I am already familiarized with Warhammer 40k and as such I feel game does good job in introducing someone new to the reality of the universe. Although job is so huge it cannot be ever done in 100%.
Also Dawn of War 1 - meh, Dawn of War 2 - omg amazing!
Half an hour.
I finished myself tutorial. It does not do a good job at introducing me (somewhat noob in hex-based strategies) to the mechanics of the game. "Notes on gameplay mechanics" thread does a half decent job but it still is not it. I need to know what place every piece of statistics has in damage formula, especially if some day I would have to stand against another human player in multi. For example, from thread I know that cover affects accuracy, splendid, but what it gives me? How I prioritize it against other factors?
Bane Wolf has ranged accuracy 70, accuracy on 3 hex range bolter 100% with -10% for every hex. Does it mean that BW has accuracy (100%-10% for every hex) x 70? What that does in formula exactly?
The rest of the beta.
Well, I manage to do quite a few missions. Focusing major firepower on just few enemies usually guarantees minimum losses. Few defence missions could use 2-3 extra turns... final waves barely managed to get to my positions.
I really like dialogues. In most cases they don't do much (commander speaks only on few occasions) but it is still something and I hope one day there will be non-linear campaign where player will be able to force his character into missions.
Units... tons of thousands of them. There are like three occasions where you get massive amounts of units signed "Have fun - Departmento Munitorum". Again I need better description of their statistics to tell them apart. General number is overwhelming... and later chapters arrive. Wouldn't be better to add 2-3 units per mission? And shouldn't some units be more restricted?
Give me xenos to kill!
In my mind Titan should cost like hell, take few slots and absolutely murder pretty much anything.
I feel for regular grunts. I wish they could dug in for that +5 defence (hold the line!). Also would be nice for them to be able to sacrifice some health to regain morale in one turn (that kind of special ability only Comissar with smoking gun can give you). Space Marines with jetpacks seem rather unimpressive in comparison to regular tactical squad :/ Actually any close combat unit gets killed very fast as they obviously quickly get themselves under massive amount of fire.
Interface:
- Would be nice to be able to turn hex visibility on in options.
- Ranges of fire should be marked on hexes.
- Perks from terrain are uncomfortable to access (you need to click on unit to see them).
- Many icons do not show description.
Bugs:
- no music during missions (I used OST from Warhammer 40k Chaos Gate from 1998)
- aircraft under vehicle tab
I think that would be all.
Best of luck with the game and remember, Emperor protects
EDIT:
Also few things I forgot:
Sounds are really poor. Damage sound is exactly the same for every weapon in game and that says a lot. I am not saying that every unit should have unique but at least group of weapons (energy, explosive, round based) should have its own.
Few missions have a lot of hostile units. Would be nice if there was a hotkey to skip the animation of their actions. Sometimes it can take a while until player gets command again.
If I hover over enemy with mah mouse to issue attack order every fellow unit willing to pitch in to that fire exchange should be marked.

