Warhammer 40,000 Rules

Warhammer 40,000 (10th Edition) – rules for beginners

A clear and honest guide to the core rules. No confusion, no unnecessary detours, step by step so that after reading you can actually play the game.

What is Warhammer 40,000?

Warhammer 40,000 is a tactical tabletop miniatures game where two armies face each other on a battlefield full of terrain, objectives, and important decisions.

Each player controls their army. They move units across the table, shoot, fight in melee, use special abilities, and try to score more points than their opponent. This is absolutely key: in Warhammer 40,000, the winner is usually not the one who destroys more models. The winner is the one who controls the map better, positions on objectives better, and completes mission goals more effectively.

That’s exactly why 40K is so engaging. It’s not just a game about dice. It’s a game about positioning, timing, choosing the right target, applying pressure, and what you can hold until the next turn.

👉 It’s not just about killing. It’s mainly about objectives, board control, and scoring points.

What you need to play

At the start, you don’t need everything to be perfect. You mainly need a solid foundation.

Miniatures / army
Ideally start with a Combat Patrol or a smaller army.
D6 dice
Most rolls in Warhammer are resolved using six-sided dice.
Tape measure or ruler
Distances are measured in inches.
Table and terrain
Without terrain, the game loses tactics and becomes much worse.
Unit datasheets
They contain movement, durability, weapons, and abilities.
Mission and objectives
So it’s clear how points are scored.
👉 The best entry into the game is Combat Patrol. Smaller armies are significantly easier to learn and play.

Basic terms you need to know

Once you understand these terms, the rules will stop feeling chaotic.

Model
A single miniature on the table.
Unit
One or more models that act as a group.
Datasheet
A unit card with stats, weapons, and abilities.
Range
How far a weapon can shoot.
Line of Sight
You must be able to see the target, unless a rule says otherwise.
Objective
A point on the map that scores you points when controlled.
CP / Command Points
A resource used to activate stratagems.
Save
A saving throw used to resist incoming attacks.
👉 Once you understand unit, datasheet, objective, save and CP, you already have a solid foundation for all of 40K.

How to win the game

The player who scores more points wins. Not the one who kills more.

Primary Objectives
Main points gained from holding objectives and controlling the battlefield.
Secondary Objectives
Additional tasks that provide extra points depending on the mission.

This means that even a basic unit can be extremely important if it is standing on an objective and scoring points. On the other hand, a powerful elite unit can be almost useless if it only kills but does not help you win the scenario.

👉 Beginners often focus mainly on attacking. More experienced players focus mainly on positioning, objectives, and scoring tempo.

Army Deployment

The game does not start with the first dice roll. It starts with deployment.

  • Each player has their own deployment zone.
  • Units are deployed according to mission rules.
  • Some units can start off the table and arrive later as reserves.

Poor deployment means you won’t reach objectives, won’t have cover, will expose yourself to enemy fire, or will complicate your own first turn. Good deployment, on the other hand, sets you up for a strong start.

👉 If you're unsure, don’t deploy too aggressively. For your first games, it's better to stay a bit safer and keep room to maneuver.

Terrain and Cover

Terrain is not decoration. In Warhammer, it determines who survives and who controls the table.

Cover
Can improve a unit’s defense against shooting and help it survive key attacks.
Ruins
Provide cover, block line of sight, and create key positions on the map.
Line of Sight
If you cannot see the target, you usually cannot shoot it.
Movement around terrain
Terrain slows you down, protects you, and forces you to think about every move.

A large part of 40K is about getting from point A to point B without losing key units along the way. Players who use ruins, line-of-sight blocking, and cover play significantly better than those who simply place their army in the open.

👉 Cover and terrain often decide the first two turns more than raw firepower.

Turn structure

Each turn follows a fixed order. Once you understand it, the whole game starts to make sense.

1. Command Phase – you gain a Command Point and resolve certain abilities.
2. Movement Phase – you move units across the battlefield.
3. Shooting Phase – you shoot at enemy targets.
4. Charge Phase – you attempt to engage in melee combat.
5. Fight Phase – you resolve close combat.
👉 The most important thing is not to know all exceptions immediately. The most important thing is to understand the flow: movement sets up shooting, shooting sets up charges, and charges set up fighting.

1. Command Phase

This is where your turn begins. And where you set your plan for the entire round.

  • you gain 1 CP,
  • some abilities are activated,
  • effects that trigger at the start of the turn are resolved.

For a beginner, the most important thing is that this is the moment to ask: where do I want to go, what do I want to hold, what do I want to shoot, and where do I need to keep some CP in reserve.

Battle-shock

In the 10th edition, battle-shock can weaken a unit’s ability to hold an objective and use certain game options. For weakened units, keep an eye on whether they lose reliability exactly at the moment you need them the most.

👉 The Command Phase is not just a technical beginning. It’s the moment when you align what you actually want to achieve with this turn.

2. Movement Phase

Movement is one of the most important parts of the entire game. Often more important than shooting itself.

Normal Move
Standard movement according to the Movement on the datasheet.
Advance
You move further, but usually at the cost of limiting other actions.
Fall Back
You retreat from close combat to gain space.
Positioning
Proper positioning is often more valuable than one successful attack.

When moving, think about three questions:

  • will I gain an objective or a better position,
  • will I get into cover or at least a safer position,
  • will I survive the opponent’s counterattack for it?
👉 A beginner often focuses on shooting. A more experienced player knows that the first truly important decision is almost always movement.

3. Shooting Phase

In the shooting phase, you don’t just consider what you can see. You mainly consider what you actually need to remove.

Each weapon has its own profile. Once you understand it, you start to see what each weapon is good for and why it’s not correct to shoot everything at everything.

A
Number of attacks the weapon makes.
BS
How well the weapon hits at range.
S
Strength of the attack.
AP
Armor penetration, which worsens the opponent’s save.
D
How much damage a single unsaved hit deals.
Range
How far the weapon can shoot.

When shooting, think like this:

  • which enemy prevents me the most from scoring,
  • which unit is holding an important objective,
  • which threat must be weakened before the charge or the next round.
👉 It’s not enough to just see the target. You also need the right weapon for the right type of enemy and the right reason to shoot at it.

How an attack works

This is the most important mechanic in the entire game. Whether you are shooting or fighting in melee, an attack is resolved in several steps.

1. Hit – you roll to hit and determine how many attacks hit the target.
2. Wound – you compare the strength of the attack with the toughness of the target and determine how many hits actually threaten to cause damage.
3. Save – the opponent rolls a saving throw and tries to defend against the attack.
4. Damage – unsaved hits cause loss of wounds or removal of models.

How the wound roll works

2× higher strength than toughness
You wound on 2+.
Higher strength than toughness
You wound on 3+.
Same strength as toughness
You wound on 4+.
Lower strength than toughness
You wound on 5+.
Half or lower strength
You wound on 6+.
👉 An attack is not just “roll a die and something dies”. It’s a sequence of steps. Once you understand hit → wound → save → damage, you understand a large part of the whole game.

4. Charge Phase

If you want to get into melee combat, you must declare a charge in the charge phase.

  • you select the target or targets of the charge,
  • you roll 2D6,
  • if you roll high enough, you get into contact.

Charge is a powerful tool, but also risky. If it fails or if you choose the wrong target, you can leave your unit exposed and ready to be shot in the opponent’s turn.

👉 Don’t charge just because you can. Do it when it gains you an objective, removes a threat, or takes space away from your opponent.

5. Fight Phase

This is where melee combat takes place between units that have made contact.

Pile In
Models move closer to the enemy.
Attacks
You resolve hits, wounds, saves and damage just like other attacks.
Consolidate
After the fight, you can reposition into a more advantageous position.

Melee combat is often key for pushing the opponent off an objective, blocking their movement, or finishing off weakened units. But just like with charge: good melee is not the fastest attack forward, but an attack that gives you something.

👉 Good melee takes space, an objective, or a plan away from your opponent. It’s not just about hitting someone with a sword.

Leaders and Characters

Some characters join units and strengthen them. They are important, but you need to understand their role.

  • a Leader can join selected units,
  • they grant bonuses or special abilities,
  • when part of a unit, they are usually more protected than when standing alone.

A beginner often sees a character as just a “better model”. In reality, it is often mainly a source of buffs, synergy, and stability for the whole unit.

👉 Characters are not just stronger models. They often turn an ordinary unit into a much better unit.

Special abilities and keywords

In 40K, many units and weapons have special rules. At first glance there are many of them, but most just modify familiar mechanics.

Deep Strike
The unit can arrive on the battlefield later from reserves.
Feel No Pain
A chance to ignore damage taken.
Lethal Hits
Some hits automatically become more dangerous.
Sustained Hits
An attack can generate additional hits.
Torrent
The weapon has very reliable hits at short range.
Scout / Infiltrators / Leader
Abilities that change deployment, movement, or unit composition.
👉 In your first game, you don’t need to remember everything. It’s enough to go through 3–5 of the most important abilities of your army.

Stratagems

Stratagems are tactical abilities that you use for Command Points. They often decide key moments of the game.

Re-roll
Repeating an important roll at a crucial moment.
Overwatch
Reaction shooting against an approaching enemy.
Grenade
A simple way to add pressure in a specific situation.

A beginner does not need to know all stratagems immediately. It is much better to learn a few really useful ones and know when to use them.

👉 Don’t spend Command Points mindlessly. One well-timed stratagem is worth more than three random ones.

How to build an army

In full Warhammer, you build your army from units based on faction, points, and roles on the table.

  • you choose a faction,
  • you choose units that belong to the army,
  • you decide what roles they will fulfill – holding objectives, shooting, pressure, melee combat, support.

For a complete beginner, however, it is best not to dive deep into full army building in the first month and instead start with a Combat Patrol box, which already makes sense as a whole.

👉 The easiest start into 40K is Combat Patrol. You get a smaller ready-made army and can start playing right away.

Example of one turn in practice

The rules make the most sense when you imagine them directly on the table.

  • Your Space Marines unit is standing behind a ruin.
  • In front of you is an enemy Ork unit.
  • Between you lies an objective that will be fought over.

What can you do?

1. Movement Phase
You move out of cover to get closer to the objective, but ideally not stay completely exposed.
2. Shooting Phase
You shoot at the Orks and weaken their unit to make it less dangerous.
3. Charge Phase
If the situation is favorable, you declare a charge and try to get into combat.
4. Fight Phase
In melee, you finish off the weakened enemy and gain space.
5. Result
You hold the objective and gain points.
👉 This is exactly the principle of Warhammer: it’s not just about killing someone, but gaining a position that earns you points.

What the whole game looks like

If we simplify it, most Warhammer 40,000 games follow a similar flow.

1. Deployment
You set up your army and prepare your initial plan.
2. Round 1–2
Movement to objectives, first shooting, and careful positioning.
3. Round 3
Main battle for the center of the map and key objectives.
4. Round 4–5
Scoring points, finishing weakened units, and tactical decisions.
5. End of the game
Points are counted and the winner is determined.
👉 Most games are decided around objectives, not somewhere in the corner of the table without impact on scoring.

Most common beginner mistakes

If you avoid these mistakes, your first games will be much better.

❌ You ignore objectives
You kill, but you don’t score points.
❌ You underestimate movement
A bad position costs you more than a bad roll.
❌ You attack without a plan
Charge or shooting solves nothing and only exposes you to a counterattack.
❌ You spend CP randomly
Then you lack them at the moment they would decide the turn.
✅ Play for points
Every turn, ask what will bring you score.
✅ Plan ahead
Think about what will happen in your opponent’s turn as well.

How to think during the game

When you don’t know what to do, return to these three questions.

Where am I going?
Movement must give me something.
What do I gain from it?
An objective, pressure, cover, better shooting, or a charge?
Will I get points for it?
Every decision should support the mission, not just ego.
👉 Warhammer 40K is a game of decisions. Dice are important, but good decisions are even more important.

Do you want to start playing?

Now you know the basic rules. The next step is to take an army and play your first battle.

It is during your first game that you will best learn the order of phases, movement, attack, and why objectives are so important. And that is exactly when 40K starts to make the right kind of sense.

Warhammer 40,000 may seem big and complex at first glance.

But once you understand objectives, movement, attack, and the rhythm of a turn, you will find that underneath it all is a very cleverly designed and incredibly fun game.

And that is exactly the goal of this article:
so that after reading it, you don’t say “this is too complicated”, but “yeah, I get this — and I want to play it”.