The new Warhammer 40k Total War gameplay trailer pits the Astra Militarum against an Ork Waaagh, and the battle gives us an inside look into the actual game.
Total War: Warhammer 40k finally showed off real gameplay, and the Armageddon demo told us more than any trailer has so far. When a world gets hit by Orks, its governor calls for help, and the Guard shows up to deal with it the only way they know how: lots of big guns and infantry.
That’s what made this demo worth watching, not the explosions or the big finishing attack. They were the small details showing that Creative Assembly understands why these armies play differently on the tabletop. Best of all, based on this battle, it looks like they get it.
Don’t forget the closed beta is still taking players, and based on this demo, the game could end up alongside the best Warhammer 40k games we’ve played.
The Guard Plays Like the Guard, and That’s the Whole Point
- The take: This demo is the strongest sign yet that Total War: Warhammer 40k will respect faction identity instead of reskinning the fantasy games.
- The evidence: The Astra Militarum won through shooting, positioning, and terrain control instead of trading blows, which is exactly how they should play.
- What changes if we’re right: Every faction could get its own battlefield rhythm, while the orbit-to-ground layer makes campaign position matter during battles.

That isn’t background flavor; that’s the Guard identity making it into the game intact. Plenty of Warhammer games turn every army into a melee pile with different flavors slapped on top, and the Imperial Guard usually suffers the most from it. This demo gave them bodies, guns, and a reason to hold their ground, and that’s exactly what they did.
The Map Was Doing as Much Damage as the Tanks

The player also destroyed a set of trains to open another route and set up an ambush. Being able to change the map during a battle also affects how you plan the fight, and it helps the Armageddon setting feel like part of the game instead of just a backdrop.
That Ship in Orbit is the Part We Can’t Stop Thinking About

If the fleet above a planet determines which off-map abilities are available during ground battles, the campaign position could affect much more than army movement, but we dont know for sure yet. It could even decide which weapons and support options you can call in during a fight.
When we broke down how the systems fit together, that connection between orbit and the battlefield was the part we most wanted to see the most. Primarily because the Total War fantasy games never had anything like it, and ever since the game was confirmed as real, it’s been one of the biggest questions out there.
A Broken Line Isn’t a Lost Battle Anymore

That kind of elastic defense means that giving up ground can be the right call rather than the first step toward losing the battle. Then the Stompa arrived, forcing the player to change priorities again. Concentrated tank fire and the Lance Strike eventually brought it down, which broke the Orks’ morale.
That’s classic Total War. Kill the enemy’s biggest threat, and the rest of the army starts running, right? Taking the city didn’t finish the war, either. The planet remained contested, suggesting campaigns will involve longer warfronts rather than single battles deciding everything.
Final Thoughts on Total War: Warhammer 40k Gameplay

We’re cautiously excited. If the full campaign delivers on what this battle showed, with meaningful positioning, factions that actually fight differently, and wars that continue after a city falls, Total War Warhammer 40k could be the deepest game Creative Assembly has built.
🔗 Related Reads:
- How Total War 40k Actually Works
- Total War: Warhammer 40k Closed Beta Is Taking Players Now
- Total War: Warhammer 40k Is Real And Coming
- Astra Militarum Army Rule and Orders Guide
- Orks Army Playstyles Guide
- Best Warhammer 40k Games Ranked
What do you think of the Total War: Warhammer 40k gameplay so far?


