I find it incredulous people are complaining about things like cav charges being overpowered when the "perfect charge" telegraphs itself 10 years before it actually hits - which makes it easily managed. And I also happen to dislike the fact that MTW/VI MP had cookie-cutter armies. MTW2 vastly improves on this by making a large variety of builds feasible with distinct elements to each.
The best generals could adapt. Hannibal is one of the best examples of this. His army was constantly changing and he was good at determining how to utilize the strength and weakness of the soldiers he had available.
MTW/VI games against top caliber players often came down to spreadsheets, mth and the random number generator behind the scenes. Good players rarely let themselves get flanked and often had the exact same builds which resulted in one army engage a clone of itself, down to the last unit. The winner was determined by the flip of a coin (teammates aside). I remember many battles being determined by where in my infantry line I placed my one V3 CMAA. Left side? Right side? Center?... combined with where the first cavalry scrum took place. Wow! That required a lot of tactical thinking... except not.
MTW2 MP is much harder than MTW/VI. It's way more dynamic and to be good, it requires that you adapt quickly, on the fly. This is what made Starcraft so popular. You couldn't watch 10 replays and figure out the game. New strategies were constantly evolving, even years after the game came out.
That's a good thing as far as I'm concerned. So sorry if you can't hack it.
Bookmarks