I mused about making a post like this after my experience at Astronomi-Con. Between this and three other tournaments, I’ve had a chance to try out most Stratagems available to Astra Militarum. Command Points (CP) are increasingly rare, so using them wisely is important. Some Stratagems some are awful, and some are great, especially in combination. I’m going to try to categorize and collect them. They are presented in what I think is best to worst.
Keep in mind that in an FAQ, you can only use each stratagem once per phase. This is especially tough on the Command Re-roll and Vengeance For Cadia!
Prepared Positions – 2CP
This new one appeared in BIG FAQ 2 and I’m a big fan. It means if you go second, your whole army (except Titanic units) still in your deployment zone get the benefit of cover. I have been decimated SO many times from having the second turn, and this helps protect the second turn’s army a bit. Can still be combined with Take Cover for 1CP to add +1 to your saving throw. Guardsmen or Conscripts are now wearing power armour for their first turn!
Command Re-Roll – 1CP
This gem from the Base Rule Book means you can re-roll any single dice for 1 CP. It still is life-saving (or life-taking depending on the circumstance). Use it to:
- save a model from a bad grav-chute drop
- re-roll a charge distance
- protect against perils in the psychic phase
- re-roll a critical armour or invulnerable save
- get that hit or wound you desperately need
An FAQ limited this to once per phase, so need to be vigilant of when to use it each phase. I often use it to re-roll explodes for Hellhounds (if I want it to explode).
Defensive Gunners – 1CP
Your vehicle can hit on overwatch on 5’s or 6’s instead of just 6’s. Very handy to protect your tanks. In some cases, heavy weapons were hitting on 5’s anyways during your shooting phase. So, here’s a chance to shoot just as well but in your opponents turn!
Vengeance For Cadia!- 1CP
Against Chaos, all day long, every shooting phase and overwatch. You get to re-roll to hit AND WOUND against Chaos models until the end of the phase with that unit. Pairs well with Defensive Gunners for vehicles for another 1 CP.
Imperial Commander’s Armoury- 1CP/3CP
For 1CP you get an extra relic, which is always handy. Better spend points on this to get the Laurel’s of Command rather than spending 1CP per turn for Inspired Tactics. for two additional relics it costs an additional 3CP, which may not be so great.
Take Cover! – 1CP
I like this one. Any unit gets +1 to their saving throws in the opponent’s shooting phase. Vehicle get a 2+ save. Guardsmen get 4+, or 3+ if they are already in cover. It may not save a unit that’s in the line of fire, but it will force your opponent to invest more fire into that finishing that unit off.
Superior Intelligence – 1CP
Miltarium Tempestus exclusive stratagem. If an opponent sets up a unit from reinforcements within 12″ of a Militarum Tempestus infantry unit, you get an out-of-turn shooting round on that unit with -1 to hit.
I like this, but I don’t know how often you’ll be able to use it. It’s one of those you need to make sure you remember you have. You’d be out of rapid-ire range for hot-shot lasguns, but rapid-fire plasma, melta, hot-shot volley, and plasma pistols are all getting in their extra shots. Infantry only, so the Taurox prime just sits there.
FOR SELECT SITUATIONS
Insane Bravery – 2CP
From the base rule book. Automatically pass a single Morale test. 2CP is rather steep, but if it means a unit doesn’t run off an objective, it may be worth it.
Fight to the death –1CP
A little like Insane Bravery above, but not auto-pass for Morale. Instead, you roll a D3 instead of D6. So, if your guardsman squad lost 4 or less guys, this does result in an auto-pass.
Inspired Tactics – 1CP
An Officer can make an additional order or tank order. Was great when you could CP farm back so many of these. Now, it may be wise to use sparingly.
Overlapping Fields of Fire – 2CP
Cadian exclusive stratagem that adds +1 to hit a unit after it has suffered an unsaved wound. It’s for that unit you’ve nicked and really want to finish off. I like that it can negate -1 to hit shenanigans that many lists have. And it stacks with re-roll stratagems like Aerial Spotter and Vengeance for Cadia. But 2CP can be high to use more than once in a game.
Viscous Traps – 1CP
Catachan exclusive stratagem. If an enemy successfully finish a charge to a Catachan unit (which could be a vehicle) wholly on or within a terrain feature, on a 4+ that unit receives D3 mortal wounds. D3 isn’t that many, but might be a nasty surprise for that Demon Prince that just charged you. Only works on one unit, so it doesn’t have then area of effect that Fire On My Position does.
Counter-Offensive – 2CP
From the base rule book. Lets you “interrupt” the flow of the fight phase and have your model fight after an enemy that charged has fought. Situational, but handy if you know you’re going to get smacked and need to hit the other unit first.
Officio Prefectus Command Tank – 1CP
A Leman Russ and all units within 6″ get Leadership 9. More valuable since the nerf to Commissar’s Summary Execution. Handy if you have a Leman Russ already which you plan to wade into the fray surrounded by guardsmen. But 1CP for an auxiliary detachment and an Inquisitor gives you Leadership 10 (and probably a psyker).
Crush Them! – 1CP
Astra-Militarum vehicles usually have impressive strength (S6-S7) a WS 6+ and at best 3 attacks with no AP. This stratagem lets them hit on a 2+. Beautiful on a Baneblade; kind of lackluster on anything else unless you really want to Crush something.
Mobile Command Vehicle – 1CP
The rules for transports in 8th edition nerfed them pretty hard. If a unit is in a transport, they are technically off the battlefield, and none of their special rules or auras can apply. This lets your Officer in a Chimera (not Taurox) issue orders from within the safety of a Chimera, which is nice, and boost the range of their order as if they were near a vox-caster (the target unit needs a vox-caster too). If you are spending points on Chimera’s at all, this may be used a little.
Jury Rigging – 1CP
Vehicle heals 1 wound, even without a techpriest! But can’t move, charge, or pile in (guard vehicles don’t do that often anyways). Nice for getting up a line in the damage chart if it improves your ballistic skill. Would have been nicer if it was D3 wounds.
Go! Recon! –1CP
Scout Sentinels move 2D6″ in the shooting phase, but then can’t shoot or charge. Can use it even if the sentinel advanced in the movement phase. So a sentinel could theoretically go 9+3D6″ in a turn averaging around 22″. That’s a pretty fantastic move if you want to grab an objective or something.
Aerial Spotter – 2CP
A Wyvern or Basilisk can re-roll failed hit rolls in this phase. Nice effect, but a bit of a steep price for one model getting the re-rolls.
BAD and UGLY
Grenadiers – 1CP
Your whole infantry unit can use grenades during shooting or overwatch. I’ve used this on overwatch a few times and it’s really disappointing. Each model gets D6 shots, that still only hit on 6’s. And it’s equal in punch to a lasgun. Might as well save your CP and take 2 shots per model with the lasgun.
Similarly, on offence, you’ll average about 3 shots per model. Rank Fire at that range gives you 4! Save your CP for something else.
Fire On My Position – 3CP
If a slain unit had a vox-caster, on a 4+ you can rain down D6 mortal wounds for each unit 3″ away. Unless there’s a cluster of 4 ore more units within 3″ your unit which died, you won’t get much out of this. And 3CP is asking a lot!
Preliminary Bombardment – 2CP
I have found this one very underwhelming. Statistically, I should get a wound once on every 6 units… doesn’t usually work out that way. I’m lucky to get even 1-2 mortal wounds from this whole Stratagem.
Consolidate Squads – 1CP
I feel like this is a trap. Consolidating squads is nice for orders to go further, but it also means that “battleshock” in the morale phase will be more painful. The meta right now is for multiple small units, and this goes the opposite direction.
NEVER USED, PROBABLY NEVER WILL
Vortex Missile – 3CP
I don’t have any Deathstrikes, and so have never used this. But 3CP seems pretty steep.
What did you think of this list? Should some be higher? Lower?