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		<title>Death Korps of Krieg combat patrol: rules review &#038; tactical tips for 10th ed</title>
		<link>https://komanders.com/en/warhammer-40k/combat-patrol/death-korps-of-krieg-combat-patrol-rules-review-tactical-tips-for-10th-ed/</link>
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		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Sat, 15 Aug 2026 10:08:50 +0000</pubDate>
				<category><![CDATA[Combat Patrol]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=861</guid>

					<description><![CDATA[When Warhammer 40,000&#8217;s 11th edition launched in June 2026, Combat Patrol rules disappeared from the official app — and with them, the rules for many 10th edition combat patrols that had never been published in Warhammer Community as a standalone PDF. For boxes like this one, that meant losing access to the rules entirely unless [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>When Warhammer 40,000&#8217;s 11th edition launched in June 2026, Combat Patrol rules disappeared from the official app — and with them, the rules for many 10th edition combat patrols that had never been published in Warhammer Community as a standalone PDF. For boxes like this one, that meant losing access to the rules entirely unless you happened to have them saved somewhere else.</p>
<p>Fortunately, some of us kept an outdated copy of the app around, still holding the 10th edition Combat Patrol rules. This post collects those rules and datasheets for the Death Korps Combat Platoon so they don&#8217;t get lost to time, along with a few tactical tips for players picking up this box for the first time.</p>
<h2>Unit list &amp; playstyle</h2>
<p>This Death Korps of Krieg combat patrol plays a defensive, attritional game with occasional bursts of aggression — true to the disciplined, expendable infantry theme of the Astra Militarum. This Combat Patrol does not seek to destroy the enemy on turn one, but rather to force them into making mistakes while you recycle your fallen units.</p>
<h3>Krieg Command Squad</h3>
<ul>
<li>1 Lord Commissar (WARLORD)</li>
<li>5 Veteran Guardsmen</li>
</ul>
<p>The Krieg Command Squad is primarily there to issue Orders that boost other units BS, Sv or M. The Lord Commissar can only issue 1 Order per turn (2 more if equipped with the Student of the Tactica enhancement), so prioritisation matters:</p>
<ul>
<li><strong>Take Aim!</strong> is especially valuable on the Krieg Heavy Weapons Squad, whose heavy stubbers fire at BS 5+ — improving that to 4+ meaningfully boosts their damage output.</li>
<li><strong>Take Cover!</strong> helps offset the army&#8217;s general fragility (most models sit at Sv 5+).</li>
<li><strong>Move! Move! Move!</strong> can be decisive in getting the Death Riders into charge range.</li>
</ul>
<p>Additionally, every turn the Lord Commissar lives, it gives you 1 extra CP to spend on stratagems. So every turn you have 2CP + 1 order to make combos.</p>
<p>Also the command squad has a meltagun (S9, AP-4, D6, Melta 2) and a plasma pistol  (S8, AP-3, D2, Hazardous &#8211; supercharged), enabling it to put some trouble against armored units, specially if you attach them to the DKOK unit.</p>
<h3>Death Korps of Krieg</h3>
<ul>
<li>1 Death Korps Watchmaster</li>
<li>9 Death Korps Troopers</li>
</ul>
<p>Individually fragile — T3, Sv5+, 1 Wound — but compensates with numbers and mechanics that reward staying on the table. <strong>Grim Demeanour</strong> ability turns weakness into strength: the squad gains +1 to Hit rolls once below Starting Strength, and +1 to Wound rolls as well once Below Half-strength. Don&#8217;t be afraid to push this unit forward or use it as a screen — a battered squad often hits harder than a fresh one. This allows you to <strong>survive long enough to hold objectives</strong> and wear the opponent down, despite its weak damage output.</p>
<h4>How to optimally play Grim Demeanour</h4>
<details>
<summary>View details</summary>
<table>
<caption>Expected wounds by squad size, accounting for unit composition (vs T4)</caption>
<thead>
<tr>
<th scope="col">Models alive</th>
<th scope="col">Bolt pistol</th>
<th scope="col">Lasgun</th>
<th scope="col">Flamer</th>
<th scope="col">Total</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Models alive">10</td>
<td data-label="Bolt pistol">0.25</td>
<td data-label="Lasgun">2.67</td>
<td data-label="Flamer">1.75</td>
<td data-label="Total">≈4.67</td>
</tr>
<tr>
<td data-label="Models alive">9</td>
<td data-label="Bolt pistol">0.33</td>
<td data-label="Lasgun">3.11</td>
<td data-label="Flamer">1.75</td>
<td data-label="Total">≈5.19</td>
</tr>
<tr>
<td data-label="Models alive">4</td>
<td data-label="Bolt pistol">0.56</td>
<td data-label="Lasgun">1.67</td>
<td data-label="Flamer">2.33</td>
<td data-label="Total">≈4.56</td>
</tr>
</tbody>
</table>
<p>The first casualty is the best one: it already unlocks the +1 to Hit bonus at almost no cost in volume, which is why <strong>9 models produces more total damage than either 10 or 4</strong>. Pushing all the way down to 4 models also activates the +1 to Wound bonus, but by then you&#8217;ve lost more than half your shots, and that lost volume outweighs the extra reliability.</p>
<p><strong>Remove lasgun Troopers first (keep the flamer and Watchmaster alive) when:</strong></p>
<ul>
<li>The enemy is within 12&#8243; (flamer range) or likely to close to that range soon — Torrent means guaranteed hits, and D6 shots matter more at short range than a handful of lasgun shots.</li>
<li>You expect to face hordes or numerous units — the flamer doesn&#8217;t depend on the squad&#8217;s Ballistic Skill, so it keeps performing even as the unit is worn down.</li>
<li>A charge (yours or theirs) looks likely — the Watchmaster&#8217;s power weapon (AP-2) is far better in melee than a Trooper&#8217;s close combat weapon.</li>
<li>Your plan for the turn is to hold at short range rather than maximise ranged shots.</li>
</ul>
<p><strong>Remove the flamer/Watchmaster first (keep lasgun Troopers alive) when:</strong></p>
<ul>
<li>The enemy is beyond 12&#8243; and you won&#8217;t be closing the distance — the flamer contributes nothing that turn, making it dead weight you can afford to lose.</li>
<li>You want to maximise total shots at 24&#8243; range (lasgun range) against a distant target — total squad output depends much more on the number of living lasguns than on keeping the flamer.</li>
<li>You don&#8217;t expect to enter melee this game or this turn — the power weapon loses its value if it never gets used.</li>
<li>You&#8217;re prioritising the numerical resilience of the squad&#8217;s main body, since lasgun Troopers are individually replaceable but collectively your biggest source of ranged damage.</li>
</ul>
<p><strong>Practical summary:</strong> the flamer is the only weapon in the squad whose damage doesn&#8217;t scale with squad size — it always rolls D6 regardless of how mermada the unit is, which is why its relative value rises as the squad shrinks. In prolonged short-range fights, keeping it alive as long as possible maximises sustained damage; but if the enemy is far away or the fight is decided at range, it&#8217;s better to sacrifice it early and protect the lasgun volume, which is what actually performs in that scenario.</p>
</details>
<h3>Krieg Heavy Weapons Squad</h3>
<ul>
<li>3 Heavy Weapons Gunners</li>
<li>1 Fire Coordinator</li>
</ul>
<p>Rear fire-support. With its 48&#8243; heavy stubbers and <strong>Final Duty</strong> ability, this squad works as a fire base best deployed early and left in place. As long as the Fire Coordinator survives, every destroyed Heavy Weapons Gunner has a 50% chance (3+) to give back some damage before being removed — so the squad can be positioned more aggressively than usual, since even &#8220;dying&#8221; models keep contributing shots. It&#8217;s the anchor of the list: it sets up in a strong position and punishes from range while the rest of the army manoeuvres.</p>
<h3>Death Riders</h3>
<ul>
<li>1 Ridemaster</li>
<li>4 Death Riders</li>
</ul>
<p>A reactive and mobile screen. The exception to the rest of the list: fast (M10&#8243;), armed with solid charge weapons (Frag lance, Power sabre), and able to reposition via <strong>Screening Line</strong> whenever an enemy unit ends a move near them, as long as they&#8217;re not engaged. They provide the list&#8217;s only real tactical flexibility beyond &#8220;hold and shoot&#8221; — flanking, threatening backfield objectives, or interrupting enemy charges.</p>
<h3>Putting it all together</h3>
<p>The <strong>Fresh Waves Stratagem</strong> brings back a destroyed Death Korps of Krieg or Death Riders unit at full Starting Strength. Knowing this safety net exists changes the risk calculation — those two units can be played more aggressively, even though the Stratagem costs 1CP and can only be used once the unit is already destroyed.</p>
<p>With several infantry units at OC 2, this list has solid board presence for its low cost — particularly relevant for the All Fronts Advance secondary, which rewards controlling objectives outside your own deployment zone.</p>
<p>This list suits players who enjoy:</p>
<ul>
<li>Playing the long game — resilient battles rather than alpha-strike lists.</li>
<li>Carefully managing limited resources (CP, Orders) turn after turn.</li>
<li>Accepting losses as part of the plan (thanks to Grim Demeanour and Fresh Waves) rather than playing ultra-conservatively.</li>
<li>Using a single fast unit (Death Riders) as a tactical wildcard, rather than relying on army-wide mobility.</li>
</ul>
<p>It&#8217;s a relatively beginner-friendly combat patrol, since it doesn&#8217;t demand complex multi-unit combos or elite synergy — the main challenge lies in managing Orders wisely and knowing when to trade infantry for time or position.</p>
<h2>Army rule</h2>
<h3>Voice of Command</h3>
<blockquote><p>In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6&#8243; of that OFFICER model to issue it to.</p>
<p>Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). If a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.</p></blockquote>
<h3>Available orders</h3>
<h4>Move! Move! Move!</h4>
<blockquote><p>Add 3&#8243; to the Move characteristic of models in this unit.</p></blockquote>
<h4>Take Aim!</h4>
<blockquote><p>Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.</p></blockquote>
<h4>Take Cover!</h4>
<blockquote><p>Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).</p></blockquote>
<h2>Enhancements</h2>
<p>The Leader model must chose one of these two enchancements:</p>
<h3>Student of the Tactica</h3>
<blockquote><p>In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, the bearer can issue 2 additional Orders to REGIMENT units in your Command phase.</p></blockquote>
<h3>Intimidating Presence (Aura)</h3>
<blockquote><p>In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly REGIMENT unit is within 6&#8243; of the bearer’s unit: Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.</p></blockquote>
<h2>Secondary objectives</h2>
<p>One of these two must be chosen:</p>
<h3>All Fronts Advance</h3>
<blockquote><p>At the end of each player’s turn, you score 5VP if you control one or more objective markers not within your deployment zone.</p></blockquote>
<h3>Hold and Repel</h3>
<blockquote><p>At the end of your opponent’s turn, you score 3VP if there are no enemy units wholly within your deployment zone (excluding Battle-shocked units). If there are no enemy units wholly within 6&#8243; of your deployment zone (excluding Battle-shocked units), you score 5VP instead.</p></blockquote>
<h3>Which one should we choose?</h3>
<p>In 4 of the 6 missions Combat Patrol missions (Clash of Patrols, Archeotech Recovery, Scorched Earth, Display of Might), the objective markers that matter for the primary objective are already located outside your deployment zone by mission design — so <strong>All Fronts Advance is the more consistent default pick</strong> for this combat patrol in most games, even more so than the general playstyle analysis alone would suggest.</p>
<p><strong>Hold and Repel</strong> becomes a more specific, situational choice: it shines mainly when you&#8217;re playing the <strong>Defender</strong> role in missions that punish the opponent for pushing into your zone (Forward Outpost, Sweeping Raid), or against highly aggressive, fast-assault opponents in any mission, where denying your backfield matters more than contesting the centre.</p>
<h2>Stratagems</h2>
<div class="stratagem your-turn">
<h3>Fresh Waves &#8211; 1CP</h3>
<blockquote><p><strong>WHEN:</strong> Reinforcements step of your Movement phase.</p>
<p><strong>TARGET:</strong> One destroyed DEATH KORPS OF KRIEG or DEATH RIDERS unit from your army. You can use this Stratagem on that unit even though it is destroyed.</p>
<p><strong>EFFECT:</strong> Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that unit up anywhere on the battlefield wholly within 9&#8243; of one or more battlefield edges and not within Engagement Range of one or more enemy units.</p></blockquote>
</div>
<div class="stratagem your-turn">
<h3>Fiendslayer Munitions &#8211; 1CP</h3>
<blockquote><p><strong>WHEN:</strong> Your Shooting phase.</p>
<p><strong>TARGET:</strong> Any number of ASTRA MILITARUM units from your army, and one enemy VEHICLE or MONSTER unit.</p>
<p><strong>EFFECT:</strong> Until the end of the phase, each time a model in one of your selected units makes an attack that targets that enemy unit:</p>
<ul>
<li>Improve the Armour Penetration characteristics of Ranged weapons equipped by models in the selected units by 1.</li>
<li>Ranged weapons equipped by models in the selected units have the [ANTI-VEHICLE 4+] and [ANTI-MONSTER 4+] abilities.</li>
</ul>
</blockquote>
</div>
<div class="stratagem opponent-turn">
<h3>Smoke Barrage &#8211; 1CP</h3>
<blockquote><p><strong>WHEN:</strong> Start of your opponent&#8217;s Charge phase.</p>
<p><strong>TARGET:</strong> One ASTRA MILITARUM unit from your army.</p>
<p><strong>EFFECT:</strong> Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).</p></blockquote>
</div>
<h2>Datasheets</h2>
<div class="wh40k-datasheet">
<h3>Krieg Command Squad</h3>
<table class="unit-attributes">
<caption class="sr-only">Unit Attributes</caption>
<thead>
<tr>
<th scope="col">Unit</th>
<th scope="col">M</th>
<th scope="col">T</th>
<th scope="col">SV</th>
<th scope="col">W</th>
<th scope="col">LD</th>
<th scope="col">OC</th>
<th scope="col">INSV</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Model">Lord Commissar</td>
<td data-label="M">6&#8243;</td>
<td data-label="T">3</td>
<td data-label="SV">5+</td>
<td data-label="W">3</td>
<td data-label="LD">6+</td>
<td data-label="OC">2</td>
<td data-label="INSV">&#8211;</td>
</tr>
<tr>
<td data-label="Model">Veteran Guardsman</td>
<td data-label="M">6&#8243;</td>
<td data-label="T">3</td>
<td data-label="SV">5+</td>
<td data-label="W">1</td>
<td data-label="LD">7+</td>
<td data-label="OC">2</td>
<td data-label="INSV">&#8211;</td>
</tr>
</tbody>
</table>
<h4>Ranged weapons</h4>
<table class="weapons">
<caption class="sr-only">Ranged Weapons</caption>
<thead>
<tr>
<th scope="col">Weapon</th>
<th scope="col">Range</th>
<th scope="col">A</th>
<th scope="col">BS</th>
<th scope="col">S</th>
<th scope="col">AP</th>
<th scope="col">D</th>
<th scope="col">Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Weapon">Laspistol</td>
<td data-label="Range">12&#8243;</td>
<td data-label="A">1</td>
<td data-label="BS">4+</td>
<td data-label="S">3</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Pistol</span></td>
</tr>
<tr>
<td data-label="Weapon">Plasma pistol &#8211; standard</td>
<td data-label="Range">12&#8243;</td>
<td data-label="A">1</td>
<td data-label="BS">4+</td>
<td data-label="S">7</td>
<td data-label="AP">-2</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Pistol</span></td>
</tr>
<tr>
<td data-label="Weapon">Plasma pistol &#8211; supercharge</td>
<td data-label="Range">12&#8243;</td>
<td data-label="A">1</td>
<td data-label="BS">4+</td>
<td data-label="S">8</td>
<td data-label="AP">-3</td>
<td data-label="D">2</td>
<td data-label="Abilities"><span class="tag">Hazardous</span><span class="tag">Pistol</span></td>
</tr>
<tr>
<td data-label="Weapon">Lasgun</td>
<td data-label="Range">24&#8243;</td>
<td data-label="A">1</td>
<td data-label="BS">4+</td>
<td data-label="S">3</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Rapid Fire 1</span></td>
</tr>
<tr>
<td data-label="Weapon">Meltagun</td>
<td data-label="Range">12&#8243;</td>
<td data-label="A">1</td>
<td data-label="BS">4+</td>
<td data-label="S">9</td>
<td data-label="AP">-4</td>
<td data-label="D">D6</td>
<td data-label="Abilities"><span class="tag">Melta 2</span></td>
</tr>
</tbody>
</table>
<h4>Melee weapons</h4>
<table class="weapons">
<caption class="sr-only">Melee Weapons</caption>
<thead>
<tr>
<th scope="col">Weapon</th>
<th scope="col">Range</th>
<th scope="col">A</th>
<th scope="col">WS</th>
<th scope="col">S</th>
<th scope="col">AP</th>
<th scope="col">D</th>
<th scope="col">Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Weapon">Power weapon</td>
<td data-label="Range">Melee</td>
<td data-label="A">3</td>
<td data-label="WS">4+</td>
<td data-label="S">4</td>
<td data-label="AP">-2</td>
<td data-label="D">1</td>
<td data-label="Abilities">&#8211;</td>
</tr>
<tr>
<td data-label="Weapon">Close combat weapon</td>
<td data-label="Range">Melee</td>
<td data-label="A">2</td>
<td data-label="WS">4+</td>
<td data-label="S">3</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities">&#8211;</td>
</tr>
</tbody>
</table>
<h4>Unit composition</h4>
<details class="unit-composition-details">
<summary>View details</summary>
<ul class="unit-composition">
<li>1 Lord Commissar
<ul>
<li>Equipped with: laspistol, power weapon.</li>
</ul>
</li>
<li>5 Veteran Guardsmen
<ul>
<li>1x Veteran Guardsman equipped with: plasma pistol, power weapon.</li>
<li>1x Veteran Guardsman equipped with: lasgun, close combat weapon, master vox.</li>
<li>1x Veteran Guardsman equipped with: lasgun, close combat weapon.</li>
<li>1x Veteran Guardsman equipped with: meltagun, close combat weapon.</li>
<li>1x Veteran Guardsman equipped with: laspistol, close combat weapon, servo-scribes.</li>
</ul>
</li>
</ul>
</details>
<h4>Abilities &amp; special rules</h4>
<blockquote class="ability"><p><strong>Leader (Core):</strong> Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.</p></blockquote>
<blockquote class="ability"><p><strong>Voice of Command (Faction):</strong> See Army Rule: Voice of Command.</p></blockquote>
<blockquote class="ability"><p><strong>Grim Determination (Unit):</strong> While this unit contains an OFFICER, you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked.</p></blockquote>
<blockquote class="ability"><p><strong>Orders (Unit):</strong> This unit&#8217;s OFFICER can issue 1 Order to a REGIMENT unit.</p></blockquote>
<blockquote class="ability"><p><strong>Leader (Unit):</strong> This unit can be attached to the following units: DEATH KORPS OF KRIEG.</p></blockquote>
<h4>Keywords</h4>
<div class="keywords">
<p>Infantry, Imperium, Platoon, Regiment, Krieg, Character, Officer, <strong>Astra Militarum</strong></p>
</div>
</div>
<div class="wh40k-datasheet">
<h3>Death Korps of Krieg</h3>
<table class="unit-attributes">
<caption class="sr-only">Unit Attributes</caption>
<thead>
<tr>
<th scope="col">Unit</th>
<th scope="col">M</th>
<th scope="col">T</th>
<th scope="col">SV</th>
<th scope="col">W</th>
<th scope="col">LD</th>
<th scope="col">OC</th>
<th scope="col">INSV</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Model">Death Korps Watchmaster</td>
<td data-label="M">6&#8243;</td>
<td data-label="T">3</td>
<td data-label="SV">5+</td>
<td data-label="W">1</td>
<td data-label="LD">7+</td>
<td data-label="OC">2</td>
<td data-label="INSV">&#8211;</td>
</tr>
<tr>
<td data-label="Model">Death Korps Trooper</td>
<td data-label="M">6&#8243;</td>
<td data-label="T">3</td>
<td data-label="SV">5+</td>
<td data-label="W">1</td>
<td data-label="LD">7+</td>
<td data-label="OC">2</td>
<td data-label="INSV">&#8211;</td>
</tr>
</tbody>
</table>
<h4>Ranged weapons</h4>
<table class="weapons">
<caption class="sr-only">Ranged Weapons</caption>
<thead>
<tr>
<th scope="col">Weapon</th>
<th scope="col">Range</th>
<th scope="col">A</th>
<th scope="col">BS</th>
<th scope="col">S</th>
<th scope="col">AP</th>
<th scope="col">D</th>
<th scope="col">Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Weapon">Bolt pistol</td>
<td data-label="Range">12&#8243;</td>
<td data-label="A">1</td>
<td data-label="BS">4+</td>
<td data-label="S">4</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Pistol</span></td>
</tr>
<tr>
<td data-label="Weapon">Flamer</td>
<td data-label="Range">12&#8243;</td>
<td data-label="A">D6</td>
<td data-label="BS">&#8211;</td>
<td data-label="S">4</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Ignores Cover</span><span class="tag">Torrent</span></td>
</tr>
<tr>
<td data-label="Weapon">Lasgun</td>
<td data-label="Range">24&#8243;</td>
<td data-label="A">1</td>
<td data-label="BS">4+</td>
<td data-label="S">3</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Rapid Fire 1</span></td>
</tr>
</tbody>
</table>
<h4>Melee weapons</h4>
<table class="weapons">
<caption class="sr-only">Melee Weapons</caption>
<thead>
<tr>
<th scope="col">Weapon</th>
<th scope="col">Range</th>
<th scope="col">A</th>
<th scope="col">WS</th>
<th scope="col">S</th>
<th scope="col">AP</th>
<th scope="col">D</th>
<th scope="col">Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Weapon">Power weapon</td>
<td data-label="Range">Melee</td>
<td data-label="A">2</td>
<td data-label="WS">4+</td>
<td data-label="S">4</td>
<td data-label="AP">-2</td>
<td data-label="D">1</td>
<td data-label="Abilities">&#8211;</td>
</tr>
<tr>
<td data-label="Weapon">Close combat weapon</td>
<td data-label="Range">Melee</td>
<td data-label="A">1</td>
<td data-label="WS">4+</td>
<td data-label="S">3</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities">&#8211;</td>
</tr>
</tbody>
</table>
<h4>Unit composition</h4>
<details class="unit-composition-details">
<summary>View details</summary>
<ul class="unit-composition">
<li>1 Death Korps Watchmaster
<ul>
<li>Equipped with: bolt pistol, power weapon.</li>
</ul>
</li>
<li>9 Death Korps Troopers
<ul>
<li>8x Death Korps Trooper equipped with: lasgun, close combat weapon.</li>
<li>1x Death Korps Trooper equipped with: flamer, close combat weapon.</li>
</ul>
</li>
</ul>
</details>
<h4>Abilities &amp; special rules</h4>
<blockquote class="ability"><p><strong>Grim Demeanour (Unit):</strong> Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.</p></blockquote>
<h4>Keywords</h4>
<div class="keywords">
<p>Infantry, Battleline, Imperium, Regiment, Platoon, Death Korps of Krieg, <strong>Astra Militarum</strong></p>
</div>
</div>
<div class="wh40k-datasheet">
<h3>Krieg Heavy Weapons Squad</h3>
<table class="unit-attributes">
<caption class="sr-only">Unit Attributes</caption>
<thead>
<tr>
<th scope="col">Unit</th>
<th scope="col">M</th>
<th scope="col">T</th>
<th scope="col">SV</th>
<th scope="col">W</th>
<th scope="col">LD</th>
<th scope="col">OC</th>
<th scope="col">INSV</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Model">Heavy Weapons Gunner</td>
<td data-label="M">4&#8243;</td>
<td data-label="T">3</td>
<td data-label="SV">4+</td>
<td data-label="W">2</td>
<td data-label="LD">7+</td>
<td data-label="OC">1</td>
<td data-label="INSV">&#8211;</td>
</tr>
<tr>
<td data-label="Model">Fire Coordinator</td>
<td data-label="M">6&#8243;</td>
<td data-label="T">3</td>
<td data-label="SV">5+</td>
<td data-label="W">1</td>
<td data-label="LD">7+</td>
<td data-label="OC">1</td>
<td data-label="INSV">&#8211;</td>
</tr>
</tbody>
</table>
<h4>Ranged weapons</h4>
<table class="weapons">
<caption class="sr-only">Ranged Weapons</caption>
<thead>
<tr>
<th scope="col">Weapon</th>
<th scope="col">Range</th>
<th scope="col">A</th>
<th scope="col">BS</th>
<th scope="col">S</th>
<th scope="col">AP</th>
<th scope="col">D</th>
<th scope="col">Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Weapon">Twin Krieg heavy stubber</td>
<td data-label="Range">48&#8243;</td>
<td data-label="A">3</td>
<td data-label="BS">5+</td>
<td data-label="S">6</td>
<td data-label="AP">-1</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Heavy</span><span class="tag">Rapid-fire 3</span><span class="tag">Twin-linked</span></td>
</tr>
<tr>
<td data-label="Weapon">Laspistol</td>
<td data-label="Range">12&#8243;</td>
<td data-label="A">1</td>
<td data-label="BS">4+</td>
<td data-label="S">3</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Pistol</span></td>
</tr>
</tbody>
</table>
<h4>Melee weapons</h4>
<table class="weapons">
<caption class="sr-only">Melee Weapons</caption>
<thead>
<tr>
<th scope="col">Weapon</th>
<th scope="col">Range</th>
<th scope="col">A</th>
<th scope="col">WS</th>
<th scope="col">S</th>
<th scope="col">AP</th>
<th scope="col">D</th>
<th scope="col">Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Weapon">Close combat weapon</td>
<td data-label="Range">Melee</td>
<td data-label="A">1</td>
<td data-label="WS">4+</td>
<td data-label="S">3</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities">&#8211;</td>
</tr>
</tbody>
</table>
<h4>Unit composition</h4>
<details class="unit-composition-details">
<summary>View details</summary>
<ul class="unit-composition">
<li>3 Heavy Weapons Gunners
<ul>
<li>Equipped with: twin Krieg heavy stubber, laspistol, close combat weapon.</li>
</ul>
</li>
<li>1 Fire Coordinator
<ul>
<li>Equipped with: laspistol, close combat weapon.</li>
</ul>
</li>
</ul>
</details>
<h4>Abilities &amp; special rules</h4>
<blockquote class="ability"><p><strong>Final Duty (Unit):</strong> While this unit contains a Fire Coordinator, each time a Heavy Weapons Gunner model is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model&#8217;s unit has finished making its attacks, and is then removed from play.</p></blockquote>
<h4>Keywords</h4>
<div class="keywords">
<p>Infantry, Imperium, Regiment, Krieg Heavy Weapons Squad, <strong>Astra Militarum</strong></p>
</div>
</div>
<div class="wh40k-datasheet">
<h3>Death Riders</h3>
<table class="unit-attributes">
<caption class="sr-only">Unit Attributes</caption>
<thead>
<tr>
<th scope="col">Unit</th>
<th scope="col">M</th>
<th scope="col">T</th>
<th scope="col">SV</th>
<th scope="col">W</th>
<th scope="col">LD</th>
<th scope="col">OC</th>
<th scope="col">INSV</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Model">Ridemaster</td>
<td data-label="M">10&#8243;</td>
<td data-label="T">4</td>
<td data-label="SV">4+</td>
<td data-label="W">2</td>
<td data-label="LD">7+</td>
<td data-label="OC">1</td>
<td data-label="INSV">&#8211;</td>
</tr>
<tr>
<td data-label="Model">Death Rider</td>
<td data-label="M">10&#8243;</td>
<td data-label="T">4</td>
<td data-label="SV">4+</td>
<td data-label="W">2</td>
<td data-label="LD">7+</td>
<td data-label="OC">1</td>
<td data-label="INSV">&#8211;</td>
</tr>
</tbody>
</table>
<h4>Ranged weapons</h4>
<table class="weapons">
<caption class="sr-only">Ranged Weapons</caption>
<thead>
<tr>
<th scope="col">Weapon</th>
<th scope="col">Range</th>
<th scope="col">A</th>
<th scope="col">BS</th>
<th scope="col">S</th>
<th scope="col">AP</th>
<th scope="col">D</th>
<th scope="col">Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Weapon">Death Rider lascarbine</td>
<td data-label="Range">18&#8243;</td>
<td data-label="A">2</td>
<td data-label="BS">4+</td>
<td data-label="S">3</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Rapid Fire 3</span></td>
</tr>
</tbody>
</table>
<h4>Melee weapons</h4>
<table class="weapons">
<caption class="sr-only">Melee Weapons</caption>
<thead>
<tr>
<th scope="col">Weapon</th>
<th scope="col">Range</th>
<th scope="col">A</th>
<th scope="col">WS</th>
<th scope="col">S</th>
<th scope="col">AP</th>
<th scope="col">D</th>
<th scope="col">Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td data-label="Weapon">Frag lance</td>
<td data-label="Range">Melee</td>
<td data-label="A">D6</td>
<td data-label="WS">3+</td>
<td data-label="S">4</td>
<td data-label="AP">0</td>
<td data-label="D">1</td>
<td data-label="Abilities"><span class="tag">Lance</span></td>
</tr>
<tr>
<td data-label="Weapon">Steed&#8217;s savage claws</td>
<td data-label="Range">Melee</td>
<td data-label="A">2</td>
<td data-label="WS">4+</td>
<td data-label="S">4</td>
<td data-label="AP">-1</td>
<td data-label="D">1</td>
<td data-label="Abilities">&#8211;</td>
</tr>
<tr>
<td data-label="Weapon">Power sabre</td>
<td data-label="Range">Melee</td>
<td data-label="A">3</td>
<td data-label="WS">3+</td>
<td data-label="S">4</td>
<td data-label="AP">-2</td>
<td data-label="D">1</td>
<td data-label="Abilities">&#8211;</td>
</tr>
</tbody>
</table>
<h4>Unit composition</h4>
<details class="unit-composition-details">
<summary>View details</summary>
<ul class="unit-composition">
<li>1 Ridemaster
<ul>
<li>Equipped with: Death Rider lascarbine, frag lance, power sabre, steed&#8217;s savage claws.</li>
</ul>
</li>
<li>4 Death Riders
<ul>
<li>Equipped with: Death Rider lascarbine, frag lance, power sabre, steed&#8217;s savage claws.</li>
</ul>
</li>
</ul>
</details>
<h4>Abilities &amp; special rules</h4>
<blockquote class="ability"><p><strong>Screening Line (Unit):</strong> Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9&#8243; of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6&#8243;.</p></blockquote>
<h4>Keywords</h4>
<div class="keywords">
<p>Mounted, Imperium, Regiment, Death Riders, <strong>Astra Militarum</strong></p>
</div>
</div>
<h2>Remarkable combos</h2>
<h3>Take Cover! (Order) + Go To Ground (Stratagem) — the stacked defensive combo</h3>
<p>Take Cover! improves Save by 1 (capped at 3+); Go To Ground grants a 6+ invulnerable save and Benefit of Cover to a targeted INFANTRY unit. Applied to the Krieg Heavy Weapons Squad (Sv 4+ base): Take Cover! brings it to 3+, and if you also use Go To Ground when they&#8217;re shot at, you add Benefit of Cover (another +1 to Save) and a 6+ invulnerable floor. It&#8217;s the strongest defensive combination available for protecting your fire-support unit.</p>
<h3>Student of the Tactica (Enhancement) + Voice of Command (Ability) — the Orders multiplier</h3>
<p>With this enhancement, the Lord Commissar goes from 1 to 3 Orders per turn &#8211; meaning you can issue all three available Orders in the same Command phase: Move! Move! Move! to the Death Riders (more charge range), Take Aim! to the Heavy Weapons Squad (better shooting), and Take Cover! to the Death Korps of Krieg (more resilience while it holds an objective). This is the combo that multiplies the overall efficiency of the list the most in a single turn.</p>
<h3>Intimidating Presence (Enhancement) + Take Aim! (Order) — freeing up the Order for another unit</h3>
<p>If you take Intimidating Presence instead of Student of the Tactica, its aura already grants a re-roll of 1s on to-hit and to-wound rolls to REGIMENT units within 6&#8243; of the bearer &#8211; if you keep the Lord Commissar near the Heavy Weapons Squad, you get shooting consistency without spending the Order on it, leaving your one available Order free for Move! Move! Move! on the Death Riders or Take Cover! on the infantry.</p>
<h3>Fiendslayer Munitions (Stratagem) + Take Aim! (Order) — the anti-vehicle/monster combo</h3>
<p>Fiendslayer Munitions improves AP by 1 and grants Anti-Vehicle 4+/Anti-Monster 4+ to the selected ranged weapons against a VEHICLE or MONSTER target. Combined with Take Aim! on the Heavy Weapons Squad (BS 4+), you turn a weapon designed for anti-infantry work (twin Krieg heavy stubber, S6 AP-1) into a reasonable one-off threat against tough targets &#8211; something this list otherwise lacks, since it has no dedicated anti-tank weapon besides the Command Squad&#8217;s meltagun.</p>
<h3>Command Re-roll (Stratagem) + Move! Move! Move! (Order) — securing the Death Riders&#8217; charge</h3>
<p>Move! Move! Move! already adds 3&#8243; to Movement, helping the Death Riders (M10&#8243; base) reach charge range with more margin. If the charge roll still fails, Command Re-roll lets you re-roll it &#8211; the most direct way to maximise the reliability of the list&#8217;s only genuinely fast, aggressive element.</p>
<h3>Screening Line (Ability) + Smoke Barrage (Stratagem) — the Death Riders&#8217; deterrence bubble</h3>
<p>Screening Line lets the Death Riders reposition up to 6&#8243; once per turn whenever an enemy unit ends a move within 9&#8243; of them, as long as they&#8217;re not engaged. Smoke Barrage subtracts 2 from the Charge roll of any enemy unit that targets an ASTRA MILITARUM unit of yours with a charge. Combined, you can use Screening Line to position the Death Riders as a blocking threat, and Smoke Barrage to make it nearly impossible for an enemy unit to successfully charge them &#8211; a very solid space-control combination for denying objectives or protecting a flank.</p>
<h3>Heroic Intervention (Stratagem) + Death Riders (Unit) — the reactive counter-charge</h3>
<p>Thanks to their M10&#8243;, the Death Riders have effective reach to intervene with Heroic Intervention (they must be within 6&#8243; of the enemy unit that charged) in more situations than a standard infantry unit. With Frag lance (Lance ability, normally a charge bonus &#8211; though Heroic Intervention grants no Charge bonus, so you lose that extra) and Power sabre (AP-2), they can step in to rescue a threatened unit or avenge a charge with solid melee damage output.</p>
<h3>Epic Challenge (Stratagem) + Lord Commissar (Unit) — sniping enemy characters</h3>
<p>If the Lord Commissar (attached to the Command Squad via Leader) is fighting, Epic Challenge grants [PRECISION] to all his melee attacks that turn &#8211; letting you assign his Power weapon hits (S4 AP-2) directly against a CHARACTER within the enemy unit, instead of having them spread across the whole unit.</p>
<h3>Grim Determination (Ability) + Insane Bravery (Stratagem) — double-layered command resilience</h3>
<p>Grim Determination already protects the Command Squad from losing its Orders if it becomes Battle-shocked, and lets you target it with Stratagems in that state &#8211; but it doesn&#8217;t prevent the Battle-shock test itself (which drops its OC to 0, relevant for holding objectives). Insane Bravery does prevent the Battle-shock test entirely, once per battle: save it for the decisive turn when you need the Command Squad to keep its OC to secure a key objective (for example, turn 5 of All Fronts Advance or Hold and Repel).</p>
<h3>Fresh Waves (Stratagem) + Grim Demeanour (Ability) — the trap to watch out for</h3>
<p>Watch out for this combination working against you: Fresh Waves brings back a destroyed Death Korps of Krieg or Death Riders unit at its full Starting Strength &#8211; great for regaining board presence, but it resets the Grim Demeanour bonus, which depends on the unit being below its starting strength. It&#8217;s a genuine tactical decision: regain presence and OC vs. keep the combat bonus of an already worn-down unit.</p>
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		<title>New Ultramarine Combat Patrol revealed for 2025</title>
		<link>https://komanders.com/en/warhammer-40k/combat-patrol/new-ultramarine-combat-patrol-revealed-for-2025/</link>
					<comments>https://komanders.com/en/warhammer-40k/combat-patrol/new-ultramarine-combat-patrol-revealed-for-2025/#respond</comments>
		
		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Mon, 29 Sep 2025 18:43:31 +0000</pubDate>
				<category><![CDATA[Combat Patrol]]></category>
		<category><![CDATA[Reveals]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=600</guid>

					<description><![CDATA[Big news for Space Marines fans: the new Ultramarines Combat Patrol has been revealed alongside a refreshed upgrades set. As expected, the box blends flexibility, cobalt-blue flair and a hallmark roster to start playing 10th edition from day one. The official reveal confirms Chief Librarian Tigurius leads the patrol, with Intercessors, Reivers, Aggressors and Bladeguard Veterans plus a Chapter-specific upgrades &#38; [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Big news for <strong>Space Marines</strong> fans: the new Ultramarines <em>Combat Patrol</em> has been revealed alongside a refreshed upgrades set. As expected, the box blends flexibility, cobalt-blue flair and a hallmark roster to start playing 10th edition from day one.</p>
<p>The official reveal confirms <strong>Chief Librarian Tigurius</strong> leads the patrol, with Intercessors, Reivers, Aggressors and Bladeguard Veterans plus a Chapter-specific upgrades &amp; transfers sprue. This reads like a backbone list for varied missions — from holding objectives to counter-attacking mid-board — with small loadout tweaks by scenario.</p>
<h2>Unit list and point value</h2>
<p>Below you’ll find the unit roster and its points in standard 10th edition play. As a rule of thumb, many <em>Combat Patrols</em> rebuild to around <strong>500</strong> points on normal datasheets; this box totals the same ballpark.</p>
<table>
<thead>
<tr>
<th>Unit</th>
<th>Points</th>
</tr>
</thead>
<tbody>
<tr>
<td>Chief Librarian Tigurius</td>
<td>75</td>
</tr>
<tr>
<td>Intercessors (5)</td>
<td>80</td>
</tr>
<tr>
<td>Reiver Squad (5)</td>
<td>80</td>
</tr>
<tr>
<td>Aggressor Squad (3)</td>
<td>100</td>
</tr>
<tr>
<td>Bladeguard Veterans (3)</td>
<td>80</td>
</tr>
<tr>
<td><strong>TOTAL</strong></td>
<td><strong>415</strong></td>
</tr>
</tbody>
</table>
<p>What does that mean for your army? A compact, reactive starting core that, while not maximising damage ceiling, slots smoothly into larger lists as a control-and-counterpunch nucleus.</p>
<h2>Pricing and estimated savings</h2>
<p>We break down the RRP of each kit across major regions and compute the estimated savings versus buying them individually.</p>
<table>
<thead>
<tr>
<th>Unidad</th>
<th>RRP EU (€)</th>
<th>RRP USA ($)</th>
<th>RRP UK (£)</th>
<th>RRP AUS (AU$)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Chief Librarian Tigurius</td>
<td>35.00</td>
<td>45.00</td>
<td>28.00</td>
<td>77.00</td>
</tr>
<tr>
<td>Intercessors (5)</td>
<td>51.25</td>
<td>62.50</td>
<td>40.00</td>
<td>105.00</td>
</tr>
<tr>
<td>Reiver Squad (5)</td>
<td>51.25</td>
<td>62.50</td>
<td>40.00</td>
<td>105.00</td>
</tr>
<tr>
<td>Aggressor Squad (3)</td>
<td>47.50</td>
<td>60.00</td>
<td>37.00</td>
<td>97.00</td>
</tr>
<tr>
<td>Bladeguard Veterans (3)</td>
<td>47.50</td>
<td>60.00</td>
<td>37.00</td>
<td>97.00</td>
</tr>
<tr>
<td>Ultramarines Primaris Upgrades &amp; Transfers</td>
<td>22.50</td>
<td>30.00</td>
<td>18.00</td>
<td>46.00</td>
</tr>
<tr>
<td><strong>RRP Subtotal</strong></td>
<td><strong>255.00</strong></td>
<td><strong>320.00</strong></td>
<td><strong>200.00</strong></td>
<td><strong>527.00</strong></td>
</tr>
<tr>
<td><strong>Combat Patrol RRP</strong></td>
<td><strong>135.00</strong></td>
<td><strong>170.00</strong></td>
<td><strong>100.00</strong></td>
<td><strong>280.00</strong></td>
</tr>
<tr>
<td><strong>Savings </strong></td>
<td><strong>120.00</strong></td>
<td><strong>150.00</strong></td>
<td><strong>100.00</strong></td>
<td><strong>247.00</strong></td>
</tr>
<tr>
<td><strong>Savings (%)</strong></td>
<td><strong>47.1%</strong></td>
<td><strong>46.9%</strong></td>
<td><strong>50.0%</strong></td>
<td><strong>46.9%</strong></td>
</tr>
</tbody>
</table>
<p>Across regions, the average saving lands around <strong>47.7%</strong>. In short, if you planned to add these kits to your Ultramarines anyway, the <em>Combat Patrol</em> route is the most efficient path.</p>
<h2>Unit roles and playstyles</h2>
<p>Broadly speaking, this patrol plays for <strong>control</strong> and counter: it denies pushes with flank pressure, locks the mid-board with a tough block and finishes with psychic tools. It shines in Hold and Sweep missions; in Kill you must manage risk to avoid fragmenting your pieces before the decisive charge.</p>
<h3>Chief Librarian Tigurius</h3>
<p>As the Chapter’s chief psyker, <strong>Tigurius</strong> brings board control and utility that fit the measured Ultramarines style. In <em>Combat Patrol</em> his job is to dish out chip mortals, deny enemy powers and, crucially, enable safer repositioning for your most exposed unit. On hold-and-control missions he pairs with Intercessors to harden objectives with leadership aura and clutch re-rolls; in kill-focused scenarios he rides with Bladeguard to push a decisive charge or supports Aggressors as they clear the mid-board. His <strong>strength</strong> is tactical flexibility; the trade-off is opportunity cost — keeping him safe requires careful exposures, because if he drops early the patrol’s overall synergy suffers.</p>
<p><img fetchpriority="high" decoding="async" class="img-bordered alignnone wp-image-607 size-full" src="https://komanders.com/wp-content/uploads/2025/09/tigurius-warlord-for-new-ultramarines-2025-combat-patrol.jpg" alt="Chief Librarian Tigurius - warlord for the new Ultramarines Combat Patrol (2025)" width="1198" height="1237" srcset="https://komanders.com/wp-content/uploads/2025/09/tigurius-warlord-for-new-ultramarines-2025-combat-patrol.jpg 1198w, https://komanders.com/wp-content/uploads/2025/09/tigurius-warlord-for-new-ultramarines-2025-combat-patrol-291x300.jpg 291w, https://komanders.com/wp-content/uploads/2025/09/tigurius-warlord-for-new-ultramarines-2025-combat-patrol-992x1024.jpg 992w, https://komanders.com/wp-content/uploads/2025/09/tigurius-warlord-for-new-ultramarines-2025-combat-patrol-768x793.jpg 768w" sizes="(max-width: 1198px) 100vw, 1198px" /></p>
<p>In the lore, Tigurius is the seer of Ultramar, guardian of Roboute Guilliman’s auguries, and one of the Chapter’s most renowned psychic minds. As a patrol leader, his role embodies the maxim “measure twice, cut once.” In standard games, his rules let him dish out mortal wounds, deny enemy powers, and boost allied rolls at critical moments.</p>
<h3>Intercessors (5)</h3>
<p><img decoding="async" class="img-bordered alignnone wp-image-606 size-full" src="https://komanders.com/wp-content/uploads/2025/09/ultramarine-intercessor-unit.jpg" alt="Ultramarines Intercessor" width="920" height="920" srcset="https://komanders.com/wp-content/uploads/2025/09/ultramarine-intercessor-unit.jpg 920w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-intercessor-unit-300x300.jpg 300w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-intercessor-unit-150x150.jpg 150w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-intercessor-unit-768x768.jpg 768w" sizes="(max-width: 920px) 100vw, 920px" /></p>
<p><strong>Intercessors</strong> are the anchor. Nothing flashy but reliable: they secure primaries, trade at mid-range and benefit from the Ultramarines doctrinal style that rewards discipline and tempo. Their ideal targets are light enemy lines and objectives without heavy cover. In synergy they buddy with Tigurius for crucial re-rolls and with the upgrades sprue to lock in Chapter identity. <strong>Strengths</strong>: consistency, bravery and flexibility. Weaknesses: without support they struggle into elite infantry or vehicles, so your micro-positioning should keep them in cover and force the opponent to overspend resources to shift them.</p>
<h3>Reiver Squad (5)</h3>
<p><img decoding="async" class="img-bordered alignnone wp-image-608 size-full" src="https://komanders.com/wp-content/uploads/2025/09/ultramarine-reiver-unit.jpg" alt="ultramarine reiver unit detail" width="1198" height="1237" srcset="https://komanders.com/wp-content/uploads/2025/09/ultramarine-reiver-unit.jpg 1198w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-reiver-unit-291x300.jpg 291w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-reiver-unit-992x1024.jpg 992w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-reiver-unit-768x793.jpg 768w" sizes="(max-width: 1198px) 100vw, 1198px" /></p>
<p><strong>Reivers</strong> bring flank pressure and mind games: forward deployment, harassment of enemy support and space denial. In <em>Combat Patrol</em> their value rises because there are fewer units and resources on the table, so every tag and intervention matters. Their ideal targets are support elements, action runners and light screens. <strong>Strengths</strong>: tactical mobility and harassment tools. Weaknesses: lacking top-end damage, they rely on pairing with Bladeguard or Aggressors to finish fights. Use Tigurius with them when you must shut down key enemy actions and polish off units with mortal wounds.</p>
<h3>Aggressor Squad (3)</h3>
<p><img loading="lazy" decoding="async" class="img-bordered alignnone wp-image-609 size-full" src="https://komanders.com/wp-content/uploads/2025/09/ultramarine-agressor-squad-for-combat-patrol.jpg" alt="ultramarine agressor squad (3 units)" width="918" height="948" srcset="https://komanders.com/wp-content/uploads/2025/09/ultramarine-agressor-squad-for-combat-patrol.jpg 918w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-agressor-squad-for-combat-patrol-291x300.jpg 291w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-agressor-squad-for-combat-patrol-768x793.jpg 768w" sizes="(max-width: 918px) 100vw, 918px" /></p>
<p><strong>Aggressors</strong> are your short-to-midrange sledgehammer. Gravis armour lets them soak trades while clearing hordes and screens with ease. Their ideal targets are dense infantry units and congested mid-board points. In synergy they escort Bladeguard to form a mixed-threat block: if the opponent advances, they get punished; if they fall back, you cede little while scoring. <strong>Strengths</strong>: volume of fire, durability and table presence. Weaknesses: speed and dependence on screens — without lanes opened by your lines they can be exposed to counter-charges or focused fire.</p>
<h3>Bladeguard Veterans (3)</h3>
<p><img loading="lazy" decoding="async" class="img-bordered alignnone wp-image-595 size-full" src="https://komanders.com/wp-content/uploads/2025/09/ultramarine-bladeguard-veteran-squad.jpg" alt="Ultramarines bladeguard veteran squad " width="918" height="948" srcset="https://komanders.com/wp-content/uploads/2025/09/ultramarine-bladeguard-veteran-squad.jpg 918w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-bladeguard-veteran-squad-291x300.jpg 291w, https://komanders.com/wp-content/uploads/2025/09/ultramarine-bladeguard-veteran-squad-768x793.jpg 768w" sizes="(max-width: 918px) 100vw, 918px" /></p>
<p><strong>Bladeguard Veterans</strong> are the shock wedge. Storm shields, trustworthy profiles and the ability to win duels into enemy elites. Their ideal targets are contested objectives held by tough troops or secondary characters. With Tigurius they gain even more reliability on key charges and checks. <strong>Strengths</strong>: outstanding defense and sustained melee lethality. Weaknesses: low model count and reliance on support to avoid getting bogged down — script them as the hammer while Intercessors and Reivers act as anvil and mission cutters.</p>
<h2>Estimated release date</h2>
<p>Using Death Korps of Krieg’s cadence as reference (Warhammer Community reveal 19/09/2025, <strong>pre-order</strong> announcement 29/09/2025, shipping from 10/11/2025), we estimate the following windows for Ultramarines:</p>
<p><strong>Pre-order window (estimate):</strong> 06/10/2025 – 13/10/2025.</p>
<p><strong>Shipping and in-store availability (estimate):</strong> 17/11/2025 – 24/11/2025.</p>
<p>These ranges mirror the recent pattern (≈6 weeks from pre-order announcement to deliveries), though exact dates will depend on the weekly pre-order schedule.</p>
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		<title>New Combat Patrol for Aeldari: Harlequins (2025)</title>
		<link>https://komanders.com/en/warhammer-40k/combat-patrol/new-combat-patrol-for-aeldari-harlequins-2025/</link>
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		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Fri, 19 Sep 2025 23:00:04 +0000</pubDate>
				<category><![CDATA[Combat Patrol]]></category>
		<category><![CDATA[Reveals]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=512</guid>

					<description><![CDATA[(Las update: september 27, 2025) Games Workshop has revealed a brand-new Combat Patrol: Harlequins alongside Death Korps of Krieg. The article confirms a fast, skimmer-heavy force with an assassin in tow, and notes that pre-orders are “coming soon.” (Published 19 Sept 2025.) Unit list Per Warhammer Community, the patrol includes the following Aeldari units: Harlequin Troupe (6 infantry models) [&#8230;]]]></description>
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<p>(Las update: september 27, 2025)</p>
<p><strong>Games Workshop</strong> has revealed a brand-new <strong>Combat Patrol: Harlequins</strong> alongside Death Korps of Krieg. The article confirms a fast, skimmer-heavy force with an assassin in tow, and notes that pre-orders are “coming soon.” (Published <strong>19 Sept 2025</strong>.)</p>
<h2>Unit list</h2>
<p>Per Warhammer Community, the patrol includes the following Aeldari units:</p>
<ul>
<li>Harlequin Troupe (6 infantry models)</li>
<li>Skyweavers (2 vehicle models)</li>
<li>Starweaver (1 transport vehicle)</li>
<li>Voidweaver (1 vehicle)</li>
<li>Solitaire (1 character &#8211; warlord)</li>
</ul>
<h2>Point value</h2>
<p>Using current 10th-edition Wahapedia points for exactly those unit sizes:</p>
<ul>
<li>Troupe (6) — 100 pts</li>
<li>Skyweavers (2) — 95 pts</li>
<li>Starweaver — 80 pts</li>
<li>Voidweaver — 125 pts</li>
<li>Solitaire — 115 pts</li>
</ul>
<p><strong>Total: 515 points.</strong> That’s slightly <strong>above</strong> the ~500-point mark many patrols hover around, but Combat Patrol games don’t use points anyway — each box has bespoke datasheets, secondaries and strats to balance box-vs-box play.</p>
<h2>Price value (separate kits vs box)</h2>
<ul>
<li>Harlequin Troupe (6): €35.00</li>
<li>Skyweavers (2): €44.00</li>
<li>Starweaver (1): assume €41.00</li>
<li>Voidweaver (1): assume €41.00</li>
<li>Solitaire (1): assume €23.50</li>
</ul>
<p><strong>Estimated total if bought separately:</strong><strong>€184.50</strong>.</p>
<p><del><strong>T</strong><strong>ypical EU price for Combat Patrols:</strong><strong>€130.00</strong> (e.g., Chaos Space Marines, Space Marines listings) <strong>Estimated savings:</strong><strong>€54.50</strong> (about <strong>29.6%</strong> off RRP).</del></p>
<p>Boxes are coming out at a 135€ price, as GW announced in september. The final price raise will be of 5€ for combat patrols. So, having a separated unit price of 168€, and a combat patrol price of 135€, the final discount will be of 33,25€ (a 19% discount).</p>
<h2>How each unit plays</h2>
<ul>
<li><strong>Troupe (6):</strong> Your flexible scoring/trading core. <em>Dance of Death</em> lets you pick a mode (hit re-rolls, +1 to wound, or enemy −1 to hit) each Fight phase — perfect for trading up when you choose your moment.</li>
<li><strong>Skyweavers (2):</strong> Fast harassment and anti-vehicle threats via <strong>haywire</strong>; <em>Acrobatic Grace</em> gives incoming fire a −1 to hit. Great for tagging backlines or pinning armor.</li>
<li><strong>Starweaver:</strong> Six-slot <strong>TRANSPORT</strong> to sling your Troupe onto mid-board; double shuriken cannons keep chip damage flowing.</li>
<li><strong>Voidweaver:</strong> Fire support with <strong>Voidweaver haywire cannon</strong> and <em>Polychromatic Camouflage</em> — can’t be targeted at range unless the attacker is within <strong>18&#8243;</strong>, which is huge for a glass gunboat.</li>
<li><strong>Solitaire:</strong> Lone <strong>EPIC HERO</strong> missile — absurd speed and reliable melee output to delete isolated characters or backfield units.</li>
</ul>
<h2>Synergies, strengths &amp; weaknesses</h2>
<ul>
<li><strong>Synergies:</strong> Load the <strong>Troupe</strong> into the <strong>Starweaver</strong> to take early board, then layer <strong>Skyweavers</strong> on flanks to force bad angles. The <strong>Voidweaver</strong> anchors a firing lane while its 18&#8243; targeting restriction keeps it oddly durable for a Harlequin vehicle. The <strong>Solitaire</strong> cleans up — dive on exposed characters or small objective holders the moment screens slip.</li>
<li><strong>Strengths:</strong> Extreme <strong>speed</strong>, strong <strong>objective play</strong>, and credible <strong>anti-vehicle</strong> from haywire. Invulnerable saves across the army blunt chip damage, while mobility punishes static opponents.</li>
<li><strong>Weaknesses:</strong> Still <strong>glass cannons</strong> — small errors in positioning get punished. Limited model count makes attrition and sticky OC matchups tricky; your plan relies on tempo and precise trades.</li>
</ul>
<p>&nbsp;</p>
<h2>Release date— when can you buy it?</h2>
<p><del>Warhammer Community says “available soon … we’ll let you know when they’re available to pre-order” and that rules hit the Warhammer 40,000 app soon after release. Historically this means a <strong>Sunday Preview the following week and pre-orders that same cycle</strong>, with boxes arriving in stores the <strong>Saturday after pre-orders open</strong>. Given the reveal on <strong>19 Sept 2025</strong>, expect <strong>late September / early October</strong> for pre-orders and in-store the week after. We’ll update the date as soon as GW posts the Sunday Preview.</del></p>
<p>Games Workshop confirmed on September 27 that pre-orders for this combat patrol are now available in warhammer.com. Boxes will start being shipped October 11th.</p>
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		<title>New Combat Patrol for Astra Militarum: Death Korps of Krieg</title>
		<link>https://komanders.com/en/warhammer-40k/combat-patrol/new-combat-patrol-for-astra-militarum-death-korps-of-krieg/</link>
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		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Fri, 19 Sep 2025 18:52:46 +0000</pubDate>
				<category><![CDATA[Combat Patrol]]></category>
		<category><![CDATA[Reveals]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=447</guid>

					<description><![CDATA[(Las update: september 27, 2025) Games Workshop just unveiled a brand-new Combat Patrol: Death Korps of Krieg alongside a Harlequins patrol. It’s a grim, gas-masked task force that mixes line infantry, cavalry and a dedicated heavy-weapons team — a very “Krieg” way to fight in small games. The reveal went live on Warhammer Community on 19 Sept 2025, [&#8230;]]]></description>
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									(Las update: september 27, 2025)

Games Workshop just unveiled a brand-new <strong>Combat Patrol: Death Korps of Krieg</strong> alongside a Harlequins patrol. It’s a grim, gas-masked task force that mixes line infantry, cavalry and a dedicated heavy-weapons team — a very “Krieg” way to fight in small games. The reveal went live on Warhammer Community on <strong>19 Sept 2025</strong>, with GW noting that pre-orders are “coming soon.”
<h2>Unit list</h2>
According to the announcement, the Death Korps Combat Patrol includes:
<ul>
 	<li><strong>1 unit of Death Korps troopers (10 models)</strong></li>
 	<li><strong>1 unit of Krieg Command Squad (6 models)</strong></li>
 	<li><strong>1 unit of Death Riders (cavalry) (5 models)</strong></li>
 	<li><strong>1 squad of Krieg Heavy Weapons Squad (4 models)</strong></li>
</ul>
A total of 25 models. GW frames this as a balanced starter for a siege-minded regiment: infantry hold the line, cavalry pick precise fights, and the HWS provides long-range punch.
<h2>Points value</h2>
Using the current Wahapedia points (10th ed) for the exact unit sizes listed:
<table>
<thead>
<tr>
<th>Unit</th>
<th>Size</th>
<th>Points</th>
</tr>
</thead>
<tbody>
<tr>
<td>Death Korps of Krieg</td>
<td>10</td>
<td><strong>65</strong></td>
</tr>
<tr>
<td>Krieg Command Squad</td>
<td>6</td>
<td><strong>65</strong></td>
</tr>
<tr>
<td>Death Riders</td>
<td>5</td>
<td><strong>60</strong></td>
</tr>
<tr>
<td>Krieg Heavy Weapons Squad</td>
<td>4</td>
<td><strong>75</strong></td>
</tr>
<tr>
<td><strong>Total</strong></td>
<td>—</td>
<td><strong>265</strong></td>
</tr>
</tbody>
</table>
A little below the 500 point average for combat patrol boxes. Anyway: lets remember that Combat Patrol games don’t <em>use</em> points. Each Patrol has bespoke datasheets, secondaries, strats and nerfs that usually compensate the point difference between lists.
<h2>Box price and bundled discount</h2>
Breaking down the individual kits at <strong>warhammer.com (EU)</strong>:
<table>
<thead>
<tr>
<th>Kit (boxed contents)</th>
<th>Official EU price</th>
</tr>
</thead>
<tbody>
<tr>
<td>Death Korps of Krieg (10)</td>
<td><strong>€41.00</strong></td>
</tr>
<tr>
<td>Krieg Command Squad (6)</td>
<td><strong>€35.00</strong></td>
</tr>
<tr>
<td>Death Riders (5)</td>
<td><strong>€51.25</strong></td>
</tr>
<tr>
<td>Krieg Heavy Weapons Squad (4)</td>
<td><strong>€41.00</strong></td>
</tr>
<tr>
<td><strong>Total if bought separately</strong></td>
<td><strong>€168.25</strong></td>
</tr>
</tbody>
</table>
<del>If this boxes comes out at 130€, we&#8217;ll get a 38,25€ discount (almost a 23% saving).</del>

Boxes are coming out at a 135€ price, as GW announced in september. The final price raise will be of 5€ for combat patrols. So, having a separated unit price of 168€, and a combat patrol price of 135€, the final discount will be of 33,25€ (a 19% discount).
<h2>New vs old Astra Militarum Patrols</h2>
<ul>
 	<li><strong>2025 “Drayden’s Lance” (Kasrkin + Rough Riders + Cadian Command Squad).</strong> A fast, surgical Patrol with <em>two</em> 5-man Rough Rider units and a 10-strong Kasrkin unit, led by a Cadian Command Squad — very mobile, elite-leaning, and objective-pouncing.</li>
 	<li><strong>2023 Cadian-themed Patrol (legacy/out of print in many regions).</strong> 20 Cadian Shock Troops, Cadian Command Squad, Armoured Sentinel, and a Field Ordnance Battery — more bodies and a walker, less cavalry flair.</li>
 	<li><strong>New 2025 Death Korps Patrol.</strong> Sits between the two: you keep the elite punch (cavalry) but regain heavier static fire (HWS) and stoic line infantry. It’s the most “combined-arms siegebreaker” of the three — and uniquely Krieg in vibe. (GW’s recent coverage also spotlights the <strong>Fire Coordinator</strong> on Krieg HWS teams, letting them fire one last time when they die — very on-brand.) (<a href="https://www.warhammer-community.com/en-gb/articles/t3bhbkgg/sunday-preview-the-galaxy-calls-and-krieg-answers/" target="_blank" rel="noopener">Warhammer Community</a>)</li>
</ul>
<h2>Who is this Patrol for — and what next?</h2>
<ul>
 	<li><strong>First-time Guard players who love the Krieg aesthetic</strong> and want a cohesive 500-point-ish nucleus that <em>already</em> plays well in Combat Patrol mode. Rules for the box will hit the 40K app “soon after the boxed sets are released.”</li>
 	<li><strong>Playstyle snapshot.</strong> Infantry hold and screen; <strong>Death Riders</strong> threaten flanks and finish off weakened units; <strong>HWS</strong> anchors lanes and punishes armour/monsters; the <strong>Command Squad</strong> keeps orders flowing. (Krieg heavy-weapons teams even squeeze out a last shot as they’re removed.)</li>
 	<li><strong>Smooth expansions to 750–1,000 pts:</strong>
<ul>
 	<li>Add a <strong>second 10-man DKoK squad</strong> (another 65 pts) for board control.</li>
 	<li>Fold in <strong>Krieg Combat Engineers</strong> and/or an <strong>Artillery Team</strong> to lean harder into siege warfare — both are brand-new plastic kits highlighted by GW.</li>
 	<li>A <strong>Leman Russ</strong> or <strong>Rogal Dorn</strong> is the natural next “big” purchase for Strike Force games; the Guard still love their tanks.</li>
</ul>
</li>
</ul>
<h2>Release date</h2>
<del>The reveal article says <strong>“available soon… we’ll let you know when they’re available to pre-order.”</strong> GW’s pattern this year has been: <strong>reveal → Sunday Preview → pre-order that same week</strong> (e.g., the Astra Militarum Combat Patrol featured in the <strong>2 Feb 2025</strong> Sunday Preview moved straight to that week’s pre-order cycle). Expect <strong>pre-orders in late September or early October</strong>, with the box landing the Saturday after pre-orders open. We’ll update once GW posts the Sunday Preview with a firm date.</del>

Games Workshop confirmed on September 27 that <a title="Preorder combat patrol: death korps of krieg (DKOK) (astra militarum)" href="https://www.warhammer.com/en-EU/shop/combat-patrol-death-korps-of-krieg-2025" target="_blank" rel="noopener">pre-orders are now available</a>. Boxes will start being shipped October 11th.

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