How to Play Astra Militarum in Warhammer 40,000 11th Edition
Your 11th-edition Guard playbook: exactly what Voice of Command does and the six Orders it contains, all eleven legal detachments with their real Detachment Point costs, the recon list that looks perfect and is illegal, and which regiment box to actually buy first.
BySprue Sentry
ReviewedAug 28, 2026
SourceFaction Pack: Astra Militarum v1.2 (official GW PDF, legal from 26 August 2026)
Sprue Sentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
The Astra Militarum are the Imperium's mortal armies: ordinary humans held in the line by discipline, commissars and an obscene quantity of artillery. You do not win with better models, you win by having more of them in more places, and by making the ones that matter shoot at the right target at the right moment.
This guide reflects Warhammer 40,000 11th edition as of 27 August 2026, written against the free Astra Militarum Faction Pack version 1.2, legal for matched play from 26 August 2026. The Guard were part of the 26 August reissue, so this is the current document rather than one waiting for a revision.
Three things are worth knowing before you read further, because all three are commonly got wrong:
- Eleven detachments are legal, not three. The pack prints six in full and the Munitorum Field Manual lists all eleven with their costs.
- There is no army-wide rule that lets one Order sweep several nearby squads. That effect exists, but it is an enhancement in one specific detachment, and it costs 20 points.
- One pairing that looks perfect is illegal. Designation Force plus Recon Element costs exactly your whole budget and is blocked by a Unique Tag.
This is SprueSentry strategy commentary, not official rules. Detachment Point costs, force dispositions, Unique Tags and enhancement points are not printed in the Faction Pack; they come from the official Munitorum Field Manual, read on 27 August 2026, and the Warhammer 40,000 app is the final word as points updates land.
The army rule: what Voice of Command actually does
Voice of Command is the whole faction in one mechanic, and it is simpler than most write-ups make it sound.
If your Army Faction is ASTRA MILITARUM, OFFICER models with this ability can issue Orders. Each Officer's datasheet says how many Orders it can issue in a battle round and which units are eligible to receive them. Each time an Officer issues an Order, you select one of the six Orders below, then select one eligible friendly unit within 6 inches of that Officer to issue it to.
The Order lasts until the start of your next Command phase. Unless something says otherwise, a unit can only be affected by one Order at a time, and a new Order replaces the old one rather than stacking. Orders cannot be issued to Battle-shocked units, and an Order stops affecting a unit that becomes Battle-shocked. Only ASTRA MILITARUM models gain the benefit.
The timing clause is the one people miss, and it is what makes two whole detachments work: Officers issue Orders in your Command phase, and also at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. An officer who just got out of a Chimera, or just dropped from the sky, orders immediately.
The six Orders:
- Move! Move! Move!: add 3 inches to Move.
- Fix Bayonets!: improve melee Weapon Skill by 1.
- Take Aim!: improve ranged Ballistic Skill by 1.
- First Rank, Fire! Second Rank, Fire!: improve the Attacks characteristic of Rapid Fire weapons by 1.
- Take Cover!: improve Save by 1, to no better than 3+.
- Duty and Honour!: improve Leadership and Objective Control by 1.
One correction, because it is repeated everywhere including in our own older copy. There is no clause in Voice of Command called Regimental Tactics that lets an Order sweep other PLATOON units within a short range. That effect is real, but it is the Exemplary Officer enhancement in the Armoured Infantry detachment: an Infantry Officer issuing an Order to its own unit can also issue it to up to two other Platoon units within 3 inches, for 20 points. There is also no datasheet section called Commanding Authority.
Sourcing note. Faction Pack v1.2 contains no army rule section. Its datasheets name Voice of Command under ARMY RULES and FACTION but never print its text, so the wording above is read off a community rules mirror rather than a current first-party document. We are telling you that here because it is the one part of this guide that is not backed by the pack.
How Detachment Points work for the Guard
In 11th edition you spend a Detachment Points (DP) budget rather than picking one detachment. The budget scales with game size: roughly 2 DP at 1,000 points (Incursion) and 3 DP at 2,000 points (Strike Force). The Munitorum Field Manual points at the Warhammer 40,000 app for the exact figures, so confirm them there.
Each detachment costs 1 to 3 DP, and the Astra Militarum spread is unusually friendly:
- 3 DP: Grizzled Company.
- 2 DP: Armoured Infantry, Combined Arms, Hammer of the Emperor, Mechanised Assault, Recon Element, Siege Regiment, Steel Hammer.
- 1 DP: Abhuman Auxiliaries, Bridgehead Strike, Designation Force.
Only one detachment costs 3 DP. That matters more than it sounds. In most factions in this program two or three detachments eat the entire Strike Force budget and can never be paired; here it is just Grizzled Company. Everything else has a partner.
Run the arithmetic and the Guard have 24 legal multi-detachment builds at 2,000 points: 23 two-detachment armies, plus exactly one three-detachment army made of all three 1 DP detachments together. That is the widest list-building space of any faction we have covered, and it is the main reason the Astra Militarum reward the DP system rather than merely tolerating it.
Unique Tags are the constraint. No two detachments in your army may share one, and the Guard have two tags:
- ABHUMAN on Abhuman Auxiliaries and Grizzled Company.
- RECON on Designation Force and Recon Element.
Both tags block a pairing a reader will genuinely try to build, and both get their own page below.
One detachment's cost is contested. The official Munitorum Field Manual lists Recon Element at 2 DP with a decrease marker; the community mirror still shows 3 DP and still records the older Faction Pack v1.1. We follow the official document. The direction matters: at the mirror's price Recon Element takes no partner at all, and at the official price it takes any 1 DP partner except the one the RECON tag blocks.
The eleven detachments, and which one to start with
The Guard detachment menu is genuinely broad, and it divides cleanly by what part of your collection you want to matter.
Start here. Combined Arms (2 DP) is the all-comers detachment and the right first pick. Born Soldiers gives your infantry [LETHAL HITS] against infantry and your tanks [LETHAL HITS] against tanks and monsters, with no keyword requirements beyond REGIMENT and SQUADRON. It works with whatever you already own.
If you like tanks. Hammer of the Emperor (2 DP) makes armour mobile, replacing the Advance roll with a guaranteed 6 inches. Steel Hammer (2 DP) is the super-heavy detachment and lets a Baneblade shoot whatever charged it. Armoured Infantry (2 DP) is the Order-economy detachment, built around transports and the squads that ride them.
If you like infantry. Siege Regiment (2 DP) is artillery and trench warfare, with a three-option bombardment chosen every battle round. Mechanised Assault (2 DP) rewards disembarking and shooting with +1 to Wound. Recon Element (2 DP) now gives your entire non-Titanic army Stealth.
If you want a whole army in one pick. Grizzled Company (3 DP) adds an Order to every Officer and re-rolls Hit rolls of 1 for every unit under an Order. It is the only Guard detachment that fills your budget alone.
The three 1 DP specialists are designed to bolt onto any of the above. Abhuman Auxiliaries makes Commissars able to order Ogryns, Bullgryns and Ratlings. Bridgehead Strike turns Tempestus Scions into your core. Designation Force uses Sentinels and smoke-equipped infantry to mark targets for the gunline.
Our recommended first 2,000-point army is Combined Arms plus Abhuman Auxiliaries, and the strongest thematic pairing is Siege Regiment plus Designation Force.
The two pairings you cannot take
Both Guard Unique Tags exist to block a list a reasonable player would build on purpose. Neither is arbitrary, and both are worth understanding before you buy models.
[Designation Force + Recon Element](/40k/armies/astra-militarum/detachments/astra-militarum-recon-tag-trap) costs exactly 3 DP, which is your entire Strike Force budget, and it is illegal because both carry the RECON tag.
It is the most convincing trap in the faction. The two are the only reconnaissance detachments, they share the Reconnaissance Force Disposition, and they read as complementary rather than redundant: one marks enemies so they can be seen, the other hides your own army. And the Munitorum Field Manual has just decreased Recon Element to 2 DP, which makes the sum fit for the first time, exactly when the tag makes it illegal.
[Abhuman Auxiliaries + Grizzled Company](/40k/armies/astra-militarum/detachments/astra-militarum-abhuman-tag-trap) costs 4 DP, which is over budget, and it is also blocked by the shared ABHUMAN tag. Both are printed in full in the same pack a few pages apart, and both are about Commissars commanding Ogryns, which is exactly why the tag exists.
One pairing that looks blocked and is not: Mechanised Assault shares the Reconnaissance Force Disposition with both recon detachments, so readers assume a tag clash. It carries no Unique Tag in any source and pairs with either of them freely. A Force Disposition is not a tag.
How to actually play the army
Three habits separate a Guard player who wins from one who just owns a lot of models.
Sequence your Orders before you move anything. The 6 inch range in Voice of Command is the real constraint on the army rule, and an Order wasted because a squad drifted out of range is a whole unit's worth of output gone. Work out which units need to shoot, run or hunker, then position Officers to reach them. This is why the Laud Hailer enhancement in Grizzled Company, which doubles that range to 12 inches for 10 points, is better than it looks.
Spend Command Points on the swing turn. Guard stratagems are cheap and numerous, which tempts you to dribble them away in turn one. The ones that decide games are reactive: Take Cover! timed into an opponent's shooting phase, Additional Armour when the big volley comes, Ablative Plating on the tank they have committed to killing. Hold points for the turn your opponent commits.
Trade up and accept losses. You will lose a lot of models every game. That is the plan, not a failure. Cheap infantry screen deep strikes, hold objectives and bait charges while your tanks and artillery do the killing from safety. What you must protect is the command structure and the guns: an army that has lost its Officers has lost its army rule, and an army that has lost its artillery has lost its damage. Bodies are ammunition; Officers and heavy weapons are not.
Which box to buy first
The Astra Militarum are the 40k faction where which box you buy is a bigger decision than how many, because the regiments are separate plastic ranges that build different datasheets rather than alternative heads on one kit. Pick a look you want to paint dozens of times.
The standard on-ramp is Combat Patrol: Astra Militarum, which gives you a command element, infantry and support in one purchase and teaches the core loop of Orders plus shooting. If you want more at once, Battleforce: Astra Militarum is the seasonal multi-kit bundle; its contents are re-cut every season, so check the live box page rather than any list you read elsewhere.
Choosing a regiment. This is the real question behind most searches for an Astra Militarum box:
- Cadians are the default. Cadian Shock Troops is the standard infantry squad, supported by the Cadian Command Squad, the Cadian Castellan and the Cadian Heavy Weapons Squad. Buy this if you want the widest kit support and the easiest army to expand.
- Death Korps of Krieg are the siege regiment, and the deepest alternative range: Death Korps of Krieg infantry plus a Command Squad, Heavy Weapons Squad, Combat Engineers, an Artillery Team and Death Riders. If you want to play Siege Regiment, start here.
- Catachans are the jungle fighters: Catachan Jungle Fighters and a Catachan Command Squad.
- Tempestus Scions are the elite drop troops and the core of Bridgehead Strike: Tempestus Scions, usually with a Taurox Prime.
The two kits every Guard army wants are a Leman Russ Battle Tank and a Chimera. Add a Basilisk if you like artillery, or a Baneblade if you want the super-heavy that Steel Hammer is built around.
One buying warning. Faction Pack v1.2 prints a full Warhammer Legends section of 63 datasheets, and Legends units are not legal for matched play. Three boxes sold under this faction build Legends datasheets: Ciaphas Cain, Minka Lesk (Hell's Last) and Provisionally Prepared. Buy them because you like the models, not to play them in a tournament list. Separately, the Solar Auxilia kits filed under this faction are Horus Heresy models and do not build any 40k Astra Militarum datasheet at all.
New to the hobby entirely? Read our best beginner 40k armies guide first, then browse all Astra Militarum boxes to price out a force.
Common questions
Does the Astra Militarum have an 11th-edition codex yet?
No. The Guard play using their existing codex plus the free official Astra Militarum Faction Pack, currently version 1.2, legal for matched play from 26 August 2026. The pack is the authority where the two differ. It prints six detachments in full, amends four more in its Rules Updates, adds six datasheets and publishes a 63-entry Warhammer Legends section. A dedicated 11th-edition codex may follow later and could change detachments, the army rule and points.
How many Astra Militarum detachments are there?
Eleven are legal for matched play: Grizzled Company at 3 DP; Armoured Infantry, Combined Arms, Hammer of the Emperor, Mechanised Assault, Recon Element, Siege Regiment and Steel Hammer at 2 DP; and Abhuman Auxiliaries, Bridgehead Strike and Designation Force at 1 DP. Wahapedia additionally lists two Boarding Actions detachments, Embarked Regiment and Tempestus Boarding Regiment, but Boarding Actions is a separate game mode and is out of scope here.
What does Voice of Command actually do?
Officer models can issue Orders. Each Officer's datasheet says how many it can issue per battle round and which units are eligible. Each Order goes to one eligible friendly unit within 6 inches, lasts until the start of your next Command phase, and normally replaces any Order already on that unit. Officers can issue Orders in your Command phase and also at the end of a phase in which they disembarked or were set up. There are six Orders: Move! Move! Move!, Fix Bayonets!, Take Aim!, First Rank Fire! Second Rank Fire!, Take Cover! and Duty and Honour!
Is there a rule that lets one Order affect several squads at once?
Not in the army rule. Voice of Command issues one Order to one unit within 6 inches. The effect people describe is the Exemplary Officer enhancement in the Armoured Infantry detachment, which costs 20 points and lets an Infantry Officer issuing an Order to its own unit also issue it to up to two other Platoon units within 3 inches. Grizzled Company separately adds 1 to the number of Orders every Officer can issue, and its Laud Hailer enhancement extends one Officer's range from 6 inches to 12.
Can I take Designation Force and Recon Element together?
No. Both carry the RECON Unique Tag and no two detachments in your army may share a tag. Faction Pack v1.2 states the tag inside the Designation Force rule text, and the Munitorum Field Manual and Wahapedia both record it on both detachments. The pairing is especially tempting because the Munitorum Field Manual recently decreased Recon Element to 2 DP, which makes 1 plus 2 fit a Strike Force budget for the first time. The tag blocks it anyway.
Which Astra Militarum box should I buy first?
Combat Patrol: Astra Militarum is the standard on-ramp. Beyond that, the bigger decision is which regiment, because Cadians, Catachans, Death Korps of Krieg and Tempestus Scions are separate plastic ranges building different datasheets. Cadians have the widest kit support and are the safest default; Death Korps are the deepest alternative range and the natural choice for a Siege Regiment army. Every Guard force also wants a Leman Russ Battle Tank and a Chimera fairly early.
Is the Astra Militarum good for beginners?
The rules are beginner-friendly and the hobby workload is not. Orders plus shooting is intuitive and the army is forgiving of losing individual models, because losing models is the plan. But it is a horde army, so you will buy and paint a large collection. Pick a regiment and a paint scheme you can batch quickly before committing, and start from Combined Arms, which works with whatever models you own rather than demanding a specific keyword.
- Faction Pack: Astra Militarum v1.2 (official GW PDF, legal from 26 August 2026) Β· 2026-08-26
- Munitorum Field Manual, Astra Militarum (official, Detachment Points, force dispositions, Unique Tags and enhancement points) Β· 2026-08-27
- Warhammer 40,000 downloads index (pack version and last-updated date) Β· 2026-08-27
- Astra Militarum, Warhammer 40,000 11th edition (Wahapedia) Β· 2026-08-27
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.