The game was played with miniatures.There is a complex background story, massive boards, and deep tactical game.The guide doesn't replace the official rules, but it does cover how to get into the hobby and make your first game easier.
Step 1: Consider the Dark Vengeance box set.
This includes everything you need for a two player game.You can buy it from hobby stores.One player controls the elite human space marines.Skip to the next section if you purchase this set.Continue to the next step if you would rather play a different type of game.The 6th edition of Dark Vengeance is a mistake.You won't be able to play with most other players if you have an older edition.
Step 2: An army Codex is what you should choose.
The Codex describe the unique units, special abilities, and long history of the faction.There are many 7th edition Codices.As a new player, don't worry about how powerful each army is.Pick an army that grabs your attention, or a story that you enjoy.You'll spend a lot of time with this army, and choosing something that appeals to you is more important than which army is powerful.New players should consider Necrons, Grey Knights, Space Marines, and Chaos Marines.Complex rules can make other groups difficult to play.
Step 3: You should get the rulebook.
You can find a used copy of the Dark Vengeance paperback mini Rulebook at auction sites.The three-volume set includes a guide to miniatures and a history of the setting.This can be purchased as an ebook.
Step 4: You can learn about unbounded armies.
An Unbounded army can have any number of units.This is a great choice if you already have a few miniatures, but the choices can overwhelm a novice.You can group units into Formations to get special benefits.The Codex and Rulebook have more information.An Unbound army can't form other types.If you have more than one Codex, you can combine units.You can see how this affects your units by looking up Allies in the Rulebook.
Step 5: You can try a Battle forged army.
This method is favored by competitive players and gives you some guidance in which units to choose.Each of the Detachments must fulfill certain requirements in order to be part of a Battle Forged army.The bonuses your units get for fulfilling these requirements are described in your Rulebook and Codex.Minimum or maximum numbers are the main requirements for each Battle Role.The description of each unit's Battle Role shows it as a symbol.There are additional restrictions when choosing a detachment.
Step 6: You should write your army list.
Your Codex has a point cost for each unit.Each player should have the same total point cost.A 500 or 750 point army is a good place to start.Don't overthink the units you buy for the first time.Search online for beginner guides or ask for help from experienced players.Look at the people you'll be playing against.You'll have to play with groups of players who agree on extra requirements for their armies.Follow the suggested division of Battle Roles on any Force Organization Chart if you can't find any advice.
Step 7: Pick your first miniatures.
Purchase the miniatures from a game store or the Games Workshop website.Pick a few to get a feel for the assembly and painting process.The following equipment is required.Model parts can be removed with nail clippers, plastic glue, Emery board, nail file, and/or utility knife.
Step 8: You can paint your miniatures.
If you enjoy painting, follow the link to a full article and use a simple two or three color paint job.This will help you and your opponent in battle.
Step 9: There are other play equipment.
The following items are required.You don't need to get them if another player already has them.There are three clear plastic objects showing blast radius, a few extra-powerful weapons require larger templates, and a special "scatter die."
Step 10: You can choose a mission.
Small missions are ideal for learning the game in the Dark Vengeance box set.Choose one of the Eternal War missions if you don't have the box set.The story and how to win the mission will be set in these.Extra rules for how you place terrain and deploy units can be added to the mission.Extra Objectives can be added in the middle of the game if you avoid the Maelstrom of War missions.
Step 11: Choose between an army and a leader.
The player chooses a character model for his army.The Warlord trait is listed in the unit's entry.Roll on the Warlord trait table if it does not have any listed.There is a Warlord trait for this battle.If that unit dies, you lose the bonus.Each Psyker unit is capable of generating psychic powers.To see which psychic disciplines the unit knows, check the Codex entry.Roll on a discipline's chart to see what power the unit has in this battle.If you don't like it, switch to the discipline's primary power.
Step 12: The battlefield should be set up.
You are able to play on any surface.If you have small armies, you can use an area as small as 4 x 4.Terrain can be placed anywhere that all players agree on.This can be bought in either warhammer terrain or homemade terrain.The rules of the game use inches.A foot is 12 inches.Most people prefer to play on a rectangular board.
Step 13: You should deploy your army.
The mission should be checked for deployment rules.Use any of the deployment zones in the Rulebook if there aren't any.The two players must place their units within 12 inches of each other on the opposite side of the board.To see who deploys first, roll dice.The first player puts down all his units, then the second player does the same.You can read the "Reserves" section of the Rulebook if you can't fit all your units in your deployment zone.
Step 14: Who goes first?
Whoever deploys first gets to decide whether to go first or second.First is usually better.The second play can roll a die if he chooses to go first.She "Seizes the Initiative" if it comes up 6.
Step 15: The victory condition should be checked.
The missions will tell you how long the game will last and who will win at the end.The game ends in five turns if your mission doesn't work.Each destroyed enemy unit will get a victory point.If you were the first to destroy a unit, you'll get 1 point.If you have a unit within 12 inches of the enemy table edge, you'll get a linebreaker.
Step 16: Understand what objectives are.
The players place the objective markers if the mission has them.The markers have to be at least 6 inches from the edge of the table.You have to control all units within 3 inches of the objective to earn victory points.If you have a Battle forged army, some of them will have the ability.If the enemy has the same ability as the units in these detachments, they can control an objective.
Step 17: Move your units.
Move all of your models first.Check the codex entry for vehicles and monsters for infantry models that can move 6 inches.Place the center of the model at the far edge of your tape measure if you want to measure the distance.The models are in the same unit.A model cannot move more than 2 inches from the nearest model in the same unit.They have to move back together if you start your turn farther apart.Most terrain slows down.You can check the rulebook for more information.
Step 18: You can use psychic powers.
Roll a die if you have any Psykers.You can add the result to the total mastery level of your Psyker units.This is the number of your dice for this turn.Psychic powers are described in the Rulebook.
Step 19: Shoot the person.
Each of your units with ranged weapons can make an attack against any enemy the unit can see.The models all fire at the same time.If you roll a die and use the unit'sBS, you can see if it was a hit.Instructions in the Rulebook are needed to check for injured or killed enemies.One model in the unit is needed to see the enemy.If you're not sure, look at the board.You need to be able to see the core of the model to count banners, wings, weapons, and other "poky bits."There are a lot of shooting rules that aren't covered here.The Rulebook section is worth reading in detail.
Step 20: Charge the enemy.
You can attack the enemy with each of your units.Units in close combat can't move or shoot in future turns.Pick an enemy that is close to the maximum charging distance.The enemy gets to make an attack.Roll a couple of dice.The unit should be moved up to the total result.The whole units are in close combat if one of your models touches the base of an enemy.
Step 21: Don't let the enemy get in the way of fighting.
Units in close combat only apply to the final part of your turn.Fight rules can be used to make attacks.It is advisable to read the Rulebook section carefully.The models attack in order of the highest Initiative to lowest.This also includes enemy models.The Attack (A) value is the number of attacks the model can make.The To Hit and To Wound charts can be used.
Step 22: The loser should be running.
The side with more wounds rolls two dice to make a Morale Check.If the result is higher than the leadership, the unit must fall back.Roll two dice and move them back to the beginning of the table.Each turn, these units are given one chance to Regroup.They keep moving back the same way if they fail.They become casualties when they reach the table edge.
Step 23: Pass the turn.
You have completed one turn.The player on the other side repeats the steps.Continue playing until you reach the end point you agreed on.This can be a number of turns, a time limit, or when the mission objective is complete.