It's pretty solid and includes some of the oldies but goodies scenarios like The Quarterback Sneak and A Time to Die.
Leadership works a bit differently. In some ways it is more flexible, because you don't need line of sight and can assign leadership in-turn rather than at the beginning. On the other hand, you can't use it to boost cover fire, or to fire a second time on the Machine phase. The biggest difference is that if you spend leadership on initiative and decide to go first, those leadership points are gone rather than being recovered at the start of your phase. This blunts the effect of a "flip-flop" because you will not have the leadership to further ruin the other guy's day on the second phase in a row that you move.
You don't have the precision control over covering fire you have in the board game because one player cannot interrupt the other player mid-turn. However, you have some covering fire options like covering a particular square, or unit, or only firing if fired upon.
The "electronic warfare" or fog of war mode is something completely new. It is more akin to playing Double Blind but your soldiers can burn a fire actions to "ping" an area about the size of a map-tile (about 4x4 squares). Any enemy figures in the area will show up on the map as a bogey for the remainder of your turn.
Experienced players will probably find the AI pretty weak. It is hard coded to always take the initiative and go first while not seeming to account for the possibility of a flip-flop. The Nightmares will deploy, 4-in-a-row, down a corridor which makes them fodder for k-pulse grenades or a running heavy weapon trooper with some leadership points.