Improving your game

Travel distance

 * Capture orders differ by how much travel distance exists between points captured.
 * Inefficient capture orders require that the capturing units travel further than necessary.
 * Try to capture points in a straight clean way.

Not using an economically efficient capture order
If you deviate from the most efficient ways for capturing strategic points then you should have a good reason, such as:
 * Trying to play more unpredictably.
 * Trying to alter your timings, so it is harder for the enemy to harass your capturing units or builders.
 * Trying to capture certain points faster, in order to have a better placed fast LP2.

Use the barracks unit

 * The first unit from the barracks could also capture a point, allowing you to have an even more efficient capture order.
 * The builder should place the barracks near one strategic point, while the first capture unit (such as Scouts) goes to the opposite strategic point. The first squad from the barracks should capture that nearby strategic point.

Dealing with enemy melee

 * Ranged units should not stay in melee with melee units. Use control groups to make it easier to dance.
 * Ranged units can deal damage to melee units that chase them if they have some speed advantage by kiting. In other words, the unit does: shoot, fallback, shoot, fallback, as much as it can.
 * Many ranged units deal Fire on the Move damage. You can move units such that they deal damage to a different enemy squad, as they fall back from a chasing melee unit.
 * Certain ranged units can beat melee units if the melee unit has been sufficiently damaged or affected. For example, Chaos Space Marines with powersword or powerfist squad leader deals considerable damage. Focus fire certain melee squads so that you can engage them in a favourable melee combat.

Commander duels
The question then becomes, how does one win a commander duel. There are a number of tricks:
 * Comamnders deal good ranged damage and significant melee damage to Infantry. Further, they are highly resistant to LP2s. This means that if you have a commander and the enemy does not, then you can apply significant (even perhaps game ending pressure) to the enemy.
 * Commander are expensive, and recover HP at a decent rate (becoming faster with wargear and researches). Replacing them is painful, but often necessary.
 * As such, the player who wins a commander duel (especially via unit control) has a huge advantage in a game.
 * Use the supporting infantry to deal timely damage. This can be mitigiated by hero wargear such as Iron Halo, which reduces incoming ranged damage.

Camera

 * You can place structures at the edge of your screen, just so you can spend less time with the camera on that location.