As someone who’s been involved with the alpha community for over a year for Tooth and Tail, I have to disagree with the claims that Tooth and Tail sacrifices strategy and macro because the very basis of Tooth and Tail is more about addressing the mechanical barriers of traditional RTS’s.
The developers built the game to play on a controller, so with that, they took the different aspects of the RTS to make it playable on controller. Micro is less intense to perform as it has been reduced to a simple call group/call all type, similar to how Pikmin controls.
The Macro game comes down to understanding which processes are automated. Units will recruit automatically, so you can be real danger of supply blocking if you’re not on top of making sure you have appropriate resources. Furthermore, because farms have a limited life, you are required to quickly expand to make sure you do not die due to starvation. Thus, you have to be aware of how much time has passed since you built a farm or a building.
For strategy, the units are super-specialized into specific roles. So rather than your army composition determining what strategy you decide to stick to, you instead have a flexible amount of decisions you can make in the game. A lot of gameplay thus relies on you scouting out your opponent and adjusting your plans as need be.
I’ve seen a lot of RTS fans in the alpha come to like this game a lot because it doesn’t actually sacrifice what makes RTS so amazing. Instead, it changes up how it’s played so that it’s more accessible to people who probably felt intimidated by games like StarCraft or Red Alert. I think TotalBiscuit said it best when he remarked that Tooth and Tail being a simplified game doesn’t make it less than an RTS. Many tropes of RTS still exist in Tooth and Tail, just in a different form so that more people are able to get to that level.