I think the combat is generally enjoyable, notwithstanding missing unit animations. I'm less sure about having Gods sit around being a tower of death, unless goaded into action (in the near future). The tutorial was easy enough after a few initial trip-ups with the resource chain.
My impression with the bandit system is both good and bad. In most cases, they spawn, kill something (a building or two if they're very lucky), and then gets defeated. However, there are cases such as Dark Elf spawns who live a many turns trying to convert a resource tile (not very successful for some reason), defeating melee untis that attacks, and be a general nuisance. It's not bandit-like nor elf-like.
Maximising the score for me required that I allow the Norse (who's been trailing for 95% fo the game) to completely overrun the Greeks just before the end. Deciding when to push for this and then preserving a Greek remnant seems to be a deep decision... Also, given that points are scored for building destruction, I'm tempted to get up games with boundary villages that flip red and blue constantly to rack up the score.
I'm not sure what the map-styles will be like in beta, but they will need more randomising elements.
On unit stat/requirement balancing and differentiation:
I think this is something we'll need to talk about properly soon on Mantis. I'm getting a feeling that the units aren't quite different enough. The stats point to different roles, yes, but I don't necessary see how in an advanced economy a pure army might be better than a varied army. In a mixed army, you also get a more distributive resource chain, so when an odd chokepoint occurs another unit from the list can be produced. As it currently stands, when all your unit require lots of bacon each, you really have to narrow yourself down on the resource tiles (which isn't good for future flexibility if somebody happens to pick up immunity to X).
People will need to play this a few times to know enough though.
Overall, cautiously positive.