A beginner's guide to diving into the world of Warhammer 40k tabletop gaming
What exactly is Warhammer 40k? This intense head-to-head tabletop competition involves miniature figures, setting it apart from other gaming experiences. Unlike Dungeons and Dragons, it's rooted in competition, and unlike Magic: The Gathering, it's played with three-dimensional game pieces on a realistic battlefield. But how does one play? While delving into the official rulebook is beneficial, we'll cover the essentials in broader strokes to kickstart your journey.
Key Points to Consider
- Opt for the Recruit Edition starter kit or individually purchase miniatures, rulebooks, and necessary supplies for more flexibility.
- Each army has its own Codex containing unique rules and information about unit abilities.
- Players select armies and take turns maneuvering units, executing ranged attacks, initiating charges, and engaging in melee combat.
Initial StepsEssential Start-up Gear
Get the Warhammer 40,000 Recruit Edition for a swift start. This set equips you with all essentials for a basic two-player game of
Warhammer 40k. Updated for the 9th Edition ruleset, it features two factions (Space Marines and Necrons), paints, dice, a ruler, a playmat, and all necessary miniatures. Opt for this set to proceed to
the following section. Alternatively, if you prefer a different faction (and have a larger budget), proceed to the next step.
- Avoid purchasing products labeled with outdated editions. While older editions may be cheaper, they might not be permitted in tournaments if you plan to compete with other 40K players.
- Although miniatures from older editions can be used, the ruleset accompanying these box sets will be incorrect if you purchase 8th, 7th, 6th, etc. editions.
- As the game is presently in the 9th edition, watch for the updated Recruit Edition upon its release (likely shortly after the new ruleset launches).
Select a faction and obtain their latest Codex. The Codex details the unique units, special abilities, and lore of a playable faction. Upon selecting an army to use, procure their most recent available Codex. As a newcomer, prioritize choosing an army that interests you with captivating models or an intriguing story. Since you'll be investing considerable time with this army, opt for something that engages you!
- You can access the complete list of official Codices online, but you'll need to purchase the specific Codex you require. For example, if you wish to play the Chaos Marines, acquire the Chaos Marines Codex and bring it with you when you play.
- Necrons, Grey Knights, Space Marines, and Chaos Marines are all excellent options for new players. Certain factions may pose challenges due to their reliance on intricate rules.
- Pro tip: Consult players at your local game shop for recommendations based on your preferred media and characters. They'll offer excellent suggestions!
Purchase a copy of the latest rulebook. Opt for a used copy online for the most cost-effective option, or any game shop will stock copies. Having the rulebook at hand will prove beneficial when you need to reference an obscure rule mid-game.
- Warhammer has published the rules online here. If you possess a tablet with an extended battery life, it can serve as an alternative.
- If you've purchased a starter set, it will include a rulebook.
Focus on a single army while learning and avoid mixing units. An “Unbounded” army can comprise any combination of units (miniature categories). While Unbounded armies offer enjoyable gameplay, it's easier to stick with one Codex and learn the mechanics of one army when starting out.
- In addition to complicating matters, you typically miss out on bonuses by not sticking with one faction.
- You cannot mix units within each detachment (i.e., a set of units together on the battlefield). However, mixed deployments are permitted (for example, one detachment of Space Marines and one detachment of the Tau Empire).
Maximize benefits by opting for a Battle-Forged army. This type of army is divided into pre-defined Detachments as outlined in your faction’s Codex. Each detachment fulfills specific requirements, granting special bonuses to your army for adhering to the Battle-Forged guidelines.
- Requirements mainly revolve around minimum or maximum numbers of each Battle Role, such as HQ or Troops. Each unit's Battle Role is depicted as a symbol in its description.
- Every detachment must belong to a single faction, with additional restrictions on their selection.
Build your army using the Codex specific to your faction. The Codex contains a comprehensive list of every unit available to your faction, along with their respective point costs. Each player should assemble an army with the same total point cost. For beginners, a 500- or 750-point army is a suitable starting point. While there are countless unit combinations to choose from, don't overcomplicate things for your initial attempt.
- Seek assistance from seasoned players or refer to beginner guides tailored to your faction available online.
- Consult with the individuals you'll be gaming with. Some Warhammer groups establish additional requirements for their armies, which you'll need to adhere to for participation.
Constructing Your Game Pieces
Assemble your miniatures by carefully gluing and assembling the components. Acquire the
Warhammer miniatures corresponding to the units you've selected from a gaming store or the Games Workshop website. Begin with a few selections initially to familiarize yourself with the assembly and painting process. Connect the components and utilize plastic glue for secure attachment. Essential tools include:
- Nail or sprue clippers for detaching model parts from the frame.
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Plastic glue for plastic models. Avoid wood glue or super glue; plastic glue is the ideal choice.
- An emery board, nail file, and utility knife for refining rough edges.
Personalize your miniatures to imbue them with your unique touch. Unleash your brushes, paints, and a
magnifying glass to breathe life into your minis! Opt for a simple two- or three-color paint scheme for simplicity, or dive into intricate details for a more elaborate finish. Beyond aesthetics, painting aids in unit identification during gameplay for both you and your opponent.
- For many players, painting and assembling miniatures are the highlights of the game! It's your chance to customize your army and make it truly unique.
- When it comes to paints and brushes, consider investing in a miniature painting kit that contains all the necessary supplies.
- Opt for acrylic or modeling paint. While many miniature enthusiasts prefer Vallejo or Citadel paints, any high-quality brand will suffice.
Prepare your gaming gear and tabletop layout. As a final step, gather essential tools for measuring distances and assessing damage. If someone you're playing with already has these items, you might not need to bring them yourself. However, many players prefer having their own equipment. You'll require:
- A measuring tape calibrated in inches.
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Warhammer 40k template set (comprising 3 clear plastic items displaying various blast radiuses; certain unique units demand special templates).
- A dedicated scatter die.
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Artillery dice.
- A plentiful supply of standard six-sided dice (commonly referred to as d6).
- Any faction-specific dice necessary (certain Codexes require dice with unique symbols).
Preparing the Game
Select a mission to engage in with your adversary. Any beginner box set you opt for includes compact missions ideal for learning the game. If you don't have a box set, choose any mission or gameplay scenario from the rulebook. These missions set the stage for your battle and outline the conditions for victory. Pay close attention to the mission details, as they may impose additional requirements regarding terrain placement and unit deployment.
- Avoid missions with mid-game secondary objectives if you're still learning.
- If you want to experience competitive gameplay dynamics, try a solo playthrough!
Select a faction and designate a unit as the warlord to lead them. Each player selects one character model from their army to serve as the Warlord. This unit immediately gains the Warlord Trait specified in its Codex entry. If no Warlord Traits are listed, roll on the Warlord Trait table in the Rulebook. The chosen unit will receive that Warlord Trait for the duration of the battle.
- If the chosen unit perishes, you forfeit the Warlord Trait bonus.
Prepare the gaming area by clearing a tabletop or arranging terrain elements. You can play on any flat surface, with a 6 by 4 ft (1.8 by 1.2 m) board being the most common size. However, for smaller armies (500 points), a 4 by 4 ft (1.2 by 1.2 m) area suffices. While terrain is optional, it's highly recommended and can be placed anywhere agreed upon by all players. You can acquire
premade terrain or
craft your own terrain at home.
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Warhammer rules are always in inches. 12 inches equals 1 foot, just in case you weren't aware.
- You're not confined to playing on a rectangular surface, although it's preferred by most players.
Position your miniatures to deploy your army. Refer to the mission for deployment regulations. In the absence of specific guidelines, utilize any deployment zones outlined in the Rulebook. For instance, players may select opposing sides of the board and must position their units within 12 inches of their chosen side. Determine deployment order by rolling dice. The player with the highest roll deploys first, followed by the second player.
- If your units exceed the capacity of your deployment zone, consult the Reserves section of the Rulebook.
Determine the player to take the initial turn. The player who deployed their units first decides whether to go first or second. Going first generally holds strategic advantages, although scenarios may exist where going second is preferable. Following this decision, the second player can roll a six-sided die (d6). If the roll is a 6, they 'Seize the Initiative' and take the first turn instead.
Establish the victory conditions in agreement with your opponent. Most missions specify the game's duration and criteria for determining the winner. In missions lacking such instructions, consider these guidelines:
- The game concludes after five turns.
- Gain 1 victory point for each completely eliminated enemy unit.
- Slay the Warlord: Earn 1 point for eliminating the enemy's warlord.
- First Blood: Earn 1 point for being the first to destroy a unit.
- Linebreaker: Earn 1 point for having a unit within 12 inches of the enemy's table edge at the game's conclusion.
Arrange objectives according to the mission's specifications. If the mission includes objective markers, alternate placing them. Objective markers must be at least 6 inches from the table edge and 12 inches from each other. To control an objective (and earn victory points), all units within 3 inches of the objective must be under your control.
- If you possess a Battle Forged Army, certain detachments may possess the Objective Secured ability. Units in these detachments can control an objective even in the presence of nearby enemy units, unless the enemy also possesses this ability.
Initiating a Turn
Maneuver your units based on their movement capabilities. Begin by relocating all your models to desired positions. Most infantry models have a movement allowance of 6 inches, although the codex entry specifies distances for vehicles and monsters. Measure distances from the model's center and position it at the far edge of the measuring tape.
- Models within the same unit must remain close together. A model cannot move more than 2 inches horizontally from the nearest unit model. If they start the turn farther apart, they must move back together.
- Various terrain types affect unit movement. Refer to the Rulebook for details.
- A standard turn follows this sequence: 1. Activation of special hero abilities. 2. Movement. 3. Psychic phase. 4. Ranged attacks. 5. Charging phase. 6. Close combat. 7. Battleshock phase.
Utilize psychic powers when applicable. If your army includes Psykers, you can attempt to manifest their psychic abilities. To manifest a power, roll two dice and sum their values. If the result exceeds the warp charge of the power, it is successfully manifested, allowing you to apply its effects.
Initiate the shooting phase and execute ranged attacks. Each of your units equipped with ranged weapons can now target visible enemies within their weapon's range. All models within the unit fire simultaneously. Roll a die and refer to the unit's Ballistic Skill (BS) to determine whether the attack hits. Follow the Rulebook's guidelines to resolve wounds and casualties.
- Only one model in the unit needs line of sight to the enemy. Visualize from the board level; accessories like banners or wings do not count.
- Many shooting mechanics are not covered here. Refer to the Rulebook for comprehensive rules.
Initiate charges against the enemy for close combat engagement. You have the option to charge the enemy and engage in melee combat with your units. However, units engaged in close combat forfeit the ability to move or shoot in subsequent turns.
- Select an enemy within the maximum charge distance (typically 12 inches).
- The target may retaliate with Overwatch attacks as detailed in the Rulebook.
- Roll two six-sided dice (2d6) to determine the charge distance, moving the unit accordingly.
- If any of your models' bases touch the enemy's bases, the units are considered to be in close combat.
Engage in combat with the enemy and assess damage inflicted. This phase of your turn focuses solely on units involved in close combat. Employ attacks following the Fight rules. It is advisable to carefully review this section of the Rulebook. Key points to remember include:
- Attacks occur in descending order of Initiative, including enemy models.
- The Attack (A) value of each model determines the number of attacks it can make.
- Refer to the To Hit and To Wound charts to determine attack outcomes.
Force the opponent to retreat upon failing a morale check. Following all model attacks, conduct a Morale Check by rolling two dice for the side with more Wounds. If the result exceeds the unit's Leadership value, it must Fall Back. Roll two dice again and move the unit straight back, a distance equal to the rolled inches, toward its initial table edge.
- Units have one opportunity per turn to Regroup, per rules. Failure results in continued backward movement. Upon reaching the table edge, they are considered casualties and exit the game.
End the turn and proceed with gameplay until reaching the game's conclusion. A single turn is now complete. The opposing player repeats these actions. Continue playing until reaching the agreed endpoint, typically determined by a set number of turns (e.g., 5 for initial games), a time constraint, or fulfilling specific mission objectives.
Pointers
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Warhammer involves one-on-one competition. While playing with friends or family is enjoyable, consider participating in tournaments at a game shop to meet fellow enthusiasts. Locate nearby stores via Games Workshop's
store finder.
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Start with a modest army to manage the initial costs and painting workload.
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If uncertain about specific rule interactions, establish consensus with fellow players. Precision is less critical in early games.
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