How to play Warhammer 40,000 8th edition

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Hey there, you’re watching Midwinter Minis, I’m Guy, and this is Ant. Hi guys! And in this video, we’re going to show you how to play Warhammer 40,000 8th edition. Whether you’re totally new to the hobby, or used to play a previous version, you’ll find pretty much everything you need to know about the basic rules in this video. Let’s cut the small talk, and jump straight in. So, just to play the basic version of the game, you're just going to need a few things. Chances are you might already have these lying around! So first off, you'll need a few 6-sided dice. A measuring tape that shows inches. Some models to play with. And, to make the battlefield a bit more interesting, some stuff to use as terrain pieces, or just to block that line of site, and to provide a bit of cover, really. Now, if you’re just getting started, you might be a bit intimidated by the huge armies and dramatic terrain you see people playing with in gaming stores and in battle report videos, but don’t worry, you can get started with just a few models and some cardboard boxes for terrain! For this demo, Ant is going to taking command of this squad of Cadian Shock Troops from the Imperial Guard...about as close to 21st century humans as you can get in the universe of Warhammer 40,000. Facing off against them, I’m going to be taking control of this mob of Ork Boyz, one of the many types of ferocious aliens you’ll find in 40k. Now, all of these models have statistics that tell you what they’re able to do in the game. This is called a Datasheet. Don’t worry, it might look pretty complicated at first glance, but it’s actually very simple. We’ll learn about each stat as we go through during this video. Some models also have special rules that will help them out during them game, and we’ll bring these up as we use them, too. If you’re wondering where to find these Datasheets, they’re printed in the rule books, or codices, that each army has. So, to find the Cadian Shock Troops, you’ll want to pick up the Astra Militarum, Imperial Guard codex, for the Ork Boyz, you’ll find it in the Ork codex, and so on. They’re full of cool art, backstory, and obviously the armies’ specific rules, but if you’re just looking for the stats so you can start playing, we’d recommend you use Battlescribe. It’s a cool, free app that lets you build army lists for multiple game systems, and Warhammer 40,000 is one of them. Once you’ve built your list based on the models that you have, you can hit the view button, and it’ll show you all the rules and stats you need to play. If you don’t have the codex, you might want to print this out for easy reference later. You can also grab the battle primer PDF for free from the official Games Workshop website. Before we jump in, let’s talk about the most important rule. HAVE FUN! However you play 40k, or interpret the rules, remember that you’re playing a game, and that games are meant to be fun! So, with the golden rule out of the way, let’s play! We’re going to place our squads down so they’re 20” away from each other, that way, we’ll be able to show you the different dynamics of the game, both at longer range, and up close. Just a quick note on terminology for the rules: individual fighters within a squad are referred to as models, while the squads are referred to as units. When placing and moving your models, if they’re in squads like these Shock Troops and Orks, you need to keep the models in what’s called “unit coherency”, which is just a fancy way of saying that the models need to be within 2” of each other. Now, just so you know, we always measure distances from the edges of their bases, not any weird sticky out bits of the models themselves. Okay, the models are set up, and are ready to face off. To decide who goes first, we roll off! Ant rolled higher than I did, so he gets to decide whether he wants to go first, or wait. Going first, or going second both have advantages, which you’ll see soon. With that, I chose to go first, and so now we're going to start turn 1. Each turn consists of a few different phases, these are... MOVEMENT, PSYCHIC, SHOOTING, CHARGE, FIGHT, … and then lastly, MORALE. And we'll work through each of these in order. In the movement phase, Ant can move his models if he wants to. We can find out how far they can move by looking at the Datasheet. The “M” is for movement, and we can see that the Shock Troops are able to move 6 inches. As the Orks facing them are fierce close combat fighters, Ant chooses to keep his distance, and instead moves back a few inches. The psychic phase is next, and this is where powerful warp-infused psykers can use their powers, but none of these models possess psychic abilities, so we’ll skip this stage for now, but we’ll cover it later on. On to the shooting phase! Ant’s Shock Troops will now get to target the Orks. These infantrymen have a selection of different weapons. The leader has a small laser gun, known as a laspistol. The troops have larger laser rifles, known as lasguns, and one lucky trooper has been given a special flamer weapon. By looking at the datasheets, we can see which weapons are in range. As the Orks are about 23” away from the furthest Shock Troop, we can see that the only type of weapon that will reach the opponent are the lasguns. The lasguns have a TYPE of rapid fire 1, which means they shoot once, but at half range of 12”, they can shoot twice. The squad has 8 lasguns in total, so Ant can take 8 shots at this range. He picks up 8 dice, 1 to represent each shot. Now we need to determine if these shots are accurate, and actually hit their target. This is known as rolling to hit. To figure this out, we look at the Shock Troops datasheet again, but this time we’re looking for their BS, not "bullshit" in this case, it's their ballistic skill. Basically how good they are at shooting. We can see it says “4+”, so for each dice we roll that lands on a 4, or higher, that shot hits its mark. We’d call this roll requirement a “4-up” Let’s do it... 3 of the dice landed on a 4-up. Let’s remove the 5 that failed, and then we can roll to see if any of those accurate shots wound the Orks. That's called rolling to wound. To figure out what we need to roll, we compare the strength - S - of the lasguns, against the toughness - T - of the Ork boyz. The lasguns are strength 3, while the Orks are toughness 4. Because the target’s toughness is higher than the attacking weapon’s strength, they are less likely to wound, and will only do so on a roll of 5 or more. Let’s roll… Ant managed to roll 1 5 and 2 6s, so 3 of those dice actually cause wounds, which is more than you’d expect on average. Now, there’s a chance that the Ork’s makeshift armour might deflect the incoming laser fire. For each successful wound, the Ork player, that’s me, gets to roll 1 dice. So, three dice in hand, but what do I need to roll? Let’s take a look at the Ork’s datasheet again. You can see the save value at the end says 6+. This means I need to roll a 6 for their armour to deflect a shot. Let’s give it a go… Oh dear! No sixes for me, that means all 3 wounds go through. The lasgun shots cause 1 damage each if they wound - that’s the D on the weapon profile … and each Ork boy has just 1 wound, the W in the Ork’s profile. This means that each wound kills an Ork. Now, I have to remove 3 Orks from play. See ya boys! As none of the other weapons are in range, that means it’s now the end of the shooting phase. Pretty successful for the imperial guard! Now, we move on with the charge phase. For a unit to be able to charge, they need to be a maximum of 12” away from an enemy. This is because the charge distance is determined by rolling 2 dice and combining the results. We’re still quite far away, so there’s no way the Shock Troops can charge the Orks. Let’s move on to the fight phase. But as we know, no units successfully charged, and there are no ongoing fights, so we can skip straight to the morale phase. This happens at the end of each player’s turn. Units that lost models now have to see if any of their squad mates are scared off by the carnage happening around them. To do this, you roll 1 dice, and add the number of models lost from a unit this turn. We rolled a 4, now we add the 3 for the models we lost, to make 7. Now we compare this total to the Leadership value, Ld, of the Ork Boyz. The Boss Nob is still alive in the squad, and he has a leadership of 7. Exerting his influence, he’s able to inspire the Boyz to stay in the fight. If we had rolled a 6, and our total was 9, that’s 2 higher than the Ork’s leadership of 7, so they would have lost 2 more Boyz. Again, the player who controls the squad chooses the casualties, but there were none of them this time, let’s move on to Orks turn 1. So first up, in the movement phase. The Orks are actually pretty ferocious when it comes to close combat fighting, but they’re quite a long way from the Shock troops so they're going to need to get up as close as possible, so they're going to want to close that gap. They move their M value from their datasheet, which is 5 inches, and Guy's then going choose to make an additional move called an Advance. Guy gets to roll 1 dice, and move then move that distance in inches in addition to their normal movement. So that's another 6 inches for the Boyz. Doing this means they won’t be quite as effective for shooting, but that’s not really their strong point anyway They just want to get up, and chop some stuff. So now we move on to the psychic phase, and again, in this game, there are no psykers in play, so let’s skip this stage for now. Time for the Orks to unleash some dakka in the shooting phase. So if you choose to advance a unit, you can only use weapons that have the type of ASSAULT, and after advancing you also fire with a -1 modifier to hit. The only weapon that Guy's got in range is the Kustom Shoota the Boss Nob is carrying. It puts out a lot of shots though, which you can see by the number on the weapon type. ASSAULT 4 in this case, so we're going to need to roll 4 dice to see if they hit The Orks are wildly inaccurate with their shooting, meaning their ballistic skill is a 5+, so it only hit on 5s and 6s. But remember, we've got to apply that -1 modifier for advancing that unit, so we’re only going to be hitting on 6s! Which is great for me, but not so good for Guy. Let’s roll to hit, and see what happens. So Guy scores 1 6, so that shot made its mark, before we roll to wound though, rolling that 6 actually triggered a special rule for the Orks… The rule is called "dakka dakka dakka" which means that “to hit” rolls of a 6 let you roll an additional dice, reflecting their frenzied, trigger-happy nature. Does the additional dice hit? No, so never mind actually. Now let’s roll to see if that hit wounds. The attacking weapon’s strength is higher than the target’s toughness, strength 4 vs toughness 3 in this case, so it’s more likely to actually do damage, and Guy only needs 3 or above to actually cause a wound. Good for Guy, that shot wounded one of the shock troops, now let’s see if the Shock Troops armour saves his life. The Shock Troops have slightly better armour than the Orks, which deflects shots on a 5 or more. Unfortunately, the armour didn’t save the soldier this time, and one model is removed as a casualty. So that's the shooting phase done, now on to the charge, and even though the Orks would love to get stuck in, they advanced in their movement phase, which actually means they can't attempt a charge. Not so good for them! No charging means no fighting either, so sorry Boyz, you're just going to have to wait. So straight on to the morale phase. The Shock Troops lost 1 model, but their highest leadership in the squad is 7 for the sergeant and this means that even if I rolled a 6, the total would still not exceed their leadership, so I'm pretty comfortable that actually no one's going to run away, so... keep stuck in there, boys! Turn 1 over and done with, now it's time to go on to round 2, which will be my turn 2. Now the shock troops can strategically move forward to get their rapid fire weapons within half range. Getting within 12” will also let the sergeant fire his small laspistol too. Moving forward, they’re now 9” away from the Ork Boyz. Movement phase over, skipping the psychic phase, on to shooting... The only weapon unable to shoot is the flamer, as it has to be within 8 inches. 7 lasguns will be firing at half range, meaning they get to shoot twice, so that’s 14 shots. The sergeant will also get 1 shot from his laspistol. Apart from the range and type, it has the same profile as the lasgun, so to keep things simple, we can just add his dice into the pile with the rest of the shots. 15 shots incoming, hitting on 4s. Not bad, 8 made their mark. Now let’s roll to wound. Strength 3 of the Lasguns vs toughness 4 of the Orks, so needing 5s to wound. 3 wounds! Let’s see if the wounds actually kill any of the Ork Boyz. I make 1 6+ saving throw, but fail with the other 2, so another 2 Boyz are removed from the unit. Now, on to the charge phase. The Orks are brutal at close range, so the shock troops know that charging them would probably be suicide, even though they might be able to pull it off. No, not this time, the shock troops choose to skip the charge phase. Again, no charge phase means straight onto the morale phase. With only 2 loss, and a leadership of 7, we know we can’t trigger any more losses unless we roll a 6.... They’re safe this time. Moving on to Orks turn 2. So first up for Guy;s turn 2 The Orks don’t want to take any chances now, so the shock troops are almost within touching distance. They can almost smell the sweat coming off of them. So that means their standard movement of 5” will bring them them just 6” away from their enemies. Which will actually be really good for the later charge phase. And again, we're going to skip the psychic phase this time, and just go on to shooting. The Nob's firing his kustom shoota, and 3 boyz will be shooting their sluggas, which have a 12” range, and because he’s within range, the last boy is going to be choosing to actually throw a grenade instead of firing his pistol. Ork Boyz have "stikkbombs", so 1 of the boyz is going to be chucking that and it’s within 6”, which is the range of the weapon on its profile sheet. So let's go in with the kustom shoota first and 3 sluggas together, now, as they have the same strength and cause the same damage, Guy's going to be rolling them all together. 7 shots in total, and Guy's going to be using the normal ballistic skill of the Orks which is a 5+ because they moved normally, and didn’t advance this turn. So that's 3 hits So just like before, strength 4 against toughness 3 of the shock troops, these will wound on a 3. Great. They all wound! Woo. Now, let’s see if the shock troop’s armour can save them. 3 saving rolls are made, and 2 are successful. We know there's going to be 1 casualty already, but before we start removing models, we also need to finish this unit’s shooting which includes the grenade. The grenade does a random number of attacks, determined by the roll of a dice, which is why you’ll see Grenade D6 in its weapon profile. So, we roll a dice, or a D6 as its known, and Guy score a 4. That means that single grenade is going to turn into 4 shots. Then we proceed as if it was a normal gun. So that's 4 shots, hitting on 5s again, and 2 actually hit. Now, the stikkbomb is only strength 3, so when strength and toughness are equal, the wound roll is successful on a 4 or more. 1 wound, but let's see if it gets through the guard's armour. Nope! Not this time. So, now that’s the shooting phase over and done with, now I get to choose which models to remove as casualties. Now on to the charge phase, and I think there's going to be some charges going off! And this really is what the Orks were made for, they just want to get stuck in, and start chopping stuff up. Guy's going to be declaring that his Ork Boyz are going to be charging the Shock Troops. Now, they’re only 4 inches away, there's a pretty good chance they're going to be making that distance, which we'll find out by rolling 2 dice. So before Guy rolls those 2 dice to see if he makes the charge, I get to fire something which is called OVERWATCH. Now, this represents that my shock troops are going to be charged, and they're going to be frantically firing at close range at whichever models are going to be charging them. They get to overwatch before the charge happens, so even if the Orks eventually fail the charge, I would have had the chance to fire overwatch. Overwatch works a bit like shooting, but instead of firing at your regular ballistic skill, shots will only hit on a dice roll of a 6. So, let’s tally up… there are 6 lasguns remaining, 1 sergeant with a laspistol, and a trooper with a flamer. Because the Orks are within 12”, the rapid fire lasguns get to fire twice, so that's 12 shots. So that’s 13 shots coming in, hitting on a 6. ... and nothing. That is some pretty bad rolling. But, let's remember there is a guard left with a flamer? So it's got quick a short range of only 8 inches, but automatically hits when it fires. Just like the grenade, you roll a dice to see how many shots it makes. 5! I'll take that. So that’s 5 shots coming in, automatically hitting, so now on to wound rolls… The flamer's strength is 4, which matches the Ork’s toughness of 4… so the dice will all wound on 4s. So now the Orks can use their 6+ armour save to protect them... 1 makes it, let’s hope that that was worth it! NowI need to roll to see if my Orks actually make the charge. I roll dice and combine their total to find their charge distance. 2 4s, so that's 8 inches in total. Easily enough to close the gap. Now it’s time for the fight phase! As this is a new fight, whoever made the charge gets to go first. So that was the Orks, and they're just going to want to get stuck in. Before they get to fight, they can choose to pile in up to 3 inches towards the closest model. First, Guy's going to start off with the ork leader, the Boss Nob. He’s packing a weapon called the Power Klaw, which can make short work of the armour, so it really shouldn't have any trouble with these shock troops. To find out how many times he can attack, we look at the A on his profile. and he's got 3 attacks! Let’s roll to hit. The WS, or weapon skill, in his profile shows you how good at fighting in close combat that Boss Nob is. He's got a weapon skill of 3+, which means he’s a brutal fighter, and he's going to be hitting on a 3 or more. All well and good, but the hefty Power Klaw he’s using is so unwieldy, that it's got a negative modifier, which push it up to hitting on 4+. This is explained in the Abilities section of the weapon datasheet. So, that's 3 attacks hitting on 4s… Oo, and he made 2 of them. Now, let’s see if they wound. The strength of the power klaw is listed as “x2”, which will basically double the strength of whatever model is using it. So the strength of the boss Nob is already 5, so that makes the strength of these attacks a massive 10! As with before, the toughness of the shock troops is only 3. When the strength is double the toughness, or anything over like in this case, like 3 times the amount, you're going to be wounding on a 2 or more. So, as you’d expect, both of wounds go through. Now, let’s see if the shock troops can make their armour save. Well, actually, we know they won’t! This is because the Power Klaw also has an AP value, you can find it on the datasheet. AP means armour penetration, and this gives you an idea of how piercing and powerful the weapon is against armour. So the Power Klaw has an AP of -3, which means that it reduces armours effectiveness by 3 points. The shock troops have an armour save of 5+, so an AP of -1 would bring that to a 6+, and an AP of -2 would mean it was an impossible 7+, but because this is AP-3, this is going to mean that actually even heavily armoured troops and tanks have practically no chance of resisting the attack. So these 2 troops can’t possibly make this save, there's no way you can get 8 on a dice roll of 6, so there’s 2 casualties already. there, but the fighting's not over yet. Let’s see what the Boyz are going to be doing. So they've got 2 attacks each on their datasheet, but because' they're using choppas, an ability on this weapon means that they're going to get 1 extra attack. So, 3 boys are going to be making 3 attacks each, and if my maths are right, that's 9 attacks in total. Ouch! So a weapon skill of 3+, Guy rolls, let's see how they do. So that's pretty good, 6 hits! Now, let’s roll to see if those hits cause any wounds. So these boyz choppas have a strength of 4, and their weapons don’t have any other special effects, or any AP minus values, so strength 4 versus toughness 3 of their opponent, and because the strength is higher, it means they're going to be wounding on a 3 or more. So 5 wounds go through, and it's looking pretty dicey for my little shock troops there. So I manage to make 2 saving rolls on my 5 up, and because the choppas have no minus AP value, nothing's going to change that. But this still means that there are 3 more casualties. Add the 2 caused by the boss nob, and the squad is reduced to just the sergeant, the flamer, and one other infantryman. Now its time for the shock troops to fight back though. The 2 regular troops get just 1 attack each, while the sergeant gets 2. The sergeant is also carrying a chainsword close combat weapon, which means he gets an additional attack, as detailed in the chainsword's abilities. That’s 5 attacks coming in, and hitting on the troops weapon skill of 4+. So 2 make it, now let’s see if they wound. Strength 3 against toughness 4 of the Orks, I'm going to need 5s to make any wounds go through. 1 goes through, and now let’s see if the Orks can make their armour save. Unfortunately, that makeshift, ramshackle armour that the Orks are wearing is not enough to repel an attack from a mighty chainsword, which means that one Ork goes. So now on to the morale phase. To determine if any of these shock troops are actually scared away by their friends dying around them, and having these Ork greenskins in front of them just chopping at them, we need to take a morale test. So I do this by rolling a dice. and I roll a 5, and then add the number of casualties that I suffered this turn, which was 6. The 5 plus the 6 equals 11, Now this is 4 higher than my maximum leadership for the sergeant of 7. I need to remove 4 models, but I've only got 3 left, so those 3 guys are going to be running away so I remove them from the squad. So you can see that, even given the benefit of the doubt, some armies are much better at shooting, and some armies are much better at fighting up close, and others have mixed, interesting tactics. Before we finish the video, let’s quickly bring psykers into the mix. Let’s pretend that, all the while, there was another unit nearby, a human conduit of psychic energy, an imperial guard primaris psyker. Let’s move on to imperial guard turn 3. The psyker can keep their distance so long as their psychic ability is within range. So Ant decides to move just slightly. Now, on to the psychic phase. The player who’s turn it is can now try to summon one of their psyker's abilities. This particular psyker knows a power called psychic maelstrom, which requires a warp charge of 7 to activate. Ant rolls 2 dice, trying to get a 7 or higher so that that psychic power manifests. and it does! If I also had a psyker nearby, I could attempt to counteract this, but as the Orks don’t have one of the field, I just have to sit back and let it happen. Psykers denying each other's psychic abilities is called Deny The Witch, and generally you just have to roll higher than your opponent rolled to cancel out the ability. So, for this particular psychic power, going by the details you’ll find either in the codex or in battlescribe, we roll the dice, and on a 2+, it causes 1 mortal wound for the Orks. Now, mortal wounds can’t be saved, so that 6+ armour save can’t even be attempted. Goodbye Ork number 1. Now with psychic maelstrom, Ant can do the same thing again, but this time to dice roll required goes up by 1… Goodbye Ork number 2! And again, but this time he needs a 4. He still makes it! Now my boss nob has 2 wounds, so I use a dice just to remind myself that now he's down to 1 wound. And here we go again, and well, that boss nob is dead! So, that little demo gives you an idea of how powerful psykers can be in the game, and they’re quite a useful type of unit to take in most armies! We hope you’ve found this video useful, and that it’s helped you form a rough outline of the basic mechanics of the 8th edition of Warhammer 40,000. This is obviously no replacement for getting hold of the rulebook and codices, but it should give you a good foundation for starting to play some games. Warhammer 40,000 is constantly evolving, with FAQs, and yearly updates called Chapter Approved, but it’s all still based on the concepts that we've covered in this video. So, good luck getting started! If you’re looking for easy to follow painting advice or fast, fun battle reports, subscribe to this channel! That’s sort of our speciality. Thanks so much for watching, please like the video, leave a comment, and we’ll catch you in the next one. Bye for now Bye!
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Channel: Midwinter Minis
Views: 1,421,986
Rating: 4.9669089 out of 5
Keywords: how to play warhammer, learn warhammer, learn 40k, how to play 40k, 40k for beginners, warhammer for beginners, warhammer 8th
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Length: 27min 0sec (1620 seconds)
Published: Mon Feb 10 2020
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