Initial impressions here to sort and record them.
Linear terrain should be something you can fight through or over. Pipe, wire fence, shack wall.
Board should consist of a network of patches of terrain, probably 3 or 4 deep in any axis.
Must target closest unit for charge or shooting. I get why you do that from an " introduce tactics " point of view, not sure about it as a game mechanic. I would just apply a penalty to hit if it's not the closest.
Ok, despite the advert there is book-keeping (action points, energy) and measuring (FX). But not much.
Collisions was a bit, cumbersome. A 3 way example would have been good.