You need a lot of Marines around to kill BCs, but when it's time to go against the Tanks, well. Let Turrets and anyone in bunkers fire away at the enemy while you Sensor Sweep an area so that any remaining units can kill the Ghosts. These Ghosts will Lockdown all your mechanical units (bye-bye Tanks and BCs), Cloak to wreak havoc, Nuke your buildings, and worst of all, they'll be supported by their own Tanks and BCs so that your Lockdowned army is powerless against them! This is easily the hardest attack to counter, since you don't have much of anything to counter it effectively. The more realistic solution here is to use three SCVs to hold off the destruction of the Turret as long as possible while other Turrets fire at the BCs. which gets hard, since the perimeter of a Turret is only so large. If the two attack the same Turret, you need all four SCVs to repair it at the same time. This ensures that your repair rate is faster than the BC's attack rate, so the Turret is left intact as it pounds over and over into the Battlecruiser's hull until it's destroyed. Now, if each Battlecruiser attacks a different Turret, simply have two SCVs repair each Turret. You need two Missile Turrets and four SCVs. Countering a couple of BCs is pretty easy. Blizzard saved that for the expansion, Brood War. Thankfully, they won't send in a fleet of 28 Battlecruisers at once. Bunkers are of no use (Tanks in Siege Mode have longer range than anything else in the game), and so are all other ground units. You'll lose a few, but the more you have, the faster you can vanquish these attacks. pretty much the only way to counter the Tank-Goliath (or even Tank-only) attack, apart from using Battlecruisers, is having more Tanks than them. Neither enemy likes Vultures, so they won't use them much (or at all). This is a multiplayer term for Siege Tanks, Vultures, and Goliaths. This is also one of the few attacks where infantry in Bunkers is better than nothing at all. In addition, have a Science Vessel or two cast Irradiate on a unit in the midst of the wave for some free kills. Also, you need some air units (preferably any Battlecruisers you might have built, but heck, Wraiths are better than nothing) to target those Firebats. For this, you must have a lot of Siege Tanks ready to deal splash damage to them, but un-Siege each tank and have it retreat as soon as something closes up to it. The huge number of Firebats they throw in annihilates buildings and slow-moving ground targets, while the Marines get everything else. Here are some common things the computer might try and their counters: Speaking of countering, you might need help against the huge enemy onslaughts. then you may build some structures out here. All nuclear strikes come from the direction of the White base (aka the northeast entrance), so build about three Turrets far along the route so that the enemy will target those instead of coming all the way to your base. A problem when trying to defend your base is Nukes, but there's a way to counter this. Also, have an SCV go down the path from the southwest entrance, and you'll find an area large enough for a Science Facility, Physics Lab, and some Supply Depots. If you run out of space, here's what you do: there's a small area if you track a bit southeast of the spot where you destroyed the small Red force in the beginning. Barracks should make Marines, Factories should make Goliaths and Siege Tanks (little of the former and lots of the latter), and Starports should make Battlecruisers, Science Vessels (only two of them), and Dropships (seven or so). It's a good idea to have all Barracks, Factories and Starports you have produce units constantly. Also, consider building two Factories to speed up production. You have a lot of resources at your disposal, so tech up quickly. Then start building out little by little. You'll need the fast flow of resources to stay on top of things. Build up your base for a while as you've been doing until now, but in this mission don't be afraid to build 20 SCVs. Then put both groups ABOVE the ramp so that they have further sight range. Put your SCVs to work, and put the conveniently placed infantry into two equal groups of 8 Marines and 1 Firebat each. Anyway, you start out in a very small low area. It can also get very frustrating when the huge enemy armies crush your towns over and over again as you rebuild them. This mission will certainly be tougher than anything you've played so far. But before the fleet can evacuate you, you must disable an Ion Cannon to ensure its safety. Raynor is outraged at Mengsk for betraying Kerrigan and decides to leave the Sons of Korhal for good (and he's taking you along). Ion Cannon (destructible structure w/2,000 HP) Terran Science Vessel (Confederate Alpha Squadron).
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