Phi + Pozz vs Wobbler + Deigobah
Strategic analysis
Wobbler and Deigobah adopted a turted strategy right from the start. Given a review of the replay, it is clear that they both a) had planned to do so and b) had practiced and executed this strategy previously. The map choice was one of the few that permits a turtle to this degree.
Phi and Pozz failed strategically on a number of counts, most significantly on a failure to have a strategy determined initially, and subsequently failing to recognise the lack and adopt one.
We also failed to correctly determine the enemy strategy, while we did recognise the symptoms of a turtle, previous executions of a turtle by the same player (Wobbler) in a game vs Phi and Pozz resulted in abysmal failure for Wobbler, partially due to his partner failing, an partly due to very poor air coverage (remedied this time).
Tactical notes
The opponent deployed air immediately, as part of the initial build order, with all other attention focused on economy. Wobbler was either detailed, or volunteered to build the choke entry point defense but in comparison to Phi and Pozz a remarkably small percentage of absolute resource was focused on weaponry.
A low-level artillery crawl with supporting units was utilised to ensure no static offensive units were brought within useful range of the choke. A growing horde of intercepters backed by t2 anti-air walls provided serious air-assault deterant.
A relatively early and comprehensive focus on the construction of a t3 artillery ensured the traditional seige breaker was ineffective, Phi's t3 artillery was destroyed at 60% complete.
The end game was achieved by the use of heavy air cover for a sacred bot and a break-through swarm of t3 seige.
Counters and options
Given the situation, the number of available counters were nearly limitless, the most serious problem was the failure to choose one and go for it. That said, some major options seem attractive:
Option 1: Heavy drop
While the interceptor swarms were intimidating, during the early game their effectiveness was actually quite limited. A light dropship almost made it into Wobblers base, if it had had any air support at all it would have.
A focused version of this approach would be to load up 3-4 light drops with sufficient land weaponry, plus a couple of engineers, assisted by as many interceptors as possible. A scout or two deployed forward to distract the covering air would allow the drop to happen almost without contest. Once deployed, the land force could engage production or economy while engineers attempted to build production capacity inside the base, and further drops via ferry could be maintained to increase pressure.
The most likely end-scenario of such an assault would be a commander suicide in an attempt to stomp on the infiltration, but close placement of units and production to the enemy base would result in the destruction of their base as well.
Option 2: Dual role
Probably the best as an early choice, and one we have often previously adopted. One partner takes responsibility for early engagement and defense, with a focus on keeping the enemy off balance rather than inflicting damage. The other partner is tasked with getting to, and staying on top of the economy leaderboard. The idea is that if someone is going to be first to build anything advanced, it will be you rather than them.
It is likely that a small degree of experiment with this approach could lead to a drastically faster build than either of a more balanced pair - a greater number of extraction points could be dedicated to the econ player, and the offensive player could dedicate some build capacity to speed up construction by using assist, a favor that could be returned later in the game as the offensive players capability to attack reaches minimum.
Summary
It will be necessary from now on to enter games with a clear strategy in mind. Load time should be taken to decide on one to utilise, and then resource should be dedicated as fast as possible to its execution, with scouting to determine if the enemy actions are likely to hit a strategic weakspot. More games will be required to determine what precise weakspots Dual Role or Heavy Drop may have.
Wobbler and Deigobah adopted a turted strategy right from the start. Given a review of the replay, it is clear that they both a) had planned to do so and b) had practiced and executed this strategy previously. The map choice was one of the few that permits a turtle to this degree.
Phi and Pozz failed strategically on a number of counts, most significantly on a failure to have a strategy determined initially, and subsequently failing to recognise the lack and adopt one.
We also failed to correctly determine the enemy strategy, while we did recognise the symptoms of a turtle, previous executions of a turtle by the same player (Wobbler) in a game vs Phi and Pozz resulted in abysmal failure for Wobbler, partially due to his partner failing, an partly due to very poor air coverage (remedied this time).
Tactical notes
The opponent deployed air immediately, as part of the initial build order, with all other attention focused on economy. Wobbler was either detailed, or volunteered to build the choke entry point defense but in comparison to Phi and Pozz a remarkably small percentage of absolute resource was focused on weaponry.
A low-level artillery crawl with supporting units was utilised to ensure no static offensive units were brought within useful range of the choke. A growing horde of intercepters backed by t2 anti-air walls provided serious air-assault deterant.
A relatively early and comprehensive focus on the construction of a t3 artillery ensured the traditional seige breaker was ineffective, Phi's t3 artillery was destroyed at 60% complete.
The end game was achieved by the use of heavy air cover for a sacred bot and a break-through swarm of t3 seige.
Counters and options
Given the situation, the number of available counters were nearly limitless, the most serious problem was the failure to choose one and go for it. That said, some major options seem attractive:
Option 1: Heavy drop
While the interceptor swarms were intimidating, during the early game their effectiveness was actually quite limited. A light dropship almost made it into Wobblers base, if it had had any air support at all it would have.
A focused version of this approach would be to load up 3-4 light drops with sufficient land weaponry, plus a couple of engineers, assisted by as many interceptors as possible. A scout or two deployed forward to distract the covering air would allow the drop to happen almost without contest. Once deployed, the land force could engage production or economy while engineers attempted to build production capacity inside the base, and further drops via ferry could be maintained to increase pressure.
The most likely end-scenario of such an assault would be a commander suicide in an attempt to stomp on the infiltration, but close placement of units and production to the enemy base would result in the destruction of their base as well.
Option 2: Dual role
Probably the best as an early choice, and one we have often previously adopted. One partner takes responsibility for early engagement and defense, with a focus on keeping the enemy off balance rather than inflicting damage. The other partner is tasked with getting to, and staying on top of the economy leaderboard. The idea is that if someone is going to be first to build anything advanced, it will be you rather than them.
It is likely that a small degree of experiment with this approach could lead to a drastically faster build than either of a more balanced pair - a greater number of extraction points could be dedicated to the econ player, and the offensive player could dedicate some build capacity to speed up construction by using assist, a favor that could be returned later in the game as the offensive players capability to attack reaches minimum.
Summary
It will be necessary from now on to enter games with a clear strategy in mind. Load time should be taken to decide on one to utilise, and then resource should be dedicated as fast as possible to its execution, with scouting to determine if the enemy actions are likely to hit a strategic weakspot. More games will be required to determine what precise weakspots Dual Role or Heavy Drop may have.
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