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Space Marines Campaign Start in Total War: WARHAMMER 40,000

Four small squads, a crashed ship, and a galaxy that upgrades in orbit — not in a blacksmith.

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Space Marines Campaign Start in Total War: WARHAMMER 40,000

If you want to start Total War: WARHAMMER 40,000 as Adeptus Astartes, the best public textbook is still Cody Bonds’ no-commentary Gamescom 2026 capture: roughly 49 minutes of a Space Marines campaign slice, a crash-site hunt, and the kind of messy firefight journalists also played in the press room. IGN and Eurogamer described the same demo as three beats — a tutorial, a campaign tease with customisation, and a large battle — all seen through a helmet visor. This page is how to open that campaign without treating eight marines like a Bretonnian cavalry blob.

Pair it with the Space Marines faction hub, a skeleton from Space Marines builds, and the how to play primer so the two-layer loop is already in your head. Paint and traits live on the army customisation page; the campaign hub covers why this war is a crusade of planets rather than one continent.

What the Gamescom slice actually is

You are not dropped onto a full Immortal Empires analogue with forty armies. The tutorial beat sends a Strike Force after a crashed ship on a world the Orks already occupy. The force CA is willing to put in a player’s hands at that moment is tiny: on the order of four units, with something like eight marines inside each squad. That number is the teaching. Adeptus Astartes are expensive, few, and lethal if they pick the street. They are not a horde that wins because the unit card is blue.

Bonds’ recording also shows the toys that sit around those squads: a Librarian as the psyker spine, Terminators as the hammer that still should not duel a Stompa alone, Razorbacks as the metal box that moves a handful of brothers, and Dreadnoughts as the walking gun that holds a ruin when the infantry cannot. IGN’s hands-on added Aggressors, Intercessors, and a Repulsor Executioner in a later citadel push. PC Gamer’s hour in the same build still fielded a tiny force while the rest of the company waited in orbit to be called down. That is the Space Marine economy in one image: most of your army is a fleet, not a barracks.

Do not 1v1 a Stompa

Commentators on the Bonds video clocked the mistake in real time: Terminators walking up to a Stompa as if they were a Total War legendary lord. They are not. A Stompa is an army-level problem. Concentrate Razorback and Dreadnought guns, spend the orbital or bombardment tool when the walker’s foot is committed, and keep the Librarian inside a bodyguard instead of using him as a melee blender. The same demo’s Librarian having a rough day is the joke; the lesson is that heroes die to simulated bullets when their escort is gone.

Cover is not flavour here either. Eurogamer watched an Ork truck accelerate through a light position and flatten the marines who thought a low wall was enough. Destruction in this engine opens routes and deletes corners. If you park eight brothers in one ruin and a vehicle drives through the ruin, you parked your campaign in a truck.

Upgrade the fleet, not a planetary foundry

Creative Assembly has contrasted two campaign economies. Orks want to industrialise the dirt they take. Space Marines upgrade in orbit. Your Strike Force is a landing. Your progression is ships, company relics, and the right to call more squads down, not a chain of lumber camps around a city. When PC Gamer’s writer saw Predators and Dreadnoughts on the ground with the rest of the force still in space, that was the loop working as designed.

Planets still matter. Governors have personalities. Imperial worlds can hold an Astra Militarum garrison even while you play Marines — the two Imperium races cooperate on the map even though they are separate factions. Bombardment from the capital ship is a tool, not the default click. Do not invent extra marine-only resources CA has not named. Do internalise this: if you play Astartes like a dwarven hold, you are playing the wrong race.

The wider campaign is nested. One planet plays like a classic Total War theatre. Those wars chain into a star system. Systems chain into a crusade that can run hundreds of turns toward Armageddon. A start as Marines is a series of surgical drops inside that nest, not a paint-the-map from turn one.

Ultramarines, a second chapter, and your own colours

Ultramarines are the confirmed lore chapter. A second Space Marine sub-faction ships at launch; CA has not asked this wiki to pretend we have a locked second name in every trailer. On top of the two lore options, you get a custom chapter: name, colours, heraldry. IGN’s writer went in as the Immortals of Demos. Other previews noted you can paint a scheme that would make a tabletop chapter master wince, including pink. That custom chapter is not a fifth launch race. It is the first-time Total War custom warlord fantasy applied to Adeptus Astartes. Details live in army customisation.

Wargear inside those eight-marine squads is mixed. Intercessors in the Gamescom build were not a single bolter profile: grenades, including launchers, punched holes in Ork mobs, and melee still happened when boyz reached the ruin. Frag versus krak is the kind of auto-appropriate loadout CA has described elsewhere. Build for jobs, not for a single pretty unit card.

How to play the first missions without feeding the green tide

  1. Deploy the four-unit Strike Force as overlapping guns, not as a death star in one courtyard.
  2. Put the Librarian in cover with a bodyguard. Psyker abilities were named in Alpha Strike; they are not a licence to stand in the street.
  3. Keep Razorbacks and Dreadnoughts as the anti-walker answer. Infantry clears ruins; walkers and tanks discourage the Stompa.
  4. Call orbital tools when the Ork blob commits, not when three boyz peek a corner.
  5. Leave a reserve in space if the UI offers it. Drop pods and Thunderhawks are the marine version of holding a flank off-map.
  6. If the crash-site objective is a hunt, do not take every fight. Elites complete missions by refusing bad melee and spending the company at the moment the enemy clumps.

Console players should remember this is the first mainline Total War built for a pad as well as a mouse. The strike-force size is a gift on DualSense: you are not hotkeying twenty units in the tutorial. PC players still need group binds, because the large battle at the end of the Gamescom demo is not four squads.

What this start guide is not

It is not a turn-by-turn spoiler of every mission in the 2027 tutorial. It is not a promise that every 10th-edition datasheet — Bladeguard, Land Raiders, every named Chapter Master — is in the box. It is not Chaos Space Marines; those are post-launch. Traitor Guard, if you want a heretic coat of paint, currently exist as a custom Guard reskin, not as a marine option.

Start small. Upgrade the fleet. Paint the chapter. Do not duel the Stompa. That is how a Space Marines campaign opens in Total War: WARHAMMER 40,000 with the footage we actually have.

Frequently Asked Questions

Frequently Asked Questions

Quick answers to the most common Total War: WARHAMMER 40,000 questions.

How big is a Space Marines starting army in Total War: WARHAMMER 40,000?

The Gamescom tutorial slice put roughly four units in your hand, with around eight marines per squad. The rest of the company can wait in orbit as reserves.

Which chapter can I play?

Ultramarines are the confirmed lore chapter. A second Space Marine sub-faction ships at launch, plus a custom chapter with your own colours and heraldry.

Do Space Marines build like other Total War races?

No. CA has said Marines upgrade fleets in orbit rather than running a planetary industry loop like Orks on the ground.

Can Terminators kill a Stompa alone?

Do not try. The Gamescom footage is the warning. Concentrate vehicle fire, bodyguards, and army abilities instead of a 1v1.

Where do I read next after this start?

The Space Marines faction page, the Space Marines builds hub, army customisation for colours and traits, then the campaign hub for the crusade loop.