Just looked at the first new changes they’ve revealed on Warhammer Community.
First the bad news - our throwing axes have been nerfed to 5+ to hit and wound, which sucks quite a lot as they essentially gave us a third attack before other armies got a chance to fight, although the Rune of Farsight (one of the runes that’s can be activated at the beginning of the turn) has been reworked to definitely boost to hit rolls back to 4+ and also boost to wound rolls to 4+ as the enhanced effect.
Now the good news - firstly, all 3 infantry units now have 2 wounds each, making us even more durable combined with our Wards and decent armour. I think this is huge, and will certainly make us less of a horde army than we used to be. Hearthguard Berzerkers have also been buffed considerably by being given two Attacks each for both axe options and having poleaxes wound on 3s instead of 4s, making them a good deal more killy.
Secondly, Runesmiters and Runemasters now get prayers aplenty, and can take an artefact where they know 2 prayers instead of 1.
Thirdly, lodges have been reworked from massive warscroll battalions as they were in the General’s Handbooks to army bonuses like with the Beastmen herds and Slaanesh hosts, which is great for those who want to base their army around a lodge. Looks like lodges other than Vostarg and Greyfyrd get bonuses too - here’s hoping for a Baeldrag one (for that’s who my army is going to be based on)
Fourthly, we get to choose stuff from two command trait tables, 4 artefact tables and, as far as I know, a brand new mechanic - Mount Traits, essentially command traits for Magmadroths, which is pretty fun. Normally only 1 Magmadroth per army gets to take a Mount Trait, but if you choose Lofnir as your lodge, you get to not only take an extra Magmadroth in your Behemoths limit but also give all Magmadroths in the army Mount Traits!
Shame about the throwing axes, but everything else is great, in my opinion, and this is just the first day. Look forward to seeing what else they have in store for us!