Grab your units and tell them where to go, that's the rude Ruse way. anything with even a hint of fussiness to it has been ruthlessly ripped out of the trad WWII RTS formula. Unit stances, order types, ammo, repairs, minelaying. With so many tactical temptations, it's a mercy that Eugen have made the business of orchestrating an offensive and mounting a defence so bally simple. The delicious dilemmas in Ruse rarely have just two horns. It would research the next rung on the armour ladder, or pay for a secondary HQ up by that windmill (thus cutting travelling times for my supply convoys). $50 would also buy the paratroop squads or light tanks needed to interdict my enemy's northern supply line. I've got $50 in the bank – do I spend it on a flak gun and an MG nest to guard my newly built tank plant, or splash it on occupying a new supply source knowing that that will mean my screen of sentinels is spread even thinner?
There's a constant tension between protecting possessions you've already built, and nabbing the means to construct more. A minute doesn't pass when you're not eyeing the next dump down the road or across the river. Skirmishes for supply dumps give shape to the fighting. This pillage-to-progress mechanic might be better suited to a Genghis Khan RTS than a WWII one, but it captivates all the same.