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		<title>The space marines captain on bike that turns your Outriders from cool to lethal</title>
		<link>https://komanders.com/en/warhammer-40k/reveals/the-space-marines-captain-on-bike-that-turns-your-outriders-from-cool-to-lethal/</link>
					<comments>https://komanders.com/en/warhammer-40k/reveals/the-space-marines-captain-on-bike-that-turns-your-outriders-from-cool-to-lethal/#respond</comments>
		
		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Mon, 24 Aug 2026 22:09:09 +0000</pubDate>
				<category><![CDATA[Reveals]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=1070</guid>

					<description><![CDATA[Games Workshop has unveiled a new Space Marine Captain mounted on a Raider bike, with three weapon options, five interchangeable heads, and a combat ability that rewards charging into battle. It will hit shelves alongside the upcoming Codex: Space Marines. A new way to lead the charge Space Marine Captains have never been limited to [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Games Workshop has unveiled a new Space Marine Captain mounted on a Raider bike, with three weapon options, five interchangeable heads, and a combat ability that rewards charging into battle. It will hit shelves alongside the upcoming <em>Codex: Space Marines</em>.</p>
<h2>A new way to lead the charge</h2>
<p>Space Marine Captains have never been limited to a single combat style, and this new miniature proves it once again: they can now lead their troops from a Raider bike, covered in ornamental details befitting their rank, with a cloak that adds motion to the pose. It&#8217;s a model designed to shine both on the tabletop and on the display shelf.</p>
<p>While this kind of unit is especially associated with Chapters that favor speed and close combat — White Scars and Blood Angels being the obvious examples — any Chapter can field motorcycle-mounted officers for scouting missions or lightning-fast strikes. So if your homebrew Chapter needs a narrative excuse to field a biker gang, here it is.</p>
<h2>Kit customization options</h2>
<p>This Captain ships with solid customization options, great news for anyone who enjoys conversions:</p>
<h3>Weapons</h3>
<ul>
<li>Power sword (with included scabbard)</li>
<li>Thunder hammer</li>
<li>Plasma pistol</li>
</ul>
<h3>Heads</h3>
<ul>
<li>Three bare-headed options</li>
<li>Two helmeted options</li>
</ul>
<h3>Bike pose</h3>
<ul>
<li>Full throttle, mid-charge</li>
<li>Stationary, with the rider&#8217;s foot planted on the ground</li>
</ul>
<p><img fetchpriority="high" decoding="async" class="alignnone size-full wp-image-1077" src="https://komanders.com/wp-content/uploads/2026/08/ultramarines-captain-on-bike-weapon-options.jpg" alt="ultramarines captain on bike weapon options" width="1080" height="1080" srcset="https://komanders.com/wp-content/uploads/2026/08/ultramarines-captain-on-bike-weapon-options.jpg 1080w, https://komanders.com/wp-content/uploads/2026/08/ultramarines-captain-on-bike-weapon-options-300x300.jpg 300w, https://komanders.com/wp-content/uploads/2026/08/ultramarines-captain-on-bike-weapon-options-1024x1024.jpg 1024w, https://komanders.com/wp-content/uploads/2026/08/ultramarines-captain-on-bike-weapon-options-150x150.jpg 150w, https://komanders.com/wp-content/uploads/2026/08/ultramarines-captain-on-bike-weapon-options-768x768.jpg 768w" sizes="(max-width: 1080px) 100vw, 1080px" /><br />
<!-- PHOTO 2 — collage --><br />
<!-- alt: "Weapon and head options for the Space Marine Captain on Bike kit" --></p>
<h2>Rules and tactical role</h2>
<p>On the rules side, the standout feature is that the Captain grants his unit the <strong>Cleave 1</strong> ability on charge. In practice, this means his squad hits harder right at the moment it enters melee, rewarding an aggressive playstyle against larger units.</p>
<p>He&#8217;s a natural leader for Outriders units, and fits perfectly into lists built around hit-and-run tactics or punching a hole for the rest of the army to exploit.<!-- PHOTO 3 --><!-- alt: "Comparison of previous edition Captain on Bike vs new model" --></p>
<h2>Tactical breakdown: what pairs best with him?</h2>
<h3>Synergy with fast-assault units</h3>
<p>Outriders aren&#8217;t just fast — their datasheet ability, <em>Thunderous Impact,</em> boosts the Strength and Damage of their melee attacks by 1 after they make a charge move. Combined with a Captain who adds Cleave 1 on the charge, a unit of Outriders hits harder per attack and it generates more attacks the bigger the enemy squad is (+1 every 5 models), turning a charge into a genuine threat against blobs of infantry rather than just lone tough targets.</p>
<h4>How different Chapters make them even better</h4>
<ul>
<li><strong>White Scars:</strong> When deployed without Suboden Khan, White Scars Outriders in the Spearpoint Task Force still retain the baseline <em>Storm-Swift Onslaught</em> detachment ability, allowing them to declare a charge in a turn in which they Advanced or Fell Back. They also keep full access to powerful Stratagems like <em>Spear Thrust</em> and <em>Sabre Wing</em> for Lance and Lethal Hits, <em>Evasive Manoeuvres</em> for a -1 to hit/wound defensive penalty, and the ability to execute a 6&#8243; reactive normal move or utilize Withdraw and Regroup into Strategic Reserves. However, without Suboden Khan leading the unit, the Outriders significantly miss out on his <em>Spear of Chogoris</em> ability, which allows them to shoot after advancing or falling back. Furthermore, they lose the incredible mobility of <em>Skilled Riders</em> to move straight through walls and ruins, as well as his unique <em>Wrath of the First Khan</em> feature that grants a bonus 6&#8243; post-combat move after wiping out an enemy squad.</li>
<li><strong>Dark Angels:</strong> Dark Angels Outriders excel primarily through the Company of Hunters detachment, which elevates them to Battleline status (raising unit limits up to 6 units of Outriders) and grants them the ability to Advance and shoot or charge.</li>
<li><strong>Blood Angels:</strong> less about bike-specific bonuses, more about army-wide melee buffs (extra attacks, Feel No Pain, aggressive charge bonuses) that stack on top of Thunderous Impact, turning Outriders into a genuine alpha-strike unit. Outrider chainswords can reach Strength 7, -1 AP, and 2 Damage with extra attacks when charging in the right Blood Angels setup.</li>
<li><strong>Black templars:</strong> In 11th Edition, Black Templars Outriders perform exceptionally well in the specialized <em>Righteous Crusaders </em>detachment, where choosing the <em>Suffer Not the Unclean to Live</em> Templar Vow grants their melee weapons the lethal Lethal Hits keyword to bypass high-toughness profiles. Players can further hyper-charge this squad using Stratagems to give the unit reroll charges and Lance (+1 to wound on the charge), alongside a dedicated fight-phase Stratagem that unlocks an additional +1 Strength or Precision. While the Black Templars do not have a faction-specific character on a bike, they utilize the generic Space Marine <strong>Chaplain on Bike</strong>, who gains unique keyword synergies within the detachment; when leading the Outriders, his litany grants an additional <strong>+1 to wound</strong>, while a faction-specific Enhancement elevates his personal profile to a monstrous <strong>Strength 10, AP -3, and Damage 3</strong> on the charge—transforming the entire bike squad into a high-speed, high-impact combat missile.</li>
<li><strong>Any other Chapter:</strong> even without a bike-specific detachment, Outriders remain a strong, durable, fast Battle-line option — the Captain on Bike simply makes that baseline even sharper.</li>
</ul>
<h4>What this looks like on the table</h4>
<ul>
<li><strong>Alpha strike against hordes:</strong> deploy Outriders (with the Captain attached) on a flank, advance turn one, and charge whatever overextends. Against high-model-count infantry, Cleave 1 pumps out bonus attacks while Thunderous Impact makes each one hit harder — a combination that can gut a full-strength squad before it can shoot back.</li>
<li><strong>Screen and reposition:</strong> use their speed and Fall Back-and-shoot tricks (where available) to bait an opponent into committing, then pull back out of retaliation range instead of trading in a bad fight.</li>
<li><strong>Objective grabbing:</strong> their mobility lets them contest or steal backfield or midboard objectives on turn one or two, something slower melee units simply can&#8217;t do.</li>
<li><strong>Flank protection:</strong> true to their fluff, they&#8217;re excellent at guarding the side of a bigger advance, intercepting enemy deep strikers or infiltrators before they can threaten the main force.</li>
</ul>
<h3>Weapon choice by playstyle</h3>
<ul>
<li><strong>Power sword:</strong> balanced damage and attack speed.</li>
<li><strong>Thunder hammer:</strong> ideal against tough, high-toughness targets.</li>
<li><strong>Plasma pistol:</strong> adds extra ranged damage before the charge.</li>
</ul>
<p><!-- optional: dynamic image of the bike in a charging pose --></p>
<h2>Space Marines vs. Orks: battle of the bikers</h2>
<p>Space Marines aren&#8217;t the only ones betting on two wheels this month: Games Workshop has also announced new Ork Nobz and Warbikes. If you&#8217;re into fast vehicles, it could be worth a separate post comparing both factions&#8217; takes on biker warfare.</p>
<p><img decoding="async" class="alignnone size-full wp-image-1076" src="https://komanders.com/wp-content/uploads/2026/08/ork-warbikes-11th-edition.jpg" alt="Ork Warbike details (warhammer 40K 11th ed)" width="1000" height="900" srcset="https://komanders.com/wp-content/uploads/2026/08/ork-warbikes-11th-edition.jpg 1000w, https://komanders.com/wp-content/uploads/2026/08/ork-warbikes-11th-edition-300x270.jpg 300w, https://komanders.com/wp-content/uploads/2026/08/ork-warbikes-11th-edition-768x691.jpg 768w" sizes="(max-width: 1000px) 100vw, 1000px" /></p>
<h2>Release date</h2>
<p>The Captain on Bike will arrive in stores alongside the upcoming <em>Codex: Space Marines, </em>announced for October 2026.</p>
<p><em>Source: <a href="https://www.warhammer-community.com/es-es/articles/kmcoobsz/revelado-un-nuevo-capitan-en-moto-de-los-marines-espaciales/" target="_blank" rel="noopener">Warhammer Community</a></em></p>
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		<item>
		<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>
					<comments>https://komanders.com/en/warhammer-40k/combat-patrol/death-korps-of-krieg-combat-patrol-rules-review-tactical-tips-for-10th-ed/#respond</comments>
		
		<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>Citadel changes its name to Warhammer Colour: a rebrand that buries almost half a century of history</title>
		<link>https://komanders.com/en/painting/citadel-changes-its-name-to-warhammer-colour-a-rebrand-that-buries-almost-half-a-century-of-history/</link>
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		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Sun, 08 Mar 2026 20:17:22 +0000</pubDate>
				<category><![CDATA[Painting]]></category>
		<category><![CDATA[Reveals]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=759</guid>

					<description><![CDATA[Games Workshop has decided that Citadel Colour is no longer called Citadel Colour. From now on, the paint brand will be known as Warhammer Colour. On paper, the change looks impeccably neat: same product, same formula, same pot, new name. Nothing dramatic. Nothing that should, in theory, justify a particularly intense reaction. And yet, here [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Games Workshop has decided that <strong>Citadel Colour is no longer called Citadel Colour</strong>. From now on, the paint brand will be known as <strong>Warhammer Colour</strong>. On paper, the change looks impeccably neat: same product, same formula, same pot, new name. Nothing dramatic. Nothing that should, in theory, justify a particularly intense reaction.</p>
<p>And yet, here we are.</p>
<p>Because this is not just about paint. It is not even just about branding. It is about one of those perfectly rational corporate decisions that, once they land in the hobby, feel a little colder than they probably intended. Citadel was not just any brand. It was a name with weight. With memory. With echoes of White Dwarf, old catalogues, starter sets, dried-up pots, discontinued colours, and long afternoons spent learning to paint terribly before learning to paint halfway decently.</p>
<p>Games Workshop has touched a historic brand in order to do something very sensible: bring its commercial architecture into order under the Warhammer umbrella. The question is not whether it makes sense. It does. The real question is this: <strong>whether everything that makes sense is worth doing when you are speaking to a community that experiences this hobby not through reason, but through emotion</strong></p>
<p>And that is where the clash lies.</p>
<h2>Consistency with Warhammer’s other brands</h2>
<p>Let us begin by granting Games Workshop the obvious point: <strong>the change makes sense</strong>. In fact, it makes a great deal of sense. For years now, the company has been refining a brand architecture increasingly centred around the name <strong>Warhammer</strong>. The stores are Warhammer. The communication is Warhammer. The universe pulling everything else forward is Warhammer. So, from the perspective of a boardroom, keeping a historic sub-brand like Citadel may have looked like a useful relic for veterans, but a less efficient one for the present.</p>
<p>And in that context, <strong>Warhammer Colour</strong> fits like a piece designed to complete the circle. Fewer layers, fewer nuances, less inherited history, more commercial clarity. Warhammer miniatures, Warhammer stores, Warhammer content, Warhammer paints. Everything perfectly aligned. Everything perfectly ordered. Everything perfectly… corporate.</p>
<p>What the company gains here is consistency. And consistency is a prized asset in branding.</p>
<h2>Clarity for beginners</h2>
<p>This is probably the strongest argument in favour of the change. To a veteran hobbyist, <strong>Citadel</strong> is a familiar word. To someone entering the hobby today through YouTube, TikTok, a shop, a video game, or a future TV series, it may not mean anything at all.</p>
<p><strong>Warhammer Colour</strong>, by contrast, explains itself. It is immediate. It is functional. It is impossible to misread. It does not require prior context or hobby memory. It does not ask the newcomer to learn a family tree of brands. It tells them, plainly: this is the paint officially designed for Warhammer miniatures.</p>
<p>From that point of view, the rebrand is not just defensible: it is effective. Where <strong>Citadel Colour</strong> preserved heritage, <strong>Warhammer Colour</strong> maximises instant understanding.</p>
<p>The problem is that clarity almost always simplifies. And simplification, quite often, also means stripping away <strong>personality.</strong></p>
<figure id="attachment_752" aria-describedby="caption-attachment-752" style="width: 1600px" class="wp-caption alignnone"><img decoding="async" class="wp-image-752 size-full" src="https://komanders.com/wp-content/uploads/2026/03/citadel-name-change.jpg" alt="Citadel Colour changes name to Warhammer Colour - new pot label design revealed" width="1600" height="990" srcset="https://komanders.com/wp-content/uploads/2026/03/citadel-name-change.jpg 1600w, https://komanders.com/wp-content/uploads/2026/03/citadel-name-change-300x186.jpg 300w, https://komanders.com/wp-content/uploads/2026/03/citadel-name-change-1024x634.jpg 1024w, https://komanders.com/wp-content/uploads/2026/03/citadel-name-change-768x475.jpg 768w, https://komanders.com/wp-content/uploads/2026/03/citadel-name-change-1536x950.jpg 1536w" sizes="(max-width: 1600px) 100vw, 1600px" /><figcaption id="caption-attachment-752" class="wp-caption-text">Try to hold back the tears. Exactly: you can’t.</figcaption></figure>
<h2>The community’s content instantly becomes outdated</h2>
<p>This is where the cost of the change begins to show. For years, <strong>Citadel Colour</strong> has not just been a brand: it has been a shared language. A common code between Games Workshop, the community, painting channels, blogs, tutorials, beginner videos, and hobby conversations across half the internet.</p>
<p>“Use a Citadel.” “Apply Nuln Oil.” “This Citadel range covers better.” “Citadel vs Vallejo differences.” That entire archive does not disappear overnight, of course. But suddenly it is outdated at its most basic level: the name.</p>
<p>It is not a tragedy, but it is <strong>an awkward nuisance</strong>. One of those decisions that does not quite break anything, but still creates a small and unnecessary desynchronisation between the product and the enormous ecosystem of content that has surrounded it for years.</p>
<p>And for a brand that relies so heavily on the community, that is not a minor detail.</p>
<h2>They are taking away more than just a logo</h2>
<p>The real loss is not in the pot, the formula, or the shelf presence. It is somewhere else. It is in the bond.</p>
<p><strong>Citadel</strong> was one of those brands that no longer fully belonged to the company that owned it, because it also belonged, in part, to the memory of the people who grew up with it. It was a word embedded in the culture of the hobby. It sounded like Warhammer, yes, but it also sounded like something with an identity of its own. Something with a biography. Something with a soul.</p>
<p>That is why so many people have greeted the announcement with irritation, irony, or indifference. Not because the change is going to ruin their miniatures. Not because tomorrow they are going to stop buying Mephiston Red. But because they sense, perhaps correctly, that <strong>a brand with personality is being sacrificed in the name of a simplification logic that benefits the company more than the hobbyist</strong>.</p>
<p>And that is where that deeply uncomfortable word for any marketing PowerPoint appears: <strong>nostalgia</strong>. Which is not foolish. Nor is it weakness. In this hobby, nostalgia is part of the glue.</p>
<figure id="attachment_740" aria-describedby="caption-attachment-740" style="width: 2560px" class="wp-caption alignnone"><img loading="lazy" decoding="async" class="wp-image-740 size-full" src="https://komanders.com/wp-content/uploads/2026/03/citadel-pot-design-evolution-scaled.jpg" alt="Citadel pot design evolution" width="2560" height="1439" srcset="https://komanders.com/wp-content/uploads/2026/03/citadel-pot-design-evolution-scaled.jpg 2560w, https://komanders.com/wp-content/uploads/2026/03/citadel-pot-design-evolution-300x169.jpg 300w, https://komanders.com/wp-content/uploads/2026/03/citadel-pot-design-evolution-1024x575.jpg 1024w, https://komanders.com/wp-content/uploads/2026/03/citadel-pot-design-evolution-768x432.jpg 768w, https://komanders.com/wp-content/uploads/2026/03/citadel-pot-design-evolution-1536x863.jpg 1536w, https://komanders.com/wp-content/uploads/2026/03/citadel-pot-design-evolution-2048x1151.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /><figcaption id="caption-attachment-740" class="wp-caption-text">Evolution of Citadel paint pots from the 1990s to 2026. The first wash I ever spilled by accident was that pot of Orc Flesh Wash. I was 12 at the time, and I still remember it as a devastating day for my finances.</figcaption></figure>
<h2>What stays the same?</h2>
<h3>The pot design</h3>
<p>The pot will remain the same as ever. The change is focused on the label and the name. Games Workshop has chosen to touch the brand, but not open the can of worms that is the container itself. Because if there is one thing the community has been arguing about for years, it is the pot format.</p>
<p>Other brands such as Army Painter, Vallejo, and Pro Acryl have turned the dropper bottle into the de facto standard for a huge number of painters. This format makes the use of a <a href="https://amzn.to/4rYJkJV" target="_blank" rel="noopener">wet palette</a> almost mandatory, but in return it gives you precise control over mixes and dilutions. Most importantly, because air does not enter the bottle, the paint can remain in good condition for 5 to 10 years.</p>
<p><iframe title="YouTube video player" src="https://www.youtube.com/embed/tlKygg1hhcw?si=tbwnykO7CBxHq7Nn&amp;start=65" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p>On the other hand, Games Workshop remains attached to its flip-top design. While it is true that this style of pot makes things easier for beginners by allowing paint to be taken directly from the container, it is also a format burdened with old and often repeated criticisms. The main flaw is this: dried paint constantly builds up in the lid, and the airtight seal degrades very easily. The pots need frequent cleaning, otherwise air gets in and they dry out completely within a few months.</p>
<p>The impression is that <strong>Games Workshop keeps this format not because it is the best one, but because it is the one that suits them most.</strong> Lower durability means more sales.</p>
<h3>The formula</h3>
<p>According to the company itself, <strong>the paint remains exactly the same</strong>. And that is probably the most important thing for anyone who simply wants to know whether their colours will behave the same way they did yesterday.</p>
<h3>The price</h3>
<p>Warhammer’s community managers have already confirmed on Facebook that <strong>the price will not go up for now</strong>. Games Workshop is the undisputed leader in the miniatures market, but in the acrylic paint market it is competing against brands that are highly competitive in both quality and price.</p>
<h2>Community opinion</h2>
<p>The community’s initial reaction has been quite revealing: <strong>more ironic resignation than genuine enthusiasm</strong>. The announcement does not seem to have triggered many “finally” reactions. Quite the opposite. The dominant feeling is that this is a boardroom move, correct in branding terms, but emotionally sterile.</p>
<p>Many hobbyists have read it as an unnecessary change. Something nobody asked for. Something that does not improve the hobby experience in any tangible way, yet still erodes a name with history, identity, and symbolic weight.</p>
<p>The less diplomatic translation would be this: <strong>yes, it makes sense; no, it was not necessary</strong>.</p>
<h2>What now?</h2>
<p>In practical terms, not much will probably change. People will keep buying their usual colours, checking conversion charts, watching old tutorials, and painting with the same habits as before. And within a few months, many will have grown used to living with the new name.</p>
<p>From a branding point of view, <strong>Warhammer Colour</strong> is a clean and coherent change. From the hobbyist’s point of view, it flattens an identity with more than 40 years of history, one that has been accompanying many of us since childhood.</p>
<p>Games Workshop has made <strong>a rational change in a hobby driven by profoundly irrational forces</strong>: attachment, memory, habit, pride of belonging, nostalgia. As Blaise Pascal said: <em>the heart has reasons that reason does not understand</em>. Will this corporate manoeuvre work? In 40 years, we will find out. Rest in peace, Citadel.</p>
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		<title>GW brings Christmas early: 7 new Battleforce boxes announced</title>
		<link>https://komanders.com/en/warhammer-40k/battleforce/gw-brings-christmas-early-7-new-battleforce-boxes-announced/</link>
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		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Mon, 06 Oct 2025 15:13:42 +0000</pubDate>
				<category><![CDATA[Battleforce]]></category>
		<category><![CDATA[Reveals]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=665</guid>

					<description><![CDATA[Today, October 6, 2025, Games Workshop dropped a pre‑holiday bombshell: seven new Battleforces for Warhammer 40,000 that cover very different play profiles and will go up for pre‑order “later this year,” with the usual discount versus buying the boxes separately. If you’ve been waiting for the right moment to start an army — or to take a serious [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Today, <strong>October 6, 2025</strong>, Games Workshop dropped a <strong>pre‑holiday bombshell:</strong> <strong>seven new Battleforces for Warhammer 40,000</strong> that cover very different play profiles and will go up for pre‑order “later this year,” with the usual discount versus buying the boxes separately. If you’ve been waiting for the right moment to start an army — or to take a serious leap beyond Combat Patrol — this is your sign, because these boxes are a <strong>limited-edition offer and once they’re gone, they won’t be restocked.</strong></p>
<h2>Estimated release date</h2>
<p>GW confirms that all of them will be available to pre‑order “later this year” and that they retain the classic Battleforce value (savings versus individual MSRP), with no official figure yet. Keep an eye on <strong>November/December weekends:</strong> historically that’s when these boxes land on the calendar.</p>
<h2>Estimated price</h2>
<p>The Christmas 2024 Battleforces were priced at €190, and this year we can see the Drukhari Battleforce still at that price. Even if they decided to apply a 4% increase, we’d be looking at roughly €198.</p>
<p>&nbsp;</p>
<h2>Approximate points value</h2>
<hr />
<h3>Cthonian Prospect &#8211; Leagues of Votann Battleforce</h3>
<ul>
<li>Brôkhyr Iron‑master (+assistant+E‑COGs): 75 pts</li>
<li>Thunderkyn (3): ~90–105 pts</li>
<li>Cthonian Earthshakers (2): 110 pts</li>
<li>Kapricus Defender/Carrier (1): ~90–110 pts</li>
<li>Cthonian Beserks (10): 200 pts</li>
</ul>
<p><strong>Indicative total:</strong> ~565–600 pts</p>
<hr />
<h3>Krieg Siege Platoon &#8211; Astra Militarum Battleforce</h3>
<ul>
<li>Lord Commissar: ~45–55 pts</li>
<li>Krieg Command Squad: ~70–85 pts</li>
<li>Death Korps of Krieg (20): ~220–260 pts</li>
<li>Krieg Combat Engineers: ~95–120 pts</li>
<li>Artillery Teams (2): ~140–220 pts (depending on piece)</li>
</ul>
<p><strong>Indicative total:</strong> ~570–740 pts</p>
<hr />
<h3>Farsight Cadre &#8211; T’au Battleforce</h3>
<ul>
<li>Commander Farsight: 145 pts</li>
<li>Riptide: 190 pts</li>
<li>Broadside (1): ~105–125 pts</li>
<li>Crisis (3): ~180–210 pts</li>
<li>Drones: variable cost depending on datasheet/loadout</li>
</ul>
<p><strong>Indicative total:</strong> ~620–670 pts (before assigning all drones as upgrades)</p>
<hr />
<h3>Blissbound Warband &#8211; Emperor’s Children Battleforce</h3>
<ul>
<li>Fulgrim: 340 pts</li>
<li>Flawless Blades (6): ~220 pts</li>
<li>Noise Marines (6): 145 pts</li>
</ul>
<p><strong>Indicative total:</strong> ~705 pts</p>
<hr />
<h3>Iron Halo Strike Force &#8211; Space Marines Battleforce</h3>
<ul>
<li>Captain: ~75–85 pts</li>
<li>Company Heroes: ~85–105 pts</li>
<li>Sternguard (5): 100 pts</li>
<li>Hellblasters (5): 110 pts</li>
<li>Ballistus Dreadnought: 150 pts</li>
<li>Redemptor Dreadnought: 195 pts</li>
</ul>
<p><strong>Indicative total:</strong> ~715–745 pts</p>
<hr />
<h3>Crusher Stampede &#8211; Tyranids Battleforce</h3>
<ul>
<li>Neurotyrant: 105 pts</li>
<li>Screamer‑Killer: 135 pts</li>
<li>Tyrannofex: ~200–230 pts</li>
<li>Haruspex / Exocrine: ~160–200 pts</li>
<li>Maleceptor / Toxicrene: ~160–195 pts</li>
</ul>
<p><strong>Indicative total:</strong> ~760–865 pts (depending on builds)</p>
<hr />
<h3>Hellforged Warband &#8211; Chaos Space Marines Battleforce</h3>
<ul>
<li>Lord Discordant: 160 pts</li>
<li>Venomcrawler: ~140 pts</li>
<li>Obliterators (2): ~170–220 pts</li>
<li>Havocs (5): ~90–115 pts</li>
<li>Legionaries (10): ~170–190 pts</li>
<li>Chaos Rhino: ~80 pts</li>
</ul>
<p><strong>Indicative total:</strong> ~810–905 pts</p>
<hr />
<h2>Opinions</h2>
<p>The general tone is “almost all are bangers.” People are especially pleased that there are seven boxes and that “none of them looks like a bad buy.” Several users see the <strong>T’au Farsight Cadre</strong> as “exactly what they were looking for to start T’au,” while others would have included a Stormsurge or a second Commander to finish the job. There are also <strong>jokes about the ‘Eight’</strong> in the Farsight box, which includes six miniatures even though, according to the lore, Farsight’s Enclaves are famous for “the Eight” heroes.</p>
<p>The <strong>Tyranids</strong> get a perfect box for anyone wanting to play the <strong>Crusher Stampede</strong> detachment: it’s all monsters.</p>
<p>The <strong>Space Marine package</strong> splits opinion more because of “I already own this” than pure value: one redditor does the math and estimates the contents at around ~805 points; others applaud the inclusion of two Dreads because “it gives you a ready‑made core instantly.” As always, your sense of value will depend on how much overlaps with your display cabinet.</p>
<p><strong>Krieg</strong>, meanwhile, generates hype… and suspicion: some celebrate a perfect entry point for newcomers if you pair it with a Combat Patrol, while others see an attempt by GW to move stock after the DKoK streak (patrol, army box and now battleforce). The truth is that, on the table, the box “does what it says on the tin”: lots of bodies, artillery, and a clear mission plan.</p>
<p>On the official Warhammer 40,000 channel post, reactions range from the Farsight/Iron Halo “take my money” to <strong>requests for variety</strong> (Aeldari, Knights, etc.), with several comments celebrating that Krieg is accessible again for those who missed earlier releases. There’s more than one complaint that the boxes offer less value each year (while keeping the same price), but overall the social thermometer points to high interest and the feeling of “very solid packs.”</p>
<p>In short: <strong>seven boxes</strong>, seven styles, and one idea — helping you assemble a coherent force with real savings. If your goal is to kick off an army project before 2026 or to take a qualitative leap on the tabletop, these Battleforces are the most direct route from the display case to the gaming mat, and today the community is clear: “there’s value and there’s enthusiasm.” Stay tuned for pre‑orders and any accompanying bundles, because this year you’re treating yourself.</p>
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		<title>Juan Hidalgo tests the new Vallejo True Metallic Metal range</title>
		<link>https://komanders.com/en/painting/juan-hidalgo-tests-vallejo-true-metallic-metal-first-impressions/</link>
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		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Tue, 30 Sep 2025 16:43:20 +0000</pubDate>
				<category><![CDATA[Painting]]></category>
		<category><![CDATA[Reveals]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=626</guid>

					<description><![CDATA[The leak around Vallejo’s True Metallic Metal line has the hobby buzzing: Juan Hidalgo published a sponsored first‑look video which, while not a full review, hints at a system built to achieve colorful metallics fast and to keep a seamless bridge between airbrush and brush. Keep in mind the author took part in the range’s development, [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><strong>The leak around Vallejo’s True Metallic Metal line</strong> has the hobby buzzing: Juan Hidalgo published a sponsored first‑look video which, while not a full review, hints at a system built to achieve colorful metallics fast and to keep a seamless bridge between airbrush and brush.</p>
<p>Keep in mind the author took part in the range’s development, so he speaks from inside the process; nonetheless, the information shown is partial and framed as early impressions.</p>
<h2>Vallejo True Metallic Metal: what it is and what it promises</h2>
<p>According to the video, TMM is a new metallic paint family designed to deliver real metal shine without sacrificing color saturation or contrast; the goal is to give beginners a quick path to attractive results while offering headroom for layering and glazing to intermediate and advanced painters.</p>
<p><strong>This is not an exhaustive test</strong>, yet the pitch clearly targets both ends of the learning curve with a guided workflow, avoiding obscure mixes or niche mediums.</p>
<p>In parallel, the creator underlines continuity: every tone used with a brush should be replicated through the airbrush with the same name and behavior, preserving both shine and color identity.</p>
<h2>Color families and structure</h2>
<p>The transcript points to a broad range of roughly <strong>80 paints arranged into 20 hue families (or colors)</strong>; within each family you get a Base, a Light for highlights, a transparent Shade to unify and deepen, and an Airbrush Base to apply with the airbrush, all with matching tones.</p>
<figure id="attachment_614" aria-describedby="caption-attachment-614" style="width: 1440px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" class="wp-image-614 size-full" src="https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-pots.jpg" alt="vallejo true metallic metal paint pots revealed" width="1440" height="1440" srcset="https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-pots.jpg 1440w, https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-pots-300x300.jpg 300w, https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-pots-1024x1024.jpg 1024w, https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-pots-150x150.jpg 150w, https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-pots-768x768.jpg 768w" sizes="(max-width: 1440px) 100vw, 1440px" /><figcaption id="caption-attachment-614" class="wp-caption-text">Vallejo True Metallic Metal pots revealed by <a href="https://www.instagram.com/p/DPJbcOoDMNl/?img_index=2" target="_blank" rel="noopener">@angel_giraldez comission painter (instagram)</a></figcaption></figure>
<p><strong>This family‑based structure</strong> is meant to let you build coherent lights and shadows quickly without leaving the same “color line,” reducing hue jumps and metamerism issues between techniques.</p>
<p>The promise of brush–airbrush matching also suggests that early airbrushed gradients will blend with brush work without losing the metallic identity you chose.</p>
<h2>Vallejo TMM uses the BSL system</h2>
<p>The video outlines a BSL flow: start with the Base, then drybrush or layer with the Light, and finish with the Shade to unify, restore saturation and add definition in the shadows without killing the metallic shine.</p>
<p>For painters pushing further, the same flow accepts thin glazes over the Light, pinpoint edge highlights and progressive modulations, taking advantage of the paints’ self‑levelling nature and their friendliness with a wet palette.</p>
<p><strong>The range’s Shade</strong> is described as an evolution of the maker’s washes/contrasts, transparent and stable, able to reinforce volumes without turning the finish into a dull satin.</p>
<h2>Handling, thinning and examples</h2>
<p>The demo stresses that paints handle well with little thinning, accept water if needed, and self‑level enough to avoid unwanted texture when working fast or on broad panels.</p>
<p>Practical examples include Sapphire Blue for armor plates, Ruby Red for gauntlets, Imperial Gold for details and Aged Metal for darker zones; the final result evokes a metallic Crimson Fists‑style scheme.</p>
<p><strong>In terms of target users</strong>, the line looks especially appealing for metal‑forward armies (e.g., Alpha Legion or certain Horus Heresy forces) while opening creative options for blue chapters in the Ultramarines vein.</p>
<h2>What’s still unknown</h2>
<p>The video itself notes this is a first look, with no complete color list, no official launch date and no final reference material; therefore, treat this as a statement of intent rather than a definitive product spec.</p>
<p>As official data drops, we’ll expand this article with the full color chart, bottle pricing and starter sets, together with practical tests over popular miniatures.</p>
<h2>Support the creator</h2>
<p>If you like this approach, you can support Juan Hidalgo on his Patreon channel. In addition to previews and exclusive content, it&#8217;s a good benchmark for this type of painting innovation. Look for <strong>Juan Hidalgo Miniatures</strong>: undoubtedly one of the<a href="https://www.patreon.com/juanhidalgominiatures?l=en" target="_blank" rel="noopener"> best Warhammer painters</a>, from whom I have personally learned a lot.</p>
<p><iframe title="Vallejo TRUE METALLIC METAL - Exclusive FIRST LOOK and Basic Techniques" width="800" height="450" src="https://www.youtube.com/embed/3Sh6ehepsAA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></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 loading="lazy" 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 loading="lazy" 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 loading="lazy" 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>Vallejo True Metallic Metal leaked: Ángel Giraldez drops the bomb</title>
		<link>https://komanders.com/en/painting/vallejo-true-metallic-metal-leaked-angel-giraldez-drops-the-bomb/</link>
					<comments>https://komanders.com/en/painting/vallejo-true-metallic-metal-leaked-angel-giraldez-drops-the-bomb/#respond</comments>
		
		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Mon, 29 Sep 2025 15:10:32 +0000</pubDate>
				<category><![CDATA[Painting]]></category>
		<category><![CDATA[Reveals]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=575</guid>

					<description><![CDATA[During his appearance at San Diego Comic-Con Málaga 2025, the renowned painter Ángel Giraldez set the hobby world abuzz by sharing an image on his Instagram and Facebook accounts. The photo discreetly shows a display stand with a brand-new paint range under the name “TRUE METALLIC METAL.” The leak quickly spread through the community: at least 18 [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>During his appearance at San Diego Comic-Con Málaga 2025, the renowned painter Ángel Giraldez set the hobby world abuzz by sharing an image on his Instagram and Facebook accounts. The photo discreetly shows a display stand with a brand-new paint range under the name <strong>“TRUE METALLIC METAL.”</strong> The leak quickly spread through the community: at least 18 different colors can be spotted in the picture, and the stand bears the tagline “light, color and contrast with real metallic pigments.”</p>
<p>What makes it even more exciting is that Giraldez responded to some comments clarifying that, contrary to what many might assume, these paints won’t be alcohol-based but instead will use an acrylic medium. That small technical detail has only increased the community’s anticipation, as it hints at a significant step forward compared to what painters are used to.</p>
<p>The reaction across the painting community has been overwhelmingly positive. While some hobbyists are cautiously waiting for the official announcement, the dominant mood is enthusiasm. Many expressed frustrations with Vallejo’s current metallic lines—especially Game Color metallics, which some found lacking—and see this leak as the answer to long-standing issues. For plenty of painters, just seeing a rack with 18 real metallic tones is enough to spark excitement.</p>
<h2>Vallejo True Metallic Metal: A New Way of Painting Metals?</h2>
<p>Traditionally, to achieve convincing metallic effects, painters lay down a metallic basecoat—silver, gold, brass, etc.—and then build color and depth through washes, contrast paints, or glazes. That method has been the norm because metallic paints often struggle with coverage, pigment suspension, or delicate handling.</p>
<p>However, the promise implied by the leaked display—“light, color and contrast with real metallic pigments”—suggests that this new <strong>True Metallic Metal</strong> range could be engineered to deliver basing paints, highlight paints (for drybrush, maybe?),  and wash paints. If Vallejo succeeds in making metallic pigments that both reflect light brilliantly and allow strong, consistent coloration, it could represent a breakthrough for miniature painting.</p>
<p>The fact that these will not be alcohol-based makes the leak even more intriguing. Many metallic formulas rely on harsh solvents or special carriers to keep the pigments in suspension. Vallejo choosing an acrylic medium instead could mean smoother flow, better pigment retention, and full compatibility with other acrylic hobby paints.</p>
<p>Giraldez also teased that Vallejo plans to make an official announcement for the range, which will be accompanied by a brand-new painting book titled <strong>“TRUE METALLIC METAL BSL System.”</strong> That reference to a “BSL system” indicates that Vallejo isn’t just launching a paint line, but a complete framework: paints plus a technical guide to maximize their use. If the book provides recipes, techniques, and structured instructions, the new range could quickly become a staple reference for hobby painters.</p>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-578" src="https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-teased-1.jpg" alt="vallejo true metallic metal paint stand (18 colors)" width="1440" height="1440" srcset="https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-teased-1.jpg 1440w, https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-teased-1-300x300.jpg 300w, https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-teased-1-1024x1024.jpg 1024w, https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-teased-1-150x150.jpg 150w, https://komanders.com/wp-content/uploads/2025/09/vallejo-true-metallic-metal-teased-1-768x768.jpg 768w" sizes="(max-width: 1440px) 100vw, 1440px" /></p>
<p>&nbsp;</p>
<h2>What to Expect and Where to Follow Vallejo True Metallic Metal News</h2>
<p>Although Giraldez was the one to spark the buzz with this leak, the official word is still pending. It’s almost certain that the announcement will come through Vallejo’s official channels, so fans should keep an eye on their social media and main website. Vallejo actively posts on Instagram, Facebook, and X (formerly Twitter), and of course, their <a>official website</a> remains the central hub for product releases. Recently, Vallejo even highlighted their presence at San Diego Comic-Con Málaga on social platforms, which matches the timing of this reveal.</p>
<p>For those eager to catch every update, subscribing or following Vallejo’s <strong>Acrylicos Vallejo</strong> accounts across social media is the safest bet, alongside checking the brand’s website regularly. The official reveal should bring details such as release dates, prices, packaging formats, regional availability, and perhaps even demo videos.</p>
<p>Until then, hobbyists are left speculating about the possibilities: shimmering golds, deep chromes, iridescent blues, or heat-tinted metallic effects straight from the bottle. Imagining what can be done with those 18 true metallic shades is already sparking creativity. For now, the leak has done its job perfectly—<strong>Vallejo True Metallic Metal</strong> might just redefine how we paint metallics on miniatures, and we’ll be here to cover every detail as soon as the full announcement drops.</p>
<p>&nbsp;</p>
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		<title>Revealed new Terminator Battleforce: Crux Terminatus</title>
		<link>https://komanders.com/en/warhammer-40k/battleforce/revealed-new-terminator-battleforce-crux-terminatus/</link>
					<comments>https://komanders.com/en/warhammer-40k/battleforce/revealed-new-terminator-battleforce-crux-terminatus/#respond</comments>
		
		<dc:creator><![CDATA[Komander]]></dc:creator>
		<pubDate>Mon, 22 Sep 2025 14:45:29 +0000</pubDate>
				<category><![CDATA[Battleforce]]></category>
		<category><![CDATA[Reveals]]></category>
		<guid isPermaLink="false">https://komanders.com/?p=524</guid>

					<description><![CDATA[Today, September 22, 2025, Games Workshop unveiled a new Assault Terminators Battleforce (Crux Terminatus Battleforce), packed to the brim to build a show-stopping 1st Company. If you’ve been waiting for a Terminator-focused box to round out (or start) your army, this is the news of the day. According to Warhammer Community, pre-orders are coming “very soon.” What exactly [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Today, <strong>September 22, 2025</strong>, Games Workshop unveiled a new <strong>Assault Terminators Battleforce</strong> (<em>Crux Terminatus Battleforce</em>), packed to the brim to build a show-stopping 1st Company. If you’ve been waiting for a Terminator-focused box to round out (or start) your army, this is the news of the day. According to Warhammer Community, pre-orders are coming “very soon.”</p>
<h2>What exactly is in the box?</h2>
<p>The <em>Crux Terminatus</em> bundles 10 new Assault Terminators, a Terminator Ancient, 5 “regular” Terminators, a Chaplain in Terminator Armour, and a Captain in Terminator Armour. It also includes a decal sheet with 500+ transfers for Ultramarines, Salamanders, Imperial Fists, White Scars, and Raven Guard, plus generic iconography.</p>
<p>For hobby detail, each five-man squad includes 6 bare heads, 5 helmeted heads, 5 decorative heraldic shields, and 15 extra accessories; the sergeant gets alternate heads and a special storm shield.</p>
<h2>Options and playstyles</h2>
<p>The heart of the assault terminators battleforce is, of course, the <strong>Assault Terminators</strong>. You can kit them with thunder hammers and storm shields to smash heavily armoured elites; the shield also grants <strong>+1 Wound</strong>, turning them into true battering rams that soak punishment while dishing it out. If you expect hordes, you can switch to lightning claws to multiply attacks at the cost of raw damage.</p>
<p>The <strong>Terminator Squad</strong> brings durable fire support arriving via Deep Strike, with assault bolters and heavy-weapon options, acting as a section anchor or character escort. The <strong>Captain in Terminator Armour</strong> is a shock leader: in 10th he has Leader and command rules like Rites of Battle to make Stratagems cheaper for his unit—perfect for coordinated hammer blows. The <strong>Chaplain in Terminator Armour</strong> boosts durability with Feel No Pain 4+ against mortals while leading, ideal for soaking mortals and diving onto objectives. The <strong>Terminator Ancient</strong> provides the classic banner push, rounding out a hard-hitting, cohesive core with real synergies.</p>
<h2>A redesign for the classic Terminator miniatures</h2>
<p><img loading="lazy" decoding="async" class="img-bordered alignnone wp-image-525 size-full" src="https://komanders.com/wp-content/uploads/2025/09/assault-terminators-old-vs-new-1.jpg" alt="Assault terminators redesign: old vs new" width="1200" height="1200" srcset="https://komanders.com/wp-content/uploads/2025/09/assault-terminators-old-vs-new-1.jpg 1200w, https://komanders.com/wp-content/uploads/2025/09/assault-terminators-old-vs-new-1-300x300.jpg 300w, https://komanders.com/wp-content/uploads/2025/09/assault-terminators-old-vs-new-1-1024x1024.jpg 1024w, https://komanders.com/wp-content/uploads/2025/09/assault-terminators-old-vs-new-1-150x150.jpg 150w, https://komanders.com/wp-content/uploads/2025/09/assault-terminators-old-vs-new-1-768x768.jpg 768w" sizes="(max-width: 1200px) 100vw, 1200px" /></p>
<p>Yes. <strong>Assault Terminators</strong> have been a staple for years; today’s reveal stresses that “they’re back!,” confirming the concept’s return to the current range and updating the miniatures to 10th-edition standards.</p>
<p>The new Terminators are <strong>rescaled</strong>: taller and bulkier, with longer limbs and a more imposing silhouette, yet they retain the classic Indomitus look. The sculpt keeps the high pauldrons and signature chest plate but adds crisper panels and rivets, cleaner cabling and trim, and generally sharper execution.</p>
<h2>Estimated price and savings</h2>
<p>Warhammer 40,000 Battleforces in Europe have hovered around €175–€180 in the last two cycles: in 2023 they were confirmed at <strong>€180</strong>, and in 2024 several guides cited <strong>£135</strong> as a reference (≈ <strong>€175</strong>). There’s no official RRP for <em>Crux Terminatus</em> at the time of writing, but <strong>€175–€185</strong> is a reasonable expectation if GW follows the pattern.</p>
<p>To <strong>estimate savings</strong>, we sum comparable kit prices:</p>
<ul>
<li>Terminator Squad (5): €55</li>
<li>Captain in Terminator Armour: €34</li>
<li>Chaplain in Terminator Armour: €35</li>
<li>Terminator Ancient (new): likely €34–€37 if it follows the Terminator character pattern (using the Captain as reference).</li>
<li>Assault Terminators (10): if GW keeps parity with Terminator Squad (5) = €55, two equivalent boxes would total €110. (Inference based on the official Terminator squad price.)</li>
</ul>
<p><strong>Estimated separate total:</strong> €110 (Assault) + €55 (Terminators) + €34 (Captain) + €35 (Chaplain) + ~€34 (Ancient) = <strong>~€268</strong>. If the <strong>assault terminators battleforce</strong> lands at <strong>€175–€185</strong>, the <strong>saving would be ~€83–€93</strong>, not counting the large decal sheet.</p>
<h2>Points value</h2>
<ul>
<li><strong>Assault Terminators (10 models)</strong> → <strong>360 pts</strong> (datasheet lists 5 models = 180 pts; so 10 = 360).</li>
<li><strong>Terminator Squad (5 models)</strong> → <strong>170 pts</strong>.</li>
<li><strong>Captain in Terminator Armour (1)</strong> → <strong>95 pts</strong>.</li>
<li><strong>Chaplain in Terminator Armour (1)</strong> → <strong>75 pts</strong>.</li>
<li><strong>Ancient in Terminator Armour (1)</strong> → <strong>75 pts</strong>.</li>
</ul>
<p><strong>360 + 170 + 95 + 75 + 75 = 775 points</strong> in standard pointed play.</p>
<h3>Suggestions to reach 1,000 points</h3>
<ul>
<li><strong>Land Raider Crusader (220 pts):</strong> Can transport 8 Terminators for an “all-in” push to mid-board.</li>
<li><strong>Redemptor Dreadnought (210 pts):</strong> Trades transport for extra melee and shooting punch.</li>
<li><strong>5 Infiltrators + 5 Scouts (170 pts):</strong> Aims at multi-objective control from turn one.</li>
</ul>
<h2>Estimated release window</h2>
<ul>
<li><strong>2023:</strong> Battleforces were presented on October 23, with many outlets listing<strong> Saturday, November 11</strong> for pre-orders (the usual “Sunday preview / Saturday pre-order” cadence).</li>
<li><strong>2024:</strong> Warhammer Community posted the Sunday Preview on November 10, and pre-orders opened Saturday, November 16.</li>
</ul>
<p>Therefore, it’s highly likely that in <strong>2025</strong> the <strong>Terminators Battleforce</strong> will go to <strong>pre-order between November 8 and 22, 2025</strong>. Hitting stores would then be <strong>Saturday, November 15–29, 2025</strong> (one week after pre-orders).</p>
<h2>Is this box worth it?</h2>
<p>Absolutely. If you want a direct “smash the battle line” entry and to <strong>optimize your spend</strong>, the <strong>assault terminators battleforce</strong> delivers a highly efficient core: hammers and shields to mulch elites, claws to sweep hordes, command auras and litanies to squeeze more from Stratagems and survivability, plus enough extra bits to customize sergeants and veterans. Given the Battleforce price history and the confirmed contents, this looks like a <strong>smart buy</strong> for collectors and competitive players who want a 1st Company ready to teleport onto objectives—then keep them.</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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