How to Play Warhammer 40,000 2nd Edition: A Beginner's Guide

Source: AJB Blog — https://blog.ajb.bz/warhammer-40k-2nd-edition-beginner-guide
Author: Alan Bollinger
Published: Nov 10, 2026
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A Little Nostalgia Before We Begin

I started playing Warhammer 40,000 back in 1993, when the second edition was first released. My friends and I spent countless hours building armies, painting miniatures, and setting up battles across whatever tables and terrain we could find. We played 2,000-point battles that seemed to rage for days, with armies advancing, retreating, regrouping, and occasionally being wiped off the tabletop entirely. Those games were about more than winning. They were about the stories that emerged as the battle unfolded, the unlikely heroes, the spectacular failures, and the ridiculous moments that we would still be talking about long after the dice had stopped rolling.

Over the years, Warhammer 40,000 has evolved through numerous editions. Each has introduced new rules, different mechanics, and its own interpretation of how the grim darkness of the far future should play. There is always going to be a debate about which edition is the best. I think the edition wars miss an important point: a new edition does not make an old edition obsolete. Newer rules don't invalidate the games we enjoyed, and there is no reason you cannot discover something wonderful in an edition released decades ago. Each version has its own character, and 2nd Edition has a particular combination of tactical depth, personality, and tabletop chaos that still makes it worth playing today.

This guide is for anyone curious about returning to those battlefields, or discovering 2nd Edition for the very first time. Whether you grew up playing it like I did or weren't even born when it was released, the rules are still here, the miniatures are still ready for battle, and there is plenty of fun to be had. So let's put some models on the table, roll some dice, and learn how to play Warhammer 40,000 2nd Edition.

Welcome to Warhammer 40,000, 2nd Edition!

Originally released in 1993, 2nd Edition has a very different feel from many of the later versions of Warhammer 40,000. It combines movement, shooting, brutal close combat, psychic powers, and morale into a tactical tabletop battle where positioning and timing matter just as much as the weapons you carry.

If you've never played before, the rulebook can look intimidating. There are a lot of characteristics, weapon statistics, modifiers, and special rules to learn.

The good news is that the game is built around five phases. Once you understand those phases and the rules that govern them, everything else starts to make sense.

This guide covers the five phases of a turn, including three mechanics that are particularly important to understanding 2nd Edition: Hiding, Overwatch, and Multiple Combats.

Let's get started.

Who Goes First?

Before the battle begins, both players roll a D6 and add their army's Strategy Rating to the result. The player with the highest combined score wins the initiative and takes the first turn.

Your army's Strategy Rating represents its ability to plan, coordinate, and seize the initiative in battle.

A Special Rule for Orks: WAAAGH!

Orks normally have a Strategy Rating of 3. However, when determining who gets the first turn, Orks double their Strategy Rating to 6!

This means an Ork player rolls 1D6 + 6, rather than 1D6 + 3, when determining who goes first. It's a significant advantage and represents the unpredictable speed and aggression of an Ork warband.

Once the first player has been determined, you don't roll again at the beginning of subsequent turns. Players simply alternate complete turns for the remainder of the battle.

First, Understand How Turns Work!

Before getting into the individual phases, there is one important thing to understand about Warhammer 40,000 2nd Edition: players take complete turns, not alternating phases.

This is an important distinction. Player One does not move, then Player Two moves, followed by both players shooting. Instead, one player completes their entire turn before their opponent gets to take theirs.

At the beginning of the battle, both players roll a D6 and add their army's Strategy Rating. The highest total determines who takes the first turn.

Here's how it works:

Player One's Turn

  1. Movement: Player One moves their troops. Player Two can react with Overwatch if they have troops prepared to do so.

  2. Shooting: Player One fires their ranged weapons.

  3. Hand-to-Hand Combat: Both players fight with all their engaged models.

  4. Psychic: Both players can use their psykers.

  5. Rally: Player One attempts to rally their broken squads.

Player Two's Turn

Once Player One has completed all five phases, Player Two takes their complete turn:

  1. Movement: Player Two moves their troops. Player One can react with Overwatch.

  2. Shooting: Player Two fires their ranged weapons.

  3. Hand-to-Hand Combat: Both players fight with all their engaged models.

  4. Psychic: Both players can use their psykers.

  5. Rally: Player Two attempts to rally their broken squads.

Then the sequence repeats, with players continuing to alternate complete turns until the battle is over.

There are two important exceptions to remember:

Overwatch is another important exception because it allows a player to react and shoot during their opponent's Movement Phase.

Think of it this way: you command your entire army for your turn, but your opponent isn't completely helpless. Overwatch, Hand-to-Hand Combat, and Psychic powers give them opportunities to react and participate even when it isn't their turn.

With that understood, let's look at the five phases in detail.

Understanding the Turn

Warhammer 40,000 is played between two opposing players. Each player commands an army represented by miniature models on a tabletop battlefield.

Players alternate complete turns. The first player takes a turn, followed by the second player, and then the first player again. This continues until the battle is over.

Every turn follows the same five phases, in this order:

Phase

What happens

1. Movement

Move troops, declare charges, run, hide, and position your forces.

2. Shooting

Fire ranged weapons, throw grenades, and resolve Overwatch fire when applicable.

3. Hand-to-Hand Combat

Resolve fights between engaged models.

4. Psychic

Psykers use their psychic powers.

5. Rally

Attempt to bring broken troops back into the fight.

There are two important exceptions to remember.

During Hand-to-Hand Combat, both players fight with their engaged models, regardless of whose turn it is.

During the Psychic Phase, both players can use their psykers.

These are deliberate exceptions to the normal turn sequence.

1. Movement Phase

The Movement Phase is where you position your army, advance toward objectives, seek cover, and prepare to engage the enemy.

Each model has a Movement characteristic, abbreviated as M, on its profile. This tells you how many inches the model can normally move.

For example, a human soldier with a Movement of 4 can move up to 4 inches. An Eldar with a Movement of 5 can move up to 5 inches.

You don't have to use the full movement allowance. You can move a model a shorter distance or leave it stationary.

The order of movement

Movement follows a strict sequence:

  1. Declare Charges.

  2. Make Compulsory Moves.

  3. Move Chargers.

  4. Make Remaining Moves.

This order is important. You cannot move your troops around and then decide which units are going to charge.

Declaring Charges

If you want to engage an enemy in Hand-to-Hand Combat, you normally have to charge.

At the beginning of your Movement Phase, declare which squads are charging and identify their intended targets.

Charging models move at double their normal Movement rate.

A Space Marine with a Movement of 4 can therefore charge up to 8 inches.

There are several important rules:

Opposing models are normally kept at least 1 inch apart. You cannot simply walk into base-to-base contact with an enemy. Charging is the normal way to enter Hand-to-Hand Combat.

Normal Movement and Running

After compulsory movement and charging units have moved, you can move the rest of your forces.

Models can move up to their Movement characteristic in inches, in any direction.

Members of a squad must maintain Squad Coherency at the end of their movement, normally remaining within 2 inches of another member of the squad.

Running allows a squad to move at double its normal Movement rate.

A soldier with a Movement of 4 can therefore run up to 8 inches.

However, running comes with restrictions:

Running is useful for bringing reinforcements forward, repositioning troops, and moving between objectives.

Terrain and Obstacles

Terrain affects how far your models can move.

Terrain

Movement

Open

Full movement.

Difficult

Half movement.

Very Difficult

One-quarter movement.

Impassable

Cannot be crossed normally.

Obstacles such as walls, fences, and trenches have additional movement costs depending on their height.

For example, crossing a wall more than 1 inch high can cost half of the model's remaining movement. Obstacles more than twice a model's height cannot be crossed by that model.

Terrain penalties are cumulative.

Learning to use terrain is one of the most important tactical lessons in 2nd Edition.

Hiding: Disappear from the Enemy's Sights

Hiding is a fundamental movement mechanic that allows your infantry to use scenery to conceal themselves from enemy troops.

A model can hide behind appropriate terrain such as:

A hidden model cannot be seen and cannot be shot at directly. However, the model can still see and shoot from its concealed position.

Not every piece of scenery provides sufficient cover. A Space Marine cannot realistically hide behind a lamp post or a chain-link fence, for example.

Going into Hiding

At the end of the Movement Phase, a player can declare that eligible infantry models are hiding.

There are several requirements:

  1. The model must finish its movement in cover or behind an obstacle that conceals it.

  2. It must either remain stationary or move its normal movement distance.

  3. It cannot have charged or run during the turn.

  4. An entire squad must hide together. You cannot hide some members while leaving the others visible.

Place a Hidden counter next to the model or squad.

Vehicles, cavalry, and models wearing Tactical Dreadnought Armour cannot hide.

What Happens When a Model Is Hidden?

A hidden model cannot be seen or shot at directly.

However, hiding is not the same as being invulnerable.

If a hidden model or squad moves or shoots, it becomes visible immediately. Remove its Hidden counter.

Importantly, if only one member of a hidden squad moves or shoots, the entire squad is revealed.

There is one exception. A hidden model can move while remaining hidden if it moves only through concealing terrain, such as moving alongside a wall or through a wood. This represents troops carefully working their way forward through cover.

Spotting Hidden Models

Hidden models can be spotted by approaching them.

The distance at which a model can spot an enemy is equal to its Initiative characteristic in inches.

For example, a Space Marine with Initiative 4 can spot hidden models from 4 inches away.

A hidden model can also be spotted if an enemy gets into a position where it can see around or over the obstacle concealing it.

Troops that spot hidden models can shoot at them normally. Their discovery is also communicated to friendly troops carrying communicators.

There is an important distinction between spotting a model and simply knowing its location.

If the enemy only knows the general position of a concealed model, it cannot fire directly at it. However, weapons with area effects, such as flamers, grenades, and missiles, can still attack its position.

If a hidden model is caught under an appropriate area-effect template, it is hit on a roll of 4, 5, or 6.

Hiding and Overwatch

A hidden squad can go into Overwatch without revealing itself.

This takes two turns:

The squad can then wait for the enemy to approach and open fire when the opportunity presents itself.

This is one of the most effective ways to set up an ambush.

2. Shooting Phase

The Shooting Phase is where your troops fire their ranged weapons and attempt to eliminate enemy models.

Shooting follows a straightforward sequence:

  1. Choose a target.

  2. Check range and line of sight.

  3. Roll to hit.

  4. Roll to damage.

  5. Make armour saving throws.

  6. Remove casualties.

Choosing a Target

Declare which squad or model is shooting and nominate its target.

Normally, a squad must shoot at the closest eligible enemy target.

There are several exceptions:

Squad members can also split their fire when they cannot see the same targets or are closer to different enemies.

This is why positioning and facing your models during the Movement Phase matters.

Checking Range and Line of Sight

Once you have nominated your target, measure the distance to make sure it is within weapon range.

Weapons have their own short and long range characteristics.

A shot outside the weapon's maximum range automatically misses.

Your model must also be able to see the target. Buildings, terrain, and other models can block line of sight.

Rolling to Hit

The Ballistic Skill characteristic, abbreviated as BS, determines how accurately a model shoots.

The basic number required on a D6 is calculated by subtracting the shooter's BS from 7.

Ballistic Skill

Required Roll

BS 2

5+

BS 3

4+

BS 4

3+

BS 5

2+

Additional modifiers apply depending on the situation.

For example:

Situation

Modifier

Target in soft cover

-1

Target in hard cover

-2

Target moved 10 to 20 inches

-1

Target moved more than 20 inches

-2

Shooting from a vehicle moving at fast speed

-1

Shooting at a large target

+1

These modifiers are applied to the dice roll.

A Space Marine normally needs a 3+ to hit. If the target is behind hard cover, the -2 modifier makes the shot considerably more difficult.

A roll of 1 always misses.

Damage and Armour Saves

Hitting a target doesn't necessarily damage it.

Compare the Strength (S) of the weapon against the Toughness (T) of the target using the Damage Chart in the rulebook.

For example, a boltgun has Strength 4. Against an Imperial Guardsman with Toughness 3, the shooter needs a 3 or higher to cause damage.

If the attack causes damage, the target may make an armour saving throw.

The required roll depends on the model's armour and the weapon's saving throw modifier.

For example:

Armour

Basic Saving Throw

Flak Armour

6+

Mesh Armour

5+

Power Armour

3+

A weapon with a -1 saving throw modifier makes armour one point less effective. A Guardsman's 6+ flak armour therefore becomes a 7+ against a boltgun, which cannot be rolled on a normal D6.

If the armour save fails, the model suffers the damage.

Most ordinary infantry models have one Wound and are removed as casualties when they suffer a wound.

Overwatch: Shooting During the Enemy's Turn

Overwatch is one of the most important tactical mechanics in 2nd Edition.

It allows troops to give up their own actions so they can shoot during the opposing player's Movement Phase.

This means you don't always have to wait until your Shooting Phase to fire at the enemy.

You can establish defensive positions, cover advancing friendly units, and shoot at enemies as they emerge from cover or move into range.

Preparing Overwatch

At the start of your turn, declare which troops are going into Overwatch.

There are some important restrictions:

The unit gives up its actions for the turn, but remains ready to fire when the opposing player moves.

Firing on Overwatch

During the opposing player's following Movement Phase, your unit can shoot at targets as they present themselves.

You can fire:

This is particularly useful when an enemy moves from one piece of cover to another.

It is also the only normal opportunity for a defender to shoot at an enemy charging directly toward them.

Overwatch fire follows the normal shooting and damage rules, with an additional modifier.

A model shooting on Overwatch suffers -1 to hit when shooting at an enemy that is:

This modifier is only applied once, even if the enemy emerges from cover and charges in the same move.

There is another important detail: Overwatch shots against charging models are always treated as being at short range.

Models on Overwatch cannot throw grenades.

As soon as a model or squad fires, remove its Overwatch counter. Resolve the attack and then continue the enemy's movement.

Losing Overwatch

A unit on Overwatch can lose its readiness if it comes under enemy fire.

Whenever troops on Overwatch are shot at, they must immediately take a Leadership test.

Roll 2D6. If the result is equal to or less than the unit's Leadership, it passes and remains on Overwatch.

If the test is failed, remove its Overwatch counter.

The important detail is that the unit does not have to be hit. Merely being shot at is enough to force the Leadership test.

This represents incoming fire forcing troops to duck and disrupt their aim.

Using Overwatch Tactically

Imagine you have two Space Marine squads.

The first squad advances toward a building. The second squad stays behind and declares Overwatch.

If Orks emerge from behind the building, the supporting Space Marines can fire during the Orks' Movement Phase.

Once the first squad has reached its destination, the second squad can advance while the first provides covering fire.

This creates a rolling advance where squads protect each other.

Overwatch is also an excellent way to defend narrow approaches, protect objectives, and establish ambushes.

It is one of the mechanics that makes terrain and positioning so important in 2nd Edition.

3. Hand-to-Hand Combat

Hand-to-Hand Combat is where opposing models fight at extremely close range.

Models enter combat by charging and moving into base-to-base contact with an enemy.

Once engaged, models cannot normally move or shoot until the combat has been resolved.

Only pistols and close combat weapons can be used.

Unlike shooting, close combat uses Weapon Skill, Attacks, Initiative, and Combat Scores.

Who Can Fight?

All models engaged in Hand-to-Hand Combat fight during this phase.

It does not matter whose turn it is. If your models are engaged during your opponent's turn, you still get to fight.

Another important difference is that models can fight in a full 360-degree arc.

They are not restricted to attacking only models directly in front of them.

Resolving Combat

A normal fight between two models follows six steps.

1. Roll Attack Dice

Each model rolls a number of D6 equal to its Attacks characteristic (A).

A model carrying a close combat weapon in each hand receives an additional Attack Dice.

For example, a Space Marine carrying a chainsword and bolt pistol rolls two Attack Dice instead of one.

2. Calculate Combat Scores

Each player selects their highest Attack Dice result and adds their model's Weapon Skill (WS).

Apply any Combat Score modifiers, such as the +1 bonus for charging.

The result is the Combat Score.

3. Determine the Winner

The model with the highest Combat Score wins.

If both models have the same Combat Score, the model with the higher Initiative wins.

If Initiative is also tied, neither model wins and no hits are inflicted.

4. Calculate Hits

The difference between the two Combat Scores determines how many hits the winner inflicts.

For example:

A Space Marine has WS 4 and an Ork has WS 3.

Both roll a 4.

The Space Marine wins by 1 and inflicts one hit.

If the Space Marine had charged, he would receive an additional +1, increasing his Combat Score to 9 and inflicting two hits.

5. Roll to Damage

Each hit is resolved using the Damage Chart, just like shooting.

Compare the Strength of the model or its weapon against the opponent's Toughness.

6. Make Armour Saves

The defending model can make an armour saving throw if its armour is effective against the attack.

Apply the appropriate weapon saving throw modifier.

If the save fails, the model suffers damage.

Multiple Combats: Fighting Against Several Opponents

This is an especially important rule to understand.

In 2nd Edition, a model engaged by multiple enemies doesn't simply fight one of them and ignore the others.

When two or more models are fighting a single enemy, this is called a Multiple Combat.

The outnumbered model must fight each opponent individually, one after another, during the same Hand-to-Hand Combat Phase.

The player controlling the outnumbering models chooses which model attacks first.

The first fight is resolved normally.

If the outnumbered model survives, it must fight the next opponent. However, that opponent receives an additional Attack Dice and a +1 Combat Score modifier.

Each additional opponent receives another Attack Dice and another +1 Combat Score modifier.

Attacker

Additional Attack Dice

Combat Score Bonus

First opponent

+0

+0

Second opponent

+1

+1

Third opponent

+2

+2

Fourth opponent

+3

+3

This means that overwhelming a powerful enemy with numbers is a legitimate and effective tactic.

A mighty warrior might defeat one opponent, but fighting three or four enemies in succession becomes considerably more dangerous.

Example: A Space Marine Sergeant Against an Ork and a Gretchin

Imagine a Space Marine Sergeant charging an Ork and a Gretchin.

The Sergeant is armed with a chainsword and bolt pistol, giving him two Attack Dice.

The Ork player chooses which opponent fights first and decides to send the Gretchin forward.

The Sergeant fights the Gretchin first.

If the Sergeant survives, he must then fight the Ork. The Ork receives an additional Attack Dice and a +1 Combat Score modifier because he is the second opponent.

Even if the Sergeant is a substantially better fighter than either individual opponent, the additional bonuses make the fight considerably more dangerous.

This is why getting multiple models into contact with a single powerful enemy can be so effective.

Follow-Up Moves

If a model kills all of its opponents, it can make a special Follow-Up Move of up to 2 inches in any direction.

This movement takes place during the Hand-to-Hand Combat Phase, even if it isn't your turn.

You can use it to:

If you use a Follow-Up Move to engage a new enemy, place the models in base-to-base contact.

The new combat does not happen until the next Hand-to-Hand Combat Phase.

The model does not receive the normal Combat Score bonus for charging when making this new engagement.

Follow-Up Moves are an important part of close combat tactics. Winning a fight can put your models in a better position to attack another enemy or protect themselves from incoming fire.

Breaking Off From Combat

Models normally cannot move away once engaged in Hand-to-Hand Combat.

However, a model may attempt to disengage if the situation is desperate.

To attempt this, resolve the combat normally, except that the model attempting to disengage counts its Weapon Skill as 0 and cannot parry.

If it survives, it immediately moves 2D6 inches directly away from the enemy.

The retreating model and its squad automatically become Broken.

This is a desperate option, not a routine movement tactic.

4. Psychic Phase

Psychic powers are one of the distinctive features of Warhammer 40,000.

Psykers draw upon the Warp to produce extraordinary effects, from defensive protections to devastating attacks against enemy troops.

Not every army or model has access to psychic powers. Only models identified as psykers can use them.

Mastery Levels

Psykers have a Mastery Level that indicates their psychic ability.

Psyker Type

Mastery Level

Psyker

1

Psyker Champion

2

Master Psyker

3

Psyker Lord

4

A psyker receives psychic powers according to its Mastery Level.

The Psychic Phase is unusual because both players can use their psykers, regardless of whose turn it is.

Players alternate using their available psykers.

Each psychic power has its own requirements, effects, and dice roll.

Read the specific power carefully before attempting to use it. Some powers affect enemy models, others protect friendly troops, and some allow extraordinary movement or psychic attacks.

The important thing to remember is that psychic powers are not ordinary shooting attacks. They have their own rules and are resolved during the Psychic Phase.

5. Rally Phase

Eventually even the bravest troops can lose their nerve.

In 2nd Edition, squads that suffer significant casualties may become Broken and flee from the battlefield.

The Rally Phase provides an opportunity to bring them back under control.

The Break Test

A squad must take a Break Test if it loses 25% or more of its current strength to shooting and/or Hand-to-Hand Combat casualties during a single turn.

For example, a squad of eight soldiers loses two models during the turn. It has suffered 25% casualties and must take a Break Test.

The test uses the squad leader's Leadership (Ld), or the highest Leadership characteristic in the squad if its leader has been killed.

Roll 2D6.

If the result is equal to or less than the squad's Leadership, the test is passed.

If the result is higher, the squad becomes Broken.

Only one Break Test is taken per squad per turn, even if it suffers further casualties later in that turn.

Broken Troops

Broken troops can no longer move normally, shoot, fight in Hand-to-Hand Combat, or use psychic powers.

If a broken squad is already in cover, it remains where it is and hides at the start of its next turn.

If it is not in cover, it immediately flees 2D6 inches toward the nearest cover, moving away from enemy models.

If it is still in the open at the beginning of its following turn, it flees another 2D6 inches toward cover.

Broken troops involved in Hand-to-Hand Combat must disengage and flee.

Rallying

During the Rally Phase, you can attempt to bring Broken troops back into the fight.

A squad cannot attempt to Rally if:

  1. It is not in or behind cover.

  2. It was forced to flee during the same turn for any reason.

  3. Its closest friendly models are also Broken.

A squad reduced to 25% or less of its starting strength cannot Rally.

To Rally, roll 2D6 against the squad's Leadership.

If the result is equal to or less than its Leadership, the squad successfully rallies.

Remove its Broken counter. The squad can move, shoot, fight, and use psychic powers normally again during its next turn.

Two particularly interesting results are worth remembering:

Space Marines: The Shaken Rule

Space Marines are exceptionally disciplined warriors.

When a Space Marine squad fails a Break Test, it becomes Shaken rather than Broken.

Shaken Space Marines cannot move closer to the enemy, but they can still shoot, fight in Hand-to-Hand Combat, and use psychic powers.

They can move away from the enemy or seek cover.

If they cannot move without getting closer to the enemy, they must remain stationary.

This makes Space Marines considerably more resilient to morale failures than ordinary troops.

Putting It All Together: A Typical Turn

Let's take a look at how these mechanics interact during an actual battle.

Imagine a Space Marine force defending a ruined settlement against an advancing Ork warband.

Movement Phase

The Space Marine player has one squad positioned behind a wall. The squad has been hiding and remains concealed.

Another squad moves forward toward the ruins.

The Space Marine player declares Overwatch for a supporting squad positioned behind the advancing troops.

The advancing squad moves into position while the supporting squad waits.

The Orks then take their turn and begin advancing.

Shooting Phase

The Orks open fire on the exposed Space Marines.

The supporting Space Marines have not yet fired because their Overwatch marker remains in place.

Hand-to-Hand Combat

An Ork mob charges a Space Marine Sergeant.

The Sergeant fights back during the Hand-to-Hand Combat Phase.

Nearby Orks also engage the Sergeant, creating a Multiple Combat. The Ork player chooses which model attacks first, with the additional attackers receiving bonuses as they fight the outnumbered Sergeant.

Psychic Phase

Any available psykers on both sides can now use their powers.

Rally Phase

If any squads have suffered enough casualties to become Broken, the players can attempt to rally eligible units.

The next turn begins.

This example demonstrates why the five phases cannot be understood in isolation. Movement determines positioning, positioning determines shooting opportunities, Overwatch changes how movement is approached, and close combat can quickly become dangerous when one side is outnumbered.

Advice for Your First Game

Don't try to memorize the entire rulebook before playing.

Start by understanding the five phases and the mechanics covered in this guide.

I would recommend keeping the following points nearby:

Mechanic

The Important Rule

Movement

Charges must be declared before moving.

Running

Double movement, but no shooting.

Hiding

Infantry can conceal themselves using appropriate terrain.

Overwatch

Give up your actions to shoot during the enemy's Movement Phase.

Shooting

Hit, damage, and armour saves are separate steps.

Hand-to-Hand

Both players fight, regardless of whose turn it is.

Multiple Combat

Outnumbering an opponent gives successive attackers bonuses.

Psychic

Both players use their psykers during this phase.

Rally

Broken squads need cover and a successful Leadership test to recover.

One of the best ways to learn 2nd Edition is to play a small infantry battle with a reasonable amount of terrain.

Use buildings, walls, craters, and woods. Practice Hiding and Overwatch. Put a few models into close combat and deliberately create a Multiple Combat so everyone can see how the outnumbering rules work.

Don't forget that terrain is not just decoration. It protects your troops, conceals your movements, creates firing positions, and provides opportunities for ambushes.

That is what makes 2nd Edition so interesting.

It's not simply a matter of moving your models toward the enemy and rolling dice. It's about controlling the battlefield, choosing when to engage, and knowing when to fight, when to hide, and when to fall back.

Welcome to the 41st Millennium. There is only war.