In terms of the army, the HQ units are a real bright spot. Instead I’m going to talk in relative tems and discuss what I think they imply. Finally, I’m not going to focus on specific points – that’s out there and you’ve probably seen it. I will say that I do not have any special insights into the upcoming GT mission pack – however I will draw certain inferences from the Eternal War missions that I believe will hold true, including top-of-turn scoring, strategic reserve implications, and five round limits. I’m going to start out by highlighting some of the winners and losers in each force organization slot, discuss the overall takeaways of the army, theorize how they might play at the start of 9th, and then propose a couple of list ideas moving forward. The 9th ed core rules gave us a view at how individual units may change and how they might play and now with the points reveals we’ll get a better feel for how the army will play and what its strengths and weaknesses will be. The major reveals have hit the street and the picture of 9th is really starting to come into focus. With the Munitorum Field Manual out in the wild and the Faction FAQs released, now’s a good time to start taking a look at what’s changed for all of our favourite armies. 9th edition is on the way, and with it a whole raft of changes to the factions of Warhammer 40,000.
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