Games Workshop - Warhammer 40,000 - Astra Militarum Army Set (ENGLISH)

£103.14
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Games Workshop - Warhammer 40,000 - Astra Militarum Army Set (ENGLISH)

Games Workshop - Warhammer 40,000 - Astra Militarum Army Set (ENGLISH)

RRP: £206.28
Price: £103.14
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Cheap though accessing them is, really only two of these matter – you aren’t going to put guard psykers in your list if what you want is psychic firepower, certainly not now that Inquisitors exist. Psychic Barrier and Nightshroud are both good stuff though – if you’re bringing Bullgryn or a Super Heavy you want these in your list, and even if you just have Tank Commanders or Pask being able to access them via a 35pt elite slot is such a low cost (while giving you a deny in your castle) that it’s frequently worth it. Fragile Damage Dealers: The damage dealers in this army come in the forms of special weapons toting Guardsmen or Scions, Manticores, and Tank Commanders. All of these units are relatively fragile and will absolutely fold if you expose them. Implacable Determination: Your warlord and one unit within 3″ of them can auto-advance 6″. I’m honestly surprised, reading this, that it’s never received wording clarification on trigger timing, especially as Guard has a trivial way to advance out of phase. The fact that this is the first time I am noticing this should key you into the fact that it’s probably not that great. Another one that does, to be fair, probably merits the occasional second look with progeny, but not much of one. C Officio Prefectus Command Tank – 2CP: Choose a Leman Russ and give it a 6″ bubble of granting Ld9 to ASTRA MILITARUM units. Cute and flavourful, but not in any way good. D The 9th Edition Space Marines codexwas released on October 10, 2020, so it’s available now. There is also a special Collector’s Edition available, if you fancy it.

The Chimera is GW’s hilarious parody of America’s Bradley AFV, which is pretty much a self-satirizing vehicle in the first place. It’s a transport tank covered in anti-infantry guns, and is nifty for lobbing an infantry squad at distant objectives without them being as in danger of being blown away before they reach their destination. This is a useful thing for smaller-medium armies in particular. Sneaky build tips The heavy weapon squad is a lot of boom being toted by six extremely killable dudes. For this reason, many people build them as mortar teams so they can hide behind cover and bombard the enemy in safety, though a powerful stratagem from the Greater Good has created more of a place for other types as a high risk, high reward first strike unit. This kit will put a bunch of useful heavy weapon components in your spare bitz box; see the Sneaky Build Tips below. An industrial world, Vostroya has close links to the Mechanicus and Mars in particular. Their weapons tend to be well-maintained, out-performing other Imperial Guard regiments under similar circumstances. Their Regimental Doctrine, Heirloom Weapons, is the perfect example of this. It adds 6 inches to the range of rapid-fire and heavy weapons which have a base range of over 24 inches, making nowhere safe from a well-equipped Vostroyan force. This is very much a sidegrade, but it’s an option. The heavy weapon squad and the command squad are essentially 6+4=10 men and lots of useful components. You don’t have to build them as intended. Instead, you can just mix those bits with your regular infantry bits to make three squads. This has the added coolness of mixing up your poses a little, so you can have guardsmen kneeling and firing their lasguns, and so on. Your Initial Army List

Additionally, it was also mentioned that you can now mix and match your forces from different Regiments. Want some Catachans fighting alongside your Cadians? Go for it. Could this mean that we're going to be seeing updated kits for a lot more of the factions fighting under the umbrella of the Astra Militarum? Boarding Actions! Furious Charge – 1CP: After charging with an OGRYN unit, roll for each of your models within 1″ of the enemy and deal a MW on a 4+. Not a bad boost, and could be helpful to get the ball rolling if you’re sending your Bullgryn into something very tough or numerous, but can be a little challenging to set up with their large bases. C+ Stratagem – Vicious Traps – 1CP: After an enemy charges a CATACHAN unit wholly on or within a terrain feature, deal d3 MWs to the charging unit on a 4+. It’s also worth noting while reviewing the options here that there’s a stratagem to hand out an extra warlord trait to a MILITARUM TEMPESTUS CHARACTER, making all the options go up in value as they’re not really competing with Grand Strategist. In terms of broad benefits for an Astra Militarum force, the first is simply the range of models you’ll have access to. The Imperial Guard has one of the widest selections available to any Warhammer 40k player, with tonnes of specialisation built in.

Stratagem – Ambush – 3CP: During deployment, you can set up three units (only one of which can be a VEHICLE) in Ambush. They can deep strike within 7″ of a table edge at the end of your movement phase and count as having moved their full movement (important for Grinding Advance). Of course, you can’t throw bodies into the mincer, but you can (and indeed must) take a fair amount of casualties without wincing too much. So, if you want the new Imperial Guard models and rules, this may be a “must-have” for you. Be sure to watch the video below for all the details! Not only can they grant the Objective Secured rule to whole squadrons at once, your Armoured Superiority doctrine means each tank count as five models – or more!

Its dark and brooding cover was shown off on May 4, and a plethora of Chaos announcements came hot on its heels. During Warhammer Fest 2022 (May 4 – May 7), we saw a whole new range of horrible (lovely) Chaos Space Marine models. We’ll have more details in upcoming guides but, for now, you shouldget hypedabout theNecrons’ new ‘Command Protocols’ mechanic. It’s a stone-cold brilliantaddition to Necron army-building,which, alongside the newly fleshed-outDynasty abilities,will add a touch of unpredictability to the round-by-round flow of a battle. Gunnery Experts is the winner of the lot, it’s a generally applicable partner that pushes it above the core choices is Spotter Details which works well with your most important Russ loadouts, the Demolisher cannon. Jury-Rigged Repairs (below) is maybe interesting in a very chassis-heavy list, but like all vehicles without invulnerable saves, guard tanks tend to get fully eliminated one at a time by savvy opponents. Still, Gunnery Experts and Spotter Details is a good enough combo that it has seen play in competitive lists, with named regiments filling out detachments that are sporting infantry, so it is worth knowing about A brand new addition to the Imperial Guard tabletop army, the Field Ordnance Batteryhas already won a lot of love from Astra Militarum fans who’ve spent years gazing longingly at the Death Korps of Krieg’s Forge World resin static artillery gun models. Stratagem – Send in the Next Wave – 2CP: At the end of your movement phase, set up a VALHALLAN INFANTRY unit that was wholly destroyed earlier in the battle again, within 6″ of a board edge and more than 9″ from any enemy units. You have to pay reinforcement points for this.

Games Workshop released Codex: Chaos Daemonson September 3, 2022, having teased new daemonic saves and abunch of miscellaneous rules for the faction in the run up to the release. Spotter Details: Increase the range of heavy weapons with a range of 24″ or more by 6″. This is a partial version of the Vostroyan trait, and it can be combined with Gunnery Experts to give a vehicle-boosting trait that’s a bit more applicable to a full army, at the cost of losing access to the stratagem. However, isn’t needed for lots of the guns in the army, so taking this can be wasteful unless you tailor it to it. B+Full Payload is far and away the winner here, the only real question is whether, in the long run, it beats out just taking two Weapon Experts. Super-Heavy Aces Regimental Doctrine – Brutal Strength: INFANTRY get +1S and +1Ld if they are within 6″ of an officer. VEHICLES can re-roll one of the dice used to determine a random number of shots for each weapon they fire.



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