:
Captain, with the Psi Disrupter's signal hampering the Zergs' communications to one another, the Swarms over Char have scattered in disarray, allowing the fleet to penetrate to the planet's surface. However, there is still a considerable number of defenders nestled around the fledgling Overmind.
:
Alexei was right. The Disrupter is the key to victory here.
If I had destroyed the machine as Duran suggested we would never have made it this far... Nevertheless, the time is upon us, Captain, to do what we came here for. We will claim the Overmind in the name of Humanity!
:
Be advised, Captain: our sensors have identified three cerebrates who constitute the core of the Overmind's defenses.
Each cerebrate's distinct capabilities are still unknown, so proceed with extreme caution.
:
Launch your forces and let not a Zerg survive! Once you have reached the Overmind and crushed its defenders, you are to send in specially trained medics who will pacify the creature with potent Neurostim drugs. Only then will our victory be assured.
And Captain, remember that Duran is still out there somewhere. I'd venture a guess that his treachery has only just begun. Be careful and good luck.
I am sure that this will be our finest hour.
Objectives :
- Bring a medic to each of the beacons surrounding the Overmind
- Kill Zerg cerebrates to weaken the Overmind's defenses
We start the last mission of UED campaign with a quick interruption. The three bunkers nearby are being attacked by the Sunken Colonies. We are being told, that the enemy's Hive is making them full of energy. In practice it means, that I can't destroy them right now. I'm surrounded by them and need to destroy the red dot on the northern west that you can see on the map. It's not that bad at the beginning, since there is still a lot of space, and I can make more than enough buildings. Judging from the distance it would be a good move to make it my first target once I've built the base.
What is the most important thing, is that you must make the defense, even the most basic - a bunker plus a couple Marines because the attacks start really quick. Each Zerg brood has the preferred batch of units that he moves towards our base. The red one is dropping and burrowing Hydralisks and Zerglings nearby, and rushes into our positions. Dangerous at the beginning, but after I had the Tanks and buffed ground soldiers plus Medics they weren't a big problem. The problem is with other two broods - brown and orange. I tell you about them soon.
First attack, and I had to use SCV to help my Marines. Unfortunatelly, the Bunker was still destroyed due to the next raid of Zerglings that came after that.
Now that I have two bunker in the north I build another one on west. Sometimes the Zergs are splitting up their squads and try to attack at the same time fro different directions. It's good to keep my workers safe, and the Bunkers aren't expensive.
All right, time to build two Factories. This is the minimum for the mission. Keeping the production of Tanks and Goliaths is crucial. Same goes for the Barracks. I make some Turrets near each Bunker. The Mutalisks have began attacking, and as I expect the worst, it means Guardians later on.
At first I thought that Marine is exaggerating but no. The unique Ultralisk will make you sweat once you have to confront him. This fucker is tough as nails, has an upgraded damage, health, and his armor/crust is way better. He can survive the ongoing blasting from many Tanks, and he is really quick considering how huge he is. His name is Torrasque. Learn it well. For it's the chilling sound of your doom, if you aren't prepared.
I had to move all my buildings to the west to let the Tanks attack him every time he shows up. Also, air support is a must. I've never made Battlecruiser so early but it's necessary to give all other units some advantage and soften him a little bit before he is near the base. Torrasque has a couple of favourite attack points. In the beginning it's mainly the north east. He likes to rush to SCV's and killing them. The key here is to engage in combat with him, any unit is ok. Even Marine will suffice. Torrasque will start rushing immediately. He is a great motivator for upgrading the damage of both troops and vehicles, believe me.
In one instance, he changed his mind and attack the lonely Bunkers that were attacked in the beginning near the mineral field. As you can see he is really having a great time here. The good thing, is that he is only a single unit. The bad is obvious - you will be constantly reminded that he respawned. And then he rushes, and he won't stop killing unless I kill the Cerebrate there. But as I said, I have an easier way with the red Zerg, who is closer.
The attacks are now very quick and bigger in numbers. I put most of my resources to make a strong fleet consisting only of Battlecruisers and Science Vessels for detection of Defilers and Lurkers.
Time to unleash hell.
Very important - I can't rush through the base. While this Zerg doesn't like Mutalisks so much, he has many Hydralisks buried beneath.
Excellent news, one problem has been resolved. I finally can reclaim some land from now on. I destroy some of the Sunken Colonies which remained.
I make another base, where the three bunkers were situated. The Torrasque is still haunting me, but here it's really easier to defend. You can see a part of the hill on the right. I've moved some Tanks on the hill, and left Bunkers plus Science Vessel to scout the area. If the Ultralisk goes here, he will be blasted from below, and the Battlecruisers plus soldiers can finish him really quick. Still, he sometimes likes to take a longer walk and move to a first base though. It's like flipping a coin.
I move all the Battlecruisers into the south east. The brown Brood has many Spore Colonies and uses Scourge as well. I had some Tanks earlier who were blasting the Colonies, but the enemy isn't stupid and uses the Queens to spawn Broodlings, so I evacuated them early on. I need to repair all my ships. It was worth it though, the Vespene Gas reserve here is huge, and I still got some minerals left. Not to mention, that I have a quicker route to the Hive.
Here, I used Tanks, plus some Marines/Medics who were dispatched on the hills and were helping with destroying Spore Colonies. Later on, with more clean air road I moved my Battlecruisers to deal with the resistance and finally kill another Cerebrate and say adieu to the wretched Torrasque.
I move my Tanks and Goliaths to the second base. The last remaining Zerg is sending to me big numbers of Mutalisks and Guardians, like he knows what is coming for him.
I build many Turrets which will defend my last additional Command Center.
I've dealt with the biggest problems for now. I can now check part of the map, to see how big the base of the orange brood is.
Holy molly, the red Zerg really had his ground checked in case of any intrusion. The base of the remaining forces that I need to defeat is scattered as well through the big patch of land. I need to concentrate on the Cerebrate and forget the rest for now. South east seems to be the best starting position.
I've used some Tanks and Goliaths to clean the entrance. After that my fully upgraded Battlecruisers massacred the Hydralisks burrowed beneath. I have a clean shot right now. This Cerebrate is going down. I need to be quick because probably reinforcements will come really quick.
Swee, all of the Zergs are now destroyed. Operation full clean initiated.
During my preparations, since I don't remember what to expect at the end I pull most of my forces into the place where Overmind is located. Just in case. My Battlecruisers and Tanks are destroying the remains of the Zerg structures in this region.
Mission accomplished, or so I thought!
For now Kerrigan and Duran are running away. We have chained the beast, and the bittersweet victory is ours to celebrate.
I love this 50's era monster movies tribute in the UED ending.
R.I.P Admiral Alexi Stukov. It's a shame, that we weren't given the opportunity to lead him in the battle.
Next stop - Zerg campaign. I wonder what is Kerrigan preparing for others in her twisted mind.