The Battle Round

A battle is played out over a series of battle rounds, and each battle round gives both players one full turn. The mission dictates how many battle rounds are fought and which player goes first.

The shape of a battle round

Every battle round follows the same three-part structure, and the same steps repeat until the battle ends:

When the round ends, and provided the battle is not yet over, the next battle round begins and the sequence starts again from the top.

Active player and opposing player

Within a single turn, the player whose turn it is is the active player; their opponent is the opposing player. This distinction matters constantly, because most rules are written from the perspective of the active player — it is the active player who moves units, shoots, and declares charges during their own turn. Some rules, however, are available to the opposing player even while it is not their turn, such as reactive stratagems and overwatch, so always check which player a rule is addressed to rather than assuming everything happens on your own turn.

The seven parts of a turn

A player's turn is not a single block of activity. It is broken into seven parts, resolved strictly in order:

  1. Start of Turn step — resolve any rules triggered at the start of a turn.
  2. Command phase — gain Command Points and check the resolve of your force.
  3. Movement phase — move your units, and bring on reinforcements.
  4. Shooting phase — make attacks with ranged weapons.
  5. Charge phase — declare and make charge moves to reach the enemy.
  6. Fight phase — both players' units make melee attacks.
  7. End of Turn step — resolve any rules triggered at the end of a turn.

The five phases in the middle — Command, Movement, Shooting, Charge, Fight — are the heart of the game, and they are always resolved in that fixed sequence. You finish one phase entirely before beginning the next.

Resolving end steps and mission triggers

Both the End of Turn step and the End of the Battle Round follow the same two-stage ordering. First you resolve any rules triggered at that point that are not mission rules. Then both players consult their mission, and if either player has satisfied any part of their mission that scores at that moment, it is resolved. This ordering keeps scoring predictable: non-mission effects settle the board state first, and only then do players tally what they have achieved.

Why the structure matters

Because turns are so tightly sequenced, timing is one of the most important things to get right. A rule that triggers "at the start of your Command phase" cannot be used in your Movement phase, and an ability that fires "at the end of the turn" waits until every phase is done. Learning to slot each ability, stratagem, and mission action into the correct step is what turns a legal game into a well-played one.

Frequently asked questions

How does a battle round work in Warhammer 40,000 11th edition?

A game is played over a series of battle rounds, and each battle round follows a three-part structure: Start of the battle round, Player turns, then End of the battle round. Both players take exactly one turn per round, and the mission dictates how many rounds are fought.

What are the seven parts of a turn in 40k?

A player's turn is broken into seven parts resolved strictly in order: the Start of Turn step, the Command phase, the Movement phase, the Shooting phase, the Charge phase, the Fight phase, and the End of Turn step. You finish one part entirely before beginning the next.

What is the difference between the active player and the opposing player in Warhammer 40,000?

Within a single turn, the active player is the one whose turn it is, and their opponent is the opposing player. Most rules are written for the active player, but some are available to the opposing player out of turn, such as reactive stratagems and overwatch, so always check who a rule addresses.

Who goes first in each battle round of 40k?

The same player always takes the first turn in every battle round of the game, and the mission tells you which player that is. Once the first player finishes their turn, the opponent takes theirs.

When is mission scoring resolved at the end of a turn or battle round?

Both the End of Turn step and the End of the Battle Round use the same two-stage order: first resolve any triggered rules that are not mission rules, then have both players consult their mission and score anything satisfied at that moment. This keeps board state settled before points are tallied.