40K: Astra Militarum Warlord Trait Breakdown

It’s time to take a look at the Warlord Traits of the Astra Militarum’s leaders – Time Fall in Guardsmen!

The Astra Militarum are getting a total of 15 Unique Warlord traits you can choose from, 6 “generic” and 8 Regimental. We’re going to talk briefly about each one. We’ve got a lot of ground to cover so let’s get marching!

 

Generic Warlord Traits

The free re-roll is a nice ability – it could be pretty huge if used at the right time. However, I think the real benefit is the recuperating Command Points on a 5+. We’ve been playing around with the Codex on our Twitch Stream and also off the stream – and when the AM spend Command Points on Stratagems it’s going to be a bad time for their opponent. Getting those points back is just brutal!

Do you really want to kill a particular unit? Like…REALLY want it dead? Old Grudges fits that concept perfectly. Pick an enemy unit and units within 6″ of you Warlord can re-roll failed wound rolls. Nice.

Sometimes you just need to get somewhere and fast. This ability allows your Warlord and a friendly unit to cheer each other on down the finish line by giving them a flat 6″ move when they advance, vs having to roll a D6.

Bellowing Voice is probably one of the most generically useful traits. An extra 3″ to the range of your Warlord’s abilities is going to be helpful in just about all cases.

Draconian Disciplinarian seems a bit redundant. If you’ve been playing 40k for long enough you know that having a Commissar nearby basically makes this trait not worth taking. “But you can’t have a Commissar everywhere!” True – but you can’t have more than one Warlord and Commissars are a lot easier to add…Besides, there are better options than re-rolling a failed Morale test.

An extra order per turn? Heck yes! Master of Command is also pretty generically useful. I’d expect to see this on the tabletop a lot!

Regimental Warlord Traits

(Note: These are paraphrased from their actual text)

Cadian – Superior Tactical Training

When your Warlord issues an order, on a 4+ that order can affect an additional unit within 6″ of the Warlord of the same type (Infantry or Leman Russ).

This one lets you double-up on orders which is pretty powerful. Combo that with Master of Command and that’s basically 4 Orders a turn. And if it’s Company Commander…well, that’s even more orders a turn for a possible total of 6!

Catachan – Lead From the Front

Warlords can perform a Heroic Intervention if they are within 6″ on any enemy units (after the enemy has completed their charge moves). In addition, if your Warlord Ccarged, was charged, or performed a Heroic Intervention, then until the end of the turn they can re-roll failed to hit rolls.

Basically, your Warlord is getting to re-roll failed hit rolls on the first rounds of a combat. He can also Heroic Intervention 6″ vs 3″ – which could be very useful with the right relics/orders.

Valhallan – Tenacious

5+ FNP roll. Or a 6+ if they have the vehicle keyword.

This works on both Wounds and Mortal Wounds. Could be useful!

Vostroyan – Honoured Duellist

Re-roll failed hit and wound rolls in the Fight Phase for your Warlord.

I hope your Warlord brought something with a higher AP and damage stat than just a chainsword!

Tallarn – Swift Attacker

Your Warlord and all friendly Tallarn units within 6″ can charge even if they Fell Back this turn.

So, fall back, shoot them with an order and then charge right back into combat all on the same turn. Mean…

Militarum Tempestus – Faithful Servant of the Throne

Your Warlord can attempt to deny one psychic power like a psker each enemy Psychic Phase.

Hey, it’s an extra deny attempt…

Mordian – Iron Discipline

Roll a die for each model that flees from Mordian units within 6″ of your Warlord during the Morale Phase. On a 4+, that model does not flee.

Guess what stacks with the Commissar’s ability? Yeah…Get ready to see some Mordian Lord Commissars on the table.

The Astra Militarum are going to be a force to be feared on the tabletop. When you start to look at the Orders and other benefits of the Regiments – the way the different armies will play out start to look pretty obvious. They way each ability builds on top of each other is really impressive…and terrifying.

 

Do you have a favorite Warlord Trait? Which Regiment is calling your name? Let us know in the comments below!

  • gordonshumway

    6 + 8 = 17?

    • Agent of Change

      no no you got it all wrong add 1 to 6 or subtract 1 from 8 and you get 7. 1 goes before 7 numerically, hence 17.

      Makes total sense.

    • georgelabour

      It’s Munitorum math.

      And the penalty for questioning the mathematical correctness of the logistical coordination department is…

      Assignment to the penal unit known as ‘The one gun legion’.

      They used to be the two gun legion but they’re not allowed to fill out requisition forms.

  • Watcherzero

    Its yet another reason why Pask makes a bad choice of Warlord, it forces you to take the Cadian warlord trait which he probably doesn’t need.

    • Moonsaves

      Chaining commands onto other Leman Russes could definitely be useful, but at the same time I like how Pask is no longer the be all end all of tank commanders. The generic one is now more flexible and has access to the other unique traits by regiment.

  • “Combo that with Master of Command and that’s basically 4 Orders a turn” – I’m assuming you mean Laurels of Command, as I don’t think you can combo 2 warlord traits. Master of Command goes better with Laurels imo. Unless you are taking Creed or Pask and are forced to take the Cadian one, a certain extra order is going to better than a 50/50 chance an order will effect two units.

  • Benandorf

    8+6=17, you heard it here folks.

    • marxlives

      MATH!!!

    • Heinz Fiction

      Guard gets +3 on every calculation they do. So OP at math!

  • Frostasche

    “Mordian Lord Commissar”
    Does that mean commissary are not anymore members of the officio prefectus and instead gain the regiment keyword? Or missed the author a little detail? In the index commissars had the Astra military keyword, but not the regiment keyword, similar to psykers and priests. So they shouldn’t be effected by regiment rules.

    • I_am_Alpharius

      You are correct. Commissars cannot gain Regimental Doctrines. In addition, they are part of the group of units (can’t recall the rule name? Is it something like ‘Echelon of Command’?) that won’t stop the army being battleforged.

  • Carey_Mahoney

    That classic 90’s grenade launcher is what I call a gun.

  • Simon Chatterley

    Every review of this book so far I have seen or read gets stuff wrong. If people who are supposedly decent at this game can’t get it right that makes me very worried it’s WarCon level complex. Which is to say so many rules you have no clue if what your opponent is saying is correct and you just concede to stop asking as it’s taken 2 hours and you are still on turn 1…..

    • Frostasche

      Or maybe the articles are just rushed? Not trying to put the blame on anyone, just pointing out possible reasons.

      But i agree, that the rules are growing so fast, you have to trust your opponent, and try to remember everything he or she says. No easy way to look up the special rules of the opponent’s units. Where is the the promised app? In AoS you have at least the units of all factions at your fingertip, but in WH40k GW returned back to flipping thorugh X codexes. Quite the bummer.

  • Moonsaves

    “Get ready to see some Mordian Lord Commissars on the table”.

    Do Commissars have the (REGIMENT) keyword? I didn’t think they did.

  • Muninwing

    I was excited to take my Armored Company out of mothballs this edition. but i didn’t want to be “that guy” and play the new OP hotness…

    but since mine is a Vostroyan Tank command, i’m pretty sure i’m not stacking any sweet combos. especially since i have only one Punisher.

    but damn… multiple shots from the main gun, possible recouping CP, and tolerable choices for Warlord traits… and vehicles no longer get instagibbed. i’m thinking this edition is going to be fun.