This army book was considered to be below the benchmark power level that the project was striving for and therefore the ABC was given the green light to implement quite a few boosts with hardly any nerfs in order to bring it in line with other books such as EoS. Some issues were identified from the beginning and certain measures were adopted to help achieve the objective. Here are most of them:1. Core. Despite the previous efforts made by the ABC to make Tribesmen as attractive as Bruisers, these had failed since most lists still included the S6 bunker. Although we had negated Ogres Parry for months, we felt it was time to allow this army to have it too (considering Parry was nerfed last release and that we had to increase the overall power level of the army). Therefore we added Parry to the existing Ironfists rules to stopTribesmen from getting hit on 3+ constantly, where as Bruisers will still get hit on 3+. With heavy armour (4+ armour save) and a maximumunit of 14 tribesmen , we now feel they can challenge Bruisers as the go to choice in Core. More armour, parry, more attacks, more wound-count, hitting a lot earlier... lots of reasons to take them over bruisers now. Additionally, we gave Scraplings the option for Parry as well by separating spears and shields as options (this was an oversight by the ABC in December).2. Great Shaman. With the change in magic we realized this guy was way over-costed and decided to make him quite a bit cheaper (compared to other level 4 mages his price was uncalled for, especially when compared to some like an Anurid High Priest). In order to fully justify his entire price drop we made some nerfs to some stats to do with his offensive combat abilities, as we want this guy to cast spells and fight only when strictly needed. We also freed up the option to take Alchemy and Fire by not being forced to take Fire Blessings , just as an option.3. Bombardiers . These guys were not too popular in 8th and theyre still not very popular in 9th outside of gunlines. Some complained they were too expensive and didnt put out enough damage while others complained they were too strong in combat due to Halberd use of their handcannons. We decided to make them more shooty orientated and less combat-fit by adding/removing a couple of rules. Mixed with a small price drop and we feel they should be a very viable option now in both gunlines or in mixed lists.4. Sabretooth Tigers . We hadnt realized that the army's main diverters were no where near as effective now as they were before in 8th. This is mainly due to them having to take Terror Tests, where in 8th they didnt (and for a good reason). With the overwhelming abundance of Monsters in 9th (all Terror causers) you basically almost always had to take a Hunter in order to give them LD9 (and then keep him alive and keep him within LD range of all 3 tigers) or else they would flee from Terror most times and were almost useless (LD5 no rerolls only if no Hunter is around). This proved to be a huge issue as Ogres were being left without diverters, and the lists that included tigers were being funneled into obligatory Hunters. We have now made some changes to prevent this from happening. Also, to make them playable as a big unit we increased the maximum number per unit.5. Yetis. These guys have been completely redesigned; having finally found a place in the army. They were the most underused option and rarely fielded options for years, only recently being taken alongside the Wildheart big name . Even as small units they were still being out-shined by Mercenaries and especially Tusker Cavalry . The new design will change all of this, and hopefully encourage players to field Yetis in their future battles.These are the main changes in the army, mostly boosts with a couple of nerfs. There are many other additional changes that are too small to be mentioned, but they are a lot of them and most are little helpful -yet not decisive- boosts. We hope this army can now be at the power level of EoS after changes to both armies have been implemented.