Enough of this Rush/Boom/Turtle dynamic. Halo Wars has a
different dynamic, which can be basically summarized as Tactical vs. Strategic. Each has a fairly distinct playing style.
Tactical: Has carefully planned build order, attempts to
rapidly gather a standing army before the enemy is prepared for it,
this can be anything from early Hogs to late Grizzlies. Economy is
neglected in favor of getting a standing army.
Strategic: Has no
real order, focuses on building up an economy as quickly as possible.
Doesn't bother to build a standing army, instead, observes the enemy in
order to evaluate when to drop a unit production facility or reactor,
then takes advantage of the durability of buildings and lockdown to
catch up. Attempts to figure out what unit the opponent is going for
and builds a counter for it.
In short, the Tactical player wants Tactical Superiority in the form of a standing army that can outfight the opponent and pressure their base. The Strategic player wants Strategic Superiority in the form of a strong base that can rapidly produce counters to most unit builds.
Most players will do some mixture of the above.
If a Tactical player fights a Tactical player, its generally a question of who can micro and outproduce the other one first. If neither of them gains decisive victory, they switch over to the Strategic mindset.
If a Strategic player fights a Strategic player, its going to be a long game, as neither player feels threatened enough to build an offensive military, instead getting what they need to capture bases. They will probably fight once they hit full pop.
If a Tactical player fights a Strategic player, the Tactical player will likely have to strike early and hard. This will have 3 possible outcomes, the Strategic player has their base overrun and destroyed, the Strategic player fends off the Tactical player but not without having their growth stunted to the point that both players have equal economies as well as militaries, or the Strategic players fends off the Tactical player without major losses and is then able to counter and flatten the Tactical player.
In short, the game isn't purely rushing or maxing out your pop, anything is possible. Even when players do rush, its quite possible that neither of them gains decisive advantage, so even if high skill tiers degenerate into Tactical vs. Tactical rushing, there will still be plenty of diversity.