The game mechanics are ready for beta testing. The programming lags much farther behind. The back end code and the UI is all in progress, we just don't have much to show right now...though we hope to have more to show by late October. Frankly, the mockups we showed wouldn't look much different if it were plugged into our game code, but I didn't want to misrepresent where we are at in the development process.
Programming has been under way since February of 2014, but it has been SLOW. Has anyone ever tried to complete a technically complex project on a purely volunteer effort when you had to go out and recruit those volunteers? Besides constant turnover, varying levels of interest and motivation, not having any leverage (because you aren't paying them), and painfully slow programming (work being done only when they have spare time) it's been super easy...Not!

A lot of effort has been put forth, we just don't much to show for it right now in terms of programming. However, 2 programmers have stepped forward and are wiling to work on this as long as they gain enough funds to "keep the lights on". That is why we are going the crowdfunding route.
I have tons to show people with all the spreadsheets, data, and algorithms, but I want to excite people, not put them to sleep.

I have consulted with the programmers face-to-face on 2 different occasions and there is nothing on our list of features that concerns them with the resources they have available to them. I have never tried to imply that we were any more than what we are right now: a few guys trying to make a computer game for grognards, so the features may change somewhat with further development. Due to the early stage of programming I have avoided being specific on items that may change signficantly...in fact there are some features I havn't talked about publicly till we see how development proceeds. But you see the core of what we are trying to accomplish.
16-player- may not be worth the effort once we get in to it, but it is the goal. We may bring it back to 8 if we hit the law of diminishing returns. This much is for sure; it will be more than just 2-player capable and be cooperative.
Players will be prompted for specific information based on the OOB they were given from the game when a tactical battle is played out manually. Primarily the game will want to know length of battle, who holds the battlefield, and the casualties to specific units. Once the information is entered the results will be displayed and the game will continue.
6DLC's-Simply put, I had to assign rewards/incentives for different funding levels and if you gave enough money you would earn up to 6 DLC's. There will be A LOT of different DLC's as we hit different theaters and time periods of the war.
Mac-because we are going to have a Mac version! We are using Unity and it will be simple to have both a Mac and PC version, or so the programmers tell me.
Mobile-because my crew includes a guy who does mobile and is interested in doing this game! We are not doing anything with mobile till we have our PC version ready, but once we start generating some revenue it appears that we will be able to start with mobile development. Furthermore I have gotten a fair amount of feedback from mobile users indicating interest, but they are not the primary market at the moment.
Yes, the two lead programmers each have around 3 years of experience in game development. We have other advisors and consultants we affiliate with too with lots of experience.
Engine-Unity
Thanks!