![]() Brown's troops will fall dormant and you won't have to worry about Torrasques anymore.Īlternatively, if you have a large group of Battlecruisers (6-8), you can fly to the north of the narrow pass, where you'll find only a few Spore Colonies and scourge. Once you're in range of the cerebrate, focus fire on it and it should fall quickly. Build up Siege Tanks and Marine/Medic groups with Science Vessel support, and slowly grind your way up through the base. Your BCs may not be the best option, though they'll do quite well at defeating the Torrasque, and you can use them to remove some of the Sunken colonies in your path. The brown cerebrate is well-defended from the air, with spore colonies lining the ridges, hydralisks scattered around the base, and devourers, whose acid spores make every attack all the more painful. The extra resources will be very useful, and if you can control the choke point to the east, you'll find it easier to catch Torrasques before they do too much damage. Now may be a good time to expand to the east, where your starting bunkers were. You'll take some damage, but as soon as the cerebrate dies, all its units go dormant, and the sunken colonies are finally vulnerable. Meanwhile, have your other air group draw fire and take out any mutalisks or hydralisks that threaten your BCs. Order your BCs to all use their Yamatos on the cerebrate and then swarm it for the kill. However, you can avoid almost all the colonies by following the high ground to the northwest of your base it will lead to an area just west of the cerebrate. If there's a spore colony in the way, two Yamatos will level it. Build at least 4 BCs and a group of Valkyries or Wraiths to cover them (Valkyries are better against massed air units, but wraiths will deal with pesky hydralisks on the ground.). Once your base is secured with bunkers and siege tanks, making sure to cover all the entrances, as you'll discover any weaknesses as soon as the Torrasque shows up, you can climb the tech tree towards Battlecruisers and Yamatos. Very rarely, a couple guardians will attack, so keep a few valkyries or wraiths handy to counter them. The occasional six-pack of hydralisks, a wave of zerglings, and sometimes a group of mutalisks to mix things up. Fortunately, the rest of their offense is fairly light. They can take out a bunker easily if they get close, but your siege tanks will get them first. However, once you destroy the other two, it will start to send Infested Terrans. The orange cerebrate is near the Overmind, and will mainly keep to itself. Make sure you have plenty of bunkers and siege tanks around your base, and expect to lose some a few times before you get the hang of it. The Torrasque is "a whole cargo-ship of whoop-ass," in your Marines' words, and will respawn every so often to rip apart your defenses. The brown cerebrate (northeast) will send out the Torrasque periodically. While there's a ring of unbuildable terrain around your base to stop you from doing anything stupid, you won't get any ground attacks out until that's dealt with. The red cerebrate (northwest) makes the sunken colonies around your base invulnerable. There are 3 cerebrates here, each with different powerful abilities. Nonetheless, to ensure victory over the Zerg, DuGalle orders you to take down the Cerebrates and the defenders as well as to bring Medics to the Overmind for Neurostim treatment. Duran is just starting his treachery against the UED, and he's out there somewhere. General DuGalle realizes that Alexei Stukov's plan to capture the Psi Disruptor instead of destroying it was the right plan. (optional) Kill Zerg Cerebrates to weaken the Overmind's defenses.Bring a Medic to each of the beacons surrounding the Overmind.3 Zerg Cerebrates (destructible w/1500 HP).General DuGalle (enhanced Battlecruiser shown on the cinematic).Torrasque ( severely enhanced Ultralisk, resurrected periodically).
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