Hercules drop for the win, make sure to bring scv’s along to repair themĮngine of Destruction (120,000+30,000 credits) Highly recommended to pick this mission, otherwise will have to wait for tech reactors Make missile turrets for defense, splash upgrade will shred mutalisks Ghosts dominate this mission can nuke virophages and snipe brood lords Haven’s Fall (125,000, complete protoss research+20,000 credits) Godsend for repairing bunkers and missile turretsĬutthroat (120,000 credits, 3 protoss research)Ĭan beat mission early by Hercules dropping ghosts with nukes at back of Orlan’s base To make the most of ghosts, assign same hotkey for “Choose Ability or AI Target” and snipe this enables rapid casting and makes ghosts far deadlier than spectresĪnother reason ghosts are better is range upgrade, they can attack enemy behind other ranged units Tank mercs for defense, bio ball with goliath support to run around map Orbital command and automated refineries make this mission much easier Welcome to the Jungle (120,000 credits, 3 protoss research) Hive mind is too cheesy for my taste, but it’s the easiest way to beat All In air Hive Mind Emulator/Psi Disruptor - 25 zerg research In Utter Darkness - (3 protoss research, complete zerg research+20,000 credits) Whispers of Doom (3 protoss research, 3 zerg research)Ī Sinister Turn (3 protoss research, 3 zerg research)Įchoes of the Future (2 protoss research, 4 zerg research) Make lots of missile turrets around drill Planetary fortresses useful in holding off enemy, but not necessaryĮxpanding is optional, should have plenty of resources if you minimize losses The Dig (120,000 credits, 3 protoss research) Repair damaged diamondbacks between trains Use marines and marauders with medics as meat shield for diamondbacks One factory producing diamondbacks with bio support can win without expanding The Great Train Robbery (110,000 credits, 3 zerg) If you want perdition turrets instead, then maybe skip advanced construction later Reapers+stimmed marines and medics can stay out at night clearing buildings The Devil’s Playground (110,000 credits, 3 zerg)Ĭan build bunkers on low ground to guard scv’s and salvage them when lava rises Smash and Grab (110,000 credits, 4 protoss research) The Evacuation (100,000 credits, 3 zerg research) Zero Hour (55,000 credits, 3 zerg research )īunker Capacity Upgrade - 50,000 research The goal is to constantly go after units and upgrades that help with subsequent missions and both versions of All In. I've been theorycrafting over the past week about the most optimal way to get through the campaign (without too much cheesing). There is an incredible amount of freedom and meaningful choices, even when compared with subsequent campaigns. Wings of Liberty is still my favorite RTS single-player campaign of all time.
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