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I think you are confusing strategy vs tactics. All those games you listed with exception of CC (cause my little knowledge only goes as far as how the old Tiberium Wars played) are heavier on the strategy side than COH. COH is mostly a TACTICS games.
As you mentioned before, build order, technologies, adapting to enemy unit composition. COH2 drops most of it and focuses on HOW YOU FIGHT with your units.
I'm curious why you talk about games you don't know nothing about. WC3/SC2/CC/AOE has nothing to do with each other.
WC3 for starters is the middle ground between strategy games and tactical RTS games like COH2. It has heavy RNG elements, the dmg is done in variables and there's less emphasis on resource gathering outside of base expansions (worker line is way more safe and automatised, compared to the harassment done in AOE/SC). Unit preservation is a thing, because you don't want to give XP to enemy heroes (who level up).
AOE2 is the epitome of 90s RTS titles. But it's a golden standard for a reason. I think the beauty is how easy is to understand how to play vs how many things can be learned, optimised and improved.
It's way heavier on the economy micro management compared to other titles but in the same way i think it rewards long thought planning in regards to strategy and resource fighting/positioning.
If i have to describe the game with one word is "ADAPT".
SC2:
And it's only when two players build at a similar speed, in relation to their respective races, that then strategy and tactics come into play.
(IN COH) There's more mind games a low level player can participate with. Where as skills like this in Starcraft are reserved more for very high levels of play where simply building faster and more units no longer cuts it
That's right on point. The biggest problem with SC2 is that if you don't have extensive knowledge about it, it's pretty much impossible to enjoy the intricacies of it. More so when playing, when you have to balance between fighting/economy.