The new edition of Warhammer 40,000 is coming and we've been teased with some quite significant changes on the game. This time, the battlefield itself is at the heart of it all. Whether you’re a seasoned veteran or a newer player, the way terrain works is about to feel very different. Let’s break it all down, from the updated rules to how you can build your table to match the new standard.
For a complete and structured breakdown of Warhammer 40K terrain rules, check our dedicated guide.
New terrain rules: What’s changing?
Before diving into what changes, let's start with what stays the same. Table size remains the same in modern 40K terrain rules. Indeed in 11th edition will keep 44x60 inches tables. This means you can safely keep your battlemats.
Objective terrain - The battlefield becomes the mission
One of the most exciting shifts in 11th edition is the death of the humble objective circle. No more flat tokens or coins dropped in the middle of an otherwise beautiful table. From now on, objectives are terrain features (ruins, rubble, sacred sites, barricades) all part of the scenery itself.
This changes the feel of the game significantly. Holding some positions now means actually fighting over a real piece of the battlefield. Infantry can hunker down inside a ruined building and use it for cover while scoring. Vehicles can position themselves behind terrain features near objectives to contribute to claiming them while staying safer. The game suddenly feels a lot more like a real battlefield scrimmage and a lot less like two armies politely arguing over a coin.
Scoring works similarly to before: you compare the total Objective Control (OC) values of units standing on the objective (meaning the terrain footprint).
The hidden rule - Infantry finally gets to hide
This one is going to shake things up at the table. In 11th edition, Infantry, Beast, and Swarm models that are inside a terrain area can be Hidden, provided their unit hasn’t shot in the current or preceding player turn. Since they won’t have shot at the start of the game, they’ll almost always begin the battle hidden.
What does that mean in practice? A hidden model is invisible to any enemy unit that is more than 15” away, the standard detection range (meaning that they'll probably be units with specific rules capable of detecting further). If your opponent can’t detect your unit, they can’t shoot at it. This dramatically reduces the brutality of first-turn alpha strikes, encourages more dynamic deployment decisions, and rewards a patient, tactical approach to the early turns.
There’s a trade-off, of course: the moment your unit fires, it gives away its position. It’s a genuinely interesting mechanical tension that adds a whole new layer to list-building and play. This mechanic is directly part of the evolution of Warhammer 40K terrain rules.
Cover has also been updated: instead of granting a +1 bonus to armour saves, terrain now imposes a -1 penalty to the opponent’s Ballistic Skill. A subtle change, but one that makes a lot of sense in terms of realism.
Dynamic tables based on force dispositions
Perhaps the most ambitious change in 11th edition is how terrain layouts tie directly to the missions, and the missions tie directly to the armies playing them.
Each detachment now comes with a Force Disposition, of which there are five types: Take and Hold, Purge the Foe, Disruption, Reconnaissance, and Priority Assets. Before the game begins, you compare your Force Disposition with your opponent’s, and the combination of the two determines the Primary Mission you’ll play.
This means the table itself becomes part of the army-building equation. A Disruption force might need to perform actions in enemy territory and control specific terrain pieces. A Take and Hold army will dig into objectives and make them incredibly hard to shift. Every matchup has its own narrative logic baked in, and the terrain layout reinforces it. Understanding these interactions is key to mastering Warhammer 40K terrain rules as a whole.
Each matched play mission comes with three recommended terrain layouts, designed by GW to support both competitive balance and thematic storytelling. The battlefield isn’t just a backdrop anymore - it’s a core part of the game.
Games Workshop has done a brilliant job of giving us a clear competitive framework, with recommended layouts designed to be both balanced and tournament-ready. But here’s the good news: you don’t need to follow those layouts to the letter. All GW has defined is the footprint - the 2D area that terrain occupies on the table. Even if there are some specificities about terrain pieces that vehicles can move through and others that can't, if you're not chasing a tournament table, what you put on that footprint is entirely up to you. That’s where your collection and creativity come into play, especially in your of Warhammer 40K terrain.
In the second part of this article, let’s look at those standard footprints, and see how you can build terrain that fits them perfectly.
The new terrain footprints: What you need for a competitive table
A terrain area is now defined by its footprint: the flat template on the table that marks where terrain rules apply. GW will be releasing official footprint templates, and the good news is that several third-party creators have already made them available.
For a standard competitive table, you’ll need a specific set of footprint shapes and sizes. Here’s what the recommended layouts call for, along with what we’d suggest building to fill them.
In the following schemes, the green parts mean that vehicles can't get through, and yellow is the opposite.
The layout diagrams below are © Games Workshop and are shared here for illustrative and educational purposes.
The Two Large Triangles - 8” × 11.5” (Right-Angle)

These are the big centrepiece pieces, merged together in a square in the two layouts GW shared. They provide large areas of coverage and are ideal for your most impressive terrain builds.
For these footprints, we’d recommend:
- A tall L-shaped ruin with an upper floor - plenty of line-of-sight blocking, with openings for infantry to fire from.
- A small corner ruin - a more compact and small L-shaped piece to fill the rest of the triangle footprint.
Together, they create a dramatic focal point and some genuinely tactical terrain for both players to fight over.
The Four Large Rectangles - 7” × 11.5”

These are the workhorses of your terrain collection. Placed on either side of the midfield, they form the bulk of the cover on the board and often house the key objectives.
There are two different ways to fill these footprints. Each table seems to have two of each of the followings:
- Two L-shaped ruins with upper floors - maximum vertical terrain, great for infantry and line-of-sight blocking in equal measure.
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One large L-shaped ruin combined with a small corner ruin - a slightly more open layout that still provides solid coverage without closing off all sightlines.
Having four of these means you have a lot of flexibility in how your mid-table looks and a lot of room to tell a visual story with your terrain.
The Four Medium Rectangles - 6” × 4”

These smaller pieces serve as satellite terrain around the main structures. They break up open ground, give units something to duck behind between the larger ruins, and add texture to the board.
For these footprints, we’d suggest:
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Two pairs of small corner ruins - compact, stackable, quick to build and great for adding detail.
- Two obstacle pieces - crates, walls, machinery, barricades (whatever fits your theme). These are a great opportunity to get creative with scatter terrain.
→ Browse our terrain pieces for the medium rectangles:
The Two Long Defence Lines - 10” × 2.5”

These narrow, elongated footprints are purpose-built for line-of-sight blocking. They’re thin enough to not break the flow of the table, but long enough to genuinely matter for movement and positioning.
For each long line:
- Two barricades on either end, with a central obstacle between them - this creates a satisfying defensive line that feels cohesive and functional without being a wall.
These work beautifully in any aesthetic: Imperial gothic defence lines, T'au energy barriers, Ork scrap walls - the footprint is the same, the flavour is yours.
The Four Short Defence Lines - 6” × 2”

The smallest footprints on the board, but don’t underestimate them. These short lines add crucial micro-cover near objectives and on the flanks, helping units stage up before committing to an assault.
We’d suggest:
- Two short barricade lines - a simple pair of connected barricades.
- Two obstacle lines - scatter pieces in a line, great for filling gaps and adding visual interest.
Ready to Build?
To go further and build optimized tables, explore our full guide to Warhammer 40K 11th edition terrain rules.
That’s the full picture - the new rules, the footprints, and how to bring it all together into a great-looking, game-ready table. The beauty of this new system is that GW has given you a solid framework to work within, while leaving the visual side entirely in your hands.
Whether you’re going full Manufactorum ruins, alien jungle, or desert wasteland, the footprints stay the same. And that’s exactly the kind of project we love helping you with at Voidborn Prints.
Stay tuned - we’ll be showing off some of our terrain pieces built to fit these exact footprints very soon. When all the layouts will be shared, we will also explore this in here.
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