captainfuzzy said:
This game essentially eliminated all the things that made base building and economy management worthwhile (i.e. the ability to build simultaneous units from different buildings, the power to change your rate of resource gathering according to your continuous direct input, be it upgrades or an increase in worker units, etc.) and kept intact all the tedious stuff. You're left with a single building that is only capable of doing one thing at a time, extremely slowly. This isn't a war strategy game, this is a game where you spend half an hour trying to get to the point where you can field four units at the same time.
I personally never much liked the entire Simcity aspect of RTS games. It wasn't why I play them. You seem to like it, good for you. As for having one building doing one thing very slowly, I'd have to disagree on the "slowly" part. And I'd have to disagree on the "half an hour to get four units". Maybe you just insisted on playing Space Marines too much. As an Ork I tend to have four units on the ground before I even see the enemy for the first time. Even as Space Marines I have four units out before moving to Tier 2. But you're right about one thing, this isn't a war strategy game. It's a war tactics game.
captainfuzzy said:
The individual unit upgrades are a wonderful thing...in tabletop 40k, where you choose a full army list before the battle begins and there isn't any base-building at all. Having to upgrade each individual unit in the middle of battle is an extreme amount of micro for an RTS and an incredible waste of time, considering how often I have to go hunting for my errant, ADD-afflicted troops before I can even select them.
You can select all your units on the sidebar. Also, all units are auto-selectable with number keys. Upgrading each individual unit isn't hard and I generally do it on the fly while moving the unit in question. Furthermore, individual unit upgrades were featured in DoW1 and CoH, so they're hardly a new thing. In fact, they were a lot more complicated in DoW1 where you could mix and match various upgrades for certain squads (four heavy weapons for a Tac squad, for instance). Heck, it shouldn't be hard even according to you since apparently you get a total of four units after 30 minutes of gameplay...

As for troops being "errant" and "ADD-afflicted", can't say I've noticed. They are always where I left them and don't run around too much.
captainfuzzy said:
You're right in saying this is a micro-oriented game. It won't even let you overwatch things anymore, you have to do every little damn thing yourself. Heck, the mini-map doesn't even bother to tell you where your units are being attacked, and considering how often the icons sit on top of each other and how often your troops will just run off chasing anything that moves, you have to visually scan the arena yourself.
Overwatch what? Units take cover and return fire on their own. I will give you that the lack of feedback about what's going on is quite annoying. A "Unit under attack" would be very welcome. Currently you only get a notification when a unit loses a member. Your troops will hardly ever run off by themselves unless you told them to do so. However, a general consensus is that Stances should be reintroduced to allow players to customize the unit AI a bit.
captainfuzzy said:
So here's the problem. This isn't a war game, this is a skirmish game, where each side fields about four units at a time, restricted to that because of the game's idiotically slow resource gathering mechanic and its even more idiotically slow unit building rate. Not only does this have nothing to do with what the Warhammer 40,000 universe is like (and frankly, neither did the first game; 40k is a universe where immense armies are shipped across space to battle for entire systems, not a world where armies send engineers to planets to build bases and then conjure troops out of the ether before getting around to killing each other), but DoW2 also has nothing to do with what an RTS is supposed to involve--like the ability to command armies, not platoons.
Oh boy, this paragraph is... "special"... This is a war game. It deals with a smaller scale of conflict than, say, Supreme Commander and focuses more on unit tactics than an overall strategic picture. If that's not to your liking, fine, play something else. The resource mechanic is basically the same as in DoW1 and CoH and as for it being slow, a common complaint in the Beta was that resources come too fast, especially in 3v3 games, so many people tend to disagree with you here.
As for the scope and scale of WH40k, I'm not quite sure what your point here is. Tabletop WH40k doesn't deal with huge armies. It deals with squads and the occasional Tank. A fully fielded army in DoW is equivalent to roughly 1000 points in Tabletop. The only attempt to represent the "scale" of WH40k fluff is Epic (http://en.wikipedia.org/wiki/Epic_(game) ), but that's not the franchise DoW is based off. It's based off the "regular" WH40K. Essentially, you're complaining a Spiderman movie doesn't have enough Green Lantern in it...
And finally, many very popular RTS games didn't exactly let you command "armies". A full pop cap Ork army fields more individual soldiers than, say, a Night Elf army in Warcraft 3, only the soldiers in DoW2 are organized in squads.
Overall, I'm not quite sure what your vision of an RTS is, but it seems to exclude most of the genre...