I don’t quite understand how this game could be considered to NOT compete with A&A. Whether or not it ever will on a distribution scale is something else entirely, but in terms of content and plot, A&A and War Room appear extremely similar. The terms, language and framework are basically identical. I am sure the mechanics are different enough for experienced people to make a distinction. The shape of the board is probably indicative of the difference in style. If A&A and War Room were sitting next to each other on a store shelf and someone (uninitiated to either game) was trying to decide which one to buy, they probably wouldn’t be able to tell much of a difference between the two beyond the shape of the board and pieces used. Anyone think the decision then would come down to visual appeal? A&A would probably trump WR simply because it has plastic figures rather than chits.
Since there are “10 different unit types”, you could probably represent each with a sculpt from A&A or HBG. Far easier to visually identify sculpts with chips than stacks of colored tiles. However, based on the size of the board, specifically the landmass, using multiple sculpt types in a territory, like in A&A, would probably take up way too much space. Hence the need for tile stacking. It looks like WR was designed with that in mind, so it looks like we won’t see options for sculpts.
For a board that looks close to half the size of G40, with less space and fewer outright visual cues, the rules for this game appear very complex in that there are many of them and they get quite granular. High level stuff like Civilian Morale and Resource Capture contrasted with individual naval unit repairs and whether fighters are dogfighting or strafing. War Room might be more interesting if it deals primarily with the higher level strategic aspects of the war and less with the individual unit characteristics and tactical battles.