The game has only been out a week, but it felt like forever before I finally got my first 100 point skirmish game in last night. A lot of my experience was similar to what others have said, but there were some things that I found fairly surprising, or that I haven't read others saying, so I thought I would just add these overall impressions.
Kari and Ardus: Not as ridiculous as I expected
There's been whole threads about how powerful these characters are, and maybe our game went a bit differently than others, but I thought they were right in line for their point cost. Kari wiped out my reanimate archers in two shots, but not before they had a chance to drop a few spearmen, add a blight token to said spearmen, and via panic cause them to be immobilized, delaying them for a critical turn while my Lancer pumped out more blight and reanimates and Ardus ground through Oathsworn on the opposite flank. Kari also failed to put the last critical wound on the Carrion Lancer that had the spearmen pinned in place, leaving them set up for a flank charge from the remaining half-strength reanimate unit. Things went downhill for the spearmen from there.
Ardus was also great, but not as amazing as I had hoped either. I played him far out on the right flank in response to my opponent dropping his Oathsworn across from my reanimates and I overestimated their threat. He got a flank charge on the Oathsworn, but only managed to drop one per round. Although critically, his early initiative attack allowed me to dial up a later-turn reform for the reanimates instead of attacking, which set them up for a sweet flank charge on the spearmen. His maneuver dial, and Kari's for that matter, was fairly limiting when it came to getting around the Spearmen/Lancer/Reanimate scrum in the middle of the board. After several turns of shifting, around the scrum, he finally got a charge on Kari in the last turn and did one wound. I'll definitely play him in a more central, versatile location in the future, but his contributions to the game were: 2 dead Oathsworn, 1 wound on Kari, and most importantly, delaying the arrival of the Oathsworn just because he kept the threat of a flank counter-charge alive out there.
Melee way more grinding than I thought
Based on what I had read about the power of threat multipliers and units losing a tray at a time, I expected combat to resolve in a turn or two most of the time. Again, there's probably some tactical ways to speed things up by bringing in reinforcements, but I was surprised how long some melees took to resolve. 4 Oathsworn stood up to Ardus and a healthy block or reanimates, having been charged by both of them, for 2.5 turns. The loan Carrion Lancer took 3 turns of spearmen, plus two turns of Kari before throwing in the towel. Blight helped an awful lot here for sure. The game ended, fittingly epic, with a 1:1 fight between Kari and Ardus. If the game had gone on without limitation, it probably would have taken 2-3 more turns to resolve.
This is not a complaint, by the way, just something I hadn't expected. Knowing how long a melee can anchor another unit, or two, will be an important tactical consideration going forward.
Upgrade Cards: Meh
My opponent forgot to use his Warcrier to return my blight tokens. I think that would have been really useful, considering how helpful that blight was for me! But really none of the upgrade cards seemed to have much pay out. The only upgrades I had were Ardus' Fury, and Trumpets. I never had a situation where I needed the trumpets. Ardus' Fury... well, I did do some re-rolls, but as you can see from above, his performance wasn't very stellar. Still, I had 4 points to spend, so why not?
My opponent on the other hand committed big to upgrade cards, forgoing a Rune Golem in order to get upgrades. As I mentioned before, he forgot to use Warcrier. He only used shield wall on one attack before he was about to drop down to one tray because up until then, he had only been taking 1 or 2 casualties per attack and it didn't seem worthwhile to blow the upgrade on that. In the end he only used it because he thought it would be his last opportunity to defend against a smaller unit than himself. He had Rank Discipline and Master Crafted Weapons on his Oathsworn. He never used the re-roll from rank discipline, which is part due to his luck being pretty good with their rolls. But he never rolled a double surge at all, making Master Crafted Weapons a total loss. Kari had the Reaping Blade but instead of using that ability when he rolled a blank, he would use Kari's precise re-roll instead, hoping to get more damage that could be multiplied by threat. He did roll double blanks once, but it still only added 1 wound. Wraithstep also went unused because once in melee, he wanted Kari doing damage, not dancing around until the next turn.
Speed isn't everything
I probably should have guessed at this, but I was so mindful of what I had read about the deadliness of the Oathsworn Cavalry, that I thought they would just use their high speed to have their way with anything they felt like. His Oathsworn were basically up against my reanimates and Ardus, the rest of the battlefield being separated by spikes and a couple of mid-field units. I kept backing Ardus up because his charge was at a lower initiative than the Oathsworn's long charge, so I figured I couldn't avoid having Ardus charged unless the oathsworn were already into it with the reanimates. We played cat and mouse with the Oathsworn just out of charge range for 3 turns until I think we both blinked, and I just happened to blink better than him. To get around the spikes he did a long 3 maneuver. I had dialed up a 2 charge for the reanimates, honestly not expecting anything to be there when I got there, but feeling like I had to sacrifice getting the reanimates charged to set Ardus up for the counter charge. I was also feeling pressure because by that point my archers were gone and all I had holding back Kari and a wall of spearmen was a lone Carrion Lancer, so I need to make something happen. Anyway, that's how I got my reanimates to successfully charge Oathsworn! The threat of the counter charge from Ardus was great enough to overcome the clear advantage of the Oathsworn's speed. Maneuvering wellaround those spikes was also a big factor.