TL;DR Review: Games ok in current form, needs work. Buy it if you're a die-hard Warmachine fan, but it's different from the tabletop.
Being fully released for a while now, Whitemoon Dreams has certainly made an impressive game for only having a little over a year for development and being an Indie Developer. That being said, the game still suffers from optimization issues and bugs. They are almost doing themselves a disservice by putting an FPS moniter in the corner of the screen. Playing through the single player campaign, my FPS changed with every mission, some hovering around 50, while others struggled to get above 15. The graphics setting do allow you to gain a few FPS by knocking down the quality, but sometimes that doesn't even help. Another big stumbling block is the bugs, which have gotten better. Sometimes these bugs are a simple graphical glitch, but other times, they either make the game crash or don't let a unit finish attacking, effectivly ending the game. In the campaign, the cut scenes are sometimes fully animated, but other times, it's just panning shots of still models. I actually prefer this to the way other games just plop the idle characters into place, idle animations and absense of lip-syncing ruining your sense of immersion. I understand that Whitemoon can only do so much, being an indie developer, and have limited manpower, but the cut scenes just feel inconsistant.
To anyone who plays the tabletop, this is a similar experiance, but there's a great differance. Some good, some bad. For one, it's a grid based system, as opposed to freely moving about the field to whatever distance is desired. This system makes melee ranges interesting. Stats are made more akin to a "out of 5" system, making some things hit harder than the tabletop, while others suffer. Another change is that Warjacks no longer have systems on thier damage grids, and it is instead more akin to a health bar now. Of all the changes from the table top, I really wish this one had stayed. In addition, certain units have gained abilites, like Assault Kommando Flamethrowers can now "Flush out" enemies hiding behind cover and push them back. On the subject of warrior models, there are no units in this game, all grunts are now solos with about 8 - 15 health. As a result, some damage has been amplified, like corrosion does 3 damage a turn and fire is even more potent. Warcasters, however, keep the same health they have on the table top.
Despite all this, I still adore this game. I love seeing the tabletop game come to life. I love seeing the animated cut scenes in the campaign. I love the progression that the main protagonist goes through. I love seeing units breathed new life with new abilities and mechanichs. I love the communication that the Developers have with the community, and how often they update the game.
All in all, it's not perfect, but I love it all the same.