THE GAME
This example will run you through the basics of one of Games Workshop's most popular games, Warhammer 40,000. In our example a squad of humanity's greatest warriors, the Space Marines, challenge a swarm of the alien Tyranids.

Warhammer 40,000 is played on a tabletop using armies of miniature futuristic soliders as playing pieces. These models are moved around the table with a tape measure and interact with each other through a series of six-sided die rolls.

This example will guide you through an example of a single turn in this exciting strategy wargame. If you want a chance to play the real thing why not drop into one of our Games Workshop Hobby Centres and ask one of our staff to run you through a quick demonstration game!

In a complete game turn, each player gets a chance to perform set actions in the appropriate phases – the Movement, Shooting and Assault phases to be precise. Hence, one game turn will comprise two player turns.


TURN SUMMARY

1) The Movement Phase
The player can move any of his units that are capable of doing so.

2) The Shooting Phase

The player can shoot with any of his units that are within range of the enemy.

3) The Assault Phase

The player can move any of his units to assault the enemy if they are close enough. Assaults are bloody, desperate affairs where units are fighting in close combat and firing at very close range.



THE MOVEMENT PHASE

Movement Phase Summary:

1. Choose a unit to move.

2. Move any or all of the models in the unit up to their maximum move distance.

3. Repeat the above until movement is complete.

In his/her turn, a player may move all or some of his units up to their maximum movement distance. Once a unit has completed all of its movement, the player selects another unit and moves that one, and so on, until the player has moved all of the units he wishes to move.

Note that a player doesn’t have to move all (or indeed any) of his units. A unit that doesn’t move is often more effective at shooting, as we will explain later in the rules. Once you have started moving a unit you may not go back and change the move already made by a previous unit.

• Using a tape measure the Space Marine player measures 6" towards the Termagaunts and moves his squad closer for an engagement. The Space Marine squad must move together as the Warhammer 40,000 universe is a dangerous one and it is always good to have a friend nearby.



THE SHOOTING PHASE

Shooting Phase Summary:

1. Choose a unit to shoot with.

2. Resolve the shooting process for the chosen unit.

3. Repeat the above until shooting is complete.

During the Shooting phase, each of your units may fire. You can choose any of your units to shoot with, but you must complete all the firing by one unit before you move onto the next. Every model in a unit can shoot – infantry can fire with just one weapon each, but some units (like vehicles) may be able to fire more than one weapon per model. The whole unit has to fire all of its weaponry at a single opposing unit of your choice – you may not split fire between two or more target units. Note that individual models within a unit can choose not to shoot.

• The Space Marines unleash the full torrent of fire from their deadly Boltguns at the Termagaunts. They roll a total of five dice, needing a score of 3 or more to hit. They manage to score four hits.

• Now they must see if the shots manage to injure their targets. For each hit, they roll again to wound with these four dice. They need a 3 or better to wound using their Boltguns and a 2+ with the potent plasma rifle. After some rolling they score three wounds.

• For each wound the Termagaunts take a casualty (represented in the above photo by the skull markers) these are removed from game.


diceshoot
fig 1.1 Dice summary for the Space Marine Shooting Phase




THE ASSAULT PHASE

Assault Phase Summary:

1. Pick a unit.

2. Declare charge with it.

3. Move the charging unit.

4. Repeat the above until all charging units have moved.

5. Fight Close Combat.

6. Repeat until all combats have been resolved.

In his/her own Assault phase, a player can declare a charge with any of his units that he believes are within assault range of an enemy unit and not already in close combat. Some especially bloodthirsty units are compelled to declare a charge if they can, as denoted in their special rules. Assault range is 6" unless specified otherwise. A unit assaults at the speed of the slowest model.

A unit may charge any enemy unit that can be reached by at least one of its models making an Assault move (avoiding obstructions such as impassable terrain, or other enemy units they do not wish to contact).

• Seizing their opportunity to bring pain to their enemies, the Space Marine squad makes it's full 6" charge move into assault with a brood of Termagaunts amidst the ruins of a building.

With combat joined, the Space Marine squad rolls dice to see if they can successfully bludgeon the Termagaunts with their rifle butts and fists. The Space Marine player grabs 12 dice and rolls against the combat abilities of the opposing Termaguants.

As Termagaunts are not as skilled in combat as the Space Marines any roll of a 3 or more will land a blow on one of the offensive aliens. After the dice fall the Space Marine player rolls 8 hits.

• As the Termaguants are just as speedy in combat as the Space Marines they will land their returning blows at the same time. The Tyranids roll seven dice and will need scores of 4 or more to land hits. To answer the Space Marines the Termagaunts land 3 hits.

• Just as in the shooting phase before the players must now see if they injure their opponents with the blows they have landed. The Space Marines roll their 8 dice due to their super-human strength every roll of a 3 or more will wound one of the Termagaunts. The Space Marines are lucky and manage to wound 6 of the aliens. The ‘Gaunts answer back scoring 1 wound.

• The luckily the Space Marines do not go into combat unarmoured. They wear durable Power Armour that will turn aside most enemy blows. If the Space Marine player can roll a 3 or more the armour will save the injured Marine. After the dice lands unfortunately the Battle Brother falls. The Termagaunts are not nearly as well armoured as the Marines and need 5’s or more to save their hides. Two lucky 'Gaunts makes the roll and 4 more are removed as casualties.


dicefight
fig 1.2 Dice summary for the Space Marine Assault Phase


There you have it, the basics of the Warhammer 40,000 game; Move, Shoot and Assault. Now that you have read through this brief overview why not head down to one of our stores and give the game a try for real!


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