Datasheets- how Games Workshop creates rules for a model or unit of miniatures for the Warhammer 40,000 range.
Factions- the various warring armies that the players can choose to use. Factions in Warhammer 40,000 include but are not limited to (Space Marines, T'au Empire, Adepta Sororitas, and Thousand Sons.)
Miniatures- small figurines used to represent people, aliens, and monsters; they are required components for playing the game.
Primer- The first coat of paint needed on a miniature. It is a necessary step in order to ensure the following coats of paint will adhere to the figurines.
Sequencing- is moments when certain rules and actions in the game happen simultaneously. Such as "At the start of the attack round." When this happens, the player whose turn it is chooses the order in which they happen.
Starter Sets
Before you start a game, you have to choose a Mission that describes how the battlefield is set up, what your objectives are, and how to deploy your armies. There are missions available in the core book and in many other publications from Games Workshop. For your first game, the Only War mission in the core book is a good place to start. In that mission, you can either win by destroying the opponent’s army or by scoring victory points by having certain units close to objective markers or slaying the enemy Warlord – which is about as simple as a mission gets. Remember that, to secure objective “markers” on the battlefield, units have to have the special rule “Objective Secured,” so always check datasheets for this when building your army. Many Troop units have it, and detachments can affect it as well.
The size of the battlefield is generally determined by the size of your armies, and you can look this up in the core book.
In addition to the size of the battlefield and the deployment rules from your mission, you need to set up some terrain as well. As mentioned earlier in this article, this can be basically anything that helps give your battlefield some depth and block line of sight so that units can hide from enemy shooting, but there is an extra layer of complexity to this: Different types of terrain, such as hills, buildings and so on, interact with the game’s rules in different ways, which adds quite a bit of tactical depth to the game.
The core book has rules for all kinds of common terrain, and some codexes have rules for terrain specific to the army of that codex (which can be included in detachments as Fortifications).
You can buy Games Workshop terrain. While it looks cool, it is definitely on the expensive side of things.
The game is divided into turns and phases:
A Battle Round consists of a turn for each player.
A Turn is divided into 5 phases. There is a lot to each of them, but it is all detailed in the free downloadable rules. Here’s a very brief rundown of each of them with the most important information a new player needs to know, but if you wish to know about each phase in detail, see here:
After all of these phases have been resolved, another turn begins.
Rolling six-sided dice solves all sorts of problems in Warhammer 40k: When you want your units to move fast in the Movement phase, you roll a dice and add its value in inches to the unit’s movement. When you want to cast a psychic power, you roll dice. When you want to see if any of your models flee, you roll dice, and so on.
However, there are three dice rolls in particular that you have to know about, since they happen almost every time something tries to do damage to something else:
Once you’ve memorized how to make each of these rolls, keeping track of a Warhammer 40,000 game becomes much easier.
Like most of Games Workshop’s games, Warhammer 40,000 is split up into three different ways to play: