StarCraft/Zerg mission 9: The Invasion of Aiur: Difference between revisions

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==Securing the Expansion==
==Securing the Expansion==
Once you have the requisite force, take them plus a couple Overlords (hopefully their speeds have been upgraded) over east. Take out the Pylons and Photon Cannons along the way, plus any Dragoons that might be guarding. When you reach the expansion (it's near a body of water), get busy building the outpost. The gas from this location will allow you to build your army. Keep the Hydralisks stationed here, and make new ones for use elsewhere. Also, if you like, build Nydus Canals to connect your bases for speedy unit transfer.
Once you have the requisite force, take them plus a couple Overlords (hopefully their speeds have been upgraded) over east. Take out the Pylons and Photon Cannons along the way, plus any Dragoons that might be guarding. When you reach the expansion (it's near a body of water), get busy building the outpost. The gas from this location will allow you to build your army. Keep the Hydralisks stationed here, and make new ones for use elsewhere. Also, if you like, build Nydus Canals to connect your bases for speedy unit transfer.
You should make sure you take out the Teal Protoss base before moving on; they will attack you the most aggressively in the early points of the game. They only have ground weapons, which makes the use of Mutalisks and Guardians an ideal choice. You do have to watch out for Orange (Auriga Tribe)'s attacks, however. Orange will attack you with both ground and air units, sometimes involving an Arbiter. Do not worry about the Yellow though; they won't attack your base unless you drag their units there.
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==The Buildup==
==The Buildup==
You should be at Hive tech by now. Start building lots of units; you'll need a force that's a bit larger than the size of the final force at the end of the last mission. This means 12 each of Hydralisks, Guardians, and Mutalisks, anywhere from 24 to 48 Zerglings, half a dozen Ultralisks, a couple Defilers, and 12 Scourge. The Scourge are there solely to counter Carriers, the most powerful Protoss unit. These things carry up to eight Interceptors in their hangars, which swarm and swarm until there's nothing left to kill. Obviously, this makes them very dangerous, but Scourge deal 110 damage per suicide; that means theoretically, five or six Scourge can destroy one. But because some get killed while trying to crash into the Carrier, it's a good idea to throw more than that at one. When you actually do meet one and spend your Scourge on it, quickly build more from your bases; you don't want to let other Carriers live long enough to do damage.
You should be at Hive tech by now. Start building lots of units; you'll need a force that's a bit larger than the size of the final force at the end of the last mission. This means 12 each of Hydralisks, Guardians, and Mutalisks, anywhere from 24 to 48 Zerglings, half a dozen Ultralisks, a couple Defilers, and 12 Scourge. The Scourge are there solely to counter Carriers, the most powerful Protoss unit. These things carry up to eight Interceptors in their hangars, which swarm and swarm until there's nothing left to kill. Obviously, this makes them very dangerous, but Scourge deal 110 damage per suicide; that means theoretically, five or six Scourge can destroy one. But because some get killed while trying to crash into the Carrier, it's a good idea to throw more than that at one. When you actually do meet one and spend your Scourge on it, quickly build more from your bases; you don't want to let other Carriers live long enough to do damage.
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