Armoured Wrath
Each Adeptus Astartes unit can re-roll one Hit roll, one Wound roll, OR one Damage roll, once per phase, in both shooting and combat.
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This is SprueSentry strategy commentary, not official rules. Confirm the specifics and points against the free Space Marines Faction Pack before a game.
Each Adeptus Astartes unit can re-roll one Hit roll, one Wound roll, OR one Damage roll, once per phase, in both shooting and combat.
Buffs a Dreadnought with +1 to Move, Toughness, Leadership, Objective Control and to Hit.
A vehicle knocked below half wounds immediately shoots back at whatever just hit it.
When a Deadly Demise vehicle is destroyed, it deals maximum mortal wounds automatically.
Sustained Hits against already-weakened enemy units (with easier crits for vehicles).
An under-strength unit ignores modifiers.
Worsens incoming AP by 1.
Each Command phase, give a nearby Vehicle Lethal Hits. Techmarine.
Once per round, change one failed-save hit on a nearby Vehicle to 0 Damage. Techmarine.
Lets a nearby Vehicle shoot even after it Advanced or Fell Back.
A simple Feel No Pain 4+ durability boost.
The centrepiece: the only Ancient Fury targets, and Armoured Wrath smooths their variable-Damage weapons.
Premier gun platforms that love Lethal Hits from Target Augury Web plus Damage re-rolls.
See the box: price and offersHeavy weight-of-fire and a natural anchor for the defensive toolkit.
See the box: price and offersEnables the best enhancements and repairs your linchpin vehicle.
See the box: price and offersClassic armour spam that benefits from army-wide re-rolls and the durability stratagems.
At 2 DP it leaves 1 DP for a Speeder wing that covers the armour list's board-coverage weakness.
At 2 DP it leaves 1 DP for rotating psychic buffs if you run Librarians.
How to play Ironstorm Spearhead in 11th edition β the 2-DP vehicle-and-Dreadnought detachment, its Armoured Wrath re-rolls, tank stratagems, Techmarine enhancements, and when to bring the armour.
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.
Ironstorm Spearhead is the Space Marines armour-spam detachment: a 2-Detachment-Point package built to field as many tanks and Dreadnoughts as you can afford. This guide reflects Warhammer 40,000 11th edition (launched June 2026).
A note on sourcing: reviewers report the June 2026 Faction Pack shipped Ironstorm's rules as a near-verbatim republish of the previous codex text, so the mechanics below are current β but points and rules change through dataslates, so always confirm against the current free Space Marines Faction Pack before a game.
Ironstorm's rule lets each Adeptus Astartes unit re-roll one Hit roll, one Wound roll, OR one Damage roll, once per phase, in both shooting and combat. It is a per-unit, per-phase re-roll β not a single army-wide one β so the more hulls you field, the more consistency boosts you rack up every phase. The standout use is re-rolling Damage on big variable-Damage guns (think a low roll on a melta or battle cannon), turning feast-or-famine tanks into reliable ones. Because the benefit scales with vehicle count, Ironstorm is strong in an armour list and weak in an infantry one.
The best enhancements live on a Techmarine, which is close to an auto-include here:
(Exact 11th-edition points weren't independently confirmed, so build against the current pack's costs.)
Choose Ironstorm when your collection leans on multiple tanks and Dreadnoughts and you want to play a durable, grinding gunline rather than an infantry or assault army. Compared with the flexible generalist Gladius Task Force or the infantry-oriented Anvil and Firestorm detachments, Ironstorm hands every vehicle a free per-phase re-roll plus a tank-centric stratagem and enhancement suite. Its power scales directly with hull count β bring 4-6+ vehicles/Walkers to get full value.
Sample gameplan: field a heavy armour core plus a Techmarine. Weather the opponent's alpha strike with Armour of Contempt and Adept of the Omnissiah on your key tank. Each Command phase, put Target Augury Web on your biggest gun and Ancient Fury on the Dreadnought you're advancing. Spend Armoured Wrath re-rolls on Damage, use Mercy is Weakness to finish weakened squads, and turn dying tanks into value with Power of the Machine Spirit and Vengeful Animus. Grind the midboard with armour the opponent struggles to shift.
2 DP. At a 2,000-point (3 DP) game that leaves 1 DP spare for a cheap support detachment like Fulguris Task Force or Librarius Conclave; at 1,000 points (2 DP) it uses your whole budget.
Armoured Wrath: each of your units can re-roll one Hit, Wound, or Damage roll once per phase, in shooting and combat. It's a per-unit re-roll, so it scales with how many vehicles and Dreadnoughts you bring β best used to smooth variable-Damage weapons.
Target Augury Web on a Techmarine, which grants a nearby Vehicle Lethal Hits each Command phase. The Techmarine is close to an auto-include for its enhancements and vehicle repair.
No. Its Armoured Wrath re-roll is per-unit and its stratagems and enhancements almost all target Vehicles and Walkers, so the detachment rewards armour spam and offers little to an infantry-heavy army.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.