We're releasing a new update for Battlesector. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.
Changes since 1.4.137
Bug Fixes
Fixed issue where Heavy Weapon Squads were not getting the bonuses from Setup when activating Pour It On or Piercing Shot
We're releasing a new update for Battlesector. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.
We want to take this opportunity to thank all the players who are constantly supporting us. We know some of you have experienced some issues with the latest Astra Militarum DLC and we have been working hard to incorporate your feedback into a series of changes that address those concerns. Your feedback allows us to deliver the best possible Battlesector experience so we hope you’ll continue to leave your comments in our forums.
We are aware that some of you have been concerned about the direction our depiction of the Lasgun has taken in Battlesector. Games Workshop have provided a detailed article about how this return to tabletop direction will be the standard going forward. You can find it here.
We hope that this latest patch should solve a large part of the problems that have emerged from your feedback in recent weeks.
Thanks once again for your support of Battlesector.
Changes since 1.4.132
General
This is a balance and bug fixing patch with a central focus on responding to the first real battle-tests of the new Astra Militarum Faction
Pretty much all of the Astra Militarum roster has been updated to some degree. With the largest changes being to the abilities of the HQ Units
We have also fixed some significant issues with the core faction abilities that meant that the soldiers of the Astra Militarum were not receiving the benefits of their training
Other significant updates are the training of the Cadian Shock Troops to pull the trigger more rapidly, giving the Armoured Sentinel a bit more punch and utility and a rework of the Basilisk’s skills to be clearer and more reliable in action
Balance
Astra Militarum
Born Soldiers
Fixed issues with Per Momentum bonuses not being applied properly
Ordered Battleline
Receiving an order gives +10 baseline momentum whilst that unit has an Order
Fixed issue where Orders were not persisting into the enemy turn
Valkyrie Transport
Can now transport Ogryns
Commissar
Emperor’s Will, Bonus HP boost increased to 10% (5%)
Execute adds momentum to surrounding tiles as well as the target unit, and can be used to target a unit that was previously targeted (to refresh or to boost with Empowered)
Show Them Steel
Added Ranged Crit Chance +10%
Cooldown set to 2 turns (1)
Corrected Show Them Steel to use Additive maths
Cadian Castellan
Voice of Leadership, Accuracy boost increased to 10 (5)
Bring It Down, Increased range to 5 tiles, reduced cooldown to 2 turns, clarified Status Effect length (1 turn, removes at end of casters turn)
Move Move Move applies to all within a 1 tile radius of Castellan, 3 turn cooldown
Tank Commander
Shock and Awe damage bonus increased to 10% (5%)
Battle Cannon -> Range to 1/5/9
Pound Them To Dust is now a buff skill that gives +100% shots for all weapons to a nearby vehicle
Blitz Them now gives the “Blitz” Charge Ability to friendly Leman Russ or Rogal Dorns and an Incoming Graze buff to any vehicle
Leman Russ Battle Tank
Leman Russ Sponsons upgrades halved to match Tank Commander
Leman Russ Points to 250 (260)
Lascannon, cooldown to 2 (3), range to 1/5/8
Plasma Cannon range to 1/4/8
Demolisher, range to 1/3/5, AP 6 (5)
Vanquisher, range to 3/7/10
Rogal Dorn
Rogal Dorn Pulverisor to 0 points for upgrade
Sponson Multimelta to 10 points for upgrade
Twin Battle Cannon, range to 1/5/9
Heavy Bolter, attacks to 28 (24)
Oppressor, range to 1/6/9
Pulverisor, AP 5 (4)
Armoured Sentinel
Armoured Sentinel cost to 110 (125)
Plasma Cannon
Range to 1/4/8
Attacks to 2 shots @ 50 Damage
Multilaser range to 1/4/8
Harrassing Fire can now target 3 adjacent enemies, but fires fewer shots
Chimera
Multilaser range to 1/4/8
Run Over min range of 2 (1) to reflect that it's a charge
Fixed issue with Run Over final charge damage
Cadian Shock Troops
Cost increase to 40 (was 35)
Added Frag Grenade to all loadouts
Increased cost of Bayonet Loadout to +5
Lasgun
Range to 1/3/6
Attacks to 4 shots @ 4 damage @ 80 Acc w AP1
Lasgun w Bayonet
Range to 1/3/5,
Attacks to 4 shots @ 4 damage @ 65 Acc w AP1
Bayonet Armour Piercing to 4 (3)
Removed cooldown from Bayonet weapon action
Increased Momentum Gained when killed to 2 (1)
Kasrkin
Evasion to 10 (5)
Hotshot Lasgun
Range to 1/3/7
Attacks to 7 shots @ 5 damage @ 90 Acc w AP3
All Unit targets single enemy model rather than spreading shots
Hotshot Volleygun
Range to 1/4/8
Attacks to 10 shots @ 5 damage @ 90 Acc w AP3
Upgrade cost to 10
Moved unit accuracy bonus to weapons for consistency with other units, no gameplay impact
Melta Mine HP to 1 (was 10)
Ogryns
Are now Transportable by Valkyrie
HP to 160
Fixed issue with Furious Charge final damage
Heavy Weapon Squad
Lascannon
Range to 1/5/8,
Accuracy to 60 (65), falloff to 6
All Unit targets single enemy model rather than spreading shots
Removed Cooldown
Autocannon
Range to 1/5/8
Accuracy to 60 (65), Attacks to 3 (2), falloff to 6
All Unit targets single enemy model rather than spreading shots
Pour It On adds +1 shots per 2 stacks of Set Up spent (from per 1 stack)
Pour It On cooldown to 2 (1)
Missile Launcher
Accuracy to 60, Ranged Falloff to 6
Primaris Psyker
Force Staff
Attacks to 2 (1)
Nightshroud
Casting gives +20 momentum
Disabled edge case where you could still get pistol reactions against buffed unit
Locked at start in Planetary Supremacy
Mental Shackles
Cooldown to 3 (2)
Casting gives +20 momentum
Accuracy debuff to -30
Fixed maths to be additive
Unlocked by default in Planetary Supremacy
Basilisk
Steady Aim updated
Used as an ability to make an attack with the Earthshaker with +10 accuracy for every Movement Point the Basilisk has left unspent
Barrage Updated to target a tile not a specific enemy
Does not use the weapon accuracy, instead scatters 3 shots in a 3x3 area
Artillery Targeting reworked to instead give a buff to the firing Basilisk each time it deals damage with an aimed Earthshaker Cannon shot
Stacks are lost on movement, like Set Up
Barrage does not add stacks (as unaimed)
Visual FX Tweaks
Increased rate of fire of Multilaser
Increased speed of all Las weapon projectiles
Added Supercharge WarmUp VFX to Armoured Sentinel
Updated default armies for Astra Militarum (Skirmish and Planetary Supremacy)
Orks
Gretchin
Grot Blasta Accuracy to 75 (90)
Necrons
Scarab Tempest Command Ability
Spawned scarabs have -1 Action Points on their first turn.
They can still do an initial charge on descent
Canoptek Scarab Swarm
Added extra explosive damage to the Self Destruct Protocol ability
Bug Fixes
Fixed issue where graphics settings did not always save correctly
Fixed Unspent Action point Momentum cost for Astra Mil to be same as every other faction, -20 momentum
Fixed Crit Chance Per Momentum not working properly
Fixed Graze Chance Per Momentum not working properly
Stopped AI doing a Change Facing whilst using Overwatch (which was cancelling Overwatch on some occasions)
Stopped Valkyrie from coming back to haunt the HQ Commander when doing a Valkyrie Transport
We're releasing a new update for Battlesector. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.
Changes since 1.4.127
General
Fixed an issue where some mid-mission saves from the Age Of Crimson Dawn campaign were not loading correctly
Updated and adjusted some Astra Militarum SFX
Adjusted some Astra Militarum movement animations
Including fixing tank tracks
Compressed the Astra Militarum Tech Tree to fit in all screen resolutions
Fixed UI issue where some data panels were not updating properly when match options were changed/armies were updated
Balance
Astra Militarum
Commissar Chainsword attacks 3 times, to match his animation
Leman Russ (and Tank Commander) Plasma Cannons corrected to cost zero AP
Valkyria Dropoff updated to have the same range as Valkyrie Transport
Valkyrie Transport heals negative statuses (e.g Poison) from transported units
Demolisher and Pulverisor corrected to have min range of 1
Basilisk Barrage ability cooldown reduced to 2
Fixed issue with CPP awarded from death of Shock Troops
Updated cohesion limits for some Astra Militarum units
Unit (Limit at 1000/2000/3000):
Kasrkin 2/4/6
Tank Commander 1/2/2
Rogal Dorn 1/2/3
Shock Troops 8/12/16
Leman Russ 2/3/4
Fixed issue where some Astra Militarum units had greater than 100 melee accuracy
Standardised some Astra Militarum visibility cones
Bug Fixes
Fixed issue where some attack information panel would not display for some weapons
Fixed rotation of Tank Commander muzzle flash
Fixed Penetrating Shot ability for Heavy Weapon Squad with Lascannon
Fixed Trygon Bio-Electric Pulse splash damage
Fixed Pour It On ability not giving extra attacks
Fixed eye animation for Kasrkin
Fixed Furious Charge debuff to be flat value instead of modifier
Warhammer 40,000 : Battlesector - Astra Militarum out now
The new Astra Militarum DLC for Warhammer 40,000: Battlesector adds sixteen units available to defend and fight for the Emperor. Available now for PC and Xbox, the eight DLC expands players’ strategy options. Playstation players have to wait until the patch is made available.
The Astra Militarum are the foundation of the Imperium's strength: a vast, loyal, and unified fighting force unmatched across the galaxy. Known for their overwhelming numbers, formidable firepower, and unbreakable loyalty to the Emperor, the Astra Militarum embodies the Imperium's power on the battlefield.
Command and Discipline
The primary offensive punch is led by the Cadian Castellan, while the armored troops are under the Tank Commander, essential for attack management. Players will also need to keep an eye on the Commissar, who is critical for maintaining morale.
Defense Forces
Holding ground and preventing enemy forces from advancing are the tasks assigned to the Cadian Shock Troops. Devoted and immoveable, if they are not enough, the Heavy Weapon Squad provides close fire support.
Elite Forces
Orgyn’s are brutal, loyal and resilient, making them a powerful weapon, enhanced by the psychic support of Primaris Psykers. Alongside assault specialists, the Kasrkin, gamers can experience the attack power of the Imperium’s Elite forces. Fans will also have fun with the Chimera units, which are dedicated transports that protect and support the infantry.
Tanks and Cannons
Crushing the enemy lines is the task of the Rogal Dorn Battle Tank, Leman Russ Demolisher, the Leman Russ Vanquisher and the Leman Russ Punisher. Their powerful firepower provides a solid solution against all types of enemies and fortifications. Players will have no problem moving between rubble and ruins, as the Armored Sentinels are the most agile vehicles of the Emperor’s hammer. But the most lethal weapons are the Earthshaker Cannons on Basilisk tanks and the Deathstrike Missile, capable of vaporizing almost everything. Last but not least, gamers will dominate the skies with Valkyrie units.
We're releasing a new update for Battlesector. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.
Changes since 1.4.98
General
Added Astra Militarum as a new playable faction
Added Remnants of Victory, a new skirmish map
Added Weapon Category and Graze Chance to tooltips and combat previews.
Updated Map Editor and Campaign Creator with new functionality and improved user interface
Balance
Adepta Sororitas
Exorcist gained Artillery trait
Tyranids
Biovore gained Artillery trait
Global
HQ Command Abilities cannot graze on impact
Army Cohesion bonus reduced to 10% (from 25%)
Bug Fixes
Changes in AI player behavior – it should no longer overuse grenades on empty fields.
Fixed a bug where the Command Ability range was incorrect when targeting the caster.
Warhammer 40,000: Battlesector | Dev Diary #15
Dev Diary #15 - Form an Ordered Battleline!
+++ Transmission transcription continues +++ +++ Data Vault access logged +++ +++ Subject Matter - On the Prosecution of Battle, A Primer +++
Welcome again warriors. In our last entry we gave you an overview of the Astra Militarum forces that will be at your disposal very soon. In this diary entry we’ll give you a brief introduction into the ways and means by which this force aims to utterly destroy the enemies of the Imperium.
Firstly, the core Doctrine. These are all Born Soldiers. The massed ranks of the Astra Militarum are the mainstay of the Imperium's unending war machine. Individually insignificant men and women are gathered into an unrelenting mass of lasguns and bayonets, armoured artillery and honest Human grit.
But this is no rabble or swarm, this is an organised system of death, elevated by eternal respect for the Chain of Command, Order and Battlelines. All of the Astra Militarum forces will gain bonus momentum if they start their turn in an Ordered Battleline. Additionally, each momentum gained gives each unit a greater chance of dealing critical hits and of having graze hits upgraded to normal hits.
Astra Militarum units create a Battleline when they form a continuous line that includes a HQ unit at the start of their turn. Units in a Battleline earn additional Momentum, and gain additional bonuses from HQ units. These Officer bonuses persist throughout the player turn, even if the Battleline breaks apart to carry out their orders, reforming anew at the start of the next turn.
As seasoned commanders, you will instantly understand the added value that HQ units bring to this faction. They need to be near the front line to lend the most benefit, but in doing so they are surely exposed to enemy fire? Fortunately the massed ranks of infantry bring an extra benefit. Infantry leaders such as the Cadian Castellan gain the Embedded trait when adjacent to friendly infantry, greatly increasing their evasion, almost goading the enemy into wasting shots trying to taking them out.
Supporting the Infantry you will see, somewhere in the backline, the Earthshaker Cannons mounted on the Basilisk Mobile Artillery. These fearsome deliverers of death also bring something new to the battlefield with a new Artillery trait and Astra Militarum unique High Explosives.
Artillery (which will expand to include the Exorcist and Biovore) will gain the feature that their shots never truly Miss, they just hit something else. Each Miss of a shot from these units will scatter to a nearby tile, damaging anyone on that location instead, be it friend or foe! And with the High Explosives in the Earthshaker Cannons, there is an additional chance that damage can splash even further, hitting even more nearby targets!
Lastly, but certainly not least, what extra support options do HQ Commanders have when leading forces of the Astra Militarum. As you may have guessed from previous info, they can call down devastating strafing runs from Valkyrie Carrier-Gunships. They can also call upon these versatile beasts to transport infantry away from and onto the battlefield, creating real headaches for their opposition!
And then, to what could be counted as the 17th unit of the Astra Militarum roster. From well defended off-map support companies, the Commander of an army of the Astra Militarum can call upon, in extremis, Battlesector’s biggest weapon yet, a Deathstrike Missile. Melting away anything at ground zero, this enormous ordinance can potentially affect 25 units, damaging a 5x5 square zone of enemies, allies and everything in between.
Truly this will be an explosive release.
The Battlesector Team
Astra Militarum DLC: join us for Slitherine Next
Get ready to be the first to discover the new DLC for Warhammer 40,000: Battlesector, Astra Militarum.
Join us for Slitherine Next event December 10th at 6:00 PM CET.
Make sure to save the date: https://www.youtube.com/embed/bNMPY51noiw?si=FTa3mq0ivM2Uso6K
Astra Militarum DLC and 2025 sneak peak at Slitherine Next
As already announced a few weeks ago, Astra Militarum DLC will launch on December 10th during our annual Slitherine Next event. The backbone of the Imperium’s might, are ready to fight in Warhammer 40,000: Battlesector with sixteen new units ready to defend and fight for the Emperor.
But that’s not all. During the event, we will also unveil really important news about the next steps of Battlesector and the plan for 2025. So do not miss the chance to be the first to know what is going to happen on Warhammer 40,000: Battlesector.
Stay tuned for more and make sure to save the date: https://www.youtube.com/embed/bNMPY51noiw?si=zipRCVBeLRl5N3kI
Warhammer 40,000: Battlesector | Dev Diary #14
For Cadia! For the Imperium!
Those of you who have been following the Vox broadcasts closely will have seen that we have announced the unit list for the Astra Militarum. We thought it would be worth taking a moment to drill a bit deeper into our incoming reinforcements.
Firstly, the Regiment. There are a lot of varied regiments overseen by the Departmento Munitorum, and we appreciate that the dedicated Kriegers and Catachan fans amongst you will crave their arrival, but our choice for the arrival of the Astra Militarum into Battlesector are the forces of Cadia.
Our choice here was relatively quick to make. The Cadians are very much the faces of the Imperial Guard and most recognisable to most players and, importantly for how we work with Games Workshop to add units to Battlesector, they have the most units currently available in physical model format.
Now, for the force composition itself. There are three elements of the Astra Militarum that we wanted to ensure we covered. Infantry (with Lasguns!), Tanks (lots of them) and Officers.
The bulk of the infantry is expected to be filled out by the massed ranks of Cadian Shock Troops. They are numerous, loyal, determined and can fix Bayonets! They will be backed up by long range support from the Heavy Weapons Squad, melee bulk from Ogryns abhumans and receive specialist backup from squads of Kasrkin special forces. We selected these units as they can cover almost all combat requirements. A faction in micro.
They will be more effective, of course, with a proper armoured brigade to bring the Emperor’s Fury to the battlefield. The iconic tank of the Astra Militarum is the Leman Russ Battle Tank. This forms the core of the faction’s heavy forces in Battlesector and has multiple specialist variants to take on different challenges, like the swarm-ploughing power of the Punisher with its main turret Punisher Gatling Cannon, hull-mounted Lascannon and swappable sponson weaponry.
Alongside this classic piece of armour is its bigger brother, the Rogal Dorn Battle Tank. Just about squeezing onto a single Battlesector tile, this bristling hedgehog of gunnery will bring despair to all enemies of the Imperium. In addition to this solid core we also have light-weight scout capacity with the Armoured Sentinel, long-range bombardments from the Basilisk and rapid troop insertions from the Chimera Transport.
The final piece of the puzzle is the Officer Corps. The Astra Militarum relies upon the Chain of Command and the absolute loyalty of its troops to stand against the horrors of the Imperium’s Xenos and Chaotic enemies.
To provide this tactical and moral leadership we have the Cadian Castellan, ready to lead their forces through both word and deed. And should their leadership be insufficient, the iconic Commissar is on hand to root out heresy and remind the troops that what is in front is considerably less scary than what is behind them. We also have a Tank Commander to roll with the rest of the Armoured Brigade, a Primaris Psyker to bring devastation and a Valkyrie carrier-gunship to provide flying support.
We are really looking forward to getting them into your hands soon!
We're releasing a new update for Battlesector. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.
Changes since 1.4.95
General
Tweaked AI logic for Krak Grens, Stikkbombz and Photon Grenades. AI should use them in more appropriate circumstances now
Balance
Blood Angels
Lieutenant
Empowered Graces of the Angels gives +100% momentum gains (from +150%)
Bug Fixes
Warbiker “Volatile” explosion now happens much quicker
Fixed issue where Necron Triarch Pretorians could gain +1MP if they jumped to exactly the limit of their range
Fixed issue where disabling and enabling some empowered abilities could lead to infinite command point generation
Fixed issue with F11 User Report Tool where pressing “g” would remove the focus from the text box
Fixed issue where certain flying enemies, if in particular positions, could gain unlimited attacks