The Astra Militarum of Warhammer 40,000 is a powerful and diverse force in the 41st millennium. With their mastery of ranged weapons, they can keep enemies at bay while still trying to close with them for melee combat – especially since many units have access to heavy stubbers or Multi-Lasers. This article will go over some key Cadian army tactics that are crucial for victory on the tabletop!.

Astra Militarum, known as the Imperial Guard, is one of the most popular armies in Warhammer 40k. The Astra Militarum Cadian Tactics Warhammer 40k 9th Edition contains a list of rules and tactics for this army.

Astra Militarum Cadian Tactics Warhammer 40k 9th Edition

Astra Militarum Cadian Tactics Warhammer 40k 9th Edition

Welcome to The Astra Militarum Cadian Tactics Warhammer 40k 9th Edition Complete Guide! Your old technology is practical rather than high-performance, and you don’t even have the advantage of the greater good. You’re no power armored death machine, no holy Sister of Battle, no warp infused monster, no bastion of psyker strength. You are the commander of the Imperial Guard’s rank and file.

The typical gamer refers to your lasguns as “Flashlights” on occasion. But you know how when the conscripts come out, 30 lasguns fire at once in a single barrage? In Tactics of the Astra Militarum, that’s a lot of firepower!

Tactics of the Astra Militarum

cadian tactixsLuzbelserk’s Cadian Heroes

Play the Tactics of the Astra Militarum if you want to outnumber your enemies with vast squads with special weapons, and throw bodies at them until they break. Play the Tactics of the Astra Militarum to unleash the power of some of the mightiest vehicle formations in the setting as you give orders to change the face of the battlefield, destroying your enemies with tactics and strategy.

Everyone is confident in their ability to take on the Imperial Guard until the artillery fires, company commanders issue orders, the conscripts charge, and the tanks begin to work. Using Valkyries, pound them in the sky, and when all else fails, unleash the renowned Baneblade!

“A duty has been assigned to everyone of us. All the Emperor asks of us Guardsmen is that we stand in line and battle until we die. It’s what we’re good at: standing.” -Commandant of the Cadian 412th, General Sturnn (War’s Dawn)

The Cadians are the topic of this edition of the handbook. Keep in mind that the planet shattered before the Imperial Guard. CADIA MAKES A STAND. And your foes shall perish!

Why Should You Play Astra Militarum?

Cadian 9th edition tacticsTheMaestroNoob’s Cadian

Pros:

  • Infantry Formations in Masses
  • The Lehman-Russ Tank is a tank created by Lehman Brothers.
  • One of the game’s most comprehensive unit lists, enabling you to customize your army with anything from Rough Rider cavalry to flame tanks and Tempestus Militarum drop soldiers. You have an absurd amount of choices.
  • No two guard armies are identical because to the wide unit variation, and you may paint and design them to appear like they’re from any planet in the Imperium, allowing for tremendous creativity.
  • The Orders System enables you to transform minor troops into big players or otherwise alter the threat level of your army at any given moment.

Cons:

  • It costs twice as much to paint and purchase twice as much infantry. A basic Imperial Guard army requires some of the game’s most comprehensive army construction and miniatures purchases.
  • Your soldiers, including your leaders, will be harvested like wheat. If you misplace your infantry and the sheer weight of people you can deploy isn’t enough, the improper mismatch may result in an entire ground force being killed. Certain Astra Militarum specific Stratagem selections may temporarily mitigate this, although it isn’t flawless.
  • Your deployment is dictated by orders, which means that balancing an army for war is always a delicate balancing act.
  • You’re going to be steamrolled by the first player who recognizes which sort of unit you’re not suited to deal with if you’re not utilizing everything on your board as a force multiplier for everything else. You’re adaptable! However, picky! 
  • The present Astra Militarum Codex is out of date, and it lacks the range of choices and power creep that other Codexes offer. It is presently not set up to take use of the new regulations in 9th edition.
  • The new Overwatch rules in 9th edition put a regular Imperial Guard shooting army at a disadvantage against the Assault-based opponents it used to dominate. With the publication of a new Astra Militarum Codex, this might alter.

Choosing your commanders is the first step in playing any Astra Militarum composition. You must always pick two, and few are more unique than The Company Commander: Depending on who you play, you may toughen squads, move faster, or strike harder with your basic options. With the appropriate command, a group of conscripts becomes a formidable danger.

“First Rank Fire, Second Rank Fire” lets you to rapidly fire your lasguns for the notorious “whole lot of diddly” effect with a tremendous onslaught. “Bring it Down” allows you to reroll 1s, enabling you to make even more powerful use of your heavy weaponry. “Fix Bayonets” allows you to fight foes within one inch of your unit as if you were in the combat phase, which is useful for when you need to start a melee straight away.

“Forward, Emperor!” exclaims the narrator. Allows you to fire even if you’ve advanced, which is useful for when you need your Guardsmen to occupy a position and attack it right away. “Get Back in the Fight” allows you to command a unit that has already fallen back to fire. “Move! Move! Move!” says the narrator. Allows you to move a unit instantly during the shoot phase, with a few limitations to prevent too much cheese. During the hit phase, an”Take Aim!” allows you to reroll 1s.

Orders of the Imperial Guard

You can turn a seemingly powerless blob of guardsmen into an absolute nightmare depending on what sort of squad you’re dumping commands on. An Imperial Guard unit’s bread and butter is orders, and any astute opponent will target your company leaders as soon as they see them. It’s a good thing they have a 5+ invulnerable save, but you’ll be terrified of the approaching 6.

The key is that in order to effectively deliver an order, a commander must roll under the authority of a unit, which is always a terrifying experience. Vox Casters can help by providing your Commander an extra 18 inches of command range, but can you just just roll under your target’s leadership this time? 

Commissar Lord

Commissar Lord cadianCommissar Lord Kreave by Hazard-Trooper

Which brings us to the Commissar Lord. Normally, Commissars are a classic Imperial Guard option, because delivering orders, and avoiding your ranks breaking or withdrawing requires a morale test. Commissars have the option of executing a single model in a squad that’s failed a morale test. You lose one of your highly expendable soldiers, and get the entire force to stand tough.

Also, Commissar Lords allow all units within 6 Inches to use their leadership instead of their own: with a leadership of 9, odds are, Commissar Lords in a formation will ensure that statistically, your orders will be followed. They can also be one of the best combat commanders the Imperial Guard can field, though let’s be clear: if any of your commanders are in a melee or fighting directly, something’s gone wrong.

But this is why most commanders have large squads at their disposal. One of your Elite choices, starting with the commander, is a command squad: a simple group to tie your Commander to. Give them a Vox Caster for greater command range and a regimental standard to boost the leadership of all your troops by one. They’re not required, but they’re a simple method to provide your Company Commander with a healthy buffer in the event of difficulties, as well as support tools to help them be more successful.

Cadian Infantry Squads of the Astra Militarum

The Imperial Guard’s most fundamental purpose hasn’t altered much in the last two editions. Although the old connected 50-unit “First Rank Fire, Second Rank Fire” group of guardsmen no longer exists, you still have a massive 10 units per infantry squad, compared to other armies’ 5.

Heavy Armaments Mortars, autocannons, heavy bolters, missile launchers, and mortars may be connected to infantry squads to provide a considerable punch. Specialist squads from the Elite options allow you to assemble sniper teams and melta gunner groups for when you need to achieve a particular mission. Nothing surpasses snipers taking down an opponent specialty unit or a tank with a well-placed squad of melta-gunners. 

The most serious flaw you have is that your individual squads lack the punch of other armies. There’s a big difference between five space marines with bolters and ten guardsmen wielding bright spotlights. But keep in mind that you have ten guardsmen versus their five marines, and your ten are less expensive to deploy. In a typical Combat Patrol – PL 50 game, an Imperial Guard army may contain 60 regular guardsmen or 180 conscript models on the field. If you want to, you can completely bury your opponents beneath the weight of your arms. Assuming, of course, that you have the patience to paint, prep, and transport all of those miniatures.

But beyond basic squads, The Tactics of the Astra Militarum has some more specialized infantry.

A Heavy Weapons Squad is the simplest method to increase your firepower in a battle. The Heavy Weapons Squad was formerly an infantry option. It has now been changed to a Heavy Support option. Three separate heavy weapons teams with mortars, autocannons, heavy bolters, missile launchers, or the traditional lascannon are sometimes the finest reinforcement. A Heavy Weapons Squad is an affordable method to provide actual fire support to your large group of guardsmen.

Nothing beats ordering your Heavy Weapons Squad to “Bring it Down” and witnessing three lascannons rip enemy armor to ribbons. Alternatively? Simply equip three heavy weapons teams with mortars and begin hammering away at targets 48 inches distant with your 9 mortars, annihilating swaths of enemy soldiers on the cheap from turn one.

Of course, the conscript block is the most typical Imperial Guard combination of all. While connected 50 conscript blobs are no longer available, 30 Imperial Guard conscript blocks are still available. Your conscript block can fire 30 lasgun rounds every round, and you may increase that to 60 with a fast application of “First Rank Fire, Second Rank Fire.”

1642092426_936_Astra-Militarum-Cadian-Tactics-Warhammer-40k-9th-EditionTHE-GOO-“Stop GOBLIN’s Dying, Please” is a song written by THE-GOO-GOBLIN.

Your hit roll is lower than typical guardsmen units, and getting conscripts to follow commands is very difficult owing to their leadership of 4 and the need of a 4+ “Raw Recruits” roll. However, both of these rolls may be altered, and with 60 bullets to put your target down, there’s a good chance they won’t get back up. Between your critical units and whatever the issue is, that’s 30 bodies.

Which brings us to the most famed Astra Militarum unit of all: The Lehman-Russ Tank is a tank created by Lehman Brothers..

Battle Tank, Demolisher, Eradicator, Executioner, Punisher, and Vanquisher are all varieties of the Lehman-Russ. Each one is focused on a different sort of danger. Each has the ability to alter the way your army operates. They may be purchased in three tank squads for ten points each, each with a deadly main weapon and three extra weapons, depending on the model and point allocation.

What’s better than a trio of tanks, besides a trio of tanks with 3 heavy bolters each and a Storm Bolter each? It’s effectively like having a heavily armored squad of Space Marines per tank as well as a massive cannon and an armor shell that doesn’t crack. Some people play Astra Militarum just to deploy armored tank formations, and it’s obvious why. The Lehman-Russ Tank is a tank created by Lehman Brothers. is one of the deadliest things in the 41st Millenium. 

Then there’s the Fast Attack portion, of course. Much of what has been covered thus far has been slow and plodding, like a juggernaut of people and metal, yet there are moments when you need to move quickly to fill in the holes in your formation.

What makes the Astra Militarum so unique is that your unit may be painted and fabled to be from any section of the Imperium. Do you desire lizards with armored cavalry? You may use armored cavalry lizards to defend yourself.

Sentinels, or walking mechs, are available in both armored and scout versions, one for heavy assaults and the other for reconnaissance. The Hellhound, as well as its historical versions the Banewolf and Devil Dog, are medium tanks that can move quickly. They are, in essence, rolling flamethrowers (Hellhound, infantry killer), Chemical Gunner (Banewolf: no attack rolls, only damage), and Melta Gunner (Devil Dog, Anti-Armor tank hunter). They’re quick, well-armored, and capable of outflanking in unique moves.

There are two types of Sentinels: scout and armored. Scout Sentinels, of course, have the ability to scout, which allows them to begin play higher on the board and occupy crucial locations. Armored sentinels are exactly what they sound like: they’re armored for maximum impact. Multilasers start at zero, but you may upgrade to Heavy Flamers, Lascannons, Missile Launchers, or Plasma Cannons. The Sentinel Chainsaw, of course. A Sentinel’s main goal is to be where your adversaries don’t want them to be, and to do damage with heavy weapons similar to those used by a Heavy Weapons Team. They fill the gaps between troops and vehicles, being harder than infantry but softer than most vehicles.

The Valkyrie is a flyer that can switch between infantry and tank hunts and drop units where they’re needed. It’s an excellent machine for getting the work done.

cadian special forces 40kARKURION’s 40K Cadian Special Forces

The Basilisks and other artillery are the last additions. What can we say about a cannon that fires at a range of 240 inches? Between the Basilisk and the Manticore, Astra Militarum boasts some of the nastiest weaponry in the game. However, one significant critique of the 240-inch range is that the basilisk is priced for a table size that no longer exists, and it should be less expensive than it is in 9th edition.

After a certain point, talking about the Astra Militarum means talking about Forge World miniatures, which are a high-end brand of miniatures used for certain tanks, planes, and transports. These are significantly more costly than any other model you might use, and they are often not worth the effort.

The Tempestus Militarum, once known as the Storm Troopers, on the other hand. When they deploy from an airdrop, they’re strong in ways that regular Guardsmen can only dream of. Their hotshot lasguns are better to ordinary lasguns in terms of destroying targets, but have a lower range.

The Tempestus Scions’ finest range, however, is up close and personal, with whichever exotic weaponry appeared most pertinent for the objective. Despite the fact that they have their own codex, they may be deployed alongside the Imperial Guard without hesitation. The Crusader vs. Bullgryn meta has also been included. Both are big troops with armaments that would let them to stand up against Space Marine Terminators and alleviate the Imperial Guard Infantry’s fragile melee issue. Certain Ogryn bodyguards can simply absorb hits for your commanders, who, being as soft as they are, need all the assistance they can get.

The Astra Militarum is adaptable, and depending on the army’s goals, no two armies will look same. Your army may be a flawless representation of whichever strange planet you choose. Prepare to have a good time investigating your alternatives. Because a large number of regiments across the Imperium are based after the Cadian army in canon, and some of the most common models accessible to you will be Cadian patterned, we’re focused on the Cadians. 

RELICS OF THE CADIANS

  • We heard you appreciated having wider range for your Commanders issuing commands using Dekker’s Auto-Vox Servo Skull. As a result, increase your range to 12 inches. Do you have a Vox unit nearby? That’ll be 72 inches. You’re in charge of the battleground.
  • Gatekeeper: This 72-inch range cannon replaces a Battlecannon and does additional damage against Chaos.
  • Bastonne’s Blade: Named after a figure from 5th edition who never had a model, this lethal sword replaces a power sword and eliminates penalties for combat attrition checks down to 6 inches.
  • Tactica Pax Cadia: An officer who uses a Stratagem once every round pays 1 less CP. You’ll be passing a lot of orders around, so this is a good pick.

TRAITS OF CADIAN WARLORD

  • Steel Discipline: Is there a Cadian within 6 inches of your warlord doing an action? Without missing a shot, shoot. Sometimes all you need is a little extra gunfire in your daily action economy.
  • General Creed, a gifted commander, buried a Baneblade under a blade of grass. You’re not as good, and you can’t conceal superheavy troops openly. However, you may redeploy one vehicle or three non-vehicle troops without using CP. If you’ve ever wanted to drop a Lehman-Russ where your opponents don’t want it, or place 90 conscripts where they don’t expect it, this is the game for you. Everyone thinks they’re tough until Gifted Commander kicks them in the nuts.
  • If someone is within 6 inches of this warlord and would suffer a wound due to a deadly wound during the Psychic phase, roll a d6. They’re fine on a 5+. You have a one-in-three chance of making lethal Psyker strikes useless, which isn’t terrible given most of the Astra Militarum’s foes have insane devastating abilities.

Tactics of the Astra Militarum

  • BIG TANK SHOOTS MORE SHOTS AFTER LOADING, FIREING, AND RELOADING. If they hit, the victim will be unable to Overwatch or Set to Defend until the next round. Make that handy Lehman-Russ even more useful during a tough struggle for 1 CP!
  • Never surrender! Never Surrender! : Give a Cadian unit the ability “Objective Secured” for 2 CP. Do you want your Tank to be able to dominate an objective, which is generally reserved for infantry? Consider it completed. Do you want your troops to secure a goal rather than just contest it? It has been completed. With the Imperial Guard’s sheer force, you can checkmate your foes! The Astra Militarum has made its voice heard.
  • CADIA STANDS! : Choose an infantry unit for 1 CP. Any wound roll of 1 or 2 that isn’t adjusted fails. There were no questions asked. This is something that no other ability can alter. Cadia is just standing. Add 1 to any armor saving throw against the assault if the attack is Damage 1. A gathering of enraged Cadians is impossible to remove. Keep in mind that the planet fell before the Imperial Guard.
  • Shock Troops: You’re on the move. It is assumed that you have remained still. Armor Penetration increases by 1. That means you can fire your weapons without hesitation. For optimal effects, stack with First Rank Fire and Second Rank Fire. Infantry gets 1 CP, everyone else gets 2 CP, so simply march ahead and damage someone.
  • Nothing is more frustrating than having your warlord die in the middle of a fight. Fortunately, you can offer someone a field promotion for 1 CP, thereby making them your new warlord. The Astra Militarum possesses an inexhaustible supply of warlords. With the Voice of Command ability, this is best utilized on a Company Commander or equivalent unit. As your new warlord performs similarly to your old warlord, releasing horrific commands, and your Warlord Trait returns to play, watch your enemy’s frustration grow.
  • Apply a sanctioned Psyker to a Primaris Psyker or a Wyrdvane Psyker for 1 CP before combat. They’ve changed their name to Cadian. Regimental doctrine may help them, but they never get the Warlord attribute. You receive “Telepathic Order (Psychic Action – Warp Charge 4)” and, if successful, “Voice of Command,” allowing you to deliver orders to any Cadian Infantry within 18 inches of the Psyker during the Shooting Phase. In other words, you have another great commander in your back pocket.
  • 1-3 CP for Whiteshields. The cost is determined by the number of Conscripts in your army: 1 to 2 CP, 3 to 4 CP, and 5 to 6 CP. Your conscripts get a leadership of 6, lose Raw Recruits, and gain the keyword Whiteshields. The major issue with conscripts is that any commands they get fail on a roll of 4+ against “Raw Recruits,” and they can’t accept instructions for the rest of the round, plus their leadership of 4 makes giving them orders a dangerous endeavor in general. Suddenly, none of those flaws are present in your 30-person conscript block. With a leadership of 6, your commands are more likely to be obeyed, and if you fail, you may try again later in the round. In a nutshell, you can make the game’s most devastating conscript blocks. Until a conscript block fires 60 lasgun bullets from a successful “First Rank Fire, Second Rank Fire,” everyone feels tough. And, thanks to Whiteshields, your Cadian Conscripts should be able to pull it off.

Conclusions

The Astra Militarum is a military order. Cadians are the Imperium’s regulars, ordinary citizens caught up in the remarkable events of the 41st Millenium. Your Imperial Guard will die in a delightfully terrible manner, but they will die standing, as ordered by the Emperor! The Cadians are unyielding and unyielding. You should play the Astra Militarum if you desire an army of regular people achieving remarkable things.

Watch This Video-

The “astra militarum datasheet” is a document that contains the stats and information of Astra Militarum Cadian Tactics Warhammer 40k 9th Edition.

Frequently Asked Questions

Are the Astra Militarum good?

A: The Astra Militarum are the imperial army of Warhammer 40K. They were created to fight Chaos, but have since been pressed into service for fighting what is now referred as The Enemy. I believe they would be a good choice if you want more variety in your games.

What books do I need for Militarum Astra?

A: Im not an expert on this, but the best place to start would be Militarum Tempestus.

What 9th edition Codexes are available?

A: The 9th edition Codexes available are Army, Necrons, Tyranids.

Related Tags

  • astra militarum 9th edition list
  • astra militarum 9th edition tactics
  • astra militarum 9th edition codex release date
  • astra militarum orders
  • astra militarum 2000 point list 9th edition