The Astra Militarum have as many approaches to war as they do enemies in a hostile galaxy. Codex: Astra Militarum expands your options in combat with four new Detachments, adding to the Combined Arms Detachment from the Index and the Bridgehead Strike Detachment we unwrapped in the Grotmas Calendar.
Mechanised Assault is the pick for those who love the sound of gunned engines and grinding treads, as heavily armoured transports dispense close-range shock troops right into the heart of the enemy forces. For those who find the idea of even stepping foot on alien worlds a bit guache, Hammer of the Emperor favours armoured spearheads made up of thundering tank squadrons, emboldened by new Rogal Dorn Commanders.
With the Death Korps of Krieg increasing their presence within the Astra Militarum, the Siege Regiment fits their attritional combat doctrine like a bespoke gas mask. Artillery Support allows you to pummel foes with ear-splitting salvos that send their organised advances into staggering disarray with a Creeping Barrage or eradicate cover with an Incendiary Bombardment ahead of your own counter-assault. For more subtle artillery applications, Smoke Shells provide you with Stealth – particularly potent against opponents that specialise in ranged offensive.
Detachment Rule - Siege Regiment: Artillery support
At the start of the battle round, select one of the following types of artillery support.
• Creeping Barrage: Roll one D6 for each enemy unit that is more than 12" from every model from your army that is on the battlefield: On a 5+, until the end of the battle round, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
• Incendiary Bombardment: Select a number of enemy units more than 12" from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are scattered. While a unit is scattered, it cannot have the Benefit of Cover. The maximum number of units you can select in this way depends on the battle size, as shown below.
• Smoke Shells: Select a number of units from your army. Until the end of the battle round, those units have the Stealth ability. The maximum number of units you can select in this way depends on the battle size, as shown below.
Despite the name, you aren’t required to take big field guns in your army list as the focus is firmly on off-map support from even bigger guns, softening up targets for your infantry advanced enabled by Over the Top. Commissars of Siege Regiments know that Callous Sacrifice is inevitably required, and with soaring shells and explosions ringing in their ears, a unit will fire their whole complement of weapons at point-blank range, ready to give their lives in the process.
Over the Top - 2CP
Siege Regiment – Strategic Ploy Stratagem
The whistle blows to signal the attack. Waves of infantry emerge from cover to advance upon the foe.
When: Start of your Command phase.
Target: One Infantry Officer model from your army.
Effect: Until the end of the phase, when your model issues the Move! Move! Move! Order, it can issue that Order to any number of eligible friendly Infantry Regiment units, regardless of range to your model.
Callous Sacrifice - 1CP
Siege Regiment – Battle Tactic Stratagem
All victory requires sacrifice. The destruction of the enemy must always take priority over the preservation of lives.
When: Your Shooting phase.
Target: One Platoon unit from your army that is within Engagement Range of one or more enemy units.
Effect: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks.
Such powerful ordnance must be protected at all costs, and before engagements, sappers lay a deadly Minefield onto the battlefield. Coupled with a Creeping Barrage, this can leave an enemy with nothing but a faceful of explosions.
Minefield - 1CP
Siege Regiment – Wargear Stratagem
Sappers have laid down a network of mines across the battlefield. Should the enemy attempt an ill‑advised assault, they will surely suffer for it.
When: Start of your opponent’s Charge phase.
Target: One Platoon unit from your army.
Effect: Until the end of the phase, each time an enemy unit ends a Charge move within Engagement Range of your unit, roll one D6 for each model in that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Not every Astra Militarum army favours this approach. Some instead opt to outwit and outflank their enemies. Recon Element Detachments are Masters of Camouflage, using face-paint, vehicle netting and disruptive camo patterns to grant their infantry and walkers the advantage of cover even when in the open. Those that dig in are even harder targets, able to boost their save further.
Detachment Rule - Recon Element: Masters of Camouflage
Astra Militarum Walker and Regiment models from your army have the Benefit of Cover. While such a model has the Benefit of Cover for any other reason (e.g. because it is wholly within a Ruin), improve the Save characteristic of models in that unit by 1 (to a maximum of 3+).
Infantry platoons and striding Sentinels allow this force to react swiftly, and five out of their six Stratagems let you respond to enemy manoeuvres. Courageous Diversion allows an aggressively positioned unit to soak enemy fire, while Scramble Field can be used to shut down enemy units that are attempting to deepstrike near key targets.
Courageous diversion - 1CP
Recon Element – Strategic Ploy Stratagem
These soldiers scream blood‑curdling battle cries as they rush forwards, emboldening their squadmates and causing the enemy to waver.
When: Start of your opponent’s Shooting phase.
Target: One Astra Militarum Infantry or Astra Militarum Mounted unit from your army.
Effect: Until the end of the phase, your unit has the Feel No Pain 6+ ability, and each time an enemy model makes an attack, if your unit is the closest eligible target, subtract 1 from the Hit roll.
Scramble Field - 1CP
Recon Element – Wargear Stratagem
This unit is equipped with a scramble field generator, a device capable of disrupting teleportation beacons and other homing technology.
When: Start of your opponent’s Reinforcements step.
Target: One Astra Militarum Infantry unit from your army.
Effect: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit.
Mounted infantry flank to support your core fighting force, with Scouting Outriders able to leave the battlefield and re-engage from an oblique angle, with Death Riders and Attilan Rough Riders threatening exposed enemy units with a devastating charge.
Scouting Outriders - 1CP
Recon Element – Battle Tactic Stratagem
Sentinels and cavalry units use their speed and mobility to outflank the foe, ready to strike at the most opportune moment.
When: End of your opponent’s turn.
Target: One Astra Militarum Mounted or Astra Militarum Walker unit from your army that is wholly within 10" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
Effect: Remove your unit from the battlefield and place it into Strategic Reserves.
Codex: Astra Militarum will be available in the Death Korps of Krieg Army Set, which goes on pre-order on Saturday, including some new Krieg units that can be put to work in any of these Detachments. The Codex will be released separately soon after.