Si acabas de empezar un ejército de Age of Sigmar, o quieres ampliar tu colección actual, puede que te hayas planteado comprar un lote de miniaturas con descuento. Games Workshop viene al rescate con los sets Spearhead, que son un grupo de miniaturas pertenecientes a un ejército combinadas a un precio rebajado.
Estas cajas tienen una ventaja añadida desde la cuarta edición: ahora son totalmente jugables fuera de la caja en el nuevo formato de Age of Sigmar que tiene el mismo nombre que la caja: Punta de lanza.
Spearhead utiliza las mismas reglas básicas que Age of Sigmar sin ninguna de las reglas avanzadas que pueden complicar el juego. También reduce en gran medida el ejercicio de creación de ejércitos, ya que en realidad sólo tendrás 2 opciones, y reduce a la mitad el tiempo de juego, ya que las fuerzas que se enfrentan en un campo de batalla mucho más pequeño tienen alrededor de 5/6 unidades cada una.
In this overview we are going first to present briefly how the new format works, and then focus on all Spearhead armies available by faction. We will also be mentioning some other discounted boxes that allow to save some bucks even if they don’t have rules. Please note that not all Spearhead armies are available in a box branded Spearhead. When this is the case we will provide the information on where to find the relevant units.
El artículo ha sido actualizado con las FAQ de Diciembre 2024. Puedes encontrar los principales cambios aquí etiquetados como [Dec 2024 FAQ] o el extracto completo en la sección de descargas de la Comunidad Warhammer.
Aparte de los sets de Spearhead, Games Workshop produce ocasionalmente sets de edición limitada en torno a un tema (como los recientes Regiments of Renown para la serie Dawnbringers), una edición (como la reciente caja de Skaventide para el lanzamiento de AoS 4.0) o para Navidad (las famosas fuerzas de batalla). Dado que se trata de ediciones limitadas y su disponibilidad puede variar de unos minutos a unas semanas, no se tienen en cuenta aquí.
Antes de presentar todos los ejércitos de Spearhead, tendremos una tabla resumen.

Resumen rápido de las normas de Spearhead
Spearhead is a quick Age of Sigmar format played on a battlefield 30″ x 22″ with a pre-built army list and a fun set of rules with plenty of twists. The rules are exactly the same as the Core Rules, so you can to ignore all Advanced Rules from the Core Book. The Hoja de referencia de Spearhead está disponible de forma gratuita en el sitio web de la Comunidad Warhammer y resume todas las habilidades básicas que se pueden utilizar en una partida.
To play you’ll need first a Spearhead box or army, a battlepack (the first one published is Fire and Jade available for free in Sección de descargas de la Comunidad Warhammer), y los warscrolls que están disponibles gratuitamente en los índices publicados para la cuarta edición o en la app de Age of Sigmar o en el battletome más reciente.
Para preparar una partida puedes seguir estos 5 sencillos pasos que se describen en las reglas básicas:
1. Elige un ejército Spearhead
While most armies come straight from a box, some are available in different boxes or could potentially be printed in other official publications like White Dwarf. Further below you’ll find a list of all official Spearhead armies.
To play them, apart from the miniatures, you’ll need also a set of rules and unit warscrolls. These are usually available in the battletome, but Games Workshop publishes them for free on their website. You can always consult the indexes of your faction and at the end you’ll find the Spearhead rules.
Ten en cuenta que una facción puede tener varios ejércitos, cada uno con su propia temática y estilo de juego. Por ejemplo, los Skaven tienen un ejército con muchos cuerpos y mecánica de emboscada, mientras que el otro se concentra en la potencia de fuego a distancia y siempre en movimiento.

2. Elige un campo de batalla real
Each battle is played on a pre-determined battlefield. Fire and Jade introduce Aqshy (realm of Fire) and Ghyran (realm of Life). The size is 30″x22″. You’ll need either the mats provided by Games Workshop with the pre-printed objective position, or a similar sized mat and 5 objective markers.
Cada objetivo tiene un nombre, y las tarjetas de las que hablaremos más adelante hacen referencia a ellos, así que asegúrate de poder marcar claramente qué objetivo es cada uno.
3. Elige la habilidad y la mejora de tu regimiento
Cada ejército de Spearhead tendrá uno o más rasgos de batalla que explican cómo juega el ejército. Suelen ser un extracto de los principales rasgos o habilidades de batalla del ejército de Age of Sigmar, y pueden ser desde habilidades poderosas que se usan una vez por partida, hasta una habilidad pasiva de la que pueden beneficiarse todas o parte de tus unidades.
Por ejemplo, una sola unidad del Skaven Clawpack puede hacer un movimiento normal una vez por fase de movimiento enemiga, mientras que todas las unidades de la Nighthaunt Slasher Host son etéreas, lo que significa que ignoran todos los modificadores a las tiradas de salvación.
Apart from that, this is where you’ll be able to customize your army. First you will need to choose a capacidad del regimiento entre dos. Éstos caracterizarán más cómo vas a jugar con el ejército.
Then you’ll need to choose an mejora de una lista de 4 opciones habituales. Se trata de una poderosa habilidad que solo afectará a tu general y permite distinguir mejor al héroe principal de este ejército.
4. Prepara tus warscrolls
Every unit in Spearhead has its own warscroll. In it you’ll find all characteristics and abilities which identify that unit. To read it, you can refer to the core rules of Age of Sigmar. The keywords at the bottom of the warscroll will be referred by some abilities so it’s good to familiarise with them.
Una palabra clave importante que hay que recordar es Refuerzo, señalada también por un icono rojo con dos flechas blancas en la esquina superior derecha. Las unidades con esta palabra clave pueden desplegarse una vez más después de haber sido destruidas la primera vez, simulando una oleada tras otra de esbirros humildes que se unen a la refriega.
5. Lucha en la batalla
Sólo queda jugar. La secuencia de los acontecimientos se describe en el Hoja de referencia de Spearhead pero a un nivel muy alto:
- Los jugadores salen rodando. El ganador decide quién es el atacante y quién el defensor
- Ambos jugadores eligen la habilidad y la mejora del regimiento
- El defensor elige primero el campo de batalla real, el mapa de despliegue y prepara el terreno, seguido del atacante.
- El atacante despliega primero todo su ejército y decide quién empieza la partida. Más tarde será el ganador de la tirada quien decida
- La ronda de batalla se compone entonces de estos pasos:
- En desvalido (el jugador con menos puntos de victoria) se determina
- Se roba una carta Twist
- Cada jugador roba cartas de táctica de batalla hasta tener 3 en su mano
- Comienza la ronda de combate
- At the end of each player’s turn, victory points are calculated for that player
En cartas de tácticas de batalla are cards with a top half containing an objective that provides extra victory points when achieved and a bottom part with a one-off powerful ability. You’ll need to choose which half to use as the card is discarded as soon as the ability is used or at the end of the battle round in which you score that objective. You can also discard them at the start of the following battle round before drawing a new hand.
En Tarjetas Twist son cartas que pueden afectar al campo de batalla y dar grandes bonificaciones al perdedor o perjudicar a ambos jugadores. Esto hace que cada turno sea dinámico e impredecible. Por ejemplo, una carta podría mencionar que un objetivo específico no puede ser disputado y de hecho explota dañando a cualquier unidad dentro de su área.
El juego termina después de 4 rondas de batalla. Ten en cuenta que los futuros paquetes de batalla de Spearhead pueden alterar esta secuencia de eventos e introducir más cartas de campo de batalla, giro y táctica de batalla de reino.
Cuadro sinóptico de los ejércitos de la Cabeza de Lanza: explicación
En la siguiente tabla puedes ver todas las diferentes cajas de valor añadido para Age of Sigmar. Te dará una visión perfecta del coste, el ahorro, las características y un enlace directo a una tienda donde (según tu ubicación) puedes conseguir la caja más barata.
En la tabla puede ver la siguiente información:
- Nombre de la cabeza de lanza: nombre del ejército Spearhead.
- CajaFoto de la caja que contiene el ejército.
- Comprar caja: si te gusta esta herramienta, no dudes en comprar una de las cajas a través del enlace que aparece aquí. Obtendré una pequeña comisión (sin coste adicional para ti) si compras algo después de hacer clic en un enlace.
- Facción: la facción a la que pertenece la casilla.
- Alianza: a cuál de las cuatro Grandes Alianzas pertenece la facción.
- Precio: the price in £ if you buy the box at the normal retail price (GW price).
- Descuento: el descuento en el precio si se compara el precio de la caja con la compra de cada unidad por separado (con los precios de GW).
- General: general del ejército.
- Unidades SH.: el número de unidades Spearhead disponibles en la caja. Ten en cuenta que el número de unidades en AoS puede diferir.
- Notas: se utiliza sobre todo en caso de que la caja no sea una Spearhead estándar.
Cajas de valor añadido y puntas de lanza de Chaos Age of Sigmar
Hojas de Khorne

Peregrinos del Gore ensangrentados
La punta de lanza de las Cuchillas de Khorne es la caja de Vanguardia renovada que permite desplegar el ejército de Peregrinos Gore de Sangre.
El general es un Slaughterpriest y esta es la lista completa de unidades disponibles:
- Slaughterpriest
- 5 Guerreros de sangre
- 5 Guerreros de sangre
- 10 Bloodreavers
- 3 Poderosos Aplastacráneos
Note that the Blood Warriors in Age of Sigmar have to be fielded in units of 10. There’s no difference in weapon layout so you can still use the AoS configuration with 1 in 10 Goreglaive.
Los rasgos de batalla de este ejército giran en torno a la Diezmo de sangre concept: each time any unit is destroyed, you receive 1 blood tithe point. Then, during any hero phase, the points can be used either to move D3 friendly units up to D6″ (murderlustcuesta 1 punto) o mejorar el rendimiento de hasta 3 unidades en 1 (deben rodar cabezascuesta 3 puntos).
Las habilidades de regimiento permiten recibir más puntos de diezmo de sangre en cada uno de tus turnos (hasta un máximo de 4 más por partida), o dar a las unidades que ya han luchado una protección de 5+ para esa fase de combate. Las mejoras contienen algunas opciones interesantes, pero nuestra favorita es una protección 5+ para aumentar las posibilidades generales de supervivencia.
The Slaughterpriest is a priest and as such he’s better he stays away from the toughest fights. With his abilities he can damage an enemy unit at 16″ range, or a friendly unit to get some blood tithe points.
The Mighty Skullcrushers are the heavy cavalry with an 8″ movement that is still a fast speed in a Spearhead battlefield. They hit decently hard and they can do an extra damage when charging.
Los Guerreros de Sangre representan la infantería de élite con una alta característica de salvación, buenos ataques y la capacidad de hacer daño extra cuando mueren.
Los Bloodreavers cuentan como refuerzo, pueden ser traídos de vuelta por tu general cada final de turno y pulularán por objetivos y blancos más débiles. Pero con una característica de salvación muy baja, no durarán mucho.
Overall this is a fun box with some good units oriented on Khorne’s mortal side which can help in a 2000 points game.

¡Empieza a coleccionar! Banda de Guerra de Goreblade de Khorne
This box is half of the original Starter Set for Age of Sigmar that pitted Khorne against the Stormcast Eternals. As all starter sets it’s good value for money, but it contains mono-pose units with no interchangeable weapons. Blood Warriors and Bloodreavers in particular have much better options in their stand-alone boxes that in this box set (or in the new Vanguard box). The Blood Warriors new minimum size unit is now 10 making this only half unit and illegal in matched play.
Al mismo tiempo, esta es la única caja en la que puedes encontrar todas las opciones de héroe que contiene (y el Khorgorath). Algunos de estos héroes como Bloodsecrator y Bloodstoker son buenas opciones para cualquier lista de Khorne, especialmente las centradas en el bando mortal.
Esta caja no tiene reglas de Spearhead.

Bonus – Patrulla de Combate: Daemons del Caos
Aunque se anuncia como una caja de patrulla de combate de Warhammer 40.000, esta caja es absolutamente válida para Age of Sigmar, ya que contiene todos los perfiles válidos de los daemons de Khorne, en particular desde que la caja Start Collecting: Daemons of Khorne ha sido retirada.
Si necesitas ampliar el aspecto daemónico de los ejércitos de Khorne, aquí puedes encontrar un Bloodmaster, 3 Bloodcrushers, 10 Flesh Hounds (2 unidades) y 20 Bloodletters (2 unidades). No hay reglas de Punta de Lanza.
Discípulos de Tzeentch

Aquelarre de Fluxblade
Tzeentch es notoriamente un buen jugador en las partidas de Age of Sigmar y su caja Spearhead contiene algunas unidades útiles además de un ejército de Spearhead fan y dinámico. Esta es la lista de unidades:
- Magister en Disco de Tzeentch
- 3 Llamaradas de Tzeentch
- 3 Gritones de Tzeentch
- 5 Tzaangors
- 5 Tzaangors
- 10 Acólitos Kairic
El único rasgo de batalla disponible para este ejército Spearhead es la posesión de 9 dados de destino que se tiran al principio de la partida y sus resultados pueden utilizarse para sustituir otras tiradas como lanzar, correr, cargar, golpear, herir y tiradas de salvación. Si una tirada requiere más de 1 dado, todos los dados deben sustituirse por dados de destino. Una vez utilizados, se descartan.
It’s nicknamed as the “cheating mechanic” but it’s extremely fun. The regiment abilities allow to choose if either have a chance to resurrect a Tzaangor model when a Kairic dies, or to increase the rend of ranged attacks of the Flamers.
La lista de mejoras es rica en contenido, pero nuestra favorita tiene que ser la habilidad de protección que puede dar un poco más de supervivencia a los demonios una vez lanzada.
El Magister puede volar y se mueve muy rápido, lo que le permite cubrir una enorme zona del campo de batalla y utilizar su habilidad de daño mortal para reabastecer a las unidades Tzaangor.
Los Acólitos Kairic se usan mejor como unidad a distancia, pero teniendo en cuenta que son los que tienen el valor de control total más alto, puede ser una buena estrategia usarlos para hacer peso en objetivos poco protegidos.
Los Gritones son frágiles pero tienen una gran movilidad que pueden utilizar para hacer incluso pocos daños mortales al pasar por encima de las unidades enemigas.
The Tzaangor have lots of attacks that can cause more hits when in enemy territory and be replenished both by the Magister’s ability and a potential regiment ability. They are fragile, but they can do some work when opportunely deployed.
Los Flamers son una gran unidad: disparan, incluso mejor contra unidades más grandes, vuelan y tienen muchos ataques. Puedes rendir sus ataques de disparo para que esta unidad sea más eficiente.
Overall, the Fluxblade Coven is a fragile army which will need to optimise their shooting potential to thin down opposition before committing. The Tzaangors alone will not hold the line, but the destiny dice can help a lot in “cheating” your way out of a difficult situation.
Una mezcla de mortales y demonios, esta caja de Spearhead es un gran punto de entrada para Age of Sigmar.
Hedonitas de Slaanesh

Cuchillas del Sueño Lúbrico
La caja Slaanesh Spearhead está liderada por un Shardspeaker y muestra todas las unidades mortales más recientes lanzadas para este ejército. Esta es la lista completa de unidades:
- Shardspeaker de Slaanesh
- 5 Blissbarb Archers con 1 Blissbrew Homonculus
- 5 Arqueros de Blissbarb
- 5 Buscadores Slickblade
- 3 Slaangor Fiendbloods
La mecánica de este ejército gira en torno a la dados de tentación, reminiscent of Slaanesh’ last edition rules. You receive 6 of them at the start of each battle round and if your opponent fails any hit, wound or save roll, can be tempted with one of these dice. If they accept, the roll becomes automatically a 6 and you obtain D6 puntos de depravación. Si rechazan, la unidad tentada recibe D3 de daño mortal.
Dependiendo de cuántos puntos de depravación se reúnan, las unidades de Slaanesh obtienen habilidades pasivas, empezando por correr y cargar (a 12 puntos), pasando por golpes críticos que se convierten en daño mortal (a 24 puntos) hasta una protección 5+ (a 36 puntos).
Las habilidades del regimiento otorgan a una unidad la capacidad de Golpear primero una vez por batalla, o bien una vez por turno una unidad puede retirarse y seguir cargando o disparando. Esta última es bastante poderosa en este pequeño formato.
Las mejoras son bastante útiles, pero todas requieren que el general esté bastante cerca de la primera línea con un combatiente cuerpo a cuerpo bastante débil. El Shardspeaker sí es un mago y su rasgo principal es la capacidad de conseguir más puntos de depravación desde la seguridad de la retaguardia.
The Slickblade Seekers are an extremely fast light cavalry that will want to always charge and choose carefully their opponent. Note that the kit could be used to assemble the Blissbarb Seekers, but those don’t have Spearhead rules.
Los Slaangor Fiendbloods cuentan como infantería pesada que puede moverse si son disparados por el oponente pero podrían haber tenido un warscroll más interesante. [Dec 2024 FAQ] Ahora cuentan como Reforzados, por lo que vuelven una vez después de ser destruidos.
Por último, los Arqueros Blissbarb son dos unidades de arqueros capaces de correr y disparar que intentarán utilizar su largo alcance con la máxima eficacia. Como pueden reforzarse, también pueden utilizarse para tomar objetivos poco vigilados o sacrificar una unidad para salvar a las demás.
En resumen, este ejército no es para todo el mundo. El mecanismo de tentación no está en su mejor iteración, el ejército no tiene a alguien capaz de mantener un objetivo ya que todos tienen una característica de salvación baja, y el trabajo pesado lo harán los Arqueros.
Maggotkin de Nurgle

Anfitrión sombrío
Nurgle’s rebranded Spearhead box was one of the first Vanguard to be released. It contains:
- Spoilpox Scrivener
- 1 Pusgoyle Blightlord
- 1 Pusgoyle Blightlord
- 5 Putrid Blightkings
- 5 Plaguebearers
- 5 Plaguebearers
Los rasgos de la batalla giran en torno a la puntos de enfermedadLa enfermedad es un recurso que se obtiene cada vez que consigues un golpe crítico hasta un máximo de 7 puntos. Al final de cualquier turno los puntos de enfermedad se pueden gastar para hacer daño mortal a las unidades enemigas enfrentadas. Además 1 unidad de Blightlord y 1 de Plaguebearers no se despliegan hasta la tercera ronda de batalla.
The regiment abilities play with Nurgle’s duality: on one side you can heal a friendly unit, on the other slain models have a chance to damage the unit they are engaged with before being removed.
La lista de mejoras tiene un montón de opciones para personalizar tu Spoilpox, pero nada destaca realmente. El Escribano Spoilpox es un pequeño héroe capaz de potenciar a los Plaguebearers tanto ofensiva como defensivamente.
Sin embargo, los Plaguebearers son una unidad relativamente frágil con cierta capacidad ofensiva, pero vienen en grupos de 5 (10 en el juego estándar de Age of Sigmar) y una unidad no se despliega hasta la tercera ronda de batalla. Su pabellón y su salud superior (2) a la de las tropas normales los hacen un poco más longevos, por poco.
Por otro lado, el Pusgoyle Blightlord es una auténtica bestia, con el mayor movimiento de este ejército y un gran potencial de daño ofensivo. El hecho de que los 2 modelos estén divididos en 2 unidades diferentes (una aparece sólo a partir de la tercera ronda de batalla) les permite cubrir una mayor porción del campo de batalla.
But the spotlight in this army is on the Putrid Blightkings as they will be extremely hard to shift, dangerous when they counter-attack and if your opponent survives, they may well be finished by the Blightkings’ end of turn mortal damage mechanic.
Los refuerzos que llegan en la segunda mitad de la partida deben gestionarse con cuidado para que sean eficientes, pero el ejército de Spearhead es sólido y esta caja representa un buen punto de partida para un ejército de Nurgle completo en Age of Sigmar con un poco de mortales y daemons.
Skaven

Warpspark Clawpack
La caja Skaven Spearhead es un buen punto de partida para los ejércitos Skaven, ya que contiene un montón de peones sacrificables para sus planes y el potencial a distancia necesario para arrasar a sus oponentes. Esta caja contiene:
- Vidente gris
- 3 Stormfiends
- 1 Cañón Relámpago Warp
- 10 Clanrats
- 10 Clanrats
Este ejército es bastante sencillo de usar, con muchos cuerpos. Su único rasgo de batalla permite que una unidad por fase de movimiento enemiga haga un movimiento normal, lo que permite reposicionar a las unidades de disparo o a una unidad de proyección para dificultar las cargas enemigas.
Las habilidades del regimiento, sin embargo, permiten dar una buena protección a los Stormfiends una vez por partida contra un solo ataque, o traer de vuelta más Clanrats cada final de turno.
Las mejoras son todas bastante buenas, pues aumentan la capacidad de supervivencia del general. El Vidente Gris, de hecho, es un mago, con una salvación casi inexistente que se apoyaría en la cobardía y en otras unidades intermedias para evitar el enfrentamiento. Por su parte, puede hacer daño mortal y aumentar la puntuación de control de una unidad durante su fase de héroe.
El kit Stormfiend se puede montar de varias maneras, pero para mayor facilidad la caja Spearhead obliga a un arsenal específico, que da como resultado 2 ratas a distancia y 1 sólo de cuerpo a cuerpo. Son duras de matar y aún más difíciles de sobrevivir, por lo que pueden marcar la diferencia allá donde vayan.
The Warp Lightning Cannon is pretty easy to understand: it’s an artillery piece to keep at the back that shoots a completely random amount of projectiles. On a good day it could be devastating, but don’t let it be engaged by enemy units.
Por último, los Clanrats son un auténtico azote. Puede que no sean la unidad más dañina (al menos en este formato), pero siguen volviendo al final de cualquier turno e incluso cuando son destruidos (tienen la palabra clave Refuerzo). El uso adecuado de esta unidad de exploración marcará la diferencia entre la victoria y la derrota.
Esta caja es una Punta de Lanza muy divertida de jugar y un buen punto de partida para Age of Sigmar. Teniendo en cuenta que el cañón se puede montar alternativamente como una Catapulta de Plaga y que puedes probar otras cargas de armas para los Stormfiends si no te entusiasma magnetizar, incluso comprar varias copias puede ser una gran inversión.

Gnawfeast Clawpack
Este ejército procede del Ultimate Starter Set de Age of Sigmar (o Skaventide, la caja de lanzamiento de la cuarta edición). Las unidades disponibles, lideradas por un Clawlord, son:
- Clawlord en Gnaw-beast
- 1 Vidente Gris
- 1 Ingeniero Brujo
- 10 Clanrats
- 10 Clanrats
- 3 Rat Ogors
Su principal rasgo de batalla es la capacidad de poner una sola unidad en reserva (en los túneles de abajo) para colocarse en el campo de batalla en una fase de movimiento posterior. Esta es una buena mecánica para una unidad de disparo como el Warlock Engineer.
Las habilidades del regimiento favorecen o bien un enfoque más a distancia con ataques de disparos que hacen daño mortal en los impactos críticos, o bien enjambres de ratas en constante movimiento con la capacidad de no recibir daño al retirarse.
La lista de mejoras tiene grandes opciones para tu Clawlord, desde más capacidad de supervivencia con la protección 5+ hasta un mejor control sobre dónde se resucita a los Clanrats. El general es una unidad muy dañina con una buena velocidad e incluso ataques a distancia que se pueden usar en combate, lo que lo convierte en el líder perfecto de un ejército de Spearhead.
Ya hemos visto al Vidente Gris en el ejército anterior, pero aquí en un papel de apoyo puede realmente prosperar.
The Warlock Engineer is also a hero whose utility is its ranged attacks. Its fragility means that it’s more suited for a backline role.
Hemos visto a los Clanrats en el ejército anterior, y una vez más van a formar el grueso del ejército con modelos que vuelven constantemente y la palabra clave Reforzado que les permite volver una vez después de morir.
Los Rat Ogors no son Stormfiends, pero representan en este ejército una buena fuente de daño. Incluso pueden ser empujados a mayores hazañas de violencia, pero cuesta una preciosa salud.
This army is a different approach to the other Skaven one, and represents a good way to use the miniatures present in the launch or starter set of Age of Sigmar. There’s no other way to obtain them, so you’ll need to split the Stormcast part with a friend if you are not interested in the full content. At the end of this edition (roughly in 2027) the Skaven side will most likely become its own separate Spearhead box.
Esclavos de la oscuridad

Legión Bloodwind
La caja de Vanguardia renombrada Esclavos de la Oscuridad contiene algunas esculturas actualizadas con matrices llenas de diferentes opciones para personalizar tus unidades. El ejército Spearhead está liderado por un Señor del Caos y campos:
- Señor del Caos
- 1 Carro del Caos
- 5 Guerreros del Caos
- 5 Guerreros del Caos
- 5 Caballeros del Caos
Sus rasgos de batalla invocan los potenciadores aleatorios otorgados por los Dioses del Caos a sus seguidores. Una vez al final de cualquier turno, una unidad que esté disputando un objetivo no controlado por un oponente y que no esté en combate, o una unidad que haya destruido una unidad enemiga, puede tirar en la casilla El ojo de los dioses mesa. Los efectos van desde la protección hasta la mejora del rendimiento y son una forma estupenda de potenciar a tus unidades.
[Dec 2024 FAQ] A new battle trait sees the Chaos Knights not committing until the third battle round when they can deployed from any battlefield edge, 6″ away from all enemy units. In addition, the first regiment ability below does not work any more on Chaos Knights.
Las habilidades del regimiento permiten una tirada gratuita en la tabla del Ojo de los Dioses para una sola unidad de Guerreros del Caos, o una puntuación de control aumentada para todas las unidades de Guerreros del Caos.
La lista de mejoras sigue el mismo patrón de potenciadores temáticos de los Dioses del Caos, con Slaanesh proporcionando al Señor del Caos el ataque primero. Como luchador cuerpo a cuerpo con una fuerte carga ofensiva, está bien situado en medio de las líneas enemigas. También puede potenciar a otros luchadores y obtener tiradas gratuitas en la tabla del Ojo de los Dioses.
El Carro del Caos (que también puede montarse como Carro Gorebeast que no tiene perfil de Punta de Lanza) es una unidad rápida con muchos ataques y daño a la carga.
The Chaos Warriors are all-round great in both offense and defence. While in Age of Sigmar they are in units of 10 models, the 2 units of 5 in Spearhead can be used both to hold objective or wrestle one from the opponent’s clutch.
Por último, los Caballeros del Caos son igual de devastadores, con mayor movimiento que los Guerreros del Caos y potencia extra en la carga que los hace devastadores cuando se desatan.
La Legión Viento de Sangre es un ejército de Lanza extremadamente poderoso con la posibilidad de obtener mejoras aleatorias durante la partida para conseguir esa sensación extra de progresión que hace que sea divertido jugar con ellos. En Age of Sigmar son una buena colección de unidades, especialmente los Guerreros y los Caballeros.

Darkoath Raiders
A tiempo para la Navidad de 2024, los Esclavos recibieron una nueva Punta de Lanza enteramente dedicada al grueso bárbaro de sus fuerzas (que también recibió una reciente publicación de modelos): los Asaltantes Darkoath. Están liderados por una Reina de la Guerra Darkoath e incluyen:
- Darkoath Warqueen
- 10 Salvadores de Darkoath
- 5 Darkoath Fellriders
- 10 Darkoath Marauders
Sus rasgos de batalla funcionan con las cartas de Tácticas de Batalla. Permite elegir una de la mano cada turno como el juramento. El juramento se cumple como de costumbre cuando se puntúa la táctica de batalla al final del turno. Si se consigue, el juramento se deja a un lado y el mando puede utilizarse en cualquier otra ronda posterior.
Si el juramento no se cumple, o si la orden se usa antes de puntuar la táctica de batalla, la carta se descarta como de costumbre. Este es un buen mecanismo para almacenar comandos importantes para turnos posteriores Y conseguir los puntos para la táctica de batalla. El único inconveniente es que tu oponente sabrá de antemano qué carta tienes en la mano y es inútil en la última ronda de batalla.
The regiment abilities allow to increase a single unit’s rend each combat phase, or to retreat in your movement phase without taking damage and still being able to charge later in the same turn.
Las mejoras tienen opciones utilitarias como una buena protección 4+ para el general, pero también una que combina muy bien con el rasgo de batalla juramento, ya que permite robar una carta de táctica de batalla adicional y luego poner una en el fondo del mazo.
The Darkoath suffer from having a relatively high To Hit roll (4+), hence the Darkoath Warqueen’s ability to add +1 to this roll until your next turn is extremely beneficial. Added with the regiment ability which adds rend, can make a single unit punch above their statline for an entire turn.
Aparte de esto, la Reina de la Guerra es, obviamente en una cultura bárbara donde la fuerza hace el bien, la que más golpea, compartiendo con los Salvadores de Darkoath el daño mortal en los golpes críticos (tirada no modificada de 6 para golpear). Los Salvadores también tienen la posibilidad de obtener tiradas gratuitas de 1 para golpear, herir, correr o salvar, pero no es tan fiable.
Los Darkoath Fellriders son la caballería de este ejército, peligrosos en la carga pero también bastante débiles en el contraataque, lo que significa que habrá que utilizarlos adecuadamente para evitar perderlos rápidamente. Pero vuelven, gracias a su palabra clave Refuerzos.
Por último, los Darkoath Marauders representan el grueso del ejército, con estadísticas bastante básicas. También regresan una vez y cuando mueren al alcance de la Warqueen, con un 5+ cada luchador asesinado puede infligir 1 daño mortal a la unidad al alcance de combate que les atacó.
Si siempre has querido formar un ejército que recuerde a los buenos tiempos de Conan el Bárbaro, esta es una gran oportunidad con un montón de modelos e incluso tu propia Valeria para liderarlos.
Pedido de cajas de valor añadido y puntas de lanza de Age of Sigmar
Ciudades de Sigmar

Empresa Castelite
La gama renovada de Ciudades tiene una nueva caja Spearhead que muestra todas las nuevas miniaturas humanas. Esta caja permite:
- Freeguild Cavalier-Marshal
- 10 Freeguild Steelhelms
- 5 Freeguild Cavaliers
- 1 Gran Cañón Ironweld
The Castelite’s battle traits play with the battle tactic cards allowing to use once per battle round a command without discarding the card. This allows to still score the battle tactic while using the command or, in rare occasions, to use a command in each turn of that round.
[Dec 2024 FAQ] El rasgo de batalla principal ha pasado de una vez por batalla a una vez por ronda de batalla.
Las habilidades del regimiento dan la opción de elegir entre un potenciador de una vez por partida para tus unidades de caballería (que les permite atacar primero) o para tus cañones (que disparan una vez en el turno enemigo).
Las mejoras para tu general tienen un amplio abanico de opciones, pero la repetición de tirada gratuita en cada fase es extremadamente tentadora. De hecho, el Caballero-Mariscal del Gremio Libre tiene algunos ataques de disparo que funcionan también en combate y ya puede traer de vuelta a algunos Steelhelms. También es rápido y tiene una defensa decente que le permite liderar la carga en primera línea.
Los Freeguild Steelhelms son la tropa básica, que ocasionalmente pueden obtener un ward al defender un objetivo. Pueden ser reforzados (vuelven una vez después de morir) y pueden ser resucitados tanto por una habilidad general como por una mejora potencial, lo que los convierte en una molestia extremadamente duradera.
En el lado opuesto, los Freeguild Cavaliers tienen una carga devastadora, así que asegúrate de evitar que queden inmovilizados para aprovechar su velocidad y sus golpes de impacto.
The Ironweld Great Cannon is an artillery piece with 2 different shooting profiles but as all artillery it becomes useless when engaged so you’ll have to protect it well. In a small format like Spearhead it may be trickier but not impossible.
Esta caja representa un sólido punto de partida para un ejército de Ciudades para Age of Sigmar centrado en el lado humano. Lástima que las anteriores cajas para empezar a coleccionar centradas en Aelves y Duardin se hayan retirado.
Hijas de Khaine

Compañía Heartflayer
La caja Daughters of Khaine Spearhead combina algunos de los modelos más nuevos del ejército con algunos de los más antiguos creando una interesante combinación que en Spearhead permite alistar:
- Melusai Escama de Hierro
- 5 Brujas Aelves
- 5 Brujas Aelves
- 5 Brujos Doomfire
- 5 Acosadores de sangre
Los rasgos de la batalla giran en torno al concepto de ritos de sangre, una mecánica que otorga bonificaciones crecientes cada nueva ronda, empezando por +1 a las tiradas de correr y terminando con +1 a herir. Esta mecánica hace que las unidades supervivientes sean aún más peligrosas en fases posteriores.
Las habilidades del regimiento permiten hacer trampas en esta mecánica anticipándose a uno de los asaltos (una vez por partida) para poder obtener una bonificación posterior una ronda antes, o proporcionando una tirada de pabellón +1 a una unidad cada fase de combate (excepto al general).
Las mejoras para la Melusai Escama de Hierro son variadas, y aunque la curación cada vez que mata a un modelo es tentadora, también lo es añadir desgarro extra a los Acechadores de Sangre. La general puede disparar, tiene una buena característica de movimiento y algunos ataques decentes, pero sus tiradas de salvación son bajas. Puede mejorar las tiradas para golpear de una unidad en cada una de tus fases de héroe, lo que la convierte en una gran elección como líder de este ejército.
The Blood Stalkers work better as a ranged unit and in melee they would need a bit of buffs from the Ironscale to be interesting. They are still a great unit, but on the fragile side. This kit alternatively can assemble the melee-focussed Blood Sisters, but they don’t have a Spearhead profile.
Los Doomfire Warlocks son extremadamente rápidos. También pueden disparar e incluso aplicar daño mortal a distancia. Son perfectos para flanquear a tu oponente o conseguir algún objetivo lejano. Como dato curioso, este kit también se usa para los Jinetes de la Perdición de la lista de ejército de las Ciudades.
The Witch Aelves can return back after being slain that with their save roll and smaller unit size (in Age of Sigmar they are used in 10 or 20 models per unit) will happen very fast. They get rend when charging, meaning that they should do just that. This kit can also make Sisters of Slaughter, another human infantry, but they don’t have a Spearhead profile.
En general, este ejército es rápido y pega fuerte, especialmente en las últimas rondas. El problema es sobrevivir lo suficiente para usar todos esos potenciadores. Dependiendo de cuánto valores el Doomfire, esta caja puede merecer una segunda compra para reforzar un ejército de Age of Sigmar.
Fyreslayers

Saga Axeband
Fyreslayer’s Spearhead box does not have the centrepiece (the Magmadroth) previous start collecting boxes had but is still a good ensemble of fiery naked duardin. The Spearhead army is composed of:
- Battlesmith
- 5 Berzerkers de la Guardia del Corazón
- 5 Vulkite Berzerkers
- 5 Vulkite Berzerkers
- 5 Vulkite Berzerkers
- 5 Vulkite Berzerkers
Their battle traits include a table of Ur-Gold runes that provide a buff to the army until the start of your next turn. Each rune can be activated only once and when activating if a 6 is rolled it gives also an enhancement effect. The buffs are all-round from extra movement, to extra rend on melee attacks. Planning accurately which one to use each battle round is important.
The battle traits work towards compensating the low movement of the warband with the first allowing to re-deploy 2 units anywhere and much closer to enemy lines, and one gives a simple shooting phase to any unit not engaged in combat.
The enhancements well combine with the support role of the general, the Battlesmith, but our favourite probably goes on resurrecting dead duardin each hero phase. The Battlesmith buffs the defence of the units close-by, so he’ll need to move just behind the frontline. While his attacks are good enough, he is not the most resilient general.
The Heathguard Berzerkers are your damage dealer. Extremely low defence means they better stay close to the Battlesmith for the save and ward bonus, but when entering combat they will resolve it in their favour. This kit can also assemble the Auric Hearthguard, but they don’t have Spearhead rules.
The last warscroll, of which there are four units with 5 models each, is the Vulkite Berzerkers. Note that, while the warscroll indicates the model is assembled with paired axes, there’s no restriction in using the Slingshields for the same Spearhead profile. In Age of Sigmar, the Vulkite is split in two different profiles each with a minimum size of 10.
Fyreslayers are glass cannons that rely on accurate positioning and the buffs from the runes to go an extra mile, but if you are into them as a concept, this is a good starting box.
Idoneth Deepkin

Caza de almas
The Idoneth Deepkin are an interesting concept for an army and this box represents some of their best looking units. The Soulraid Hunt, led by an Isharann Soulscryer, are composed of:
- Isharann Soulscryer
- 3 Akhelian Morrsarr Guard
- 1 Akhelian Allopex
- 5 Namarti Thralls
- 5 Namarti Thralls
Their battle traits use a similar mechanism to the main army called Tides of death. Basically each round all Idoneth have a bonus that applies for the whole round that represents the eff and flow of a tide. In this particular context their dreaded third round with all units having Strike-first, i.e. able to fight before any other unit without Strike-first as well, comes a bit too late in a game much shorter and with a smaller battlefield.
The regiment abilities allow to choose if to increase the rend of Namarti Thralls who charged or allow the Guard or the Allopex to heal at the end of a turn in which they fought.
[Dec 2024 FAQ] The healing above now works only once per turn (i.e. both units cannot heal in the same turn) and the Soulscryer ability has been rewritten from a bonus against shooting attacks, to an easier to achieve buff on wound rolls received.
The enhancements work on the ability of the Soulscryer to survive longer and provide support. His main ability allows a single unit each round to subtract 1 from the wound rolls directed towards that unit. Now, the enhancement that makes this roll happen on a 2+ is a great investment and the Soulscryer is a much better buffer.
The Akhelian Morrsarr Guard are one of the two assembly options for this kit and the one more offensive oriented. The other one, the Ishlaen Guard, does not have Spearhead rules. As a cavalry unit their main role is to get faster where is needed and charge with maximum impact. Once per game they have a chance to do mortal damage immediately after the charge.
The Akhelian Allopex is equipped with the Harpoon instead of the Net Launcher (the other loadout available) that is less useful as there’s not many monsters in Spearhead, but the high wound characteristic and scary model should keep enemies away.
The Namarti Thralls have the Reinforcement keyword, meaning the unit returns once when killed. They are deployed in units of 5 (in the full game they are in units of 10) and are extremely deadly against enemy infantry. They suffer from lower defence and low health, but they need to be killed twice to be completely removed…
Overall, this box is a great investment in the army and while the Spearhead rules work best only against specific armies, they are still an interesting group to play.
Señores de Kharadron

Grupo operativo Skyhammer
Steampunk airships have a certain je-ne-sais-quoi that makes them intriguing. And this box provides one together with plenty of heavily armoured duardin. The Kharadron Spearhead list contains:
- Almirante Arkanaut
- 5 Arkanaut Company (1 with Skypike)
- 5 Arkanaut Company (1 with Light Skyhook and 1 with Aethermatic Volley Gun)
- 3 Skywardens
- 1 Arkanaut Frigate
Skyhammer’s main battle trait revolves around the Frigate being able to transport a unit across the battlefield. As the unit transported cannot charge in the same turn, it is more useful on shooting units or on taking an isolated objective.
[Dec 2024 FAQ] Arkanaut Company and Skywarden both obtained the Reinforcement keyword.
Unless you select the regiment ability that allows charging after being transported, the other one enabling the Frigate to retreat without being damaged and still shoot in the same phase.
The general, the Arkanaut Admiral, would want to be in the midst of the fight, and the enhancement to select should facilitate that, with either a once-per-battle healing or re-roll of a charge. Aside from being a great combatant, able to shoot also in combat, the Admiral can improve the control score of an Arkanaut Company in range.
Kharadron units notoriously have plenty of optional weapon loadouts. While the Skywarden kit allows to configure an extra heavy weapon, that is not a valid profile in Spearhead, as it is not the alternative warscroll, the Endrinriggers. So Spearhead rules assume you have two with Pistols and one with the Volley Gun. Apart from this, the Skywarden can leave a fight at the end of any turn without receiving mortal damage and their high movement will see them covering large portions of the battlefield. With the addition of the Reinforcement keyword, they can now return back once so you can get more from their shooting attacks.
The Arkanaut Company is another nightmare of set up. To make things easy, in Age of Sigmar a unit of 10 can have 3 models with each specialised weapon (Skypike, Volley Gun and Skyhook), so in Speahead you just need to split that unit in the relevant two blocks of 5. Once you are past the long list of weapon profiles, the Company is a unit who wants to take objectives first shooting with all they have and then throwing themselves head-in. You may want a unit to accompany the Admiral for that extra bonus control. They can now return back once, thanks to the Reinforcement keyword recently added.
The Arkanaut Frigate, apart from being able to transport the otherwise slowly duardin around the battlefield, is also a huge model to knock down with plenty of attacks, especially shooting ones. It is central on the Skyhammer plan to victory as most abilities depend on the right use of this centrepiece.
This box represents a good Spearhead army and a good starting point to collect the flying duardin!
Señores del Reino de Lumineth

Falange reluciente
The military-skilled and proud Aelves who compose the Glittering Phalanx are:
- Scinari Cathallar
- 5 Vanari Auralan Sentinels
- 5 Vanari Auralan Sentinels
- 10 Vanari Auralan Wardens
- 5 Vanari Bladelords
As with the main army in Age of Sigmar, the Phalanx battle traits focus on the Facets of War, which allows to choose which ability can be used in that battle round. There are 2 different facets available: one, once per phase, gives -1 to hit rolls on a specific enemy attack, the other enables for a single unit to score critical hits on a 5+. [Dec 2024 FAQ] Lightning Reflexes is now not a Facet of War and can be used every round and multiple times: it allows to choose 2 units instead of 1 when picking who fights in each combat phase.
The regiment abilities either give +1 to cast to the Cathallar, or +1 to save to the second unit chosen to fight using the last facet of war described above.
The Scinari Cathallar is a support wizard whose main utility is to reduce the control score of enemy units and, as such, the list of enhancements adds more spells than she can “cast” (magic is simplified in Spearhead) to better support her units. In particular the ward it’s an interesting defensive spell.
The Vanari Bladelords should be used as bodyguards of your general as they provide each other ward.
The Vanari Auralan Sentinels are divided in two groups of 5 (in Age of Sigmar the minimum size would be 10) but they are still good archers with an incredible shooting range. In addition, they return back once killed and there’s no better unit to return back from your back field than a shooting one.
The Vanari Auralan Wardens are used to hold objectives as they have incredible buffs against units charging them. And they are a Reinforcement too, meaning they come back after the first time they are destroyed.
This Spearhead army is focussed on the martial side of the Lumineth, the Vanari, and if that is the aspect you want to explore in your Lumineth army, this is a great starting box. If you are more into the temple-specific units, there’s not much here to help you in the short term.
Serafón

Huestes de guerra a escala estelar
We may be biased but there’s nothing more sexy than a group of lizards riding dinosaurs to battle. This Spearhead box is a great starting point for a Saurus-oriented Seraphon army and allows to field in Spearhead:
- Saurus Oldblood en Carnosaur
- 5 Saurus Warriors
- 5 Saurus Warriors
- 3 Kroxigor
The battle traits revolves around the general, the most flashy unit in the army: each combat phase he can either swallow a single model (provided he can beat with a die roll their Health characteristic) or reduce an engaged enemy unit control score.
The regiment abilities either give a way to do 1 mortal damage to each engaged enemy unit at the end of a turn, or a ward to units in friendly territory.
The Saurus Oldblood on Carnosaur is a veritable beast and the list of enhancements makes him even more dangerous, in particular if you ensure he always shoots at his maximum potential. With a rich pool of health, extremely damaging attacks and a high control value, he will be your strong point but also the main target for your opponent. Note that this kit can also assemble a Scar-Veteran on Carnosaur or a Skink Oracle on Troglodon, but neither has a Spearhead profile.
The Saurus Warriors, normally in units of 10, are divided in two units of 5 and they represent your main blocks of infantry, those that should hold objectives and score battle tactics.
Finally the Kroxigor hit hard, even harder against units with 5 or more models. With high health they are also tough to kill in one-go and will most likely make up your main offensive block after the Carnosaur. They have also another alternative assembly in the Kroxigor Warspawned but that one does not have a Spearhead profile.
This box has few alternative assembly options justifying at least a second purchase if you are interested in the Saurus side. The other Seraphon side being the nimble Skinks.
Stormcast Eternals

Yndrasta’s Spearhead
Stormcast Eternals first Spearhead box and the latest in a long range of discounted boxes, is actually partly the content of the Dominion box that launched the third edition of Age of Sigmar. With this you can field:
- Yndrasta, the Celestial Spear
- 1 Knight-Vexillor
- 3 Annihilators
- 5 Vanquishers
- 5 Vanquishers
- Stormstrike Chariot
This Spearhead is particular in the sense that their only battle trait sees Yndrasta and the unit of Annihilators can be set up only from the third battle round.
The regiment abilities either give a ward to units contesting an objective you control or allow a pile-in move ad the end of any turn to units who are in combat and contesting an objective. What this means is that if you did not manage to put all your models within the objective because it was occupied by enemy forces, after decimating them you can push forward some models and perhaps tip the balance of the control score.
As the enhancements work with Yndrasta and she is not going to be involved until the third battle round, the once per battle abilities are the most relevant to give an immediate impact, in particular the resurrection one. She is a great fighter with a single shooting attack and an extremely damaging melee profile, the main question being if she can change the course of battle entering so late?
The Vanquishers, normally a 10-man unit, are divided in two groups of 5 and are those that will need to take the objectives in early game and hold. Better if they can face other infantry units and use their bonus for increased damage.
The Knigh-Vexillor is the support hero able to heal a unit and buff their control score. But he is also able to defend himself and fight back when it’s needed so much of the weight on the first 2 rounds will fall on him.
The Annihilators main draw back is the slow movement but considering how late they arrive, they just need to get straight in with a charge, and if you roll well they can even give strike-last to their opponent. If you don’t roll well, they me be sitting ducks in the middle of the battlefield but with a 2+ save there’s no risk they are going to be removed.
The Stormstrike Chariot is fast, heavy-armoured and has good damaged both ranged and melee. It can flank the enemy and take objectives otherwise outside the range of the Vanquishers.
As all boxes coming from starter sets, there are some limitations, like the Annihilators are mono-pose and can only be assembled with the shields. Yndrasta and the Knight-Vexillor can only be purchased in this box because of how they are spread in the same sprues. But if you are a Stormcast collector this is a must-buy, as Spearhead goes it’s probably the best one for the Stormcast.

Hermandad Vigilante
This Spearhead can be found inside the Age of Sigmar Ultimate Starter Set or the Skaventide launch box together with a Skaven one. It contains few re-sculpts of original and iconic Stormcast units plus some new ones:
- Lord-Vigilant en Gryph-stalker
- 1 Lord-Veritant
- 3 Fiscales
- 5 Liberators
This army is really small and their battle traits are a 5+ ward to a single unit, and once-per-battle, a single unit can run and charge in the same turn. [Dec 2024 FAQ] The ward ability went from once per battle to once per turn.
The regiment abilities are once again a one-shot abilities: either a single unit can retreat without taking damage and later charge, or a single unit has a chance to inflict mortal damage when each model is slain.
The general is the Lord-Vigilant on Gryph-stalker, that is an impressive hero with good attacks and the ability to once-per-game let a unit (including himself) fight twice. He can also buff the hit rolls of units trying to take over a specific objective. His main problem is that he will be often left alone and he may not be able to pull it off all the time. Half his enhancements are one-off abilities, so our preference goes on the 5+ ward.
The Lord-Veritant is a great hero able to do mortal damage through his prayers and with a ward that lasts until you roll a 1.
The Prosecutors are incredibly fast and can fly, so that can be used to flank your opponent and maybe do a shooting attack here and there. Rolling 3 dice during the charge means that they are rarely going to miss one and if they die, they are coming back once. This iconic model is the one who benefitted the most from the face-lift Stormcast units received.
The final unit is composed of our brave Liberators, 2 units of 5 each with a single model armed with a Grandhammer (exactly as a full unit for Age of Sigmar) used to mostly to defend controlled objectives and when necessary to push forward. With the keyword Reinforcement, they can come back once they are killed.
This Spearhead army suffers from too many once-per-game abilities and a low-count of models, but if you have bought one of the Starter sets then it’s the perfect way to start familiarising with Age of Sigmar. And don’t forget that more than half of the army comes back after being destroyed the first time, only one unit each of your movement phases.
Sylvaneth

Bosque Bitterbark
Sylvaneth Spearhead box removes the Dryads with odd numbers from the equation and provides a fresh take on this army. The box allows to field:
- Branchwych
- 1 Treelord
- 3 Kurnoth-Hunters with Greatbow
- 5 Tree-Revenants
This army battle traits take advantage of the terrain features as any unit nearby one scenery piece can heal or tele-transport between them at the end of any turn (the latter only a unit per turn).
The regiment abilities either have a chance to do mortal damage to an enemy unit contesting an objective each end of turn, or tele-transport a single unit across the entire battlefield. As the gaming area is small, most terrains will be covering much of it anyway, so the teleport from the battle trait should be enough in most games.
The Branchwych is a support general able to cast some spells, in particular one that returns slain Tree-Revenants, so as an enhancement seems only natural to continue this trend with the ability to heal the other two units. Consider this character is not really survivable, so don’t get fooled by the melee profile and avoid direct confrontation when unnecessary.
The Treelord is the centrepiece of this army. It could be assembled also as a Treelord Ancient or a Spirit of Durthu, but neither has Spearhead rules. It will be tough for the opponent to knock it down, especially because it has 50% chances to give an engaged enemy unit strike-last each combat phase. It will be your main objective taker.
The Kurnoth Hunters in this Spearhead are assembled with Greatbows, other options valid only in Age of Sigmar proper are Scythes and Greatswords. The bows allow good shooting attacks but to use them at their best the unit should be disengaged, so keep them outside harm way until it’s time to commit.
The Tree-Revenants can be assembled also as Spite-Revenants, but only the former can be used in this Spearhead. The Tree-Revenants may be a small unit, but have Health 2 and can buff their offence or defence each combat phase depending on who they encounter, making them a versatile unit that can be used in different ways. And they have the keyword Reinforcements that allow them to return back once after being destroyed.
This box represents a great deal for any Sylvaneth collector, and even if the main general does not have alternative assembly options, the rest of the box has plenty and makes up a fun and entertaining Spearhead army.
Muerte Age of Sigmar Cajas de valor añadido
Tribunales carnívoros

Retenes Carrión
Flesh-eater Courts new Spearhead box replaces the old Start Collecting that contained everything you needed to create the entire army. This box instead contains all brand-new miniatures led by an Abhorrant Archregent, here is the full list:
- Archirregent Abhorrant
- 10 Cryptguard
- 3 Morbheg Knights
- Varghulf Courtier
The main battle trait of this army works with noble deeds points that are accrued for each damage allocated by a hero during a fight (up to a maximum of 6 per hero). Heroes with 6 points provide a +1 attack aura to all friendly units within range. The points can also be used to resurrect dead Cryptguard (one point per model) or Morbheg Knights (2 points per model).
The regiment abilities instead focus on either being faster (+1 to run and charge rolls) or defend better (+1 to save rolls when contesting controlled objectives).
The general is the Abhorrant Archregent who has to go in the fray to obtain those noble deeds points. Unfortunately he is more of a wizard type and his defence is weak, so choose the fights carefully. For this reason the best enhancements are those that make him more durable like preventing shooting attacks or a once-per-battle healing.
The other hero is the Varghulf Courtier who is a bit more offensive and can heal and retreat at the end of a turn in which slayed any enemy model. Really useful at the end of the opponent turn to prepare him for a better charge the following turn.
The Cryptguard are the basic infantry in this army, with the ability to return back once after being destroyed and providing extra ward to nearby heroes. For this reason they should screen the Archregent whenever possible.
The Morbheg Knights represent the heavy cavalry with ok attacks but even better the ability to retreat and charge in the same turn without taking damage from the retreat. They fly, so they can cover a great portion of the battlefield.
This army takes advantage of the newest models and gives a taste of the full Flesh-eater army. It’s a great starting point to flesh out the rest of the roster.
Nighthaunt

Anfitrión Slasher
The Slasher Host is a great collection of Nighthaunt models and one of the easiest armies to practice Age of Sigmar rules. They are formed by:
- Knight of Shrouds
- 3 Spirit Hosts
- 5 Grimghast Reapers
- 5 Grimghast Reapers
- 10 Chainrasps
- 10 Chainrasps
They have two great battle traits. The first one makes them Ethereal, meaning that they ignore both positive and negative modifiers to save rolls, i.e. you ignore rend making much easier remembering which value you need to save. The second one works only during the charge phase and if the charge roll was 10 or greater: in that case a unit in contact with the charging unit obtains strike-last.
Our favourite regiment ability works on the above mechanic as friendly units who charged force a -1 to hit to enemy units. It means the turn you charge you are going to be devastating and need to prepare for the comeback the following turn. The other ability works only against a single enemy unit selected at the beginning of the game and provides all your units +1 rend against them. Rend is lacking in this army, so against strong opponents this could be a way to chip some armour.
The enhancements work with the Knight of Shrouds and the two best ones are a once-per-battle resurrect a model in each unit, or the ability to do mortal damage on critical hits which becomes useful against armies with good save rolls. Otherwise the Knight of Shrouds has ok attacks, and provides a 5+ ward to a single unit.
The Spirit Hosts should accompany the general as they provide him a 4+ ward. Apart from that don’t be fooled by the amount of attacks, in general they will not do much damage.
The Grimghast Reapers are the only source of rend apart the general and as such should be protected carefully and sent to hit the best targets, in particular units with 5 or more models with good saves to take advantage of their improved critical hit.
The Chainrasps are a real nightmare for your opponent. They are plentiful and they come back once per game. They screen efficiently as they are blocks of 10 and fly but don’t rely on them to last long or do more than chip damage. Yet, when they charge, with the right regiment ability they give a -1 to hit to an enemy unit forcing them to retreat the turn after or spend it fighting them.
The Nighthaunt started the fourth edition great, and this box represents some of the less used units, so in time it may re-evaluate. But the Spearhead has strong rules, it’s easy to use and can achieve great results.
Ossiarch Bonereapers

Echelon de los Diezmadores
The Ossiarch Bonereaper first Spearhead box contains a lot of interesting options. In particular they can field:
- Mortisan Soulreaper
- 10 Mortek Guard
- 10 Mortek Guard
- 5 Kavalos Deathriders
- 1 Gothizzar Harvester
Only one of the two Mortek Guard units will start the battle, the other one arrives as a reinforcement from the third battle round. Apart from this, the Echelon has Ossiarch commands that can be used only by spending Ossiarch command points. You receive two each battle round.
For example, the regiment abilities allow to choose a once-per-battle Ossiarch command between +1 to the ward roll in a combat phase or a Mortek Guard can retreat without taking damage, but other commands are available in the unit warscrolls.
The Mortisan Soulreaper is a type of melee wizard able to debuff an enemy unit hit rolls or use a command to heal/resurrect. His list of enhancements works best with Mortek Guards but consider one of the two units will arrive half-way through the game. He could heal himself for each damage he inflicts, that is not a bad enhancement.
The Mortek Guard is a solid basic infantry which prefers to hold objectives and wait to be charged. One of the two units will arrive from the third battle round and with their low movement they will most likely just defend their home territory.
On the other side, the Kavalos Deathriders are the fastest unit in this army and they want to charge as often as possible. In particular, they can fly over enemy infantry and damage them in the process, to attack the back-line of your opponent.
The Gothizzar Harvester is meant to replenish a nearby Mortek Guard. For each enemy in combat that dies, the Gothizzar accumulates a bone-tithe point (to a maximum of 6) which can be used at the end of any turn for a chance to resurrect a slain Mortek Guard. Note that it doesn’t have to be the one killing, just be within the 3″ combat range of the enemy model slain.
The Bone-tithe Echelon is a solid Spearhead which will need coordination and precision in executing the battle plan, but is also a great opportunity to kickstart an Ossiarch Bonereaper army.
Soulblight Gravelords

Caza sangrienta
This vampire centric Spearhead is the latest value-added box available for Soulblight Gravelords. It contains:
- Señor Vampiro
- 10 Deathrattle Skeletons
- 10 Deathrattle Skeletons
- 5 Blood Knights
- 3 Vargheists
There’s two main traits for this army. The first one wants the Vargheists starting from reserve and swooping down from the third battle round. The second one allows Vampires to heal after damaging an enemy unit in combat.
The regiment abilities either allow the Skeletons to come back as reinforcements after being destroyed, or the Blood Knights to do mortal damage when charging.
The Vampire Lord is a melee wizard, able to suck life essence out of a unit with a high Health characteristic and to heal back when fighting. His enhancements are quite varied, from increasing the chances of Skeletons coming back, to a mortal damage to each unit on the battlefield on a 7+.
The Blood Knights are also vampires and their main role is to charge. The can fly over enemy infantry and hit the back lines (provided there’s enough space for the base to sit) and represent your main objective takers.
The Vargheists are vampires, can fly and they are extremely damaging, but they don’t appear until the third battle round.
The Deathrattle Skeletons, in groups of 10, represent your basic infantry and the screens you’ll need to defend objectives or push forward. If they slain an enemy model, they have a chance to replenish their own ranks, but they don’t count as a Reinforcement unless you take the relevant regiment ability. [Dec 2024 FAQ] Their ability went to resurrect fallen comrades went from any combat phase to only your combat phase.
Overall this Spearhead box is a good start for a Soulblight army, with some iconic units, like the Blood Knights, recently re-sculpted in plastic. And as a Spearhead army, there’s plenty of customisation to try out different combinations.
Cajas de valor añadido de Destruction Age of Sigmar
Gloomspite Gitz

Bad Moon Madmob
Gloomspite Gitz is a potpourri army consisting of various elements and this one groups plenty together. While in a fully fledged Age of Sigmar army they would not synergise really well, as a Spearhead this is an excellent group containing:
- Loonboss
- 10 Moonclan Stabbas
- 10 Moonclan Stabbas
- 5 Squig Hoppers
- 5 Squig Hoppers
- 3 Rockgut Troggoths
The Madmob is followed by the Light of the Bad Moon that bathes half of the board in the first 2 rounds, and the other half the following 2 rounds. Determining where it starts is important as the buffs provided to units wholly within are considerable: Stabbas have +3 to their control score, Squig Hoppers can retreat without taking damage and Troggoths add 1 to the save rolls.
[Dec 2024 FAQ] A new battle trait forces one of the Squig Hoppers unit to not be deployed until the third round, appearing as usual from a battlefield edge and more than 6″ from all enemy units.
The regiment abilities allow to return slain Stabbas in your hero phase or a teleport ability once-per-game.
The Loonboss is a fragile melee hero who buffs Moonclan Stabbas, as such better keep him way back behind your lines (remember the 3″ combat range as a 2 compact rows of Moonclan are not enough to cover the 3″ and a Loonboss straight behind them would be immediately engaged by anyone charging the front line of the grots). And to make him more survivable, the enhancement that reduces enemy hit rolls is a great option.
The Squig Hoppers are usually in units of 10, but in Spearhead they are split in two groups of 5 flying models who can do some damage but are mostly useful to pick up isolated units or low-defence generals. This kit can also assemble Boingrot Bounderz, but those do not have Spearhead rules.
The Rockgut Troggoths are the best unit in this army. When bathed by the Bad Moon they have incredible resistance and regenerate each start of turn. Their shooting attacks are negligible, but their melee profile can be devastating if the stars align.
The final unit, normally in groups of 20, is split in two units of 10 Moonclan Stabbas, each with negligible attacks but their nets can reduce by 1 the hit roll of an enemy unit engaged and this can be quite devastating on some units with high to hit rolls. They have the keyword Reinforcements allowing to return back when killed, so they are useful to flood the board. This kit can also be used to make Moonclan Shootas, but they don’t have Spearhead rules.
This Spearhead box is a lot of fun to play, with hordes of goblins, jumping cavalry and tough monsters. For Age of Sigmar this box has not a great value, and would need some considerable investment in one direction (either Troggoth or Squigs).

Snarlpack Huntaz
The latest expansion of the Gloomspite Gitz arrives riding wolves and with its own dedicated Spearhead: the Gitmob!
- Snarlafng Boss
- 2 Wolfgit Retinue
- 3 Snarlfang Cavalry
- 3 Snarlfang Cavalry
- 1 Sunsteela Wheela
- 1 Sunsteela Wheela
The Gitmob have a simple but powerful ability: they can retreat and charge without taking any mortal damage during the retreat. Combined with their high mobility it means they can be anywhere anytime.
The regiment abilities allow either to re-set up 2 units at the start of the first battle round, or to allocate mortal damage to an enemy unit each time a Sunsteela Wheela is destroyed.
The general is the Snarlboss, which introduces our 12″ movement which is crazy good in a smaller field like Speahead’s. His list of enhancements are mostly once-per-battle abilities but even the most interesting, which adds rend, does not include companion weapons meaning that its use is very limited. Indeed, as expected, the wolves’ profile is where the real damage is in this army, including the Snarlboss who can, on a 3+, increase their attack characteristic by 1 each of his hero phases.
The Wolfgit Retinue is a single unit of 2 ridden wolves which provides a 5+ ward to themselves and the Snarlboss as long as they stay in close proximity.
The Snarlfang Cavalry is where the damage should come from, with 2 different units of 3 models each, but only one of them each combat phase can claim the Strike-first bonus when they charge. And remember that they can retreat and charge continuously, so this seems an unnecessary limitations especially considering their 4+ save is the best in the army and is not that great.
The Sunsteela Wheelas, two units of 1 model each, are a bit more damaging and have also shooting attacks. They can jump over enemy models in their movement phase, damaging any Infantry unit in the process but is yet another mobility ability which makes Gitmob hard to pin down.
As of writing, February 2024, there is no box for this Spearhead (but should definitely exist) which is composed mostly of the army set box just released, and an old Warhammer Underworlds warband, Rippa’s Snarlfangs, now transformed in a generic hero and his accompanying guard.
While not the most reliable (lots of 4+ and 5+ in their weapon profiles) or resistant (hero with 5+ save and potential 5+ ward is brutal) it is an extremely fast army, with plenty of options to retreat from inconvenient situations without suffering any consequence. It requires strategic positioning, but is definitely a fan army, which is also a Regiment of Renown usable in other Destruction armies in Age of Sigmar.
Orruk Warclans: Kruleboyz

Pandilla Swampskulka
While this Spearhead is technically labelled Orruk Warclans, really represents a Kruleboyz army and is taken straight from the Dominion box set that launched the third edition of Age of Sigmar. In here you will find:
- Killaboss en Great Gnashtoof
- 1 Murknob with Belcha-banna
- 3 Man-skewer Boltboyz
- 5 Gutrippaz
- 5 Gutrippaz
- 1 Beast-skewer Killbow
The battle trait of this army allows the general and another unit in range to have strike-first once per game. It can be used also on the opponent combat phase, so there’s that.
The regiment abilities give defensive bonuses, in particular a -1 to wound to all enemy units but only in the first round, or a single unit is not visible to enemies further than 12″.
The Killaboss on Great Gnashtoof is a good unit: fast, decent health and survivability, good attacks and even the ability to increase another unit control score. His list of enhancement has some good situational abilities, but one that may work often allows to retreat without receiving mortal damage and still shoot and/or charge in the same phase.
The Murknob with Belcha-banna is another melee hero able to do mortal damage each combat phase to all units he is engaging.
The Beast-skewer Killbow is a war machine whose main use is shooting from an incredible distance. If you have a monster against (really few in Spearhead) it could be devastating, but most of the time this unit will be just average and if the opponent has some fast units, it can reduce the gap and engage them easily.
The Gutrippaz in this Spearhead are armed with Hackas (the other weapon profile is not present in this Spearhead anyway, you would need to buy the individual box). They can scare enemy units reducing their to hit roll and are your main objective-takers.
The Man-skewer Boltboyz have a good ranged profile, in particular if they don’t move, but suffer from the same issue of the Beast-skewer where they stop their utility as soon as they are engaged.
This box is the only place where you can find the mounted Killaboss and the Murknob, so if you are interested in the Kruleboyz, this box is a must-have. Coincidentally it contains a good portion of the Kruleboyz Regiment of Renown that allows to field them in another Destruction army, you just need an extra Man-skewer unit.
Orruk Warclans: Ironjawz

Ironjawz Bigmob
The Ironjawz finally joined the Spearhead party with their own box. In here you will find:
- Megaboss
- 3 Brute Ragerz
- 5 Ardboyz
- 5 Ardboyz
- 5 Brutes
The battle trait of this army consists in the unit of Brutes not being deployed before the third battle round, and each hero phase a single unit not set up that turn can move up to 3″ even in combat.
The regiment abilities either provide +1 to the Attack characteristic for any unit rolling an unmodified 8+ on a charge, or once per battle all units not set up that round can move 3″ in that hero phase.
The Megaboss is a force of nature, with plenty of attacks and the ability to increase them by 1 to itself or a unit of Brutes. The list of enhancements can really make this general shine, in particular increasing its rend to 2, or giving all units within 12″ a +1 to charge when the Megaboss charges itself.
The two units of 5 Ardboyz are the anvil on which your opponents should crash. High defence and increased rend when they get charged can really make them deadly. In addition they have a chance to do some mortal damage each combat phase.
The Brute Ragerz are one of the two assembly options available for this sprue, but this is the only set up available in this Spearhead. They have low defence, but compensate with Strike-first when they charge and a good potential damage.
The last unit, literally as they can only be deployed from the third battle round, combines the defence of the Ardoboyz with the attack of the Ragerz. They prevent units with a Health characteristic of 1 and 2 in combat with them from contesting objectives, meaning that even if they enter the fray late, they can be determinants right away. And a Megaboss can give them extra attacks.
This box is also a great way to start an Ironjawz army!
Ogor Mawtribes

Tyrant’s Bellow
The Ogor Mawtribes Spearhead box contains some of the oldest miniatures available in this format, in particular:
- Tirano
- 2 Mournfang Pack
- 3 Ogor Gluttons
- 3 Ogor Gluttons
- 4 Leadbelchers
- 1 Ironblaster
The only battle trait of this army sees the Ironblaster, the Mournfang Pack and 1 unit of Ogors be deployed only from the third battle round. [Dec 2024 FAQ] A unit of Ogors was added to the list of units to be deployed half-way through the game.
The regiment abilities either allow to do mortal damage on charge, or adds some Health to the late-comer units.
The Tyrant is a brute with an ok melee profile, a shooting attack, a great control value and the ability to increase the control score of a friendly unit. Basically all you need from your melee general.
The Leadbelchers have a good shooting profile (in particular if they don’t move) but they don’t shy away in melee either with a high Health value that compensates a low save.
But your mainstay and objective-takers will be the two units of Ogor Gluttons (in Age of Sigmar they would be fielded in units of 6 minimum) with good damage, high Health/Control ratio, bonus on charge rolls, and when they hit, they hit hard!
The Mournfang Pack is definitely the best damage dealer but they appear only from the third battle round onwards. They will need straight away a charge on a 6+ to get in melee (assuming there’s any enemy unit in range) so their use may be more to take back abandoned objectives and make life harder to your opponent who wants them back in the last battle round.
On the other side, the Ironblaster is an artillery piece that can shoot afar, so, despite entering only from the third battle round, it can do some damage straight away. It’s a bit of a pot luck however, so you may also consider to simply charge into the midst afterwards. This kit can also assemble a Gnoblar Scraplauncher, which doesn’t have Spearhead rules.
Ogor Mawtribes suffer from a very high to hit roll that can be worsened easily especially in the Spearhead format, but when they hit they are devastating. The two reinforcements coming late in the game may decide the fate of the battle or arrive just too late to be of any use. This Spearhead is a lot of fun and if you are starting an Ogor army is a good place, consider however the age of these kits as theoretically they are overdue an update!
Hijos de Behemat

Pisotón
The simplest army ever (usually 4 to 6 models) has also their very own Spearhead army consisting of:
- Mancrusher Gargant
- 1 Mancrusher Gargant
- 1 Mancrusher Gargant
Yep, the entire army is composed by a single warscroll: the “small” giant! The one that counts as a Hero is called Bullstomper and does not have the Reinforcements keyword, apart from that, they are all identical. The battle traits see them roar to their enemy reducing their to hit accuracy in combat and the general can give one extra shooting attack to another unit in range.
The regiment abilities provide either a healing buff or the ability for one charging Gargant to give strike-last to all engaged enemies.
The enhancements can really give a different flavour to the Mancrusher Gargant chosen as the general, from extra Health to a better hit roll when taking over enemy controlled objectives.
The Gargants are not too accurate, but when they hit they can do lots of damage. Their shooting attack is negligible, but they can straight up kill a model each combat phase if they can beat its Health characteristic with a dice roll and when they die they do area damage on the point they corpse would fall. And the best thing is that the two non-hero return back once again after being killed the first time!
If you like giants and even better armies with low model-count, then this is definitely the one for you. And from this Spearhead box to the main Age of Sigmar army the jump is small: you just need a couple or more boxes of the other kit available…