Warhammer 40,000 Faction Focus: Astra Militarum

Our Faction Focus series continues, which means it’s time to see some new rules and detachments for the Astra Militarum.

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First, we’re sharing a trench with Ogryns and Ratlings – and the long-suffering Commissars who keep an eye on them – in the Abhuman Auxiliaries detachment.

Abhuman Auxiliaries

This new detachment matches the ingenuity and durability of the Astra Militarum’s abhuman auxiliaries with the brass lungs of the Commissariat – letting these inspirational figures, often the only ones who can keep the abhumans’ attention for any amount of time, issue them effective orders on the battlefield.

A solid wall of Bullgryn shields is now an even more terrifying prospect as they can fight better under Fix Bayonets!, while Ratlings zero in on enemy commanders with Take Aim!, boosting their accuracy. The Commissar’s hard-won experience keeping troops focused allows them to give regular REGIMENT units the Take Aim! Order too, so the Guardsmen accompanying your Ogryn muscle can also shoot more reliably. 

Only the most grizzled of Commissars survive in the company of dangerous frontline troops like Ogryns for long, and the Exemplar of Duty upgrade enhancement lets you show it with the potent Feel No Pain 4+ ability. Not much will be able to kill them in a hurry.

On the decidedly less durable end of the spectrum, Ratlings are far happier staying hidden and not getting shot at in the first place. Their stature and natural inclination towards stealth means they can keep up a steady rate of fire without ever giving away their position, keeping a Low Profile amidst ruins and rocky landscapes.

Bridgehead Strike

As some of the most elite warriors in the Astra Militarum, the expert drop troopers of the Militarum Tempestus are well drilled in brutal landing actions and airborne assaults into heavy enemy resistance. Their preferred strategy is to hit key positions quickly and unleash a storm of firepower without warning, executing a Fire Zone Purge that decimates enemy forces with ruthless efficiency.

This detachment is for all fans of the Militarum Tempestus, as it allows you to run Tempestus Scions as your infantry core thanks to the BATTLELINE keyword and a boosted Objective Control stat. Having objective-scorers and action-takers with the Deep Strike rule opens your opponent up to massed strikes from behind, or sudden objective reversals.

One of the drawbacks of a Deep Strike assault is that they normally have to wait until the second turn to join the fight, but not so for an officer with a Priority Drop Beacon. This handy enhancement lets them dive in as soon as possible, whether it’s to blast a key target to smithereens or threaten a poorly defended table quarter.

The hot-shot weapons carried by Militarum Tempestus soldiers are a much more dangerous version of the common Guardsman’s lasgun, but even they can struggle to penetrate heretic power armour or thick alien hides from time to time. Experienced Scions (and Kasrkin elite) rapidly learn that by overloading their power packs and Firing Hot, their weapons can punch far above their weight, taking down powerful foes with disciplined volleys.

Designation Force

All the firepower in the galaxy isn’t any good if you can’t find your enemy, and even the most stubborn of Astra Militarum commanders keep a regiment of scouts and woodsmen on hand to keep tabs on enemy movements. 

The new Hidden rules can make it a real pain to pin down enemies who would rather not be shot, and with so many guns at their command, the Astra Militarum needs to shoot. Designating targets is a vital step in drawing a bead on the little blighters, allowing you to call in a strike from units further away.

Of course, you’ll still want to be near enough to shoot them. Scout Sentinels can infiltrate close to your opponents with the Long-Range Scout upgrade enhancement, before blasting them to bits.

Unfortunately, stealth and speed come at a price, and those in a scouting regiment aren’t expected to weather enemy fire for very long at all. Luckily, they carry great stores of suffocating sump-smog grenades with them, which simultaneously choke and blind pursuers enough that hitting your scouts is a royal pain.

This also gives your other units behind them the benefit of cover, as the smoke is so thick your enemy just can’t see through it. Nasty stuff.

With these new specialists in your operational reserve, you should have no problem rallying the defenders of Armageddon and striking back against the Orks – no matter what new tricks they’re bringing to the game. Come back tomorrow as we face down another monstrous xenos threat that knows only slaughter and the gathering of tasty, tasty biomass: the Tyranids.