Six stratagems, weighted toward the Fight phase, and two of them cost 2 CP.
Cruel Bladesman (1 CP) stacks directly with the detachment rule: a unit that charged this turn and has not fought improves the Armour Penetration of its melee weapons by 1. Same trigger, same phase, so a charging unit can have its chosen ability and better AP on one swing.
Death Ecstasy (2 CP) is the durability answer: each model in your unit that is destroyed before it has fought fights anyway after the attacking unit finishes, then is removed. Note there is no dice roll, unlike the Slaanesh's Chosen equivalent, which makes it strictly reliable and explains the price.
Incessant Violence (1 CP) makes Consolidation moves up to 6 inches instead of 3, provided the unit ends within Engagement Range of an enemy. Six inches of consolidation is how a melee unit chains out of one fight and into the next, which matters in a detachment that only pays out on the turn you charge.
Deft Parry (1 CP) subtracts 1 from hit rolls against your unit in the Fight phase. Terrifying Spectacle (1 CP) fires in your opponent's Command phase off a unit that charged and destroyed something last turn, forcing Battle-shock tests at -1 for below Half-strength on enemies within 6 inches.
Cut Down the Weak (2 CP) answers the standard counter-play against melee armies: just after an enemy Falls Back, a unit of yours within 6 inches, selecting a VEHICLE only if it is a WALKER, can declare a charge at it, though without a Charge bonus that turn. Expensive, and worth it when an opponent is trying to walk away from your best squad.