The game follows a mission-based structure, with a variety of goals including protecting your bizarre general for a set number of turns, capturing the enemy base, and more. There is a wide variety of units at your disposal, though certain units are limited to certain maps. If you achieve your goal, you'll move on to the next map, and if you don't, well, you can always retry. The game keeps track of the number of turns you take so you can always challenge maps again to try to beat your previous best.
The biggest feature to get the axe is multiplayer. All of it. No pass and play, no online, nothing. If you want to play war with your friends, you'll just have to get out the brooms and milk jug helmets and do it old-school. Skirmish mode is also out. For good or for ill, Great Little War Game 2 has bet the farm on its campaign mode. Unfortunately, that's not the end of the ways the game takes a step back from its predecessor.
This game doesn't have any cut-scenes at all, so the missions have very little context behind them. The maps themselves are quite a bit smaller, and big, crazy battles are a lot more rare as a result. Fog of war is gone, and there are lots of other little tweaks that make the game a little bit easier to play. 'Big' is back to 'Little' again, there's no doubt about it. That's not to say there aren't some improvements, such as explosions actually doing splash damage now,
The game also allows you to play in portrait mode, which I personally prefer for this type of game since I can play one-handed and the loss of horizontal space doesn't matter much in a strategy game. Unfortunately, with that came the removal of landscape play, which has proven fairly controversial, but Rubicon will apparently be adding that back in with a future update. Game Center support also didn't make it in this time, but in what is sure to be positive news for many, neither did IAPs.
Great Little War Game 2 offers up a huge, new campaign in the most refined version of one of the better strategy engines on iOS. From http://www.gamesfriend.net/review/great-little-war-game-2

The biggest feature to get the axe is multiplayer. All of it. No pass and play, no online, nothing. If you want to play war with your friends, you'll just have to get out the brooms and milk jug helmets and do it old-school. Skirmish mode is also out. For good or for ill, Great Little War Game 2 has bet the farm on its campaign mode. Unfortunately, that's not the end of the ways the game takes a step back from its predecessor.

This game doesn't have any cut-scenes at all, so the missions have very little context behind them. The maps themselves are quite a bit smaller, and big, crazy battles are a lot more rare as a result. Fog of war is gone, and there are lots of other little tweaks that make the game a little bit easier to play. 'Big' is back to 'Little' again, there's no doubt about it. That's not to say there aren't some improvements, such as explosions actually doing splash damage now,

The game also allows you to play in portrait mode, which I personally prefer for this type of game since I can play one-handed and the loss of horizontal space doesn't matter much in a strategy game. Unfortunately, with that came the removal of landscape play, which has proven fairly controversial, but Rubicon will apparently be adding that back in with a future update. Game Center support also didn't make it in this time, but in what is sure to be positive news for many, neither did IAPs.
Great Little War Game 2 offers up a huge, new campaign in the most refined version of one of the better strategy engines on iOS. From http://www.gamesfriend.net/review/great-little-war-game-2