How do you introduce someone to Warhammer 40,000’s decades of accumulated lore without crushing them under the weight of 40 years of fictional history?
Two approaches exist at opposite ends of the accessibility spectrum. The shallow end is Boltgun—a boomer shooter where you play a Space Marine shooting Chaos heretics without needing to know what a Space Marine, Chaos, or heretic means. Press play, shoot things, enjoy the over-the-top grimdark aesthetic without Wikipedia research. The deep end is Battlefleet Gothic Armada 2—real-time tactical fleet combat set during the Fall of Cadia featuring Abaddon the Despoiler commanding the 13th Black Crusade whilst you manage cathedral-sized battleships through multi-kilometer broadside exchanges. The difference between these entry points reveals a fundamental tension in 40K gaming: accessibility versus authenticity.
Boltgun: The Gateway Drug
Warhammer 40K Boltgun is described as “Warhammer 40K Doom” and that description is comprehensive. You’re a Space Marine with a bolt gun and a chainsword fighting through Chaos-corrupted forces on the planet Graia. The gameplay is pure boomer shooter—fast movement, circle-strafe combat, secrets hidden in levels, health and armour pickups scattered around maps. If you’ve played Doom, Quake, or any recent boomer shooter revival, you know exactly what Boltgun offers mechanically.
The genius is that you don’t need 40K knowledge to enjoy the power fantasy of a genetically enhanced supersoldier chainsawing through hordes of enemies. The game communicates “you’re extremely powerful, enemies are numerous, shoot them” without requiring context about the Imperium of Man, Adeptus Astartes, or why the Thousand Sons are antagonists. The pixelated 16-bit aesthetic running on modern hardware creates a deliberate throwback to 90s FPS whilst the grimdark setting provides a different flavour than Doom’s Hell demons or Quake’s Lovecraftian nightmares.
The lore-light approach also prevents overwhelming newcomers with 40K’s notoriously dense backstory. You’ll recognise things if you’ve played Space Marine 2—the enemies, the weapons, the general aesthetic. However, the game doesn’t stop to explain who Titus is, why Graia matters, or what makes the Thousand Sons different from other Chaos forces. The information exists for players interested in a deeper dive but ignorance doesn’t prevent enjoying the basic loop of shooting heretics with oversized weapons whilst a heavy metal soundtrack reinforces that you’re an unstoppable killing machine.
Battlefleet Gothic: The Lore Mariana Trench
Battlefleet Gothic Armada 2 represents the opposite extreme. The game is set during or after the Fall of Cadia between the 12th and 13th Black Crusades. If that sentence means nothing to you, you’re exactly who shouldn’t start here. The game assumes familiarity with 40K’s timeline, major factions, and why Cadia’s destruction matters to the Imperium’s survival. The setting is deliberately chosen to immerse existing fans in a pivotal lore moment rather than gently introduce newcomers to the universe.
The gameplay is real-time tactical fleet combat managing multiple capital ships across a two-dimensional battlefield. The ships are cathedral-sized vessels measured in kilometers featuring broadsides, nova cannons, torpedo strikes, and teleportation attacks. Each faction—Imperial Navy, Space Marines, Chaos, Orks, Tyranids—plays fundamentally differently reflecting the tabletop Battlefleet Gothic’s faction asymmetry. The Imperial Navy relies on armoured prow rams and devastating broadsides. Space Marines use strike craft and Terminator deep strikes. Orks ram everything. Tyranids are literal space creatures latching onto ships to tear them apart.
The complexity extends beyond ship management to the campaign layer featuring planet conquest, resource allocation, and strategic objectives across the Gothic Sector. The fog of war system means launching probes to locate enemy fleets before engagement, creating a reconnaissance phase where you’re analyzing sensor blips trying to determine if you’re facing a battleship or an escort squadron. The ship systems can be individually damaged—gun decks going offline, engines failing, shields collapsing—requiring constant management whilst the tactical situation evolves.
Why The Gap Matters
The accessibility difference between Boltgun and Battlefleet Gothic creates a situation where both are valid 40K introductions serving different audiences. Boltgun works for FPS fans who appreciate the aesthetic but don’t want homework before enjoying a game. Battlefleet Gothic rewards players already invested in the lore who want to command fleets during major canonical events whilst managing intricate tactical systems.
The recommendation strategy reflects this—Ian gets Boltgun because he likes shooters, has limited 40K knowledge from playing some Space Marine 2, and needs an accessible entry before Episode 5’s lore deep-dive. Tim gets Battlefleet Gothic because he’s already a 40K fanatic who spent two hours discussing lore when first meeting Al. The targeting demonstrates an understanding that forcing lore-heavy games on newcomers creates frustration whilst giving accessible games to existing fans wastes an opportunity to provide experiences they’ll appreciate more deeply.
The Episode 5 Strategy
Both recommendations serve as preparation for Episode 5’s planned Warhammer 40K introduction where Tim and Al explain the universe to Ian. Boltgun provides an experiential foundation—Ian will have fought the Thousand Sons, used bolt weapons, and experienced the grimdark aesthetic before discussing what those things mean within the broader context. The game creates reference points for later explanation without requiring understanding during play.
The “gateway drug” framing is accurate because Boltgun’s job isn’t comprehensive 40K education but creating enough interest that Episode 5’s explanations land as expanding existing curiosity rather than introducing alien concepts. If Ian enjoys Boltgun’s power fantasy and aesthetic, the lore explanations provide context enhancing appreciation. If he doesn’t enjoy Boltgun, the lore explanations won’t matter because the fundamental aesthetic doesn’t appeal.
When Accessibility Fails
The risk with Boltgun’s accessibility is that a simplified introduction might misrepresent 40K’s actual complexity and moral ambiguity. Boomer shooters are straightforward good versus evil power fantasies. Warhammer 40,000’s appeal includes satirical fascism, cosmic horror, and the total absence of morally righteous factions. Space Marines aren’t heroes—they’re genetically enhanced enforcers for an authoritarian theocracy sacrificing thousands daily to barely maintain a corrupt bureaucracy. Tyranids aren’t evil—they’re an extragalactic locust swarm following a biological imperative to consume biomass.
Boltgun can’t communicate this nuance whilst maintaining accessible shooter gameplay. The trade-off is accepting that the entry point introduces the aesthetic and power fantasy whilst saving moral complexity for deeper engagement. This mirrors how most people encounter 40K—attracted by cool Space Marines shooting aliens before discovering the universe’s darker implications. The shallow end works because it gets people into the pool. The deep end exists for after they’ve learned to swim.
The Pond Metaphor
Al’s description captures the relationship perfectly: “Put your foot in that little pond, oh my god, it will swallow you up.” Boltgun is a foot in the pond. Battlefleet Gothic is full submersion into an ocean where you’re kilometers deep surrounded by lore pressure that crushes casual interest. The metaphor also explains why both exist—some people want to wade, some want to dive, and forcing everyone to start at the same depth drowns half the audience whilst boring the other half.
The recommendation format allowing separate entry points for different knowledge levels demonstrates an understanding that 40K’s breadth supports multiple access strategies. There’s no single correct introduction because audience members have different tolerances for complexity, different genre preferences, and different motivations for engaging with the universe. Boltgun and Battlefleet Gothic represent extremes but dozens of 40K games exist between them offering graduated complexity levels.
Does Warhammer 40,000’s lore density require accessible entry points like Boltgun to avoid overwhelming newcomers, or does a simplified introduction misrepresent the universe’s complexity enough that deep dives remain necessary for an authentic experience?
Either way, by Episode 5, Ian will have shot enough heretics and Tim will have commanded enough battleship broadsides that the “Cadia stands” jokes finally make sense.


