War Zone Nachmund Faction Focus: Astra Militarum

The first competitive season for 40k has arrived, with War Zone: Nachmund giving us new points, missions, secondary objectives, and rules to contemplate. These rules represent a major shake-up for competitive 40k and to help you make sense of it all, we’re going through each faction and talking about how things have changed for them and how they might compete. Today we’re talking about the Astra Militarum.

Faction Overview

The Astra Militarum were struggling well before the Nachmund update, sitting reliably as one of the game’s worst armies. Which wasn’t to say it was completely hopeless – armies built around decent indirect fire and the ability to pop up around the table could get the drop on unsuspecting opponents and steal some games against Chaos armies or in games where they had the opportunity to go first. And on top of this the faction got a much-needed buff to its Leman Russ mainstay unit in the December balance dataslate, with the tank’s armor save improving to a 2+, making Tank Commanders much more durable.

Of course, that’s scant consolation for the army – Nachmund has not been kind to the Imperial Guard and their varied regiments. For starters, there are the new secondary objectives – both the changes to Bring it Down and No Prisoners directly disadvantage Astra Militarum armies, which have almost no way to get around giving up 15 points for both thanks to the changes that mean that both Tauroxes and Chimeras are now worth 2 VP for the former and the fact that killing 130 wounds of infantry will net 15 points for the latter. While some of this is made up for with the new Astra Militarum secondary, For the Emperor!, which rewards you for killing enemy units, it’s not quite enough to overcome the fact that every opponent you play will have at least two easy secondary objective picks against you (and Assassination will usually be an attractive option as well).

Credit: Robert “TheChirurgeon” Jones

The second challenge is the new missions, which tend to reward more aggressive play, with additional primary points for holding objectives in your opponent’s territory or destroying enemy units. These don’t particularly benefit artillery-heavy Astra Militarum lists, though players can take advantage of end-of-turn scoring points by essentially sending sucide ObSec squads up the table with Move! Move! Move!. The aspect that does benefit the Guard however is the new emphasis on Troops, actions, and units with the Objective Secured rule – Tempestus Scions are great for popping up and Retrieving Nachmund Data, Planting Bombs, or helping grab objectives for Data Intercepts. These advantages will be heavily mission-dependent, however.

Finally there’s the meta. A year ago the Astra Militarum were barely hanging on, with little to no success at the competitive level. Fast forward and nine Codexes later, they’ve fallen completely out of it. Unlike Chaos Space Marines, whose recent point drops and offensive boosts have left them in a kind of sweet spot for offensive trading, non-artillery Guard units lack the kind of offensive punch necessary to actually trade while artillery units are alternatively outclassed by Ork, Tau, and Eldar options or less valuable against a slew of new units that reduce incoming damage from ranged attacks. I looked at a dozen GT-sized events since Nachmund became legal, and among them I only found half a dozen players even running Astra Militarum, and the best of them finished with 3 wins at the 8-round London GT event. The increase in big targets and heavy infantry means that guard lists will want to look more to meltaguns and other high-damage weaponry than plasma on infantry squads.

In short, things are Not Great for the Astra Militarum. The army still has some tricks but the current environment is extremely hostile to the army, and any games where it can’t go first and soften up enemy targets are going to be a very difficult uphill battle. 

Credit: Robert “TheChirurgeon” Jones

The Points Changes

Hoo boy. Depending on your view, the point changes for Astra Militarum fell somewhere between “insulting” and “infuriating.” The Leman Russ Battle tank options came down 10 points, but Manticores went up 10 points, dealing a massive blow to an army that very much relied on fielding multiple Full Payload Manticores in order to deal ranged damage to key enemy targets. As a consolation, the costs for Deathstrike Missiles came down 30 points, providing the insult to add to Guard players’ collective injury. They’re still awful.

The net result is that, at 155 points, it may be worth replacing Manticores with Full Payload Basiliks, which run 30 points cheaper per model and can shoot five times per game, albeit with fewer shots and higher AP. The loss of shots is rough but you can make up for some of it with access to the Aerial Spotter Stratagem. The other potential alternative are taking more Leman Russ Demolisher tanks, which fare better thanks to their point drops and a 2+ armor save.

The New Missions

The missions in Nachmund are, at best, a mixed bag for Astra Militarum. There are fewer Dawn of War deployment missions, which on the whole is good news – it means you can more easily put distance between yourself and opponents – but there are more center-of-table objectives and an additional Search-and-Destroy deployment (i.e. the one with corners where units deploy more than 9” from the middle), which puts opposing armies closer together (18”). Missions that advantage obsec units, troops, and actions are good for guard armies in that they benefit lists that can drop in Tempestus Scions to hold objectives and/or complete actions – Tear Down Their Icons and Data-Scry Salvage both potentially benefit Guard armies. On the other hand, missions that put lots of objectives in the middle of the table such as Death and Zeal, Tide of Conviction, and Abandoned Sanctuaries are outright terrible for the faction, as they put priority on having tough ObSec units that can take a beating and fight well in melee. Bullgryns are the closest thing you have here, and certainly worth some consideration, but they’re notably not ObSec, and that’s going to make holding mid-table objectives much more difficult.

Credit: Robert “TheChirurgeon” Jones

Building Some Lists

With that out of the way, let’s look at some lists for the Astra Militarum. 

Lawrence Bianco’s Catachans

Lawrence took this list to a 3-3 finish at the February FLG Cherokee Open, making use of Catachans mostly for free shot re-rolls (the +1 Strength does nothing for the Bullgryns, who are Auxilia). 

++ Brigade Detachment 0CP (Imperium – Astra Militarum) [109 PL, 2,000pts, 10CP] ++

Regimental Doctrine: Regiment: Catachan
Imperial Commander’s Armoury [-1CP]: 1 additional Heirloom of Conquest
Tank Ace [-1CP]

+ HQ +

Colonel ‘Iron Hand’ Straken [4 PL, 80pts]

Company Commander [2 PL, 45pts]: Laspistol, Power fist, Warlord

Primaris Psyker [3 PL, 50pts]: Gaze of the Emperor, Psychic Barrier, Relic: The Deathmask of Ollanius

Tank Commander [12 PL, 225pts]: Heavy Bolter, Turret-mounted Demolisher Siege Cannon
. 2 Heavy Bolters

Tank Commander [12 PL, 225pts]: Heavy Bolter, Turret-mounted Demolisher Siege Cannon
. 2 Heavy Bolters

+ Troops +

Infantry Squad [3 PL, 55pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 55pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 55pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 55pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 55pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 55pts]
. 9x Guardsman: 9x Lasgun
. Sergeant: Chainsword, Laspistol

Militarum Tempestus Scions [3 PL, 45pts]
. 4x Scion: 4x Frag & Krak grenades, 4x Hot-shot Lasgun
. Tempestor: Chainsword, Hot-shot Laspistol

+ Elites +

Bullgryns [10 PL, 175pts]
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn Bone ‘ead: Bullgryn Maul, Slabshield

Command Squad [2 PL, 65pts]
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun

Ministorum Priest [2 PL, 40pts]: Chainsword

Platoon Commander [2 PL, 35pts]: Plasma pistol, Power sword, Relic: The Dagger of Tu’Sakh

Sergeant Harker [3 PL, 55pts]

+ Fast Attack +

Hellhounds [6 PL, 115pts]
. Hellhound: Heavy Flamer, Inferno Cannon, Track guards

Scout Sentinels [3 PL, 35pts]
. Scout Sentinel: Multi-laser

Scout Sentinels [3 PL, 35pts]
. Scout Sentinel: Multi-laser

+ Heavy Support +

Manticore [8 PL, 155pts]: Full Payload, Heavy Bolter

Manticore [8 PL, 155pts]: Full Payload, Heavy Bolter

Wyverns [8 PL, 135pts]
. Wyvern: Heavy Bolter

++ Total: [109 PL, 2,000pts, 10CP] ++

Notable Features

  • A squad of Bullgryn supported by a Priest to hold mid-table objectives and get in the thick of it
  • Two full Payload Manticores to fire from the backline
  • Two Demolisher Tank Commanders to tear things up from the front

This list isn’t terribly different from what we’d expect before Nachmund, but with the change to missions it makes sense to go back to the Bullgryn well. Bullgryns have been an almost-there unit for a while following a points drop last year but the increased need for mid-table presence has potentially put them back into a playable position, though what that says about Astra Militarum armies isn’t particularly great. Supporting those Bullgryns are a lot of the usual suspects, with two Full Paylord Manticores and a pair of Tank Commanders, though a Wyvern replaces the third Manticore here and a Hellhound rounds out the Fast Attack slot. The addition of Bullgryns helps the list avoid some of the bigger challenges for Guard lists on scoring, since it can only give up 14 on Bring it Down and 9 on No Prisoners, though Assassination is still a very easy option with seven characters on the table.

The list packs a single Plasma Scions unit that can be relatively versatile, while Infantry Squads can be placed into Strategic Reserves as needed.

 

Brett Urbanowski’s List

Brett took this list to a 4-2 finish at the Clutch City GT event, and represents the other best-case scenario for an Astra Militarum list. At this point you’re basically leaning as hard as you can on the book’s 3-4 best/functional datasheets, and Taurox Primes also fall into that category. Here they’re supported by Tank Commanders and Manticores.

++ Patrol Detachment -2CP (Imperium – Astra Militarum) [23 PL, -2CP, 376pts] ++

Regimental Doctrine: 133rd Lambdan Lions

  • HQ +

Tempestor Prime [3 PL, 40pts]: Display Astra Militarum Orders, Hot-shot Laspistol

  • Troops +

Militarum Tempestus Scions [3 PL, 45pts]
4x Scion: 4x Frag & Krak grenades, 4x Hot-shot Lasgun
Tempestor: Chainsword, Hot-shot Laspistol

Militarum Tempestus Scions [3 PL, 45pts]
4x Scion: 4x Frag & Krak grenades, 4x Hot-shot Lasgun
Tempestor: Chainsword, Hot-shot Laspistol

  • Dedicated Transport +

Taurox Prime [7 PL, 123pts]: Storm Bolter, Taurox Gatling Cannon, Two Hot-shot Volley Guns

Taurox Prime [7 PL, 123pts]: Storm Bolter, Taurox Gatling Cannon, Two Hot-shot Volley Guns

++ Patrol Detachment -2CP (Imperium – Astra Militarum) [33 PL, -2CP, 561pts] ++

Regimental Doctrine: Gunnery Experts, Spotter Details

  • HQ +

Tank Commander [12 PL, 198pts]: Heavy Bolter, Storm Bolter, Turret-mounted Demolisher Siege Cannon

Tank Commander [12 PL, 198pts]: Heavy Bolter, Storm Bolter, Turret-mounted Demolisher Siege Cannon

  • Troops +

Infantry Squad [3 PL, 55pts]
9x Guardsman: 9x Lasgun
Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 55pts]
9x Guardsman: 9x Lasgun
Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 55pts]
9x Guardsman: 9x Lasgun
Sergeant: Chainsword, Laspistol

++ Battalion Detachment 0CP (Imperium – Astra Militarum) [58 PL, 11CP, 1,063pts] ++

Regimental Doctrine: Gunnery Experts, Spotter Details
Tank Ace [-1CP]

  • HQ +

Company Commander [2 PL, 35pts]: Chainsword, Display Astra Militarum Orders, Laspistol, Relic: Kurov’s Aquila, Warlord

Tank Commander [12 PL, 198pts]: Heavy Bolter, Storm Bolter, Turret-mounted Demolisher Siege Cannon

  • Troops +

Infantry Squad [3 PL, 60pts]
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Meltagun
Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Meltagun
Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Meltagun
Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Meltagun
Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Meltagun
Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 60pts]
8x Guardsman: 8x Lasgun
Guardsman W/ Special Weapon: Meltagun
Sergeant: Chainsword, Laspistol

  • Heavy Support +

Leman Russ Battle Tanks [10 PL, 150pts]
Leman Russ Demolisher: Heavy Bolter, Turret-mounted Demolisher Siege Cannon

Manticore [8 PL, 160pts]: Full Payload, Heavy Bolter, Hunter-Killer Missile

Manticore [8 PL, 160pts]: Full Payload, Heavy Bolter, Hunter-Killer Missile

+++

 

A Cadians List

Octarius Book 1: Rising Tide introduced us to the Cadian supplement for Guard, which gave the army quite a few neat tricks. They aren’t really enough to make the army viable, but by going all-in on the army’s shooting we can construct a list that can conceivably win games where it wins the first-turn roll-off.

+++ Astra MIlitarum Battalion Detachment (1,996 Points, 10 CP) +++

Regiment: Cadian
Imperial Commander’s Armoury (-1 CP)
Tank Ace (-1 CP)

++ Agents of the Imperium ++

Inquisitor Coteaz (95)

+HQ+

Knight Commander Pask (265) – Demolisher Cannon, Lascannon, 2x Plasma Cannon

Tank Commander (230) – Battle Cannon, Lascannon, Relic: Gatekeeper, Warlord, 2x Heavy Bolter

Tank Commander (200) – Demolisher Cannon, Lascannon, Relic: Relic of Lost Cadia

+Troops+

Infantry Squad (65) – w/Meltagun, Vox-caster

Infantry Squad (65) – w/Meltagun, Vox-caster

Infantry Squad (65) – w/Meltagun, Vox-caster

Infantry Squad (65) – w/Meltagun, Vox-caster

Infantry Squad (65) – w/Meltagun, Vox-caster

Tempestus Scions x5 (65) – 2x Meltagun

+Elites+

Platoon Commander (27)

Wyrdvane Psykers x3 (24)

+Fast Attack+

Armoured Sentinels x1 (45)

Scout Sentinels x1 (35)

+Heavy Support+

Basilisks x3 (375)

Manticore (155), Full Payload

Manticore (155), Full Payload

+++

Notable Features

  • Lots and lots of indirect fire, with a trio of Basilisks adding to the pair of Full-Payload Manticores, plus a trio of Demolisher Tank Commanders
  • Meltaguns on the infantry squads to threaten big targets

This list doubles down on the faction’s indirect firepower and then doubles up on tank commanders, the faction’s other most useful unit. There’s potentially a case to be made here for ditching the artillery and going all-in on Leman Russes and I wouldn’t dissuade you from trying that, either. The list is going to struggle with holding objectives on the middle of the table and keeping the infantry alive, so your best bet is to reserves most of them and then hope you can wipe out most of your opponent’s threats before they arrive.

 

Look, Just Try to Have Some Fun Out There

Here at Goonhammer we try to be honest, but optimistic. We’ve got nothing to gain from telling you an army’s good when it isn’t, but we also recognize that people are still going to play Astra Militarum even when they aren’t competitive with T’au and Custodes lists. So we’ve tried to present a best-case for what armies in Nachmund can look like. But make no mistake – the current environment is very hostile to the Guard and every game is going to be an uphill battle. Take heart, and try to just have a good time out there.

Have any questions or comments? Drop us a note in the comments below or email us at contact@goonhammer.com.