Yes please, but with very different playstyles base on which faction your playing. I.G plays fairly conventionally, Space Marines conquer less and act more as support, Eldar just sort of fuck around until they get their win condition and Orks are actually everywhere, all the time.
imo IG should not play conventionally, they are very unconventional. Space marines function imo more conventionally, where the IG are
maximum attrition combat specialists to such an extent that Khorne drowns in skulls. Add in Commissars, elite guardsmen, infinite basilisks guided by the Emperor, their armoured fun units,
cavalry, you've got an unconventional force by our standards at least. What I mean is that in RTS, Space Marines are pretty common, but guardsmen are pretty uncommon.
IG - Commands are incredibly important, as Imperial Guardsmen are much more prone to falling back or being pinned if they are not well-led. Conversely, being well-led will allow guardsmen to stand up to demons and unleash FRFSRF tier pew pew laser beams. Strategy will focus on attrition and capturing territory on campaign maps, so the guardsmen specialty will be resupply and reinforcement, where they can afford to lose battles as long as they
hold the line hold their objectives. A nice way would be to have an experience mechanic, so every unit has experience that is reduced when that unit takes casualties. Factions like space marines will be able to produce elite veterans because in every battle they rarely take casualties, guardsmen will find it harder to produce veterans but make up for it in numbers.
SM - Focus on heavy weapons & mobility, victory not based upon capturing and holding objectives so much as either capturing objectives or eliminating the enemy's fighting ability. Imagine a campaign map across a planet, where it's divided into grids for army regiments to move across. This would be affected by geography and such, but space marines would be able to pretty much ignore all logistical limits and geographical limits and deep strike into the enemy, destroying HQs, logistical hubs and vulnerable army units. Space marines would be hard to replace, but also very hard to lose. Most likely would have to be a fleet-based chapter for MAXIMUM FUN. Nothing more need much be said except for having mobile infantry-sized tanks firing rapid rocket launchers running around, immune to issues of morale or small-arms fire.
Eldar / DEldar - Focus on ambush & mobility. On the strategic map the Eldar move fastest and can use webway gates to teleport around. On the total-warrish tactical map, when both sides are deploying their forces, the Eldar setup cannot be viewed by the enemy (to represent the Eldar having the initiative as ambushers) and the Eldar get to have fun with their wonderful mobility. The glass cannon faction basically, where every unit has high DPS and movement, but low health.
Tyranids - Focus on capturing key points on the strategic map like river sources and great farms or forests. The capture of each one of these objectives increases the Tyranid's corruption of the biosphere, so the more objectives corrupted, the more beneficial events will occur in tactical battles. Things like the enemy having reduced LOS, you having access to more and bigger Tyranid bioforms, random rains of mycetic spores or genestealer attacks e.t.c.
One of the more unique factions where their objective and strength lies in changing the entire theatre of war they're in completely.
Chaos - They'll have similar Imperial stuff, but how to work in demons would be tricky. I dunno about that one.
Tau - Jack of all trades. Stealth suits like Eldar, Mechs like Spehss mahrin, shooty dudes like Imperials.
Orks - WAAAAAAAAAAAAAAGH!!!!! Orks produce units very slowly from conventional sources, so control of vital objectives like hives won't benefit them as much as it does other factions like Chaos or IG. However, Orks have access to the WAAAAAAAAAAAGH!!! The more and the larger tactical battles Orks manage to get stuck in, the more their WAAAAAAAAAAGH!!! increases. Increasing this factor increases the number of Orks they can recruit in addition to the pool of vehicles they can loot. This would encourage the player to get into the Ork mindset of battle = very good.
Necrons - soi soi soi soi. Basically DOW DC, where in the tactical map necrons have a habit of coming back to life after they've been killed.
Inquisition - secret faction, nobody expects them.