Good.
Yeah, the basic thing is that there is no more a confrontation "offensive ability vs defensive ability" to rule if you hit. each unit got a "to hit" value, and that suffices to see if you hit or not.
The same for "to wound", no more strenght vs thoughness.
You hit, you wound, then the opponent rolls the saves (modified by the rend of your weapon).
In the hero phase you activate command abilities and cast spells
No more ranks, and movement is like actual 40k. You go in the direction you want and you see 360°.
Basically, it's a much faster game, in the sense that it's fairly easy to see units that cross the battlefield in 1-2 turns.
Well, one thing at a time.
Staying on topic of our abilities...
Each army (or better, each Allegiance) gains one or more unique ability/ies.
Our most peculiar one, is "Lords of Space and Time".
Basically, each turn you can select one unit and teleport it wherever you want on the battlefield, at more than 9" from enemy's models.
to teleport the unit, you roll a d6: 1-2 it fails, 3-4 you succeed but the unit cannot move (but can shoot and charge), 5-6 the unit can also move.
With a Slann as general and the right command trait, you can teleport up to 2 units each turn.
Plus, with a Slann, we can summon units.
a Slann can cast normally up to 3 spells each turn (it's amongst the stronger casters in all AoS).
if you forego to cast a spell, you gain 3 conjuration points. Obviously, if you forego all 3 spells, you accumulate 9 conjuration points... 10 if the Slann is the general., These points can be increased by other things (special units, endelss spells and so on).
For example, with 12 points, you can summon 3 ripperdactyls, with 24 points you can summon a Oldblood on Carnosaur.
So, we're basically an army that can summon on the fly the units you need in that precise moment, and move your forces across the battlefield with a snap of the fingers.