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Brutal Campaign Tip List/Guide - Page 2

Forum Index > StarCraft 2 HotS
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monad
Profile Joined March 2010
United States156 Posts
August 17 2010 19:53 GMT
#21
The liquipedia article on Welcome to the Jungle is already perfect. You basically need nothing but marauders, medics and the armory upgrades for turrets. You take the entire west side of the map by building 8-10 turrets inside each group of terrazine.
Archon_Wing
Profile Joined May 2004
United States378 Posts
Last Edited: 2010-08-17 21:44:19
August 17 2010 21:41 GMT
#22
The Devil's playground:

It's actually really easy once you realize that you don't have to be so stingy with your resources. Use your reapers to find the CC/miners up north and mine the gold minerals nearby. Reapers dominate everything in this mission aside from the occasional mutalisk and roach, but they're not really significant enough to be a threat-- some extra marines+ war pigs solve everything. Don't worry about mining out, just keep spending til you have about 2 dozen marines, around 10 reapers, some medics and mercs and then 1/1 ups. Once you're done with those mining areas, take the bottom 2 near your base and kill the brutalisk. At this point you can use your force to clear the southern Z base... send your reapers back if they start attacking your main, but 2 bunkers@ the main should hold off anything long enough til you return. You can build a turret or two if you are paranoid, but I never saw the need.

Once that happens, you pretty much just win. The brutalisk is a joke with some reaper micro and the southwestern expos are very safe now. The nearby pickups + expos give you way more than enough minerals. In fact I had to build extra buildings to keep myself below 8k so I could do the other achievements. If you want you can kill the top base for the scenic route secret achievement. If you're reaching 8k before you can finish these, build a ton of bunkers and salvage them later to finish.
Nothing witty here atm
Sqq
Profile Joined August 2010
Norway2023 Posts
Last Edited: 2010-08-17 22:25:27
August 17 2010 22:24 GMT
#23
Engine of Destruction tip: When Odin is smashing up the first base, wall up the top exit with depots and place 5-6 siege tanks there. You can now run this map at your own pace.
Dead girls don't say no.
dukethegold
Profile Blog Joined August 2009
Canada5645 Posts
Last Edited: 2010-08-18 06:19:34
August 18 2010 06:17 GMT
#24
My tip: get tanks asap and all the tank upgrades asap.

If desperate, spam tanks.

Welcome to the Jungle was my first brutal mission and it was the greatest pain in the ass mission. The only mission I had more trouble with was All In on Brutal. Due to the sealing, I was constantly forced to move my army forward and lose almost all of it every time. The key in the end, is to try to seal off the chokes with bunkers and turrets. Despite my maximum defense, Protoss still torn through all of it. Fortunately I managed to ninja my last canister carrying scv right through the Protoss army and won the game.
Sqq
Profile Joined August 2010
Norway2023 Posts
August 18 2010 06:20 GMT
#25
On August 18 2010 15:17 dukethegold wrote:
My tip: get tanks asap and all the tank upgrades asap.

If desperate, spam tanks.

Welcome to the Jungle was my first brutal mission and it was the greatest pain in the ass mission. The only mission I had more trouble with was All In on Brutal. Due to the sealing, I was constantly forced to move my army forward and lose almost all of it every time. The key in the end, is to try to seal off the chokes with bunkers and turrets. Despite my maximum defense, Protoss still torn through all of it. Fortunately I managed to ninja my last canister carrying scv right through the Protoss army and won the game.


You've obviously done something horribly wrong then
Dead girls don't say no.
dukethegold
Profile Blog Joined August 2009
Canada5645 Posts
August 18 2010 06:34 GMT
#26
On August 18 2010 15:20 Sqq wrote:
Show nested quote +
On August 18 2010 15:17 dukethegold wrote:
My tip: get tanks asap and all the tank upgrades asap.

If desperate, spam tanks.

Welcome to the Jungle was my first brutal mission and it was the greatest pain in the ass mission. The only mission I had more trouble with was All In on Brutal. Due to the sealing, I was constantly forced to move my army forward and lose almost all of it every time. The key in the end, is to try to seal off the chokes with bunkers and turrets. Despite my maximum defense, Protoss still torn through all of it. Fortunately I managed to ninja my last canister carrying scv right through the Protoss army and won the game.


You've obviously done something horribly wrong then


Yes, I did indeed do something wrong. I spend more time killing the seals than trying to mine the canisters. But I was as stubborn as a mule and refused to restart. In the end, I walled off the chokes and triple mine the gas clusters. That triggered an ass load of Protoss force who just walked through my defenses. Fortunately, SCV are warrior ninjas.
Catalyst
Profile Joined September 2008
Japan77 Posts
August 18 2010 07:24 GMT
#27
On August 18 2010 07:24 Sqq wrote:
Engine of Destruction tip: When Odin is smashing up the first base, wall up the top exit with depots and place 5-6 siege tanks there. You can now run this map at your own pace.
I walled BOTH sides with bunkers, supply depots, barracks, even a starport and tanks...and the Odin simply walked through them and onward, every single time.

If anyone has a video of this tactic working, I'd love to see it.
monad
Profile Joined March 2010
United States156 Posts
August 18 2010 07:45 GMT
#28
I have the feeling that the Engine of Destruction Odin blockage thing was ninja fixed in a patch. I really don't think it works anymore. He gets stuck for about 30 seconds and then he just walks over everything, I even tried a command center and he walked right through the middle of it.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
August 18 2010 16:58 GMT
#29
on The Dig, if you have planetary fortresses on both enterences, don't worry about lasering the archons, just kill the immortals and some of the colossus. Everything gets torn to pieces by 2 PF+6 tanks per side. Then it's just massing turrets all over so you don't have to laser anything but maybe a carrier on the air waves. I used a floating barracks to scout the 3 shrines for research, then just lasered the defenders then the shrine and ran an SCV there afterwards.

Leave engine of destruction until just before you go to char, ie do everything else first.
Doing this mission when you have access to sci-vessal/banshee/viking, with their upgrades and their merc versions available is an absolute joke, even on brutal
growl
Profile Joined January 2010
United States203 Posts
August 18 2010 17:36 GMT
#30
Personally I found Haven's Fall was made a lot easier by the fact i had spectres. I could nuke a lot of the developing infested colonies (except for one of them, I believe the 2nd one to start getting infested, because there was a spore crawler on the high ground). Just keep 1 or 2 spectres / ghosts around and start making a nuke when you get a notice that a colony is getting infested, then send your ghost/spectre there to nuke. This allows your bio/viking ball to develop and get upgrades without getting whittled down by the broodlord/muta/roach, which made rolling over the zerg bases incredibly easy. If you don't have spectres or ghosts, probably your best bet is to take a group of maybe 7-8 vikings or so and lure mutas at the developing bases into your bio ball, and pick off broodlords when you can.

Also I think someone mentioned this earlier, but I found turrets really useful in Welcome to the Jungle, since they damaged colossi, scouts and voidrays well, and that's really all the threat that exists in the enemy army save a few high templar. You should make use of bunkers (and salvage) and turrets to secure ground to get the last terrazine canister(s), so that your army doesnt get annihilated though. I also had better success when I went for a more goliath heavy build and kept the goliaths repaired, since really, goliaths can neutralize the air and colossi pretty well and can take the damage of storms if you micro back your rines, and a sizeable marine marauder medic makes the rest of the mission fairly easy.

For engine of destruction I just went marauder medic viking science vessel. I had a lot of trouble with the 2nd base, so I think banshees might make the mission a bit easier, but after the 2nd base the massive marauder count made the mission incredibly easy. Just keep 5 or 6 scvs following the odin and repairing, make sure to make science vessels when you have the gas, and bring your army back home in between bases. They will attack your base with marauders, hellions, reapers and banshees at different times so you'll want to bring your army home to keep your base safe.
SugarBear
Profile Blog Joined June 2010
United States842 Posts
August 18 2010 19:39 GMT
#31
Couple of notes:

On The Dig mission, it helps tremendously to get just 1 marauder with concussive shells in a bunker on the northwestern entrance and one on the ledge on the southeastern entrance. Then just mass tanks and turrets. I also target immortals over archons because tanks seem to easily take care of archons, and even if they get in range they don't do much damage to bunkers anyway.

The Great Train Robbery: I did this on brutal with just the one factory and two barracks. Get a nice medic/marine bio ball from your raxes while producing mostly diamondbacks but about 2 siege tanks early and then 2 more before the last train. Set up your tanks in the path of the marauder kill teams with your bio ball in front to easily take out both, then set up your tanks the same way for the last train. Don't even bother trying to avoid the seeker missiles because they won't do enough damage to your marines to kill that many, and you can take out his banshees with your remaining marines and the rest of his ground forces melt to the tanks.
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
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