by Plasma_Wolf » 06 Oct 2013, 23:03
Regardless of how your opponent defended without radar, your chain of attacks failed because you didn't have anything. No matter where you're going to put the radar tower, you do need it. Especially if he's got engineers at different places on the map. Forget one and he'll rebuild his base somewhere in no time.
At (about) the 15 minute mark, you moved a series of tanks straight past two point defence guns. The tanks didn't kill them but a lot got killed and as a result you didn't destroy the base in the far south. A couple of engineers and a factory survived. This was used to rebuild everything in the south. So he got his Mass extractors back.
Before the 19 minute mark, the attack from the north west side was going perfectly. Two big mistakes:
1. You didn't push on with your engineers. If you did, you had 5 extra mass extractors: 10 additional mass per second, and also a perfect place, the plateau (you had the opposite plateau) to build a firebase and (more importantly) a radar tower (which should then be upgraded to T2 at least). Also, if you push with your engineers, they'll be at the front line, where they can reclaim: This will give you the resources, and he won't get them. After the biggest battle in his base was done, he could reclaim everything, giving him an economy as big as yours. A failed attack is not so bad because it failed, but is bad because you gets the spoils of war.
2. That radar tower would have allowed you to see everything going on in his base, but even without you should have planned the attack better. The good thing about the hordes of T1 tanks you made, is that you can seemingly push them in without thinking, but there is a problem. Tanks aren't the best base killers for two reasons: factories have a lot of hit points and your tanks will hit the factories if they stand in between them and enemy units but enemy units will shoot straight through them.
Some pointers for such an attack. Firstly, you must know what the enemy has in his base. A lot of factories and half the units you had is probably already enough to face you and win (this is what happened). A couple of high tech factories with few T2 units can be dealt with with the force you had. Secondly: you had mongoose bots with range, he didn't have radar. Mongoose bots and Hoplites have a higher range than the enemy T2 Point defence can see. Use this range. Put your mongoose in your army of tanks, keep them still and let the mongoose kill some factories first. Then he has less units and he has to come to you. This is a slower but probably more destructive way to attack.
You had air supremacy for the majority of the game and at some points, you used it quite well (some of the drops were good), but you didn't use it at the 19 minute mark: At that point, you have an army and long supply lines. Ferry new units over. Then you can replenish your army almost as quickly as he can. It's impossible to sit such a thing out.
On the drops: you have to know where you're dropping into: again solved by radar. The most nasty part of the radar thing is that when he had a monkeylord, the units you had were mostly T1 units: at that point, sending the ML in without radar is perfectly possible. If you had a couple of T3 gunships at that point, you could've waited it out and sent them in as soon as the ML came close by.
Since you were both playing mostly with T1, I'd recommend T2 PDs at several choke points. If your first T1 rush fails against the enemy base, it can be a good idea to build T2 point defences at these choke points, abandon T1 when you've completed them and go with a different approach (loads of bombers for example - he had no air superiority at that time and only a couple of anti air towers).
As already has been said: Percivals are the worst unit to deal with T1 units (apart from fighters and engineers). The reason is that they do a shot of 1600 damage every 4 seconds. That's about 1300 damage overkill and the enemy doesn't see another shot for quite some time. Titans are the way to go as long as your enemy is at T1. These units can also kill engineers in a good fashion.
In short, you always want to know what your enemy is doing. He didn't at some point but his factories were a good shield for him, so he got quite lucky.
I've seen one particular game in which not knowing what the enemy was doing where it got really ridiculous. Two ACUs stood just out of each others radar and visual range, both working on the gun upgrade, one having less than 5000 HP, and its enemy having a loaded TML launcher. What eventually became a 30 minute (or even longer) game could've been over in 10 minutes had the TML commander built a radar tower or even sent an unfortunate engineer. It are these kind of mistakes that are mostly the cause of the game's ending.