Hey y'all! Here's another 40k thread by me. As you know my good friend @Mesandres and I will quite likely start playing a bit of 40k at some point next year. Since I have never played earlier editions of any wargame other than AoS I'd like to make our start a bit easier by finding analogies to rules we already know. So what I am going to try in this thread is to explain 40k rules with AoS rules. We both have played D&D for a time so if there is no AoS analogy to be found for a rule, we can also use one from D&D in a pinch. So I'll go ahead and put a few words here that - from a short read through the rules - I consider roughlx equivalent. Please correct me where I am wrong, I am pretty new to this. - 40k has rounds and turns like AoS it seems. - There are the same phases in a turn, but they are in a slightly different order and have different names movement phase = movement phase psychic phase = hero phase (this one is after movement instead of before) shooting phase = shooting phase (more important in this game) charge phase = charge phase (sometimes I read assault phase, strange...) combat phase = combat phase morale phase = battleshock phase advance = run (in movement phase, same rules as AoS: No shooting or charging) fall back = retreat (in movement phase, almost same rules as AoS, except flying units can shoot) psychic powers = spells deny the witch = unbinding (Psychic phase) - In the movement phase you must not move within 1" of the enemy (3" in AoS). - There is something called minimum move, for flying units it seems. - rolling a double 1 or double 6 on psychic powers is bad, mkay? Shooting phase will be covered in my next post.