HQ's
- Command Squads are more expensive, but only by five points and probably because orders are better now (see below). Officers of the Fleet are a bit cheaper and better (basically they combine the old OotF and Astropath reserve roll modifiers into one model), Masters of Ordnance are cheaper and the same, and Astropaths are cheaper but not great (ML 1 Psyker with Telepathy, but good for giving a 5+ Deny the Witch on the command squad). Oh, but Carapace Armor and Camo Gear are now half price. So that's pretty awesome.
- Speaking of Command Squads, orders switched up too. Bring it Down now grants Monster or Tank Hunters as opposed to Twin Linked (which, combined with the ready availability of Prescience, is waaaay better). Fire on My Target went from forcing re-rolls on Cover Saves to Ignores Cover. Awesome! Get Back in the Fight is exactly the same. Overall, much better.
- Tank Commanders are a nice addition, but not game-breaking. Tanks are weaker in 6E, so being able to take more of them isn't as incredible as it sounds. It does allow for a total of five tanks in separate units, which is nice since you don't have to lump them into squadrons. If they made Russ squadrons into Troop units, that would have been cool. But they don't. Their orders are kind of sad. Full Throttle lets them move Flat Out, going 6+D6" in the Shooting phase, which will be rarely useful. Gunners, Kill on Sight allows the Commander to fire at one unit and his unit at other targets. Strike and Shroud, the only very useful one, allows them to fire and then pop smoke. These would be fantastic if they could target other units, but they're limited to the commander's.
- Lord Commissars are pretty much the same, but Summary Execution is waaay better. Now, first, you can re-roll a Fear, Morale or Pinning test if you have a re-roll. Then you roll a D6. On a 3+ you execute any Astra Militarum model (in other words, some random grunt) in the unit. On a 1 or 2, your opponent chooses but it can't be the Commissar. Then the unit auto-passes the check. So the downside is a bad roll means your heavy weapons team or officer bites it. Still, it's after a re-roll and you auto-pass, which is nice.
- Commissars are now listed under HQ's, are 10pts cheaper, take up no Force Org slots, and you can have one for each Company or Platoon Command Squad, and start the game attached to almost any squad except Ratlings and Psykers.
- Priests are awesome. 0 - 3 per detachment and don't take up an HQ slot. Here's the big kicker - they're Zealots. Any unit they join gains Hatred and Fearless, meaning re-rolls to Hit in the first round of CC, and they DON'T have to charge! So their major benefit will now affect Ogryns (or, more importantly, Bullgryns). War Hymns can be great, but the priest's Ld7 is a major drawback. Still, the prospect of a unit of Bullgryns re-rolling failed rolls To Hit, then re-rolling their failed rolls To Wound. . .at S7. All for 25pts! They lost access to Eviscerators, though, which is sad.
- Primaris Psykers are so much better now. 0 - 3 without taking up a Force Org slot, 20pts cheaper but only lost one attack, and now they get Divination. Divination! Re-rolls, re-rolls everywhere. Even better, they can get bumped up to Mastery Level 2 for another 25pts. So for 5pts more than their previous iteration, you get two psychic powers that are actually useful AND you can have three of them for no force org obligation.
- Enginseers are pretty neat. Five points cheaper with each servitor also being five points cheaper, and they can restore Hull Points as well as fix Immobilized or Weapon Destroyed. They also have Awaken the Machine, which gives one AM unit within 12" Power of the Machine Spirit. Still can't take their own transport, though.
All in all, I feel the HQ choices got some major buffs with only a few negative changes, and even those aren't so negative. And pretty much everything got cheaper by five, ten or even twenty points