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The most important thing to notice in the game is that you can PAUSE, and give commands durning the pause. This makes the game have a lot more strategy in it, as you can have perfect micro without high APM like in other strategy games.
If you are having a hard time at the beggining I would advise looking up one of the guides(written by me ^^) as sometimes new players don't notice some of the options available that make the game a lot easyer.
Then once you're done with those, you will end up with a good understanding of the game and likely able to do maps you previously thought yourself unable to beat.
The power of the PAUSE function cannot be overstated. It is a great boon on any difficulty level.
It's a very active game, really... this isnt one where you sit back and wait for stuff too much like in most TD games. Chances are if you're just sitting there, there's something you COULD be doing, you just... arent doing it. There's always something that needs building or moving or whatever. And you're expected to actively advance towards your targets, you dont just win after a certain amount of time like in so many other TD games (the Creeper never, ever stops coming until the Emitters are destroyed). The game gets pretty freaking complicated (as you can see in screenshots), BUT the campaign does a fantastic job of teaching you about each individual element. So if you just take your time, learn, and experiment, you'll do fine.
Also I'll echo what Pawel said above and say that being able to pause while still giving orders is super important. And part of what makes this approachable despite the complexity. You can do all sorts of cool tactics with super-careful timing, which is really satisfying to pull off.
you just have to learn how to do good in the early game and you're set. The only exception is farbor which has a time limit and is probably the hardest map in the campagin.