![]() ![]() This is completely changed, and provides you with a slot to take a single HQ or Lord of War who must have either the PRIMARCH, DAEMON PRIMARCH or SUPREME COMMANDER keyword and must be your warlord. These do nothing special at all – they cost CP and give you slots. Along with other recent rules such as the new version of Imperial Agents, it’s clear that you are generally intended to build your army around a “core” of one of these. Patrols, Battalions and BrigadesĪll of these now refund their cost if you include your WARLORD in them. It’s also worth flagging that these are no longer available as part of the Supreme Command detachment, which won’t come up at the moment thanks to other changes to it but could be fringe relevant down the line if they add any INFANTRY Supreme Commanders. This shouldn’t really affect anyone who wasn’t doing something a bit wonky ( looks at Wave Serpent spam lists nervously) and it’s a sensible change. …the total number of Dedicated Transport units in a detachment can not exceed the number of INFANTRY units you have included in that detachment The Super-heavy Auxiliary is the main relevant change here – whether these did or didn’t before was somewhat inconsistent between codexes.įinally, something that was previously an FAQ note is mainlined, which is that when you add units to your army mid-game with reinforcement points they are not part of a detachment, so don’t benefit from these. In addition, the following detachments are codified to never receive these: This is a massively sensible change as in 8th there were a number of competing shorthand names for these in the discourse, and no single way for GW to refer to them in rules. Detachment AbilitiesĪbilities that units receive when every unit in a detachment shares a keyword now have a codified name – detachment abilities. There are also a few changes that apply more generally across all detachments. Some of the detachments are pretty much unchanged from 8th other than having a cost, but some have new rules and others are gone entirely. All together, you’re working within the following constraints when building your army. Detachment LimitsĨth edition supplied recommended limits for the number of detachments you could use, but 9th now codifies this as a hard limit in the Battle-Forging rules. This isn’t, directly, the replacement for the old three CP base for Battle-Forging – the single CP you are given at the start of each turn is now the Battle-Forged Bonus, and this is a replacement for what you would have been able to generate by putting detachments in your army. In Strike Force sized games (2000pts) you get 12CP to play with. Starting CPīased on the size of game you’re playing you get a different pool of starting CP to use for building your army, with any left over being your starting command point pool in your game. Obviously in order to buy these you need access to some CP, which previously you would only have had three of at this point. Some detachments still give Command Benefits as well under certain conditions (as can be seen in the example) but they’re much more limited, and generally tied to your warlord. This sort of made strategic sense for troop-heavy detachments, but was often quite tricky for new players to wrap their heads around as on an initial read it’s easy to wonder why you’re being rewarded for getting access to more slots, especially comnig from older editions.ĩth switches this round – if you want to add a detachment to your army, you now pay a CP cost to do so, seen in the top right of their rules box. By the end of the edition, the vast majority of armies aimed to fill out two Battalions at minimum to give them sweet, sweet CP to play with. In 8th edition successfully filling out a detachment with units and adding it to your army rewarded you with CP. This is a great decision – it means that rather than awkwardly having to re-write the point bands each time they want to refer to a game size, they just use the names. ![]() Beyond the usual Aeldari, Chaos Space Marines, and Tyranids, the drop off was steep for most other armies with only Imperial Knights and Sisters of Battle showing much resistance.This concept is used in a few places, but it makes sense to talk about it here – 9th Edition introduces names for the common game sizes it supports. October 2022 saw Chaos Daemons enter the fray doing very well as the month went on. In other words, a legal army today may become illegal tomorrow, along with events using special rules and/or restrictions. Whenever you look at an army list keep in mind how quickly the game can change. This particular post chronicles the largest events of October 2022.ĩth edition is a land of changes, so with every new month comes new codexes, FAQs, and rules. Blood of Kittens attempts to provide continuous coverage of ITC events, in posts showcasing the Top 3 Warhammer 40k 9th edition army lists from the largest events.
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