Warhammer Age of Sigmar: Realms of Ruin – Basic Guide

Guide to Basics

Сrеdit gоеs to Vibrid!

Hotkeys for PC

  • G – Produce Units
  • T – Research Upgrades
  • R – Retreat
  • F – Attack move (shoots closest enemy encountered, need to right click on enemy unit to focus fire them with ranged)
  • P + Left click – Ping (for 2v2).
  • Spacebar – Select base (Also moves camera to base), with base selected can right click to set rally point for new units to move to. Can use F to set an attack move rally.
  • With base selected: R to Tech up to tier 2, 3, 4.

I think (I haven’t yet 100% confirmed) going up a tier increases your command income.

Going up a tier also unlocks new units and upgrades to be available to build while also increasing your maximum population capacity 6 -> 10 -> 13 -> 16 for all but NH, NH start with 8.

Basic Information

In the main menu H opens the battletome for some information, but a lot is vague.

It’s decent for seeing what passives units have by default but it doesn’t give numbers (yet).

In multiplayer 1v1 & 2v2 units are faster, by ~33% (I haven’t yet 100% confirmed).

Some things seem to be different in 2v2 compared to 1v1, like command + realmstone income.

I will give 1v1 numbers. Most of this applies to 2v2 too.

SCE get +5 Command income for reaching T2, and +5 again for reaching T3

The other factions don’t get anything till T4, where they get +10.

So SCE practically get a free command bastion worth of command income upon reaching T2 & T3 and as another faction one would have to capture 3.3 Arcane conduits more than SCE to stay even with them on income in T3. Even once the other faction reaches T4, if they ever do.

Most 1v1 maps have a total of 8 Arcane conduits.

Main base heal applies to its entire territory.

  • All Tier 1 units take 20 seconds to build & 1 population
  • All Tier 2 units take 30 seconds to build & 1 population
  • All Tier 3 units take 50 seconds to build & 2 population

Note: Apart from Lord of change for Tzeentch, he takes 60 seconds & 2 pop.

  • All Tier 1 upgrades cost 100 realmstone and take 30 seconds.
  • All Tier 2 upgrades cost 125 realmstone and take 45 seconds
  • All Tier 3 upgrades cost 150 realmstone and take 60 seconds

Victory Points, Arcane Conduits & Bastions.

  • Victory Points: 3 VP to 0 ticks down 2 per second.
  • 2 to 1 ticks down roughly 0.65 per second.

You get 45 realmstone each time you capture a Victory Point or Arcane Conduit.

Arcane Conduits

Arcane Conduit area capture progress only happens if you’re the only player/team to have unit(s) in the area (stealthed units don’t count while stealthed).

Tier 2 bastions count as a unit for this.

Arcane conduits: can give command income depending on what % captured

Also (I haven’t yet 100% confirmed) one gets command related to how many units die within arcane conduit areas you control

In 1v1: Conduits give command income at: +1@34%, +2@67%, +3@100%

Realmstone bastion gives realmstone at 1 per 10% captured, 1 @10%, 10 @100% etc
[So it is the one most important to keep fully capped].

Heal bastion heal applies equally to its entire captured territory.

With a captured Arcane conduit selected R: Opens the 3-4 Bastion options to build.

Tier 1 realmstone bastions (generally the first bastion a player builds) start building with low health (too low in a game with stealth tbh) and take significantly more damage while building.

Their armour/damage mitigation doesn’t seem to exist while building.

However Heal bastions and Defence bastions are pretty much invincible while building due to quickly healing to full each time they take damage. (Haven’t yet confirmed for all).

Bastions automatically start healing over time if in a conduit area captured to 100%, otherwise they don’t

Tier 2 bastions automatically count as a unit in their conduit area for the purposes of capturing the area, your capture % will expand if there are no units in it, the enemy can’t reduce your % without destroying it.

1v1 Bastion income numbers at 100% captured area (they would give less if less than fully captured)

  • Tier 1 Realmstone bastion gives +10, Tier 2 +25
  • Tier 1 Command bastion gives +6 extra, Tier 2 +12 extra

Less basic information

Next few below (I haven’t yet 100% confirmed) but it seems to be:

A unit takes full damage from an ability if any model is hit by the ability. Eg if sloggoth net hits 1 out of Liberators, all will be netted (confirmed) and the unit takes full damage (I think).

Same with heals.

Melee lock, If a melee unit is in attack move it will pull in any enemy units within a radius of it.

If it is in move command it won’t, but it can still get pulled in by enemies.

If 2 units have been locked in melee for approximately 2 seconds, they can no longer pull units in, so they can now be moved through but a unit on attack move would still attack them.

So you can send 1 melee unit in front, move command (right click) near 2 enemy units, attack move with F, pull both enemy units into melee.

Then after approx 2 seconds you can move a 2nd melee unit through those melee locked units, towards enemy ranged units behind and pull them into melee with attack move F.

Channelled abilities like Vexilors Banner of the Reforged are interruptible with stuns and knockbacks.

Abilities seem to ignore armour/damage mitigation, so they always do fairly decent damage to tanky shield type units even when basic attacks don’t.

With a group selected you can select an individual from the unit card at the bottom,eg. The low health one, then you can press R to retreat only that unit.

You can also cycle through them with tab.

Models are lost from damage in a completely consistent manner, damage taken is squad based, not individual models, regardless of what order they die (Though Horrors seem random).

Numbers for stuff like HP, movespeed, Attack damage etc haven’t been shared as far as I know.

To cast your T4 global ability you need to not have any units selected, so click the ground and you will see Z for global, eg. Deepstrike for Stormcast.

If you hit an enemy’s base they lose Victory tickets slowly.

If you select a retreating unit in a group selection you might not be able to issue commands until the retreating unit gets back to base. You can fix this quicker if you open shop G, then left click the ground.

On boneyard of giants, heroes can get stuck retreating. It also happens rarely on some other maps.

Main Base Command Income

  • For SCE it increases by +5 upon hitting T2 and +5 again upon hitting T3.
  • For the Other factions it doesn’t increase until +10 at T4.

You start with your Main Base giving a command income of +32 (With 1 Hero & Starting Unit).

Once your 3rd unit appears on the map your main base command income will go down by -1 to 31.

If you had 0 units it would start at +35, with T4 (T3 as SCE) and 0 units it would max at +45.

Other sources of Command income like from Conduits and Bastions are completely separate.

Command Income reduces based on how much population of units you have on the map.

  • If you had 0 units +35
  • 2 Units: 32 (Start)
  • 3rd – 1/31
  • 4th – 1/30
  • 5th – 1/29
  • 6th – 2/27
  • 7th – 1/26
  • 8th – 2/24
  • 10th – 21
  • 11th –
  • 12th –
  • 13th –
  • 14th – 12/22 Depending on Faction & if T4
  • 15th – 4/18
  • 16th – 8/10

SCE:

  • T2: +5
  • T3: +5
  • T4: 0

Tzeentch, Orks & NH

  • T2: 0
  • T3: 0
  • T4: +10

Testing as Tzeentch

  • Main base income starts at 32 (2 units)
  • 5 out of 6 units +29 (-1 per unit up to the 5th)
  • 6 out of 6 units +27 (+32 in Tier 2 for SCE)(37 in Tier 3 for SCE)
  • 10 out of 10 units +21 (tier 2) (5 higher for SCE)
  • Same units at tier 3, still +21 (10 higher for SCE)
  • Same units at t4: +31 (10 increase when you hit t4) (Doesn’t change when hitting T4 for SCE, they got full benefit by T3 for some reason)
  • At 14 population T4 +22
  • At 16 population T4 +10

Don’t worry if you didn’t know some of these things already, I hit platinum before I learned attack move exists and I just learned you can right click to focus fire with range.

Egor Opleuha
About Egor Opleuha 7631 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

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