Get your dice out, it's time to play some Warhammer 40,000.
Last month I explored the origins of 40K and talked about the narrative and community potential of the game. In this column, I'll be diving into the actual mechanics of the game in as much detail as possible.
To review, Warhammer 40,000 is a tabletop wargame where two opponents build armies to play against one another. Each opponent picks a faction and a specific detachment from that faction, which gives them different rules that affect how their units play. They'll then agree to a points limit and build up a list that reaches this limit. Each unit has a different point value, limiting players in what they can choose. Typically, games are played at either 1,000, 2,000 or 3,000 points.
Every unit has a datacard which lists different actions it can do. This includes maximum movement measured in inches, an attack profile for ranged and melee weapons, an armour save and special abilities. Every shooting, charge and fight action a unit completes is determined by rolling a set number of dice.
For example, a standard Imperial guardsman data sheet will have up to seven lasguns that hit on a dice roll of four or more, which have a strength of three. If I'm shooting a unit with a toughness equal to my weapon, I will then reroll any hits to look for more four-ups to wound, while if it's greater, I look for a five or a six if it's twice my strength. The reverse is true where a three would be needed if I'm stronger or a two if I'm twice as strong.
Your chosen faction's army rules come into play as ways to buff your rolls. My Imperial Guard army's faction rule is 'Voice of Command', allowing me to issue a set amount of orders to different units. These orders include 'Take Aim!', which increases the ballistic skill of my guardsmen's lasguns, now hitting on a roll of three or higher, or 'Move, Move, Move!', allowing them to move an extra three inches
As of the writing of this article, there are 20 main factions in the game with an additional 13 sub-factions. Each different faction has its own unique army rules. The pious Sisters of Battle, for example, can generate 'miracle dice' where the player can roll a dice and then use the result for any action they choose throughout the game. By contrast, the warlike Orks have the 'WAAAGH!' which a player can use once per game, giving every unit in their army the ability to advance and charge, increased strength on their melee attacks, extra melee attacks and a five-up invulnerable save.
Each army's different detachments come with their own rules and stratagems that change how your army plays. My Imperial Guard, for example, have Combined Arms, a playstyle that focuses on a mix of tanks and infantry units. Armoured Spearhead, meanwhile, gives bonuses to lists made up almost purely of tanks. Stratagems can be played for a command point, which you gain at the beginning of each turn, and can allow your units to do special actions or gain specific bonuses.
Focusing back on the game itself, each player will take turns moving, shooting, charging and fighting with each unit in their army throughout the five turns. Points are scored by either taking or holding objectives or by completing secondary missions drawn randomly at the beginning of each turn. A secondary objective could be destroying the enemy leader or sabotaging a piece of terrain.
At the end of five rounds, the player with the most points wins. The best games tend to be those that come down to the last roll of the dice or where the difference in points is razor-thin.
While Space Marines are by far the most popular faction to collect, a 40K player could easily play 20 different armies across 20 different games. As a game that's constantly evolving in terms of rules and units, there is quite literally something for everyone.
But perhaps you're not ready to pilot an army in war and instead would prefer something more akin to... a Kill Team. Next month's Table Tales will be the one for you!