Someone from neogaf made a post about the pros/cons of AW

oR and here they are:
pros
"
-Infantry costing more and mechs & bikes costing less greatly reduces the "Inf. spam" technique.
-The entire sea game has been completely revamped and barely even resembles previous AW titles (in a good way). Sea battles are more
than just Rock Paper Scissors now.
-The Md. Tank TRULY being a medium tank and the addition of the War Tank spices up the mid-match ramp-up quite a bit. Do you build a Md. Tank this turn, or a War Tank next turn?
-Fog of War is actually a lot more fun this time around thanks to the Radar buildings (iluminates five square when you cap one), the Flare unit, more terrain that provides cover, etc. I used to hate Fog of War, and in DoR I've found myself really liking it.
-CO's being ON the battlefield is a bigger addition than you might think - they turn the tide of a battle, but it's a risk vs. reward thing. Do you send your powerful CO unit into the fray, or do you hang him back a bit, but still close enough that nearby units get the area of influence boost? Another GREAT strategic addition.
-Lots of other little things like Landers getting a price drop, sea units passing under bridges, etc. It seems like IntSys took a close look at balance for the first time since AW1, and it really does make the strategy just "feel" better. It's fantastic."
Cons:
"-No War Room
-No Hard Campaign
-No Battle Maps/unlockables
-No Survival Modes (they weren't great, but were still a nice change of pace)
-No tags/rankings, besides on the medals screen (which doesn't count)
-Less CO's (I know the CO's have been de-emphasized, which is a good thing and helps the game strategically, but they still could have had more of them with unique influences)."