40K: 5 Reasons New Command Points Are Better
Command Points work in an all new way in 9th Edition. Here’s why it is such an improvement over 8th Edition.
By now we all know that the new Command Command point system is fundamentally different than in 8th. The big difference is that both players receive a fixed amount based on their game size, then each get 1 per turn.
Let’s talk about why this is such a massive improvement and things we should expect to see.
The Return of Mono-codex
8th Edition may be known as the high watermark for Allies and soup. What started off several editions ago as a way to add a couple out of codex units to your army turned into a min-maxed hydra that was not easily tamed. With the change to both charging CPs for additional detachments and potential additional taxes for out of codex ones, players who want to play single codex armies will return in greater numbers.
We have already seen the start of mono-codex rules benefits in the Space Marine codex and the new CP system will build up that foundation. While some look down on mono-codex armies, many players like them for thematic reasons and it is the logical place for new players entering the game to start. The last thing we want to see is a game that is innately punishing to newcomers.
Less CPs Overall
Most players will gravitate to the 2000 pt Strike Forces size. This grants 12 CPs. Compare that number to the top min-maxed lists of late 8th Edition where you would routinely see CPs in the twenties. Now take into account needing to spend some on additional Detachments, and you could routinely see players headed into turn 1 with about 7-9 CPs. This has several effects.
First, you will see individual stratagems matter a lot more. Players will take care with their use, and the potent 2-3CP ones are real gambles. They have game altering effects and you better believe will be used sparingly and with great attention by players. The days of players dumping 15+ CPs on turn 1 to gain an advantage, then still cruising along with about ten leftover are gone.
More Army Diversity
Note that the elite and pricier armies that couldn’t easily fill out multiple Detachments are at a great advantage under the new system. Things like Custodes, or Harlequins will be on an equal footing with the larger armies that in 8th had access to dirt cheap units to fill out unit slots. This means that not only are the days of the Loyal 32 done, but we will hopefully see much more codex diversity on the tabletop. Trajan Valoris approves!
Internal Balance vs Combos
If one thing is a universal truth in 40K, is it that there will always be busted combos. The game has over 1000 units and it’s just impossible to cross-test every single one when a new codex comes out. That means that as any edition gets rolling, “The Meta” will do its thing and seek out the low hanging fruit and build “power lists” upon them. This is usually unforeseen combos between units in different codexes.
In 8th there was no reason NOT to push such soupy lists to extremes. Now with the CP tax on extra detachments and soup, there is an internal balancing mechanism built into the game to nerf such things. The loss of CPs will be a real factor. Players will have to weigh if the combo’s advantage is worth the loss of CPs.
It’s an elegant solution to a longterm thorny problem and the more I think about it, the more I like it.
Relics & Characters
The limiting of CPs will increase the usefulness of anything that affects them. Any Character who grants CPs such as Marneus Calgar, or Relics that let you efficiently husband them such as the Puretide Engram Neurochip will be worth their weight in gold. Many of these mechanics were FAQed in 8th, but we will have to wait and see what the rules of 9th say on the matter. In any case, look for a shift in the worth of Relics and Characters based on the new CP rules.
~ What do you think will the be the biggest impact of the new Command Point system?