by rtc » 02 May 2017, 22:06
20 minutes in, you suicide your land forces by running them straight into his defense. your mixed T1/T2 army gets destroyed by a bunch of T2 PDs, a ravager, and some shields. you do some damage (kill some t2 pgens mostly, which puts him in a power stall) but you lose your entire army and donate him a ton of reclaim right into his base, while you're already behind on eco.
then your attempted T2PD creep gets blown up by him building more ravagers. meanwhile you rebuild a small T2 land army that just stands around because it can't touch his base due to all the T2PDs and multiple ravagers inside of it - waste of mass imo. you're also hitting T3 land and are still sitting on T1 air 20 minutes into the game. very slow tech, considering your opponent never put any pressure on you.
during all of this, you have full control over at least 2/3 of the map, yet somehow you manage to fall behind on eco more and more as time goes on. this is a disaster.
you then build a few T3 mobile artillery units, which is a good idea against an enemy who relies on PD creep so much, but it is way too late - by this point he already has percies on the field an is obliterating the remains of your forward firebase with them.
you manage to finally take out his little base on the central plateau, and start a brief assault on his base, but your small t2 army gets destroyed by his percies and PDs, and your artillery has to retreat without dealing a lot of damage.
the following drawn out standoff between a bunch of artillery units, sniper bots, MMLs and static artillery buildings doesnt go well for you either, mostly because your opponent simply has more stuff than you. then he sends out a bunch of T3 gunships, and because you dont have a single ASF on the field, you cant do anything about them and lose your ACU.
when you play against a turtle, eco more and tech earlier. this way you'll end up having more stuff and better stuff than him, and will easily overpower him in the long run.