A win is a win. Just some things I think you can change to help tune your play:
1) You put down your first pylon at 8 supply, and your nexus lies idle for a reasonable while. This is sub-optimal economically. Generally putting a pylon down at 9 supply minimises the amount of time your nexus is not producing probes. The main reason you would put down an early pylon is if you intend to sacrifice economy to get a really early unit out.
2) You put down your gateway at 11, and gas at 13. Generally a standard build is 9, 12, 14. So you're just one off out of sequence, and the knock on effect hurt your early economy a bit.
3) You didn't research warp gates as soon as your cyber core was done. Unless you have a really good reason (for example v. terran, I delay warp gates to get 2 stalkers out fast) research it and cb it.
4) Queuing up probes. You had sometimes 3 probes queued up at your nexus. That's 100 minerals that could be put into getting a tech structure, unit or upgrade or pylon quicker!
5) You put down 4 gates, but weren't really using them, and your income was ~500 minerals. So you were sitting on money that could have been units to go attack with. Generally if you're going to go with robotics units, as you were, put down two gateways, then a robo, then another 2 gateways when you can afford it (while making units!). That way you can be building observers/immortals which take a lot longer than gateway units, and when the extra 2 gws come up, warp gates should be ready and you can make a push.
The terran punished you with a really weak attack, simply because you were too focussed on building gateways, and not building units.
6) I like the forward pylon, and the watchtower occupation that's good. Remember to keep scouting though, once with your 9 or 12 probe (i.e. the one that builds your first pylon or gateway) and again around 20 supply. Always try and catch when they are pushing out of their base.
7) That first expo near his base is cute, but generally that is a really bad idea, better players will scout that before long, and it's so far away from your main that you cannot adequately defend it, like you could your natural expansion. I like that you kept expanding though, this is key.
When a Terran turtles like this, really you can't approach from the air or ground. Probably in this base with such an economic advantage, you just wait for him to mine out and for him to push out. But if you're impatient, probably mass up 10-15 void rays a mothership and some templars. Against that many turrets and thors thouguh you would just have to abuse an angle perhaps coming into the back via his main.
You couldn't have known that though
1) You put down your first pylon at 8 supply, and your nexus lies idle for a reasonable while. This is sub-optimal economically. Generally putting a pylon down at 9 supply minimises the amount of time your nexus is not producing probes. The main reason you would put down an early pylon is if you intend to sacrifice economy to get a really early unit out.
2) You put down your gateway at 11, and gas at 13. Generally a standard build is 9, 12, 14. So you're just one off out of sequence, and the knock on effect hurt your early economy a bit.
3) You didn't research warp gates as soon as your cyber core was done. Unless you have a really good reason (for example v. terran, I delay warp gates to get 2 stalkers out fast) research it and cb it.
4) Queuing up probes. You had sometimes 3 probes queued up at your nexus. That's 100 minerals that could be put into getting a tech structure, unit or upgrade or pylon quicker!
5) You put down 4 gates, but weren't really using them, and your income was ~500 minerals. So you were sitting on money that could have been units to go attack with. Generally if you're going to go with robotics units, as you were, put down two gateways, then a robo, then another 2 gateways when you can afford it (while making units!). That way you can be building observers/immortals which take a lot longer than gateway units, and when the extra 2 gws come up, warp gates should be ready and you can make a push.
The terran punished you with a really weak attack, simply because you were too focussed on building gateways, and not building units.
6) I like the forward pylon, and the watchtower occupation that's good. Remember to keep scouting though, once with your 9 or 12 probe (i.e. the one that builds your first pylon or gateway) and again around 20 supply. Always try and catch when they are pushing out of their base.
7) That first expo near his base is cute, but generally that is a really bad idea, better players will scout that before long, and it's so far away from your main that you cannot adequately defend it, like you could your natural expansion. I like that you kept expanding though, this is key.
When a Terran turtles like this, really you can't approach from the air or ground. Probably in this base with such an economic advantage, you just wait for him to mine out and for him to push out. But if you're impatient, probably mass up 10-15 void rays a mothership and some templars. Against that many turrets and thors thouguh you would just have to abuse an angle perhaps coming into the back via his main.
You couldn't have known that though
