I've been having a blast testing the new version.
Survivors
I first started a game as the Survivors. Not going very well, although I plan to go back to it. I captured the Graveyard, Hospital and Radio Station, then lost the Radio Station. (And I was too impatient taking it, losing irreplaceable units.)
The crawling brains, mutant dogs and giant spiders are making things very difficult, because the skyscrapers are no longer a safe refuge. I am still trying to use my old strategy of Badasses on the rooftops for the zoc, and to impede enemy movement, but it is much less effective. (Needing a new strategy is very much a good thing, btw.)
I really love the look and feel.
Suggestions: While I love the look of the Survivor Champion, I think the bombard audio should be reconsidered. It's a good line (and I'd like it used for a different command, e.g. fortification) but I think for bombarding, which a considerable number of units are usually doing twice a turn, it's generally best to use something like a gunshot rather than spoken words. The Dalek is okay because there's only one of those.
Authorities
I interrupted this game to play as the Authorities. Things are going very well indeed. I was on the offensive from the start, using the SWAT Teams, Sam Hammer, Diego, etc. Once I had things going I detached Diego from the main force to clear out the area around the docks, to secure the manhole and ammo and help protect the ammo cache.
Once I was able to build more SWAT, I started covering the zombie 'fronts' with groups of units in bombardment position; once patrols were cleared out, I started to auto-bombard zombie buildings. This kept the zombies in check, preventing their expansion, or attacks on my buildings. My main force (and later forces) then moved from building to building, leaving garrisons behind and replacing them from the blockading forces at the next target.
By the time I got tanks, planes and cruisers, they only speeded things up. I was well on my way to victory without them.
The zombies were eliminated at 8 am, Day 7.
I really love the Troop Trucks; it's cool as well as useful being able to ferry troops around at speed.
The tanks are wonderful. They would allow the Authorities to come from behind, if they can just hang on to get them.
Suggestions:
SWAT may be over-powered. They're clearly much better than National Guard or Marines (which require more advanced tech) as well as the Highway Patrol. I think the A/D value should be lowered (10/8 perhaps?), giving the zombies a better chance at killing SWAT with counter-attacks, and preserving a role for other Authorities ground units.
Besides play-balance, I think it would make sense that police would gradually be outnumbered by military units. The relative costs (NG/SWAT) help with this, but I think the relative usefulness outweighs the difference in cost at the moment.
My cruisers were sunk very readily by Squid. It's good that the Authorities aren't unchallenged at sea, but I suggest giving cruisers at least 2 more hp. More squid could always be added to compensate; I'd feel better about losing my cruisers (esp while I'm only getting 1 per 30 turns) if they took a squid with them to the bottom, even if the change doesn't really impact my situation versus the zombies.
As I said, having a blast. I made the changes to the Farmer Champions, and might give them a try, or else go finish my Survivors game.