Warhammer 40k is played in a space populated with various bits of terrain. Two players control an army of miniatures each and take turns to move their armies across the board, shooting their opponent’s figures or mashing them up in close combat as appropriate. The game is played across five battle rounds, with each player taking a turn in each battle round. Each turn consists of seven phases; the command phase, the movement phase, the psychic phase, the shooting phase, the charge phase, the combat phase and the morale phase.
The 8th edition is a total revision and simplification of the rules and army structure, introducing the Three Ways to Play concept. It is not compatible with 7th edition and earlier Warhammer 40K books/materials.
The Core Rules explain everything you need to play to play Warhammer 40,000. Moving, shooting, using psychic powers, charging, fighting and morale tests are covered, giving you the basic framework to play with. You can play a game using only these pages, bolting on more advanced and complex rules when you and your opponent are ready.
Open Play – pick some models, put them on the table and begin a game. This is the most flexible approach, designed with near-limitless possibilities; all you need is some models, their datasheets and the core rules. Included are some themes and ideas you can use or build upon to add atmosphere to your games, and 3 example missions.
Narrative Play – Warhammer 40,000 has a vast, rich history with countless epic battles. Narrative Play is designed to let you and your friends re-enact those battles at your leisure. There are special rules to help you do this, such as Concealed Deployment and unpredictable, random battle lengths, and the book includes several missions * 6 Crucible of War missions and 1 Echoes of War mission, each showing you how to play in this style.
Matched Play – for many players, Warhammer 40,000 is an opportunity to prove their mettle with tactics and strategy, an exercise in out-thinking and out-gunning their opponent with balanced, equal armies: Matched Play is for them. There are several ways to ensure that your forces are balanced against each other – a points limit is the typical way, but the system is flexible enough to allow armies based on unit numbers, Power Ratings, Wounds; as long as your limits are agreed, the possibilities are manifold. This book provides details on choosing your armies, and provides missions as examples of the tactical challenges available: 6 Eternal War and 6 Maelstrom of War missions, with explanations covering the use of Tactical Objectives.
Advanced Rules
While the Core Rules provide with you with everything needed to play, the Advanced Rules are a selection of rules and expansions that can be used to play with your miniatures the way that you want to. With these rules, there are always new challenges to face, new battles to fight, and new ways to play.
- Deep tactical depth, wide unit variety, and strong thematic integration
- Structured tournament systems provide clarity and fairness
- Engages players in long-term strategic planning and list refinement
- High complexity with many rules interactions and exceptions
- Terrain and deployment rules vary by tournament, increasing prep work
- Games can be lengthy, challenging endurance and schedule management
- military conquest, space opera warfare
- grimdark sci-fi battlefield in the Warhammer 40,000 universe
- epic, grimdark, campaign-driven
Mechanics (from transcript analysis)
- deployment and terrain setup considerations — In some formats terrain is deployed by players, in others a fixed layout is used; rules vary by tournament.
- Dice-based resolution — Combat and other actions rely on dice rolls to resolve outcomes with probabilistic tension.
- Line of sight — Terrain footprints and rules determine cover, line-of-sight, and positioning; in tournaments terrain rules can override core rules.
- Phased turns — Movement, Psychic, Shooting, Charge, Fight, and Morale phases structure each player's actions.
- Points-based army building — Armies are constructed using a points system to balance force composition and options.
- rules compilation and exceptions — Rulebooks, FAQs, and tournament packs introduce exceptions and special cases that modify core rules per event.
- terrain and line-of-sight interactions — Terrain footprints and rules determine cover, line-of-sight, and positioning; in tournaments terrain rules can override core rules.
- terrain rules and fixed layouts for tournaments — Tournaments often specify fixed terrain setups and specific terrain-related rules per event.
- time management via clocks — Chess clocks or time limits are used to pace games and prevent overly long sessions.
- Variable Phase Order — Movement, Psychic, Shooting, Charge, Fight, and Morale phases structure each player's actions.
Video topics + discussion points
Quotes (from this video)
- Warhammer 40,000 is a complicated game.
- This edition is streamlined for all intents and purposes; it's simpler than it has been.
- There are lots of rules interactions and exceptions.
- The footprint of the terrain is what counts.
- Check the terrain pack from your tournament organizer.
- We read the rulebook, FAQ, and tournament packs to learn the rules before playing.
References (from this video)
- Iconic universe with a vast range of kits
- Strong customization potential for kit bashing
- Complex rules can be intimidating for newcomers
- militaristic conquest and zeal within a sprawling universe
- grimdark sci-fi future warfare spanning a galaxy-wide empire
- episodic campaigns and narrative battles in a vast setting
- Necromunda
- Stargrave
- Frostgrave
- Warhammer 40,000
Mechanics (from transcript analysis)
- Line of sight — Terrain and line of sight affect shooting and abilities.
- line of sight and cover interactions — Terrain and line of sight affect shooting and abilities.
- miniature skirmish/intracompany battles — Players field squads of miniatures in tactical engagements with large variety of units.
- objective-based missions — Each game includes specific objectives driving gameplay.
- Scenario / Mission / Campaign Game — Each game includes specific objectives driving gameplay.
Video topics + discussion points
Quotes (from this video)
- I love kit bashing minis. It's one of my favorite things to do.
- The story of the model completely changed.
- The head with the goggles and the mustache, that head screams space pirate when put onto that body.
- No cutting, no sculpting, just picking the right pieces and gluing them together. Kit bashing.
- The best part about kit bashing miniatures is how it allows you to be unique and express yourself even more in your hobby.
References (from this video)
- immersive universe and hobby depth
- friendly entry into large-scale tabletop play via dedicated terrain and kits
- high cost and ongoing hobby commitment
- complex rules and modeling requirements
- military battles, faction lore, tactical warfare
- grimdark science fantasy battle across a vast universe
- collectible army battles with overarching narratives
Mechanics (from transcript analysis)
- mini-games — tabletop skirmish/army battles using miniature models
- miniatures_wargaming — tabletop skirmish/army battles using miniature models
- objective_based_scenarios — scenarios with mission-based objectives and terrain interactions
- Scenario / Mission / Campaign Game — scenarios with mission-based objectives and terrain interactions
Video topics + discussion points
Quotes (from this video)
- we are not sponsored by any of the product that we going to show you we are not getting a dime from them
- it's not a sponsored video
- it's literally our recommendation
- these are absolutely fantastic
- this is life changing, it's a game changer
- the top gift you can make to yourself
References (from this video)
- rich, deep tactical depth and strategic variety
- growing competitive scene and helpful tournament structure
- educational experience for new players through rules packs and battle reports
- community-driven events and accessibility for newcomers
- can be intimidating for new players
- complexity and time management at events
- potential for rule misunderstandings without reading packs
- Warfare, strategy, conquest, grimdark sci-fi
- Sci-fi warfare across the war-torn universe of the 41st millennium
- flavor of epic battles with narrative flourish, yet dominated by competitive play
- Magic: The Gathering
Mechanics (from transcript analysis)
- armor saves — saving throws to resist damage
- Measurement Movement — units advance across terrain with measured distances
- melee/combat (charges) — assaults with charges using distance measurement and dice
- Movement — units advance across terrain with measured distances
- objectives and battlefield control — points and strategic control during the game
- shooting — ranged attacks with range limitations and dice-based results
- Terrain interaction — terrain affects line of sight and movement
Video topics + discussion points
Quotes (from this video)
- It's not ready, it's not a pro player; you should read the rules pack to understand the framework.
- The social contract is to have a pleasant experience, and that applies to competitive as well as casual play.
- Practice and repetition; the more you play, the better you get.
- Meta exists but for beginners it's not the focus; learn your army first.
References (from this video)
- Rich lore and highly immersive play
- Tactical depth and model customization
- High cost and space requirements
- Complex rules and lengthy setup
- Warfare, strategy, army building
- Sci-fi grimdark universe, 41st millennium
- Lore-rich, miniature-based battles
Mechanics (from transcript analysis)
- armybuilder — Assembling and customizing war armies before play.
- dice_resolution — Combat outcomes driven by dice and unit stats.
- miniature_wargaming — Players command painted miniatures on tabletop battlefields.
- Scenario / Mission / Campaign Game — Games revolve around mission objectives and tactical play.
- scenario_based_play — Games revolve around mission objectives and tactical play.
Video topics + discussion points
Quotes (from this video)
- Don't be that guy
- Be present at the table
- Downtime is a problem
- Be present for the experience
- Be an all-around nice person
References (from this video)
- Rich lore and world-building that deepens immersion
- Strong hobby aspects: painting, modeling, and customization
- Vibrant community and events enabling competitive play
- Potential for community-driven content and interviews with top players
- Extensive ongoing support via codices and campaigns
- Steep learning curve due to complex rules and edition changes
- Cost and time to assemble, paint, and maintain painted armies
- Need for consistent event organization and commitment to tournament prep
- grimdark warfare, faction warfare, epic battles and lore-driven campaigns
- The grimdark future of the 41st millennium; distant planets, galaxy-spanning conflicts
- codex-driven army customization and campaign narratives with episodic battles
Mechanics (from transcript analysis)
- codex-based army building — Armies are built around a codex with unit choices, points and unique abilities.
- Dice-based resolution — Dice rolls determine hits, wounds, saves, and other outcomes.
- Line of sight — Positioning, range, and terrain affect combat outcomes.
- Line of sight and range rules — Positioning, range, and terrain affect combat outcomes.
- Miniature-based tactical combat — Players field large armies of miniatures and resolve battles on a tabletop using rules and dice.
- Turn sequence with phases — Movement, shooting, charging, psychic, and morale phases structure turns.
- Variable Phase Order — Movement, shooting, charging, psychic, and morale phases structure turns.
Video topics + discussion points
Quotes (from this video)
- we're going to try and sign up for the London GT
- it's going to be our end target
- we want to create this Board Stupid family 40K section
- we're not about to be the next champion at the London GT
References (from this video)
- Proxy testing helps evaluate army composition and tactics before investing in painting.
- Sub-assembly painting can improve paint quality by reaching hard-to-access areas.
- Forces players to paint eventually, ensuring finished models are deployable on the board.
- Allows early playtesting and practice without waiting for assembly.
- Gray army aesthetics can be less visually appealing in shops or tournaments.
- Tournament painting requirements may pressure players to complete painting.
- Proxy usage can be confusing to opponents if proxies are not clearly identified.
- grimdark sci-fi warfare, army composition and customization.
- The 41st millennium on grimdark battlefields between futuristic factions such as Space Marines.
- epic, battle-oriented, practical hobbyist guidance
- Malifaux
Mechanics (from transcript analysis)
- army-building with unit variety — Different unit types (regular troops, elites) and equipment define army composition.
- Combat: Dice — Weapons and saves resolved with dice rolls, balancing attack and defense.
- dice-based combat resolution — Weapons and saves resolved with dice rolls, balancing attack and defense.
- Line of sight — Cover and terrain features affect hit probability and engagement ranges.
- proxying and testing before painting — Using proxy models to test army lists and balance without committing to painting.
- Terrain and line of sight — Cover and terrain features affect hit probability and engagement ranges.
- turn-based movement and activation — Sequential activation of units with movement and shooting phases.
Video topics + discussion points
Quotes (from this video)
- this pill bottle is gonna be him
- you can always just be like I want to test out a captain in gravis armor
- not completely building your models has two benefits
- proxying models before you even buy them to see is this a piece that I should be running in my army
- the benefit to not putting the model completely together is that it forces you to paint
References (from this video)
- disliked seventh edition
- stopped playing until 8th edition
- perceived fatigue with large army games
- grimdark space warfare and imperial conflict
- Universal sci-fi battle between factions in a grimdark future
- epic-scale warfare with apocalyptic stakes
- Warhammer 40,000 Seventh Edition
- Warhammer 40,000 Eighth Edition
Mechanics (from transcript analysis)
- armies with many models — collectible infantry and vehicles for multi-unit battles
- Combat: Dice — dice determine hits, saves, and casualty removal
- dice-based combat resolution — dice determine hits, saves, and casualty removal
- fleet and army-building — list-building and points-based army construction
- Line of sight — terrain influences line of sight and cover
- Terrain and line of sight — terrain influences line of sight and cover
Video topics + discussion points
Quotes (from this video)
- i would be tempted i'm not gonna lie um
- i like the concept of it i think the models are cool
- no interest in army games like big army
- i already played seventh edition 40k
- didn't like it
- it's what caused me to stop playing 40k until 8th edition came out
References (from this video)
- provides structured list-building via codex/army books
- clear role delineation for HQ and troops in list construction
- well-established publish-and-update cycle for ongoing play
- points changes can require frequent updates
- army collection can be expensive to realize a full legal roster
- complexity grows with larger, multiple-forces matchups
- epic warfare and factional conflict across the galaxy
- grimdark sci-fi battlefield
- militaristic, campaign-driven
- Age of Sigmar
- Flames of War
- Warhammer 40,000
- Kill Team
- Warcry
- Conflict 47
Mechanics (from transcript analysis)
- army composition constraints — mandatory slots for HQ, troops, elites, etc., shaping core list
- codex/army book as core reference — unit stats and rules are organized in army-specific publications
- Point-based army building — lists constructed around a points system guided by codex/army books
Video topics + discussion points
Quotes (from this video)
- no plan ever survives contact with the enemy
- don't start by buying models if you've decided you want to get into game X by the rulebook for game X
- start with the book
- start with the Codex for that army
- paint troops first
- don't buy the entire army all at once
- definitely definitely do some test models
- set deadlines for small portions
- start small and grow slowly
References (from this video)
- Detailed miniatures
- Rich lore
- Extensive model variety
- Expensive
- Complex rules
- Oversized shoulder pads
- Futuristic warfare
- Dystopian sci-fi universe
- Military science fiction
Mechanics (from transcript analysis)
- Miniature Combat — Tabletop wargame with detailed miniature models
Video topics + discussion points
Quotes (from this video)
- Good enough is good enough to get minis on the table and actually enjoy games
- The only person you have to make happy with your paint job is you
References (from this video)
- activation scheme is disliked; desire for more back-and-forth play
- perceived complexity and pace can be challenging for store play versus home play
- military conquest and faction warfare
- Sci-fi grimdark military warfare in a dystopian future
- campaign-oriented, large-scale battles
- Age of Sigmar
- Warcry
- Kill Team
Mechanics (from transcript analysis)
- activation scheme — turn-based activation sequence with a specific order of unit activations; the speaker expresses dislike and a preference for more back-and-forth play
- combat resolution — dice-based resolution for shooting and melee, with range considerations, casualties, and morale dynamics
- Combat: Dice — dice-based resolution for shooting and melee, with range considerations, casualties, and morale dynamics
Video topics + discussion points
Quotes (from this video)
- the majority of games get played at home
- miniatures agnostic means it's about the rules
- i still kind of hate the activation scheme
- i like things to be a little bit more back and forth
- the comments sections are toxic and nasty
References (from this video)
- Highly customizable and large hobby ecosystem
- Rich community and ongoing product lines
- High entry cost and time investment
- Requires space and setup time
- Strategic warfare, collecting, and model-building as a hobby.
- Science-fantasy universe with ongoing battles and miniature armies.
- Array
- X-Wing
- Age of Sigmar
Mechanics (from transcript analysis)
- mini-games — Assemble armies, move units on a tabletop battlefield, resolve combat via rules.
- Miniature war-gaming — Assemble armies, move units on a tabletop battlefield, resolve combat via rules.
- Point-based army construction — Build forces within a points budget to balance gameplay.
Video topics + discussion points
Quotes (from this video)
- Isle of Cats does a really great job of it
- it's got a fantastic proper game as i call it and a really good beginner's game as well
- make sure your board game makes an outstanding first impression
- but also continues to surprise and delight with subsequent plays
- Expansion material
- nobody needs this sort of stress in their life
- there are parallels to these business practices in the board game industry
References (from this video)
- galactic empire, corruption, religion, and imperial ambition
- grimdark sci-fi across the 41st millennium with vast armies and perpetual war
- epic, saga-driven warfare across multiple factions
- Star Wars Legion
- Age of Sigmar
- Kill Team
- Battletech
Mechanics (from transcript analysis)
- Asymmetric Mechanics — heavy rule systems driving complex, multi-unit engagements
- large-scale tactical play — heavy rule systems driving complex, multi-unit engagements
- Points-based army building — codex/armies built around unit costs and upgrades
Video topics + discussion points
Quotes (from this video)
- This is generally known as churn in the wargaming industry.
- New additions cause many players to rebuy the books that they already have because some small things changed in the rules.
- What I mean by sunk cost is this. If you get into a war game ecosystem like Warhammer 40,000, and it is an ecosystem with all the rules and the models and the terrain and the novels and the video games and the merch, all that stuff, then you're less likely to switch to a different ecosystem or even a different game that isn't its own ecosystem.
- Lately, Games Workshop has gotten into a pattern where every other edition of 40k, they also invalidate all of the cotices as well.
- They'll be doing it in Age of Sigmar as well, fourth edition of Age of Sigmar which just came a little while ago did it.
- This is generally known as churn in the wargaming industry. And it's kind of different than just like making and releasing a lot of products, right?
- The main reason that big companies come out with new editions of their games kind of constantly is money.
- New editions cause many players to rebuy the books that they already have because some small things changed in the rules.
- Three-year edition cycle is something I would certainly stop; some people say five years is more reasonable, and while that's technically true, is that still necessary?
- A longer gap would let them make more optional add-on books during that time.
- The problem is that they don't want to make too many optional books; they want the new add-on books to seem optional but required.
- If something comes up that needs a change, then they usually have a free download that fixes it.
- Battletech is great because it's been the same addition for so long.
- Paid new edition is pretty clearly a cash grab.
- If you're not even interested in having to learn new editions at all, then I'd tell you to look at most smaller indie games because generally they don't do new additions of their games.
- What do you think? Are you okay with game systems with paid updates on a fixed schedule, like video game seasons?
References (from this video)
- Dedicated hobby with robust miniature painting and modeling community
- Extensive official campaigns and narrative scenarios
- High upfront and ongoing costs for miniatures and scenery
- Time-intensive setup and painting requirements
- Large-scale wargaming with lore-driven factions
- Futuristic grimdark science fantasy battles in the 41st millennium
- Faction-driven campaign and narrative battles
- Age of Sigmar
- Magic: The Gathering
- Dungeons & Dragons
Mechanics (from transcript analysis)
- Line of sight — Terrain effects and visibility influence tactics and outcomes
- Miniature-based combat — Players command squads of miniatures on a tabletop battlefield
- Point-based army construction — Pre-determined points allow balanced army building
- Terrain and line-of-sight — Terrain effects and visibility influence tactics and outcomes
- Turn-based movement and shooting — Distance-based movement, shooting, and melee combat with dice rolls
Video topics + discussion points
Quotes (from this video)
- Starting business is hard anywhere in the US or probably anywhere in the world
- Know your network of people within your area
- I finally got tired of taking orders from someone else I wanted to be my own boss
- I spent a lot of years networking through previous jobs getting to know a lot of the other gamers in town
References (from this video)
- Rich, expansive lore and worldbuilding
- Multiple hobbies within the hobby (craft, painting, gameplay, lore)
- Flexible engagement paths for different preferences
- Steep learning curve and complexity
- Significant time and resource investment
- Lore-centric aspects may overwhelm newcomers
- Warfare, lore-driven narrative, and hobbycraft synergy
- Fictional fantasy universe with sprawling lore and factions; setting spans multiple worlds and eras
- Lore-rich, expansive, and gradually revealed through books and codices
- HeroClix
Mechanics (from transcript analysis)
- Army building — Creating and organizing armies under a ruleset
- Miniature-based combat — Battles using assembled miniatures and terrain
- Terrain interaction — Use of terrain to influence movement and combat
- Turn-based resolution — Sequential turns with dice-based outcomes
Video topics + discussion points
Quotes (from this video)
- There are two parts to this hobby.
- the craft portion of it doesn't particularly require the play portion of it
- it's the craft and it's the gaming
- the lore is very very very big