Warhammer 40K competitive layouts vary depending on the tournament format and organizer. The three main formats—Games Workshop (GW), World Team Championship (WTC), and UK Tournament Circuit (UKTC)—each have distinct terrain layouts and philosophies.
1. Games Workshop (GW) Layouts
Philosophy: Designed by GW to balance terrain for their official events, such as Warhammer World tournaments and the Grand Narrative series.
Key Features:
Symmetrical layouts.
Emphasizes clear movement lanes and fire lanes.
Uses GW-branded terrain kits.
Usually features a mix of large obscuring ruins, area terrain, and crates.
Fixed layouts that are not player-placed.
Pros:
Standardized and easy to replicate.
Official support from GW.
Encourages mixed-army viability (shooting & melee).
Cons:
Less dense than some competitive circuits, making shooting armies stronger.
Some players feel it lacks depth compared to other formats.
2. World Team Championship (WTC) Layouts
Philosophy: Designed for team events with strategic depth, allowing varied playstyles.
Key Features:
Denser terrain than GW layouts.
Preset but flexible layouts optimized for fairness across multiple matchups.
Use of large, symmetrical obscuring ruins and "L"-shaped pieces.
Specific terrain rules for coverage, including "first-floor blocks LOS" mechanics.
Focuses on reducing first-turn advantage and promoting melee viability.
Pros:
More balanced for team-based events.
Reduces first-turn advantage by minimizing open fire lanes.
Allows different army styles to be viable.
Cons:
Can feel more restrictive for shooting armies.
3. UK Tournament Circuit (UKTC) Layouts
Philosophy: Designed for large, fast-paced singles tournaments with an emphasis on clarity and speed of play.
Key Features:
Standardized preset layouts across all UKTC events.
Medium terrain density, sitting between GW and WTC layouts.
Use of large ruins with clear guidelines for movement and line-of-sight blocking.
A mix of "L"-shaped ruins and smaller scatter terrain.
Consistent use of "first-floor blocks LOS" rules.
Pros:
Highly standardized—players know what to expect.
Allows a mix of playstyles without heavily favouring one.
Faster, cleaner games due to clear terrain interactions.
Cons:
Less variation from event to event.
Some players feel it doesn't go far enough in balancing melee and shooting.
Summary of Differences
Each layout has its advantages and disadvantages, and the best one depends on your preferred playstyle and format (singles vs. teams).
Format | Density | Terrain Type | Playstyle Impact |
---|---|---|---|
GW | Medium | Symmetrical, footprint | Balanced but slightly favours shooting |
WTC | High | Custom, large L-shapes, footprint | Encourages melee, reduces first-turn advantage |
UKTC | Medium-High | Standardised large ruins | Fast play, slight skew towards shooting. |