The problem with these earlier tank games is that that actions are represented as like a single platoon covering pretty large sectors. Units are isolated from support groups, combined arms is really limtied. For example, in PC, the player might lead a few Tiger tanks all over the map sweeping everything up, that's pretty much how it is. You don't have to worry about exposed flanks, or bypassed enemies re-taking objectives you left undefended. You just move from checkpoint to checkpoint, often getting shot up by untis outside the range of human detection- right at or beyond the edge of draw distances, you'd see main gun flashes but not the source of them.
I didn't find this game fun or ground breaking at all back then- I wonder if it's more the WW2 theme that makes players give it higher scores than what it merits, but to each his own.
Yeah, what you don't like may well be what I like... It got straight to the action and the gunnery duels - no planning, worrying or even time limits in most cases. There were some triggers though - and enemy tanks could over-run your positions. You could also flank them. All in all, it was pretty good for the era.
I couldn't really get into the more serious tank sims - I didn't have the time. The same goes for Falcon 4 or sub sims after Aces of the Deep (I had more time in my AoD days - and even then I never finished a campaign and spent most of my time doing head-on runs against destroyers...)