GrimDark Roleplaying
Gal-Uru's model.
date: 01/05/2026
There's a very charming 40k content creator on YouTube called "Paul is Bad At Stuff". He largely makes reports on his attempts to get better at playing competitive 40k, with the twist being that he has built his list entirely based on what models he finds cool and a sort of broad thematic lore. You can hear him discuss his own worldbuilding for that here. But the broad idea is tha His Little Guys are "stealthy" in the sense that they overwhelm and confuse and are impossible to understand, until suddenly it all coalesces into a devastating pinpoint strike right where you didn't want them. (In general one of the reasons I like this chap is that in both the game and the lore he doesn't take himself too seriously, so it tends towards the silly side of things. That's good, that's obviously the kinda 40k I like!) Something caught my attention as he reflects on his latest tournament performance here: he realised that the way his list plays is just like that. He'd done it, he'd built a list wherein playing the game matches the fantasy of how he wanted the army to work when imagining it. Now, it turns out not to be very good at winning tournament games and so it goes - but no one ever promised your fantasy would be tournament optimal! What interests me is just that he could make that work at all. So that got me thinking about the element of role playing in 40k and how that relates to the Sherden Pact.
Warhammer is a tabletop battlegame. You have your little toy armies and you push them around and roll dice to determine who wins according to rules. When describing it to friends I sometimes say "imagine Risk but there's rules variation between the factions and the movement is more freeform". And I really do think that captures a lot of the experience of playing it. But in both its origins as a game and contemporary culture it actually shares a bit more with Dungeons and Dragons; people tend to want to tell a story with their dice, tend to want to imagine that Their Little Guys are playing out some scenario. This can manifest in lots of ways - at its most simple, people will have names and little stories for their models they tell themselves in their head as the game progresses. At its most elaborate, people will try to actually recreate specific battles or campaigns from the published books. Indeed, one of the variant systems, Horus Heresy, is basically specifically designed to facilitate this style of play. In any case, outside of specifically competitive tournament players during match play, a notable feature of the culture of the game is that people don't just tend to play it for the mechanical game design elements (in fact for what it's worth my impression is that people who are into tabletop wargaming per se as a hobby tend to find 40k's dominance of the market frustrating precisely because they don't think it is an especially well designed game, mechincailly speaking) but tend to be heavily invested in this element of role play.
Now since as a hobby 40k is a house with many mansions, the story telling aspect has many outlets. Most obviously there's published fiction and fanfiction - this very site is a testament to that! And it also comes out in modelling and painting choices, which can then feed back into the fiction, and so on and so forth. For instance I have a character Gal-Uru who began as just a model I enjoyed the process of creating, then featured in a story, then I commissioned art for him, then I played with that model in a game you can read about here.
and then had artists draw!
Drawings on the right by Yuzi Nakamura,
top left by Dmitry Brushray.
And that's not just me! Most famously there is the Retributors space marines. They began as a made up chapter for the excellent sci-fi horror/action short fan film Astartes but that became so popular GW gave the animator a job and made them part of the canon setting, and now people make models for them. So I think a lot of the story teling instincts are given this outlet - people use the setting as a place to write stories and tell them in various media, and people use the models to concretise or inspire those stories.
But what about during the game itself? Well here we can borrow some ideas from philosophy, especially from C. Thi Nguyen's work Games as Agency. The core idea that is that what playing a game amounts to is taking on a perspective, and various artificial limits to what sort of actions you are allowed to take in order to advance that perspective, that combine to constitute play-acting a new form of agency. You inhabit a new role (e.g. someone who only cares about crossing that line really really quickly, but for some reason can only travel within these lines and cannot make use of any mobility aids) and see what it would be like to give one's all as such a person.
This story telling interacts with the gameplay of 40k in two main fashions. The first comes from considering how the setting provides an obvious hint for what persona you are adopting; that of a general or commander who can interact with their units in the fashion proscribed by the rules. You even have to pick a character model to be your "warlord" - a fact which very often plays no mechanical role in the game at all, but I think is just meant to encourage you to think of one of the models as a sort of avatar for the player, an in universe leader who is giving the orders corresponding to the player's omniscient perspective play decisions. You can then make decisions in the game which correspond to what you think that leader would do, which may or may not amount to what is optimal for winning the game. For instance, there are factions where it is clearly implied in the lore that they highly prioritise rushing into close combat. Typically the rules are written to enable that to some extent - they will be extra good at close combat or receive various rewards if they kill a unit in combat or cetera. But even given that, often it will be advantageous to have such a unit hang back and do something less aggressive. Players will thus have a choice about whether to do the game optimal thing or what they think that unit or commander would do in context. It's the mark of casual players that they will typically opt for what-they-think-the-character-would-do, while competitive players will typically opt for what-they-think-the-rules-reward. Both are, to be clear, valid ways of playing the game - but they clearly express different attitudes to the importance of role play in the game.
The second comes in list-building, so before one actually gets to the tabletop at all. In various ways different lists can embody different approaches to the game. So there are ways of building lists which correspond to wanting a very intricate battleplan wherein each unit plays a very specific role that has to be handled with consumate skill (sometimes referred to as an MSU - multiple small unit - glass canon list). Whereas other plans can involve just being able to flood the board with lots of cheap little guys that don't do much individually but by sheer bulk can overwhelm (a horde army). And other plans still can involve creating one incredibly tough and killy unit and having everything else just run interference for that thing (typically called a Death Star unit). And so on and so forth. The point is that when choosing your faction and building a list within that faction, you can clearly set things up to embody a certain attitude to what one wants the battle to look like. This, again, is a chance for role play and agency, and more narrative or casual players often think it is important for there to be a coherence between the list style and the faction played. So, for instance, given the lore it feels unnatural for the Aeldari (a dying race of Space Elves for whom every remaining life is precious) to run as a horde army, whereas it can feel entirely in keeping for the orks to play that way. So a natural thing to do if one is role playing as an Aeldari commander is to build a list that emphasises conserving one's resources and avoiding throwing away lives wherever possible; an MSU glass canon list can do that well. And, again, it is a mark of good game design if the rules faciliate this.
So that is how I think role playing interacts with the hobby in general and the tabeltop game in particular. The hobby is based around a setting in which one can create fanart in various media, including using the little plastic models for which it is distinctively known. Then the game allows one to make choices in designing one's army, and then using it on the tabletop, that embody a peculiar character or type of commander one is role playing as. The game is well designed when the rules support one in doing so, when one does not too often feel that in role playing the character of one's commander or reenacting the details of one's stories one is actively "playing against" what the mechnical aspects of game design are trying to encourage. (For a nice discussion of how this can be incorporated into the rules, see this discussion this discussion of faction specific rules and how well they capture the feel of the faction.) Or, indeed, sometimes players will object to the rules facilitating a style that they feel runs contrary to the role play element. So for instance it is a frequent source of complaint among players that in recent years the Space Marines have often run well as a horde army; players actively don't like that this style of list works for most space marine chapters (outside of Black Templars, for whom this would be fine), as they feel the whole point of them is they should operate like a small elite strike force.
How about the Sherden Pact? Well, I have been lucky in that there is a (sub-)faction rule set specifically designed to facilitate playing as a largely mortal force of chaos worshipers. There's even one specifically designed for Khorne worshiping mortals, though I have not had a chance to properly try that out yet. So in principle the rules are set up to facilitate the exact sort of role play that I seem to be trying to engage in. But I have had a slight dilemma none the less.
The general idea I want for my chaps is: they're actually not that good at fighting, but they are good at bureaucracy, so they are able to "punch above their weight" just by being unusually-logistically-competent for the setting. The irony being, of course, that as Good Khornites they very highly valorise martial valour, raw strength, and individualised combat ability. So they can't ever admit to themselves that the thing keeping them in the game is the backend stuff that, while of course they do think its important, is meant to just be secondary to their glorious Mighty striding forth and setting the galaxy aflame. Hence their frankly erotic depictions of mighty Khornite warriors, even though it is the logisticians who are actually holding this whole thing together and the warriors are just barely competent enough to count.
Drawing by Emirh92.
(I am sort of inspired by the Twitter joke - "You read the order of battle in the Pacific Theatre and its like this. USA: 16,000 generic destroyers (made last week), 8,000 supply ships and a ship that makes ice cream and cookies for the other ships. Japan: The Ever Invincible Sword of the Emperor (irreplaceable battleship made in 1925) and The Katana of the Supreme Shogun of the Eternal Dawn (irreplaceable aircraft carrier made in 1930). Result: USA victory, costing several gallons of ice cream." The idea is that the Sherden Pact is logistically something like the US industrial powerhouse so described, but culturally more like Imperial Japan of the meme and so having to constantly lie to itself about the source of its own success. Probably in real life this could not actually happen, but that's the beauty of fiction!)
I can indeed play this out in list building! Lists for them combine lots of basic troops and "standard issue" tanks - no big fancy Ultimate Weapons and, at least, very few Demon Infused Monstrocities, just lots of cheaply made moderately reliable stuff. But when it comes to role playing I do face a bit of a problem, since the game is no fun if I do not actively try to win but at the same time being a bit incompetent at fighting is part of the fantasy? I even had a narrow mechanical version of this crop up in my one game where I was all in on role playing the Sherden Pact wherein there is a sort of gambling mechanic that the faction I was playing as has available, and I couldn't decide whether it was more appropriate for the Pact to always trust that Khorne would see them through and so always take the gamble, or be utterly run by Logisticians who would carefully crunch the numbers and so only take the gamble when optimal!
So therein lies my issue. I like the role playing element of 40k. Obviously I like fiction and worldbuilding, and I want that to be reflected on the tabletop. This would, I think, tryign to inhabit the perspective of a commander of the Sherden Pact and make decisions as if I was such a person facing the odd situation the game is meant to simulate. The rules and models are actually very nicely designed to exactly allow me to do this when it comes to building a list and having mechanical options available in game to represent the choices I think such a person would make, nice! But for my specific fantasy of these guys I worry that really living it out would be anti-fun, since it would actually too often lead to me making silly choices that ultimately render the experience less fun for my opponent. Still, that is clearly a problem I have run into because of the odd situation of the exact set up I have tried to create here. As we go into 11th edition it seems Games Workshop have indicated that they are specifically going to try and give people more options for recreating the lore on the tabletop, so people like me could well be in for a good time as our opportunities for role play with our toy soldiers are only expanded.