Warhammer 40K is a tabletop game using miniatures. This game has a complex and complicated background story, a large board, and a tactical aspect that is not simple. This guide is not meant to be a substitute for the official rules, but rather explains how to get started with this hobby and makes sure your first game isn't too difficult.
Part 1 of 3: Gathering the Ingredients
Step 1. Consider purchasing the Dark Vengeance 7th edition packaging set
This set includes everything you need to play Warhammer 40k together. You can buy it from a hobby shop or Games Workshop website for $110 (approximately Rp. 143,000.00). A player will control the marine army of Dark Angels to fight against the Chaos Space team. If you purchased this game set, skip the next section immediately. If you'd rather play a different faction (and have more money), move on to the next step.
Don't buy the 6th edition Dark Vengeance set. The older edition may be cheaper, but you won't be able to use it to play with most other Warhammer 40k players
Step 2. Select Codex Army
Each Codex describes unique units, special abilities, and playable faction history. There are many 7th edition Codecs available, with more to be released regularly. As a new player, you don't have to worry about the strength of each army group. Just pick an army that catches your eye because the models are cool or the story is good. You'll be spending a lot of time playing with this troop of soldiers, so choosing one you like is more important than a "strong" army.
Necron, Gray Knight, Space Marines, Chaos Marines, and Eldar are great options for new players. Other factions may be difficult to play, or have complex rules
Step 3. Buy a Rulebook
The cheapest option for getting a Rulebook is to use a secondhand copy of the Dark Vengeance mini Rulebook, which you can buy from auction sites. The more expensive hardback version consists of three volumes, which include a miniature guide as well as a history of the setting. You can also buy it in the form of an e-book.
Step 4. Learn about the Unbounded armies
This army group can contain various combinations of units (miniatures). This is a great choice if you already have several miniatures, although a beginner might have a hard time choosing team members.
- Alternatively, you can also group units into various formations to get special advantages. See the Rulebook and Codex to learn more information. The Unbound Army could not form any type of Detachment.
- You can combine units from different factions if you have more than one Codex. See the Allies section of the Rulebook to see how merging can have an effect on your units.
Step 5. Try using Battle Forged soldiers
This method helps you learn which units competitive players can choose from and like. The Battle Forged Army is divided into Detachment groups, and each detachment must meet certain criteria. Your units earn various bonuses if they meet these criteria, as described in the Rulebook and Codex.
- The main criteria are the minimum or maximum number of each Battle Role, for example Troops or HQ. The Battle Role of each unit is indicated as a symbol in its description.
- Each Detachment must consist of a faction, and you have some additional restrictions when choosing one.
Step 6. Write down your army list
Your Codex has a list of each unit available to your faction, with a point cost for each unit. Each player must create an army with the same total number of points. An army of 500 or 750 in total is usually suitable for novice players. There are various combinations of units that you can buy, but don't think about it too much when you first play.
- Enlist the help of experienced players, or consult a beginner's guide to your faction online.
- Check out potential opponents. Some Warhammer groups or players have additional requirements that you must meet when playing against them.
- If you can't find any suggestions, follow the standard division of any Battle Roles or Force Organization Chart on your Codex/Rulebook.
Step 7. Set up your first miniature formation
Purchase Warhammer miniatures for the units you have selected from the game store or the Games Workshop website. Pick a few to start with so you can design the process of setting up and painting them. You will need the following equipment:
- Nail clippers or small scissors to remove parts of the model from the frame
- Plastic glue or super glue for models made of metal and strong materials
- Emery board, nail file and/or utility knife to smooth out rough edges of toys
Step 8. Color your miniature
Look for articles on coloring guides if you like painting, but know that you can also use just two or three simple paints. Apart from aesthetic reasons, coloring the units will help distinguish which ones are yours and which ones belong to your opponents in the game.
Step 9. Collect other play equipment
Eventually, you'll need the following items – if your opponent already has them, you don't need to collect them.
- Tape measure in inches
- Warhammer 40k template set (three clear plastic objects to indicate blast radius; some extra powered weapons require larger templates)
- Special "scatter die" dice, sold in Warhammer stores
- Regular six-sided dice in large quantities
Part 2 of 3: Preparing for the Game
Step 1. Choose a mission
The Dark Vengeance set has several small missions that are useful for learning the game. If you don't have one, choose one of the Eternal War missions in your Rulebook. These missions will define the story of your battles and explain how to win them. Read each mission carefully, as missions may have extra rules on how to place territory and dispatch units.
Avoid current Maelstrom of War missions. These missions will add extra Objectives as you play
Step 2. Select soldiers and warlords
Each player will choose one of the characters in his army to become a Warlord. This selected unit must have Warlord Trait in its description. Otherwise, use the Warlord Trait rules in the Rulebook.
- You will lose the Warlord Trait bonus if the unit dies.
- If you have a Psyker unit, be aware that each of these units generates psychic energy. Check the listings on the Codex unuit to see which psychic disciplines each Psyker masters. For each Mastery level, you must select a discipline and roll the dice on the corresponding diagram to see the power that unit has in battle. If you don't like it, use the Primary power of the discipline.
Step 3. Prepare the battlefield
You can play on all kinds of flat surfaces. The most common board size is 1.8 x 1.2 m, but if your army is small (500 points), you can use a 1.2 x 1.2 m board. The region is optional, although it is recommended that you set the texture of this region. Regions can be arranged in a way that is agreed by all players. You can buy territories or create your own.
- Warhammer always uses inch measurements. 12 inches = 30 cm.
- You don't have to play on a square board, although this board is the choice of most players.
Step 4. Dispatch your army
Check out the missions to learn the rules of departure. If there are no rules, use all of the departure zones available in the Rulebook (for example, two players choose opposite sides of the board and must place their units within 12 inches of that side). Roll the dice to determine who can send out his army first. The player who gets a turn must put down all his units, then the next player does the same.
If all units don't fit in the departure zone, see the "Reserves" section of the Rulebook
Step 5. Decide who will take the first turn
Whoever dispatches his army first can choose whether he will go first or later (usually the first turn is better). If he chooses the first turn, the next player can roll the dice. If the result is 6, this next player will "Seizes the Initiative" and switch turns with the first player.
Step 6. Learn the state of winning
Most missions will tell you how long the game will last, and how to determine who wins at the end of the game. If these rules are not in your mission, try the following rules:
- The game ends in five turns.
- Add 1 victory point for each completely dead opponent unit.
- Slay the Warlord: add 1 point if you kill the opposing Warlord
- First Blood: add 1 point if you are the first to destroy a unit
- Linebreaker: add 1 point if you have a unit within 12 inches of the edge of the opponent's table at the end of the game
Step 7. Understand the goals of mastery
If your mission has territory markers, players must take turns placing them. These markers must be at least 6 inches from the edge of the table, and 12 inches from each other. To control the goal (and earn winning points), you must control all units within 3 inches of the goal point.
If you have a Battle Forged soldier, some of the Detachments have Objective Secured abilities. These units can control the target point even if there is an enemy unit nearby, unless the enemy has the same skill
Part 3 of 3: Changing Turns
Step 1. Move all your units
First of all, move any model units you have. Most foot troops can move as far as 6 inches, but you should check all entries in the Codex to learn about vehicle and monster movements. Measure the distance with the tape measure from the center of the model, and place this center on the edge of the far end of the tape measure.
- Models with the same unit must move together. A unit cannot move more than 2 inches horizontally from the nearest model of the same unit. If you start your turn two units farther apart than 2 inches, you'll need to move them closer together (as close as possible).
- Most regions slow down most unit types. See the Rulebook to learn more info.
Step 2. Use psychic powers
If there is a Psyker in your army, roll the dice. Add the result to the total Mastery level of all Psyker units you have. This number is the number of Warp Charge dice for a turn. You can use it to gain psychic powers as described in the Rulebook.
Step 3. Shoot the opponent
Each unit has a ranged weapon to attack opponents within its shooting range. Each model in the unit will fire at the same time. Roll the dice and use Ballistic Skill (BS) to see if your shot hits. Follow the Wound Chart and instructions in the Rulebook to check for injured or dead opponents.
- You only need one model in your unit to "see" your opponent. If you're not sure, take a look at the game board: the flags, wings, guns and other “protruding parts” are countless; You should be able to see the core of the opponent's unit model.
- There are many shooting rules that are not explained here. You should read the Rulebook to learn the details.
Step 4. Attack the opponent
You can now attack your opponent with each of your units. This attack has its drawbacks, as units fighting in close quarters will not be able to move or fire in subsequent turns.
- Choose an opponent within your maximum striking range (usually 12 inches).
- The opponent can perform Overwatch attacks, as described in the Rulebook.
- Roll two dice. Move units based on their total roll, in inches.
- If the bottom of one of your models touches the bottom of the opponent's model, this means that the two are fighting in close quarters.
Step 5. Fight the opponent
This section only applies to units that fight in close quarters. Attack by following the rules that apply. Read the Rulebook section carefully. Here are the important points you should remember:
- Units will attack based on higher Initiative (including enemy unit models).
- The Attack value (A) tells the number of attacks a unit model can launch.
- Use the To Hit and To Wound diagrams to see the results of an attack.
Step 6. Expel all losers
After all your models have attacked, the side with the higher Wounds will run a Morale Check by rolling two dice. If the result is higher than the unit's Leadership level, it must fall back. Roll two more dice and move according to the result in inches, to approach the edge of the table where the unit starts. Each of these units has one opportunity to regroup (according to the provisions of the rules). If they fail, they must continue to move backwards in the same way. When they reach the edge of the table, they will be counted as victims and must leave the field of play.
Step 7. Skip the turn
You have completed one turn. Now, the opposing player will repeat the following steps. Continue the game until you reach the end point that you have agreed with the other side. This endpoint is usually the number of turns (say 5 for the first play), a time limit, or when a mission objective is completed.
- Be careful that you don't underestimate the cost involved in buying this game. New players usually do this and don't realize that Warhammer is an expensive game.
- If you are unsure how certain interaction rules work, agree a system with the other party. You don't have to master everything, especially in the first few game sessions.
- Read the background story. This story setting adds extra fun while playing.
- Start with a small army because the cost and effort you incur can be overwhelming at first.