One of my favorite boards. Just like the original, there's lot's of distractions and things to do, but whoever can rush the resources and hold them wins. If you think it looks confusing, watch a few replays of top players and you'll see some common strategies.
This map favors intelligent play. Lots of options are available for winning...pacing is usually pretty quick. For games that become defensive struggles, be sure to grab a siege tank to remove bunker obstacles and/or remove your opponent's income.
I love the concept and the multiple routes to play...it seems, however, that several of routes to win are far inferior than the rest......to compensate for this, I suggest limiting the number of attacks each turn to 5.
Certainly many routes to win. What I liked most about playing was the evolution of strategy, as players watched tape for counters. The rushing strategy works very well, and many neutrals remain at the end of the match. Though fog is essential, the Zerg rush strategy reduces the game, mostly, to a series of hunches. 10 for creativity and implementation, 4 for replayability.
This board does a pretty decent job of playing like a game of Starcraft. I'm legitimately impressed. You can actually Zerg rush opponents, after a fashion - just charge into an opponent's base at full speed early in the game. It might work. Or, you can go with a more defensive strategy and win that way, too. This board is well executed.