Nydus worms have 300 hp (normal) / 400 hp (hard) / 500 hp (brutal). You can cloak, shift-click, and preset an attack route for your banshee pack (avoiding the spore crawlers), allowing you to focus on your macro, but it is still important to closely micro them, as you can turn around after a few seconds and find that your banshee force has disappeared after getting detected by an Overseer. Both the missile and double cloaking time Armory upgrades are very useful here. ![]() The Artifact will then be recharged by the time the next wave of Nydus worms hit.įive banshees are a large enough hunting pack on normal (with your three starting and two merc hires, they can two-shot a Nydus worm) and about eight should be enough for brutal. As Nydus appear periodically in bunches, it can be helpful to save up a nova for them, then set it off as soon as they are all finished spawning, destroying most or all of the Nydus and their attack waves. Nydus worms will spawn more units and higher tier units the longer they remain alive. ![]() If you're planning on using the artifact very often, then focus on destroying Nydus worms that won't already die in a nova. Make a group of banshees to seek and destroy Nydus worms. Keep a few science vessels near tanks for repairs. If you run out of room on the cliffs for psi disruptors, try placing more just below the cliff by your merc compound. Psi disruptors slow and bunch up the zerg attackers, increasing splash damage from your tanks. A second factory may be necessary to get a critical mass of tanks. Turrets help by killing the overlords that would otherwise give vision to ranged ground units. Siege tanks and turrets on your high ground are very effective. Planetary Fortresses can train SCVs on site to auto-repair them. ![]() Wall-in with bunkers/depots/turrets, and ideally a Planetary Fortress close to each ramp leading to the Artifact, as Kerrigan will choose to engage them but, with SCV's repairing, they are almost impossible to destroy. Pull your eastern defenses closer to your base, so you only have two choke points to hold. With the Zerg Air neutralized, this mission almost becomes a cakewalk (almost.) This is essentially pure defense against ground, and with an invincible wall-in involving Bunkers, Siege Tanks, Banshees, Planetary Fortresses, and Psi Disruptors (if you have them), your only real concern becomes Kerrigan.įirst off, don't try to hold the two chokes as far forward as they are. If you did Shatter the Sky, then you'll have to deal with the Nydus Worms, and you should refer to that section. If you did Belly of the Beast, then you'll have to deal with the Zerg Air, and you should refer to the appropriate section. There are two versions of All-In that you can play, depending on whether you did Belly of the Beast or Shatter the Sky.
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