I played it with a friend. It was pretty cool; it had the right amount of choices to make each turn. We lost by 1 because R&D got damaged when we were about to nuke it, but that was our fault, so it was good.
It was a bit weird that the troops couldn't be moved when they were produced. This made the first turn feel odd because we couldn't really do anything, and it also means the barracks pretty much never get damaged.
We also found that the power on the left side of the board was under-utilized. Most of the R&D cards are a bit situational, so we didn't always want to buy them, and as mentioned the barracks never get damaged.
For what it's worth I found the current phase breakdown very useful. It was very easy to remember exactly what to do each turn and when. If the board just said "upkeep phase" I would have had to refer to the rules more to remember what actually happened during that phase. The board was very good and had all the information we needed to refer to during the game on it.