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Codex Review: Astra Militarum Part 1

The Astra Militarum are here to deliver the Emperor’s Fury upon the enemies of humanity! Check the Tactics Corner for more great articles. There is so much to cover in this book, I had to split it up into two parts! Part 2 to follow shortly.

You can read part 2 of this article, here.

Grab that new Codex here at a discount from FLG!

Reecius here, and I am so pumped to share with you the awesomeness that is the Astra Militarum Codex.

I am a long time Imperial Guard/Astra Militarum player and this book is near and dear to my heart. If I could only play one army in 40k, it would be Astra Militarum. I’ve had not one, but two different Catachan armies since 2nd edition, painted in different camo schemes, lol! My current version have a red and black camo scheme and I call them the Tartarus 151st, based off of the death world they come from and their regiment number. Yes, I am that nerdy!

I always gravitate towards “normal” humans in settings like this as I love the idea of your average Joe lacing up his boots and getting it done in the face of a hostile galaxy filled with terrors.

What this book offers you though, perhaps more than any other codex we’ve seen so far, is the opportunity to build a unique army that reflects your unique play-style and vision for what it means to be an Astra Militarum army. The flexibility is incredible, you really have loads of options available to you ranging from the horde armies we’ve been seeing in 8th ed, to mechanized armies, to tank companies, to elite armies and more. It really is a book that offers not only incredible depth but also breadth.

Before we dig into that customization, let’s cover the common special rules available to all Astra Militarum regiments.

Voice of Command

The signature Astra Militarum special rule gives models with this ability Orders which they can issue to friendly <regiment> infantry units. These go off automatically, have a range of 6″ and can provide one of the various special benefits listed below. All are issued in the shooting phase. Typically these are issued by Company or Platoon Commanders but with Master of Command Warlord Trait, any Character in your army can gain the ability.

It is important to note, and this is a big change, Conscripts in addition to only being able to be taken in units of 30 max, now receive orders on a 4+.

Tank Orders

Not to be outdone, there are also orders for Leman Russ tanks, as well. These are issued by either a Tank Commander or Knight Commander Pask.

Grinding Advance & Defenders of Humanity

That is not all for the mighty Leman Russ, though. They also get the incredible ability to shoot their turret weapon twice if they move half speed or less! This is a massive increase in the venerable tank’s damage output and combined with Defenders of Humanity which grants them ObSec (the Leman Russ holds an objective even if there are more enemy models in range of it unless they have a similar rule) when taken in a Spearhead Detachment and a 10pt drop for matched play, the Leman Russ has never looked so good!

Defenders of Humanity also grants ObSec to your Troops in Astra Militarum detachments.

Militarum Tempestus, Advisors & Auxilia

The Astra Militarum is a massive and diverse fighting force spanning a galaxy of people. It makes sense that there would be a wide variety of fighting men and women in it and these rules allow you take the following units in an Astra Militarum detachment and retain their Regimental Doctrine, although those units do not themselves benefit from the regimental doctrines. Note: Militarum Tempestus units do not gain their Storm Troopers regimental doctrine unless they are in a detachment comprised entirely of Scions.

Stratagems

As 8th edition 40k unfolds, Stratagems will really come to define how an army plays in many ways. They are my absolute favorite addition to the game and give the savvy player tools to overcome what would be impossible situations. Beyond the three basic stratagems common to all armies listed above, Astra Militarum players gain access to generic stratagems available to all regiments. Here are some of my favorite options and those I think will be seen more frequently in matched play.

Heirlooms of Conquest

The Astra Militarum also get their generic relic goodies available to all Regiments, and while many may not jump out at you right off of the page, their are a few real gems in here. And as stated in the stratagem section above, you may want to use some of them on occasion with Command Points. Here are the generic Heirlooms of Conquest:

Warlord Traits

The generic Warlord Traits available to all Astra Militarum regiments are solid and will be sure to please.

Psykana Discipline

The Astra Militarum have access to an incredible array of psychic powers. You are going to want to bring a psyker along as these are simply superb force multipliers.

Astra Militarum Regiments

This customization comes in the form of the Regimental Doctrines, and their respective unique Orders, Stratagems, Warlord Traits and Heirlooms of Conquest (relics). Let’s dig in and discuss what these have to offer for each Regiment! These will be broad overviews of each Regiment, in-depth reviews and tactics to come in future articles!

Cadia

Cadia is the quintessential Astra Militarum regiment and they have a lot going for them.

Cadia offers you a very cool overarching theme. This is a great Regiment for you if you prefer a sit and shoot style of play for your Astra Militarum army. Your benefits kick in for hunkering down and blasting your opponent to bits. If you have a large number of units and officers to support them, you can issue multiple Take Aim! orders using your Warlord Trait and twin link loads of units, which is very powerful. Combine this with increased efficiency of the Pound Them to Dust! tank order on tanks that are already re-rolling 1’s to hit if they hold still. You’ll be especially good at focusing on a key unit and then twin-linking a unit, wounding it, then burning 2 CP to give +1 to hit to every other unit shooting it, whom will also frequently be twin-linked! You can see the buffs starting to add up.

If you utilize their named characters (which are quite good), Creed and Kell combined give you 4 orders out to 12″ off of Creed (and again, on a 4+ he effects 2 units per order) and re-rolls to failed morale checks, not to mention 2 bonus CP! Combining Infantry Squads will be great here, and Heavy Weapon Teams too, will work very well in a Cadian army. Pask is a monstrously good Leman Russ character and you’d be missing out to not take him. Hitting on a 2+ and issuing 2 orders, he’s both powerful and a force multiplier.

Catachan

My favorite! Not only because they are good, but as stated in the article opening, I am a lifelong Catachan fan boy, lol. Well, if you are like me, you will be stoked as Catachan got some serious love from GW.

While some of the Catachan special rules are so-so (Stratagem, Relic, Warlord Trait), their abilities that are good are VERY good. Strength 4 infantry is awesome, especially on big units like Conscripts or combined Infantry Squads as you can easily get them up to 3 attacks a piece by taking a Priest and Straken (who is quite good on his own merits). You now have cheap models that hit harder than Assault Marines! I often throw in a few Power Swords too, as they’re cheap as chips and add some armor killing power.

Beyond that, the leadership buff is actually super useful for normal squads as it boosts them up to 8 and I find that often, you can get by without a Commissar at that stage for 10 man units and a judicial application of the Fight to the Death stratagem. Their order is also fantastic and works great with Veteran squads armed with 3 Flamers and a Heavy Flamer, or Special Weapon Squads. With Catachan you get both solid close range firepower (they are amazing with Heavy Flamers) and good long ranged firepower as well as their artillery and Leman Russes being so efficient. I find running them with tooled up infantry and Bullgryn to move up the field, and artillery combined with either super cheap Leman Russes sporting just a turret weapon and hull Heavy Flamer, or with a powerful turret weapon like a Executioner Plasma Cannon, Demolisher Cannon or Punisher Cannon and 3 Heavy Flamers makes for a powerful combination. Catachans give you an army that wants to stay mobile and get close to inflict maximum damage while retaining very efficient long ranged fire support. They are bound to be quite popular.

Valhalla

The Valhallan Ice Warriors are dour warriors with little regard for human life and their rules reflect this.

Valhalla basically screams at you to take lots and lots of infantry! All of their special rules and abilities are geared for this and they do it well. I love their Relic, too, as it lets you double down on an Officer, making him also a Commissar in effect. Loading up on Conscripts, or at least a few units, to screen your army and then fire into the enemy when they get gummed up in them works like a charm. Make sure to issue the re-roll 1’s order also on a unit you command to do this using the Laurels of Command relic. Baring this, Commissar Yarrick fits the theme of this army perfectly and gives you a re-roll 1 Aura to avoid blasting your own guys. And if they get ground down? Send in the next wave! Their doctrine is also great for vehicles, too. Being able get higher efficacy out of yours before they start to degrade is very powerful and keeps you hitting your opponent back harder, longer.

This is an army that grinds down its opponents with attrition. Conscripts up front to screen backed by blobbed infantry units or Veterans to fire into the enemy as they come in and tanks to go for objectives, remaining effective later in to the game.

Vostroyan

The Vostroyan First Born have a history of martial pride and top notch gear. They also play well on the tabletop!

I really like Vostroyan rules as they may not leap off of the page at you like the Catachan or Cadian suite of rules do, but these are very, very good. Increasing the range of your weapons is massively awesome. As this works on vehicles, too, you can take things like Demolisher Cannons and fire into the enemy deployment zone without having to move, Punisher Cannons, Plasma Cannons, etc. all become so much better. Rapid Fire weapons then double tap at 15″ range, making First Rank Fire, Second Rank Fire that much better, not to mention Plasma Guns, etc. Their backstory is of an army with elite units armed with good equipment and this helps reflect that quite a bit. Veterans with 3 Plasma Guns, Leman Russes with longer ranged weapons, etc. are all very useful.

Their stratagem though, is simply outstanding. +1 to hit on demand is amazing. Use this on a Leman Russ with Executioner Plasma Cannon and you can’t overheat if you don’t have any negative modifiers to hit, and you can hit on a 3+ or 2+ if it is a Tank Commander, who can also get re-rolls of 1 to hit! Brutal. And if that seems good, use this with a Stormsword, Baneblade, etc! Having them hit on a 3+ is amazing and if you also take a Salamander Command Vehicle, you can boost that up to a 2+. Absolutely devastating.

Armageddon

The forces of the Armageddon Steel Legion are known for their toughness and application of mechanized infantry to destroy their enemies.

Armageddon special rules are all geared towards a mechanized play style and they do it quite well. With infantry able to disembark, re-roll 1’s to hit from a stratagem and then possibly re-rolling 1’s to wound as well from an order at 15″ range with double taps, this is quite versatile. On the next turn, you can shoot and then hop back into a waiting transport. Not bad at all. I honestly don’t think this screams power like some of the other Regiments but it is tricksy and I could see a savvy player keeping their Veterans alive to keep pumping out high power shots using a mixture of Transport vehicles and cheap screen units to keep your Vets out of melee. The much cheaper Taurox in addition to the Chimera are obviously great for this but imagine using a Titanic vehicle like a Stormlord or Banehammer! You could mount up multiple units into the same vehicle which is MUCH more durable. Load up that bad boy with Twin Heavy Flamers, cast Psychic Barrier on it to give it a 2+ and possible the Take Cover! stratagem as well to go to a 1+ and wow, you’ve got a cool, powerful and unique army play-style with infantry jumping in and out of various transports, blasting you to bits!

Tallarn

I have always loved the backstory of the Tallarn Desert Raiders and they have some excellent rules to bring them to life on the tabletop.

I feel Tallarn may be the best regimental package. They have so much awesome stuff going on. The ability to advance and shoot normally means an infantry army of Tallarn is crazy mobile which is just fun unto itself as pretty much everyone is moving 6+D6″ and blasting people. The ability to move and fire heavy weapons on vehicles is incredible, too, as that is one of the biggest things holding many Astra Militarum vehicles back at present. Leman Russ tanks with 3 Heavy Bolters become quite good, or Plasma Cannon Sponsons, even Multi Meltas. Baneblade chassis vehicles being able to advance and fire heavy weapons is awesome, too. Load up say, a Hellhammer with 4 Twin Heavy Flamers and you can fly up the table setting things on fire and then charging and crushing them in melee (still being able to shoot!) with the Crush Them! stratagem. Not bad at all.

The real magic though, is their stratagem. WOW, that is amazingly good. You can put 3 units of Veterans, or how about a unit of Hellhounds, or whatever and keep them safely off of the table and then come in wherever it is most beneficial. This pairs up quite obviously with the Dagger of Tu’Sakh which allows a character to outflank with another infantry unit allowing you to bring in 5 units from a flank! That is absolutely fantastic, particularly in the current meta. I’d run a Brigade of these gents with Infantry Squads with a Plasma Gun and Plasma Pistol, and Veterans loaded with Plasma and Melta, outflanking with an Officer with the Dagger. Sentinels with Autocannons, Leman Russes and Artillery to taste and a super heavy tank with support characters and that is a solid army that would be fast and fun to play.

Militarum Tempestus

The Scions are the elite storm troopers of the Astra Militarum. They are quick, hit hard and have quite a few tricks up their sleeves.

Militarum Tempestus were already good…now they’re even better! I am a huge fan of them, in fact, I have en entire army of them! They now offer you quite a bit. It is important to note though, that Plasma Guns did go up in cost for them (and all BS 3+ models) to a more fair price point, but it is still a good buy for them especially with their doctrine, giving them exploding 6’s with shooting attacks. One of the things I really like with them besides the obvious benefit to plasma Guns, is just a unit of 10 of them with no upgrades. At 100pts that unit can jump out of a transport and light something up. it is important to not that they can roll around in any Astra Militarum transport, too, not just the Taurox Prime (which did get a fair points boost, it was too cheap previously). That unit can then pump out 37 Hot-shot lasgun shots, averaging an additional 6 shots with the doctrine, meaning you average 29 hits at strength 3, Ap -2. Toss in a re-roll 1 aura and it gets even better. Perfect for blasting screen units to bits, and surprisingly effectively against many other targets, too. As mentioned above, this unit is also great for the Grenadiers stratagem to huck 10 Krak grenades on a target, which is brutal, with exploding 6’s if yo manage to get within 3″!

It is important to note, their vehicles also benefit from the Storm Troopers doctrine, which is amazing on the Taurox Prime as if you load it out for long ranged shooting, at 24″ 6’s to hit give you another shot which on a Missile Launcher or Autocannon is no joke. As folks were already using Scions, they will continue to be popular with these special rules, even with the slight points bump they got to price them a bit more fairly.

Mordian

Finally we come to the Mordian Iron Guard, stalwart defenders of the Imperium. They provide you a very dffensive tool-set to watch their backstory with some fun tricks.

Mordia offers up some cool abilities, not the least of which is the awesome Firing Squad! order that allows you to snipe characters with your basic dudes. That is very useful in this meta. The increased over-watch essentially across the board, is also very nice and for screen units like Conscripts or combined Infantry Squads, it makes them pretty dang scary to charge. Gnerally speaking, I think this set of rules is not the most powerful, but they do have a few tricks up their sleeve. A unit of Vets with Plasma Guns and an Officer to hunt enemy characters could be quite effective, particularly with the Laurels of Command to potentially let them target an enemy character and re-roll 1’s to hit! Not bad. If it is a Chaos character and you use the Vengeance for Cadia statagem, too….lol. And as many have noted, the Deffensive Gunner stratagem plus their Regimental Doctrine means their vehicles can overwatch on a 4+ which is potentially devastating.

Where there you have it! Part 1 of this massive review is done and part 2 will go through the units in the book. This book has so much to offer it’s crazy. So many ways to play the army, it is such a blast and I feel like I still discover new tricks and combos every time I play.

What is your favorite Regiment and why?

Read part 2 of this article, here.

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