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The Hammer of the Emperor - countless soldiers and mighty tanks! Build your Astra Militarum army list with complete datasheets for infantry regiments, heavy armor, and artillery.
Quick reference
Current 11th Edition points for every datasheet, updated with the latest Munitorum Field Manual. Open any unit for its complete stats, weapons and abilities.
The Astra Militarum is the game's artillery-and-attrition army, and it plays unlike anything else. Individual infantry are close to worthless in a fight; the army works because it has an enormous volume of cheap bodies to hold ground and a battery of tanks and artillery that can delete a target from anywhere on the table. Your infantry are not there to win combats, they are there to exist on objectives and to feed orders.
Orders are the mechanic that makes the army function, and they are what new players underuse. A Guard squad that receives an order does roughly double the work of one that does not, so your officers' positioning is a real tactical constraint every single turn — not an afterthought.
The army's identity is that it out-ranges you and then out-numbers you. If the game turns into a series of melee fights in the middle of the table, you are losing.
Guard is the faction most affected by the Battleline duplicate multiplier. Battleline infantry can be taken up to six times at Strike Force rather than three, which is the entire reason a Guard list can field the body count it needs. Check which squads your detachment makes Battleline before you fix your unit choices.
Budget for command. Every order-issuing character is points not spent on guns, and the temptation is to cut them. Do not — an under-officered Guard list is a collection of bad statlines.
Dedicated Transports sit outside the duplicate limit, with six allowed per army. Chimera-style transports are one of the few ways Guard infantry reach the middle of the board intact.
If you are new to Astra Militarum: Before your first game, write down which unit each of your officers will be ordering on turns one and two. Guard players lose more games to forgotten orders than to bad dice.
Combined arms with massive numbers. The Imperial Guard wins through waves of infantry supported by heavy tanks and devastating artillery barrages.
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