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[G] Beating Brutal Campaign

Forum Index > StarCraft 2 HotS
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Adder
Profile Blog Joined July 2010
United States31 Posts
Last Edited: 2010-07-30 01:01:49
July 29 2010 05:41 GMT
#1
Also available on my TL blog.

I've just beaten the entire campaign on brutal difficulty (including the alternate branches) and figure I'd share tips from some of the harder missions in case anyone is having trouble.

Everything is protected by a spoiler tag, so you can avoid the ones you don't want to see.

The Dig
+ Show Spoiler +

This mission sucks. The key is using your laser cutter to kill enemies. Target templar->colossi->immortals in that order. You might need to target archons too in the early game. Always target the first wave that comes out first, as waves that come out after it pause for longer before attacking. DO NOT WASTE BEAMS ON REGULAR UNITS. You'll get stuck having your beam shoot a ton of stalkers when it could be speeding up the map or hitting more valuable units. All the regular ground guys die to siege fire anyway.

For the southeast, I walled in the area north of the expansion with planetary fortresses, siege tanks and scvs. The area to the northwest is much harder- bunkers and siege tanks were the best I could come up with. Remember to manually target templar that avoid your beam with your siege tanks.

I tried breaking the protoss with attacks to get the building kill achievement, but it proved far too difficult. Just wall in.


The Great Train Robbery
+ Show Spoiler +

The key here is the diamondbacks. You get a few to start, and you should immediately seek out the other diamondbacks on the map with them (they're fairly easy to find, as they reside on small plateaus around the sides of the map).

With your main ground army that isn't a diamondback, go NW of your base and clear the expo. You'll need this soon enough.

The first few trains can be handled by diamondbacks alone.

The next few trains you can bunker up at the and hold down with a bio army and diamondbacks at the intersections of the North/Middle tracks and the Middle/South tracks.

Once the hellion death squads show up, salvage your bunkers and retreat into your base. Go after the train whenever a patrol isn't about to run into it. You will most likely need to focus fire the train exclusively, ignoring the guards, in order to kill the train before you run into another patrol. Make sure to pick up the salvage afterwards.

This mission could be more or less hard depending on what units you have available. I did this with only diamondbacks and bio (no tanks or air) but it was pretty tough.


Welcome to the Jungle
+ Show Spoiler +

In this mission you have two main threats: Colossi and Void Rays. The scouts do poor damage against ground, and their standard gateway/immortal units aren't anything that bio balls can't deal with.

There's no special trick or super useful unit for this mission, at least not when I played. I did it with straight MMM. You probably want 3x as many marines as marauders, as there is quite a bit of air in this mission and marauders have much longer life expectancies than marines due to the colossi.

When you're starting out at your first base, don't bother with bunkering up and defending. Just get a critical mass of bio units (MMM) and then push out. Stop only the seals that are near your base. Give them the ones that are on the other side of the map.

After you take the middle base you should get some bunkers and missile turrets.


The key points are targeting and positioning.

Targeting
-Always aim your marines at Void rays first, as they do much more damage over time.
-Use Marauders to take down colossi quickly.

Positioning
Keep marines/meds away from colossi. Colossi two shot marines/medics. Use marauders to tank their damage instead then come in with the marines.

Don't forget to expand to the middle position as well. That should be your main base of operation with turrets, bunkers and 3-4 scvs that are just idling that will autorepair injured mech units coming back.


Supernova
+ Show Spoiler +

Banshees are the key here. Remember that. Also, you only need about 14 scvs. Probably less.

At the beginning, build a tech lab for your barracks and your starport. Lift off the factory- you won't need it right now. Build MMM (stick to mostly marines until you pick up gas later, as you need gas for banshees) out of the barracks and banshees out of the starport. Don't bother with bunkers or anything.

Take your initial banshees and clear a path east. You can kill all the units while cloaked, including the closest protoss relic. When you have a couple more banshees joining up, start poking northeast towards the photon cannons. Get an angle where you can kill a cannon and then the pylon, then finish off everything else while cloaked. Rotate injured banshees backwards, and go repair if you really need to. Send your MMM force in to go pick up the resources and relics left behind.

Keep in mind your main base will be attacked 3 times. Once by zealots, and twice by mixed gateway units. Make sure your MMM force is around to defend that, preferably with banshees too.

When you need to, pick up and move to that previously cleared small patch. Don't bother building tech labs for your barracks- just land and build marines. Don't land the starport or factory. Don't panic and lift too early. The fire moves REALLY slowly. You can pick up and move away safely even when the fire is already on the same screen as the buildings. Get whatever mercs you can before the fire hits- MMM units, siege tanks or banshees are preferred.

Now you should have ~7 banshees, and a decent MMM force. Use your banshees to clear the top of the ramp (again, don't be afraid to attack cannons, as you two shot them with your banshees). Get your MMM force up the ramp, then use banshees to draw units towards the MMM. Take out pylons asap- the enemy will warp in constantly. Drop the factory here and put down a tech lab. Build ~3 siege tanks. Don't forget to move the CC here when the other mineral patch runs out.

Repeat the same thing for the next area. Use banshees to clear anything outside the base, even photon cannons. Keep the banshees alive. When you have the relic and the outside of the base is clear, use your siege tanks with MMM support and banshee sight to lure guys out of the base and kill the cannons. Charge and take your final base.

This is where it gets tricky. Get your factory, barracks and starport landed here and tech labbed. You should hopefully have plenty of resources from your banshees + MMM raiding earlier. Use siege tanks and marauders to get the closest relic (marines + psi storm = fail). Keep cranking banshees, siege tanks and marauders out of your buildings.

On your final approach, use one siege tank and banshees in the front to lure with MMM and siege tanks in the back. After you get the guys at the very top, you'll need to rush marauders (and only marauders) up the ramp to snipe the templar up there, then run straight back down to the tanks and get healed. After the templar is dead, rush everything up the ramp and hopefully win it. Your cloak is kinda useless here because there is an obs, but if you have scan/science vessel/raven you can snipe the obs and get more out of your banshees.


Engine of Destruction
+ Show Spoiler +

Loki is on the east side of the map, roughly below the middle. It's at the 4th base you destroy (don't really need to go out of your way to kill it). It's a battlecruiser that will lift up when you near it. Don't trigger it until you have some serious AA. It has 500 hp and 4 armor, and fires its yamato cannon freely in addition to some sort of ground barrage.


In Utter Darkness:
+ Show Spoiler +

This is the final defense scenario with protoss. For starters, get tons of colossi and keep your phoenixes alive. Colossi are good units in general, and you need the phoenixes to kill the brood lords that harass you occasionally.

In order to survive, WALL OFF YOUR BRIDGES WITH DARK TEMPLAR. They don't get detectors for about 5 minutes, then get them infrequently, then often. When they do get detectors, run in your flyers to snipe the overseer, then rebuild the dark templar immediately. Once you get to really late waves, wall in with a dark templar wall and a zealot wall right in front of them. The zealots will buy you time to kill the overseers before the reach your DTs.

When your lines start falling, withdraw to the inner base where your mothership spawns. Hopefully you have enough carriers to do some serious damage. Fly to the southwest corner of the map (the enemy units will congregate there) where not all the ground units can hit you at once, and the overseers take longer to get to you. Keep killing units, sniping overseers as they come.

If you're having a lot of trouble getting those last kills, spam right click on all the zerglings, who will die much faster than other units.


All in:
+ Show Spoiler +

The final mission, this one has you holding out for a pretty long period of time against waves of zerg.

The key here is that you MUST kill the nydus worms around the map. They appear with boxes around them on your minimap and spawn orange colored zerg instead of the standard purple. You CANNOT hold out against them- I tried, really, really hard with siege tanks, bunkers, scvs, planetary fortresses, nukes... not possible. Thankfully, killing them isn't that hard. I did it with Battlecruisers, but banshees are probably better.

When Kerrigan comes out, she has 1500 hp and some sort of weird unlabeled damage resistance. Battlecruisers are the most effective unit against her, but she'll auto kill a few of them in every fight.

I suggest bunker walls with MANY scvs repairing and siege tanks for support.

When you use your final artifact blast, get all your units onto the high ground with the artifact. Before this happens cover the platform with supply depots and wall off the entrances with barracks (you will probably have plenty of excess minerals). This will prevent mass nydus worms from appearing on the plateau in the closing seconds, which will otherwise kill you.


If you have a problem with a mission I didn't list here, post it and what issues you are having and I'll add my suggestions.

BTW: Beat all 29 missions (25 campaign missions, +1 secret mission, +3 "branching" missions that were the option missions you couldn't do on the first runthrough) and you get this:
+ Show Spoiler +

[image loading]
tru_power22
Profile Blog Joined March 2010
Canada385 Posts
July 29 2010 06:04 GMT
#2
Why do you have in utter darkness listed? You can suicide everything and still win.
Smoke Errday!
Adder
Profile Blog Joined July 2010
United States31 Posts
Last Edited: 2010-07-29 06:17:10
July 29 2010 06:12 GMT
#3
On July 29 2010 15:04 tru_power22 wrote:
Why do you have in utter darkness listed? You can suicide everything and still win.


+ Show Spoiler +

I assume that if you are doing the Brutal campaign, you want to complete the main objectives at least (which also is necessary for the Kerrigan portrait).

You need 2500 kills to complete the main objective.

[image loading]

t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
Last Edited: 2010-07-29 06:20:21
July 29 2010 06:17 GMT
#4
do you have a suggestion for the dig if you do not yet have the planatary fortress upgrade? I got the 50 building kill achievement on hard difficulty, but on brutal i agree its is just suicide.

and for utter darkness, I just get enough collosi to survive while massing voidrays off 4 stargates, by the time i have to fall back I have enough voids to kill everything as long as i micro/faze them well, since zerg throws little anti air versus you and you have a mothership's cloack field
Adder
Profile Blog Joined July 2010
United States31 Posts
July 29 2010 06:19 GMT
#5
On July 29 2010 15:17 t3tsubo wrote:
do you have a suggestion for the dig if you do not yet have the planatary fortress upgrade? I got the 50 building kill achievement on hard difficulty, but on brutal i agree its is just suicide.


+ Show Spoiler +

Achievements stack across run throughs. For example, you could get 50 building kills on the lower difficulty (hard?), then replay it on brutal and ignore that achievement.

You can definitely do it without planetary fortress, it just takes some more repair/bunker rebuilding micro. As long as you keep rebuilding the bunkers and use the laser to take down the dangerous units you should still be able to do it.

If you're really pressed, you can try making a wall of spectres (if you have them, as they are permanently cloaked) within range of your missile turrets so that observers can't spot them.

t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
July 29 2010 06:23 GMT
#6
ya i know achievements stack through, its just that specific on took me like 10 save reloads to get since even on hard it was a tough nut to crack. I ended up doing it with a mass goliath marauder medic attack group back that i sent in after a line of tanks started firing up the cliff thanks to my floating barracks, then lasering down the immortals/collosi as i pushed up the ramp. Ya had to pull out everything.
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
July 29 2010 06:33 GMT
#7
renamed thread for you, easier to read on sidebar now.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Karliath
Profile Blog Joined April 2010
United States2214 Posts
July 29 2010 06:43 GMT
#8
Um I'm not that good of a player, trying to do my best to scrape through the missions so here goes:

With "Smash and Grab," how should I defend properly so that I can focus on offense afterwards? Right now, I can't build up a large enough army (in time for z to reach the artifact) to both defend and attack.
Adder
Profile Blog Joined July 2010
United States31 Posts
July 29 2010 06:57 GMT
#9
On July 29 2010 15:43 Karliath wrote:
Um I'm not that good of a player, trying to do my best to scrape through the missions so here goes:

With "Smash and Grab," how should I defend properly so that I can focus on offense afterwards? Right now, I can't build up a large enough army (in time for z to reach the artifact) to both defend and attack.


I edited my first post with an answer to this.
FragKrag
Profile Blog Joined September 2007
United States11554 Posts
Last Edited: 2010-07-29 07:02:10
July 29 2010 07:01 GMT
#10
I actually found The Dig quite easy. Siege tanks + bunkers + SCVs repairing + turrets and merc Golis made it a breeze if you lazered the immortals whenever possible.

I'm having trouble with Supernova though ;_;
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
Logikz
Profile Blog Joined May 2009
United States65 Posts
July 29 2010 07:02 GMT
#11
Anyone got any suggestions for Haven's Fall on Brutal?
gl hf GG
Meta
Profile Blog Joined June 2003
United States6225 Posts
Last Edited: 2010-07-29 07:39:34
July 29 2010 07:09 GMT
#12
I've been stuck on Supernova on Brutal for the past 3 hours. I need some serious help with it, the thread hasn't been too great.

I just realized you wanted details.

Well, first of all, I'd like to know what units to build. I've tried mass banshees into MMM, but got raped by storms a bunch in the end. I tried waiting with all my stuff at the bottom of the ramp to the platform where the temple is until the fire has killed most of the protoss, but that also didn't work.

The main problems I'm having are: running out of resources, running out of mining time at bases due to the fire wall, and then running up against significantly bigger armies and getting wrecked.

I refuse to believe that you have to wait for the fire wall to kill the protoss, while hiding in dropships on the edge of the map, only to drop everything on the temple, cross your fingers and hope you kill it in time before the fire destroys the artifact (That actually happened to me).

Also: I don't have ghosts. Seems like EMP would make this significantly easier, but oh well
good vibes only
ooni
Profile Blog Joined March 2010
Australia1498 Posts
July 29 2010 07:18 GMT
#13
Dig was so easy.
+ Show Spoiler +

Templar -> Immortal -> Collosus -> Archon
Upgraded Volly Missile Turrets infront of siege tanks
Siege Tanks + More Siege Tanks
Few MM if you really need it
Few vikings to scout for Xelnaga structures.
Hi!
humblegar
Profile Blog Joined October 2004
Norway883 Posts
Last Edited: 2010-07-29 07:32:49
July 29 2010 07:30 GMT
#14
Nice guide

About The Dig
+ Show Spoiler +

I prefer Immortal->Colossi->Archons with the laser, and only templars if I have spare time.

Why? Immortals will survive for ages against tanks and simply erase tanks if they get in range. One single immortal can kill a sieged tank before it dies itself even without the hardened shield :p

Colossi can kill repairing SCVs very fast and more importantly on this mission give vision to the enemy units including the templar.

The good news is that templars can be focusefired by tanks, and when you have enough tanks templars will die too fast to do anything. Get upgrades for tanks when money comes faster than two factories can produce them.

The best wall is simply PF + barracks. Plenty of hitpoints and easy to repair with several SCVs. I had only barracks as a temporary wall to the east until I expanded.

I floated some barracks both to complete the secondary objectives and try for the achievement, but I got bored and only killed 10-15 buildings I think :|

Someone mentioned that you can get scan for this mission (I have not tried this) and this will of course make it the easiest mission ever


Edit to Ooni (The Dig):
+ Show Spoiler +

Vikings and upgraded turrets sound great for this mission
NightOfTheDead
Profile Joined August 2009
Lithuania1711 Posts
July 29 2010 07:33 GMT
#15
Strangely enough Supernova is not listed Oo. I found it much harder than some missions mentioned.
Meta
Profile Blog Joined June 2003
United States6225 Posts
Last Edited: 2010-07-29 07:37:32
July 29 2010 07:36 GMT
#16
On July 29 2010 16:33 NightOfTheDead wrote:
Strangely enough Supernova is not listed Oo. I found it much harder than some missions mentioned.



Yeah so far I think it's the hardest mission in the game. Way harder than the previous 18

Second hardest so far was In Utter Darkness. I don't really see why the rest need explanations.

On July 29 2010 16:02 Logikz wrote:
Anyone got any suggestions for Haven's Fall on Brutal?


I posted my experience with that mission in the thread talking about it on hard difficulty.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=139524
good vibes only
Adder
Profile Blog Joined July 2010
United States31 Posts
July 29 2010 07:49 GMT
#17
On July 29 2010 16:36 Meta wrote:
Yeah so far I think it's the hardest mission in the game. Way harder than the previous 18

Second hardest so far was In Utter Darkness. I don't really see why the rest need explanations.


The order in which you do missions, in addition to your choices, makes a HUGE difference. It's not just your tech options but also how many upgrades you've gotten. For example, I didn't list Supernova because I actually beat it with only 3 reloads, while some of the others that you think are much easier took me MANY tries. For example, it took me 2.5 hours to beat the final mission, even though the playtime is actually 30 minutes. I must have done at least 15 reloads on train robbery trying to kill all the trains.

Also, keep in mind that when I talk about "beating" a mission on brutal, I mean beating it AND completing all the objectives.

I'm replaying supernova right now because I missed a relic the first time. I'll repost when I beat it to talk about my strategy.
FragKrag
Profile Blog Joined September 2007
United States11554 Posts
July 29 2010 08:04 GMT
#18
Hm? I don't think the order mattered too much with train robbery since all you really need to make were Diamondbacks and probably marines + mercs?
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
July 29 2010 08:15 GMT
#19
I found the dig really easy :S

i expo'd to the base near me asap.
pumped tanks off one fact
(got upgrades for bio and 2 armories to get both upgrades for mech)

initially kept my tanks in the center of my base, using my mmm to lure them to the tanks, (doing so would be enough to save my expo with out any problems)

latter on i just fortified the top position with a mass supply depo wall and tanks + turrets on the top, and then worked on the bottom entrance. I ended up being maxed with 3k/1k in the bank when i started to run dry. ( i will say having both missile turret upgrades is a huge bonus) as well as both marine, mara, and just the medic heal upgrades.

second protons mission is a bit of a bitch, didn't realize that there was another protoss base. then sacked all my immortals into a bunch of void rays ><
Hwaseung Oz fan for life. Swing out, always swing out.
Meta
Profile Blog Joined June 2003
United States6225 Posts
July 29 2010 08:16 GMT
#20
On July 29 2010 17:04 FragKrag wrote:
Hm? I don't think the order mattered too much with train robbery since all you really need to make were Diamondbacks and probably marines + mercs?


Yeah I beat the train robbery with pure diamondbacks and hellions. All about avoiding the marauder packs. Then on the last train, all you have to do is focus fire it and stay ahead of it. Trying to take on all those tanks is suicide.
good vibes only
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