I picked this up during Fanatical's "Black Friday" sale because I love AoW3. I'm much more of a fantasy than a science fiction gamer, but I decided to give it a shot for the opportunity to play space dwarves. I just assumed the campaigns were garbage based on my experiences with AoW3 and I've tried three random planets as Dvar bolstered with various "Secret Technology"
Planet 1: Dvar/Promethian: I had no idea was I was doing and basically fucked around until the time limit as the junior member of a large alliance. Dvar Trenchers and Bulwarks seemed to make a pretty good hammer/anvil combo, but certain damage types (psychic) were a major problem. I also struggled to see how to integrate the class units into the roster. The Promethian Purifiers seemed to be a very minor upgrade over trenchers while the Tier III Phoenix Walkers were great at short distances when the rest of my units wanted to hang back. Eventually the clock ran out and I lost on points (no idea how those are calculated).
Planet 2: Dvar/Celestian: Now, armed with some idea how things worked, I used a combination of Trenchers, Light Bringers (monks) and Bulwarks to expand aggressively until I bulked up on Rocket Artillery and tanks. The rocket artillery was a real game changer since you could always force the enemy onto the offensive. The light bringer monk fellows were particularly handy against my psychic grasshopper opponent because they could resist mental status effects and were effective without needing a bunch of cosmite upgrades. Managed to win this one by wiping out the opposition as part of an axis of three. Brutal, long conflict with those grasshoppers, many were the slain.
Planet 3: Dvar/Voidtech: Getting the hang of things now, formed a four-member alliance and gang-banged the two dumb fucks who stood in opposition. Similar tactical setup as the previous planet with some giant-hammer "Void-Walker" units instead of monks. As I've learned more about how the various units work, I can see the value of melee units even for a predominantly ranged faction. This game ended before I had a chance to do much with the later Voidtech units and equipment, but so far, I prefer the Celestians; psychic resistance is a big plus.
Space Dwarf Takeaways:
-In the long-run, personal weapons are probably better, but I love putting heroes into those Bulwarks and ventilating people on overwatch.
-The cosmite system works well at limiting what you can do and encouraging you to fight with the other players over cosmite mines. Unlike AoW3, where gold and mana are plentiful everywhere, the paucity of options for getting cosmite can turn you into a real bastard quickly.
-Related to the above, early-on, it's tough judging just how much cosmite it's worth putting into any given unit through mods. If cost were no object, I'd love to give Trenchers fortification tools (better entrenchment), rail accelerators (improved range/accuracy) and a mod to improve damage, but if I do that, it's going to eat into the budget for higher tier units. In the last game, I gave the bulwarks rail accelerators but generally made the trenchers do without.
-Can't speak for the other races yet, but I like that the Dvar roster is incomplete and you find ways to work around the gaps in the various unit capabilities. Bulwarks, in spite of their name, are fragile. Trenchers are a great backbone, but lack the range of other races' riflemen. The Baron is tougher than the Bulwark and offers support but costs a mint and doesn't have overwatch. There are almost no direct upgrades, every unit maintains some usefulness because it has something that its fellows lack.
-As for the downsides, while all the player races are reasonably thought out, the minor factions have some real derp; the spacers and the furries are both lore cancer. There are also specific units that look stupid throughout (the sex-bots and the Oathbound mechsuits with bow-arms spring to mind).
-The game is so complicated now with the tech tree and mod options that the AI seems to really struggle to keep up strategically.
-I understand why they wanted to make alliances easier after AoW3, where they were essentially impossible to obtain, even with race/class/alignment overlap and allied victory enabled. But it's too easy to build an alliance across racial lines in Planetfall, leading to situations like the one I found in game 3 above. Alliances should be extremely difficult to obtain unless the players share a race or one of unifying secret techs (Ex. Celestian or Xenoplague, not Voidtech)