OK, I'll take a crack at this.
good points 1: Warband creation is both interesting and simple
Any minis can be used, as there are only one set of rules for wizards and their warbands. The variation in the game comes from your choice of wizard (necromancer, elementalist, etc.) There are a great many different variations of wizard (10 in the main book plus more in expansions), and as each school of magic has 8 spells, with wizards choosing from their own school plus affiliated ones, the potential for variation in wizard creation is massive. Likewise there's plenty of options for warband building with all the archetypes present (There are 15 soldier types in the main book, including thief, barbarian, generic grunt, archer, etc. Again, expansions add a few more types.) Warband creation is simple as each soldier type comes with a specific loadout of gear that doesn't change from game to game, with the small exception of if you find/roll up a magic item in a post-game sequence, each soldier can carry a single magical thingy in addition to his normal stuff. Generally you'll find soldiers tend to be run bare-bones because they dont gain experience in any way, and die a lot. All experience growth is for the wizard only. This simplifies things massively.
good points 2: different ways to play
The game is won or lost based on scenarios, but generally speaking it's safe to say you're "winning" if you can get more treasure off the board than your opponent. This can be achieved by using magic to enhance movement, sneak up and grab stuff quickly, or by beefing up your team and killing the opposition, or by just shooting fireballs everywhere. All are viable tactics. The expansion books have a whole passel' of scenarios, but even the main book has lots of variants. There's also a nice wee bestiary, as the game can be played with a bunch of wandering monsters who cause problems for everybody.
good points 3: game mechanics are fun
mechanically speaking, the game is pretty simple with good player interaction. The game turn basically goes:
roll off for initiative (each turn)
1. wizard phase - the player who won the initiative activates his wizard and up to 3 guys within 3" of him. Models get two actions which can be a combination of move plus shoot, cast spell and whack in melee. This is simplified, but that's the basics. After player 1, player 2 does his wizard phase, then player 3, and so on.
2. Apprentice phase - like the wizard phase, but with an apprentice. (an apprentice is very similar to a wizard, but basically not as good at spellcasting. They're not compulsory, but I've never seen a warband without one.)
3. everybody else phase - as above, but with everybody else. No group activation in this phase.
shooting, casting spells and combat use D20s. For a simple example, Attacker Joe shoots Defender Steve with a bow. Joe checks range and LOS. All being good, he shoots Steve. Joe rolls a D20 and adds his Shoot stat of 2. Steve rolls a D20 and adds his Fight stat of 1. Joe's total is 10 and Steve's total is 8. Joe wins, but he now compares his total with Steve's armour, which sadly is also 10. Ping - his shot hits but bounces off. Basically, you're rolling against both the defender's Fight stat (plus his D20 roll) and if you beat that, comparing your total number to the Defender's armour. If you beat it, the difference is the amount of damage he takes. So, there's scaling damage. This is the same for spells, with the added fun that a spellcaster can burn his own health to increase his casting roll
If you flub your spellcasting roll badly enough, you get burned anyway, so this is actually a valid technique sometimes.
So, that's basically it. Games tend to play fast, and the post-game sequence is fairly straightforward, too (mostly working out who's dead, and how much money you got, then buying stuff.)
It's one of those games that's pretty intuitive, and a seasoned gamer like y'self should have no problem picking it up. I'd be happy to give you a game, maybe in December some time?
*edit* also, the writer, Joe McCullough, is very active on Facebook, and I've personally seen many conversations on the Frostgrave groups where someone has queried a rules point or design idea and someone else has poked Joe and he's come along and offered his opinion/clarified intent and suchlike. Very happy to interact with the players, and also willing to take things on board, too. Seems a decent chap.