I have to agree, the AI unit spam is just ugly. I actually have yet to win an RTS map battle, because by the time I've gotten a couple recruitment centers the AI seems to have about 30 units headed towards my 10 or so units. Now I've only played two games so far, but the AI is stomping on me so badly that I'm actually losing interest already. There really does seem to just be too many units being produced.
Really? I think they did really well with the latest build. If you have a large force heading towards you try retreating towards a unit producing structure and have that start spamming your own units. Another thing to note is the AI spams a ton of troopers early in the match (which gives the illusion of huge armies but is really just a paper tiger as troopers are fairly weak). If you can bring out just a few hunters they can make mincemeat of trooper blobs. Also a dragon can usually take out 10-20 troopers really quickly even without too many upgrades. The trick is to always be producing something if you can. It's a fast paced game but I prefer that because once single player is added I want to really explore the RPG elements and that is harder when battles drag out for 2 hours between rounds. One suggestion though is they do have a slow game pace option in for those who prefer it that way. I haven't touched it personally as I like the pace it's at now (so long as they add autocast in) but I heard it's somewhere in the options. That said I still support each map token representing more forces in the RTS map. Even if you put 3 tokens of grenadiers that only represents 9 (if memory serves) which can be produced in no time at all for pretty cheap on the RTS map. If the token represented more it would make fast unit production less valuable than simply having larger forces to begin with and add to the strategy layer.