StarCraft/Protoss mission 8: The Trial of Tassadar: Difference between revisions

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==Alternate Strategies==
==Alternate Strategies==
===Air Superiority.===
===Air Superiority===
Building and managing ground units can be a pain. With this scenario in particular, to attack the Stasis Cell with a large ground force you all but have to fight through one of the Furinax Tribe bases. If you don't want this, you can mount an air-only attack on the enemy. After setting up the initial defense, tech straight to Carriers and build about 12 each of Carriers and Scouts. This is going to take a gigantic amount of resources and time (you will need two Stargates as well), so if you can try to secure the lightly defended deposit on the right side of the map. You can attempt to steal resources from the other bases, but by the time you have enough Carriers to give a good fight, they'll probably have mined too much of it. Either way, secure enough resources to build the aforementioned fleet and upgrade Air Weapons, Air Armor, and Shields to level 3. Take the attack force '''plus the Hyperion''' and fly straight to the Stasis Cell. Chances are, you will not have destroyed many Arbiters if you took this approach, so prepare to see your entire force get frozen multiple times. To avoid this, have the fleet split into two or three groups that will not all get hit by a Stasis at once. When you get there, pound the Stasis Cell with everything you've got, including the Yamato Cannon; but do take the time to kill annoying Dragoons or Scouts if it looks like they are doing too much damage to your Carriers.
Building and managing ground units can be a pain. With this scenario in particular, to attack the Stasis Cell with a large ground force you all but have to fight through one of the Furinax Tribe bases. If you don't want this, you can mount an air-only attack on the enemy. After setting up the initial defense, tech straight to Carriers and build about 12 each of Carriers and Scouts. This is going to take a gigantic amount of resources and time (you will need two Stargates as well), so if you can try to secure the lightly defended deposit on the right side of the map. You can attempt to steal resources from the other bases, but by the time you have enough Carriers to give a good fight, they'll probably have mined too much of it. Either way, secure enough resources to build the aforementioned fleet and upgrade Air Weapons, Air Armor, and Shields to level 3. Take the attack force '''plus the Hyperion''' and fly straight to the Stasis Cell. Chances are, you will not have destroyed many Arbiters if you took this approach, so prepare to see your entire force get frozen multiple times. To avoid this, have the fleet split into two or three groups that will not all get hit by a Stasis at once. When you get there, pound the Stasis Cell with everything you've got, including the Yamato Cannon; but do take the time to kill annoying Dragoons or Scouts if it looks like they are doing too much damage to your Carriers.
===Backdoor Rush.===
 
===Backdoor Rush===
The last Ara Tribe base may look like it's pretty much closed off except for the one ramp used in the main walkthrough, but there is another way into it. Remember that ramp? Continue along the canyon there, and you'll come to another body of water. From here, go straight east until the edge of the map, and there will be a low ground area. To take advantage of this, you'll need Shuttles. Prepare a sizable air force (you need at least six Carriers and four Scouts), and a ground force with four Reavers, a dozen Zealots, and four Archons (if you can't afford these, replace with four Dragoons). You will need seven Shuttles to transport those ground units. Make your way around to the lower right corner of the map as stated above, and drop the ground units there. Go up the ramp and dispatch the Photon Cannons, and you will have a clear path straight to the Stasis Cell. Depending on how early you attempt this "rush", there could be a good number of Arbiters and Carriers waiting for you. The Reavers still do the heavy lifting with destroying the Cell here, so just do everything possible to protect them, even if it means sacrificing Carriers to draw enemy fire.
The last Ara Tribe base may look like it's pretty much closed off except for the one ramp used in the main walkthrough, but there is another way into it. Remember that ramp? Continue along the canyon there, and you'll come to another body of water. From here, go straight east until the edge of the map, and there will be a low ground area. To take advantage of this, you'll need Shuttles. Prepare a sizable air force (you need at least six Carriers and four Scouts), and a ground force with four Reavers, a dozen Zealots, and four Archons (if you can't afford these, replace with four Dragoons). You will need seven Shuttles to transport those ground units. Make your way around to the lower right corner of the map as stated above, and drop the ground units there. Go up the ramp and dispatch the Photon Cannons, and you will have a clear path straight to the Stasis Cell. Depending on how early you attempt this "rush", there could be a good number of Arbiters and Carriers waiting for you. The Reavers still do the heavy lifting with destroying the Cell here, so just do everything possible to protect them, even if it means sacrificing Carriers to draw enemy fire.


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