Exactly, it's based on, like every RTS but from there it just explodes into a million combinations when it comes to shell ricochet, cover, critical hits, multiple units being strong versus each other, having to turn units the right way before combat, the movement of turrets, the placement of each individual unit etc. I mean these are all things many players would find frustrating, as pure luck and randomness can dictate the game but that's combat for me, the gives each and every battle a unique feel to it.
Starcraft on the other hand, you can remove many of the things I mentioned as every shell / bullet / beam / whatever always hits, you don't have to worry so much about direction placement, don't have to worry about critical hits, penetration values or even shells bouncing off, don't have to worry about putting infantry / light units behind every form of cover etc. etc.
It's a game that is cut down to the bone to make it work in a competitive sports environment and it just feels like a beefed up chess game rather than an elaborate computer game. So the Rock, paper and scissor system just shines that much more when it comes to damage penalties and multipliers, which units are strong against which etc.
I'm just here trying to discuss why I don't enjoy the game, I'm not trying to slate the game for it because it obviously works and it's one of the most popular RTS games out there - I could easily see why people love it but I just had to vent some minor frustration from dropping money on it and getting disappointed.
Although, why would I find the game too much to handle when it's cut down way below my normal gaming threshold? I'd suggest people to look up Men of War and see how much you need to keep track of there and the kind of reaction you need.
=)