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That and I have gotten more used to the Total War games. Which is a lot slower paced.
I have found I prefer slower paced strategy games now that I'm older as well.
I've given up on SC2 because I could never get the rhythm necessary to not miss a beat on macro while frantically micromanaging units and the game is just too stressful, but I did learn a few things to help manage the pace. CoH2 by comparison offeres a lot of time think during a match and the right approach can really help realize this.
Try to have a plan or a general strategy you want to implement for a given map. This can really relieve you of some unnecessary and sometimes stressful decision making. If you're focused on a specific objective, whether it be holding a key strategic area, hit and run, doing a timing attack with an early vehicle, your next step is always much clearer, your forces are often more focused and therefore stronger and less likely to be in losing situations. When I don't have a clear plan I often find myself with troops caught out of position, spread to thin, not having the units I need when and where I need them, etc, and this results in some frantic adjustments that often feel like shuffling around chairs on the deck of a sinking ship.
Concentrate your forces. If you're strong on the right, you'll be weak on the left. If you're strong on the left, you'll be weak on the right. If you try to be strong everywhere, you'll be weak everywhere. I find the need to resist the urge to lock down all the territory I've captured and to try to never lose it. This is a mistake that results in a thinly spread army that is vulnurable everywhere to a strong attack.
A single MG or garrisoned troop left behind far from your main force can't be expected to hold that point, but they can slow the enemy down enough to give you time for a calculated reaction (in addition to providing valuable scouting and in turn map control)
When things are slow, try to organize and set up your forces in a manner that will require the least amount of intervention on your behalf. This can really save you when you're caught off gaurd, both preserving your force and giving you more time to evaluate the situation and plan your move instead of having to micromanage units.
Lastly, try to make yourself anticipate. Be creative and try to think about what your opponent could do, both in offense and defense. Just thinking 1 step ahead makes the game seem much more under your control, rather than constantly having to react.
Applying these concepts have helped me improve a lot in Starcraft and now that I think about it, chess too. Hope they can help make this more enjoyable for you. On that note, I hope they can make the necessary improvements so I can justify buying this game, cause the beta was a blast! (http://steamcommunity.com/app/231430/discussions/0/864971765178967009/ <-- if you're curious, this is why I'm not sold on coh2)
Having your units in the right position when the engagement begins is huge (due to set up times, supression, accuracy penalties, cover, etc). So *anticipating* how the engagment will occur so you can *prepare* your forces is half the battle. When you're the agressor this means pre-spreading your infantry so they don't get splash damaged to hell, knowing where you're going to position your AT/MG's, queing up waypoints for flanking units, etc. This kind of stuff frees up a lot of your actions/attention for unexpected things that come up.
When the ♥♥♥♥ actually goes down I find the lag and unit pathing prevent any slick microing to begin with, so making careful and calculated orders counts for more. Put your MG's in the right spot on the first click so they don't go through unnecessary setup/taredown animations. When conscripts are Ooohraaahing towards you, move your advance unit back before they throw the moltov, if you wait till their animation starts, its already too late.
Think about how to give yourself little edges in battles. Often times its very simple and the accumulation of these small edges can decide battles. Things like target firing with the MG to suppress certain units (flamethrower, shock troops, etc). If you have more than 1 infantry, space them so if 1 unit is retreating from a grenade, the other is still shooting.
In SC2 I was always trying to get more done with fewer actions to make up for my lack of speed. In CoH2 the same concepts achieve more than just 'catching up', they actually make big differences in outcomes and more importantly than free up time to squeeze one more action in, they free up time to evaluate and think.