In order to make it easier to distinguish the data and feedback, feel free to discuss the new book and it's opportunities here.
Quick design notes:
Solo characters were given the option to increase their manifestation allowance by stepping up and becoming the army general. Those that can cower away in units were already considered safe and had a good advantage over the solo characters. The 25 pts was a compromise to fit within guidelines.
Imps were debated and debated and their main drawback was being able to survive. Their role is to stand back and shoot over standard models to soften up the enemy or to take out chaff...but this wasn't really doable when a Pyro spell can seriously hurt the unit by wounding on 2's. They were a little too squishy when it came to attacks with S4 or better. They are scoring and so needed to be able to stand a little better when trying to achieve an objective.
Eiodolons were designed as an anti-armor unit, however, the previous versions were not generating the results that we had hoped. In situations against fast armored troops, the eidolons were most of the time out of position or the unit still passed its armor saves. With 1's always failing anyway, the old way only allowed for 2's and 3's to be a failure. This left the unit useless against those 3+ WDG units that popped out of portals (and other similar units). We wanted to open up the parameters on what armored targets the unit would be useful against. So we were able to increase the potential damage of the unit by increasing the failure range to 1-4 on dice rolls. The hard shooting guidelines were another problem and rule stacking was something that needed to be trimmed down and/or eliminated. Accurate is just a way of having a rule that grants a boost to shooting. We can do the same thing without a special rule by adjusting the Aim of the unit. This is what we did and went back to the old range of the weapon to help keep the power and price of the unit down. So really, Eidolons were unchanged, but the weapon "Dark Fire" was modified. This carries over to other units as well such as the Sentinel and Harbingers.
Bloat Flies...this unit has had many changes and revisions and is one of the hardest units to find a role. Previously it was just a flying Clawed Fiend that was slower. Brazen Beasts had better impact/first round damage potential and Hoarders have that grinding ability. So what possible roles were left for Bloat Flies? Should we just eliminate the unit altogether? Much like the US A10 Thunderbolt is built around its Gatling gun, the Flies are built around their Acid Blood. This ability was for me a keeper...its just cool and has flavor. We have few high strength and matching AP units compared to other armies that can field great weapon units other than a handful of characters. We thought with their connection to Gluttony that this would be a good unit to have at a higher strength...something that is like "taking a bite" out of something. The background lends itself to allowing a powerful strike ability, but the unit is bloated and slow. So to help represent this, the unit was given a higher OFF, Strength, and AP value. But like several species, its offensive power is short lived and/or limited...therefore, the 2 attacks. This is also to help keep the cost down, as we(I) wanted the target price to be 300 or below. The new pricing also doesn't penalize bigger units or smaller units as its a straight 100 pts per model...easy to remember. (this just happens to be an observation and appreciate RT keeping the price reasonable to test) The saves of the unit, being Gluttony, was streamlined to match that of the Maw. Again, we wanted the Acid Blood to have a role in the unit, but didn't want the unit to be a pure kamikaze type of unit. The DEFF of the unit was lowered to help with this role and to balance the higher OFF. If paired with the Maw's Greater Dominion, this unit can deal some pretty good damage output. I personally think it is a nice counter to units like Chosen. The march range was increased to help accommodate the base size of the unit. With a 75mm depth and only a 12" march, this greatly reduced the actual range of the unit because 4" of it was countered by the 1" rule and 3" base. This also helps streamline the march move to match that of the Great Beast and Brazen Beasts. I think it has more defined roles now of screen (with KF), counter charge, and monster hunter.
I hope this helps shine a light on some questions and hope you guys enjoy playing the army and trying new builds. I'm really enjoying seeing more and more Scourges come out of hiding.