Pros:
1. Character, Character, Character. You crews are always going to be very thematic. Even if you try to build the most affective lists, they aren't gonna feel sterile and clockwork, they're still going to employ a fabulous feel.
2. low investment cost
3. Lots of single cast pieces, easy to assemble
4. The new book affords what feels like unlimited possibilities for scenarios, back stories, strategies
5. Unique universe
6. Fun system for determination. Your "good" and "bad" luck are in set quantities with a card deck. But there is still plenty of ways to adjust your fate.
7. Plenty of crews to build.
8. Tons of synergy between models if you're into that.
9. One of biggest pros: Alternate Unit activation. More of an interconnected and engaged gameplay.
Cons:
1. The game does have a paper-scissors-rock format. Less so with the new scenarios.
2. Crews building is a little restricted. Some models in your faction just won't work or feel right with some masters.
3. Tactics are gonna feel like they're pushed to the back with all the triggers and synergy in the game.
4. Some triggers, spells, buffs/defuffs can stack up to make some lopsided or unbalanced gameplay. Nothing different from Warmachine, but not nearly as over the top.
5. Massive amount of errata and misprints in the books.
6. Poor casting quality. I spend the most amount of time cleaning these figs compared to most other games. Often time the cast looks as if the mold slipped. But I spend a lot of time on the hobby aspect.
Possible Con:
I'm an avid Infinity player, so that game sets the bar for tactics. If you're looking for solid tactics, this game will fall short, but still a bit above most other fantasy skirmish games, simply because the model count is low so you're not packing a bunch of models into a small area to benefit from each others' buffs and you're definitely not restricted to keep all your models centered around a caster.
Possible subjective Pro (and the initial reason I got into the game):
......zombie hookers. 'Nuff said.