Age of Sigmar Tactics

Understand the game, make better choices and wreck face

Age of Sigmar Tactics

Optimising for the double turn

Sometimes it can feel that you lose a game just because you lost that single initiative roll that gave your opponent the double turn. Your troops get shot to pieces, your hero’s get trampled to death and all you have left are some scared peasants with pitchforks.

It does not have to be this way. In this article, I will try to help you deal with those amazing and awful double turns.

I do not suggest you play for the double turn, I simply want to provide enough information so you can make the right choices when one occurs.

First, a short recap.

What is the double turn in Age of Sigmar?

Every game consists of, at most, 5 battle rounds. Each battle round is split into two turns – one for each player.

Every battle round starts with the initiative roll. Both players roll a dice, the player that rolls highest decides who takes the first turn in that battle round.

This means that the player that has the second turn in a battle round always has the chance to get two turns in a row by winning the next initiative.

Following this logic, If one player has a double turn the other player can get one in the next battle round.

The opportunities of a double turn are unique for Age of Sigmar and force you to think long term. Optimising or denying a double turn can win you the game.

How to optimise for a double turn

In Age of Sigmar you rarely know if you get a double turn, but you always know when you or your opponent can get one.

This means that you should try to figure out what you can set up for in a next turn without setting yourself back if you lose the initiative.

The strengths of a double turn come from the ability to use ranged attacks, movement, and the first combat activation, twice.


The double turn allows a player to move or retreat a unit and move and charge with them the next turn. This can be used to bypass the defence on an objective or find a weaker and favourable target.

My Liberators are at a small disadvantage. Instead of fighting it out for another round, I can retreat my Liberators around the Blood Reavers. If I get the double turn, I can try to charge and kill the Bloodsecrator. If I do not get the double, my opponent is forced to charge my liberators to protect the Bloodsecrator.

To optimise movement for an upcoming double, keep the following in mind:

  • When you move units to prepare for an action in the next turn, do not overextend them, you might not win the initiative roll.
  • When you move units in the first turn of the game or your second turn of your double, always be aware that your opponent might get a double turn after this.
  • Make sure your units are either unreachable in your opponents turn(s), can withstand a punch or are supported through shooting or counter charges.

Ranged attacks

In a double turn, players have to rely on the movement of their units to get in range of a target instead of the enemies movement. This means that players should position their ranged units in such a way that they have guaranteed targets in the current and next turn.

Afraid of getting charged, I stay 17″ away from the Blood Reavers. Even tough this seems like a smart move, it stops me from attacking the Bloodsecrator in my next turn since they have a 30″ threat range. If I move my prosecutors just 6″ towards the Bloodsecrator before shooting at the Blood Reavers, I can shoot at the Bloodsecrator in my next turn.

Use the same logic for buffing heroes. To optimise a double turn, players need to make sure that they are in range to buff units in the next hero phase.

  • If you are up for a double turn, make sure your ranged units have targets in both turns
  • If your opponent is up for a double turn try to make sure their ranged units can not have a target in both turns.


Due to the alternating combat, you will only get the advantage in the first activation of your turn. In general, it is a bad idea to brawl it out with a unit of similar strength just for the kills. It would be like saving up enough money to buy food for the whole year instead of once a week. I would be dead before I got my first meal.

A unit should only be in combat on a double turn for one of three reasons:

  • They can win the fight and open up a charge in their next turn.
  • The unit can deal damage while suffering fewer casualties during their opponent’s activation.
  • It is the only way to prevent enemy unit(s) from moving to a better target or capturing an objective in the opponents turn(s).

When not to take the double turn

If you take a double turn you open up the possibility for your opponent to get one. This means that if your opponent can make more use of their double turn than you, it might be better to forgo your double turn to deny theirs.

This could be when:

  • You have a lot less ranged damage than your opponent and you can not do enough damage in your double turn to make up for the difference.
  • You need to overextend your units so much that losing the initiative will lose you the game.

Of course, games are usually not as black and white as this, but it is good to know that you always have the option to not to take the double turn.


In Age of Sigmar the double turn is as strong a strategic advantage as counting on the double turn can be a deathtrap. Make sure you prepare for both possibilities and always be aware that by taking the double turn you set your opponent up for theirs.

When you are preparing for a possible double turn keep the following in mind:

  • Make sure your ranged units and abilities have relevant targets in both turns.
  • Don’t overextend units, you might not win the next initiative. Make sure your vulnerable units are unreachable or supported by other units with charges or shooting.
  • Try to only be in combat where it is in your favour on the long run.
  • Do not take the double turn if your opponent will destroy you in their next double turn unless it is your only option.

When your opponent could get a double turn after you, keep the following in mind:

  • Deny their ranged units and abilities relevant targets in their second turn.
  • Make sure your vulnerable units are unreachable after a double move or are supported by other units with charges or shooting.
  • Try to only be in combat where it is in your favour if your opponent has a double turn.


  1. Alex Freeman

    Awesome topic dude

  2. Mad Zero

    How you can charge with your exemple with liberator after reply ?

  3. Anonymous

    Great article- whenever players complain about disliking the “initiative roll” factor in AoS – I’ll just refer them to this link! Most novice players just assume that the double turn is ALWAYS advantageous.

Got feedback or input? Let me know!

Theme by Anders Norén