It's cool how the game places a lot of trust in the unit AI and the way the game is organized (WiC style) to produce a game that avoids the excessive micro-management bullshit inherent to most tactical sims. The player gets to make real decisions based on actual tactical concerns and not based on telling individual riflemen when to pick their noses and exactly what bush to get behind. It isn't perfect, the UI and command system isn't very clear and the tutorial is fucking useless. Thankfully unit control is basically centered around 4 major commands with some fine tuning elements further available if necessary. The most confusing part at first is the mission pre-positioning but it actually makes a lot of sense once you figure it out. I just wish yet again they had tu-fucking-torial to explain it to everyone who isn't on the dev team.

This picture shows the UI somewhat. It looks pretty daunting at first but it actually ends up making sense pretty fast. Since the major commands are on the bottom right menu and are mostly abstracted to simpler overall concepts.
The game is broken into a tactical and strategic level and I like the interplay between the two. Though the strategic mode feels neglected somewhat. There's also no auto-resolve button which means you have to fight every battle no matter how small, predictable, or insignificant.

It's a lot like Combat Mission overall, but minus Combat Mission's colossal complexity and exhausting move-plans. The price paid for that is that sometimes the AI does stupid shit you can't control. Like tanks turning their rear ends or sides to enemy armor charging right at them?! This genre has a long way to go before it's more something your average consumer could pick up vs. enthusiasts but it's a step in the right direction.