Astra whatsit now? You are in the Imperial Guard, son. Forget power armor, magical space elves, terrifying space bugs, or weird fish people. This is the faction of the brave men and women of the Imperium, going out into the war in the stars armed with nothing but a lasgun, a flak jacket, and faith in the Immortal Emperor, and Naramyth and Corrode (and, as of the latest update, Wings) have combined their powers to tell you all about it. Like the rest of the articles in the Start Competing series, this is not intended to be a breakdown of every possible unit in the Guard line. This range has been around forever, ever since the days of the Imperial Army in Rogue Trader, and it shows. There are a ton of options and a bunch of them are semi-to-mostly-useless, but we will cover what you can realistically expect to see and use on the table, equipping you to take up arms for Him on Earth and face down the horrors of the galaxy.

Additionally, this is mostly a review of the Astra Militarum codex, rather than “Imperium” as a wider faction. We’ll pull in the key Forge World units, but we’re not going to do a deep dive of the Death Korps of Krieg or Elysians, or get into the finer details of Imperial Soup lists, although we will discuss the “loyal 32” since it’s sometimes still relevant on the table. We’ll also take a look at the fancy new toys Guard got access to in The Greater Good and how that impacts on list design.

Army Strengths

Effective shooting and lots of it

Tons of bodies for cheap

Ability to act in every phase of the game

Orders make the basic unit of Guardsman extremely flexible

Army Weaknesses

T3/5+ saves everywhere

Vulnerable vehicles

BS4+ almost everywhere hurts against targets with hit modifiers – Alaitoc planes are not your friend

Tons of similar options makes for some real trap choices for a new player

Competitive Rating

Medium

Guard’s strength has been gradually ebbing from the heights they once held (they were the first codex to really get the internet up in arms about the game being broken), especially as a pure list, though The Greater Good (TGG) has given them some strong new options that are helping them get back into it. There’s still lots of power here, but there are lots of popular lists out there that pure guard doesn’t line up super well against, and some matchups got hurt bad by Chapter Approved nerfs.

Guard still have the tools to make it to the top tables in the right hands, but it’s tougher going than it used to be and where once you frequently saw a small amount of Guard added to other Imperium lists to boost their CP, recent lists have often been the other way round – mostly guard with a small amount of something else (often Blood Angels since Blood of Baal) added to shore up their weaknesses. We’ll mostly be talking about pure guard in this article, but will cover the key Blood Angels choices briefly in the introductory souping section.

Army Rundown

Guard’s big strength is quantity – whatever they’re put on the table (usually guns and bodies), there’s probably lots of it. Guard are usually aiming to overwhelm the opponent’s defences with the sheer volume of firepower they can lay down, seize control of the board with their bargain-priced and fast-moving infantry and weather any counterattack the opponent can muster by dint of the sheer number of targets they present. A few more specialised or more expensive options are frequently seen addressing specific roles (though even their super heavies have competitive price tags) but a list made up of just these tends to look weak compared to other shooting armies – flooding the table with cheap threats is a key supporting strength for this army.

It’s very common to see lists containing double or even triple battalions, and brigades are also very common (the latter especially in soup). You normally see a core of a large number of Infantry squads and supporting characters, backed up by Tank Commanders, Leman Russes and/or Basilisks as the basic gunline. There’s then a huge variety of more niche that are frequently seen supplementing this – heavily buffed Bullgryns can act as a melee counterpunch/tank unit, a Baneblade can provide some even heftier firepower or a battalion of Tempestus Scions can give you some surgical problem solvers. Bringing up the rear, plenty of stuff on this book sits on the edge of having a competitive price tag, and can be dropped into an army to fill a brigade slot or because they’re a player favourite. The important thing is to bring the volume – if you’re buidling a competitive list and don’t have at least 60 Infantry Squad bodies and 5+ vehicle chassis you better have a really, really good reason for it.

Once that’s on the table, your goal is generally for your damage dealing tanks to blast the enemy to bits while your infantry roll forward, dying in droves to the enemy’s guns in service of shielding your valuable vehicles and racking up objective points. Your best guns tend to have excellent range and pretty broadly applicable profiles, allowing you to selectively blast away your opponent’s best stuff and remove their ability to deal with the volume of threats you present. For all that other factions have access to more equivalent options nowadays, going second against a Guard army is still an extremely nerve-racking experience for many lists, as a good turn of shooting can leave you short on the tools you need to shift them, letting the loyal forces of the Imperium grind you into the dirt beneath their boots and tank tracks. As the guard player, you want this fear to become a reality.

Special Rules

Compared to more recent armies like Adepta Sororitas, Guard have relatively restrained lists of special rules, with most of the depth here coming from their regiments and the orders mechanic.

Defenders of Humanity

Normally here’s where we say “this is the standard objective secured rule” but Guard’s version is actually slightly better. All Troops in ASTRA MILITARUM detachments gain Objective Secured as normal – but so do any LEMAN RUSS units in Spearhead detachments specifically. This latter point sounds cool, but unfortunately doesn’t come up much. Tank Commanders are more common than vanilla Russes, which while they do have the keyword to work with this are less handy for filling out a Spearhead, and especially after the addition of juicy new strats from TGG, Guard can and should generally be packing Battalions or Brigades where possible. An upside is an upside though, so if you do find yourself with a Spearhead containing a Russ you can catch your opponent out bad with this!

Voice of Command

A special rule that every INFANTRY OFFICER model (generally Company Commanders, Platoon Commanders and Tempestor Primes) has. These are functionally spells that cannot fail and provide a lot of the secret sauce for otherwise lacklustre units. At the start of the Shooting phase, for each use of this rule an officer has they can choose one matching <REGIMENT> INFANTRY unit within 6″ and have them immediately do one of the following:

Take Aim!: Reroll 1s to hit until the end of the phase.

Reroll 1s to hit until the end of the phase. First Rank Fire! Second Rank Fire! (FRFSRF): Change all lasguns and hot-shot lasguns to Rapid Fire 2 until the end of the phase.

Change all lasguns and hot-shot lasguns to Rapid Fire 2 until the end of the phase. Bring it Down!: Reroll 1s to wound until the end of the phase,

Reroll 1s to wound until the end of the phase, Forwards, for the Emperor!: The unit can shoot even if it advanced this turn.

The unit can shoot even if it advanced this turn. Get Back in the Fight: The unit can shoot even if it fell back this turn.

The unit can shoot even if it fell back this turn. Move! Move! Move!: The unit immediately move agains (and must advance), but cannot shoot or charge this turn.

The unit immediately move agains (and must advance), but cannot shoot or charge this turn. Fix Bayonets! (only units in combat) The unit immediately fights as if it were the fight phase

In addition to these generic choices, six of the Regiments gets an additional order that only they can use (with the remaining two getting a special Tank Order).

Each unit can only be affected by a single order each phase (unless a special ability specifies otherwise).

All of these are extremely solid options which further support units that are basically mandatory anyway. The ones providing the biggest swings are FRFSRF and Move! Move! Move! Doubling the amount of shots even out of a 10-model Infantry Squad really allows them to punch above their weight, and additional movement can allow game-winning board control and movement blocking. The ability to throw a unit of infantry a minimum of 14″ away is bananas, and it’s also worth remembering that officers can order themselves, so in a pinch a lone commander can fire themselves onto an objective at high speeds. The others will all sometimes be useful though. Rerolling 1s to hit can be good for Veterans squads, mortar teams or Scions with special weapons. Bring it Down! and Forwards, For The Emperor! are a bit more niche, but both have their place – in particular, Bring it Down! can be great as a follow-up order on the aforementioned Veterans or Scions when using the Laurels of Command relic (of which more later), and can be good if you’ve brought Heavy Weapon Squads with spicier loadouts.

Using this ability correctly is key to doing well with guard, as squeezing the maximum efficiency out of your troops before their probable violent death is crucial. For the lucky souls in the Militarum Tempestus, these instead tune up their already considerable damage output, turning them into very cost effective killers.

Make sure you’re careful in positioning your officers and units so you can allocate these where needed, and remember (especially for Move! Move! Move!) that you only need to trail a single model into range to use them. Don’t forget to do them straight away at the start of shooting too – many opponents will be forgiving about this, but you don’t want to lose a game because you missed them and weren’t allowed the takeback.

Tank Orders

The Tank Commander’s answer to Voice of Command. There are three orders available to Tank Commanders, which can be used in much the same way as above except that they target <REGIMENT> LEMAN RUSS instead. Back in the bad old days of 8th edition Indexhammer, they weren’t allowed to target themselves with this for some reason, but post-Codex they are and so the most common usage of Tank Orders is for the Commander to order himself. This might sound curious, but everyone needs to give themselves a pep talk every now and then, even if they’re commanding ten tonnes of Imperial steel.

The three orders are:

Full Throttle!: Instead of shooting, the model can move, must Advance, and cannot declare a charge this turn.

Instead of shooting, the model can move, must Advance, and cannot declare a charge this turn. Gunners, Kill on Sight!: Re-roll hit rolls of 1 until the end of the phase.

Re-roll hit rolls of 1 until the end of the phase. Strike and Shroud!: If the Russ has not used its smoke launchers yet (see the Russ entry below), it can shoot and then immediately launch smoke.

Of the three, Gunners, Kill on Sight! is by far the most commonly used, since it directly buffs the shooting efficiency of these already powerful tanks. The other two have application though; sometimes you just need to move, particularly late game where claiming an objective might be the difference between victory and defeat, and Strike and Shroud can be dead handy for lessening some of the counterpunch from whatever your Russes are firing at.

A very common shortcut used by Guard players for these is to declare, at the start of the game, that all their Tank Commanders are using Gunners, Kill on Sight! on themselves every turn unless specified otherwise. Don’t forget to consider your other options though – sometimes a super speedy Russ is what you need, and if you’ve got another source of re-rolls lined up for a turn then Strike and Shroud! is a good choice.

Grinding Advance

A special rule that has been copied by elves and now Marines, this allows Leman Russes and Tank Commanders to shoot their turret weapon twice (at the same target) if they remain stationary move under half their movement, and ignore the penalty for moving and shooting for that weapon. 2d6 shots from a battle/demolisher cannon or the 40-shot fistful of dice from a Punisher can be extremely valuable, especially on a Tank Commander’s BS3+ or, even better, Pask’s BS2+. You basically want to be doing this every turn with all your Russes unless they need to be hauling ass somewhere for a specific purpose.

Advisors and Auxilia

This rule outlines a list of units that can be included in an Astra Militarum detachment that won’t prevent <REGIMENT> units in the detachment from getting a Regimental Doctrine (which we’ll be looking at in a moment) despite not having a <REGIMENT> themselves. The list is long, but it’s basically everything in the book that isn’t either <REGIMENT> or Militarum Tempestus.

Militarum Tempestus

Units with the MILITARUM TEMPESTUS keyword can also be included in a <REGIMENT> detachment without breaking Doctrines (though don’t gain one themselves if taken this way), but as of TGG it’s much more likely that you’ll want to include them in a dedicated detachment to take advantage of the Tempestus Regiments rules, which we will again look at shortly.

Regiments

There’s seven core regiments available to Astra Militarum armies, and seven options for the Militarum Tempestus. In addition, The Greater Good introduced options for designing your own <REGIMENT>. In this section we’ll be looking at the core and custom ones – the Tempestus are their own deal that get their own heading.

If every unit in a detachment (other than the ones specified in the two special rules above) has the same <REGIMENT> chosen for it then all units in that detachment gain a Regimental Doctrine – this army’s version of faction traits. In addition, each main book <REGIMENT> has a stratagem that can affect their units plus a relic and warlord trait that its characters can use, and finally a special order that can be issued by one of their kinds of officer.

The core book regiments have stood the test of time pretty well – there are two that sit head and shoulders above the rest for pure guard armies, but two of the others have decent competitive uses, two let you pull off some interesting tricks and there’s really only one dud. The custom traits have some appealing options too, and there’s been some experimentation with several choices since TGG landed, but haven’t yet supplanted the best two main book choices in winning lists. We’ll have a look at what each core choice offers, ticking off the good ones first, and then move on to custom traits at the end.

It’s worth saying up front that while some of this stuff has held up well, the warlord traits are universally kind of garbage. You can basically ignore them, especially now Tank Aces are a thing. WIth a few exceptions, most of the relics are pretty bad too, though a couple have their uses.

Cadian

Regimental Doctrine – Born Soldiers: Stationary units re-roll 1s to hit in shooting, and stationary INFANTRY re-roll all failed hits if they are issued the Take Aim! order.

Stationary units re-roll 1s to hit in shooting, and stationary INFANTRY re-roll all failed hits if they are issued the order. Stratagem – Overlapping Fields of Fire – 2CP: After a CADIAN unit inflicts an unsaved wound on a unit in the shooting phase, you can add +1 to hit for other shooting attacks from CADIAN units against that target this phase.

After a CADIAN unit inflicts an unsaved wound on a unit in the shooting phase, you can add +1 to hit for other shooting attacks from CADIAN units against that target this phase. Warlord Trait – Superior Tactical Training: Roll a dice when your warlord issues an order. On a 4+, they can issue the same order to another valid target within 6″.

Roll a dice when your warlord issues an order. On a 4+, they can issue the same order to another valid target within 6″. Relic – Relic of Lost Cadia: Once per battle you can activate this at the start of the turn, and re-roll hits and wounds of 1 for CADIAN units within 12″ of the bearer. Against Chaos, they instead re-roll all failed hits and wounds.

Once per battle you can activate this at the start of the turn, and re-roll hits and wounds of 1 for CADIAN units within 12″ of the bearer. Against Chaos, they instead re-roll all failed hits and wounds. Order – Pound them to Dust!: Tank Order. The target can re-roll the dice determining number of shots for a turret weapon this phase.

The bread and butter trait that enables a fearsome Guard parking lot, The Cadian Doctrine gives you a great efficiency boost across the board, while their stratagem lets them obliterate any single large target in their sights. Their Tank Commanders also get a great order to use (important since they often don’t need to use Gunners Kill on Sight!), significantly increasing the reliability of their main guns. Finally, the relic is pretty decent generally, giving you a turn where you can mosey up the board a bit while keeping re-rolls, and outrageously deadly against any flavour of chaos. A good, clean choice for any Tank Commander heavy build. Cadians also get some neat special characters, most notably Knight Commander Pask, a super Tank Commander.

Catachan

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.

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. 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+.

After an enemy charges a CATACHAN unit wholly on or within a terrain feature, deal d3 MWs to the charging unit on a 4+. Warlord Trait – Lead From the Front: The warlord has a 6″ heroic and re-rolls hits in the first round of combat.

The warlord has a 6″ heroic and re-rolls hits in the first round of combat. Relic – Mamorph Tuskblade: Relic powersword with +2S and D2.

Relic powersword with +2S and D2. Order – Burn Them Out!: Target unit can re-roll shot counts for flamers and heavy flamers, and they ignore cover.

Their stratagem sucks, and their order sucks, but who cares. +1 strength on Guardsmen, +1 Leadership for units within 6″ of officers, and rerolling random shots for their vehicles is like 3 traits rolled into one. +1 strength dudes allows Guard to actually be aggressive and charge units. 12 swings from a 10 man unit isn’t bad, and with Colonel Straken and a Priest that can turn into 32 swings! It’s not good quality, but it’s a lot of quantity. Catachans also have access to Sergeant Harker, so you can re-roll 1s in the Shooting phase for stuff within 6″ of him (usually a large number of tanks).

Cadian and Catachan can replicate each other’s main stuff to differing degrees, and your choice between them comes down to what parts you value more, with Catachan having the edge for infantry and Cadian leaning better for vehicle builds.

Valhallan

Regimental Doctrine – Grim Demeanor: INFANTRY units halve the number of models that flee, rounding up. VEHICLES count as having double their current number of wounds remaining for profile purposes.

INFANTRY units halve the number of models that flee, rounding up. VEHICLES count as having double their current number of wounds remaining for profile purposes. Stratagem – Send in the Next Wave – 2CP: At the end of your movement phase, set a VALHALLAN INFANTRY unit that was wholly destroyed earlier in the battle up again, within 6″ of a board edge and 9″ from any enemy units. You have to pay reinforcement points for this.

At the end of your movement phase, set a VALHALLAN INFANTRY unit that was wholly destroyed earlier in the battle up again, within 6″ of a board edge and 9″ from any enemy units. You have to pay reinforcement points for this. Warlord Trait – Tenacious: 5+++ FNP for non-VEHICLE, 6+++ for VEHICLE.

5+++ FNP for non-VEHICLE, 6+++ for VEHICLE. Relic – Pietrov’s MK 45: Relic bolt pistol with AP-1 and D2, but more importantly prevents more than one model fleeing from VALHALLAN units within 6″

Relic bolt pistol with AP-1 and D2, but more importantly prevents more than one model fleeing from VALHALLAN units within 6″ Order – Fire on My Command!: Target unit can shoot into combat, but each 1 to hit lands on a friendly unit of your choice that’s within 1″ of your target instead.

Valhallans don’t see much play, but have a unique capability in their Relic, being the only remaining way to make big squads of conscripts or combine-squadded infantry (essentially) fearless since the great commissar debacle of ’07. These days that’s still not enough to put them on the table – the metagame is set up to deal with pure horde lists and that’s the only unique thing they bring to the table.

Vostroyan

Regimental Doctrine – Heirloom Weapons: Add 6″ to the range of rapid fire and heavy weapons with a base range of 24″ or more.

Add 6″ to the range of rapid fire and heavy weapons with a base range of 24″ or more. Stratagem – Firstborn Pride – 1CP: At the start of the shooting phase, pick a VOSTROYAN unit and give it +1 to hit for the phase.

At the start of the shooting phase, pick a VOSTROYAN unit and give it +1 to hit for the phase. Warlord Trait – Honoured Duelist: Re-roll failed hits and wounds in the fight phase.

Re-roll failed hits and wounds in the fight phase. Relic – The Armour of Graf Toschenko: INFANTRY model becomes T4 and gets a 2+.

INFANTRY model becomes T4 and gets a 2+. Order – Repel the Enemy!: Target unit can shoot even if they’re in combat, as long as they target an enemy unit within 1″ of them.

Vostroyans are very appealing as a smaller guard contingent in a soup army. Their stratagem is exceedingly good on many builds of Tank Commander, with the extra range also good on several key weapons, so a detachment of two or three of those plus some infantry can be a decent bolt-on to an Imperium list. Because the stratagem is only for a single unit there’s considerable diminishing returns on this regiment, meaning smaller contingents is generally the only place it’s seen, but it can be good there.

Armageddon

Regimental Doctrine – Industrial Efficiency: INFANTRY can rapid fire at 18″ instead of half range. VEHICLES ignore AP-1.

INFANTRY can rapid fire at 18″ instead of half range. VEHICLES ignore AP-1. Stratagem – Armoured Fist – 1CP: At the start of the shooting phase, give an ARMAGEDDON INFANTRY unit that got out of an ARMAGEDDON transport this turn re-rolls 1s to hit in shooting.

At the start of the shooting phase, give an ARMAGEDDON INFANTRY unit that got out of an ARMAGEDDON transport this turn re-rolls 1s to hit in shooting. Warlord Trait – Ex-gang Leader: +1A and +1 to wound in the Fight phase.

+1A and +1 to wound in the Fight phase. Relic – Skull Mask of Acheron: Enemies within 3″ get -1Ld, Orks get -2Ld. Oh dear.

Enemies within 3″ get -1Ld, Orks get -2Ld. Oh dear. Order – Mount Up!: Target unit can immediately board a transport within 3″ after shooting this phase, as long as they didn’t disembark this turn.

Armageddon have the gimmick of being the transport guys, and Chimera spam lists occasionally pop up where you can get some value out of their stratagem and order. It’s a mark of how good Catachans are that such builds might still sometimes use them, but if you find yourself wanting to put together an armoured company this is an OK place to look.

Tallarn

Regimental Doctrine – Swift as the Wind: Infantry can shoot non-heavy weapons after advancing, and ignore the assault penalty for doing so. VEHICLES can ignore move/shoot penalties for heavy weapons, and TITANIC VEHICLES treat heavy weapons as assault after advancing.

Infantry can shoot non-heavy weapons after advancing, and ignore the assault penalty for doing so. VEHICLES can ignore move/shoot penalties for heavy weapons, and TITANIC VEHICLES treat heavy weapons as assault after advancing. 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).

: 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). Warlord Trait – Swift Attacker: Your warlord and friendly TALLARN units within 6″ can charge after falling back.

Your warlord and friendly TALLARN units within 6″ can charge after falling back. Relic – Claw of the Desert Tiger: Relic power sword with D2 that grands +2 attacks.

Relic power sword with D2 that grands +2 attacks. Order – Get Around Behind Them!: Tank Order. The target can move up to 6″ before or after shooting, and this doesn’t affect the distance moved for the purposes of Grinding Advance.

Tallarn get a bunch of movement tricks which help both INFANTRY and VEHICLES, and a potent stratagem letting them deep strike multiple units, which can even include a Baneblade. Effective use of movement is a massive part of competitive play, so while they lose a little of the brute force of Catachan or Cadian they’re definitely a credible third choice for a pure or heavy guard army. Like Cadians, they want lots of Tank Commanders to take advantage of their (very potent) order.

Also objectively the coolest looking infantry regiment. This is just a fact.

Mordian

Regimental Doctrine – Parade Drill: INFANTRY get +1Ld +1 to hit on overwatch if every model’s base is touching at least one other model’s. VEHICLES get +1 to hit on overwatch if they’re within 3″ of another MORDIAN VEHICLE. Note: Yes, modifiers don’t work on overwatch, but there’s an FAQ for this that basically runs to “this works as intended because we say so”.

INFANTRY get +1Ld +1 to hit on overwatch if every model’s base is touching at least one other model’s. VEHICLES get +1 to hit on overwatch if they’re within 3″ of another MORDIAN VEHICLE. Yes, modifiers don’t work on overwatch, but there’s an FAQ for this that basically runs to “this works as intended because we say so”. Stratagem – Volley Fire – 1CP: Use when a MORDIAN INFANTRY unit in your army shoots in the Shooting phase. For each hit roll of 6+ you can make an additional attack with the same weapon.

Use when a MORDIAN INFANTRY unit in your army shoots in the Shooting phase. For each hit roll of 6+ you can make an additional attack with the same weapon. Warlord Trait – Iron Discipline: Whenever a model would flee from a unit within 6″ of the warlord, they don’t on a 4+.

Whenever a model would flee from a unit within 6″ of the warlord, they don’t on a 4+. Relic – Order of the Iron Star of Mordian: INFANTRY model gets a 4+++ FNP.

INFANTRY model gets a 4+++ FNP. Order – Form Firing Squad!: Target unit can shoot CHARACTERS with rapid fire weapons even if they aren’t the closest target.

Sadly, someone has to bring up the rear and here it’s the Mordian Iron Guard. They’re just kind of bad – none of this is anywhere close to the power level of the good regiments (or honestly really any of the others).

Custom Traits

Custom faction traits have been very hit and miss. Outside of Marines, you pay an implicit cost to take them of losing access to faction traits, relics and strats, so they have to be pretty great to compete. Some factions (Craftworld Eldar and Tau) get there but some don’t. As with most sets of these, to build a custom trait you pick two of the abilities from the list. Guard sit somewhere in the middle of the pack – there’s some decent stuff here, but although there’s been testing and interest in it the winning lists between this book landing and the lockdown commencing were largely still on the originals. Overall, there’s basically no slam dunk combo here that you look at and can definitively say it beats out all the originals on a wide range of units.

The Good Ones

Gunnery Experts: When you roll to determine the number of shots for a weapon on a VEHICLE, you can re-roll one of the dice. This is the VEHICLE half of Catachan, and obviously good with tanks. A

When you roll to determine the number of shots for a weapon on a VEHICLE, you can re-roll one of the dice. This is the VEHICLE half of Catachan, and obviously good with tanks. 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 to it. B+

Gunnery Experts is the winner of the lot, but suffers from having no clear and generally applicable partner that pushes it above the core choices. Spotter Details works well with some Russ loadouts, but doesn’t help really good things like the Hammer of Sundrance. Jury-Rigged Repairs (below) is maybe interesting in a very chassis heavy list, but like all vehicles without invuln 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

If you want an “army wide” trait things become trickier. Adding Agile Fighters or Wilderness Survivors to Experts as a combo is probably the most appealing, as it does give you a combo that leans in to what we established Guard want to do – use their infantry as mobile board control while the tanks pound away with their guns. Is this actually better than going for Catachan or Tallarn for a mixed force though? Not convinced, but the community might surprise us on this.

The OK Ones

Agile Fighters: Advancing INFANTRY can re-roll their advance. If you are solely planning to use your Infantry to move around the board at great speed this is worth a look – remember that squads will often be advancing twice in a turn thanks to Move! Move! Move!. C+

Advancing INFANTRY can re-roll their advance. If you are solely planning to use your Infantry to move around the board at great speed this is worth a look – remember that squads will often be advancing twice in a turn thanks to Wilderness Survivors: If an INFANTRY unit wihtin this doesn’t advance in its previous movement phase, it gains the benefit of cover. OK if you’re aiming for the opposite of the previous, slowly grinding up the board with many squads, but bear in mind that it immediately switches off if you use MMM, which often means the unit your opponent most wants to kill is your most vulnerable. C+

If an INFANTRY unit wihtin this doesn’t advance in its previous movement phase, it gains the benefit of cover. OK if you’re aiming for the opposite of the previous, slowly grinding up the board with many squads, but bear in mind that it immediately switches off if you use MMM, which often means the unit your opponent most wants to kill is your most vulnerable. Jury-rigged Repairs: At the start of your turn, injured vehicles get 1W back on a roll of 2-4 and d3 back on a 5+. This is a pretty aggressive version of this effect, and could plausibly be OK in a mechanised list. C+

The Rest

Disciplined Shooters: INFANTRY can rapid fire at 18″. It’s fine, and if you’re havy on infantry you want to push gradually up the board the combo with Wilderness Survivors makes for an acceptable if relatively unexceiting trait C

INFANTRY can rapid fire at 18″. It’s fine, and if you’re havy on infantry you want to push gradually up the board the combo with makes for an acceptable if relatively unexceiting trait Fire From the Hip: Advance and shoot rapid fire weapons at -1. As a worse version of Tallarn it’s difficult to ever see this making it. C

Advance and shoot rapid fire weapons at -1. As a version of Tallarn it’s difficult to ever see this making it. Combined Auspex As long as you have two vehicles within 3″ of each other, they hit on 5+ on overwatch. Meh. C

As long as you have two vehicles within 3″ of each other, they hit on 5+ on overwatch. Meh. Pyromaniacs: Re-roll wounds of 1 with flamers, heavy flamers or twin heavy flamers. Too narrow and honestly underwhelming even on the stuff it targets. D

Re-roll wounds of 1 with flamers, heavy flamers or twin heavy flamers. Too narrow and honestly underwhelming even on the stuff it targets. Lord’s Approval: INFANTRY get +1AP on their attacks within 9″ of an officer. Guard do not want this. Well. Catachans want this but they implicitly cannot have it. D.

INFANTRY get +1AP on their attacks within 9″ of an officer. Guard do not want this. Well. Catachans want this but they implicitly cannot have it. Monster Hunters: Heavy Weapons inflict a mortal wound on a 6 to wound against MONSTERS. The winner of “should have been a stratagem” goes to this one, because this is a worthwhile effect against the right targets, but something you utterly cannot afford to commit to in an all-comers list.

Heavy Weapons inflict a mortal wound on a 6 to wound against MONSTERS. The winner of “should have been a stratagem” goes to this one, because this is a worthwhile effect against the right targets, but something you utterly cannot afford to commit to in an all-comers list. Slum Fighters: Extra hit on unmodified 6 to hit in melee. See Lord’s Approval. D

Tempestus Regiments

You might be thinking that’s enough faction traits but you’d be very wrong. In the original Guard codex, Tempestus Scions had their own regimental doctrine, strat and warlord trait that you could get for a dedicated detachment of them, but the Greater Good has blown that wide open with a bunch of new rules for MILITARUM TEMPESTUS detachments (any where every unit is either MILITARUM TEMPESTUS or covered by Advisors and Allies).

Any unit with the MILITARUM TEMPESTUS keyword now gets a <TEMPESTUS REGIMENT> keyword added as well, working just like a normal replaceable keyword with six additional choices added in the book. As long as all units in your detachment share a <TEMPESTUS REGIMENT> (excluding units covered by the Advisors and Auxilia rule), <TEMPESTUS REGIMENT> units get a regimental doctrine. Each choice also comes with relic, warlord trait and stratagem, and there’s also a generic set of stratagems you unlock by having a MILITARUM TEMPESTUS detachment in your army, granting special abilities for both these units and some of the advisor and auxilia options.

It’s worth noting that there’s currently some rules clarity issues around exactly how selecting a keyword and trait works. The wording in the book accidentally implied you got to keep the original Storm Troopers doctrine as well as their new ones, and also gave you no actual way of accessing the Storm Troopers doctrine if you wanted it. An FAQ came along and, unfortunately, hasn’t totally fixed this. It can now technically be read as implying that you can take a keyword you want the relics from but apply a different doctrine.

This is almost certainly not the intent, and we’re working on the assumption that you choose one keyword and that applies all the way through, and that Storm Troopers is an option. The relic, trait and stratagem from the main codex are currently available to Tempestus detachments with other keywords, because they all key from the MILITARUM TEMPESTUS keyword rather than STORM TROOPERS as it would be now.

We expect this to get a big tidy up whenever the spring FAQ lands, so do check back here after that.

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.

All MILITARUM TEMPESTUS officers have access to the following order:

Order – Elimination Protocol Sanctioned!: Target unit can re-roll wounds against MONSTERS and VEHICLES.

This is really, really good – if you’re packing special weapon heavy squads then it can let them reliably punch something out, and with some of the new Doctrines and Stratagems can also let even the humble-ish hot-shot lasgun do serious damage to bigger targets. Very nice.

The following are the generic choices for strat, keyword and relic tied to the main keyword:

Stratagem – Superior Intelligence – 1CP: Lets an INFANTRY squad intercept fire at a deep striker coming in within 12″ at -1 to hit.

Lets an INFANTRY squad intercept fire at a deep striker coming in within 12″ at -1 to hit. Warlord Trait – Faithful Servent of the Throne: Your warlord gets a deny.

Your warlord gets a deny. Relic – The Tactical Auto-Reliquery of Tiberius: The bearer can issue an additional order per turn on a 2+.

The trait here is pretty whatever, but both the stratagem and relic are decent. Combined with a Tempestus command rod, the relic lets a single TEMPESTOR PRIME cover three units for orders, which is spicy, while the stratagem is definitely useful – especially on the Iotan Dragons, where it’s more likely that enemies will be dropping in rapid fire range.

We think there is at least some chance these will end up gated behind the Storm Troopers doctrine post-Big FAQ, but for now enjoy them.

As for the other choices, at the moment three of them sit ahead of the rest – the Iotan Dragons, the Kappic Eagles and the Lambdan Lions. We’ll cover why as we go through them. It’s worth saying though that (perhaps unsurprisingly for bleeding edge rules) none of these are terrible, and you can have fun with all of them.

Storm Troopers

Regimental Doctrine – Storm Troopers: When shooting at a unit within half range, each hit roll of 6+ lets you make an additional attack with the same weapon against the same target.

The OG Tempestus Doctrine is fine, especially on plasma guns and the weaponry mounted on Tauroxes, but has a fatal flaw – most of your models are packing hot-shot lasguns and want to deep strike, and have to be just outside the range to benefit from this doctrine in order to do so (unless you use the new version of Precision Drop). Post Greater Good, this means that you’re probably better off looking elsewhere unless you’re planning to bring exactly spammed plasma guns on your Scions, and even then there are other choices. The only unique draw is that currently the Tempestus Drop Force specialist detachment is locked to this.

54th Psian Jakals

Regimental Doctrine – Death From Above: Enemy models slain in the shooting phase count as two for the purposes of morale.

Enemy models slain in the shooting phase count as two for the purposes of morale. Stratagem – Elusive Hunters – 1CP: When one of your units is targeted, give your opponent -1 to hit it unless they’re within half range.

When one of your units is targeted, give your opponent -1 to hit it unless they’re within half range. Warlord Trait – Skilled Tracker: You can redeploy three of your units at the start of the first battle round. Note that this doesn’t have the extra spicy wording that the Emperor’s Children version gets, so you can’t pull units from the board into deep strike.

You can redeploy three of your units at the start of the first battle round. Note that this doesn’t have the extra spicy wording that the Emperor’s Children version gets, so you can’t pull units from the board into deep strike. Relic – The Hounds Teeth: Relic chainsword with S+1, AP-2, D2, +3A and re-roll wounds against AELDARI.

While none of the regiments are outright bad, this is one of the slightly weaker ones simply because it doesn’t lean in that well to what Scions are trying to do. The redeploy is cute, but given it doesn’t allow you to pull units into deep strike it would mostly be good on Tauroxes, which are overpriced at the moment. The strat is mostly aimed at them too. The doctrine is extremely swingy – sometimes it’s actually great, but will also sometimes do nothing, and you generally want an ability that’s going to be useful most of the time from a faction trait. The relic is hilarious, but doesn’t ultimately pull these up for competitive play.

32nd Thetoid Eagles

Regimental Doctrine – Predatory Strike: When shooting a unit within half range, an unmodified 6 to hit scores an additional hit.

When shooting a unit within half range, an unmodified 6 to hit scores an additional hit. Stratagem – Full Charge – 1CP: When a unit shoots, they get re-rolls to hit against targets within 12″

When a unit shoots, they get re-rolls to hit against targets within 12″ Warlord Trait – Uncompromising Prosecution: THETOID EAGLES units within 6″ of the warlord that fire hot-shot weapons get AP-4 on a 6 to wound.

THETOID EAGLES units within 6″ of the warlord that fire hot-shot weapons get AP-4 on a 6 to wound. Relic – Fire of Judgement: Relic hot-shot pistol. Pistol 2 that just immediately inflicts a MW and ends the attack sequence on a hit.

These guys are fine as a generic upgrade on the baseline. Their doctrine is a better version of Storm Troopers most of the time, as there aren’t that many ways to get hit bonuses on Scions, while their stratagem is just generally potent, and the warlord trait can add a good spike in some circumstances. It isn’t quite as good as the top three ones, but is very much emblamatic of there being no terrible choices here.

133rd Lambdan Lions

Regimental Doctrine – Prized Weaponry: Improve the AP of all weapons by 1.

Improve the AP of all weapons by 1. Stratagem – Gifts from the Mechanicus – 1CP: When a unit shoots, hot-shot weapons do a single mortal wound on a 6 to wound instead of their normal damage.

When a unit shoots, hot-shot weapons do a single mortal wound on a 6 to wound instead of their normal damage. Warlord Trait – Keys to the Armoury: Re-roll shooting hit rolls of 1 for LAMBDAN LION units within 6″ of the warlord.

Re-roll shooting hit rolls of 1 for LAMBDAN LION units within 6″ of the warlord. Relic – Refractor Field Generator: LAMBDAN LION models within 6″ have a 5++.

Off the strength of their relic, these are one of the better choices here. Although it only affects models within the aura rather than any unit tagged, it can still make an inbound scion drop force a real pain to shift. Coupled with the fact that their weapons are operating at a mighty AP-3 by default, that makes these a potent option. The stratagem is mostly pretty eh, but can suddenly become very good against a unit with a decent invuln, especially a MONSTER or VEHICLE in combination with the Tempestus order. Finally, the warlord trait leans further into that by removing the need to throw around Take Aim! orders. These guys are a very good choice.

43rd Iotan Dragons

Regimental Doctrine – Crack Shots: Add 6″ to the range of rapid fire weapons.

Add 6″ to the range of rapid fire weapons. Stratagem – Drilled to Perfection – 1CP: When one of your units fires overwatch, they hit on a 4+.

When one of your units fires overwatch, they hit on a 4+. Warlord Trait – Precision Targeting: Choose an enemy within 18″ of the warlord at the start of your shooting phase. IOTAN DRAGON units within 6″ ignore cover when shooting that unit.

Choose an enemy within 18″ of the warlord at the start of your shooting phase. IOTAN DRAGON units within 6″ ignore cover when shooting that unit. Relic – Emperor’s Fury: Relic plasma pistol with three shots.

The second of the strong choices, pretty much entirely on the back of the strength of the doctrine. The main problem with scions is that when they drop normally they aren’t in rapid fire range because their guns are only R18″. An extra 6″ immediately fixes that, and while the rest of the stuff here is so-so, if you’re just packing a small detachment of these to provide some board control, these require very limited support to be decent.

55th Kappic Eagles

Regimental Doctrine – Mobilised Infantry: Infantry ignore the move/shoot penalty for heavy weapons, and add 1 to their hit rolls on the turn they disembark from a TRANSPORT.

Infantry ignore the move/shoot penalty for heavy weapons, and add 1 to their hit rolls on the turn they disembark from a TRANSPORT. Stratagem – Tactical Misdirection – 1CP: When one of your units destroys an enemy unit, your opponent gets -1 to hit when shooting against anything else if your unit is their closest target.

When one of your units destroys an enemy unit, your opponent gets -1 to hit when shooting against anything else if your unit is their closest target. Warlord Trait – Master Vox: Warlord can order units within 24″, and can issue orders from within a transport, measuring from the transport.

Warlord can order units within 24″, and can issue orders from within a transport, measuring from the transport. Relic – Distraction Charges: When a model within 3″ scores a hit on overwatch, the unit that was hit halves their charges (rounding up).

These have the distinction of being the only regiment to make it into a top four list between the book dropping and lockdown commencing. It’s very narrow, favouring doing pretty much exactly one thing – dropping squads with as many hot-shot volley guns as possible. It appears, however, that it does that one thing so very well that it’s properly competitive. The list that succeeded with these was configured with two ten model squads packing four hot-shot guns each in deep strike, and one 10-model squad with Plasma in a Valkyrie. That seems like a strong loadout. The Warlord trait is also good here, letting a Tempestor provide support in a wide area while staying safe in a Valkyrie.

9th Iotan Gorgonnes

You have no idea how annoying it is as a pundit that they decided to have two “Iotan” regiments.

Regimental Doctrine – Resolute Heroism: When shooting at the closest target, an unmodified hit roll of 6 scores an additional hit.

When shooting at the closest target, an unmodified hit roll of 6 scores an additional hit. Stratagem – Daring Descent – 1CP: When one of your units deep strikes it can drop anywhere more than 5″ away from the enemy instead of 9″.

When one of your units deep strikes it can drop anywhere more than 5″ away from the enemy instead of 9″. Warlord Trait – Sanctity of Spirit: Enemy psykers within 24″ suffer perils on any roll of a double.

Enemy psykers within 24″ suffer perils on any roll of a double. Relic – Blessed Bolt Pistol: Relic bolt pistol. Pistol 2, S5, AP-2, D2 and can snipe characters and has D3 against PSYKERs.

The stratagem here lets you pull off some nasty stuff, and much like the Iotan Dragons lets you start rapid firing with a squad straight away. However, locking that ability behind the stratagem makes it a bit less good as a general purpose option, though the doctrine on these guys is also good. Not seen much yet, and probably behind the top three, but could surprise as a surgical tool once people start experimenting further.

Specialist Detachments

Thought we were done with customisation after 14 different regimental doctrines? Nah. As well as the regiments, Guard get five specialist detachments in the Vigilus Defiant book, and among them are some of the better ones. Of the five, three have seen reasonable amounts of play, with a fourth having bursts of popularity and really only one miss. These are your options.

Emperor’s Blade Assault Company

Affects: Company/Platoon Commanders Command, Veteran, Special Weapon and Infantry Sqads Chimeras Tauroxes

Stratagem 1 – Mechanised Fire Support – 1CP: One of the transports can fire overwatch when one of the INFANTRY units is charged within 6″, and hits on a 4+ while doing so. Cute, but none of the vehicles really has the guns to make this worth it.

One of the transports can fire overwatch when one of the INFANTRY units is charged within 6″, and hits on a 4+ while doing so. Cute, but none of the vehicles really has the guns to make this worth it. Stratagem 2 – Rapid Redeploy – 1CP: A unit can disembark after a transport moves at the end of your movement phase, and cannot move further. More interesting, but outclassed for this trick by what Scions can do.

A unit can disembark after a transport moves at the end of your movement phase, and cannot move further. More interesting, but outclassed for this trick by what Scions can do. Warlord Trait – Mechanised Commander: Warlord can issue orders from inside a Chimera, and is treated as being in voxcaster range while doing so. THe voxcaster bit isn’t super relevant, as the target needs to have one too, but overall this is probably the most compelling sell here, as just the size of a Chimera will help get orders where they need to be.

Warlord can issue orders from inside a Chimera, and is treated as being in voxcaster range while doing so. THe voxcaster bit isn’t super relevant, as the target needs to have one too, but overall this is probably the most compelling sell here, as just the size of a Chimera will help get orders where they need to be. Relic – The Shield of Mortwald: Gain a 3++ that can’t be re-rolled and goes away when failed.

It says a lot about how good these are that this is pretty clearly the weakest but probably still does have occasional fringe uses. Especially in non-ITC formats, Chimera spam rears its head and does OK every now and then, and in a list going deep on units in transports there’s some value to the warlord trait and Rapid Redeploy. Not good enough to be a draw in its own right, but worth a look if you’ve decided that a list that works with it is a good way to attack the metagame.

Emperor’s Wrath Artillery Company

Affects: Company Commanders Masters of Ordnance Basilisks Hydras Wyverns

Stratagem 1 – Suppressive Fire – 1CP: Choose one of the VEHICLES. It can’t shoot this turn, but one enemy INFANTRY unit in range of its weapons halves their move and cannot overwatch until your next turn. This is one of those things where the target choice is sufficiently restrictive that it doesn’t come up that often, but can occasionally be clutch. Luckily, you basically want this for the second strat by itself, so you get access to this when it’s relevant for free

Choose one of the VEHICLES. It can’t shoot this turn, but one enemy INFANTRY unit in range of its weapons halves their move and cannot overwatch until your next turn. This is one of those things where the target choice is sufficiently restrictive that it doesn’t come up that often, but can occasionally be clutch. Luckily, you basically want this for the second strat by itself, so you get access to this when it’s relevant for free Stratagem 2 – Pounding Barrage – 2CP: Use at the start of your shooting phase. Choose one of the tanks and one of their weapons – they can fire it twice this phase. Yup, this is what you’re here for. It isn’t cheap, but both Basilisks and Wyverns are pretty great at what they do, and getting to fire one twice (especially a Full Payload Basilisk post Greater Good) is pretty sweet. Like with a lot of Specialist Detachments, this paradoxically has often lead to people making a detachment with a single target for this a Specialist, and that’s definitely a reasonable way to use it (though Wyverns went up in cost a bit so are slightly less attractive).

Use at the start of your shooting phase. Choose one of the tanks and one of their weapons – they can fire it twice this phase. Yup, this is what you’re here for. It isn’t cheap, but both Basilisks and Wyverns are pretty great at what they do, and getting to fire one twice (especially a Basilisk post Greater Good) is pretty sweet. Like with a lot of Specialist Detachments, this paradoxically has often lead to people making a detachment with a single target for this a Specialist, and that’s definitely a reasonable way to use it (though Wyverns went up in cost a bit so are slightly less attractive). Warlord Trait – Lord of Ordnance: Add +1AP on a 6 to wound for friendly EMPEROR’s WRATH units within 6″. This is a reward for going a bit wider on these tanks. Doesn’t tend to quite justify the cost of a CP when you’re most likely using this with a single Basilisk, but is definitely OK in themed lists.

Add +1AP on a 6 to wound for friendly EMPEROR’s WRATH units within 6″. This is a reward for going a bit wider on these tanks. Doesn’t tend to quite justify the cost of a CP when you’re most likely using this with a single Basilisk, but is definitely OK in themed lists. Relic – Agripinaa-Class Orbital Tracker: Pick a friendly EMPEROR’s WRATH tank within 6″ to ignore cover once per shooting phase. This is a decent flex choice against some units – Space Marine Eliminators, in particular, are going to have a very, very nasty surprise if you pop this on them.

The first one of these that’s seen a lot of play, the Emperor’s Wrath detachment is great at making a single Basilisk or Wyvern (Hydras are rarely seen) add a lot of extra value to your list. With the gradual reduction in Eldar flyer spam, which was a good counter to them, and the advent of Tank Aces (more on them shortly), expect to continue to see this pop up in serious lists here and there.

Emperor’s Conclave Infantry Company

Affects: Company/Platoon Commanders Command Squads Infantry Squads Conscripts Ministorum Priests Crusaders

Stratagem 1 – No Quarter Given – 2CP: Pick an EMPEROR’s CONCLAVE unit at the start of the fight phase. Models from that unit can pile in and fight on death, even if they’ve already fought. Pricey, but can be a real headache for some armies in a pinch – once you’ve stacked up all the buffs to make Guard good in combat, a full squad will take a decent bite out of some Orks, Tyranids or Genestealers with this, making your opponent’s trades look rough.

Pick an EMPEROR’s CONCLAVE unit at the start of the fight phase. Models from that unit can pile in and fight on death, even if they’ve already fought. Pricey, but can be a real headache for some armies in a pinch – once you’ve stacked up all the buffs to make Guard good in combat, a full squad will take a decent bite out of some Orks, Tyranids or Genestealers with this, making your opponent’s trades look rough. Stratagem 2 – Sanctimonious Charge – 1CP: After a priest makes a charge, all other CONCLAVE units within 12″ get +1 to charge. This is fine sometimes, though don’t get baited into throwing a priest into Overwatch they can’t take.

After a priest makes a charge, all other CONCLAVE units within 12″ get +1 to charge. This is fine sometimes, though don’t get baited into throwing a priest into Overwatch they can’t take. Warlord Trait – Fiery Denouncer: 6″ re-roll 1s in the fight phase aura. Good if you’re going in on this.

6″ re-roll 1s in the fight phase aura. Good if you’re going in on this. Relic – Litanies of the Holy Synod: Nearby CONCLAVE units roll 2d6 and take the lowest on morale, and when the bearer dies you make one unit within 6″ +1A and fearless for the rest of the battle. The kind of armies that want this make the morale trick actually not totally worthless, but the buff is generally too tricky to use, and this overall ends up as a miss.

This detachment favours one strategy and one strategy alone – going deep on punchy Catachans. Packing Straken and a Priest gives them 3 S4 attacks each, and adding re-roll 1s to that via the warlord trait is actively great for you, and comes at the price of CP rather than having to plow points into Yarrick (the other available source of the ability). Catachan spam is a little less popular than it used to be, and this wasn’t always used even when it was, but if you decide you want to unlesh hordes of swole, angry men this is worth a look.

Emperor’s Fist Tank Company

Affects: LEMAN RUSS units (so Tank Commanders as well)

Stratagem 1 – Unyielding Advance – 1CP: You can fire twice with Grinding Advance even after moving more than half your speed. Increasingly relevant – this lets a Russ with one of the shorter range guns such as the recently improved demolisher cannon catch the enemy out with a sudden burst of speed. Even better with Tallarn.

You can fire twice with Grinding Advance even after moving more than half your speed. Increasingly relevant – this lets a Russ with one of the shorter range guns such as the recently improved demolisher cannon catch the enemy out with a sudden burst of speed. Even better with Tallarn. Stratagem 2 – Steel Phalanx – 1CP: Designate an enemy unit at the start of your charge phase. Each time one of your EMPEROR’s FIST tanks charges them, deal d3 MW on a 4+. Charging with your tanks is a big risk most of the time, and multi-charging with Russes is extremely rare (quite apart from being spatially challenging). You really want to be putting 2+ tanks in before this is good on rate, and you shouldn’t let it lure you into bad choices just to pull it off.

Designate an enemy unit at the start of your charge phase. Each time one of your EMPEROR’s FIST tanks charges them, deal d3 MW on a 4+. Charging with your tanks is a big risk most of the time, and multi-charging with Russes is extremely rare (quite apart from being spatially challenging). You really want to be putting 2+ tanks in before this is good on rate, and you shouldn’t let it lure you into bad choices just to pull it off. Warlord Trait – Unflinching Resolve: You can re-roll hit rolls for your warlord and friendly EMPEROR’s FIST units within 6″ on overwatch. Can be OK if you think getting charged my elite infantry is a real prospect, and combos well with Defensive Gunners , but not the main draw here.

You can re-roll hit rolls for your warlord and friendly EMPEROR’s FIST units within 6″ on overwatch. Can be OK if you think getting charged my elite infantry is a real prospect, and combos well with , but not the main draw here. Relic – Hammer of Sunderance: The good stuff. A damage 3 battle cannon. A+ tier relic that lists are frequently happy to pay 2CP just to get access to, and even better now Weapon Expert and Hail of Fire exist.

This is mostly all about the relic, and is frequently and enthusiastically taken just for that. Put it on a Tank Commander, (literally) sit back and pound your enemies into dust. Unyielding Advance is actually high value too though, and the prospect of a Tallarn demolisher Russ moving 18″ and still double tapping is a big old headache for your opponents. The most commonly seen of these and basically the best of the bunch.

Tempestus Drop Force

(Strong independent detachment that don’t need no Emperor is immediately executed for heresy)

Affects: Within MILITARUM TEMPESTUS detachments with (currently) the Storm Troopers doctrine only . Tempestor Primes Scions Scion Command Squads Valkyries

Stratagem 1 – Precision Drop – 1CP: Use when a Valkyrie does a grav chute drop. Don’t roll to see if the passengers die – they automatically make it out OK. If you’re using this detachment you are likely to be interested in this – but Greater Good gives you a better version for free.

Use when a Valkyrie does a grav chute drop. Don’t roll to see if the passengers die – they automatically make it out OK. If you’re using this detachment you are likely to be interested in this – but Greater Good gives you a better version for free. Stratagem 2 – Aerial Fire Support – 1CP: Similar to the Emperor’s Blade, a Valkyrie can overwatch on 4+ when a nearby friendly drop force INFANTRY unit is charged. A fully tooled up Valk is a bit more interesting to overwatch with than a Chimera, but still suffers from poor BS and not quite enough guns – especially as more often than not you probably don’t fully tool them up.

Similar to the Emperor’s Blade, a Valkyrie can overwatch on 4+ when a nearby friendly drop force INFANTRY unit is charged. A fully tooled up Valk is a bit more interesting to overwatch with than a Chimera, but still suffers from poor BS and not quite enough guns – especially as more often than not you probably don’t fully tool them up. Warlord Trait – Grave-Chute Commando: 6″ aura of +1 to hit on the turn you got out of a Valk. This is what you’re here for – this is extremely good with tooled up plasma squads dropping out hot, especially thanks to the Doctrine.

6″ aura of +1 to hit on the turn you got out of a Valk. This is what you’re here for – this is extremely good with tooled up plasma squads dropping out hot, especially thanks to the Doctrine. Relic – Cypra Mundi Null Emitter: Negate any psychic power’s effects on the bearer on a 2+. Maybe not totally useless in a world of Grey Knights – you could get cheeky and sacrifice a character with this to ward off a bunch of smites from a direction for a turn or something. Tricky to use though.

This is currently in a strange place thanks to new rules rendering an old FAQ (probably) wrong, but it hasn’t been updated yet. As of the Greater Good we have some rules for what a Militarum Tempestus detachment is – but the Vigilus FAQ says that for the purpose of this detachment it refers to a detachment with the Storm Troopers doctrine. In addition, Greater Good brings a flat out better version of Precision Drop that’s available to everyone, and can’t be used in the same phase because it has the same name.

That being said, the warlord trait here is very good, and does combo specifically well with Storm Troopers. The new version of Precision Drop also powers it up a lot – being able to drop Scions 5″ away rather than 9″ is a big deal, because it lets them rapid fire their hot-shot lasguns, and with the +1 to hit from the trait and exploding 6s, what’s suddenly a lot of shots, which you can improve further with Point-Blank Efficiency or (maybe) Killing Zone. This detachment has reliably been nearly good enough, and it’s just about possible the spicy warlord trait plus the new stratagems get it over the line. Alternatively, if/when this gets opened up to the new regiments it seems like there’s a decent shot of someone finding a way to make it good with them as well.

Tank Aces

Last one before we get to the regular stuff. Promise.

As with several other factions, Greater Good gives Guard an alternative use for their Warlord Trait pick – making of their vehicles a Tank Ace. If you do this, you choose a VEHICLE that fits in to one of the categories below, and give it an ability chosen from the list. You can also, one time pre-game, spend 1CP to hand out an extra Tank Ace ability with the check’s notes Tank Ace stratagem.

Each model can only have one Tank Ace ability, and you can’t give them to Named Characters. Sorry Pask.

There’s some cool stuff in here, with a few standouts that were already seeing heavy testing straight out of the gates.

Main Battle Tanks

LEMAN RUSS models only

Master Mechanic: Reduce the damage from incoming multi-damage ranged attacks by 1 to a minimum of 1. Starting pretty spicy – this makes any Russ a pseudo Wave Serpent, and can be good on a vehicle with one of the shorter-ranged weapons that you’re planning to send into the maw of your opponent’s guns. B+ .

Reduce the damage from incoming multi-damage ranged attacks by 1 to a minimum of 1. Starting pretty spicy – this makes any Russ a pseudo Wave Serpent, and can be good on a vehicle with one of the shorter-ranged weapons that you’re planning to send into the maw of your opponent’s guns. . Slow and Purposeful : Re-roll 1s to wound in the shooting phase if the model moves half it’s move or under. OK, but a bit too marginal compared to some of the other options here, and can’t be comboed with things like Unyielding Advance the way the basic Grinding Advance bonus can. C

: Re-roll 1s to wound in the shooting phase if the model moves half it’s move or under. OK, but a bit too marginal compared to some of the other options here, and can’t be comboed with things like the way the basic Grinding Advance bonus can. Weapon Expert: Improves the AP of turret weapons by 1. You know how we said the Hammer of Sunderance was an A+ gun? This makes it better. Nice. Also good on a punisher, helping make up for their price hike by charging them up. A

Improves the AP of turret weapons by 1. You know how we said the Hammer of Sunderance was an A+ gun? This makes it better. Nice. Also good on a punisher, helping make up for their price hike by charging them up. Armoured Rush: Lets you shoot your turret guns after advancing. Pretty cool, and honestly only loses out because there are other ways to boost your mobility, and because other choices do more. B

Lets you shoot your turret guns after advancing. Pretty cool, and honestly only loses out because there are other ways to boost your mobility, and because other choices do more. Up-armoured: Gives a 2+ base save. Loses out against Master Mechanic as a general purpose defensive ool, but a lot better in some matchups. Assuming tournaments end up ruling this similar to Exarch powers and you end up being able to “flex” one added by a stratagem, this will sometimes be worth taking. B

Gives a 2+ base save. Loses out against Master Mechanic as a general purpose defensive ool, but a lot better in some matchups. Assuming tournaments end up ruling this similar to Exarch powers and you end up being able to “flex” one added by a stratagem, this will sometimes be worth taking. Steel Commander: Gives a TANK COMMANDER an extra Tank Order per turn. Basic Russes are seeing a bit more play than they used to, but this ability was already straight up available as a warlord trait, and I don’t see myself passing on one of the better ones here to take this C

Weapon Expert is the clear winner here, but the defensive options will occasionally be what you want.

Support Aces

Basilisks, Hydras, Manticores, Wyverns or Deathstrikes only

Full Payload: Multi-damage weapons the model fires automatically do maximum damage. Proving a popular choice on Basilisks, and is especially good on one that double shoots with Pounding Barrage . It does paint the world’s biggest target on a T6 model, so hopefully there’s terrain you can hide behind! Also pretty cute on a Manticore. A

Multi-damage weapons the model fires automatically do maximum damage. Proving a popular choice on Basilisks, and is especially good on one that double shoots with . It does paint the world’s biggest target on a T6 model, so hopefully there’s terrain you can hide behind! Also pretty cute on a Manticore. Shatterer of Wills: The morale ability siren is sounding! This gives one enemy unit you hit -2Ld for the turn! That’s not nearly enough to justify the slot here! That’s why we have the siren! D

The morale ability siren is sounding! This gives one enemy unit you hit -2Ld for the turn! That’s not nearly enough to justify the slot here! That’s why we have the siren! Well-stocked Magazines: You can re-roll any number of the dice used to determine number of shots on this model’s weapons. This is OK on a Wyvern, again especially if you’re planning to double shoot them, but on anything else this is overkill, especially as you can get a lot of it by being Catachan. OK, yes, technically it’s quite good on a Deathstrike, but you still shouldn’t take them. I’m also not clear on how a Deathstrike can have a well-stocked magazine. Missile is either there or not. This isn’t hard. ANYWAY. C

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

TITANIC only

Inspiring Might: Roll 2d6 and pick the lowest for morale tests for friendlies within 6″. There goes the siren again! You know what that means! D

Roll 2d6 and pick the lowest for morale tests for friendlies within 6″. There goes the siren again! You know what that means! Hull-Down Deployment: Cover until you move. Interesting, and would be more so if any of the super heavies had weapons that ignore LOS. As it is, with the prevalence of double-L deployments this is mostly just alpha strike defence against armies with middling AP guns. That’s not the worst place to be, but this is unlikely to reliably be enough to stop a determined opponent popping your precious tank, and the fact it flat doesn’t work against some popular trait choices like Masterful Shots is a further strike against it. C+

Cover until you move. Interesting, and would be more so if any of the super heavies had weapons that ignore LOS. As it is, with the prevalence of double-L deployments this is mostly just alpha strike defence against armies with middling AP guns. That’s not the worst place to be, but this is unlikely to reliably be enough to stop a determined opponent popping your precious tank, and the fact it flat doesn’t work against some popular trait choices like is a further strike against it. Steadfast Leviathan: A vehicle in a Super-Heavy Auxiliary detachment gets to keep the doctrine. This is probably the best of the bunch – all of Cadian, Catachan and Tallarn have appealing abilities to stick on a Baneblade (the most popular choice right now). It’s still only “decent” rather than “great” though. B

Steadfast Leviathan is the one doing some legwork here, giving a bit more motivation to take a lone super heavy.

Powers, Relics, Traits and Stratagems

Psychic Powers

Like most factions, Guard get their own psychic discipline, and in an admirable show of restraint compared to everything else we’ve just been through no more were added in TGG. There is one additional power tied to a specific Blackstone Fortress model, but we’ll talk about her separately.

These powers trend a little weaker than in many armies, but the tradeoff is that access to them is outrageously cheap. You can add an Astropath to your list for the princely sum of 15pts, and while they get a weakened chance of casting smite, they cast these normally.

The powers are as follows:

Terrifying Visions – WC7: Pick one enemy unit within 18″, that unit has -2 Ld until the start of its next turn. Hahahaha no. Technically, knowing that this exists is important because it means if any effects that key hard off leadership appear in either Imperium or Tyranids (via Brood Brothers) it can become part of a combo (and was sometimes with pre-nerf Mental Onslaught) but it’s awful on pure rate and has no current serious uses. D

Pick one enemy unit within 18″, that unit has -2 Ld until the start of its next turn. Hahahaha no. Technically, knowing that this exists is important because it means if any effects that key hard off leadership appear in either Imperium or Tyranids (via Brood Brothers) it can become part of a combo (and was sometimes with pre-nerf Mental Onslaught) but it’s awful on pure rate and has no current serious uses. Gaze of the Emperor – WC6: draw a straight line 2D6″ from the psyker; for each model the line passes over, roll a dice and on a 4+ that model’s unit takes a mortal wound. Absurdly hard to set up and packed with failure cases. An extremely bad alt-smite. D

draw a straight line 2D6″ from the psyker; for each model the line passes over, roll a dice and on a 4+ that model’s unit takes a mortal wound. Absurdly hard to set up and packed with failure cases. An extremely bad alt-smite. Psychic Barrier – WC6: Pick a friendly ASTRA MILITARUM unit within 12″; until the start of your next Psychic phase, add 1 to that unit’s saving throws. Here’s the good stuff – this is a big part of making Bullgryn great (especially as it affects invulnerable saves) and is also pretty decent on pure rate if you fill a Brigade slot with an Astropath and drop it on your most tooled up Tank Commander or a superheavy. A

Pick a friendly ASTRA MILITARUM unit within 12″; until the start of your next Psychic phase, add 1 to that unit’s saving throws. Here’s the good stuff – this is a big part of making Bullgryn great (especially as it affects invulnerable saves) and is also pretty decent on pure rate if you fill a Brigade slot with an Astropath and drop it on your most tooled up Tank Commander or a superheavy. Nightshroud – WC6: Pick a friendly ASTRA MILITARUM unit within 12″; until the start of your next turn, ranged weapons shooting at that unit are -1 to hit. As above. Slightly less critical to the combo and slightly less good on pure rate, but still good for both. B+

Pick a friendly ASTRA MILITARUM unit within 12″; until the start of your next turn, ranged weapons shooting at that unit are -1 to hit. As above. Slightly less critical to the combo and slightly less good on pure rate, but still good for both. Mental Fortitude – WC4: pick a friendly ASTRA MILITARUM unit within 12″; until the start of your next Psychic, that unit automatically passes Morale tests. Noooooooooooooooo. D

pick a friendly ASTRA MILITARUM unit within 12″; until the start of your next Psychic, that unit automatically passes Morale tests. Noooooooooooooooo. Psychic Maelstrom – WC7: pick an enemy unit within 18″; roll a D6 and on a 2+ it takes a mortal wound. Unless the wound is negated, roll again and on a 3+ that unit suffers another mortal wound, adding 1 to the dice roll until you either fail to cause a mortal wound or the enemy unit is destroyed. A better alt smite than Gaze of the Emperor, but still pretty bad overall, especially as there are no two-cast psykers in the list (which is where alt-smites shine). C

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 15pt elite slot is such a low cost (while giving you a deny in your castle) that it’s frequently worth it.

Warlord Traits

Obviously we’ve already talked about a lot of warlord traits from the various regiments, but there are some generic ones too. Two of them are even pretty good!

Grand Strategist: One of the most notorious warlord traits in the game thanks to being part of a broken CP farm before the tactical restraint rule was added. Refunds CP you spend on a 5+, and gives you an extra once-per-battle re-roll for a hit, wound or save while your warlord is alive. Even after the nerf this is still fantastic, and very much the “default” Guard trait even above the regimental ones. A

One of the most notorious warlord traits in the game thanks to being part of a broken CP farm before the tactical restraint rule was added. Refunds CP you spend on a 5+, and gives you an extra once-per-battle re-roll for a hit, wound or save while your warlord is alive. Even after the nerf this is still fantastic, and very much the “default” Guard trait even above the regimental ones. Old Grudges: The other commonly seen trait. Lets you pick one enemy unit at the end of deployment, and gives your warlord a 6″ aura of re-roll failed wounds against that unit. This is incredibly good if your opponent has big targets like a Knight, and OK even against less powerful targets to help your alpha strike go off well. Particularly notable since the addition of Progeny of Conflict (extra warlord trait strat for tempestus), as the aura is ASTRA MILITARUM rather than <REGIMENT>, so in key matchups you can stick this on a Tempestor Prime and put them next to your Russes. A

The other commonly seen trait. Lets you pick one enemy unit at the end of deployment, and gives your warlord a 6″ aura of re-roll failed wounds against that unit. This is incredibly good if your opponent has big targets like a Knight, and OK even against less powerful targets to help your alpha strike go off well. Particularly notable since the addition of (extra warlord trait strat for tempestus), as the aura is ASTRA MILITARUM rather than <REGIMENT>, so in key matchups you can stick this on a Tempestor Prime and put them next to your Russes. 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 have a trivial way to advance out of phase. The fact that this is the first time I am noticing this should key you in to the fact that it’s probably not that great. Another one that does, to be fair, probably merit the occasional second look with progeny, but not much of one. C

: 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 have a trivial way to advance out of phase. The fact that this is the first time I am noticing this should key you in to the fact that it’s probably not that great. Another one that does, to be fair, probably merit the occasional second look with progeny, but not much of one. Draconian Disciplinarian: Re-roll failed morale within 6″. It is utterly trivial to get access to this effect at a much cheaper price by taking a Commisar, so it isn’t worth using a slot on . D

Re-roll failed morale within 6″. It is utterly trivial to get access to this effect at a much cheaper price by taking a Commisar, so it isn’t worth using a slot on . Bellowing Voice: +3″ to the range of any abilities on the datasheet. There’s nothing super exciting to combo with this beyond making your characters slightly better. It’s sort of fine, but will never edge out the good choices. C

+3″ to the range of any abilities on the datasheet. There’s nothing super exciting to combo with this beyond making your characters slightly better. It’s sort of fine, but will never edge out the good choices. Master of Command: Either gain Voice of Command, or an extra use of it/Tank Orders. Another one that’s kind of fine but just so vastly below the power of Grand Strategist that it doesn’t get used. C

Guard warlord traits are pretty easy – if you don’t know what you should be taking, Grand Strategist is a very safe bet. If you have more of a plan, Old Grudges looks good. Despite the aboslute avalance of options outside this table, you can’t go too far wrong with that.

Relics

Sadly, the core relics for Astra Militarum are a bit underwhelming. That doesn’t super matter as there are plenty of regimental ones and/or the Hammer of Sunderance to spend your points on, but this main list is pretty weak The six choices here are:

The Emperor’s Benediction: A 3-shot AP-1 D2 bolt pistol that can character-snipe for a Commissar or Lord Commissar. Cute, but underwhelming, and the short range makes the sniping pretty irrelevant. C

A 3-shot AP-1 D2 bolt pistol that can character-snipe for a Commissar or Lord Commissar. Cute, but underwhelming, and the short range makes the sniping pretty irrelevant. The Laurels of Command: Officer with voice of command only. When they order a unit, they can roll a 4+ and order that unit again, for free. One of the better core ones – it’s a coin flip, but double tapping on orders into a tooled up Scion unit or a Heavy Weapon team has real upside, and it isn’t unsalvageable if you fail. B

Officer with voice of command only. When they order a unit, they can roll a 4+ and order that unit again, for free. One of the better core ones – it’s a coin flip, but double tapping on orders into a tooled up Scion unit or a Heavy Weapon team has real upside, and it isn’t unsalvageable if you fail. The Deathmask of Ollanius: Gives an INFANTRY model a 4++ and lets them heal d3 wounds at the start of your turn once per battle. Used to have a busted combo on an Ogryn Bodyguard, now doesn’t really have a role. D+

Gives an INFANTRY model a 4++ and lets them heal d3 wounds at the start of your turn once per battle. Used to have a busted combo on an Ogryn Bodyguard, now doesn’t really have a role. The Dagger of Tu’sakh – the bearer (an INFANTRY OFFICER) and one ASTRA MILITARUM INFANTRY unit (from the same <REGIMENT> if the bearer has one) can set up off the table, and then at the end of the Movement phase deploy anywhere within 6″ of a battlefield edge and within 3″ of each other. Used to be takeable on a Tank Commander, but that died in the FAQ. You can sneakily use this on Bullgryn by giving it to an Officer of the Fleet, but these days that’s the only trick that’s worth much of a look. Most other uses pale in comparison – theoretically you can bring Veterans on to use their new stratagem, but I’m not massively convinced that’s worth it. C+

– the bearer (an INFANTRY OFFICER) and one ASTRA MILITARUM INFANTRY unit (from the same <REGIMENT> if the bearer has one) can set up off the table, and then at the end of the Movement phase deploy anywhere within 6″ of a battlefield edge and within 3″ of each other. Used to be takeable on a Tank Commander, but that died in the FAQ. You can sneakily use this on Bullgryn by giving it to an Officer of the Fleet, but these days that’s the only trick that’s worth much of a look. Most other uses pale in comparison – theoretically you can bring Veterans on to use their new stratagem, but I’m not massively convinced that’s worth it. Kurov’s Aquila: Another tool from the broken CP farms of yore. An OFFICER can carry this, and each time your opponent uses a Stratagem you roll a D6 and gain a Command Point back on a 5+. These days it still sees play, but in much-reduced form following the addition of the Tactical Restraint rule, which hs lead to it mostly being made redundant by Grand Strategist. Potentially primed for a comeback if people want to use their warlord slot on a Tank Ace. B+

Another tool from the broken CP farms of yore. An OFFICER can carry this, and each time your opponent uses a Stratagem you roll a D6 and gain a Command Point back on a 5+. These days it still sees play, but in much-reduced form following the addition of the Tactical Restraint rule, which hs lead to it mostly being made redundant by Grand Strategist. Potentially primed for a comeback if people want to use their warlord slot on a Tank Ace. Blade of Conquest: +2S AP-4 d3 damage power sword. That’s a heck of a power sword, but tangling in melee still isn’t what you want your commanders doing. C

Kurov’s Aquils is still just about the winner here, but the real answer is to go find the Hammer of Sunderance or the Relic of Lost Cadia elsewhere.

Stratagems

There are three sets of these (outside the regimental ones we’ve already covered) because of course there are. The basic codex had the standard crop, but then TGG added both an additional set of generic ones and a set you only unlock by including a full MILITARUM TEMPESTUS detachment (which, confusingly, contains stratagems aimed at other types of auxilia as well). For the sake of clarity, we’ll split these up by their source, but to be clear there’s no difference in how you unlock the first two sets – every AM army gets both.

Codex

Vortex Missile – 3CP: Substantially soups up a Vortex Missile fired by a Deathstrike with hit re-rolls, better chance of splash damage and a chance to do extra damage to any survivors.. Exists in an weird rating spot – Deathstrikes are still terrible even with this, but if you’ve taken one it potentially is worth saving this to go with it. I’m going to go with a D+

Substantially soups up a Vortex Missile fired by a Deathstrike with hit re-rolls, better chance of splash damage and a chance to do extra damage to any survivors.. Exists in an weird rating spot – Deathstrikes are still terrible even with this, but if you’ve taken one it potentially is worth saving this to go with it. I’m going to go with a Fire on My Position – 3CP: When a unit with a Voxcaster is wiped out, deal d3 MWs to each enemy unit within 3″ on a 4+. This should cost 1CP, early 8th was a trip. D+

When a unit with a Voxcaster is wiped out, deal d3 MWs to each enemy unit within 3″ on a 4+. This should cost 1CP, early 8th was a trip. Crush Them! – 1CP: Use at the start of the Charge phase and pick a vehicle. That unit can charge even if it Advanced, and in the following Fight phase its attacks hit on a 2+. Surprisingly relevant – handy on a Leman Russ to make it into an ok counter-charger, and outright nasty on something on a Baneblade chassis, which suddenly has a potential 9 attacks at S9, AP-2, Dd3 hitting on a 2+. B

Aerial Spotter – 2CP: Use at the start of the Shooting phase on a Basilisk or Wyvern, that unit can re-roll failed hit rolls. Handy for squeezing a bit more efficiency out of these units, and especially great if you’re also going to double shoot them with the Vigilus stratagem. However doing that does get very expensive, and unless you have an absolute ocean of CP the ceiling for that combo is a bit low for 4CP spent. Still OK, but not great. C+

Use at the start of the Shooting phase on a Basilisk or Wyvern, that unit can re-roll failed hit rolls. Handy for squeezing a bit more efficiency out of these units, and especially great if you’re also going to double shoot them with the Vigilus stratagem. However doing that does get very expensive, and unless you have an absolute ocean of CP the ceiling for that combo is a bit low for 4CP spent. Still OK, but not great. Jury Rigging – 1CP: Use at the start of your turn. Pick a vehicle, heal 1 wound, but you can’t move/charge/pile in. Top tip here is to look for opportunities to bring a vehicle back above a degradation threshold to bring its shooting effectiveness back up. That’s pretty much the only time you should use this – 1CP is not worth it otherwise. B

Use at the start of your turn. Pick a vehicle, heal 1 wound, but you can’t move/charge/pile in. Top tip here is to look for opportunities to bring a vehicle back above a degradation threshold to bring its shooting effectiveness back up. That’s pretty much the only time you should use this – 1CP is not worth it otherwise. Consolidate Squads – 1CP: Use at the end of your Movement phase. Choose an Infantry Squad within 2″ of another Infantry Squad from the same <REGIMENT>. They merge int o a single unit and are treated as such for the rest of the battle. Handy for creating bigger blobs where needed, or denying victory points – for example, in an ITC game where your horde of Guardsman might give up kill more easily. Also magnifies the effect of buffs. One of those things that isn’t always useful, but is super important to have lodged in your brain as a thing you can do in emergencies. B

Use at the end of your Movement phase. Choose an Infantry Squad within 2″ of another Infantry Squad from the same <REGIMENT>. They merge int o a single unit and are treated as such for the rest of the battle. Handy for creating bigger blobs where needed, or denying victory points – for example, in an ITC game where your horde of Guardsman might give up kill more easily. Also magnifies the effect of buffs. One of those things that isn’t always useful, but is super important to have lodged in your brain as a thing you can do in emergencies. Preliminary Bombardment – 2CP: Use before the first battle round begins. Roll a dice for each enemy unit on the battlefield, and on a 6 they suffer 1 mortal wound. The impact here is tiny for the cost, and this just isn’t worth it. D

Use before the first battle round begins. Roll a dice for each enemy unit on the battlefield, and on a 6 they suffer 1 mortal wound. The impact here is tiny for the cost, and this just isn’t worth it. Imperial Commanders Armoury – 1/3CP : Standard extra relic trait. There are lots of things you want out of various regiements and detachments, so good. A

: Standard extra relic trait. There are lots of things you want out of various regiements and detachments, so good. 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

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. Mobile Command Vehicle – 1CP: Lets an OFFICER issue orders from inside a Chimera. Not super relevant most of the time, but if you go in on a CHimera spam list it’s suddenly promoted all the way to OK. C+

Lets an OFFICER issue orders from inside a Chimera. Not super relevant most of the time, but if you go in on a CHimera spam list it’s suddenly promoted all the way to OK. Inspired Tactics – 1CP: Use after an officer has issued an order or tank order. That officer may immediately issue an additional order. This is great for squeezing utility out of your officers, whether that’s getting a 3rd FRFSRF out, or getting them to order 2 units and then order themselves to scurry off to safety, or whatever else. Very handy in a pinch B

Use after an officer has issued an order or tank order. That officer may immediately issue an additional order. This is great for squeezing utility out of your officers, whether that’s getting a 3rd FRFSRF out, or getting them to order 2 units and then order themselves to scurry off to safety, or whatever else. Very handy in a pinch Defensive Gunners – 1CP: Use when firing Overwatch with a vehicle. That unit hits on a 5 or a 6 instead of just a 6. Doubling your number of hits with a vehicle being charged can be clutch, particularly if it’s something a Manticore and hitting a few times could legitimately expect to kill the charger. Also great on something like a Russ with a punisher gatling cannon, where this can make for a very swingy burst of fire which could well cripple a light unit intending to tag it and tie it up. Great combo with the Emperor’s FIst warlord trait too. B

Use when firing Overwatch with a vehicle. That unit hits on a 5 or a 6 instead of just a 6. Doubling your number of hits with a vehicle being charged can be clutch, particularly if it’s something a Manticore and hitting a few times could legitimately expect to kill the charger. Also great on something like a Russ with a punisher gatling cannon, where this can make for a very swingy burst of fire which could well cripple a light unit intending to tag it and tie it up. Great combo with the Emperor’s FIst warlord trait too. Take Cover – 1CP: Add 1 to saving throws for a unit targeted by Shooting. Briefly at the start of the edition you could Take Cover on anything including a Baneblade, but it’s since been erratad to be INFANTRY only. Should you care to combine this with Psychic Barrier you can get a basic squad of Infantry in cover down to a 2+ save, or Scions to a 1+, or of course use the Bullgryn stack described above for an utterly ridiculous -1+ save – at which point it takes some seriously heavy weaponry to get rid of them. One of those lovely strats that’s both useful on pure rate and builds into powerful combos. A

Add 1 to saving throws for a unit targeted by Shooting. Briefly at the start of the edition you could Take Cover on anything including a Baneblade, but it’s since been erratad to be INFANTRY only. Should you care to combine this with Psychic Barrier you can get a basic squad of Infantry in cover down to a 2+ save, or Scions to a 1+, or of course use the Bullgryn stack described above for an utterly ridiculous save – at which point it takes some seriously heavy weaponry to get rid of them. One of those lovely strats that’s both useful on pure rate and builds into powerful combos. Grenadiers – 1CP: Use this before an infantry unit shoots or fires Overwatch. Up to ten models can throw grenades instead of only one model. Great for when there’s something lasguns just can’t deal with, and particularly hilarious on a big block of Scions which can throw out 10 krak grenades at BS3+. B

Use this before an infantry unit shoots or fires Overwatch. Up to ten models can throw grenades instead of only one model. Great for when there’s something lasguns just can’t deal with, and particularly hilarious on a big block of Scions which can throw out 10 krak grenades at BS3+. Fight to the Death – 1CP: Use when taking a Morale test. You can roll a D3 rather than a D6 for this test. Dead handy for keeping a unit around when it’s sat on a crucial objective. B

Use when taking a Morale test. You can roll a D3 rather than a D6 for this test. Dead handy for keeping a unit around when it’s sat on a crucial objective. Go! Recon! – 1CP: Lets Scout Sentinels move 2D6″ in the Shooting phase but not shoot or charge this turn. Another handy little objective grabber and a way to get some extra utility out of your Brigade-filler sentinels, or a unit that you’ve included for Strike First, Strike Hard that’s still kicking around mid-game. B

Lets Scout Sentinels move 2D6″ in the Shooting phase but not shoot or charge this turn. Another handy little objective grabber and a way to get some extra utility out of your Brigade-filler sentinels, or a unit that you’ve included for that’s still kicking around mid-game. Vengeance for Cadia! – 1CP: Confusingly not Cadian Specific. Use this before an infantry unit shoots or fires Overwatch. Re-roll failed hit and wound rolls against CHAOS units. This one doesn’t have the most broad utility, but Chaos is a strong faction right now, and the buff here is wild . Situational, but powerful enough when it’s “on” to get a B+ overall.

The generic guard strats are notoriously underwhelming – there’s some OK stuff here, but nothing you reliably want to be using all the time, and one of the reasons Cadians have always been popular for pure Guard is having a very powerful faction-locked strat to sink CP into. Luckily, The Greater Good (plus a bunch of ways to spend CP pre-game that have built up over time) has improved this somewhat.

The Greater Good – Generic

Relentless – 1CP: A non-TITANIC vehicle can act on top profile for a turn. Not being able to use it on your super heavies is a bit of a shame (but does at least suggest that they’ve learned from the catastrophic error that was Machine Spirit Resurgant), but because of the number of ways in TGG to make one of your tanks somehow superior this is still helpful – if your opponent takes a swing at your Tank Ace and narrowly misses being able to run a full reprisal is good. B

A non-TITANIC vehicle can act on top profile for a turn. Not being able to use it on your super heavies is a bit of a shame (but does at least suggest that they’ve learned from the catastrophic error that was Machine Spirit Resurgant), but because of the number of ways in TGG to make one of your tanks somehow superior this is still helpful – if your opponent takes a swing at your Tank Ace and narrowly misses being able to run a full reprisal is good. Direct Onslaught – 1CP: A Manticore or Wyvern gets +1 to hit against targets it can see. This is a decent buff when it’s on, and especially good if you’ve got a source of re-roll 1s or have powered the unit up somehow. B

A Manticore or Wyvern gets +1 to hit against targets it can see. This is a decent buff when it’s on, and especially good if you’ve got a source of re-roll 1s or have powered the unit up somehow. Experienced Eye – 1CP: Gives a VETERANS squad +1AP. Veterans, unfortunately, aren’t in a great spot right now – there’s very little reason you’d take them over Scions. That, sadly, leaves this largely irrelevant despite being a powerfull buff on paper. C.

Gives a VETERANS squad +1AP. Veterans, unfortunately, aren’t in a great spot right now – there’s very little reason you’d take them over Scions. That, sadly, leaves this largely irrelevant despite being a powerfull buff on paper. 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+

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. Splash Damage – 1CP: A HELLHOUND can and re-roll wounds against a unit in cover with its main gun. The boost here is just way too small – it’s conditional and isn’t going to affect enough shots to be worth the point most of the time. D+

A HELLHOUND can and re-roll wounds against a unit in cover with its main gun. The boost here is just way too small – it’s conditional and isn’t going to affect enough shots to be worth the point most of the time. Concentrated Fire – 1CP: A Heavy Weapon Squad gets +1 to hit and wound against a single target but all have to target it. Boy is that a hefty boost, yowza – the obvious place to put this is on a Lascannon team, where it leaves them wounding anything they shoot on 2s, and probably hitting on 3s re-rolling 1s (or even better if they’re Cadian). Heavy Weapon teams with good guns have always been unreliable glass cannons and thus not appeared in lists, but removing the “unreliable” from that equation is a serious draw to include one squad. Any strat powerful enough to make a bad unit good has to get at least a B+ and that seems like a good spot for this – the three model cap still puts a ceiling on it, but the power is there.

A Heavy Weapon Squad gets +1 to hit and wound against a single target but all have to target it. Boy is that a hefty boost, yowza – the obvious place to put this is on a Lascannon team, where it leaves them wounding anything they shoot on 2s, and probably hitting on 3s re-rolling 1s (or even better if they’re Cadian). Heavy Weapon teams with good guns have always been unreliable glass cannons and thus not appeared in lists, but removing the “unreliable” from that equation is a serious draw to include one squad. Any strat powerful enough to make a bad unit good has to get at least a and that seems like a good spot for this – the three model cap still puts a ceiling on it, but the power is there. Strike First, Strike Hard – 1CP: A unit of Sentinels gets +2 to hit in the first battle round. Continuing the theme of making ropey units good, this has seen an explosion in the inclusion of full Sentinel squads packing hunter-killer missiles and either lascannons or missile launchers in lists. +2 to hit is an outrageously huge bonus at the price when attached to 6 big shots, and this appears to be a real player. A

A unit of Sentinels gets +2 to hit in the first battle round. Continuing the theme of making ropey units good, this has seen an explosion in the inclusion of full Sentinel squads packing hunter-killer missiles and either lascannons or missile launchers in lists. +2 to hit is an outrageously huge bonus at the price when attached to 6 big shots, and this appears to be a real player. Shield of Flesh – 1CP: When your opponent shoots at an INFANTRY unit within 3″ of a Bullgryn unit that’s closer to them, they get -1 to hit. It’s a little hard to set up and there aren’t a tonne of things this is worth it on, but since good lists exist that use both Bullgryn and full Scion squads (the place this would be valuable) it’s probably only a matter of time till someone combines them. B

When your opponent shoots at an INFANTRY unit within 3″ of a Bullgryn unit that’s closer to them, they get -1 to hit. It’s a little hard to set up and there aren’t a tonne of things this is worth it on, but since good lists exist that use both Bullgryn and full Scion squads (the p