harbinger Starter Set – Sprue B – Vindictors
Often incorrectly referred to as Stormcast Vindicators (which is something else entirely), this is another relatively straightforward sprue. Unlike dominion, where you get two of this sprue in the box, each of the starter sets comes with only 1 sprue
In numerical order
- (1x) Vindictor Prime (E) – 1, 2, 3, 7, 8, 9, 12
- (1/2x) Vindictor (E) – 1, 2, 3, 4, 5, 6, 10, 11
- 2 x Vindictor (D) – 13, 14, 15, 16, 17, 18, 19, 20, 21
- 2x Vindictor (C) – 22, 23, 24, 25, 26, 27, 28
- (1x) Vindictor Prime (F) – 7, 29, 30, 33, 36, 38
- (1/2x) Vindictor (F) – 29, 30, 31, 32, 34, 35, 37. 39
- Vindictor (B) – 40, 41, 42, 43, 44, 45, 46, 49
- Vindictor (A) – 40, 41, 42, 46, 47, 48, 49
For each of the models in this sprue, you get the option of a fleshy head or a metal helmet. One model can be built with a banner and 2 of the posed bodies have the option of being a Vindictor prime – though you’d only build one.
Warhammer Age of Sigmar: Harbinger Starter Set – Sprue E – Lord Imperatant with Gryph-hound
Sprue E comes connected to sprue F.
- The Lord-Imperatant is parts 1-11, with parts 5 & 6 being optional helmeted and unhelmeted heads. Part 12 is a base feature.
- The gryph-hound is parts 13-15.
Even with the finely detailed parts on this model, you shouldn’t have any issue cuting this from the sprue.
Warhammer Age of Sigmar: Harbinger Starter Set – Sprue F – Swampcalla Shaman with Pot-grot
Once again a connected sprue, (connected to Sprue E). The 2 models on this one are 2 of the most detailed in the whole set.
- The Shaman is parts 1-7 with part 8 as some base detail.
- The Pot-grot is parts 9-13.
An incredibly detailed pair of models. but there are no customisation options available here.
Warhammer Age of Sigmar: Harbinger Starter Set – Sprue G – Praetors
nother nice and straightforward sprue. In hindsight, this is actually probably the most straightforward sprue in the set, with only a little variation on one model. But the models are printed in the guide in the same order as they are numbered, with a minor exception being the Praetor prime which comes before its optional counterpart, despite the numbers being higher on the prime for the most part.
The breakdown is as follows;
- Praetor (A) – 1, 2, 3, 4, 5, 6, 7
- Praetor (B) – 9, 10, 11, 12, 13, 14, 15
- Praetor Prime (C) – 22, 23, 24, 26, 27, 28, 29
- Praetor (C) – 17, 18, 19, 20, 21, 22, 23, 24
So, the option here is to build model C as either.
Warhammer Age of Sigmar: Harbinger Starter Set – Sprue H – Hobgrot Slittaz
From the most straightforward sprue to the most annoying. Two of these come in Dominion and can I just say, that was too many. This sprue irritated me. The layout alone was just crazy with all the little parts.
The way you can build these models is mental too. You can build each model in 2 ways.
My respect to the designer of this sprue. most of the time you will find that sculptors will create 1 body for a model and make it look marginally different from another head or weapon. here they have given us multiple bodies. with the chest armour being the same. We also then get optional head’s too.
The guide however explains how you can build these models,m but for the beginner, it does not recommend which you should build for your introduction to Warhammer. So you may end up following this, making the coolest looking models you can, only to realise later that you’ve created an invalid unit.
My advice here is to try and build them to match the unit picture at the end of this section.
Let’s do the breakdown a sensible way, using numbers:
- Hobgrot Slitta (H) 1, 2, 3
- Hobgrot Scrap Totem Bearer (B)- 1, 4, 5, 6
- Hobgrot Slitta (I) 7, 8, 9
- Hobgrot Scrap Totem Bearer (C)- 7, 10, 11
- Hobgrot Slittaz (K) – 12, 13, 14, 15
- Hobgrot Slittaz (I) – 16, 17, 18, 19
- Hobgrot Slitta (G) – 20, 21, 22
- Hobgrot Noise Maker (E) – 21, 23, 24, 25
- Hobgrot Boss (A) – 26, 27, 28
- Hobgrot Boss (A) – 26, 29, 30
- Hobgrot Slitta (J) – 26, 31, 32
- Hobgrot Slittaz (M) – 33, 34, 35, 36
- Hobgrot Noise Maker (D) – 37, 38, 39,
- Hobgrot Slitta (F) – 37, 40, 41
- Hobgrot Slittaz (N) – 42, 43, 44, 45
- Hobgrot Slittaz (O) – 46, 47, 48, 49
That was almost as much of a pain to write up as it was to build. 49 parts on this sprue.
The parts at least are generally in the same vicinity of each other, though there are a few stragglers.
Because the sprues found in this Starter Set are taken straight from the Dominion box, a lot of what you’ll see below will be quite similar to what we originally wrote in our Dominion review – plus a few inserts of hindsight now both Rob and I have built all our figures and started painting them.
Because of the similarities across these Starter Sets as well, anyone who reads all three reviews will noticed further similarities between them. We’ve done this to ensure that the information given about the figures is the same in each review – we don’t want to miss anything out between articles!
By and large, the figures you’ll find in the Starter Sets are great. Their builds are straightforward and intuitive thanks for the push-fit format, so they’re ideal for brand-new hobbyists.
You’ll find the same ten Stormcast Eternals figures in the Extremis Starter Set as you would in the Harbinger Starter Set: five Vindictors, three Praetors, a Lord-Imperatant and his Gryph-hound. They’re all great figures and will look awesome on your shelf, desk, tabletop, or wherever it is you decide to stash your (un)painted models.
Let’s have a closer look.
You get five Vindictors in the Warrior set, but each model can be assembled in one of two ways. Here’s the picture from our Dominion review, which shows each Vindictor partnered up with their variant build.
So, you’ll be able to build either the figure on the top row or the one directly below them. This is great, as it means there’s lots of scope to personalise your new fighting force.
Building these guys was easy. The sprue gates are put on sensible areas throughout. Whilst there is come clean up to be made on the odd curved surface, all the gaps covered by sensible armour joins.
Lord-Imperatant with Gryph-Hound
The Lord-Imperatant is easily one of the most impressive amongst the new line of Stormcast Eternals figures. He’s covered with awesome details – including a shoulder-cape that appears to be a relative of his partially-canine companion.
Hm. Odd design choice.
Compared to a lot of the figures in this set, this is quite a complex model, but it very well put together. One thing to note is that the Gryph-hound does have a join line across his chest and spine, but these can be hidden with a decent plastic glue and the subsequent clean-up that should be no more difficult than removing a mould line.
Painting the inside of the robe with the figure attached to the base will be almost impossible. Make sure you don’t glue the Lord-Imperatant to the bit of stone he’s standing on so you can remove him to get to the inside of the robe better.
Both Rob and I did have one big issue building this guy: the gap to line up on the left side of his cloak, shown below.
The Praetors are a great inclusion for any Starter Set as they are really simple to build, but look awesome when completed.
As with the Vindictors, each model has multiple head options, which you can see in the image below.
One thing to be aware of with these figures is the join line down the cape on each side. Once again, some sprue goo (that’s glue with some old sprue mixed in to make a melted plastic paste) will be your friend here and you’ll be able to make the gap disappear, as I have in the picture below.
The inside of the cape is convex across the seam line making clean up tricky. The only option here is a thin but a firm sliver of sand paper and a lot of patience. I didn’t bother doing the inside.
Once again, don’t glue these figures to their bases. You’ll want to be able to remove them to paint the inside of their capes.
There are no less than twenty-two of the new Kruleboyz in the Extremis Starter Set – the same figures you’d find in the Harbinger Starter Set. There’s a great selection of the new figures available in the box, and more than enough to kick-start – or, perhaps, reinforce – your Orruk army.
These are delightful models to build and go together with ease. They only had the odd join-line visible, but these have all been carefully designed to hide in natural armour gaps anyway.
What’s really great about this set is that each unit in the group of ten has distinct sculpts. Whilst there are similarities form figure to figure – as you would expect there to be – no two are the same.
Swampcalla Shaman with Pot-Grot
The Swampcalla Shaman and his pot-stirring compatriot are, perhaps, two of the most iconic and dynamic Figueres to be released in the AoS v. 3.0 range so far. I mean, look at them.
Unfortunately, the Shaman is a bit more difficult to build. In hindsight, I wish I had just removed the push-fit posts on this figure and glued him together at the seams. A lot of the push-fit parts felt a little too tight, and with the parts so fragile it was hard not to have large gaps. As you might expect, I had to make quite merry with the sprue goo.
The subsequent clean-up, however, was a real pain as I simply couldn’t reach a lot of the areas I needed to. It worked okay on the arm, but for his hood, I ended up smoothing out gaps that should have remained as holes.
As I originally said in our Dominion review, I want to say well done to the sculptor who designed these because they are incredibly detailed.
But I just hate them. And, having now painted all of his, so does Rob.
There were twenty of them in Dominion, which was far too many. Having ten of them in the Extremis Starter Set still feels like a lot – but maybe that’s an opinion coloured with a degree of hindsight. At the end of the day, I’m not a gamer: I paint, and I get bored painting 5 of the same units.
Another issue with the Hobgrots (Hobgrotz?) is that, whilst there is a great deal of variation in pose from figure to figure – and even a hell of a lot of alternate build options across the sprues, as you’ll see below, to look at, they aren’t all that different.
Here’s the first five figures on the ten-figure sprue, each matched up with their alternate build.
And the second five, again with their alternates.
Lots of difference. Lots of variation. But somewhere, the sparkle has gone.
Perhaps it’s their build guide. Their guide is a pain to follow, cleaning mould lines from them is incredibly tiresome, and many of the sprue gates sit on shoulders or chins which need shaving down and cutting off. My hands already hurt before I started these (as the last thing I built) and by the end I was not happy. Should have done these crappy ones first.
Again though, really detailed models. Creatively thought out on the sprue and the sculptor should be proud.
I’m yanking the reins off FauxHammer for a bit, as the scenery sprues are completely new and, so far, totally unique to the boxed releases that have been introduced with AoS Ver 3.0.
The scenery you’ll find in the Extremis Starter Set is what sets it apart from the Harbinger beneath it. There is no printed paper tray in this set, only proper, hard plastic scenery, the like of which has not previously been released.
Now, whether or not you like painting scenery is another matter entirely. It’s one of those things that divides the community: some people love doing it and setting up impressive displays and photographs with their plastic terrain, or setting it up on the tabletop to make their battles look all the more realistic.
Other people, and this is the category into which the FauxHammer.com writing team falls, hate it. It’s big, it’s boring, and we’d rather be painting tiny plastic people. Or monsters.
But we can still appreciate a good bit of scenery, just as we can marvel at the detailed sculpt on a figure we may not necessarily like, and, let’s be honest, as far as scenery goes, that which is included in the Extremis Starter Set is not what you would call ugly.
The Nexus Syphon – that’s the big ball thing on four legs – was a bit of a pain to put together. The ball is made up of five components: a lower bowl-like section and fur quarter-slices that are attached on top and around it. Whilst each is sculpted with a different pattern of pegs and sockets to make it clear which one goes were, these don’t fit together quite as well as they could.
The rest of the scenery goes together with relative ease, though they are absolutely webbed with mould lines, so be prepared to give everything a good scraping.
The scenery feels like it’s supposed to be push-fit, but some of the joins are so small compared to the size of the components they’re holding together that leaving them unglued feels like a recipe for disaster. In all honesty, I’d recommend making sure you’ve got your glue ready from the start.
Warhammer Age of Sigmar: Warrior Starter Set Review – Playtesting
Two playtest down, one to go.
Once again, you will notice some crossover. The five battleplans included in the Warrior, Harbinger and Extremis books are all the same – save that they have been appropriately tweaked to foster in the slight variation in units and terrain that you’d find from set to set. As such, some of the battle report below might look familiar.
As I said on the previous review and will do so again now, I won’t be using the gaming mat that comes in this box for these playtests. Having reviewed all three Starter Sets, I’ll be swapping the mat out for the board that comes with the Extremis setm, as it’s much nicer to both play on and photograph.
The Start Playing section begins on page 60 of the Extremis Edition rulebook and contains five scenarios designed to teach budding players the basic ins and outs of Age of Sigmar. We’ll have a look at each of these in turn, starting with…
Tutorial Battleplan 1: Stranded
The first Battleplan is designed to teach you the fundamentals of charging and fighting in the course of a game of Age of Sigmar. It pits two Gutrippaz against a long Vindictor-Prime. With the board set up to the specifications outlined in the book, we were ready to begin.
The Extremis Edition book instructs you to begin with a Charge and a Fight Phase for the Kruleboyz. to do this, the player rolls 2D6 for each charging unit. The resulting score on the dice must be equal to enough inches in order to move the unit from its current position to within half an inch of its target.
Both Gutrippaz rolled to charge, but only one was successful, scoring the necesary points on the die to close the inches between where he and the Vindictor-Prime stood.
In his Fight Phase, the Gutrippa managed to inflict a single Wound on the Vindictor-Prime. He did this by rolling two dice, as per the number of Attacks on his Warscroll. A Gutrippa has a To Hit value of 4+, so had to roll a 4, 5 or 6 to successfully strike the Vindictor-Prime. The dice came back as a 3 and a 4, so one strike hit. Next, the Gutrippa has to roll to Wound. Any dice that Hit can be rolled again to see if they damage. And that did not roll high enough can be discarded. The Gutrippa has a 4+ To Wound characteristic, and rolled a 5.
Now, the Vindictor gets a chance to Save to see if the Wound counts. The Vindictor has a Save characteristic of 3+, but rolled a 2, so suffered one Wound.
In response, the Vindictor-Prime managed to inflict two Wounds on the Gutrippa. As a Gutrippa can only take two Wounds before dying, the lone orruk was slain.
It was now the Stormcast Eternals’ turn. With a successful Charge roll, the Vindictor-Prime closed on the remaining orruk. However, none of his three To Hit rolls succeeded, and his half of the fight Phase ended, thus offering the remaining Gutrippa the chance to grab for victory in the Kruleboy half of the Fight Phase.
The Kruleboy responded with his own attacks, both of which were saved. The turns passed on like this for an amusingly long time, with the Kruleboy rolling To Hit, To Wound, and the Vindictor-Prime rolling To Save successfully, and vice-versa, until after several rounds of duelling the Kruleboy managed to slip his Wikkid Stikka into a gap in the Vindictor-Prime’s armour and kill him.
Round 1 Kruleboyz.
Tutorial Battleplan 2: High Ground
The second Battleplan in the sequence is designed to to teach players about moving around the battlefield. The addition of scenery – and in the Extremis Edition, actual plastic scenery – is designed to show players how to cope with cover and obstacles.
Unfortunately, the scenery I have is unpainted, and I imagine will remain so for quite some time!
This particular iteration of the High ground Battleplan is a little different to the one included in the Warrior and Harbinger set – insofar that it doesn’t actually include any high ground. See, the Domicile Shell fully blocks the Gutrippaz and the Vindictors from seeing each other, and the example given in the Extremis Edition handbook for moving through and over raised terrain features a Hobgrot moving across some of the scaffolding. Both the Gutrippaz and Vindictors are far too large to use this piece of high ground, as they cannot wholly fit on it.
You can’t even climb over the Domicile Shell’s walls very easily. Both the Gutrippaz and Vindictors have a movement characteristic of 5″. The Domicile Shell’s walls are all 3″ tall, which make getting over them in a turn difficult. A player cannot use their full Movement characteristic to get over the wall – 3″ either side is 6″ in total, which is impossible to be scaled in a single turn. A unit would have to, therefore, use its Charge or Run roll and rely entirely on the dice in order to get over the wall in a single Phase. Much too complicated for beginners.
It seems like a bit of a blunder on behalf of GW. The battleplan designed to teach the use of high ground can’t actually involve any high ground.
Oh well. Critical Hits are also on the cards now. At the end of the first Battleplan, the booklet recommends replaying the scenario again with Critical Hit rules in place. Critical Hit rules are simple: on an unmodified To Hit roll of a 6, the target unit suffers a Mortal Wound without the opportunity to Save. As both Vindictors and Gutrippaz have their own respective Critical Hit rules, it was time to see what these figures could do to each other.
The Stormcast’s first turn was spent entirely moving. One group used the Run rules to move a little further around the higher and larger edge of the ruins to close on the Kruleboyz within. The other, however, hung back to make them more difficult for the Kruleboyz to target.
With no-one to fight and no need for a Battleshock phase, the turn passed to the Kruleboyz, who left their cover in the search for killin’. Having spied the nearest pair of Stormcast Eternals, the orruks attempted to charge, but came up short.
With he turn passing back to the golden-armoured Sons of Sigmar, the Stormcast Eternals were able to move themselves into an easy position to charge from.
Following two successful charge rolls and a devastating Fight Phase, two orruks were cut down. In the responding Fight Phase, the orruks failed to land a single blow on the Vindictors. In spite of their losses, the orruks remained on the field, not one of them fleeing.
The turn passed back to the Kruleboyz, who kept fighting. Successfully snagging two Mortal Wounds in their To Hit roll, and a further wound at the end of the Fight Phase, one Vindictor was killed.
The Vindictor’s next turn was not successful. Managing to nick a single Wound on one of the remaining Gutrippaz, the orruks responded by delivering a further pair of Mortal Wounds to another Vindictor, killing them. Though the Stormcast Eternals passed their Battleshock Phase, things weren’t looking good for them.
In their turn, the Kruleboyz lost their momentum and failed to even hit a Vindictor. In their half of the Fight Phase, the Vindicitors did similarly, but responded with due force in their turn in the next round, scoring a Mortal Wound and an additional Wound on the remaining Gutrippaz, killing one more of their number.
For a few rounds, the fight bounced backwards and forwards hopelessly thanks to dire rolls on both sides. A wound or two was eked out on each side, but eventually the Vindictors broke the deadlock and killed the remaining Gutrippaz with a Mortal Wound and two failed Saves.
A slog, but victory for the Stormcasts.
Tutorial Battleplan 3: Aim and Fire
As you might expect from its name, this Battleplan introduces the fundamentals of ranged attacks in a round of play.
But it uses the Gutrippaz and Vindictors, neither of whom have ranged weapons. Readers of the previous articles in this Starter Set series will know what time it is!
Let’s get flingin’!
For the purpose of this Battleplan, the Vindictors and Gutrippaz are able to arm themselves with whatever rocks, sticks, or, as exemplified by the gif above, anything else that comes to hand.
Here’s the stat block for whatever junk happens to be in grabbing range.
|MISSILE WEAPONS||Range||Attacks||To Hit||To Wound||Rend||Damage|
As I said in the Harbinger review, it’s interesting that the setup for this Battleplan don’t utilise the Hobgrots, who actually have a ranged weapon on their warscroll. Either the Hobgrots’ shrapnel grenades would totally unbalance the Battleplan, or Gee-Dubyah got a little happy with the copy-pasting (something I can understand having had to review three of these boxes!).
Anyway, the battle setup is straightforward, so let’s get right into it.
The Vindictors go first in this Battleplan, so they moved into range and lobbed their rocks – or the three of them in adequate range to did. A wound was inflicted to one Kruleboy. What a wonderful waste of time.
Although the odds were against them, with a minimum of an 8 required to successfully charge the Kruleboyz, the Vindictors went for it. An 8 was needed, and an 8 was obtained.
The To Wound rolls that followed in the Stormcast Fight Phase were, quite possibly, the greatest rolls of my life.
Whilst that’s only a single Mortal Wound, a further 6 wounds managed to make it through into the Gutrippaz. With one orruk already wounded, four of the Kruleboyz were slain. In response, with the help of a Mortal Wound, the Kruleboyz managed to kill a Vindictor and injure another.
The Stormcast Eternals passed their resulting Battleshock phase, but, perhaps predictably, the Gutrippaz did not, and one of their number fled the field.
The turn passed to the Kruleboyz, who all slung whatever detritus they could at the Vindictors to no effect – but it seemed they were saving themselves for their attacking phase. Whilst no To Hit and To Wound rolls made it past the Stormcast Eternals Save, they gouged no less than three 6-spawned Mortal Wounds on the Vindictors, killing the wounded of their number and one other. Suddenly, the battle was swinging the other way.
In their half of the Fight Phase, the Stormcast Eternals managed only a scratch on one orruk. In spite of their losses, the Stormcast Eternals passed their Battleshock test and the turn passed to them.
Ina very sad Fight Phase, the remaining Stormcast Eternals failed to even touch the Gutrippaz, who in turn scratched three wounds into the Vindictors. As the Banner Bearer fell, his Blaze of Glory characteristic killed one Kruleboy, but the Vindictor-Prime was now left to try and hold back the Gutrippaz alone.
What followed was nothing short of a massacre. Whilst their rock-shucking phase was a waste of time, their Fight Phase was brutal. With a devastating four unsavable Mortal Wounds landed on the Vindictor-Prime in the To Hit roll, the final Stormcast Eternal fell.
Waaagh!, as the scholars say.
Tutorial Battleplan 4: Magic
Once again, there are absolutely no prizes for guessing what this Battleplan is all about. Designed to show you how Wizards cast spells during the course of a battle, this Battleplan pits your Vindictors against one Swampcalla Shaman.
Unlike the other Battleplans in the Warrior and Harbinger set, this one has no scenery or terrain feature for the wizard to stand on. It’ll be interesting to see how they fare as a result.
The game starts with the Swampcalla Shaman, who, cast Arcane Missile on one of the Vindictors. The Arcane Missile spell has a casting value of 5, and the Swampcalla Shaman rolled a 6 on 2D6. This, one of the Vindictors was struck with a Mortal Wound. A modest start.
To try and maximise the distance between himself and the advancing Vindictors, the Swampcalla Shaman and his Pot-grot advanced 5″ up the board. When the turn passed back to the Stormcast Eternals, though, this did spare him their wrath.
Each moving 5″ after the Shaman and succeeding on their high Charge rolls, the Vindictors all closed on the Swampcalla Shaman and Pot-grot. A bloodbath ensued.
The Swampcalla Shaman was struck for three Mortal Wounds from the To Hit roll, and a further five wounds succeeded in striking him. Of those five successful hits, four went on to become potential wounds, requiring the Swampcalla Shaman to roll a 5 or 6 on four dice in order to prevent himself from taking any further wounds.
He saved one.
With three Mortal Wounds inflicted and a further three Wounds striking him, the Swampcalla Shaman was killed.
That was quick.
Tutorial Battleplan 5: Hallowed Ground
This is it, the big one.
This is the Battleplan that takes everything you’ve learned and tested over the previous four battles and rolls it all up into one. Using all the figures and resources available in the Warrior Starter Set, the training wheels are off and it’s time to really play Age of Sigmar.
But, there’s a small problem.
As I was setting up the board for this game, I encountered a phrase in the book.
“Set up objective markers in the locations shown on the map.”
There aren’t any objective markers – or even things you could use as objective markers – provided in the Warrior starter set. Also, given my aversion to painting scenery, and the fact my copy of Cursed City remains untouched, I discovered I don’t actually have anything I could use as an objective marker, either!
Having spent so long over the last week making sure I had nice painted figures for this review, I was reluctant to throw unpainted plastic onto the board this late in the battle report. But then I had a stroke of genius. if I was an orruk, and I liked breakin’ fings and nickin’ stuff from ‘Umies, what kind of thing would I want to pinch from a Stormcast Eternal? And if I was a Son of Sigmar, what would I really not want an orruk to pinch off me?
A Celestar Ballista.
With three Celestar Ballistae set up as objectives and the armies set up, the two sides rolled off. The Kruleboyz would be going first.
The Shaman went first, trying to strike the Lord-Imperatant with an Arcane Missile. Unfortunately, he did not meet the casting value and the spell fizzled out in his hand. The Movement Phase saw the Hobgrots and Gutrippaz shuffle forwards, ready for the next two phases.
Moving on to the Shooting Phase, the Hobgrots aimed their shrapnel grenades at the Vindictors and threw. In spite of their efforts, they only managed to land a single wound on the Vindictors.
With that, the orruks charged. The Hobgrots, with their Stab ‘Em Good trait, only managed scrape a further wound on the Vindictors – but enough to kill one of their number.
On the opposite side of the battlefield, the Gutrippaz fared little better. In spite of some impressive wounds, they were only able to strike two Mortal Wounds on the Praetors.
In their half of the Fight Phase, the Vindictors avenged their fallen soldier by slaughtering no less than six of the Hobgrots.
On the other side of the battlefield, the Praetors fell upon the Gutrippaz and killed three of their number having struck two Mortal Wounds and forced a small pile of To Wound dice past the Gutrippaz’ +5 Save.
Whilst the Stormcast Eternals stood firm in the Battleshock phase, the orruks did not fare well. Even with a roll of 2, having lost 6 of their number in their own Fight Phase, the remaining four Hobgrots fled the field. The Gutrippaz fared a little better, with only one of their number making a break for the edge of the battlefield.
The turn passed to the Stormcast Eternals and the units began to move. The Lord-Imperatant moved towards the Swampcalla Shaman and the Vindictors moved to reinforce the Praetors. In the Shooting Phase, the Lord-Imperatant rolled his D6 for his attacks with his Stormcaller Baton. Even though the roll was a 6 – constituting 3 attacks – only 1 slipped past the To Wound phase and the Swampcalla Shaman’s save, reducing him from 6 wounds to 5.
To compound his attack, the Lord-Imperatant charged the Shaman and smote him for 4 points of damage thanks to the Damage characteristic of 2 on his warhammer. With the Shaman only on 1 remaining Wound, the Lord-Imperatant’s Gryph-hound leapt to fight. Two of the Gryph-hound’s four attacks connected, and the Shaman failed to save either of them.
Reduced to 0 Wounds, the Swampcalla Shaman and his Pot-grot were slain.
Towards the middle of the battlefield, the Vindictors charged the Gutrippaz and cut another of their number down. The Praetors, mighty weapons in hands, cut down a further pair of Gutrippaz thanks to a trio of 6-rolled Mortal Wounds and an additional wound that slunk past the Gutrippaz’ saves.
The remaining Gutrippaz made to respond in the turn, laying into the Praetors and managing to kill one of their number. But it wasn’t enough to save them: the Battleshock Phase saw a pair of Gutrippaz flee the field, leaving only one remaining.
The final Gutrippa made a valiant attempt to wound another Praetor, but his two dice could not make it past the Praetors’ 3+ save.
It will come as no surprise to hear the Gutrippa was resolutely butchered in the Stormcast Eternals’ part of the Fight Phase.
Playtesting – Final Thoughts
I’m most disappointed in the scenery, which surprises me.
Anyone who has read all of these Starter Set reviews will know I laughed up the cardboard box building that comes with the Warrior and Harbinger editions. But at least they were actually used in more than one Battleplan, and at least they actually served a purpose.
Before I opened the Extremis Edition handbook, I thought there’d be plastic scenery everywhere – especially after how often the Cardboard Box of Destiny was used in the Warrior and Harbinger editions. But alas, in order to maintain as much uniformity as possible across the the Battleplans in each Starter Set, scenery was more or less written off in the Extremis box.
There was the one battleplan that used it, but didn’t use it well. It wasn’t an exciting feature to work into your battle: it was an inconvenience for both sides.
The absence of scenery in the Magic Battleplan does seem to seriously throw the game. Sure, the Stormcast Eternals got extremely lucky with their rolls when striking the Shaman, but had they been forced to scramble up a hill in order to reach the Swampcalla Shaman in the first place, the battle might have lasted a little longer. Instead, the orruk was cut down in a single turn.
On the whole, the majority of the Starter Set feels fairly balanced. A lot of it does come down to how one rolls on their turn – there is an enormous emphasis on the spin and result of the dice in this Starter Set – and any of the others, for that matter.
Warhammer Age of Sigmar: Extremis Starter Set Review – Value Breakdown
So below I just want to take a quick look to give you a reminder of the value in this box. you can find all the editions compared in more detail on our Age of Sigmar Starter Sets Comparison article
Please note that all references to price is based on the RRP from GW themselves. shopping around you can find these kits and various other bits for around 20% discount.
Here’s a quick breakdown of the cost per, sprue and model (note that sprue refers to the individual lettered sprues despite E & F being connected in the harbinger set.
|Cost Per Sprue||£10.83|
|Cost Per Model||£1.63|
The comparison above is quite crude and as such unfair. Especially in regard to Dominion value. But that’s because we have stripped this down to the barest of comparisons here, a single model divided by the cost of the set.
It does not take into account the value of these models in-game or the value of an equivalent model individually. The missing sprues between Harbinger/Extremis and Dominion contain some of the more formidable units. Some of these individual units would easily retail at £20 ($25 USD) – £35 ($35 USD) each!
We already did a brief comparison of the costs in our Dominion review, but here it is again for reference
|Dominion Contents||GBP||USD||CAD||EUR||AUD||Comparable Item(s)|
|Lord-Imperatant with Gryph-hound||£20-£25||$33-$40||$40-$45||€26-€30||$55-$65||Lord-Veritant/Lord-Castellant|
|3 x Praetors||£15-£35||$25-$58||$30-$70||€20-€46||$40-$100||Steelheart’s Champions/Kurnoth Hunters|
|10 x Vindictors||£35-£40||$60-$65||$75-$80||€50-€55||$105-$115||Sequitors/Judicators|
|Swampcalla Shaman with Pot-grot||£20-£25||$33-$40||$40-$45||€26-€30||$55-$65||Lord-Veritant/Lord-Castellant|
|10 x Gutrippaz||£30-£35||$60-$60||$75-$70||€50-€55||$70-$100||Sequitors/Judicators/Ogor Gluttons/Squig Hoppers|
|10 x Hobgrot Slittaz||£25-£35||$40-$60||$50-$70||€33-€46||$70-$100||Stabbas/Shootas|
|Total (Based on Estimates)||£145 – £195||$251 – $323||$310 – $380||€205 -€262||$395 – $545|
|Harbinger Set Price||£65||$99||$119||€80||$120|
|Predicted Savings||£80 -£130||$152 – $224||$191 – $261||€125|
|$275 – $425|
A good saving for this many models! This is no joke, those are the equivalent prices you could pay. For the UK alone, pay £60 and you are equivalently saving £80!
If you are new you’ll very soon come to realise just how expensive things can be. Take this as a good thing or a bad thing but after buying this it may shock you how much something like a set of Vindictors would be on their own.
Warhammer Age of Sigmar: Extremis Starter Set Review – Where to Next?
So, if you’ve grabbed yourself a copy of the Extremis Starter Set, even if you previously started with nothing at all, you’re now flush with enough minis to start building some armies from.
However, if you’re particularly taken by the look of the new Stormcast Eternals and Orruks and can’t wait to get your hands on some more, you might be a little disappointed. Currently, these new figures are only available in Dominion and the three Starter Sets. The good news is that GW have teased several follow-up releases, some of which can be seen in this article on Warhammer’s community website.
Of course, unless you’ve been living under a rock, you might have seen the new dragons set to land in the Mortal Realms, or maybe even the Corpse-rippa Vulcha-riding Gobsprakk. Whilst these will doubtlessly be pricy kits, they’ll make magnificent centrepieces for your new armies.
There are, of course, substantial existing ranges for both Orruks and Stormcast Eternals already, so be sure to have a look through GW’s catalogues to see if anything else takes your fancy.
The book lovers and loremongers amongst you may be tempted by the new tie-in anthology, Thunderstrike and Other Stories.
It’s even got one of the new guys on the cover! It’s almost like they planned it.
Of course, now you’ve got a couple of armies at your fingertips, you might be eager to get your new figures onto the battlefield as soon as possible. The good news is that GW recently announced new Battletomes for both Orruks and Stormcast Eternals. The bad news is they aren’t out yet, so budding generals may have to wait a little longer before they can start annihilating their foes with all the new rules.
The word of Age of Sigmar is colossal, and you can’t really go wrong. if you’ve already taken the dive with the Extremis starter set, you’ve really got nothing to lose.
Warhammer Age of Sigmar: Extremis Starter Set Review – Price and Availability
Being the post-Dominion Box flagship, you would expect at surface level that this box would be the new premium set. but for most people, the value is just not there, and that’s because of the scenery.
If scenery is something that interests you, cool. Making the decision to buy this box lies right there (well, the play mat too). do you want the scenery? It’s actually less functional than the cardboard trays in either of the other editions when used with these models. but it does serve as some obstacles to navigate. As I said though, This like Harbinger Edition pairs very well with Warrior edition to quickly bulk up your forces.
The battle matt is a nice edition though and is a far cry from the fold-out paper you get with the other sets.
If you are an existing player, a painter or just someone interested in Stormcast or Kruleboys. If you missed Dominion, this is the box for you if you want the play mat and scenery. otherwise, just get Harbingder Edition and save some gold coins for more models.
Price-wise, this is a bit above other premium board games you can get your hands on right now.
You’ll soon find this box everywhere. and by that we mean in every Warhammer store across the country, it’s there now. many large FLGS will be required to stock these too
Check out our affiliate links in the ads section too, all of those affiliates should be offering at least 20% off these boxes
Warhammer Age of Sigmar: Extremis Starter Set Review – Final Thoughts
|The next best thing after Dominion, but…|
Even the scenery is nice, but…
(Just about) everything you need to start playing
|…Not quite Dominion.|
…the scenery feels like a bit of an inclusion for the sake of it
Handbook doesn’t feel quite as well-balanced as the others
The final Starter Set in this series of reviews is another good addition to the current Age of Sigmar range. Packed full of excellent miniatures and everything you could possible need to start playing AoS 3.0, the Extremis Starter Set is the ultimate in committing to the hobby.
This is a fantastic box, but something is stopping me from giving it a big fat five stars, and I think it is the commitment aspect of this box – and the scenery.
The fact that the Extremis Starter Set is as expensive as it is will be an enormous red flag for a lot newer wargamers and hobbyists, and this counts against it. For me, a Starter Set gets one started with the hobby, but the Extremis set doesn’t feel like it’s meant to do that. It’s just too big and expensive.
And, although the scenery looks great, it doesn’t really serve any purpose when it comes to teaching people how to play – which, surely, is the ultimate, most core and crucial point of these boxes.
Whilst a lot of experienced collectors looking to beef up their existing armies will not even glance at the two smaller Starter Sets, the Extremis Starter Set is simply too large and pricey to appeal to – and to be appropriate for – beginners. But that doesn’t mean it doesn’t serve an important place in the range: it is, as I said, great for committed hobbyists or people with money burning a hole in their pocket.
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