I'm going to be rather coy, as I don't want to spill too much that's for the Alpha testers;
-There are rules for Infantry, Heroes and Monsters, Artillery (Ordinance), Armor (which includes almost all types of vehicles, including transports), and flyers (which are different enough they merit a special section).
-Flyers seem very interesting, and I think are much better thought out then in 40k (no silly things like a mob on foot charging a supersonic fighter).
The game is built around the concept they mentioned in the Turn 8 report from last week; a game meant to be played with a chess clock. That informs a lot of how the game is built.
-Stats are very simple; a unit has a single characteristic that governs their ability to hit in melee and at range (so yes, a unit that shoots well also hits accurately in CC), there is no reactive "armor" roll, only units that are more or less difficult to damage.
-You do not remove models from units: there are several stats that will be vaguely familiar to 40k players, and so far a stat that seems to be a "king stat" is Nerve. Nerve is what governs if a unit runs or stays; a unit with a high Nerve stat doesn't run easily (and with unlucky rolls can soak a hideous amount of damage). Until the Nerve test is failed, however, a unit stands and fights with the same capacities regardless of damage done to it. This on the one hand seems counter-intuitive, but in the context of a game meant to be played fast, it means you don't have to keep track of anything to determine how a unit works. If it's on the table, its stats are its stats.
-It is, in a way, very much like complicated chess: during your turn, your opponent does... nothing. Like I said, there is no armor save for the inactive player to take, and the Nerve test is actually taken by the person who inflicts the damage.
-Again, as above, one consequence of this is that in CC, units do not strike back; neither, however, do they lock with other units. If you charge a unit, the charged unit will either stand, falter or be swept, but nothing will happen to the charging unit. Again, this is a concession designed to speed play.
-There are only 2 tables in the main rules, and they just go to explain what numbers correspond to the results of your Nerve checks (one for infantry, one for Armor; yes, armored units can, and will, lose "their nerve" and run... sorta).
Okay, that's probably pretty vague, but I hope it answers some questions, or at least gives enough of the flavor to understand what kind of a game we're talking about here.
Warpath is: loads of dice, fast turns, streamlined rules. While quite different then 40k, the rules currently clock in under 20 pages (with the army lists 2 pages so far), and pretty intuitive.
Warpath is not: a skirmish level game, or a game where you have to scrutinize the rulebook. The recommend table size is 6'x4', and you better not bring a 6 pack of casino dice to play, cause you'll be rolling for a looooooong time...