Armored miniature battle scene with many green tanks surrounding a central black vehicle bearing a red banner in a ruined city setting.

New Astra Militarum Previews, City of Ash Tricks, and the Fenrisian Saga!

Looks like a ton of Astra Militarum Previews, Age of Sigmar news, and other goodies just dropped!

One piece is all about practical tabletop power. Another digs deeper into the new City of Ash Spearhead box. Meanwhile, the last one is a short but flavorful Horus Heresy lore spotlight. So, this roundup lands well for Guard players, Age of Sigmar skirmish fans, and Heresy diehards alike.

New Astra Militarum Previews Push Aggressive echanised Play Hard

The biggest rules reveal belongs to the Astra Militarum, and it has a very clear theme. Get in the transports, hit the gas, and bully the mid-board.

Astra Militarum Previews Commissar Graves

Commissar Graves is the centerpiece, especially when mounted in her custom Centaur, Vigilance. That version combines mobile Orders, real melee threat, and a nasty ramming rule through the Aquiline Prow.

Two-page Warhammer 40k unit profile for Commissar Graves on Foot, showing weapons, abilities, and stats.

More importantly, Mechanised Spearhead lets nearby Regiment units disembark within 6 inches and immediately receive a free Order. So, this looks built for a proper mechanised shove, with Chimeras and Centaurs vomiting infantry onto contested objectives. Graves can also be taken on foot, where she still functions as a hard-edged Leader with the same Brutal Disciplinarian ability.

Two-page Centaur RSV data sheet with green armored vehicle artwork, showing unit stats, weapons, transport capacity, and abilities.

The standard Centaur RSV also looks sneaky good. It carries 10 Guardsmen and two Characters, has Firing Deck 12, and can gain up to four extra OC from passengers through Rapid Strike Vehicle. That means it can pressure objectives without even opening the hatch.

Wide Warhammer 40k battle scene with green armored tanks, walkers, and infantry clashing amid a ruined battlefield.

Meanwhile, the Hippogriff AFV fills a different role. It is a lighter, faster gun platform with four main weapon options, plus either a heavy stubber or meltagun.

Hippogriff AFV unit sheet with weapon lists and stats for a tabletop game

Then its Convoy Escort Vehicle rule lets it duck back behind cover after shooting, which should make it feel more annoying than durable. Add the option to field them in pairs, and this whole release screams speed, tempo, and layered utility rather than static gunline play.

City of Ash Adds Relics, Swingy Twists, and Some Deliciously Mean Spearhead Plays

Group of Warhammer miniatures in armor on a ruined cobblestone battlefield, centered around a banner bearer with a hammer and shield.

The City of Ash expansion looks like it wants Spearhead games to feel busier, sharper, and a bit more cinematic. The core hook is a new set of battle tactics, commands, and twist decks tied to the Shattered Crossroads and Ashen Bastion boards.

Poster titled 'Ashen Bastion Twist' outlining game rules about extra victory points and the Barrel of Emberstone, with a red treasure chest half-buried on the ground at the bottom.

Unlike standard cards that simply reward a clean objective grab, these rules pile extra pressure onto timing and board control. Relics are the big gimmick, and they look fun rather than fiddly.

Ability card Barrel of Emberstone: In the hero phase, once per turn; pick a friendly unit within 3" to be the target. That unit gains +1 to wound rolls for the rest of the turn. Includes flavor text about Aqshian realmstone.

The Barrel of Emberstone appears through the Equivalent Escalades twist, gives both players bonus points for controlling the large enemy-side terrain feature, and hands out +1 to wound for a nearby friendly unit once per turn. So, even a basic unit can suddenly hit like a truck.

Battle tactic card titled Material Gains; command section shows 'Grind Them to Dust'—declare a friendly unit to use this ability, granting 2 Fight abilities and D3 mortal damage, strike-last for the rest of the turn.

Material Gains then raises the stakes further by rewarding whoever controls more relics. On the other board, Assassinate lets each player mark an enemy unit for extra points, while the underdog places the Inconspicuous Manhole.

Game card 'Shattered Crossroads Twist' detailing Assassinate and Underground Manhole rules; features a ring on a chain at top and a carved stone manhole cover at bottom.

That relic is wonderfully nasty, because it lets a unit redeploy through Embergard’s tunnels into friendly territory more than 6 inches from enemies.

Game card from a tabletop rules set: 'INCONSPICUOUS MANHOLE' during the One Per Turn (Army), Your Movement Phase. Flavor text and three sections read: 'Declare: Pick a friendly unit wholly within 3" of this relic to be the target.' 'Effect: Remove the target from the battlefield and set it up again wholly within friendly territory and more than 6" from all enemy units.'

Meanwhile, Grind Them to Dust lets a unit fight twice at the cost of D3 mortal damage and Strike-last, which feels especially spicy on Skaven reinforcements.

Battle-tactic card 'Cut Off the Head' with rules to slay the enemy general for morale, plus a Command section for the Enemy Charge Phase.

This all looks like the sort of expansion that makes Spearhead less predictable and much more full of dirty little plays.

The Space Wolves Spotlight Frames Fenris as a Legion of Violence, Saga, and Purpose

Three-panel Warhammer banner: Space Wolves crest on left, tank battle center, armored knight on right; Warhammer Community branding at top right.
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The Space Wolves lore drop is much shorter, yet it still lands because it sketches the legion’s whole arc in broad, dramatic strokes. The focus starts with the legion’s earliest operations under Enoch Rathvin, then moves through the discovery of Leman Russ, the Rangdan Xenocides, and the road to the Prospero Censure Host. That gives the whole spotlight a saga structure instead of a narrow campaign summary. In other words, this is less about one battle and more about the making of the VI Legion’s identity.

It also works as a reminder that the Wolves were never just berserkers in grey power armour. They were shaped by brutal early service, then sharpened further under Russ into the Imperium’s sanctioned executioners. The closing nod to the Wolf Cull and the coming Alpha Legion feature also keeps the larger Heresy web in view. So, while brief, this is a strong little lore sampler for anyone who likes their Heresy history grim, mythic, and full of old grudges.

Overall, this batch has a clear winner for tabletop impact, and that is the Guard reveal. However, City of Ash looks like the sneakiest source of actual gameplay spice, while the Space Wolves piece gives Heresy fans a neat lore refresher.

author avatar
Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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