How To Play Warhammer 40,000: Your Complete Beginner's Guide To The Grim Darkness Of The Far Future
So, you’ve heard the whispers. You’ve seen the stunning, intricate miniatures in a friend’s cabinet or online—the towering Space Marines, the hulking Orks, the alien elegance of the Aeldari. You’re intrigued by the epic scale of the lore, the 40k universe’s signature "grimdark" aesthetic. But then you see the rulebook, the paints, the sheer number of options, and a single, daunting question echoes in your mind: how to play Warhammer 40k?
First, take a breath. You are not alone. Every single player, from the most tournament-hardened general to the hobbyist who just loves to paint, started exactly where you are now: looking at a vast, intimidating hobby and wondering, "Where do I even begin?" This guide is your first step into the 41st Millennium. We’ll demystify everything, from choosing your first army to understanding the core rules, so you can move from curious observer to confident commander on the tabletop. Warhammer 40,000 is a hobby of immense depth, but its core gameplay loop is designed to be accessible. Let’s break it down.
What Is Warhammer 40,000? More Than Just a Game
Before we dive into dice rolls and movement trays, it’s crucial to understand what you’re signing up for. Warhammer 40,000 is not just a tabletop wargame. It is a three-part hobby seamlessly blended into one experience: collecting, building, painting, and playing.
- The Collecting & Building: You purchase kits of plastic (and sometimes resin or metal) miniatures. These come on sprues, and you carefully clip, assemble, and glue them together. This is a hands-on, creative process akin to a sophisticated model kit.
- The Painting: Once built, you paint your miniatures. This can range from a simple "tabletop standard" of base colors to award-winning, hyper-detailed art pieces. Painting is a meditative and rewarding skill in itself.
- The Playing: Finally, you use your painted army on a battlefield (a tabletop) with terrain, moving models and rolling dice according to a set of rules to achieve objectives and defeat your opponent.
This guide focuses primarily on the playing part, but we cannot ignore the other two. Your painted army is your army. The game’s rules are built around the models you’ve built. So, we’ll touch on all three as we progress.
Step 1: Choosing Your First Army (Your Faction)
This is the most exciting and personal choice you’ll make. Your faction determines your army’s look, playstyle, lore, and which models you’ll collect. Warhammer 40k has dozens of factions, but they broadly fall into a few categories. For a true beginner, starting with one of the major "core" factions is highly recommended because they have the most support, starter sets, and community knowledge.
The Major Player Factions
- Space Marines (Adeptus Astartes): The iconic poster boys of 40k. Super-human soldiers in powered armor. They are a balanced, versatile, and forgiving army for beginners. Their units are tough, their rules are straightforward, and they have a clear, heroic (if fascist) aesthetic. Sub-factions like Space Wolves (wolf-themed, melee-focused) or Blood Angels (jump-pack-obsessed, aggressive) offer flavor.
- Adeptus Mechanicus: The tech-priests of Mars. They field slow, durable, high-tech infantry and massive, walking battle-robots. Playstyle is defensive, gunline-oriented, and revolves around controlling objectives. Their models are incredibly detailed and unique.
- Imperial Guard (Astra Militarum): The endless human masses of the Imperium. They are a horde army with many, many cheap infantry models supported by heavy tanks and artillery. Playstyle is about overwhelming numbers and firepower, but your units are fragile. Requires painting many models.
- Orks: Green-skinned, fungus-based hooligans who live for a good fight. They are a melee-focused, ramshackle, and unpredictable army. Their weapons can "go off" more powerfully randomly, and they get better in combat as they take casualties. Very forgiving and fun, with a comedic, chaotic vibe.
- Tyranids: A galactic hive mind that consumes all biomass. They are a swarm army that advances across the board, using numerous cheap creatures to tie up enemies while powerful "big bugs" destroy key targets. Playstyle is relentless, in-your-face assault.
- Chaos Space Marines: The traitor legions, corrupted twins of the loyalist Space Marines. They are aggressive, tough, and often specialize in either melee or powerful shooting. They have access to daemonic allies and dark, spiky aesthetics.
- Aeldari (Eldar): Ancient, psychic space elves. They are a high-skill, high-mobility army with fragile but devastatingly effective units. Playstyle is about precision strikes, speed, and using complex stratagems. Less forgiving for absolute beginners but incredibly rewarding.
- Drukhari (Dark Eldar): The sadistic, piratical cousins of the Aeldari. They are blindingly fast, glass-cannon raiders who strike from the shadows, inflict massive damage, and then disappear. Requires careful planning and is very aggressive.
- Necrons: Ancient robotic legions of a dead empire. They are a durable, elite army with rules that let them "reanimate" fallen warriors. Playstyle is slow, grinding, and incredibly resilient. Their models are sleek and iconic.
Beginner Recommendation:Space Marines or Orks. Space Marines teach you core principles of movement, shooting, and combat with sturdy units. Orks teach you about aggression, randomness, and having fun with the game's chaotic spirit.
How to Decide?
Ask yourself:
- Aesthetic: Which models make you excited to open the box and build? You’ll be spending hours with them. Love gothic knights? Space Marines. Love biomechanical horrors? Tyranids. Love rusty, cobbled-together junk? Orks.
- Playstyle: Do you like standing your ground and shooting (Adeptus Mechanicus, Imperial Guard)? Charging across the board screaming (Orks, Blood Angels)? Outmaneuvering and striking precisely (Aeldari)? A bit of everything (Space Marines)?
- Lore: Read a few 1d4chan or Lexicanum (fan wikis) summaries. Which faction’s story grabs you? Playing an army you love the lore of makes the hobby 10x more enjoyable.
Step 2: Getting Your Hands on the Models (Collecting & Building)
Once you’ve chosen a faction, it’s time to get models. Do not, repeat, DO NOT buy a 3,000-point army on day one. This is the #1 mistake new players make.
The Path to Your First Playable Army
Start with a "Starter Set" or " combat Patrol" box. Games Workshop (the company that makes 40k) produces faction-specific starter sets. These are the single best way for a beginner to start. They typically include:
- A small, balanced force of 500-700 points (the game's unit strength measure).
- The core rulebook (or a condensed version).
- Often, dice and a measuring tool.
- Example:Space Marines: Assault Intercessors & Invader ATV Combat Patrol.
These sets are curated to be playable against each other right out of the box.
Buy Individual Units to Grow. After your starter set, use the Warhammer 40,000 app (free) or the online Codex for your faction to see what units are available. A Codex is your faction's bible—it contains all the rules, stats, and lore for your army. Start by adding 1-2 units that fill a gap in your starter set. Do you need more anti-tank? More troops to hold objectives? Add one unit at a time.
Consider "Third-Party" or "The Old World." While Games Workshop is the official maker, other companies (like Forge World, now part of GW's Specialist Games) make resin models for some factions. Also, the second-hand market (eBay, Facebook groups, Miniature Market) is vast and often cheaper. You can find great deals on used, painted, or even new-in-box models.
The Building Process: Patience and Precision
- Tools: You need clippers (to cut models from sprues), a model knife (for cleanup), and plastic cement (Tamiya Extra Thin Cement is the gold standard for plastic) or super glue (for resin/metal). A pin vice and paperclips are useful for larger models.
- Process: Read the instructions. Cut parts off the sprue. Use your knife to scrape away any "flash" (excess plastic). Dry-fit (assemble without glue) to ensure parts align. Apply a tiny drop of cement to the joining surfaces. Hold until set. Less glue is more.
- Common Beginner Mistake: Using too much glue, which melts plastic and creates ugly seams. Use a cement applicator (a piece of wire) to control the flow.
Step 3: Learning the Core Rules (The "How" of Playing)
This is where the magic happens. The current (10th Edition) rules are the most streamlined they’ve ever been, designed for faster, more dynamic games. You can download the Core Rules for free from the Warhammer Community website. Read them. They are about 20 pages.
The Absolute Basics: A Turn in a Nutshell
A game is played over several Battle Rounds. Each Battle Round, both players complete a full turn. One player’s turn consists of these phases in order:
- Command Phase: You choose a Strategy (a special tactical rule) and your Warlord (your general) can use a Warlord Trait. You also score any objectives you hold.
- Movement Phase: You move your models. Each has a Movement (M) characteristic (e.g., 6", 12"). You can move up to that distance in any direction, but you cannot move through other models or terrain (usually). Some units have special rules like Fly or Infantry that change how they move.
- Shooting Phase: Your Ranged Weapon units can fire at enemies within range and line of sight. You roll a number of dice (based on your unit's Weapon Skill (BS) or Ballistic Skill (BS)), try to meet or beat the enemy's Toughness (T) with your weapon's Strength (S), and then roll to wound. If wounded, the enemy makes a Save (based on their Armor Save characteristic). Failed saves result in mortal wounds (direct damage) or normal damage that can remove models.
- Charge Phase: Units that did not shoot can declare a charge against an enemy unit within 12". You roll 2D6; if the result is equal to or greater than the distance between the units, the charge succeeds, and the units are locked in combat next turn.
- Psychic Phase: Your Psyker units can attempt to manifest psychic powers (spells). This involves rolling a test and can be denied by enemy psykers.
- Fight Phase (Melee): Units that are in combat (from a previous charge or because they started within 1" of an enemy) can fight. You roll attacks based on your unit's Attack (A) characteristic, try to hit (based on Weapon Skill (WS)), wound, and save, just like shooting.
- Morale Phase: Units that have lost models this turn must take a Morale test. If they fail, they can Fall Back (breaking them out of combat) or suffer other penalties.
Key Takeaway: The core loop is Move -> Shoot -> Charge -> Fight. Your goal each turn is to position your units to use their weapons effectively, secure objectives, and destroy the enemy.
Step 4: Understanding Your Army's Datasheet and Detachments
Every unit in your army is represented by a Datasheet (found in your Codex). This card tells you everything:
- M, WS, BS, S, T, W, A, Ld, Sv: Its stats.
- Wargear: What weapons and equipment it has.
- Abilities: Special rules (e.g., "This unit has a 4+ Invulnerable Save").
- Keywords: Important for army-wide synergies (e.g., all Space Marines benefit from certain rules).
Your entire army must be organized into Detachments. A Detachment is a group of units that share a common Faction and sometimes a specific sub-faction (like a specific Space Marine Chapter). The most basic is a Patrol Detachment, which you can build with just 1 HQ and 1-3 Troops units. This is perfect for your first 500-point games. As you grow, you can add more Detachments to unlock more powerful Detachment Rules and Stratagems (one-use tactical options you spend command points on).
Step 5: The Gameplay Experience: From Setup to Victory
Let’s walk through a simple game.
- Setup: You and your opponent agree on a points value (e.g., 500, 1000). You each build your army list to that point value using your Codex and the free Warhammer 40,000: The App. You then set up terrain on the table (usually provided by the store or club). You deploy your units in your half of the table, often using a scenario (a specific mission with special deployment and objective rules).
- The Battle Begins: You determine who goes first (usually by rolling off). The player who goes first completes all phases of their turn. Then the second player does the same. This is one Battle Round. Games typically last 4-5 Battle Rounds.
- The Objectives: You are not just trying to kill everything. You are trying to complete Primary and Secondary Objectives.
- Primary: These are mission-specific, like "Hold more objectives than your opponent" or "Control the central marker." They are scored at the end of each Battle Round.
- Secondary: These are secret or open objectives you choose from a list at the start of the game, like "Destroy a character" or "First blood." They give you extra points.
- Winning: At the end of the final Battle Round, you total your Victory Points (VP) from Primary and Secondary objectives. The player with the most VP wins. This means a player can lose all their models but still win by holding key objectives—a core strategic pillar of 40k.
Step 6: Practical First Steps and Common Pitfalls
- Find a Community! This is the most important step. Go to your local Games Workshop store (they run regular beginner events) or a friendly local game store (FLGS). Tell them you're new. Most hobbyists are thrilled to teach. Watch games, ask questions.
- Play Small, Simple Games First. Don't jump into a 2,000-point "eternal war" match. Start with 500 points using your starter set. Play on a small table (3'x3' or 4'x4') with minimal terrain. Focus on learning the phases.
- Use the "Open Play" Rules First. The Core Rules are all you need for your first 10 games. Ignore Matched Play (the tournament system with points limits and balance) until you're comfortable. Just put models on the table and learn.
- Accept That You Will Lose. Your first 10 games will be a learning curve. You'll forget rules, move incorrectly, and get annihilated. That’s the point. Each loss teaches you something about your army and the game's flow.
- Painting is a Journey. Your first models will not be perfect. That’s okay. Aim for "tabletop standard": three colors (base color, shade wash, highlight), neat basing. Use Citadel Shades (like Nuln Oil or Agrax Earthshade) to add instant depth and realism with minimal effort.
- The Cost Question: Yes, 40k is an expensive hobby. A 500-point starter set is $50-70 USD. A 2,000-point army can easily cost $300-500+ in models, plus paints ($3-6 per pot), brushes, and glue. Budgeting is key. Build and paint slowly. Buy one box per month. The second-hand market is your friend for saving 30-50%.
Step 7: Expanding Your Knowledge and Skills
Once you’ve played 5-10 games with your starter set:
- Read Your Codex Thoroughly. Understand every rule, every weapon profile, every stratagem available to your faction.
- Learn Army Synergies. How do your units support each other? Does a character buff a squad? Do two units have a combo? This is where strategy deepens.
- Watch Online Content. Channels like Tabletop Minions, Midway Gaming, and 40k-specific YouTubers offer fantastic tutorials, battle reports, and tactical analysis.
- Try Different Scenarios. The free Warhammer 40,000: Core Rules and Mission Pack (also free) have multiple scenarios. Play them all to learn different victory conditions.
- Join a Campaign. Some stores run narrative campaigns where your army grows and changes over several weeks. This is an incredibly fun way to experience the hobby's storytelling side.
Conclusion: Your Journey Begins Now
So, how do you play Warhammer 40,000? You start by choosing a faction that speaks to your soul, buying a manageable starter set, building and painting your first squad of warriors, and learning the elegant, brutal dance of Move, Shoot, and Charge. You find friendly opponents, embrace the learning curve, and focus on the objectives—not just the enemy models.
The universe of Warhammer 40,000 is a tapestry of endless war, where there is only conflict. But for you, the player, it’s a gateway to creativity, strategy, and community. It’s the satisfaction of seeing a squad you painted yourself hold a critical objective. It’s the thrill of pulling off a complex combo that wins you the game. It’s the stories you create on the battlefield.
The grim darkness of the far future is daunting, but you don't have to face it alone. Pick up that starter set. Assemble your first Tactical Marine or Boyz mob. Dip your brush in paint. And take your first, fateful step onto the battlefield. The galaxy is at war. Now, go and conquer it.