I didn't mention Hurl Rock because that was already released as a promo, so we know what it does.
I've been worried about how efficiently a Barracks play could get rolling (with the errata to Garrison Post and the additions of the Armory, Altar of Carnage, and Altar of Domination, I'm reasonably certain that Barracks plays can be strong in the late game, but the early game is still a concern), and the General's Signet Ring looks like it will help with that. Particularly since it still benefits you if your opponent burns your Barracks to the ground.
Brace Yourself may help against telepit plays, but I'm not particularly excited about it.
Flank Attack looks like the money command for mid sized soldiers in midrange builds (where it looks like the Warlord will excel). Battle Fury isn't efficient enough to justify on creatures that don't attack for at least 5 dice (or Brogan), and Power Strike often doesn't seem worth the action.
Wildfire Imp makes leaving a Pentagram in your start corner much more appealing, and is going to make me take a very serious look at demon swarm options.