I had a discussion in another forum which brings me to the topic of AI. The larger the number of units to control, the less control we can have over a single unit. It would just take too long to give detailed orders to 50 or more units. Especially when it comes to realtime execution. More units lead to a more strategic approach, commands are rather abstract, the individual unit must implement details itself.
Anyone knows Company of Heroes? You control squads of up to 6 soldiers. You only give orders to squads. Each soldier in a squad acts on its own, each soldier goes for cover, choses targets, etc. You can pause the game and give orders, but it basically is a realtime, action based combat. Strategy or tactic is reduced to find best cover, flanking maneuvers and using different units.
So with many units you can either have senseless mass battles where the mere number decides or you need some decent AI to control each unit in detail. I could really enjoy controlling groups of units, when they have intelligence of their own. As an example for a WW2 game: Infantry should stay with tanks, tanks should retreat when facing enemy tanks that they cannot beat (some tanks cannot penetrate the front armor of others), tanks or infantry could try to get on the side or rear of enemy tanks, infantry should avoid the field of fire of enemy mgs, etc.
I think many controllable units and round based dont go together well. Even with increasing complexity of the game, the individual unit requires more time and attention. Round based with many units is Battle Isle or Panzer General. Controlling options are pretty limited, basically move and attack. Terrain does matter but comes in only a few different categories.
The more detail you have, like in XCOM or Jagged Allience, the less units you can efficently control.
The point with realtime anywhere is the lack of control you have. The player can only perform limited action in a certain time, and you only have limited time to analyse the situation and react. So tactic either requires round based action to give you enough time, or good AI in the units to perform good on their own.
On the other hand, round based execution seems unrealistic and abstract, because actions happen in an artificial sequence, what actually would happen all at once. Games take different approaches to find a balance between this. Personally I would really enjoy a good AI to support a fast paced but still tactical game.
-JAW