I played this for hours and hours, back in the day; it's a fun, solid RTS game with the magic formula that might have launched the genre - rock outcrops where you can secure a base, with un-buildable and dangerous sand in-between that you need to contest constantly because that's where the resources spawn. The factions are fun and different, and being able to combine each of them with various sub-factions made skirmish games way more interesting in the long-term. Not everything's perfect - there are a few questionably-useful units, and one or two that are almost good enough to be an entire strategy on their own (Say hello to the Atreides Mongoose, the Terran Marine of the 11th millennium) - but it's still a really solid classic Westwood RTS. And one where the units are (almost) all visually distinct; there are one or two tank units which look sort of similar, but the rest of the walkers, hovercraft, ornithopters, etc - all have easily readable silhouettes. As do most of the infantry, which is pretty impressive for a game of this era.
Speaking of which - being a Westwood RTS of this era means it's got FMV cutscenes in the single-player campaign as well, and those are amazing. It's campy, it's over-the-top, it's aware of the stranger and sillier aspects of the expanded Dune lore, and it runs with that. There are three factions to play as, each with their own advisor character and a recurring guest cast for them to interact with, and they're all entertaining to play through. Even House 'Wasn't In The Books' Ordos, whose plotline is ridiculous, but still suitably Dune-y (possibly because it's built out of references to the later novels, which makes the entire thing slightly surreal if you've read them)