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I like what I am reading, so far. In short it appears the same kind of command mechanism found in Black Powder will be used in the game - command rolls are required to get your units moving and you cannot necessarily depend on how well they can do it. This kind of rule forces players to decide if they want to play it timid or take some chances on coordinating the maneuvers of the whole army.
The game does not rely as much on shooting (which seems right), and keeps movements shorter and is geared more towards melee combat. That said, it kind of seemed to me that the missile fights may be sharp little affairs in the right context. I think as long as missile power is not, er, overpowering, the game is on the right track.
While I don't know or recall if Hail Caesar will have army lists, I hope it goes the way of Black Powder and provides a small host of unit qualities/abilities (tweaks) and scenario-based templates for putting stats to Roman legionaries, Celtic warriors, etc.
Well, don't trust my memory or interpretation of what I read, you can check out the update on the Warlord site here.