Etiquette for WH40K

9 Simple Etiquette Rules for Better Warhammer 40K Games

A hectic few weeks with storms in the Atlantic have kept my busy as well as an increase in military duties. Have finally balanced my schedule and gotten a few games in the new edition of Warhammer 40K.

The Changes

I like the changes and the new speed of most armies, and the fluffy feeling of each unit. I play Eldar, so glad some units play like they appear in the fluff. Striking Scorpions stalking out of shadows to assault a weak spot. Howling Banshees tearing across the ground at blistering speed. Dark Reapers rained death from afar. Grav tanks advancing as they spit fire. I could go on, but this article isn’t about the changes to my army.

With the new edition I have noticed a small ripple that is spreading. In learning the new rules, the basics seem to be slipping further away. I do not mean the basics of the edition and its rules, but the basics unwritten/written of etiquette with gaming.  Players, including myself, are quick to want to play, and sometimes forget the small things that can lead to cheating.


Just some points of etiquette that all need to remember going into the new edition…

1)  Have a list and try to be on time

The addition of Open Gaming, aka Power Levels, has led to players showing up and picking x Power level from the cases and scribbling down the number. This is great, BUT what wargear option was selected for what model/unit?

This is easily open to abuse. It does not take but a few minutes to jot down what units are being played, and what options have been assigned to them.

Okeley Dokely

Now imagine the same situation in a Matched Play game, and the list is created as the opponent sits patiently (fuming) to roll some dice.  We gamers can be flaky and run late often, and I’m no exception. But, I try to not make it worse by not having a list ready.  Take the time the night before, or day(s) before, and write a list.

2)  Walk your opponent through your army

Before the game starts, or when asked, walk your opponent through your army. This is even more important if you are using counts-as or proxies. Many armies have similar units that look the same, but have different rules and or abilities.  I play Eldar, and all my units are their Aspect colour, and as such opponent rarely have to ask what x-unit is.

With 8th edition and new abilities, I do try my best to explain, including stats, when asked and something even before. Ensuring to inform of any special rules or abilities, and pointing out which model/unit has them.  If asked mid-game, I gladly repeat.

This can help stop, what I have coined “teleportation model syndrome” in which a model becomes another similar model to effect a favourable outcome.

3)  Declare your intent moving a model/unit and before rolling any dice

Most games are small contracts between two players to be have a mock battle.  Before your hand touches a model your opponent should have an idea what you are doing. Especially with movement condition, and restrictions in the new addition.

Select a unit and declare why you are touching them or measuring a distance.  This avoids confusion in what unit did what this turn. It can be frustrating if you don’t know what a unit is doing because there is always that nagging doubt that they (the opponent) missed something, or got something wrong, or a unit might have activated twice.

Before your dice hit the table, your opponent should always know why you are rolling them. This starts before the game from the time you roll for mission, to the deployment, and deciding who goes first.  During the game, always declare what unit you are rolling for and why.  Which leads to…..

4)  Call out the number needed to hit, wound, and save modifier

This can be seen as optional, but its nice to know what dice results are needed before rolling.  Both players knowing the desired results helps keeps the game honest, and I have often been caught out by my opponent if I’m wrong.  I always appreciate this; it’s much more important to me that I get the roll right.

5)  Roll the %^#@ing dice

Pick up the dice, mix up in your hand – holding your fist closed, and roll the dice! Don’t just drop the dice. Don’t fling the dice across the table knocking over models and terrain.  It is not hard to ensure dice drop 3″ or more to a surface.  Dice Tower, dice cups, and dice trays can be used or made to assist with this.

6)  Pick out all misses OR hits

After rolling a handful of dice, pick out the misses or the hits. This helps confirm the correct dice have been rolled and ensures both players can see the results. Do one or the other and be consistent. Don’t pull hits for one units and misses for the next. It causes player confusion and raises questions on validity of results.

7)  Be engaged when it’s not your turn

Try to avoid the temptation to check your phone or flip through a rule book while you opponent is moving his army, and especially when they are rolling dice. It’s really annoying to call out a dice roll, roll the dice, then announce the results only to look up and see that your opponent is not paying attention. Stay engaged in the game, it shows respect for your opponent.

8)  Keep your cool and play out the game

The game IS frustrating at its best moments. Dice betrayal, opponent’s hot dice, and bad tactics can ruin any game. It happens. It’s a game – it uses dice, dice are evil.

If you do find yourself getting frustrated, take 10,  step back, take a deep breath, look over the board and assess your options with a fresh perspective, and keep playing.

Even unwinnable games can be winnable.

Example: Was playing a friends army as he had to leave for an appointment. By turn 3 (after the dice betrayed me) his Dark Eldar were decimated, and the Black Templar player held most of the objectives. I felt like quitting, but played on the next few turns and squeaked by as we both forgot about an objective, and I was able to claim it.

You may be tempted to quit early in the game, but consider your opponent’s perspective: the game is going great for them. No one likes a quitter. It may seem hopeless, but always try to salvage what you can and make your opponent earn their win. You might even pull out a tie or a win if you remember your mission objectives!

At some point you can reasonably concede the game, but make sure the game is truly finished before doing this. Even then, sometimes I keep playing and joking around just so my opponent can have some fun. But…

9)  Know when to quit and look in the mirror

This one might seem contrary to the above, but if your opponent disconnects from the game, and is no longer engaged, something IS wrong. Stop and reflect if your actions might be hampering their game and ask what is wrong. Take their comments or complaints in stride. Its game of two players, and if one is not enjoying themselves then it’s a hollow feeling.

This is one that is the hardest to acknowledge and easiest to ignore. A game is a social contract between two (or more) people. Everyone needs to be enjoying themselves or it doesn’t make sense playing.

If you find yourself frustrated then it does both parties justice to “concede”. Just ensure you state why, and give voice to any incidents that have frustrated you.  Helping pack up, and discussing concerns, can work as a great cool down and idea exchange. Stop and realize how a common mistake or misinterpretation might have ruined the game for you.

In Closing

I did not expect this article to be this long. So, apologies for the walls of text. These are just my ideas and concerns with what I have seen, experience, and been guilty of myself.

But, these small reminders can help deflect the malaise and boredom with gaming that can quickly creep in and sap the fun out of the game.

Please Rate This Article

Please take a second to rate this. It helps us deliver to you the stuff you enjoy.

9 Simple Etiquette Rules for Better Warhammer 40K Games
4.8 (95.38%) 13 votes

More Reading

Leave a Reply!

Note: You can comment as a guest by clicking in the field Name and checking off “