The Jester wrote:
The point being is that even if you have a long term loss in production with the fall of your commander you should have seriously dented your enemy's military strength. If you press that advantage you will also cripple his economy (even without eliminating the enemy Commander). The net result, if the strategy is successful, is that your opponent's economy takes a much larger beating than your own which should win you the resource war in the long run.
A few things:
1. Military strength in TA is easy to produce. Lose a few dozen units? Crank them factories up to max again and replace. And whatever push you're going to make (I assume this is somewhat early game) is going to be going up against the enemy's remaining forces and his own commander. D-gunnage ahoy.
2. Again assuming your opponent's defenses are incompetent.
3. TA is not a resource war. Economy is not the end-all-be-all you seem to be thinking it is. I don't think you've played TA long enough to realize that. In TA, economy is cheap, victory is not.
In war, sacrafices must be made, and if it works to your advantage to sacrafice your Commander, why aren't you doing it? And you'll really be surprised at the number of good opportunities to bomb your opponent with him arise.
I'd not do it because I'd rather have a solid foundation that'd allow me to crank out attack forces like an assembly line rather than betting on a slim chance that my commander will get through the enemy's defenses to make a fair-sized but easily repairable dent.
And again, I don't think you've played TA long enough. Base integrity is not as end-all-be-all as it is in games like Blizzard RTSs. Wiping out a few factories means very little to a competent player who can simply build them up again in seconds or minutes.
And the "tech tree" of TA is very different from the standard fare of Blizzard games and the likes. Nothing is dependent on the possession of another (with the exception of energy-intensive weapons like Berthas, but that doesn't mean you can't build them in the first place).
Dude, your opponent is also trying to build stuff as well. Sure you can harrass, and he can harrass you. Sure you can build up heavy defences. When all things are equal, why not try to use other resources available to you (like that nice fat explosion of your Commander).
Because I'd rather keep all the benefits keeping my Commander at home gives me so that they may benefit me in the
long-run.
Gee, now that's assuming that I'm not competent at offence. Tell me, why am I charging my flying bomb into my enemy's ranks unassisted when my opponent has defences that can easily shoot it down well before it gets into effective range? Do you normally send in bombers on suicide runs through enemy air defences when you know they will be annihilated before they even get close to the target? So what makes you think that it's suddenly a good idea to send one's Commander in unassisted or that I'm somehow braindead enough to try it?
One, if you have that much resources at your disposal to give your flying bomb that much assistance, then the resulting Commander explosion would truly be a mere dent on the opponent's total production and combat capacity assuming the opponent has been matching your production output, which a competent one would've.
The idea, if the opposing position is defended against such an attack, is to utilise a skirmishing force (more units to sacrafice, but their losses will not be in vain) and draw opposing attention and give an opening to your bomb. Proceed to get the bomb as close as you can to the enemy ranks and just watch those parts fly.
And a good player won't be expecting, or at the very least suspecting that?
Wow, and surprise attacks never strike those who don't micro. Tell me, what makes you believe a players who are good at micromanagement are suddenly too absorbed in it to see the big picture? The very reason these players are good is that they're able to process what is going on faster along with having the ability to accurately and quickly work a mouse and keyboard. If a battle was to break out on two fronts, it will be the micromanager who will have the advantage overall.
Where have I assumed a great micro player doesn't have macro? You asked for a case where brilliant micro doesn't pay off, and I gave one. Don't twist the meaning of my words.
Ever seen a good player play? Ever notice how fast they were?
You can have the fastest fingers in the world and it won't help you a bit if you don't have the creative mind to take advantage of those fingers. Skill in strategy games and a great wankhand are not mutually inclusive.
Because that costs more resources and takes more time to pull off? Time which your opponent will also use against you. Why not use that which you possess already if you know it will hurt him more than it hurts you?
One, again TA is not a resource war. It's important, but not as important as it is in Blizzard games.
Two, because dozens of flying nukes is better than one.
And three, you may or may not make a big dent on his side, but you will for sure lose your best and most basic builder, the only unit that can capture, and a large storage unit for your resources.
EDIT: Okay, looks like you have played TA long enough.