Practice friendly, (Nephrite) vs (scallywag)
Nephrite started in a tough position and generally played well, I played badly, but managed to muddle a win.
My plan was push the marines into a corner then murder them, taking out the HQ if possible. This did work, but it needed a desperate suicidal rush and a lucky bad bounce to get it done. I should have kept my spikers in a cohesive group near my queen, found a better spot for them (at the bottom right) and spikered his HQ from there. Poor scouting on my part and poor unit cohesion.
But all this is redeemed by Pele the drone who, at 120.5 seconds kicks back a grenade which kills the grenadier that fired it and a grunt as well. Magic!
I can't claim credit for the badbounce at 104 seconds though. A few more seconds of fire before I took out the second HQ or my splatter got there may well have swung the game.
I've found that holding splatters back until the mid or end game to be a lot more useful than the pointless "splatter exchange" in the first couple of turns. They're a powerful, but fragile, weapon - best to wait until you've got the intel and your opponent's defense are shot full of holes to send them in.
If you have a nice safe bunker it's good to park some of your rush in there until the time is right to go in.
Generally well played by the marines, four mistakes cost this game I think.
(image stolen from cz's site )
1. HQ position
Two HQ's is good, but next to each other and out in the open isn't. A half-decent spawn player will always try to kill your HQ, especially if you have a fireteam standing next to it. If the spawn player wants to kill your (first) HQ then 90% of the time he'll do it. The trick is to make it so costly for him that it gives you an advantage if he does.
Put your HQ's in cover, and separate them by a short grenade toss - if one gets swarmed then dump on it and fall back to the other. This is a very tough map to defend, but I think I'd have put two HQs in the office buildings opposite the central bunker, then blown away the surrounding buildings.
Also be careful of putting your HQs close to military buildings - if the spawn player takes them then he case mass safely in/behind the buildings and rush your HQs at a time of his choosing (which is what happened here).
2. Defensive setup
Think of your HQ as a splatter with a 20 second fuse that the spawn player can activate at any time. Don't set up next to it, especially if he starts reducing it with spikers - that's a golden sign that the fuse has been lit on that HQ.
3. Grenade discipline
By my count 11FPs of marines were killed or badly wounded by their own grenades. This always happens in marine/spawn games but it's worth testing your grenade thouroughly - the grenade prediction tool is a filthy dirty liar and wants all your men dead. Also be aware of where the spawn will be to try and avoid kickbacks, intentional or otherwise.
4. Lack of terrain modifiction
This requires that your HQs be in a more protected location of course, but I'd have spent the first two or three turns opening the approaches to it. It's a compramise between HQ protection from spikers and removing the cover for approaching spawn rushers.