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Adding to this, a lot of options now have specially named versions of their weapons to remove the old problem of updates elsewhere automatically knocking on. Forge World units that overperformed with force multiplier effects, either because they bundled too much into a single package or had weaponry that operated on a different balance plane than everything else tended to be the main culprits for dodgy/overpowered interactions. This is the bit that’s going to make some people sad but is probably going to be a relief going forward. Things like Contemptor and Leviathan Dreadnoughts have profiles and damage outputs much more in-line with their mainline equivalents. Less extreme divergences from mainline units.In addition, marginally different variants of units have largely been removed. Many of the weird, fiddly abilities units used to have are gone, replaced by either streamlined versions or baked in to weapon profiles. There’s a clear set of principles running through all the changes in this book, which are generally very healthy for the game but might make owners of a few units a bit sad. We’ll be following up further on some factions over the next few weeks, so make sure you keep an eye out for those if you’ve got a particular set of units in mind.
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Instead, we’ve lasered in on our areas of expertise and pulled out what we think the winners, losers and other notable changes are for each faction, aiming to give you the lowdown on the things that matter most. This book is absolutely stacked with content, and up front we have to be clear – we are not going to go through every single datasheet line by line, as there’s far too many for us to possibly do that. Luckily the new Imperial Armour Compendium is here to solve both those problems, and GW have been kind enough to send us a copy. We’ve seen a bit of that thus far in 9th, with hangover 8th Edition rules throwing up a few very powerful choices in the Edition transition, while other units are complete trash at their Chapter Approved costs. The impact was, shall we say, uneven – plenty of choices were fine, but there were frequent issues with Forge World units having unintended interactions with newly released rules, and a few choices that were just a bit over-pushed that tended to be over-represented. Forge World formed a key part of competitive play in 8th Edition, offering a wide range of additional options for some factions alongside some very cool models for players who wanted to try something different.