![]() ![]() ![]() Characters get less protection, particularly back-line characters with no back-line units to hide behind get a lot worse. Units with blasts will occasionally be better, less noticeable on front-line vehicles which are more likely to get locked in melee. Option for any unit to go into deep strike makes short-ranged units with no good option for getting into range better. Durable and mobile units get better because of mission changes. Shooty units, especially those that hit automatically or have bonuses when firing Overwatch are hurt by the removal of Overwatch. Shooty units with FLY get worse because they cannot shoot after falling back, shooty vehicles and monsters get better because they can shoot in melee. ![]() I would say melee gets worse because of the get out of tri-point Stratagem, melee hordes are additionally hurt by changes to which models in melee can attack. Part of this discussion has to be what exactly 9th favours and worsens. In addition to changing overall unit costs, I think it would be neat if instead of giving up on balance between different weapon choices we could improve the balance between these choices by pointing out disparities between the viability of different wargear options. ![]() The goal of this thread will be to get a rough idea of which units were good in 8th by rating units with an A for amazing, B for good, C for bad or D for terrible and + for improved and - for worsened. This should feature a general decrease in number of models on the table, so the cost of the average unit will be multiplied by 24, but by as little as 20 and as much as 28. All this with the goal of creating Warhammer Forty Thousand Points, a revamped pts system for 9th with 40k pts as the replacement for the current standard 2k game. I would like to get some help on which units people have a feeling were viable in 8th using the latest FAQs and CA19 pts and which units got improved or worsened by core rules and FAQ changes in 9th. ![]()
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