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==Notable Changes from 8e== ===Pros=== * All of your rare monsters have a 50-100 pt price cut. * You have the potential to have a stupid amount of dice to cast spells * Minotaurs are 19pts cheaper. * You can now take one '''''MINOBUS''''' as a core choice. * All special characters are cheaper, some slightly buffed. * Marks of Chaos and Chaos Lores are back from 6th edition. * Many more choices in Rare and Special. * Better costed and more powerful magic items. * Bestigors are significantly more flexible in load out. * Primal Fury can gain frenzy on any double that passes the LD test. * Throwing axes got buff, so now they are an offensive option for charging Gor and Centigors. * Shields get buffed, so your mostly naked infantry gets significantly more protection when shot with arrows. * Beastman Ambush isn't trash anymore ===Cons=== * Your heroes and lords are as overcosted as ever but just as necessary. Spending the maximum 35% on characters is not unheard of. * You NEED an excellent magic phase, but putting all of your character allotment in shamans, leaves your leadership too low to control your units. * Returning Bestigors to their former loadout comes to one point more than 8e. * Mostly missed out on the gamewide buff to spears and cavalry. * Minor, but Fewer magic item choices in the main book. If you don't use the Magic Items supplement, you're missing some powerful ones, such as the jagged dagger and totem of rust. * New rule 'Unruly' only includes the bad parts of frenzy but can re-roll failed charges. * Changes to BSB means you'll never get primal fury re-rolls.
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