So after just one game I already have some thoughts. That's the nice thing about a simple ruleset, it does not take long to get a grasp on it.
1. The roll each turn to see who goes first can be rough, especially on turn 2. however I think if you know that your opponent might get 2 turns in a row, you can plan for that more easily. I didn't know it, so I was super aggressive and it cost me.
2. There is no unit balance. Sure you can play with a framework, like limiting wounds per unit, duplicates, etc but it does not help because some units are simply better then others. There are comp systems out there, I'll have to look into it..
3. Shooting into/out of combat. There is no rule that says you can't, but we played it like it does. I think that really helped especially since I was facing some really potent shooting.
4. A game of remembering! So many rules in each warscroll that it takes time to remember everything you can do.
5. Monsters. I *love* how monsters get weaker as they take wounds. It's a great mechanic I've wanted in 40k for a long time.
6. Multiple combats. I think this is where the game really shines. Because you do not resolve each combat separately, but pick units to attack in turn and then resolve the results after everyone is done. This means when involved in multiple combats you can only be sure of having the advantage when it's your turn and then only in the first unit you pick. You're opponent can pick any other unit involved in other combats, giving him the advantage in that one. It's bloody brilliant if you ask me and ads so much challenge to the game.
I don't know if or when I'll pick it up again, especially how much better the Seraphon are then my O&G, and I don't have another army to play. My cousin does, tomb kings, but that has plenty of broken stuff in it as well..
Anyway that's it for now.