WHOA. That trailer is amazing.
As for the rpg, does the game lend itself well to full miniatures combat? I guess i mean does it require scags of minis or can you wing it easily without (i prefer minis and big battleboards personally). And is combat itself tactically interesting? It seems like everyone has a ton of options every round, rather than relegating special maneuvers to the careers (which are essentially skill and talent packages).
It's quite literally as minis-intensive as you want it to be. I varied my minis use from combat to combat, depending on the number of foes and the environment.
If you can get your players to use all the various options, there's plenty of choices to be made. Most often, though, you can expect your players to Aim + Attack, Parry + Attack, or Charge. You'll want to use All-Out Attack for monsters a lot, since (1) it shortens combats that can tend to grind out for a long time; and (2) when you inevitably forget to Parry, you at least got some benefit from it.
I love WFRP2. Love it, love it, love it. My players do, too, and we'll be dipping our toes back into it after running 4e a while longer. It's a different kind of game, though, so your players may get their characters killed very quickly.
As a note, combat for beginning characters can drag if you're not careful. Remember that PCs generally have a 30%-40% chance to hit. Once they hit, they could still get parried. Even if they don't get parried, there's a good chance their damage won't get through the enemy's Armor + TB. So yeah, combat can get lengthy at low levels, with a whole lot of nothing happening in long stretches.
As solutions to this, I reduced Armor to Leather = 1, Chain = 2, Plate = 3. I also tended to have my less-intelligent creatures All-Out Attack. It helped a lot!
-O