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Which Warhammer game should you start with?

Compare 40,000, Age of Sigmar and The Old World by setting, local opponents, modelling preferences and the kind of first project you want.

Warhammerism · Published · Editorial method and AI disclosure

Picking a Warhammer game is really two decisions: choosing a setting you want to spend time in, and choosing a game you can actually play with people nearby. Make those decisions before buying a large army. A beautiful collection for a game nobody in your group plays can still be a satisfying painting project; it is a different purchase from a ready-to-play force.

This guide offers a decision process, rather than a ranking. It does not compare current tournament win rates or promise that a particular army is cheap, easy or permanently strong.

Start with the setting

Warhammer 40,000 is the science-fiction branch: far-future armies, alien civilizations and an embattled Imperium. Age of Sigmar is high fantasy in the Mortal Realms. The Old World is a separate fantasy setting with armies fighting in ranked formations. Shared names and themes do not make these one continuous game, and rules from one should not be carried into another.

If your first interest is…Investigate firstCheck before buying
Science-fiction soldiers, aliens or huge war machinesWarhammer 40,000Which current format your local group uses
Mythic fantasy, gods and unusual magical armiesAge of SigmarThe faction's available model range and rules
Regiments, banners and formation-based battlesThe Old WorldUnit sizes, bases and your group's army guidelines
Painting a single characterAny setting with a model you loveWhether you even need army rules yet

These are starting points, not restrictions. Look through the faction galleries and keep a shortlist of three armies whose ordinary troops appeal to you. A spectacular centerpiece is only one part of a collection; the models you repeat are often the better test of whether the project will hold your interest.

Ask your future opponents three questions

Before comparing boxes, ask a club or prospective opponent: which game and format do you play, what size game would you teach a beginner, and which documents do you currently use? Write down the answers. An introduction using borrowed models is a better rules test than trying to infer a game's feel from promotional photographs.

An example: you like both Space Marines and a regimented fantasy army. Your friend can teach you 40,000 next weekend, while the local Old World group meets once a month. If regular play is the goal, start with a small 40,000 project and keep the fantasy collection on a separate wish list. If painting ranked troops is what excites you, the less frequent game may be a reasonable tradeoff. Neither answer requires chasing the strongest faction.

Test the hobby before scaling it

Choose one small model or unit as a pilot. Record how long preparation, assembly and painting take, which stages you enjoy, and how you will store and transport the result. Multiplying that experience by your intended collection is more informative than the price of a starter box alone.

Use a simple project note: models to finish, supplies already owned, supplies still needed, next playable milestone, and a spending ceiling you choose yourself. Leave room for cases, bases and consumables. Do not count a discount as a saving if it adds models you did not want to build.

Keep lore, collection and legality separate

The encyclopedia explains the settings. The army builder helps organize a roster using numbers you supply. Neither replaces current official rules. Before a game, use the rules-checking workflow to identify the right edition, army document and update.

For the next step, explore the three universe hubs, try the faction chooser as a taste prompt, and read Plan your first army. The best first choice gives you a small project you can finish and a clear reason to come back.

Sources and scope

The setting distinctions above were checked against the official 40,000 introduction, Age of Sigmar introduction and Old World explanation of ranked regiments. The decision process and example are Warhammerism's original guidance. Availability, editions and event formats can change; confirm those details for your own project.

Suggest a correction to this guide

These guides provide original planning and research methods, with official references for setting and rules-source context. They do not claim hands-on kit testing or replace current game rules.