In Theory: Making Warhammer 40k Better

When I sat down to write my last article—an update on my renewed relationship with Warhammer 40K since it came back into my gaming rotation last year—I found myself reflecting on the challenges I’ve had with the game. I started wondering: Could I fix some of these issues myself? Maybe through house rules, borrowed mechanics from other systems, or even a fresh approach to gameplay?

That question led me down a rabbit hole of research, where I started noticing patterns between my own table habits and the frustrations they created. But what really surprised me was the solution. It didn’t require complex rule tweaks, homebrew mechanics, or drastic changes. With just a few small shifts—nothing outside the official rules—I suddenly found myself realizing that having a much smoother, more enjoyable Warhammer 40K experience was a matter of setup rather than rules changes.

It was a lightbulb moment, and naturally, it led to another 40K article. So today, let’s dig into the question: How can we make our 40K experience better?

The Issues With Warhammer 40k

Now, let me be clear—I’m not claiming these are the issues with Warhammer 40K, just my issues with the game. That’s an important distinction. I can only speak from my own experience, though I suspect plenty of players might relate.

For me, the challenges boil down to three key areas—each interconnected and deeply tied to the game’s history and Games Workshop’s business practices. These are: Battle Size, Gotcha Rules, and Terrain Count.

Let’s break them down.

The Battle Size Problem

My first major issue with Warhammer 40K today is the battlefield itself—specifically, how claustrophobic battles feel and how terrain and distances lack real strategic impact.

Marketing shots like this are great because they show off the amazing miniatures from the Warhammer 40k universe, we love it, but if your actual games looks like this, it’s going to be a very boring “shoot out” with no strategy, tactics or relevant gameplay. It just becomes a dice-chucking roll-off where the best dice odds are most likely to win. That’s not a miniature game, that’s Yahtzee!

There are three key reasons for this, and to understand why it feels so different to me compared to how it’s supposed to, you have to consider how much the game has changed since the last time I played seriously (back in 6th Edition) compared to today (10th Edition).

The Battlefield Has Shrunk

First, the battlefield has physically gotten smaller. The standard play area used to be 6×4 feet. Today, the recommended size is 44” x 60”—a reduction of 4 inches on the short side and a full foot on the long side.

The adoption of a 44×60 table has become this presumption about what is standard going so far as people creating guides on how to convert your 6×4 table into a 44×66 table. The obvious decision to shrink the minimum table size is a marketing ploy so that GW can tell you “hey – you can play 40k on a kitchen table”, but the reality is that this is the absolute most minimum space you can play on and a minimum sized table create a minimum sized experience. 6×4 is still the standard table size for 40k, don’t let anyone tell you differently!

Now, here’s something I didn’t even realize until I saw it in a YouTube video pointing it out: 44” x 60” is not the standard table size—it’s the minimum table size. There’s no official rule stating that this is the “proper” or “official” battlefield size, only that it’s the absolute smallest table you’re allowed to play on. You can, and arguably should, play on a larger surface.

But the battlefield itself isn’t the only reason for the cramped feeling.

Army Sizes Have Increased

The second issue is army size. Over the years, the cost of fielding a Warhammer 40K army (in terms of points, not money) has steadily decreased. The changes from edition to edition may have been subtle, but when you compare 6th Edition to 10th Edition, the difference is staggering.

Take Hormagaunts, a staple of any Tyranid army. Back in 6th Edition, each model cost 10 points, meaning a unit of 10 was 100 points, and 20 would set you back 200 points. Today? A unit of 10 Hormagaunts costs just 65 points—nearly a 35% reduction.

And it’s not just direct cost but indirect cost as well. Consider Zoanthropes—back in the day, a single Zoanthrope cost 34 points, so a squad of three was 102 points. That might sound close to today’s cost (100 points for three), but in 6th Edition, you also had to pay an additional 25 points per model if you wanted to equip them with Warp Blast, effectively doubling their cost. Now? That ability is free.

This a modern Tyranid at roughly 1,000 points. It’s a pretty big army and is going to take several hours to resolve a battle with this many units.

This kind of points compression is consistent across every faction and every unit. If you add it all up, a typical 2,000-point army from 6th Edition is roughly equivalent to a 1,000-point army in today’s game. In other words, players are fielding twice as many models as they used to—and on a smaller battlefield to boot, adding to the claustrophobic feeling of the battlefield.

And here’s another thing: Back in 6th Edition, 2,000 points wasn’t even the standard game size, there was no standard size or even recommendation—point size was presumed to be between 500-2,000 points, and 2,000 points was considered a large, long game. In fact most missions published were well below the 2,000-point mark. Looking at tournaments and other events from the era as well, most games were played at between 1,000-1,500 points, with 2,000 points being seen as “a major event”. If you adjust for today’s point scaling, that would mean a 750-850-point game would provide a similar amount of miniatures on the table.

Army Construction Rules Are Looser

The final factor is the way armies are built. In older editions, list-building was more restrictive—you had to follow a structure with minimums and maximums for different unit types:

  • HQ (Leaders)
  • Troops (Core units)
  • Elites (Special forces)
  • Fast Attack (Speedy units)
  • Heavy Support (Big guns)

You couldn’t just spam your strongest units or cheese the system with hyper-optimized lists. You had to build a more balanced force. Today, those restrictions have been loosened significantly, allowing for much more extreme list-building strategies.

So why did all of this happen?

Spoiler alert: It’s because Games Workshop wants to sell more models. I get it—it’s a business. But when you look at how these changes impact the game, and more importantly, if you simply acknowledge that this is happening, the solution is surprisingly simple.

I get it, Games Workshop is in the business of selling miniatures, but the thing is that even if you can afford a huge army, most of us are looking for a game that can be played in a reasonable amount of time. More models, mean longer games. With the constant increase in model count and army size, Warhammer 40k is quickly reaching the 5-6 hour mark to complete a game that is about 2-3 hours too long and there is a marked reduction in the quality of the games rather than an improvement.

How to Fix It

Fixing this issue—and getting a much better gaming experience—is surprisingly simple. After making a few adjustments, I was shocked at how much more enjoyable my Warhammer 40K games became. Here’s what worked for me:

Play on a 6×4 table (or larger).
A bigger battlefield changes everything. With more room to maneuver, units are spread out properly, and movement becomes a real tactical factor rather than an afterthought. It makes the game feel more strategic and immersive—as it should be!

Play at 1,000-1,200 points.
Lowering the point cap drastically improves the game in three key ways:

  1. Less to track – With fewer models and abilities in play, it’s easier for both you and your opponent to understand what each army can do. No more “gotcha” moments because you forgot a rule buried in a sea of datasheets.
  2. Faster games – Cutting back on unit bloat speeds up turns, making for a smoother and more dynamic experience.
  3. Better use of terrain and maneuvering – With fewer models and a larger table, movement actually matters. Cover becomes important, flanking is viable, and armies don’t feel crammed together from turn one.

Limit non-Battleline units to one copy max.
This was the hardest change to implement—but also one of the most effective. Limiting non-Battleline units (i.e., elites, vehicles, monsters, and specialist units) to one per army prevents spamming, one of the most common balance-breaking issues in the game.

  • Want a Rhino? You get one.
  • A unit of Zoanthropes? Just one squad.
  • No doubling (or tripling) up on power units for maximum efficiency.

This forces players to diversify their lists, leading to more balanced, engaging, and fair battles. It also eliminates “cheese lists” that rely on stacking the same overpowered unit, making games more tactical and less about who can break the system better.

Making these small adjustments completely changed my 40K experience—for the better. If you’re feeling the same frustration I was, give them a shot. You might be surprised at just how much of a difference they make.

The “Gotcha!” Problem – A Paywall on Knowledge

One of the most frustrating aspects of Warhammer 40K today isn’t the game itself—it’s Games Workshop’s business model. Specifically, the way they lock critical game knowledge behind an expensive paywall.

If you want to fully understand how the game works, you need to know what every army can do. But legally, the only way to access that information is by buying every single codex—a ridiculous and financially unrealistic expectation for most players.

Sure, buying the codex for your own army makes sense. But unless you’re willing to spend a small fortune on all the other codexes, you’ll always be flying blind against other factions. And that lack of information leads to one of Warhammer 40K’s biggest gameplay issues:

The “Gotcha!” Problem

Picture this: You make a strategic move, thinking you’re about to pull off a clever play—only for your opponent to drop a totally unexpected army rule, stratagem, or unit ability that completely shuts you down.

You wouldn’t have made that move if you had all the information. But because key mechanics are locked behind expensive rulebooks, you’re left playing a guessing game—one that your opponent already knows the answers to.

Now, some might argue, “Well, you should know the rules to the game.” And they’d be right—if the rules were actually available. But Games Workshop intentionally hides them behind a massive paywall, forcing players to buy their way into understanding the game.

The Impact on Gameplay and Community

This leads to a terrible gameplay experience and fosters a toxic play environment where veteran players can easily take advantage of newer or casual players. The result?

  • Unfair, one-sided games
  • Frustration for new or casual players
  • A shrinking player base as people give up on the game

In fact, I know plenty of people who refuse to play Warhammer 40K solely because of this issue. And the worst part? The game itself isn’t the problem—it’s Games Workshop’s sketchy business practice that creates this artificial barrier to entry.

The sad thing about 40k 10th edition is that it was a considerably better game before the Codexes dropped because at the start you had much better visibility of the rules of the game thanks to the release of digital indexes for all the armies. As codexes were released, the indexes were removed, slowly resulting in more and more hidden information. Today, players are flying blind!

The reality of Games Workshop rules for Warhammer 40k is that to get a complete set of rules today for competitive play it will cost you around 600 dollars and that covers you for approximately 3 years. That is neither a reasonable nor honest service level.

How to Fix It

The options here are quite limited and I’m just going to answer this question with a simple quote and leave it at that.

Piracy is the act of honest people solving a problem in response to dishonest people. Provide a reasonably priced service and you will discover that most people are honest, fail to do so and you will discover that there is no such thing as an honest person.

Do with that what you will.

The final issue—and one of the easiest to fix—is terrain count.

Warhammer 40K doesn’t provide particularly strong guidance on how much terrain a battlefield should have, nor does it offer clear recommendations for placement. The game defines different terrain types, and there’s an example battlefield in the rulebook, but when it comes time to set up for an actual game, most players are left guessing.

The Problem: Too Little, Too Symmetrical

In my experience, the most common issue is not enough terrain. And even when terrain is placed, players tend to mirror the layout in an attempt to be fair. While this seems reasonable, the result is often a static, predictable battlefield where terrain has limited impact on gameplay.

Terrain is a big barrier to entry, another major paywall to miniature games and Games Workshop makes the most expensive terrain by a margin so big you can expect to pay 3-4 times as much for official terrain. Thanks to 3d printing however and plenty of companies out their making quality pre-painted terrain, it’s getting cheaper every day to field sufficient terrain for Warhammer 40k.

The worst-case scenario? A game that feels like a shooting gallery, where units just line up and fire at each other with nothing breaking sightlines or forcing tactical movement. This kills the strategic depth that terrain is supposed to bring to the game.

How to Fix

After experimenting with different setups, I’ve learned a few simple terrain fixes that dramatically improve gameplay. The key is making sure you have enough terrain and placing it properly.

Use More Terrain – A well-designed battlefield should be at least 25-30% covered in terrain, meaning that you roughly need 20-25 pieces. This ensures that movement, positioning, and cover actually matter.

Ditch Symmetry – Real battlefields aren’t symmetrical. Instead of mirroring terrain, create natural-looking battlefields with varied sightlines and areas of strategic importance.

Mix Terrain Types – Include a variety of line-of-sight blocking structures, dense cover, and elevated positions to make movement and positioning just as important as firepower. Be sure to use all the different types of terrain, there should be a strong mixture and it’s often better to have more pieces rather than large blockers. You need some of those two, but you want to make sure that the benefits of cover shots are far more common than clear shots. In fact I would argue unless 80%-90% of shots are with the benefit of cover, you don’t have enough terrain.

Invest in Terrain – If you don’t have enough terrain, it’s worth investing in some—or better yet, making your own. Terrain can be kitbashed from other games or built cheaply using household materials. More is always better.

Conclusion

Let’s be clear—miniature wargames are inherently imperfect. No amount of tweaking will guarantee a perfect experience every time. There will always be anticlimactic moments, disappointing dice rolls, and the occasional frustrating matchup. But at its core, Warhammer 40K is a fun, cinematic, and immersive game, and with the right approach, you can make sure the good games far outweigh the bad.

One of the biggest keys to improving your experience in my opinion is separating game design from business decisions. Warhammer 40K isn’t just a game—it’s a product, and Games Workshop makes choices that prioritize sales over gameplay, for which I do not fault them. Still, many of the issues that make the game feel frustrating—cramped battlefields, bloated army sizes, and gotcha mechanics—aren’t necessarily the result of bad game design, but rather business-driven design. Recognizing this distinction empowers you to take control of your own gaming experience and fix the experience. You don’t have to go down the shallow road of listening to Games Workshop advertisement-based decisions about how the game should be played. They want to sell you as much crap as possible, but you don’t have to be a fool and buy into it. Beneath the exterior is a very good game and simply taking the reigns of control is sufficient to have a vastly improved gaming experience.

At the end of the day, Warhammer 40K is your game, your table, and your experience. Fewer units on the battlefield, a larger play area, smarter terrain placement, and limiting army spam may not align with Games Workshop’s profit goals, but they absolutely make the game better. The goal isn’t to feed a corporation’s bottom line—it’s to create fun, balanced, and rewarding battles for you and your friends.

I hope you found this guide helpful – Happy wargaming!