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|Back on Tarsonis, a huge group of renegade Zerg have approached the swarm's location, as the UED seems to be testing the Overmind's abilities. Before the renegades attack and take control of some of the swarm's outposts, Kerrigan demands to take them down completely. They soon discover a new target... | |Back on Tarsonis, a huge group of renegade Zerg have approached the swarm's location, as the UED seems to be testing the Overmind's abilities. Before the renegades attack and take control of some of the swarm's outposts, Kerrigan demands to take them down completely. They soon discover a new target... | ||
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If you had been enjoying the absolutely abundant resources available to you in the past two missions, then this mission is a bucket of cold water to the face. It is not significantly more difficult than the prior mission (in fact, you might find this one slightly easier), but you start with a strong handicap: you begin with an effectively non-existent tech tree aside from a Spawning Pool | If you had been enjoying the absolutely abundant resources available to you in the past two missions, then this mission is a bucket of cold water to the face. It is not significantly more difficult than the prior mission (in fact, you might find this one slightly easier), but you start with a strong handicap: you begin with an effectively non-existent tech tree aside from a Spawning Pool and a Lair, and you have limited resources on your starting island. This mission will test your resource management skills, particularly since with the inclusion of the Devourer, you will be tempted to spend your cash on costly air units. | ||
Although technically you begin with a main base and four expansions ringing your main island, the comp quickly attacks all of them at once, wiping out the closer two, then the farther two back. They will later claim those resource nodes for themselves. Ignore this for now, and try to get as many of the units present out of the way if possible (particularly the Overlords. Get them to your main quickly, except for maybe those on the VERY top and the VERY bottom. They usually do not get attacked at all, and will greatly serve scouting purposes). At the same time, use the breather afforded by the computer's focus on the expansions to get your economy moving. | Although technically you begin with a main base and four expansions ringing your main island, the comp quickly attacks all of them at once, wiping out the closer two, then the farther two back. They will later claim those resource nodes for themselves. Ignore this for now, and try to get as many of the units present out of the way if possible (particularly the Overlords. Get them to your main quickly, except for maybe those on the VERY top and the VERY bottom. They usually do not get attacked at all, and will greatly serve scouting purposes). At the same time, use the breather afforded by the computer's focus on the expansions to get your economy moving. | ||
Now here's the tricky part. You need to rebuild your tech tree while both maintaining a decent base defense and preparing an attack to reclaim the expansions. Start by building another Hatchery while you are re-assembling your base, bringing the total number of Hatcheries/Lairs/Hives up to three. At the same time, start placing Sunken and Spore Colonies closely around your more important structures, but don't go overboard; 4-5 Sunkens each for both of your starting Hatchery and Lair, along with 4 Spore Colonies each, is about as much as you can spend without severely straining your economy | Now here's the tricky part. You need to rebuild your tech tree while both maintaining a decent base defense and preparing an attack to reclaim the expansions. Start by building another Hatchery while you are re-assembling your base, bringing the total number of Hatcheries/Lairs/Hives up to three. At the same time, start placing Sunken and Spore Colonies closely around your more important structures, but don't go overboard; 4-5 Sunkens each for both of your starting Hatchery and Lair, along with 4 Spore Colonies each, is about as much as you can spend without severely straining your economy. Start upgrading the Hydralisk upgrades, along with the Lurker Aspect research. The Lurker Upgrade is particularly useful; positioning as few as 3 Lurkers on the south and north ends of the "ridge" that sits in the middle of your island is a major help in dealing with the Computer's drops. You start off with some air units, but several more Mutalisks are highly helpful; generally speaking, the greatest danger you will face from the air to your base is in the form of groups of 5-6 Guardians at most (and usually not that many). At the same time, upgrade the Overlord's Pneumatized Carapace and Ventral Sacs upgrades; your first attack will be a drop. Queens are also highly helpful in this mission, with their inbred Parasite ability. | ||
Once you have at least 24 Hydralisks and 6-8 Lurkers, pick either the top peninsula or the bottom peninsula to reclaim from the enemy Zerg. They established bases there, so prepare for some resistance in the form of Zerglings, Hydralisks, Lurkers, and even some Ultralisks at worst. Just make sure to take full advantage of your Lurkers; since they won't harm your own units, use them to cover a retreat of your Hydralisks if necessary, and to wipe out waves of weaker Zerg ground units. Start with clearing the back base of whichever peninsula you choose, and sweep westward to destroy the second base. While you are sweeping forward, re-inforce your attack force with new Hydralisks and IMMEDIATELY start building a Hatchery at the newly cleared back base - by now, you are probably both nearly dry on minerals and sucking fumes from your starting geyser, so get the Hatchery up and running, and build a Nydus Canal to your main base. Re-inforce it with a few Sunken and Spore Colonies back up by some burrowed Hydralisks to help kill any pesky Guardians. After wiping out the westmost base on either peninsula, you'll come to a chokepoint leading to said peninsula, whether a ramp or pathway. Burrow at least five Lurkers on the pathway - the comp is not quite sophisticated enough to stop this tactic unless they happen to bring an Overlord by chance, so it will help slow down attacks by ground from either of the two big Zerg enemy bases. | Once you have at least 24 Hydralisks and 6-8 Lurkers, pick either the top peninsula or the bottom peninsula to reclaim from the enemy Zerg. They established bases there, so prepare for some resistance in the form of Zerglings, Hydralisks, Lurkers, and even some Ultralisks at worst. Just make sure to take full advantage of your Lurkers; since they won't harm your own units, use them to cover a retreat of your Hydralisks if necessary, and to wipe out waves of weaker Zerg ground units. Start with clearing the back base of whichever peninsula you choose, and sweep westward to destroy the second base. While you are sweeping forward, re-inforce your attack force with new Hydralisks and IMMEDIATELY start building a Hatchery at the newly cleared back base - by now, you are probably both nearly dry on minerals and sucking fumes from your starting geyser, so get the Hatchery up and running, and build a Nydus Canal to your main base. Re-inforce it with a few Sunken and Spore Colonies back up by some burrowed Hydralisks to help kill any pesky Guardians. After wiping out the westmost base on either peninsula, you'll come to a chokepoint leading to said peninsula, whether a ramp or pathway. Burrow at least five Lurkers on the pathway - the comp is not quite sophisticated enough to stop this tactic unless they happen to bring an Overlord by chance, so it will help slow down attacks by ground from either of the two big Zerg enemy bases. |