Watchtower check in progress
Checking the latest signal
SprueSentry is loading the requested page and its current information.
Watchtower check in progress
Checking the latest signal
SprueSentry is loading the requested page and its current information.
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.
How to play Argent Assault in 11th edition: the 1-DP detachment that gives Paladins +1 to wound against tougher targets, why both enhancements are TERMINATOR model only rather than character relics, and why it pairs with everything except the one detachment you want it with.
The 2 DP redeployment detachment plus the 1 DP Purgation detachment for exactly 3 DP. How to give a static gun platform an escape hatch, and why the battle-shock engine and the objective cycle reinforce each other.
How to play Augurium Task Force in 11th edition: the second bite at the army rule that only works if you held a slot back, the score-then-leave sequencing trick the designers spelled out, and what v1.1 rewrote.
How to play Banishers in 11th edition: the Leadership test that lets each unit choose Sustained Hits or Lethal Hits every fight, why all four enhancements are shooting or movement effects, and what v1.1 changed about Shadow of Anarch.
The 2 DP deep strike detachment plus the 1 DP Interceptor detachment for exactly 3 DP. How the two rules chain inside a single Shooting phase, and what the trade actually costs you.
How to play Brotherhood Strike in 11th edition: why Fury of Titan keys off Deep Strike rather than the army rule, what the v1.1 nerf to Combat Manifestation actually changed, and why this is the right first Grey Knights detachment.
How to play Fires of Purgation in 11th edition: the 1-DP detachment whose rule adds no damage at all, why its enhancements are Upgrades on the squad rather than character relics, and how the battle-shock engine actually converts into kills.
The 2 DP Terminator detachment plus the 1 DP Paladin detachment for exactly 3 DP. Why one keyword makes both rules land on the same squad, and how the turn actually plays out.
How to play Hallowed Conclave in 11th edition: the one-sentence rule that stops tarpitting from working, why Paladin Squads are covered by it, and what v1.1 changed about Precognitive Strategies and Eye of the Augurium.
How to play Immaterial Interdiction in 11th edition: why Echojump is a trade rather than a bonus, why it has nothing to do with charging, and what changed when Faction Pack v1.1 rewrote the rule.
How to play Sanctic Spearhead in 11th edition: why Mailed Fist turns Advancing into an attacking move, why two enhancements need a Transport to work, and what v1.1 changed about Sigil of Exigence.
Why the faction's flagship detachment cannot be combined with anything, why no Unique Tag will warn you, and what to take instead if you wanted both halves.
How to play Warpbane Task Force in 11th edition: what Hallowed Ground actually covers, why the detachment gets better only once you are already winning, and why at 3 DP it can never be combined with anything.