top of page

Introduction to Teams 40k

new to teams?


The past few years has seen the teams format skyrocket in popularity, with our International Teams Series selling out faster and faster. We have the May I. T. T. coming up very shortly. This article breaks down the teams format so whether you're attending your first team event or wanting to understand how it all works, keep reading and let us explain everything you need to know about the teams format.


If you have only ever played singles events, teams 40k can look complicated from the outside. There are captains talking pairings, five lists instead of one, and a lot of buzzwords about roles, matchups and terrain. But once you get past that first impression, teams is one of the most enjoyable ways to play Warhammer 40,000. You still play normal 40k. You still score your game. The difference is that now every result matters to a group, not just an individual, and that changes the whole feel of the weekend. At UKTC events, that team structure is built around 5-player squads, unique factions within each team, with captains handling the internal pairings for each team-vs-team round.


That is also why teams events create such a strong community feel. Teams is a format where you travel together, win and lose together, and build a weekend around a squad experience rather than five isolated games. A fantastic experience, elevated by the social engagement. It doesn't get bigger than UKTC team events, our Winter ITT is the biggest event of the format in the world with 800 players rallying for the ultimate team tournament.


For newer players, that is the first big thing to understand: teams is not “harder singles.” 


It is regular 40k plus a second layer of strategy. Your list matters, of course, but so do your teammates’ lists. Your result matters, but so does the way your score fits into the team round. And maybe most importantly, the whole thing is much more social. That is why so many experienced players get hooked on it so quickly, and why teams events have become such a major part of the UKTC calendar.


What makes teams different?


The most obvious change is team construction. A team is five players, and each player must bring a different codex. You cannot double up. That means list building is not just about asking, “What is my strongest army?” It becomes, “What does our team need?” Some lists act as hammers that aim to win big in the right matchups, some are anvils that aim to avoid heavy losses, some are tech pieces for specific meta targets, and some are flexible all-rounders that help stabilise a round.


The second big change is pairings. In singles, you get your opponent and play your game. In teams, there is a draft process inside each round. Captains work through a defender-and-attackers system, where players are offered into matchups and one is accepted while another returns to the pool.

In plain English: you are not just hoping for a good draw, your captain is actively trying to create useful matchups for the whole team. That does not mean every player gets a dream pairing. It means every player has a role in helping the squad win the round.


The third difference is terrain. We publish a dedicated Terrain & Mission Pack, and it is not just a backdrop. Different layouts favour different list roles. Heavy boards can reward melee pressure and durable trading armies, while more balanced layouts can favour all-rounders. For newer teams, this matters because good teams practice on the terrain they expect to see and build rosters with that in mind.


What should a new team actually read?


One of the best things about UKTC events is that the information is there for players who want to prepare properly. The 40k page links the dedicated Team Events Tournament Pack as well as the separate Terrain & Mission Pack, and if you haven't already seen it, our Reading List article makes clear what each document is for. The Tournament Pack covers format, timings, pairings, scoring and awards. The Policies and Procedures document covers standards, officiating, expectations and how rules disputes are handled. The Terrain & Mission Pack tells you what you are likely to be playing on so you can practise in advance. we also maintain judges’ rulings separately and all of these documents are updated regularly.


Best practices for your first teams event


The best first step is simple: do not overcomplicate your first roster. You do not need five galaxy-brain counter-meta lists to have a great weekend. You need five players who understand their armies, are comfortable talking through matchups, and are willing to think as a group. Teams rewards planning, but it also rewards trust. A team of friends on the same page will usually get more out of the event than a team of individual stars all pulling in different directions. That is the magic of the format.


Next, pick a captain early. That does not mean picking “the best player.” It means picking the player who is calm, organised and happy to do the admin. At UKTC teams events, captains matter because they handle pairings, but they also matter before the event because somebody needs to coordinate lists, deadlines, travel and expectations. If your team leaves all of that until the last week, you are making the weekend harder than it needs to be. The docs already tell you what the deadlines and structure are; use them.


After that, practice with purpose. Do not just play random reps. Practice talking through pairings. Practice identifying which armies on your roster are safe, which want protection, and which want to hunt certain matchups. Practice on UKTC terrain where possible. The players who settle into teams fastest are usually the ones who stop asking, “Can my list beat everything?” and start asking, “What is my job for the team?”


tips for players starting their teams journey


1. Start with your people, not your perfect roster.

A good teams weekend starts with five people who want to spend a weekend together. Clubmates, local friends, travel mates, newer players learning together, all of those can become a proper team. UKTC’s own event pages explicitly say your team can represent a club, school, nation or just a group of friends.


2. Read the right documents before you test games.

Start with the Team Tournament Pack, then the Policies and Procedures, then the Terrain & Mission Pack. UKTC’s own reading guide is basically handing you the homework order. Use it.


3. Decide early who is your captain.

Even if you later share responsibilities, you need one person who owns the pairings plan and one person who makes sure the admin gets done.


4. Do not panic if you are new to pairings.

Every experienced teams player was new once. The point of your first event is not to solve the format forever. It is to learn the flow, enjoy the atmosphere, and come away wanting the next one.


5. Be ready when tickets go live.

This is the part people always underestimate. Our teams events move quickly. All of the teams events this year have sold out in days, not weeks. If you want in, do not wait until you “sort a roster later.” Build the team early, talk to your mates early, and be ready to buy when launches happen.


Why now is the time to start a team


The best reason to play teams is still the simplest one: it is more fun.

You get the same game you already love, but with a squad around you, more shared moments, more stories, more investment in every round, and a much bigger sense that you are part of something. Our teams coverage keeps coming back to that same point for a reason. Teams is strategic, yes. It is competitive, yes. But it is also social in a way singles can never quite match.


So if you have been thinking, “Maybe we should try a teams event one day” , take that seriously. Get the group chat started. Find your five. Pick your captain. Read the pack. Check the terrain. Know your deadlines. And when the next UKTC team launch lands, be ready. Because these events do not hang around, and they sell out for a reason.

Comments


Commenting on this post isn't available anymore. Contact the site owner for more info.
bottom of page