
This chart was featured in an earlier post too but with points going up by roughly 50% or so to increase granularity in balance, it'll be interesting to see what will fit into lists at each of these brackets. Anyway the main point of the article isn't the points limits but the CP and detachments. Although one small thing I noticed was that 50PL ≈ 500pts, where in 8th it was a ratio of 20pts per PL. Which probably means they're trying to add more granularity to PL as well.
In 9th, detachments are going to cost CP instead of generating them. A core detachment(Patrol, Battalion or Brigade) with your Warlord is going to refund the CP it costs. In their example a battalion costs 3 but refunds 3 if it includes your Warlord. With just this information I feel single Battalion in lower point games and single Brigade in higher points games is going to be the most efficient way to preserve your CP. This is interesting since it retains a HQ/Troop tax without making it farm-able. Therefore instead of trying to spread out your army into as many CP generating detachments as possible, you'd want to find the combination of detachments that costs the least CP while giving you access to the slots you need.This still favours cheaper armies though since they can spend less on HQs and Troops to fill in those mandatory slots leaving more points for other units.

In addition to the CP you gain form the scale of the battle, you also generate 1 at the start of your command phase each turn like AoS. So in practice a 500pt game running 5 turns would give you a total of 8 CP over the course of the game. Since there is a significant number of ways to spend CP before a battle currently in 8th, that's going to be limited by the starting CP.

Also, they showed one of the new generic strategems they're adding. It sounds pretty silly since you could also use it to punish hit-and-run melee units, as well as things like knights falling out of melee from a swarm of Grots or something. I'm doubt that's what they had in mind. Charging with Tau units just to try and force them to fall back might be a viable clutch move too depending on how the rest of the melee rules work in 9th.
