Never having done a review of a ruleset before I guess there must be a first time for everything...
Each division within an army (ranging from one to eight units) is lead by a battle-leader. These battle-leaders can activate the units within his division when he is activated himself. Each leader can only command a certain amount of units based on his skill and each activated unit has an amount of action points to perform actions with. Pretty basic, but it looks like it works quite well.
Leaders have virtues and vices and certain traits to make them unique. This adds a lot of character to your leaders. These virtues are usually subtle and influence your divisions, don't expect big uber-lords with magic weapons (What!? No Spear of Longinus?) hacking their way through droves of enemies here. On the contrary, a leader on his own is quickly (maybe a bit to quickly) overwhelmed when facing anything but another leader on his own (in a Duel!), like he should!
Divisions can be in the vanguard, main force or in the rearguard, making for interesting tactics by being able to put a division in ambush or trying to outflank an opponent with your rearguard etc.
Units have stats, but in contrast to the big statlines of WHFB these are mainly based on courage, discipline, etc. No big charts with Weaponskill vs Weaponskill or Strength vs Toughness etc. This makes the combat system seem pretty basic, but thats not entirely correct. This short statline is compensated with special rules which in my opinion get a little out of hand to compensate for the lack of basic stats. Some units have over 6 special rules to define their modifiers to their rolls and in my opinion some of these special rules should have been made into basic stats. The total list of special rules is only one and a half pages long, but they are distributed lavishly among the units. The good thing is that it makes every unit unique, the less good thing is that you will be looking in the rulebook a lot till you know most of the special rules by heart.
Basing can be done individually (infantry 20x20mm) or per stand, that would be 60x40mm then. For cavalry its 25x50 (single) or 50x50 (stand). But they also included a section for what to do with different sized bases. Although basing can be individually, stands are the entity the rules use.
I personally am not that thrilled about having stands as the reference size in a miniatures game, although I can understand it since most historical miniatures games use stands. If you want to be compatible you will have to use stands for reference, even if you base individually. The main problem I have with stands is that it won't lend itself to siege warfare. Stands wont fit on a wall, but most of the medieval battles fought were siege battles. One of the reasons I think that most historical rulesets (using stands) dont cover siege warfare well.
Most wargames start with deploying two armies on a preset table. Warhammer contains rules to randomly generate scenery on the table but to be honest I have never ever used that feature while I played that game.
Deus Vult takes the bigger picture on this by having a 'pre-game scouting phase'. A standard table (4 by 6 ft) is divided in six zones and each player has a number of scouts to use to get control of these zones. Players can also use those scouts to gain subterfuge cards (instead of scouting) for use during the game, these can really mess with your opponents strategies, even going as far as trying to assassinate your opponents battleleader before the game even started!
Any player controlling a zone can place a piece of scenery there, so a good scouting phase can net you a nice big forest to cover your flank, just like a real commander would scout for a favorable battlefield.
Deployment is semi-blind, you place your battle-leader cards on the table and the player who needs to deploy then replaces the card with the leader and places the units commanded by that leader within range of him. I like this touch since the opponent has to guess beforehand which of your battleleaders comm