This beta version of CoH doesn't have a single mission mode, and only have a handful of tutorial and multiplayer mode. Not surprising, because this beta version actually is a Multiplayer Beta, not a Single Player Beta. So, my preview is based from what i got from tutorial and 30 minutes playing it online

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The graphic is excellent, it's what i feel when i was playing it on-line for the first 10 minutes. Just what i have expected before, its surpassed Faces of War (FoW) graphic almost in all section. Texture, Gun Muzzle, Explosion, smoke, soldiers animation, all of it. I'm especially like the artilerry explosion effect. It's really like in the movie, and to some degree it's real too. When artilerry shell hit the ground, actually its doesn't have fire like in the old war movie. Only durt and rock (if any) suddenly “explode” plus the explosion sound, then followed by smoke. This behavior is implented well in CoH.
How about the sound??? Not really special. It's good enough for WWII RTS. The only sound worth to be noted is the Machine Gun sound where it's really like “Machine Gun” sound, not like “Sub Machine Gun” sound, although i personally prefer “Machine Gun Sound” from SHOWWII Cinema Sound mod. The second sound which worth to be mentioned is the tank sound. When its running, well, it's really like a tank. In fact, this is the first time in WWII RTS i heard this kind of sound. Don't know if it's real or not, because i'm never heard directly the sound of WWII tank running make ^^;;.
Now we will talk about The AI. It's promoted by Relic that the AI in CoH is will behave like a real soldier, and the AI performance is the main feature of CoH. Well, from my experiences...it's not really behave like that ^^;;. To some degree...yes. If you order the bunch of soldiers to some kind of protection (the way you order is like you order team A or/and B in the game named “Full Spectrum Warrior”, which there is a series of “dot”/”Circle” that each dot/circle is represented individual soldier), they will go and take cover. There is no problem with that. The problem is, the “dot” is sometimes doesn't make sense. If the “cover” does not have enough space to cover your soldiers, the dots sometimes will behave “strangely”. What i mean is there is one or more “dots” that not in cover.
For example, just say there is a solid tall wall with the entry gate in the left side (or the right side, is up to you ^^;; ). The wall is enough for covering about 4 soldiers. But you have 5 soldiers. This one soldiers usually will be standing in the middle of the gate

...just like before you order the soldiers to that wall, there is one “dot” which in the middle of the gate

. Not like in the FoW which you can break the team and order it individually, in CoH you can't do that. But you can move your team a little so this “in the middle of the gate's soldier” can get cover too. The down side is, the formation usually will break

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Relic also promote that if you order the soldiers to attack enemy soldiers, they will be search by themselves the cover. Well, just like in the above...to some degree yes

. In fact, there is one or two soldiers that standing in the middle “bravely” taking enemy rifle bullet even tank gun shell

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“The Physics could change the pace of battlefield”, like the portion of building can be destroyed one by one then use what left from it as a cover, is the main feature (beside AI) of CoH. It was widely suspected that this feature is taken from Soldiers : Heroes Od World War II (SHOWWII). There have been two side about this opinion, which is the one who agreed that CoH Physic is derived from SHOWWII, or the physic in CoH is entirelly not from SHOWWII idea. Whoever is right, it's the fact that SHOWWII is the first who implemented this kind physic in the gameplay. Then how the physic quality of CoH?? From my point of view (from 30 minutes on-line), it's on a par with SHOWWII physic and from FoW demo. And to some degree it's maybe surpassed SHOWWII physics. Like the windows in the building, it can be blow one by one. Well...SHOWWII also can do this, but it is really difficult because you will likely destroy the entire building than just one window

. I don't know if this is happened because it's really difficult to accurately targeting the window in the SHOWWII with “Direct Control”, in CoH you are only able to destroy the window if there is an enemy soldier in that window. If the physic in CoH is really above SHOWWII, it's not surprising because CoH using Havok Engine as the backbone of its physic feature.
Then...how about the gameplay mechanic?? I think CoH is based from Command& Conguer : Generals gameplay combined with some feature from Warhammer or Sudden Strike Multiplayer and Age of Empire. When you are playing CoH multiplayer, you will start with a “big house” which the function is as your “Command Center”. From this building, you can build “builder” like Engineer. Engineer is like “peasant” in Age of Empire or “dozer” in Generals. Engineer can build a variety of building from barrack to “Machine Gun Nest”. The engineer itself is soldiers, so naturally they can attack. Each building have their own functions, which i'm still not really know.
The map in CoH multiplayer is divided by several sectors, and to seize particular sector you must capture a pole which is named “xxx Point”, where “xxx” is depend on the sector value. Each sector in the map maybe have a special value, like Munition Sector and Fuel Sector. When you capture this 2 special sectors, you will be receive income named Munition and Fuel...which is important to build a unit or building. The last sector value is “Strategic Sector”. Basically, this sector is also important, because sometime you must capture this sector to “transport” your income from particular sector to “Big House”. If the special value sector you have already seized is not “connected” to the sector which have a “Big House”, then you are not receive income from that particular sector.
At the start of the multiplayer game, it is important to capture as much sector as possible. Just like playing Generals to capture Oil Derricks and Supply Depot as much as possible. Because if not, then you just better to quit

. CoH multiplayer gameplay is based from “Sector”, whoever the first to capture the special sector as much as possible at the 10-15 minutes, he/she has a much bigger probability to win than another person who is only have a little sector. If the map already at this state, then the person who have a little sector only have 2 options, to defense himself as long as possible or surrender peacefully

. It's nearly impossible to defeat the guy who was already seize the most of special sector, because he will receives a lot of income not counting upgraded feature like calling “Artilerry”. Yes, just like Generals. In short, Rush Tactic is very useful in this game. The only different is you rush not to destroy his “Big House”, but to take as much sector as possible.
Very different from SHOWWII Multiplayer, when the income is not taken from sector but from how much enemy unit you have destroyed and its value.
The last is, how much realistic is this game compared to SHOWWII?? Well...for realistic factor, i think it's below SHOWWII. In SHOWWII, you can disable big tank like Tiger, just shot the track...then you can just leave him because Tiger without track is like an expensive bunker. In CoH, you can't choose which part of vehicle you want to shoot...you only can shoot from side, rear, or front...not mention that it's have a Hit Point too. Yes, sometimes you can disable some part of tank, but i think it's just a random factor...not because you want it.
I'm also met a funny event, the Nebelwerfer “Fog Thrower” (or German's rocket artilerry) can shot to his target at very close range...even almost face to face...lol

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Well...for the first impression...i think this game is worth to play. Just don't expect SHOWWII and FoW realism level. And...i'm also thinking this game is not worth to buy the the original ^^;;.
