Designation Force
The 1-DP recon detachment where Sentinels and scouts light up targets for the rest of the army to erase.
SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β always confirm against the current official rules and your latest dataslate before a game.
Not every Guard army wants to stand still and shoot; some want to see first and hit first. Designation Force is the 11th-edition Faction Pack detachment built around forward reconnaissance, Scout Sentinels, snipers and scouts pushing up the board to mark enemies, then feeding those targets to a heavy gunline behind them. It is a positional, board-control detachment that rewards map awareness over brute force. At 1 DP it slots neatly beside a tank- or artillery-heavy codex core. The below is SprueSentry commentary on how it plays, not official rules, confirm exact ranges and effects in the pack. Back to the Astra Militarum guide.
The detachment rule
The engine is target designation. Previews describe Scout Sentinels equipped with signal flares that mark enemy units within a short range, reported as within 12 inches, and friendly units then gain an extended detection or targeting benefit against those marked enemies, with reporting citing a +3 inch boost to detection range. In practice this is about seeing and reaching threats your gunline otherwise could not, using fast, cheap recon models to pull distant or hidden targets into your kill zone. The detachment's value is positional rather than a raw damage buff: it rewards pushing scouts into good vantage points early. Confirm the exact designation range, what the benefit is, and how many units can exploit it in the printed Faction Pack, previews sketch the shape but not every number.
Stratagems and when to use them
The supporting stratagems reinforce the recon identity. A Long-Range Scout-style effect grants Infiltrators, letting your designators start further up the board so they can mark targets from turn one. A Sump-Smog Screen-style effect grants cover to the designating unit and to units behind it, protecting your fragile scouts and the gunline sheltering in their wake. Use the infiltrate effect at deployment to seize key sightlines; hold the smoke screen for the turn the enemy tries to shoot your exposed markers off the board. The theme is protecting the eyes of the army so the guns keep firing accurately, without your designators, the detachment stalls. Verify CP costs and exact wording against the pack.
Enhancements
Enhancements lean into scouting and target-marking, improving your recon characters' ability to designate, survive or reposition. On a detachment whose whole payoff runs through a handful of fragile spotter units, the best enhancement is usually the one that keeps a key designator alive or lets it mark more reliably, since losing your markers switches off the army-wide benefit. Attach it to the scout or Sentinel-supporting character you plan to push forward, and keep that model in cover. As always, previews describe the theme rather than the full slot, so check the printed Faction Pack for the exact enhancement names, effects and points before finalising your list.
Key units
Scout Sentinels are the stars, cheap, fast walkers that infiltrate, spot and designate, with Armoured Sentinels offering a tougher variant. Pair them with sniper and scout infantry that thrive on marking priority targets, then stand a heavy gunline behind them, Leman Russ tanks, artillery like Basilisks, and infantry heavy weapons, to cash in the designation benefit at range. The detachment is explicitly a support package: it makes the rest of your army shoot better into the right targets, so it wants a solid codex core doing the killing. This makes it a natural 1-DP partner for a shooting-focused codex detachment. See the army hub for unit options.
When to take it
Take Designation Force if you enjoy positional play, screening and information warfare, and already run a gunline that benefits from reaching or hitting priority targets. It is a strong 1-DP splash beside a tank- or artillery-heavy core, adding reach and board control that heavy Guard lists often lack. Skip it if you want a straightforward brawl or a low-model-management game, it asks you to push and protect fragile scouts every turn, and rewards players who think about sightlines. It suits methodical commanders more than aggressive ones. Confirm the current rules and points in the Faction Pack, then head back to the Astra Militarum guide to slot it into a list.
Common questions
What does 'designation' actually give my army?
Scout Sentinels mark enemy units within a short range (reported as 12 inches), and your other units then gain an extended detection or targeting benefit against those marked targets (reporting cites +3 inches). The point is reaching and hitting threats your gunline otherwise could not. Confirm the exact range and effect in the printed Faction Pack.
Is Designation Force a damage detachment?
Not directly. Its value is positional, seeing first, marking priority targets and controlling the board, so your existing guns fire more effectively. It works best paired with a shooty codex core that supplies the actual firepower, rather than as a standalone killing detachment.
How do I keep my scouts alive?
Use the detachment's own tools: an Infiltrators-style effect to start in strong cover-adjacent positions, and a smoke-screen-style stratagem to grant cover to your designators and the units behind them. Position them on sightlines that matter but stay screened, since losing your markers switches off the army-wide benefit.
- Warhammer 40,000 Faction Focus: Astra Militarum (Warhammer Community)
- #New40k - Download new Imperial Faction Packs today (Warhammer Community)
- 11th Edition Astra Militarum Detachments Add Abhumans, Drop Troops, And Scouts (Spikey Bits)
- Warhammer 40k detachments guide - updated for 11th edition (Wargamer)
- Hammer of Math: Astra Militarum Orders (Goonhammer)
Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β original commentary, not Games Workshop rules text.