I really liked the campaigns in DoW II and Chaos Rising, and the "The Last Stand" mode is really fun, multi-player is alright but, for me, in multi-player an RTS game needs base building, since it plays a big part of the tactics needed to get through a base when that's the case (not referring to playing against A.I here, but referring to playing against other players who know at least the basics and can give some decent challenge), while in DoW II's multi-player (excluding the TLS mode) all you do basically is to "push" and advance towards the enemy's "base", if it can be called a base to start with, it's a single main building, "guarded" (hardly) by two automated turrets, from that building everything happens (units training, upgrades being researched, etc.) and comes out, so if you were successful to make it to that point it pretty much means that you're the winner and all you have to do from there is to focus fire on that building until it blows up and that's about it.
When base building is present in multi-player you actually have to keep thinking about tactics once you reach an enemy's base, since more than one building is (usually) responsible for specific units' training/construction, it's been there for decades in most RTS'es, if not all of them except DoW II that I know of. The thing is that if you "invade" an enemy's base in which multiple structures exist you should (or simply have to, depending on the game and the players concerned) at least be careful not to scatter too much of your main force around to avoid being split/isolated by reinforcing units/vehicles coming out of various buildings in that base, some of which are usually out-of-range/view, of course such situations don't always happen, but it can, that's the point, the possibility that even though you were successful in making it to the enemy's base doesn't necessarily mean that you'll be able to destroy it, you may well get mowed down by fixed defenses and/or get surprised/flanked/out-ranged by out-of-view/range/reinforcing ground/air units (and artillery) coming from various buildings in the base (especially when Fog of War is present).
I just find that the lack of base building in DoW II's multi-player is offering nothing "refreshing", nor suddenly makes the game anywhere near original or "more interesting" because of it. I thought that and nothing less before the game was even released, then I bought it, and I just confirmed my own views by trying it a few times, I just can't stand it. But I DO really like that very concept for the CAMPAIGN however, that way I can focus on the story-telling and appreciate the scripted events a bit more without having to check back in my base and ensure that my queued units in 'x'/'y'/'z' buildings are still on their way. I do understand the reason behind their decision to remove base building in general (well, it's pretty simple, they wanted to try something new and refreshing by streaming things down to specific tasks and on-the-field actions early in games), I just strongly disagree with such a move as long as multi-player is concerned, but for the campaign (to repeat myself) it's perfectly fine, I just feel that multi-player without base building in a game that wants to be considered an RTS is just self-contradictory, it just doesn't work.
Multi-player in DoW 1 however... that's a completely different story, I loved it. Additionally, what I really like about DoW 1 is the modding community, DoW 2's mods, even the biggest ones I can think of only pale in comparison to what could be done for DoW 1, entire new races could be added (and were, such as Tyranids) for it, not to mention A.I modifications for skirmishes, and much more (still happening to this day, there's a nice dedicated bunch to mod that jewel). And, well, DoW 1 has Necrons and Dark Eldar, two races I love in the DoW universe, that's also a big plus for me (but I absolutely adore the Craftworld Eldar in DoW II, I must give credits where due, the Eldar in DoW 1 are pitiful in comparison).