
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.



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.
