Tuesday, 5 May 2026

11th edition rules - armies

 There have been a number of changes made for 11th and I'm not going to cover all of them, just the ones that I think are most interesting to me. So in that vain, I'm going to have a look at the changes to army composition. 

In 10th you picked a single detachment and built for that, but now it looks like you be able to pick multiple detachments to form your army, albeit all from the same faction, so still no guard and with marine allies. 



However, this does mean that we should be able to tailer our detachments to best suit our various forces. Detachments will be pointed, between 1 and 3 now, with the strongest being 3's and weaker or more specific ones being 1's. Now we don't know quite how this is going to work exactly but we know the basics. 


So, at 2000 points we'll have 3 points to spend and the standard rule of three still exists as well, but not just for each detachment but across the army. This means no fielding 9 units of something, with 3 in each detachment. If you field two in one detachment you can only field one in another. 

We also know we're getting a whole load of new detachments, which I guess will be a mix but mostly smaller, more specific detachments to fill out the one point detachments. But how will this affect the guard? Well based on the detachments we have, hopefully in a good way. We currently have nine detachments, that cover everything from Scions to super heavies and my guess is that a most will be 3 points detachments and some will be 2's but very few will be 1's

Based of basically nothing, mainly my own understand and also sites like Stat Check, these are my predictions;

3 points detachments;

Combined arms - because it effects basically every guard unit

Recon force - based off how well it's doing in the meta right now. Low player count but high win rate. 

Grizzeled company - again based of it's place in the meta. Lower win rate but greater player base. Also, it's an army wide detachment rule. 


2 point detachments;

Siege regiment - while not a powerful detachment, it has an army wide effect. 

Hammer of the emperor - partly due to the meta data, as it's one of the more played but also it affects a number of very good units.

Armoured infantry - a new detachments, so it's hard to guess but I think this will be pretty good and effects quite a few units across the army. 

Bridgehead strike force - despite the nerfs this received, i still think this will be pretty strong when combined with an artillery or supporting detachment. 


1 point detachments;

Steel hammer - it's new so not any data but it only really effects super heavies, so fairly limited application. 

Mechanised assault - this relies on units getting out of transports for any meaningful bonuses, so is fairly restricted, will be useful supporting something like Hammer of the Emperor though. 


So there are my random guesses, we'll see how correct I am when 11th comes out, I suspect not very accurate but some will be right by sheer luck though!

I am really excited by this change as I think it opens up a lot more options and possibilities, including the ability to make proper fluffy lists. I would love to be able to make a 3 detachment list with armour getting one bonus, infantry another and Scions dropping in with a third. Not likely but you never know, maybe Combined arms will be a 2 point detachments and Bridgehead a single point one!

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