Thankfully, for the pro side of things, the game features a great selection of units. You will first see all kinds of infantry (regular, anti-tank, recon, etc.) which is pretty much uniform no matter the nation, then you will see vehicles, which offers the broadest selection, covering pretty much any major (and plenty minor) vehicles used during the war such as tanks, armored cars, scout

cars, AA vehicles, medic trucks, AT guns, howitzers, self-propelled artillery... you name it, it's probably there. And by experience, you will want to make use of combined warfare because infantry alone assaulting a position held by tanks might very well get killed before you can say "oops". Likewise, sending tanks in an urban area where anti-tank infantry is already behind cover is like pre-emptively telling the scrap collector he might as well haul your tanks back. Myself, I found developping a liking to massed infantry covering massive amounts of artillery behind it whilst using scout cars to reveal targets for my field artillery.
Nonetheless, this doesn't stop there as you have many other tools in your arsenal in the form of many special abilities reminiscent of World in Conflict. Being able to call upon (in limited quantities, sometimes resplenished by completing various objectives on the map) the likes of artillery barrages, bombers, fighters (who will attack any airplane in their area of effect until they run out of fuel), scout planes and paratroopers. The later I found myself making extensive use of due to the ability to drop them behind enemy lines, permitting a player to pre-emptively attack and weaken an area before the arrival of the main force. Sometimes it's even enough to take full control of it right away thus literally taking one threat out of the way of your main force.
This all sounds fine and nice... except in the implementation that is influenced in great deal by the game's control. To say it loosely... there often isn't much to do except move and position your troops and the occasional selection of a priority target or another. However, though in general the movement part is easy to do, the camera is such that sometimes it is hard to judge how much infantry you have left (for an example) with the battlefield view alone due to how far you are from the screen. In more than one occasion this lead me to misjudge the strength of one of my forces to dire results. Not helping this is that the mousewheel which is used to zoom in and out does this so sluggishly that it is is hard to smoothly zoom in and out of a battle. Other large scale games such as Sins of a Solar Empire had already shown us the importance of rapid and smooth transition when zooming in and out in a game. And though a more minor point, this is sometimes made worse by the fact the strategic map, which shows the various major and minor strategic objectives on the map, is actually a separate "map button" from the game screen, forcing you out of the battlefield view if you need to recheck your current supply lines and the locations of your objectives. Though not major, this can remain an inconvenience when you are being attacked whilst looking at this screen. Technically, you can "pause" with the space bar before moving into that screen, but I do not think this can apply in multiplayer.

Other annoyances are the controls and how the game manages units. That is, Officers is a game played on a large scale. However, it also tries to take from games such as Men of War and Company of Heroes which makes uses of directional armor on vehicles and features options of localized damages where a vehicle can be immobilized or see it's main gun destroyed even if the tank itself isn't. It is a nice idea in theory, but with the forementionned issues above (such as the zooming one) it often lead to micro-management that sometimes feels almost needless. Direction armour is one thing, but when you add in localized damage (which requires repairs by infantry) it can quickly become confusing as you start wondering what is up with your tank only to realize, too late, that their fuel was on fire. In a small scale game, where the focus is close to the ground this is nice, but in large scale games such as this one where you can find yourself fighting on two fronts at once, it can become an hassle very quickly.
Also not helping is a feeling that once you've done one of the campaign missions, most of the gameplay mechanics feel so familiar to you that doing another feels almost like needless repetition.
In short, gameplay is acceptable, but held in many areas due to minor faults which, combined together, can make for a rocky experience for a newcomer to the game who can thus be confused for a while as for how to handle the game.