StarCraft: Brood War/Zerg Mission 10: Omega: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
→‎Walkthrough: Capitalization for Unit Names
(→‎Walkthrough: Capitalization for Unit Names)
Line 13: Line 13:
This mission is quite difficult, although arguably not as difficult as Zerg Mission Eight "To Slay The Beast." You are surrounded on all side by enemies - Two Terran foes in Mengsk and DuGalle, and a powerful Protoss enemy in Artanis's forces. On the brighter side, however, you start off with a considerable amount of minerals, and your base is not wholly indefensible in spite of having three entrances. This walkthrough will show you the most straightforward method for winning this mission.
This mission is quite difficult, although arguably not as difficult as Zerg Mission Eight "To Slay The Beast." You are surrounded on all side by enemies - Two Terran foes in Mengsk and DuGalle, and a powerful Protoss enemy in Artanis's forces. On the brighter side, however, you start off with a considerable amount of minerals, and your base is not wholly indefensible in spite of having three entrances. This walkthrough will show you the most straightforward method for winning this mission.


The first thing to be done on this mission is to get your starting drones mining, and building the next generation of drones at your two hatcheries and 1 hive. This first group should go to mining; a continuously strong stream of resources is crucial to this mission, and ultimately you want at least 2 drones to each mineral patch, along with four drones on the vespene geyser.  
The first thing to be done on this mission is to get your starting Drones mining, and building the next generation of Drones at your two Hatcheries and 1 Hive. This first group should go to mining; a continuously strong stream of resources is crucial to this mission, and ultimately you want at least 2 Drones to each mineral patch, along with four Drones on the Extractor.  


With the second group of drones built, send part of them to collect resources while sending the others to build sunken colonies at each entrance to your base. You'll want at least two at each entrance before the Three Enemies come knocking at your door (and they will, and fast, although their first attacks won't consist of more than a couple of marines, firebats, ghosts, zealots, and maybe dragoons).  
With the second group of Drones built, send a few of them to collect resources while sending the others to build Sunken Colonies at each entrance to your base. You'll want at least two at each entrance before the Three Enemies come knocking at your door (and they will, and fast, although their first attacks will not be very big). Expect the UED to bring 4 Marines, a Medic and a Goliath, Artanis to bring two Zealots and a Dragoon, and Mengsk to bring 4 Marines and 2 Firebats in that order. One thing I noticed is that after this first wave, there usually is a lull for a couple minutes in attacks. Don't depend on it, but use it to your advantage if it occurs. You need to get at least six Sunken Colonies at each entrance to your base (with an Overlord for detection), in addition to one on the southeast "prong" of the fork that the platform you start on makes around the northeast entrance to your base. You also need to build more Spore Colonies; they tend to be strongest in groups, so every other or every 2nd Spore Colony, I strong suggest building four more right next to it. That should be enough to handle the immediate air threat you will face (namely, Mengsk's annoying groups of 10-12 Wraiths, the UED's Battlecruisers, and the Protoss's Scouts).  


One thing I noticed is that after this first wave, there usually is a lull for a couple minutes in attacks. Don't depend on it, but use it to your advantage if it occurs. You need to get at least six sunken colonies at each entrance to your base, in addition to one on the southeast "prong" of the fork that the platform you start on makes around the northeast entrance to your base. You also need to build more spore colonies; they tend to be strongest in groups, so every other or every 2nd spore colony, I strong suggest building four more right next to it. That should be enough to handle the immediate air threat you will face (namely, Mengsk's annoying groups of 10-12 wraiths, the UED's battlecruisers, and the Protoss's scouts).  
One trick with base defense on this mission is to research Burrow at a Hatchery, get a group of 12 Hydralisks, and burrow 1 such group out in front of your Sunken Colonies at each entrance. Place an Overlord nearby (incidently, start researching the Fast Overlord upgrade ASAP) for detection. When Mengsk sends a ground force including two Tanks, or the Protoss sends a Reaver with their ground attacks, you can unburrow the Hydralisks and quickly kill the Tanks/Reavers before either helping to finish off the rest of the force, or re-burrowing them. Oddly enough, they tend to be far more effective than Lurkers, since the computers will immediately scan for Lurkers if they attack, whereas they won't scan for burrowed units even if you just attacked them with such units.


One trick with base defense on this mission is to research Burrow at your hatcheries, get a group of 12 hydralisks, and burrow 1 such group out in front of your sunken colonies at each entrance. Place an overlord nearby (incidently, start researching the Fast Overlord upgrade ASAP) for detection. When Mengsk sends a ground force including tanks, or the Protoss send a reaver with their ground attacks, you can unburrow the hydralisks and quickly kill the tanks before either helping to finish off the rest of the force, or re-burrowing them. Oddly enough, they tend to be far more effective than lurkers, since the computers will immediately scan for lurkers if they attack, whereas they won't scan for burrowed units even if you just attacked them with such units.
Make sure to keep an eye on your base throughout this entire mission. Mengsk generally has three different types of attacks in this mission: 2-3 Tanks with about 4-6 Ghosts, 6-8 Marines, and 4-6 Firebats; air attack groups of 10-12 Wraiths; and Nukes that usually come three in a row. Mengsk is particularly fond of nuking your Spore Colonies, so make sure to IMMEDIATELY have detection on the ramp leading from the west (from his base) so that you can kill the ghost before the nuke drops. A good idea is to have an Overlord patrol back and forth. The Protoss attacks will generally be stopped by a good set of Sunken and Spore Colonies, but you will need to deal with the occasional Reaver, as well as a very nasty combination of Corsairs casting Disruption Web on your Spore Colonies while groups of Scouts attack them later in the game. DuGalle, if you let him live long enough, will send two types of attacks: mixed Marine/Goliath/Medic forces (and these get EXTREMELY nasty late game if you let him live long enough) and Battlecruisers. The Battlecruisers can be handled by the Spore Colony clusters, but you will need to be careful with them, and with anti-ground base defense on the northeast entrance to your starting base.  


Make sure to keep an eye on your base throughout this entire mission. Mengsk generally has three different types of attacks in this mission: 2-3 tanks with about 12 ghosts, 10 marines, and 6-12 firebats; air attack groups of 10-12 wraiths; and nukes. Mengsk is particularly fond of nuking your spore colonies, so make sure to IMMEDIATELY have detection on the ramp leading from the West (from his base) so that you can kill the ghost before the nuke drops.The Protoss attacks will generally be stopped by a good set of sunken and spore colonies, but you will need to deal with the occasional reaver, and a very nasty combination of Corsairs casting Disruption Web on your spore colonies while groups of scouts attack them later in the game. DuGalle, if you let him live long enough, will send two types of attacks: mixed marine/goliath forces (and these get EXTREMELY nasty late game if you let him live long enough) and battlecruisers. The cruisers can be handled by the spore colony clusters, but you will need to be careful with them, and with anti-ground base defense on the northeast entrance to your starting base.  
While the above defensive matrix is being set up, you need to get at least one more Hatchery at your main base, so you can build forces of 12 units at a time (More is even better. Just remember that the more Hatcheries you have, the faster reinforcements can be built and sent). Start getting upgrades for Hydralisks, and build a second Evolution Chamber so that you can research Zerg Missile Attack Upgrades as well as Carapace upgrades. At the same time, I would definitely recommend you start building Queens.


While the above defensive matrix is being set up, you need to get at least one more hatchery at your main base, so you can build forces of 12 units at a time (More is even better. Just remember that the more hatcheries you have, the faster reinforcements can be built and sent). Start researching the upgrades for hydralisks, and build a second Evolution Chamber so that you can research Zerg Ranged Attack Upgrades as well as Carapace upgrades. At the same time, I would definitely recommend you start building queens
At the same time as that, start churning out 12 or more Hydralisks at a time. Hotkey them into groups of 12, then take them to the northeast entrance, the one that faces the UED and into which they usually funnel their ground attacks (ENORMOUS groups of marines with goliaths). Burrow them down the ramp, in order to save space. I strongly suggest that you prepare at least 7 force groups of hydralisks (12 each, for a total of 84)for your first wave of attack on the UED.  
 
At the same time as that, start churning out hydras 12 or more at a time. Hotkey them into groups of 12, then take them to the northeast entrance, the one that faces the UED and into which they usually funnel their ground attacks (ENORMOUS groups of marines with goliaths). Burrow them down the ramp, in order to save space. I strongly suggest that you prepare at least 7 force groups of hydralisks (12 each, for a total of 84)for your first wave of attack on the UED.  


Do you have your groups? Here's where the fun begins. Unburrow your units, and sent them in the northeast direction towards the heart of the UED base (which lies in an alcove near the top-right corner). You will have to move your force groups north and then to the right in a kind of hook shape, although you can avoid this if you simply have your hydra groups use the 'attack' command to attack anything on the way to the heart of the UED base.  
Do you have your groups? Here's where the fun begins. Unburrow your units, and sent them in the northeast direction towards the heart of the UED base (which lies in an alcove near the top-right corner). You will have to move your force groups north and then to the right in a kind of hook shape, although you can avoid this if you simply have your hydra groups use the 'attack' command to attack anything on the way to the heart of the UED base.  
166

edits