My Assistant
This game starts off kinda slow, with each player capping and single mex, building some pgens, and then a factory - which is normal for this map. This game really doesn't get going until about the 5 minute mark when each player has at least two land facs up (and the third on the way) and both are beginning to pump auroras out. We get a few skirmishes between a handful of units here and there, but nothing major.
Things start getting interesting when Terwilliger (I'm abbreviating your name cause it's too damn long ) takes about a dozen auroras+scouts and pushes them up north on the left side to disrupt Radio's expansion. Radio has left this part of the map completely unprotected and loses all of the mass points to the west of his base. In response to this, Radio sends his comm plus a force of about 20 auroras + scouts down the center toward Terwilliger's base. Terwilliger sees this and responds by sending 3 engies up to start building pd's where he thinks Radio's comm will be in about 30 seconds (good placement btw, got them all up right when he got there ). Radio micros his comm in front of the pds while his tanks attempt to take out those pds and terwilliger's incoming tanks. Radio kills two of the three pds while suffering few losses, but ignores the third for some reason, which takes out at least half of his tanks as he tries to push them south into Terwilliger's base. This is where things get interesting.
Radio's comm has been reduced to less than 2000hp and is at this point retreating back to his base, but Terwilliger smells blood and goes for the kill. Most of Radio's tank force was eliminated by the pds with the rest being mopped up easily by his tanks, which are now pursuing Radio's comm. The tank force that Terwilliger was using to put pressue on Radio from the east, which is now on the outskirts of Radio's main base in the very northern part of the map, is being redirected south to intercept Radio's fleeing comm. Radio desperately tries to defend his comm with any available units, but is only able to do so for about a minute and a half, when Terwilliger's northern tank force reaches Radio's comm, which dies in a fiery quantum explosion, ending the game for Radio.
Overall you played well enough to get the win. Some of these mistakes didn't have a large affect on the game because of how short it was (and Radio almost giving it to you). Not bad.
Knew what you were doing, but you didn't execute very well. You may have been having a bad day or something, but this was definitely a bad performance from a good player.
-Radio's comm micro to attract all of the PD fire while his tanks took out the PD, and zig-zagging his comm to avoid as much fire as possible.
-The fact that this cost him the game.
Things I disliked:
-The fact that my PD's aimed for his comm instead of the freaking tanks. I could have microed all three of my PD's to shoot his tanks first, but I was tired and lazy. I really hope the target prioritizing gets changed in a patch. No more little tricks like this. It's much easier to focus fire on the comm than to do the exact opposite.
Things I should have done differently:
-Built bombers when I had air superiority. I mean, what's the point of ruling the skies if you can't comb the ground.
I'm totally liking this early air factory style of play that's caught on. It gives load more options.
Share your thoughts on what else either of us could have done here?
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