BLUF: Pretty interesting combat system that takes some getting used to coupled with a rather cool plot.
Mechanics: Personally, I think that the combat system could benefit from some simplification. But first, explanation.
You can build 3 "warbands" by placing units into slots. You have 3 slots (offense, defense, strategy) in which to place units which each have 3 armor types (heavy, medium, light), 3 damage types (anti-heavy, anti-medium, and anti-light). Each unit also has unique combo that depends on which slot you put the unit into. Combos are built during combat by selecting tactics which increase a counter and once you get enough points it activates the unit's combo.
All of this sounds pretty good and is a good basis. Unfortunately, I completely left out magic units which have their own internal combo/counter system (with Elements: Earth, water, air, fire which breaks the "rule of three" from earlier) which makes things very complicated and not the good kind since there are no tooltips so keeping track of all this is rather difficult and you are only limited to 3 warbands. Making this system even worse is that gaining new units is completely random, so if you haven't gotten any light armor units and the story missions have you going up against an opponent that shreds anything with heavy/medium, AND they have a counter to your magic units, your only hope is getting very lucky with your combat combos (which are also randomly generated so even if you are VERY careful with planning out so you pop all your combos in the same turn, you can still get completely screwed).
Recommendation: Less RNG, focus on the rock-paper-scissors of combat
Story and the real reason you are playing: Pretty good. Overarching story has got some mystery, good scenes following the corruption of the character you're playing. Not very far along and the second chapter is quite a bit shorter than the first.
Note: you can skip chapter 1 and still see all the scenes, although without a lot of the context as to what is happening, and the fights in chapter 2 are a fair bit easier
Mechanics: Personally, I think that the combat system could benefit from some simplification. But first, explanation.
You can build 3 "warbands" by placing units into slots. You have 3 slots (offense, defense, strategy) in which to place units which each have 3 armor types (heavy, medium, light), 3 damage types (anti-heavy, anti-medium, and anti-light). Each unit also has unique combo that depends on which slot you put the unit into. Combos are built during combat by selecting tactics which increase a counter and once you get enough points it activates the unit's combo.
All of this sounds pretty good and is a good basis. Unfortunately, I completely left out magic units which have their own internal combo/counter system (with Elements: Earth, water, air, fire which breaks the "rule of three" from earlier) which makes things very complicated and not the good kind since there are no tooltips so keeping track of all this is rather difficult and you are only limited to 3 warbands. Making this system even worse is that gaining new units is completely random, so if you haven't gotten any light armor units and the story missions have you going up against an opponent that shreds anything with heavy/medium, AND they have a counter to your magic units, your only hope is getting very lucky with your combat combos (which are also randomly generated so even if you are VERY careful with planning out so you pop all your combos in the same turn, you can still get completely screwed).
Recommendation: Less RNG, focus on the rock-paper-scissors of combat
Story and the real reason you are playing: Pretty good. Overarching story has got some mystery, good scenes following the corruption of the character you're playing. Not very far along and the second chapter is quite a bit shorter than the first.
Note: you can skip chapter 1 and still see all the scenes, although without a lot of the context as to what is happening, and the fights in chapter 2 are a fair bit easier