Trinity Hobby field guide
How to Play Warhammer 40,000 11th Edition
A beginner-friendly guide to building an army, choosing a mission, reading terrain, and playing your first game.
Rules status: checked against the official Warhammer 40,000 downloads page on 3 September 2026.
On this page
The short version
Warhammer 40,000 is a mission game
Build an army, choose how it intends to fight, deploy on a terrain-filled battlefield, and take turns moving, shooting, charging, and fighting. You win by scoring Victory Points from your mission—usually through a mix of controlling important ground and completing army-appropriate tasks.
Recommended first game
Play at 1,000 points, use one straightforward Detachment per player, skip the optional Twist, and talk through each phase aloud. Agree on the mission pack and official update date before you begin.
Your first-game path
- Pick a battle size. Incursion is 1,000 points; Strike Force is 2,000 points.
- Bring current rules. Use the free Core Rules or app, your faction rules, the current Munitorum Field Manual, and an agreed mission pack.
- Build one legal army. Record your Warlord, Detachments, Enhancements, attached Characters, and Force Disposition.
- Determine the mission. Compare both Force Dispositions to find each player’s primary mission.
- Build the battlefield and play. Follow the mission’s deployment, terrain, secondaries, scoring, and end-game instructions.
Army construction
Build your army
Your existing Codex remains usable, but 11th edition changes how Detachments combine and how your army connects to its mission.
| Battle size | Points | Detachment Points | Enhancements | Unit limit |
|---|---|---|---|---|
| Incursion | 1,000 | 2 DP | 2 | 2 of each unit |
| Strike Force | 2,000 | 3 DP | 4 | 3 of each unit |
Battleline exception: the unit limit is doubled for Battleline units. Always verify current points and Detachment data in the latest Munitorum Field Manual.
- Choose one army faction and only units it permits.
- Choose Detachments whose combined DP cost fits your battle-size allowance.
- Record every Detachment rule, Enhancement, and Stratagem your choices provide.
- Stay within the Enhancement limit and pay any required points.
- An Upgrade Enhancement can affect up to three eligible non-Character units while using one Enhancement choice; each application still costs points.
- Assign attached Characters while writing the roster. A unit may have one Leader and one Support attached.
- Choose a Warlord and an available Force Disposition.
Mission selection
Your army helps determine the mission
Each Detachment unlocks one or more Force Dispositions. Choose an available disposition and compare it with your opponent’s. The match-up normally gives each player a different but balanced primary mission.
Secure and defend important ground.
Destroy enemy units.
Interfere, sabotage, and act in contested areas.
Use reach, positioning, and battlefield coverage.
Protect or exploit important battlefield resources.
These descriptions are learning shorthand, not complete mission rules. Read the mission card for timing, conditions, and VP values.
Previewed pre-game sequence
- Muster armies.
- Compare Force Dispositions and determine both primary missions.
- Determine deployment.
- Add the optional Twist only if both players are using it.
- Create the battlefield and determine attacker and defender.
- Select or generate secondary missions as instructed.
Terrain and objectives
Build and read the battlefield
A terrain feature is the physical scenery. A terrain area is its defined footprint. Agree on every footprint and its rules before deployment.
You cannot draw visibility completely through an Obscuring terrain area.
It usually gives the attacker −1 Ballistic Skill instead of improving the defender’s armour save.
An eligible model in terrain is normally visible only to enemies within its 15-inch detection range.
Hidden is not permanent invisibility
Shooting reveals the unit for the relevant timing window, and enemies within detection range can see Hidden models. Check the exact Core Rule and any ability that changes detection range.
Objectives are often terrain
Most objectives are secured by controlling a terrain area rather than standing beside a separate circular token. Games usually use five or six objectives, although some missions still use a marker such as a 40 mm base.
- Confirm which terrain areas are objectives before deployment.
- Mark relevant areas without replacing their agreed footprints.
- Remember that objective-holding units may also benefit from terrain.
- Vehicles and Monsters interact differently with terrain areas, though physical scenery may still provide cover.
Round structure
Play through five phases
- Command: gain and spend resources, resolve abilities, handle Battle-shock or Leadership requirements, and check scoring.
- Movement: move units, maintain coherency, navigate terrain, bring in reserves, and resolve transports.
- Shooting: select an eligible unit, choose legal visible targets in range, and resolve ranged attacks.
- Charge: choose an eligible unit, make its charge roll, then select a reachable legal target and complete the move.
- Fight: resolve eligible combats in the required order. Pile in, make melee attacks, and consolidate as allowed.
Battle-shock: it no longer simply disappears in the Command phase. A unit normally needs to pass the required Leadership test to remove it.
Dice sequence
Resolve attacks
- Gather attacks: use the weapon’s Attacks value and applicable abilities.
- Hit roll: roll against Ballistic Skill for shooting or Weapon Skill for melee.
- Wound roll: compare Strength with Toughness.
- Allocate: the defender assigns each successful wound to an eligible model.
- Saving throw: roll an armour or invulnerable save, applying Armour Penetration where relevant.
- Inflict damage: apply Damage for each failed save and remove destroyed models.
| Strength compared with Toughness | Roll needed |
|---|---|
| At least double | 2+ |
| Greater than | 3+ |
| Equal | 4+ |
| Less than | 5+ |
| Half or lower | 6+ |
For returning players
Important 11th-edition changes
- Army construction: combine Detachments using a battle-size DP allowance; Detachments unlock Force Dispositions.
- Missions: both armies’ Force Dispositions determine asymmetric primary missions.
- Objectives: most objectives are terrain areas, commonly five or six per mission.
- Cover: it usually applies −1 Ballistic Skill to the attacker.
- Stratagems: a unit cannot be affected by multiple Stratagems in the same phase.
- Charges: roll first, then choose a reachable legal charge target.
- Battle-shock: it does not clear automatically; a Leadership test is normally required.
- Characters: a Character can retain its abilities after its bodyguard is destroyed.
- Fight phase: use the new activation, pile-in, wound-allocation, and consolidation sequence.
Quick reference
Table checklist
Before the game
- Agree on battle size, mission pack, update date, and optional Twist.
- Verify points, unit limits, DP, Enhancements, attachments, Warlord, and Force Disposition.
- Read both primary missions aloud.
- Define every terrain area and objective.
- Determine deployment, attacker and defender, secondaries, and first-turn procedure.
When something is unclear
- Read the exact rule and every restriction.
- Check the current official downloads page and app.
- If the answer cannot be found quickly in a casual game, agree on a fair temporary ruling and verify it afterward.
Further reading
Official sources
These explanations are paraphrased. Current official rules, updates, faction rules, and the mission pack being played always take precedence.
- Building an army in the new edition
- How your army affects your mission
- Updated terrain rules
- Terrain objectives
- New edition overview video
- Your queries answered
- Burning questions answered
- Current Warhammer 40,000 downloads
Warhammer 40,000 and related names are trademarks of Games Workshop Limited. This independent learning guide is not endorsed by Games Workshop.

