How to Use This Guide (click to collapse)

This guide is a scaffold — not instructions.

This reference exists to help you learn what your Combat Patrol can do. Warhammer has many timing windows, abilities, stratagems, and scoring rules that can happen in different phases. Because of that, this guide may repeat certain reminders in multiple places.

These reminders are NOT commands. You do not need to use everything listed in every phase. You can skip entire sections if they are not relevant to the current situation. This guide shows your options, not the "correct" play.

Use as much or as little as you need. On your first game, you might follow the reminders closely. On later games, you may only skim or ignore sections entirely. That is normal — the goal is to reduce how much you depend on this guide over time.

You will make mistakes — that's part of learning. Spending CP too early, forgetting an ability, or using a stratagem at the wrong moment is expected for new players. This guide gives you the opportunity to try these tools so you can learn from your own decisions.

When in doubt: keep playing. If you're unsure about a rule, timing window, or reminder, keep the game moving and look it up after the turn. This guide is meant to support play, not slow it down.

Part 1: Game Setup Checklist

Use this checklist before the battle begins.

1. Create Battlefield & Choose Mission

  • Work with your opponent to create the battlefield (44"×30") and set up terrain.
  • Determine the mission (e.g., "Clash of Patrols"). This sets your deployment map and Primary Objective.

2. Determine Attacker/Defender

Roll off. The winner decides who will be the Attacker and who will be the Defender. This determines your deployment zone.

4. Declare Battle Formations

  • Reserves: Secretly decide which units start in Reserves.
    • Deep Strike: Terror of Vardenghast (Winged Tyranid Prime)
    • Infiltrators: Von Ryan's Leapers
  • Both players reveal their choices simultaneously.

5. Deploy Armies

  • The Defender sets up one unit first, then alternate placing units one at a time.
  • Infiltrators: After all other units are deployed, set up your Infiltrators anywhere on the battlefield more than 9" from enemy models and the enemy deployment zone.

6. Determine First Turn

Both players roll off. The winner chooses who takes the first turn.

7. Army Rule: Synapse & Shadow in the Warp

Timing: Passive (Synapse) / Command phase - once per battle (Shadow in the Warp)

SYNAPSE: Units within 6" of SYNAPSE models take Battle-shock tests on 3D6 instead of 2D6. SHADOW IN THE WARP: Once per battle, in either player's Command phase, every enemy unit on the battlefield must take a Battle-shock test.

Part 2: Turn-by-Turn Guide

Follow this during the game. Check each phase for reminders.

YOUR TURN

1. Command Phase

Gain 1 CP

Synapse & Shadow in the Warp: Passive (Synapse) / Command phase - once per battle (Shadow in the Warp)

Check Battle-shock: Test any units Below Half-strength (roll 2D6 vs Leadership).

Core Stratagems:

1CP
Insane Bravery — Use if one of your units fails a Battle-shock test.

2. Movement Phase

Reserves: Units in Deep Strike can arrive (not Turn 1). Set up more than 9" from enemy models.

Move your units. Each unit can make a Normal move (up to M"), Advance (+D6", cannot shoot or charge), Remain Stationary, or Fall Back (if in Engagement Range).

Patrol Stratagems:

1CP
Teeming Broods — If unit not destroyed: return up to D6 destroyed models. If destroyed: add new identical unit to Strategic Reserves with 2D6 models.

3. Shooting Phase

Select your units and shoot. Declare targets, then resolve attacks (Hit → Wound → Save → Damage).

Core Stratagems:

1CP
Command Re-roll — Re-roll one Hit, Wound, or Damage roll.

4. Charge Phase

Declare and make Charge moves. Select a unit, declare target(s) within 12", roll 2D6 to determine charge distance.

• (Reminder: Units that complete a charge get [FIGHTS FIRST] for this turn)

5. Fight Phase

(Players alternate fighting, starting with the player whose turn it is NOT. Units with [FIGHTS FIRST] go first.)

Select units to fight. Pile in 3" → Make attacks → Consolidate 3".

Patrol Stratagems:

1CP
Hyper-Reactive — Until end of phase, subtract 1 from Hit rolls against your unit.
1CP
Voracious Assault — Until end of phase, re-roll Hit rolls when attacking the closest eligible target.

Core Stratagems:

1CP
Epic Challenge — Use when a CHARACTER fights to gain [PRECISION].
1CP
Command Re-roll — Re-roll one Hit, Wound, or Damage roll.

End of Your Turn

  • Check Secondary (Chitinous Tide): Score 5VP if you control one or more objective markers within 6" of your opponent's deployment zone.
  • Remove any abilities/effects that last "until the end of your turn".

OPPONENT'S TURN

1. Command Phase

• Your opponent gains 1 CP.

• (Reminder: Make sure your opponent checks Battle-shock for their units Below Half-strength)

2. Movement Phase

• Watch for enemies moving into range or within 24" of your units.

• (You can Fire Overwatch when an enemy starts or ends a move within 24")

Patrol Stratagems:

1CP
Teeming Broods — If unit not destroyed: return up to D6 destroyed models. If destroyed: add new identical unit to Strategic Reserves with 2D6 models.

Core Stratagems:

1CP
Fire Overwatch — When an enemy starts or ends a move within 24", shoot at them (hits on 6+).

3. Shooting Phase

Make saving throws for your units. Roll saves (including any invulnerable saves) and allocate damage.

• (Reminder: Units with [STEALTH] are -1 to be hit from more than 12" away)

Core Stratagems:

1CP
Go to Ground — Use when INFANTRY is targeted. Gain 6+ Invuln and Benefit of Cover.
1CP
Command Re-roll — Re-roll a key saving throw.

4. Charge Phase

• Watch for enemy units declaring charges against you.

• (You can Fire Overwatch when an enemy declares a charge or ends a charge move)

Core Stratagems:

1CP
Fire Overwatch — When an enemy ends a Charge move within 24", shoot at them (hits on 6+).
1CP
Heroic Intervention — At the end of the phase, one of your units can make a 6" counter-charge move.

5. Fight Phase

(You fight first since it's your opponent's turn — unless they have [FIGHTS FIRST])

Make saving throws and allocate damage when your units are attacked.

Patrol Stratagems:

1CP
Hyper-Reactive — Until end of phase, subtract 1 from Hit rolls against your unit.
1CP
Voracious Assault — Until end of phase, re-roll Hit rolls when attacking the closest eligible target.

Core Stratagems:

2CP
Counter-Offensive — Use just after an enemy unit fights to 'cut in line'.
1CP
Command Re-roll — Re-roll a key saving throw.

End of Opponent's Turn

  • Check Secondary (Chitinous Tide)
  • Remove any abilities/effects that last "until the end of the turn".

Part 3: Unit Datasheets

Terror of Vardenghast (Winged Tyranid Prime)

★ Warlord
1 model
M T SV W LD OC INV
12" 5 4+ 6 7+ 1 -*

* Gains 4+ via default enhancement (Psychostatic Veil)

Melee Weapons
Weapon Range A WS S AP D
Prime talons
Melee 6 2+ 6 -1 2
Enhancement

Secretion Goad

Timing: When a friendly TYRANIDS unit within 6" is selected to shoot or fight (once per turn)

Improve AP of weapons equipped by models in that friendly unit by 1 until end of phase.

Abilities

Core: Deep Strike
Faction: Shadow in the Warp Synapse
Death Blow

If this model is destroyed by a melee attack and has not fought this phase, roll D6: on 4+, do not remove. It can fight after the attacking unit finishes, then is removed.

Keywords: INFANTRY, CHARACTER, FLY, GREAT DEVOURER, SYNAPSE, VANGUARD INVADER, WINGED TYRANID PRIME, TERROR OF VARDENGHAST

Psychophage

1 model
M T SV W LD OC INV
8" 9 3+ 10 8+ 3 -
Ranged Weapons
Weapon Range A BS S AP D
Psychoclastic torrent IGNORES COVER TORRENT
12" D6 N/A 6 -1 1
Melee Weapons
Weapon Range A WS S AP D
Talons and betentacled maw ANTI-PSYKER 4+ DEVASTATING WOUNDS
Melee D6+1 3+ 6 -1 2

Abilities

Core: Deadly Demise 1 Feel No Pain 5+
Faction: Synapse
Feeding Frenzy

Each time this model attacks a unit below Starting Strength, add 1 to Hit roll. If also Below Half-strength, add 1 to Wound roll as well.

Keywords: MONSTER, GREAT DEVOURER, HARVESTER, PSYCHOPHAGE

Termagants

20 models
M T SV W LD OC INV
6" 3 5+ 1 8+ 2 -
Ranged Weapons
Weapon Range A BS S AP D
Fleshborer ASSAULT
18" 1 4+ 5 0 1
Melee Weapons
Weapon Range A WS S AP D
Chitinous claws and teeth
Melee 1 4+ 3 0 1

Abilities

Faction: Synapse
Skulking Horrors

Once per turn, if not in Engagement Range, this unit can make a Normal move of up to D6".

Patrol Squads

This unit can be split into two units, each containing ten models.

Keywords: INFANTRY, BATTLELINE, GREAT DEVOURER, ENDLESS MULTITUDE, TERMAGANTS

Barbgaunts

5 models
M T SV W LD OC INV
6" 4 4+ 2 8+ 1 -
Ranged Weapons
Weapon Range A BS S AP D
Barblauncher BLAST HEAVY
24" D6 4+ 5 0 1
Melee Weapons
Weapon Range A WS S AP D
Chitinous claws and teeth
Melee 1 4+ 4 0 1

Abilities

Faction: Synapse
Disruption Bombardment

Select one enemy INFANTRY unit hit. Until end of opponent's next turn, it is disrupted: -2 Move, -2 to Advance and Charge rolls.

Keywords: INFANTRY, GREAT DEVOURER, BARBGAUNTS

Von Ryan's Leapers

3 models
M T SV W LD OC INV
10" 5 4+ 3 8+ 1 6+
Melee Weapons
Weapon Range A WS S AP D
Leaper's talons
Melee 6 3+ 5 -1 1

Abilities

Core: Fights First Infiltrators Stealth
Faction: Synapse
Pouncing Leap

You can use the Heroic Intervention Stratagem on this unit for 0CP, even if you've already used it on another unit this phase.

Keywords: INFANTRY, GREAT DEVOURER, VANGUARD INVADER, VON RYAN'S LEAPERS