Bench & Table

At the table

What happens, in what order.

A game is a stack of battle rounds. Each round, both players take a turn. Each turn is five phases, always in the same order. Most of learning 40k is learning what you may do in each one — and what you gave up by doing something earlier. This page walks the turn top to bottom, flags the things people forget, and links each step to the official rule.

The shape of a battle round

A battle is usually five battle rounds. One battle round contains two player turns — yours and theirs — and the same player goes first in every round. Your mission tells you who that is and how many rounds you play.

  1. Start of battle round Anything that says "start of the battle round" happens here.
  2. First player's turn Start of turn, then the five phases, then end of turn.
  3. Second player's turn The same seven parts, run by the other player.
  4. End of battle round Other rules first, then both players check their mission and score.
07.01The Battle Round — the three steps of a roundCore Rules p.28 → 07.02Player Turns — start of turn, five phases, end of turnCore Rules p.28 →

The five phases, always in this order: Command, Movement, Shooting, Charge, Fight. Only the Fight phase involves both players — in the other four, only the player whose turn it is acts, though the other player can still spend CP on stratagems (see on their turn).

Phase 1 of 5 · your turn

Command phase

Collect CP, then find out which of your units have lost their nerve.

  1. Start of Command phase 08.01 Anything triggered "at the start of your Command phase" resolves here.
  2. Gain Core CP 08.02 Both players gain 1 CP — not just the active player. Easy one to forget on your opponent's turn. Bump it on the tracker while you remember.
  3. Battle-shock 08.03 Roll for every unit of yours that is already battle-shocked, or that is at or below half its starting strength — exactly half counts. A battle-shock roll is a leadership roll: 2D6 against the unit's Ld. Fail and the unit is battle-shocked; a unit that is already shocked and passes shakes it off. Battle-shocked hurts: the unit's OC drops to "–" so it holds no objectives, you can't target it with stratagems, and it can't start actions.
  4. Command abilities 08.04 Anything else that says "in your Command phase" — datasheet abilities, detachment rules — happens now.
  5. End of Command phase 08.05 Other rules first, then both players check their mission.
  • Insane Bravery (1CP) makes one battle-shock roll pass automatically, but you have to use it before you roll, and only once per battle.
  • A unit that's already battle-shocked can't be targeted by stratagems — including the one that would have saved it. Spend the CP on the roll you care about.
08.00Command Phase — all five stepsCore Rules p.30 → 01.07Battle-shock Rolls — and what being shocked doesCore Rules p.9 → 15.04Insane Bravery (core stratagem)Core Rules p.56 →

Phase 2 of 5 · your turn

Movement phase

Move your units one at a time. Every unit gets picked, even the ones standing still — and what you pick here decides what that unit can do for the rest of the turn.

  1. Start of Movement phase 09.01 Start-of-phase triggers.
  2. Move Units 09.02 Pick one unit that hasn't moved yet, choose a move type for it, and finish that move before picking the next. You have to select every unit before the phase ends, including units in strategic reserves and units inside transports — "remain stationary" is a choice you make, not a default.
  3. End of Movement phase 09.03 End-of-phase triggers — and your opponent's window for Fire Overwatch or Rapid Ingress.

The move types, and what each one costs you

Move Distance What you give up
Remain stationary 09.04 Nothing. Doesn't count as starting or ending a move.
Normal move 09.05 Up to M Nothing, but you must end unengaged.
Advance 09.06 M + D6 No charge and no actions this turn. Shooting only with [ASSAULT] weapons.
Fall back 09.07 Up to M No shooting, no charge, no actions this turn. Must end unengaged.
  • Advancing is not free. It's the most common beginner mistake — you advance a unit up the board and then realise it can't charge, which was the whole plan.
  • Falling back has two modes. If the unit isn't battle-shocked you can take an ordered retreat and just leave. If it is, it's a desperate escape: a hazard roll for each model (1-2 costs a mortal wound), and afterwards it tests for battle-shock again.
  • Reserves arrive here. A unit in strategic reserves comes on with an ingress move: wholly within 6" of a battlefield edge and more than 8" horizontally from every enemy unit. Not before battle round 2, not into your opponent's deployment zone before round 3, and anything still in reserve at the end of round 3 is destroyed.
09.00Movement Phase — the three stepsCore Rules p.32 → 09.04–09.07Remain stationary, normal, advance, fall backCore Rules p.33 → 20.03Arriving from Strategic Reserves — and the ingress moveCore Rules p.69 →

Phase 3 of 5 · your turn

Shooting phase

Shoot with your units one at a time. Finish a unit's attacks completely before picking up the next unit's dice.

  1. Start of Shooting phase 10.01 Start-of-phase triggers — and your opponent's window for Smokescreen.
  2. Shoot 10.02 Select a unit, select which kind of shooting it's doing, resolve all of its attacks, then move on. You choose which units shoot — unlike moving, you don't have to select them all.
  3. End of Shooting phase 10.03 End-of-phase triggers.

The shooting types

Type Only if Catch
Normal 10.04 Unengaged, didn't advance None — this is the default.
Assault 10.05 Advanced this turn, has [ASSAULT] weapons Only the [ASSAULT] weapons can fire.
Close-quarters 10.06 Engaged, didn't advance, has [CLOSE-QUARTERS] weapons or is a Monster/Vehicle Infantry can only fire [CLOSE-QUARTERS] weapons and only at units they're engaged with. Monsters and vehicles can fire anything, at -1 to hit for anything that isn't a [CLOSE-QUARTERS] weapon shooting what they're engaged with.
Indirect 10.07 Unengaged, didn't advance, has [INDIRECT FIRE] weapons Can shoot targets it can't see, but the target gets the benefit of cover, no hit re-rolls, and hits only on a 6 — a 4+ if you stayed still and a friendly unit can see the target.

Whichever type you pick, the attack itself is the same three steps every time: select weapons, select targets, resolve attacks — hit roll, wound roll, save, damage.

Wound roll chart →
  • Targets must be visible, in range, and unengaged — you can't shoot into a melee that's already happening, unless a rule specifically lets you.
  • You pick targets weapon by weapon, so one unit can split its fire across several enemy units.
  • Cover doesn't improve saves in 11th. It makes you harder to hit. If you learned otherwise from a video, that video is 10th edition — see what changed.
10.00Shooting Phase — steps and normal shootingCore Rules p.34 → 10.05–10.07Assault, close-quarters and indirect shootingCore Rules p.35 → 04.01Making Attacks — select weapons, targets, resolveCore Rules p.16 → 05.01Attack Sequence — hit, wound, save, damageCore Rules p.18 →

Phase 4 of 5 · your turn

Charge phase

Close the distance. One unit at a time: declare, roll, move — and you find out whether you made it only after you've committed.

  1. Start of Charge phase 11.01 Start-of-phase triggers.
  2. Charge 11.02 For each unit you want to charge with, in turn:
    1. Declare. The unit must be on the battlefield, within 12" of an enemy unit, not already engaged, and must not have advanced or fallen back this turn.
    2. Roll 2D6. That total is the maximum distance for the charge move — there is no re-roll unless a rule gives you one.
    3. Attempt the charge. If the roll is enough to legally complete the move, make it. If not, the unit doesn't move at all.
  3. End of Charge phase 11.03 End-of-phase triggers — and your opponent's window for Heroic Intervention.
  • Pick your charge targets before you move, and you must reach all of them. Every unit you named has to end up engaged with you, and you can't end up engaged with an enemy unit you didn't name. Naming a second target is a real risk, not a bonus.
  • Engagement range is 2". Snake eyes can never be enough, since 2" of the roll is eaten by getting into engagement range.
  • A completed charge earns Fights First for the rest of the turn — that unit swings before anything that didn't charge, which is most of why charging is worth the risk.
  • Charging is all-or-nothing: a failed roll means the unit stays exactly where it is, in the open, having done nothing.
11.02Charge — declare, roll, attemptCore Rules p.36 → 11.04Charge Move — targets, and where models must end upCore Rules p.37 → 24.13Fights FirstCore Rules p.81 →

Phase 5 of 5 · both players

Fight phase

The only phase where both players act. Units take turns fighting, alternating between the players, with everything that charged going first.

  1. Start of Fight phase 12.01 Start-of-phase triggers.
  2. Pile in 12.02 Up to 3" per model, to get more models into the fight. The active player does all of theirs first, then the opponent does all of theirs. Optional — and models already in base contact don't move.
  3. Fight 12.04 Players alternate picking one unit to fight with, starting with the active player. All the Fights First units resolve before anything else; once they're done, the alternating continues with everyone remaining. Attacks work exactly like shooting — select weapons, select targets, resolve — but each model swings with one melee weapon at something it's engaged with.
  4. Consolidate 12.07 Another 3" move for units that were eligible to fight. Active player first, then the opponent. If you're engaged you must stay engaged; if you're not, you must move toward a nearby enemy unit, or if there isn't one within 3", onto an objective within 3".
  5. End of Fight phase 12.09 End-of-phase triggers.
  • You must fight with every unit that can. Piling in and consolidating are optional; fighting is not.
  • Fighting isn't limited to your turn — your units in combat swing on your opponent's turn too, in their Fight phase.
  • Consolidating into a fresh enemy unit gives that unit a fight. If you end a consolidation engaged with something that hasn't fought yet, your opponent gets to fight with it immediately. Sometimes that's the point; sometimes it kills your unit.
  • Killing everything you were engaged with doesn't strand you — a unit that was in the fight when the step began can still make an overrun fight, piling in to reach someone new.
12.00Fight Phase — the five steps, and pile-in movesCore Rules p.38 → 12.04Fight — Fights First, then alternating selectionCore Rules p.40 → 12.08Consolidation Move — the three modesCore Rules p.42 →

End of turn, and when you score

The bit that decides the game, tacked onto the end of the bit everyone remembers.

  1. Other rules first Anything triggered at the end of the turn that isn't a mission rule.
  2. Then the mission Both players check their mission and resolve anything they've achieved. Update VP on the tracker before you pick the models back up.
  • Objective control is re-checked at the end of every phase and every turn, not just at the end of the turn. Add up the OC of your models within the objective's terrain area; highest total controls it. Tie means nobody controls it, unless one side has secured it.
  • There are no objective markers in 11th. The terrain feature itself is the objective, and "within range" means standing in that terrain area.
  • Battle-shocked models have an OC of "–", so a shocked unit sitting on an objective is holding nothing.
14.02Level of Control — who holds an objective, and when it's checkedCore Rules p.52 → 07.03End of Battle RoundCore Rules p.28 →

What you can do on their turn

Your turn isn't the only time you act. These are the core stratagems every army has, listed by the moment they fire — the whole reason to not spend down to 0 CP on your own turn.

  • Start of their Shooting phase Smokescreen — 1CP

    One of your Smoke units gets the benefit of cover for the phase, and so does anything hiding behind it.

    15.10SmokescreenCore Rules p.57 →
  • End of their Movement phase Fire Overwatch — 1CP

    One of your unengaged units shoots one visible enemy unit within 24", hitting only on unmodified 6s. Usually pointed at whatever just moved into the open.

    15.08Fire OverwatchCore Rules p.57 →
  • End of their Movement phase Rapid Ingress — 1CP

    A unit in strategic reserves arrives early, on their turn instead of yours. Not in the first battle round.

    15.07Rapid IngressCore Rules p.57 →
  • End of their Charge phase Heroic Intervention — 1CP

    One of your unengaged units within 12" of an enemy resolves a charge of its own — either into something that just charged, or, for an extra CP, into anything within 6".

    15.11Heroic InterventionCore Rules p.57 →
  • During their Fight phase Counteroffensive — 2CP

    Right after an enemy unit finishes its attacks, one of your units gains Fights First and must be the next unit selected — it cuts in line ahead of the rest of their army.

    15.12CounteroffensiveCore Rules p.57 →
  • Any phase, either turn Command Re-roll — 1CP

    Re-roll one dice you just rolled — a hit, wound, save, damage, advance, hazard or charge roll. Charge rolls re-roll both dice; everything else is one dice of the handful.

    15.02Command Re-rollCore Rules p.56 →
  • Once per phase per stratagem, and one stratagem per unit per phase. You can use the same stratagem again in a later phase, but not twice in the same one.
  • You can't target a battle-shocked unit with a stratagem at all.
  • Your detachments decide which stratagems you have beyond these core ones — see what changed in 11th.
15.01Using Stratagems — costs, timing and restrictionsCore Rules p.54 →

Where this disagrees with the official rules, the official rules win. Games Workshop publishes the 11th edition Core Rules as a free PDF and in the Warhammer 40,000 app — this page is a summary in our own words, not a replacement, and errata land regularly. If something here looks wrong or out of date, fix it in the repo rather than arguing about it at the table.

Each step links to the rule it summarises, by number and page, in GW's own Core Rules PDF. Two warnings: that PDF is about 32 MB, so on phone data it is worth opening once and keeping, and jumping to a page only works in a viewer that honours page links — most desktop browsers do, some mobile ones just open at page 1. The rule numbers work regardless.