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==Notable Changes from 8e== ===Pros=== *The new magic rules make getting the good ones much easier. *New attribute for each Lore, happens constantly, but need to get into melee range. **Skaven wizards are encouraged to get into melee for their attribute debuffs, and having Verminous Valour doesn't make it as dangerous as it sounds. *A drastic boost of availability for Eshin units ===Cons=== * Edition wide nerfs to blocks of infantry, steadfast and inspiring presence, make your units significantly less reliable * Edition wide buff to cavalry is absent, but you'll be eating the impact hit and high initiative lance strikes all day. * Strength in numbers only works on psychology and break test. So your stupid and frenzied units are going to be like a bitch in heat. * Clan rats are pricier, slaves are never going to be high enough leadership. * Significantly harder to get a decent Armour save on your characters. With the removable of unique +4 armours and being unable to take BRB heavy armours. * your spells actually have types, so no more blasting scorch into combat. *The rewritten spell lores make it harder to lean on one side or another (read: Skitterleap being an Eshin spell) * Hell Pit Abomination went from being one of the best monsters in the game to terrible. * Doomwheel went from being a powerful warmachine that was random and likely to destroy friendly units or itself, to random and weak, but hey your shot range weak zzzzaps won't hurt your precious skaven slaves! * No more Dreaded 13th. * Impossible to take cheap warlock engineers to add special weapons and leadership to key units.
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