After the creation of the Warhammer Fantasy universe by Games Workshop, novels were published as 'GW Books' by Boxtree Ltd, but more recently novels have been under Games Workshop's publishing arm, the Black Library. Entries marked with. have been collected in omnibus.
I am nothing if not an unabashed fan of the Warhammer 40,000 universe. It has a deep, complex lore that is well-seeded in more than twenty years of rulebooks and codexes, all of which is wonderfully explored in various novels from Black Library. The question I receive most often from those unfamiliar is, "Where do I start?" Admittedly, while there are plenty of amazing novels and stories in the Black Library's catalog, there are also a few that are best avoided.I present the order in which I recommend experiencing the world of Warhammer 40,000. Having read the majority of the catalog and creating several converts along the way, this is the approach I always find best.
First Steps
Eisenhorn Omnibus - Dan Abnett
Faction: Imperial Inquisition
What it's about: An Inquisitor named Gregor Eisenhorn and his kill team. The omnibus includes stories which span xenos, heretic and daemon enemies and full of political intrigue and good old fashioned action.
Why you should read it: This is, without question, the finest introduction to the world. Not only is this one of the best collections in the entire Black Library catalog, the stories are compelling and intriguing and the characters will resonate with you for years. There are certain moments in Eisenhorn that still pop into my mind for a variety of reasons, and Alizabeth Bequin maybe one of the greatest female characters in the WH40k universe.
Additional Reading: Need more Inquisition? Of course you do. Abnett's Ravenor Omnibus follows the story of Gideon Ravenor who appears in the second Eisenhorn book. Numerous other characters return and the story is equally full of WH40k politics.
Ultramarines Omnibus - Graham McNeill
Faction: Ultramarines Legion
What it's about: Much as with Eisenhorn, Ultramarines Omnibus contains three books which follow the adventures of Uriel Ventris, captain of the 4th company of the Ultramarines. Ventris' exploits take him across three very different campaigns.
Why you should read it: These stories provide one of the best introductions and primers for the concept and basis of the Space Marines which can be a foreign concept to newcomers of the universe. Also similar to Eisenhorn, Ultramarines Omnibus introduces you to three different types of enemies, including the horrid Traitor Marines.
Additional reading: If you find yourself in love with the Space Marines (how could you not be?), Dan Abnett's "Brothers of the Snake" is a wonderful next step. It's a shorter book and while the characters and story are great, it's not as much of an introduction as is the Ultramarines book. Also, McNeill's Ultramarines: The Second Omnibus is great if you want to finish the story of Ventris and Honsou.
Double Eagle - Dan Abnett
Faction: Imperial Guard (Air division)
What it's about: The super elite Phantine XX fighter pilots arrive on a world tormented by Chaos fighters, namely a Red Baron-esque fighter named Khrel Kas Obarkon.
Why you should read it: The story features the most intense, fast-paced descriptions of air combat in the Black Library's catalog. The book reads super quick because the action forces you to keep turning the pages at a breakneck pace. Also, Double Eagle features two of the best female characters in Abnett's Sabbat Worlds.
Additional reading: If you really like the Imperial Guard, Mitchel Scanlon's 15 Hours is a quick read that shows the truly gritty side of Imperial Guard life. It's very much in the vein of All Quiet on the Western Front. For more about the main Guard series starring Ibram Gaunt, see below.
Soul Hunter - Aaron Dembski-Bowden
Faction: Chaos Marines! Specifically, Night Lords
What it's about: Soul Hunter follows the grim exploits of the Night Lords' First Claw, led by Talos, who shares Konrad Curze's gift/curse of prophecy.
Why you should read it: Rare is the book which follows a Chaos Space Marine's tale. There are plenty of short stories and Horus Heresy books (see below), but stories which seek to paint a flattering picture of the traitor legions are practically non-existent. The story is brilliant for its ability to make you feel invested in someone as evil as Talos and his band (especially Xarl), and Dembski-Bowden knows his way around space combat. This one is the first book in a trilogy, and I'm guessing it'll be an omnibus soon enough.
Additional reading: As mentioned, Chaos stories are pretty rare. But if you find yourself digging the traitor legions, Graham McNeill's Iron Warriors Omnibus is an excellent next step.
Titanicus - Dan Abnett
Faction: Imperial Adeptus Mechanicus
What it's about: The Titan Legion Legio Invicta is called to defend a Mechanicus forge world which is under attack from Chaos Titans.
Why you should read it: Of the factions in the Warhammer 40,000 universe, the Adeptus Mechanicus is one of the neatest. Priests who worship technology, moving war engines the size of skyscrapers -- Titanicus shows it all in wonderful detail.
Advanced Reading
Hero of the Imperium - Sandy Mitchell
Faction: Imperial Guard
What it's about: Hero of the Imperium is a series of books and stories which follow the exploits and misadventures of an Imperial Guard Commissar named Ciaphas Cain.
Why you should read it: It's funny as hell. Sure, it tells an interesting, compelling story with complex characters, but most importantly it's clever and funny. Something which is rather rare in the WH40k universe. Plus, it introduced me to my favorite phrase ever, "ploin-shaped," and taught me the dangers of rogue traders.
Helsreach - Aaron Dembski-Bowden
Faction: Black Templars Legion
What it's about: A group of Black Templars are sent to defend the hive city of Helsreach from invading orks. As the fight gets ever more desperate, the Black Templars eventually have a showdown in an Imperial temple.
Why you should read it: All of the Space Marine Battles books are a bloody good time, but this one stands out among them. It focuses on a seldom seen chapter and is non-stop action from start to finish.
Additional reading: You can't go wrong with most of the Battles books, but I recommend Legion of the Damned and Rynn's World.
Yarrick: Chains of Golgotha - David Annandale
Faction: Imperial Guard
What it's about: The long-fabled meeting between Imperial Commissar Yarrick and the scourge of Armageddon, Ghazghkull Thraka.
Why you should read it: While short in length, Yarrick: Chains of Golgotha packs a lot of punch. Not only does it show one of the most famous Commissars in WH40k lore, the build up and confrontation with Thraka is truly the stuff of legend -- both fun and unnerving.
Special Notes
The Horus Heresy - Various
Once you have a firm grasp on the world of the 41st millennium, you can feel free to dive into the Horus Heresy, starting with the first book, Horus Rising. Why do I recommend reading these after reading eight other books? Well, the Horus Heresy takes place in the 31st millennium, and tells the tale of the Golden Age of the Imperium, just before Horus and 8 other Primarchs turn traitor. It's impossible to understand or appreciate the tragedy without the context of the 41st millennium. So many nuances of the characters and legions assume you understand how very different and unique this time was.
Notables: Some of the Horus Heresy books are far superior to others. My personal favorites are Horus Rising, A Thousand Suns, Prospero Burns, The First Heretic (technically the "first" story in the series, time-wise) and Legion.
Gaunt's Ghosts - Dan Abnett
I'm a huge fan of Abnett's Gaunt's Ghost series. I adore it and I adore the characters. So much so that I have spent the last five years in an almost constant state of eagerly awaiting the next installment. But here's the thing about Gaunt: Abnett was still a green writer when he started the series. The first three books are pretty bad, by comparison. Once he picks up stride they are enjoyable and amazing, but that doesn't happen until around book five (Straight Silver). Book four (The Guns of Tanith) is good, but still suffers in areas. Honestly, you can skip the first three (First and Only, Ghostmaker and Necropolis) and not miss too much. Abnett has been rather good about providing flashbacks and memories where needed, so you're probably safe to start with The Saint, which is an omnibus of Honour Guard, The Guns of Tanith, Straight Silver and Sabbat Martyr, situated around Saint Sabbat. If The Saint connects you with, there are 7 additional books in the series to look forward to. Yeah, it's lengthy. (My personal favorite omnibus is The Lost, because it contains Traitor General and His Last Command.)
'>I am nothing if not an unabashed fan of the Warhammer 40,000 universe. It has a deep, complex lore that is well-seeded in more than twenty years of rulebooks and codexes, all of which is wonderfully explored in various novels from Black Library. The question I receive most often from those unfamiliar is, 'Where do I start?' Admittedly, while there are plenty of amazing novels and stories in the Black Library's catalog, there are also a few that are best avoided.
I present the order in which I recommend experiencing the world of Warhammer 40,000. Having read the majority of the catalog and creating several converts along the way, this is the approach I always find best.
First Steps
Eisenhorn Omnibus - Dan Abnett
Faction: Imperial Inquisition
What it's about: An Inquisitor named Gregor Eisenhorn and his kill team. The omnibus includes stories which span xenos, heretic and daemon enemies and full of political intrigue and good old fashioned action.
Why you should read it: This is, without question, the finest introduction to the world. Not only is this one of the best collections in the entire Black Library catalog, the stories are compelling and intriguing and the characters will resonate with you for years. There are certain moments in Eisenhorn that still pop into my mind for a variety of reasons, and Alizabeth Bequin maybe one of the greatest female characters in the WH40k universe.
Additional Reading: Need more Inquisition? Of course you do. Abnett's Ravenor Omnibus follows the story of Gideon Ravenor who appears in the second Eisenhorn book. Numerous other characters return and the story is equally full of WH40k politics.
Ultramarines Omnibus - Graham McNeill
Faction: Ultramarines Legion
What it's about: Much as with Eisenhorn, Ultramarines Omnibus contains three books which follow the adventures of Uriel Ventris, captain of the 4th company of the Ultramarines. Ventris' exploits take him across three very different campaigns.
Why you should read it: These stories provide one of the best introductions and primers for the concept and basis of the Space Marines which can be a foreign concept to newcomers of the universe. Also similar to Eisenhorn, Ultramarines Omnibus introduces you to three different types of enemies, including the horrid Traitor Marines.
Additional reading: If you find yourself in love with the Space Marines (how could you not be?), Dan Abnett's 'Brothers of the Snake' is a wonderful next step. It's a shorter book and while the characters and story are great, it's not as much of an introduction as is the Ultramarines book. Also, McNeill's Ultramarines: The Second Omnibus is great if you want to finish the story of Ventris and Honsou.
Double Eagle - Dan Abnett
Faction: Imperial Guard (Air division)
What it's about: The super elite Phantine XX fighter pilots arrive on a world tormented by Chaos fighters, namely a Red Baron-esque fighter named Khrel Kas Obarkon.
Why you should read it: The story features the most intense, fast-paced descriptions of air combat in the Black Library's catalog. The book reads super quick because the action forces you to keep turning the pages at a breakneck pace. Also, Double Eagle features two of the best female characters in Abnett's Sabbat Worlds.
Additional reading: If you really like the Imperial Guard, Mitchel Scanlon's 15 Hours is a quick read that shows the truly gritty side of Imperial Guard life. It's very much in the vein of All Quiet on the Western Front. For more about the main Guard series starring Ibram Gaunt, see below.
Soul Hunter - Aaron Dembski-Bowden
Faction: Chaos Marines! Specifically, Night Lords
What it's about: Soul Hunter follows the grim exploits of the Night Lords' First Claw, led by Talos, who shares Konrad Curze's gift/curse of prophecy.
Why you should read it: Rare is the book which follows a Chaos Space Marine's tale. There are plenty of short stories and Horus Heresy books (see below), but stories which seek to paint a flattering picture of the traitor legions are practically non-existent. The story is brilliant for its ability to make you feel invested in someone as evil as Talos and his band (especially Xarl), and Dembski-Bowden knows his way around space combat. This one is the first book in a trilogy, and I'm guessing it'll be an omnibus soon enough.
Additional reading: As mentioned, Chaos stories are pretty rare. But if you find yourself digging the traitor legions, Graham McNeill's Iron Warriors Omnibus is an excellent next step.
Titanicus - Dan Abnett
Faction: Imperial Adeptus Mechanicus
What it's about: The Titan Legion Legio Invicta is called to defend a Mechanicus forge world which is under attack from Chaos Titans.
Why you should read it: Of the factions in the Warhammer 40,000 universe, the Adeptus Mechanicus is one of the neatest. Priests who worship technology, moving war engines the size of skyscrapers -- Titanicus shows it all in wonderful detail.
Advanced Reading
Hero of the Imperium - Sandy Mitchell
Faction: Imperial Guard
What it's about: Hero of the Imperium is a series of books and stories which follow the exploits and misadventures of an Imperial Guard Commissar named Ciaphas Cain.
Why you should read it: It's funny as hell. Sure, it tells an interesting, compelling story with complex characters, but most importantly it's clever and funny. Something which is rather rare in the WH40k universe. Plus, it introduced me to my favorite phrase ever, 'ploin-shaped,' and taught me the dangers of rogue traders.
Helsreach - Aaron Dembski-Bowden
Faction: Black Templars Legion
What it's about: A group of Black Templars are sent to defend the hive city of Helsreach from invading orks. As the fight gets ever more desperate, the Black Templars eventually have a showdown in an Imperial temple.
Why you should read it: All of the Space Marine Battles books are a bloody good time, but this one stands out among them. It focuses on a seldom seen chapter and is non-stop action from start to finish.
Additional reading: You can't go wrong with most of the Battles books, but I recommend Legion of the Damned and Rynn's World.
Yarrick: Chains of Golgotha - David Annandale
Faction: Imperial Guard
What it's about: The long-fabled meeting between Imperial Commissar Yarrick and the scourge of Armageddon, Ghazghkull Thraka.
Why you should read it: While short in length, Yarrick: Chains of Golgotha packs a lot of punch. Not only does it show one of the most famous Commissars in WH40k lore, the build up and confrontation with Thraka is truly the stuff of legend -- both fun and unnerving.
Special Notes
The Horus Heresy - Various
Once you have a firm grasp on the world of the 41st millennium, you can feel free to dive into the Horus Heresy, starting with the first book, Horus Rising. Why do I recommend reading these after reading eight other books? Well, the Horus Heresy takes place in the 31st millennium, and tells the tale of the Golden Age of the Imperium, just before Horus and 8 other Primarchs turn traitor. It's impossible to understand or appreciate the tragedy without the context of the 41st millennium. So many nuances of the characters and legions assume you understand how very different and unique this time was.
Notables: Some of the Horus Heresy books are far superior to others. My personal favorites are Horus Rising, A Thousand Suns, Prospero Burns, The First Heretic (technically the 'first' story in the series, time-wise) and Legion.
Gaunt's Ghosts - Dan Abnett
I'm a huge fan of Abnett's Gaunt's Ghost series. I adore it and I adore the characters. So much so that I have spent the last five years in an almost constant state of eagerly awaiting the next installment. But here's the thing about Gaunt: Abnett was still a green writer when he started the series. The first three books are pretty bad, by comparison. Once he picks up stride they are enjoyable and amazing, but that doesn't happen until around book five (Straight Silver). Book four (The Guns of Tanith) is good, but still suffers in areas. Honestly, you can skip the first three (First and Only, Ghostmaker and Necropolis) and not miss too much. Abnett has been rather good about providing flashbacks and memories where needed, so you're probably safe to start with The Saint, which is an omnibus of Honour Guard, The Guns of Tanith, Straight Silver and Sabbat Martyr, situated around Saint Sabbat. If The Saint connects you with, there are 7 additional books in the series to look forward to. Yeah, it's lengthy. (My personal favorite omnibus is The Lost, because it contains Traitor General and His Last Command.)
The best Warhammer 40K starter sets—indeed, all Warhammer 40K starter sets—start with a grim tone: 'In the grim darkness of the future, there is only war'. Shiver. However, its bleakness is matched by its accuracy and it sticks in the memory. It's memorable because it is dark and scene-setting; and it is accurate because it's universe is filled with a high quantity of things, races and events that are almost perfectly conducive to war and suffering. For example: chaos-driven daemons that claw into reality; evil space elves that torture people for sustenance; and organisms akin to the worst kind of H.R. Giger-nightmares that devour planets like they're snacks.
It has long been a rich and fascinating setting and universe, and it is full of different stories and lore, which makes for a consistently enjoyable table top game. This heightens the importance of getting the right, and best, Warhammer 40K starter set as you'll want to hit the ground running and with as much understanding as possible. This guide should have you set though, and will have you in good shape, ready to enjoy a whole new universe for you and like-minded friends to create your own battles and stories in. If you think it might be intimidating, panic not, as tabletop gaming is a logical, bigger, next step in hands-on gaming from the best board games.
Such is its influence and reach, Warhammer 40K has got its hand in many pies, from books to movies and from video games to card games. But the current version of the original tabletop game that remains enormously fun and popular, pulling in man, many thousands across the world. If you're looking to get involved, or re-embrace a hobby from your past, this guide will have you covered in terms of where to start collecting an army, how to get the Warhammer 40K starter sets cheaper, and, of course, get playing straight away.
Remember, it may pay to delay slightly right now, as July will bring Amazon Prime Day PC deals with it which could save you a decent chunk on a Warhammer 40K starter set.
Warhammer 40K starter kits
Dark Imperium
Here you get 53 models, the rule books, and a fancy box to store them all in. But you’re getting loads of extras for the asking price in Dark Imperium too, as well as plenty of Primaris Space Marines and Death Guard models. In terms of actual value, there's loads to love here. It's notable, because Games Workshop doesn’t normally do discounts or sales, so you need to pack in as much as possible for a starter set. The plastic ruler is not greatly different to one you've probably already got, but everything else here is laudable, especially the dice and the quick-reference rules sheet.
Bonus items: 12 dice, printed rule sheet, hard cover rulebook, printed data sheets, plastic ruler.
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Know No Fear
A smaller-scaled version of Dark Imperium, Know No Fear still includes some nice items for the money. It has a handful of Death Guard and Primaris Space Marine models (31 in total, broken down into 14 Space Marines and 17 Death Guards), the box doubles as terrain in the form of an Imperial shrine, and there’s a two-sided gaming surface with detailed artwork.
Bonus items: Six dice, printed rulebook (truncated), narrative/hobbyist booklet, plastic ruler, double-sided gaming mat, cardboard terrain.
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First Strike
The Death Guard and Primaris Space Marine model count is slim, but there are enough to get some hands-on experience. The miniatures are snap-fit, so they don’t require glue. The two-sided game mat is helpful, and one side of it has unit placement spots to help with your deployments.
Bonus items: Six dice, printed rulebook (truncated), narrative/hobbyist booklet, plastic ruler, double-sided gaming mat, cardboard terrain, printed data sheets.
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What else do you need?
The rules: The basic rule set is 100% free. But what about that hefty tome you may have stumbled across? It’s mostly stories, pictures, and flavor text. It does contain some more advanced rules, but they’re not required to start.
Dice: D6’s are the lifeblood of any 40K game. 12 are acceptable, but you’ll want at least 24, eventually. There are an irresponsible amount of dice to drool over at Chessex and Games Workshop.
Tape measure: Everything in 40K relies on measurements. You’ll use your tape measure like a faithful side arm, unleashing its fury for unit movement speeds, close combat charges, ranged weapons, and plenty more. Any tape measure will do.
A gaming surface: Most players buy a battle mat with printed graphics. They’re fashioned from mouse-mat material, easily roll up for storage, and they’re not too pricey. Check out Gamemat.eu, Front Line Gaming, and Gamematz for some ideas.
Wound markers: Many 40K models have multiple wounds, and you need a reliable way to track how many are left. Anything is permissible here. The most common method is using multi-sided RPG dice, or tiny six-sided dice with different colors.
Terrain and scenery: Technically optional, if you’re okay with fighting skirmishes on bland, flat, barren landscapes. Adding barricades, trees, ruins, and other items is the best way to avoid that. There are plenty of companies who sell pre-made kits, including Games Workshop, Gamemat.eu, The War Store, and Secret Weapon Miniatures.
Model tools and painting accessories: Warhammer models are simple to assemble, and they come with easy-to-follow instructions. If you’ve never painted before, check out the in-depth tutorials and tips of the day from Paint Master General Duncan Rhodes. MiniWarGaming and StrikingScorpion82 have excellent painting videos too. Alternatively, you can commission a painting company if you have the cash.
![Best warhammer 40k starter army Best warhammer 40k starter army](/uploads/1/2/5/6/125697139/630706177.jpg)
Brushes: at least three—a small layer brush, a medium layer brush, and a medium base coat brush. Stay away from bargain brands. They’ll only betray you.
Acrylic model paints: colors depend entirely on your preferences. Vallejo and Formula P3 are stalwart alternatives to Games Workshop.
Cutters and a hobby knife: Games Workshop’s versions are top-shelf quality, with premium prices. You can buy cheaper ones if you want.
Super glue and plastic glue: any brand is groovy.
Popular factions for beginners
For any army you collect, you’ll need a codex to go with the models. Codices provide essential info, including data sheets and special rules for all your units, and often some interesting lore and background information too.
Space Marines
Codex: Adeptus Astartes – Space Marines
Suggested starting kits: Start Collecting! Space Marines, Primaris Hellblasters, Thunderfire Cannon
Painting/modeling difficulty: Moderate
Price to expand: Significant
Overview: Hulking monks with guns. From a lore perspective, each Space Marine is seven feet tall, genetically modified, clad in power armor, and completely fearless. They have the most models out of any faction, and despite being elite foot soldiers, they somehow still have superior vehicles and tanks.
Why to play them: Because you like winning. Space Marines are the darling children of Games Workshop, so they always get the most updates, the newest models, the best rules, and the biggest codices.
Why not to play them: Everyone plays Space Marines. Even people who say they don’t play Space Marines play Space Marines. If you’re looking to stand out, go elsewhere.
Aeldari
Codex: Craftworlds
Suggested starting kits: Start Collecting! Craftworlds, Wave Serpent, Dire Avengers, Avatar of Khaine
Painting/modeling difficulty: Hard
Price to expand: Minimal
Overview: What if Legolas, but in space? That’s the Aeldari, also known as Eldar and Asuryani. They’re elegant and immortal, and they have the most advanced technology in the 41st millennium. The Aeldari also enjoy a gamut of nasty psychic powers, which are 40K’s version of spells. Despite their superiority in firepower and speed, the average Aeldari unit is fragile.
Why to play them: With certain Aeldari units aimed at the correct targets, your opponents will drown in their own tears. It takes skill and grace to field them, but it’s immensely rewarding planning a well-laid trap.
Why not to play them: You’re always outnumbered, and there’s little room for error. You can toss around psychic powers with glee, but there’s always the chance of Perils of the Warp—an unlucky dice roll that can potentially murder your caster.
Orks
Codex: Orks
Suggested starting kits: Battlewagon, Meganobz, Ork Warboss Grukk’s Boss Mob, Ork Tanksbustas, Ork Boyz, Ork Warbiker Mob
Painting/modeling difficulty: Easy
Price to expand: Moderate
Overview: The Ork philosophy is this: killing things. That’s it. They worship two gods: Gork and Mork. Gork is brutal, but kunnin’, and Mork is kunnin’, but brutal. The Orks are rumored as the most psychically gifted race, though they don’t realize it, or just don’t care. For example, since Orks believe that red vehicles go faster, they actually do.
Why to play them: They’re random and hilarious. Set your units in the direction of the opposition, and then charge them directly in. Laugh manically when an Ork slaughters a Space Marine Terminator at one eighth the points cost.
Why not to play them: It’s common for your guns and mechanical contraptions to kill your own units. From a narrative angle, this is completely Orky. It’s funny at first, but if you’re focused on being competitive, Orks tend towards unreliable.
Astra Militarum
Codex: Astra Militarum
Suggested starting kits: Start Collecting! Astra Miliatrum, Cadian Defence Force, Basilisk, Manticore
Painting/modeling difficulty: Moderate
Price to expand: Extreme
Overview: Every human-colonized planet has to provide soldiers to the Astra Militarum (also known as the Imperial Guard). There are so many recruits, they’re considered more expendable than ammunition. Tanks, artillery, rows of conscripts, hardened veterans, and sheer power through weight of numbers: this is the Astra Militarum’s mantra.
Why to play them: Deploy your units, insert tank shells and ordnance into your enemies’ nether regions, and use your infantry as human walls. Astra Militarum coined the phrase “leaf blower army,” in the sense that playing them is like starting up a leaf blower, pointing it at the tabletop, and blowing your opponent’s models off it.
Why not to play them: You won’t make friends playing this faction. They’re also a huge investment in your time and money, because there are so many models available, and they’re so cheap to roster.
Tyranids
Codex: Tyranids
Suggested starting kits: Start Collecting! Tyranids, Hormagaunt Brood, Termagant Brood, Genestealers
Painting/modeling difficulty: High
Price to expand: Extreme
Overview: The Tyranids are probably the weirdest life form going in the Warhammer 40K universe—and they've got the looks to prove it. Acting as an organic and grotesque horde in almost all ways, they travel through the universe identifying prey planets that they can strip of bio- and living-matter from top to bottom, leaving behind only a stony husk of what was there before. They have strength in numbers and strangely-evolved organisms that know no fear or any other concept apart from conquer and devour.
Why to play them: You've got fascination with the biologically odd, or are a big fan of H.R. Giger's art work. But seriously, if you want to lead an army that will literally (during the game) instil terror into your enemies and use a plethora of weird and wonderful alien technology, but can also rip the face off someone in hand-to-hand combat, the Tyranids are for you.
Why not to play them: They are hand-to-hand focused so you'll have to be canny against some enemies who do their biggest damage from range. As the word horde might indicate, there are plenty of bodies in a Tyranid army so they can be expensive to collect and to make a sizeable force with. Given their organic forms and curves, bumps and lumps they are particularly tricky to paint really well, too.
T'au Empire
Codex: T'au Empire
Suggested starting kits: Start Collecting! T'au Empire, T'au Empire Pathfinder Team, T'au Empire Fire Warriors Strike Team
Painting/modeling difficulty: Moderate
Price to expand: High
Overview: The T'au are an optimistic Xeno race who's goal is to spread their 'enlightenment' throughout the universe. A seemingly intelligence-focused race who prefer to absorb planets and societies into their ranks by diplomacy, their technology is incredibly advanced and will help to coerce those who are reluctant to just agree. Each T'au soldier is like an individual Iron Man, displaying and deploying the latest technological advancement made by the race, often enhanced by scientific breakthroughs such as gravity fields, stealth fields or AI.
Why to play them: Because you're a big fan of battlemechs, technological advancements and perhaps those that value intelligence over force (see also: direct opposite of Orcs). They're very focused on high-powered weaponry so you can create quite a powerful army with not quite as much investment in money, time and effort.
Why not to play them: They do not fare well in close combat. At all. Ever. That excellence in firepower comes at a price and that is being very vulnerable up close and personal. The T'au also have zero psychic power among their number which can cause serious disadvantages against enemies that do have it. They are also not quite as mobile as other so this can also get you in trouble.
The best of the rest
The factions highlighted above are just a paltry few, and you should feel free to explore the others. Check out Games Workshop’s YouTube channel for all the latest releases and info. If you don’t have any friends who play, take a visit to your local gaming store (Games Workshop branded or otherwise) to get some matches going.
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