Click Here. The change is also not really enough if you’re talking about having an impact on game sizes. If your worst-case scenario is “oops we accidentally made the Bloodthirster playable,” then I think you could have taken the risk. Scouts get an above band increase, going to 14ppm, which combined with a reduced need to fill detachments may well drive people further towards incursors. The Tesseract Vault even gets a buff! Two of their commonly used troops choices (Custodian Guard and Sagittarum Custodians) go up by effectively only a single point each on their Misericordia, while Allarus Custodians stay level on points with their base build and dagger and go down quite a bit if you swap to spears. The triple whammy they face is:Kabalites going to nine points.Wracks, Wyches and a bunch of other stuff getting above-rate changes as well,Disintegrators going up by ten points, making vehicles mounting multiple disastrously more expensive.This is extremely tough for them, and the difficulty they face is that unlike some factions that take hits to their good stuff, there’s not really any way for Drukhari to build armies that work around this – every angle they had for building strong lists is just crushed. Many of the changes are completely thoughtless – Wings outlined the rubric above, and you can observe it pretty easily for yourself. Also getting unusually large hikes are Primaris Psykers (+12) and Astropaths (+10), but this is mitigated by their force weapons being free. Iron Hands – Cyle “Naramyth” Thomson’s at the Two Rivers GT. They do also take a weirdly hard hit from all their incidental heavy bolters on vehicles going up in points.It’s far from all bad though. Also, Nurglings didn’t change at all, which is great.The Elites and Fast Attack slots don’t fare nearly as well, though Fiends (+3), Seekers (+3), Flesh Hounds (+3), and Screamers (+3) make out OK, while Bloodcrushers (+5), Beasts of Nurgle (+5), and Plague Drones (+4) get a bit hosed. Part of the reason that 8th ended up with such huge armies was a gradual ratcheting up of buffs to various units to try and get them in line with the more efficient options. Their equipment also got more expensive, with non-INFANTRY autocannons increasing to 15 points and pairs of malefic talons going up 5 points. Death Guard – A 1750pt pure DG list put together by TheChirurgeon for 9th testing, notably featuring Mortarion, 2 PBCs, Plague Marines and various Terminators. As an Amazon Associate I earn from qualifying purchases. You can still play your Soup lists if you want as well. From Elites, the big winners are Chaos Terminators – combi-bolters have gone up 1 point each, but the base cost for Chaos Terminators didn’t change, so combi-bolter/chainaxe Terminators are an even better deal. Detachment CP [-2CP] + HQ + Ahriman on Disc of Tzeentch [9 PL, 170pts]: Glamour of Tzeentch, Prescience, Warptime The latter is offset by Heavy sluggers now being free, but it still hurts. Source Description: (title page) American Slavery As It Is: Testimony of a Thousand Witnesses Theodore D. Weld 224 p., ill. NEW YORK: PUBLISHED BY THE AMERICAN ANTI-SLAVERY SOCIETY, OFFICE, No. And as always, if you have any questions or feedback, drop us a note in the comments below, or email us at contact@goonhammer.com. We will be sure to read them. What this feels like is that these points are less “revised and finely tuned for the new edition, with a slight general increase to make game sizes smaller” and instead a liberally-applied general upwards swing that fails to check whether units were already overcosted for what they actually do on the table. If you wanted them before, you probably still want them. In many cases carefully accumulated buffs that had finally got a bunch of tier two stuff near tables in CA2019 is just immediately undone by hitting them with average increases. Up front, it’s worth noting a few things that apply across the board: With that out the way, here’s the rough outline. Before we dive into the data and depth here, for those who want an immediate snapshot of how their army does out of the point changes, we’ve given in to the eternal tempatation that constantly gnaws at the soul of every content creator and made a tier list. Chaos Lords and Dark Apostles only see a slight increase, and Abaddon has only gone up 10 points.Troops also took a nasty hit: We already knew that Chaos Cultists were going up to 6 points per model, again keeping them inexplicably above Imperial Guardsmen despite numerous nerfs over the last three years. We’ll be diving into each faction’s specific changes in a series of Faction Focus articles we’re working on, but we’ll talk about some of the biggest changes today and give some thoughts on how they impact the faction and fit into the bigger picture. Here is everything you need to know for what’s been talked about on both platforms. "Follow the plan! The change to Daemon Princes doesn’t do them any favors bumping their baseline cost by 30 points for the winged version and moving the unit from a “sometimes the guy with the axe” option to something you’re unlikely to field. While the basic troupers go up by three points each, fusion pistols come down two and all the special melee weapons by one, so a fully kitted murder clown doesn’t actually change in cost, and specialised builds go up below rate. No model can end up with a cost less than 5 points per model (ppm). Harlequins – Chase “Gunum” Garber’s pure Harlequins from our PA review. Adeptus Astartes / Space MarinesCredit: CorrodeRatingModerate WinnersThe RundownSpace Marines get an absolute tonne of changes in here, and while we do think they still end up as moderate winners, quite a few popular units get targeted nerfs that will need adapting to. While 9th’s landing is vastly, vastly better balanced than 8th’s was, some of the same elements that lead to that problem are here again, and need monitoring.Overall, I don’t want to sound too unhappy because I’m not – working out how the points have been applied was a fun puzzle, and we have a very playable game coming out of this, but I guess I did maybe hope for just a little more than we got in terms of nuance.TheChirurgeon: I’m a bit unhappy about this. Outside that core hit there’s a modest amount to like – while the body on Commanders and Crisis teams goes up none of the guns do, so you end up with below rate increases on most builds. If the venom blade was going to change at all, it would have made far more sense to zero it out than to make it cost 150% more, but here we are. Chapter Approved is definitely more of a hinderance than a help for them, however. We know that a 2k game sits somewhere around 200PL and will always net both players 12CP for example. That those even got an increase to begin with makes the whole thing feel like they just had to push points up across the board regardless of whether a unit needed it comparatively. As printed, a Big Mek with Shokk Attack Gun goes up by 40pts, and since there are three in every list, pretty much, that’s extremely bad news. Somewhat ironically, these changes leave Drukhari with nowhere to run. Atalan Jackals, the spamming of which was one of the other viable options, get a big price increase, while Aberrants got a further increase on top of their already unjustified change in CA2019 and please stop kicking them GW please stop they’re already dead.This, bluntly, sucks and if we had to pick a single biggest loser from this update, GSC are it. Psycannons also take a mild hit, meaning running them incidentally on basic Strikes is probably out. Imperial KnightsImperial Knight. Stealth teams take a hit as scout deploy seems to come at a cost premium across the range, but for people who want to try other kinds of board control the Devilfish gets an abnormally light touch, only gaining five points. For every reasonable change – like splitting heavy weapon costs for vehicles and infantry or hiking the points on shield drones and Plagueburst Crawlers, there’s a completely insane one, like making Death Guard, Chaos Space Marines, and Chaos Daemons Daemon Princes cost the same as Thousand Sons Daemon Princes, which just ignores three years of work for no discernible reason. There’s clearly still an army here, especially if you use the newer stuff, but they’re also one of the factions that got demoted once we’d run the numbers on a list – even factoring the possible excess 60pts on Skorpii out, the increase on a relatively normal looking list was big. In this section, we’ll break down what appears to be the rough process that’s been used. There are four big exceptions here:The Fortress of Redemption went up 40 points for some reason. We had been running our test games using 1,750 points as our baseline, hopeful that this ballpark estimate would help us get a good feel for the game’s new size. First of all, whatever else happens some Tau players are probably going to need to leave their comfort zone a bit, because Shield Drones get a 50% increase to 15pts each and that obviously hurts if hiding behind them is your only plan, especially as while Riptides are hiked up broadly on-rate, they’re expensive enough that it adds up if you have three. 9th Edition puts them on the back foot just with the updates to the core rules and army construction, so one might have expected the changes here to be relatively gentle. Shining Spears go up by five, but they’re still Shining Spears so they’ll cope. Hopefully this gets a swift fix. Download Full PDF Package. Pask goes up 8 points.What’s Missing: Elysian Drop Troops are gone. Adeptus CustodesCustodes Vertus Praetors. If the Skorpius turns out to be meant to go to 130 that will be a lot, lot more reasonable. In the old days, you’d say That’s GW and move on, but at a time when there seems to be a firm focus on matched play, on tighter rules, on hiring prominent tournament organisers to head up what surely must be a serious attempt at entry into the competitive scene, it’s a silly retrograde step. Genestealer Cults are probably the most 8th editiony army of all – they thrived on a bunch of complicated tricks around the fight phase and space control that left newer players feeling completely overwhelmed. So yeah, smaller games = good. Most of the newer stuff from Engine War gets slightly below rate increases, and Kataphrons get a light touch, with Grav Destroyers being the most notable beneficiaries. The nerf to the Impulsor and melee tricks in general hits them hard, while some of their most popular unique units (Wulfen, Thunderwolf Cavalry) get hit with raises that are technically on-rate but feel harsh in context.. Space Wolves are a faction that came into this book needing help and the only real glimmer of it they get is that Wolf Guard Terminators got the same light touch that a lot of others did (though do pay more for storm shields that are used on them a lot). Corrode: I’m probably more negative than the other two here, likely because I’m staring down the barrel of 9pt Kabalite Warriors – there are infinite possible universes and in precisely zero of them is nine points a cost that makes sense for a Kabalite Warrior. Lords of War are dealt with differently to other vehicles – and generally in a way that helps them a lot, especially Daemon Primarchs. If the venom blade was going to change at all, it would have made far more sense to zero it out than to make it cost 150% more, but here we are. Deathshroud Terminators also got a major points hike (+7ppm) for what appears to be no reason, as did Foetid Bloat-Drones (+16), so you can continue not using those. The Traitors shall fall; the Emperor granted us a vision of triumph." Vehicle and monster units also appear to get different changes based on their starting cost. Necrons – Stephen Christopher at Hammer in the New Year Space Wolves – the first pure list from Start Competing: Space Wolves Grey Knights – Devin Swann at the Barrie Bash Dark Angels – Ben Neal at GenghisCon Craftworlds – James “Boon” Kelling at the Two Rivers GT Chaos Space Marines – Nathan Roberts at Battlefield Birmingham Drukhari – J.J. at the Gigabytes GT Astra Militarum – Luke Bumpus at CAGBash XIII Blood Angels – Jason Robertson at Scottish Takeover 7 Tyranids – Danny McDevitt at Grim Resolve Orks – Thomas Douch at Rumble in Romford Tau – Pekka Koskivirta at Talvisota AdMech – Robert Lloyd at Rumble in Romford Raven Guard – Daniel Sansone at CAGBash XIII Genestealer Cults – Dustin Henshaw at the Barrie Bash. Chaos Knights – Michal Kostecka at the Prague Open Daemons – I had to search around for a representative pure list, as the only top 4 list this year was a dataset-skewing outlier. Characters are reasonably consistently changed as follows: This is the most complicated section, covering basically anything where you’re dealing with a multi-model unit of 3Ws or less. Examples of the three wings. Overall though, there’s nothing to super worry about, and there’s even a below-rate change on non-Paladin terminators if you want to try those out. It’s not perfect, but it’s a useful figure to have in your head once you come to process your own lists into 9th.Our ThoughtsWings: There are things I both like and dislike here. The changes to the infantry here are one of the biggest misses to the “one size fits all” attitude they’ve taken with some things – access to cheap infantry doesn’t seem to be viewed as part of Drukhari’s “thing”, but it’s absolutely vital to holding their lists together.Corrode: to emphasise how little care was put into the Drukhari changes, the venom blade – previously a 2pt weapon with no AP and 1 damage, with the only gimmick being that it wounds non-VEHICLE models on 2s, that you downgraded an Archon to – went UP to 5pts, now matching the revised cost of the huskblade they come with by default. Thousand Sons – Adam Ryland at Battlefield Birmingham  Deathwatch – Anthony D’Amore’s list he helped us with for Start Competing: Deathwatch. According to the points in the Imperial Knight section, this no longer pays for its guns, taking it down to a very fieldable (and frankly terrifying) 620pts with the four missile build. Download PDF. The nerf to the Impulsor and melee tricks in general hits them hard, while some of their most popular unique units (Wulfen, Thunderwolf Cavalry) get hit with raises that are technically on-rate but feel harsh in context.. Space Wolves are a faction that came into this book needing help and the only real glimmer of it they get is that Wolf Guard Terminators got the same light touch that a lot of others did (though do pay more for storm shields that are used on them a lot).