If you have any tips on how to pass this level........
Thanks.
--
Chaos-san
Leader of the dreaded SCV squad.
"Never argue with a moron, they'll drag you down to their level, and beat
you with experience."
Reaper wrote in message <375fa0ab...@news.alphalink.com.au>...
--
Chaos-san
Leader of the dreaded SCV squad.
"Never argue with a moron, they'll drag you down to their level, and beat
you with experience."
John wrote in message <3760...@nemo.idirect.com>...
>Has anyone else had trouble passing mission 8 of the zerg missions 'to
>slay the beast' in the expansion set?
Are you sure that isn't a Terran mission, fighting the Zerg?
I'd say how to beat it, but in the "to slay the beast" I remember,
you're Terran.
>Has anyone else had trouble passing mission 8 of the zerg missions 'to
>slay the beast' in the expansion set?
>
>If you have any tips on how to pass this level........
>
There are three land masses that matter. Your starting island, a north
middle island and the Overmind island. Step one is to conquer the start
island. What I did was go for maxxed zerglings. Upgrade to a Hive as
fast as possible and be continually upgrading your Zerglings (both at
Evolution Chamber and Spawning Pool). Colonize the plateau to the west
ASAP. Then build up heavy Sunken colony defenses on the north end of
your base. Put a Spore or two for AA and detection. Use your Dark
Templars plus Hydras defend the south. Get Queens with Broodling if you
have a chance, although that's not critical at this point. Once you have
12 Hydras and 48 fast movement/fast attack Zerglings, take out the Zerg
base just east of your location. As soon as you send in troops, send in
3-4 drones right behind. Once you've gotten the upper hand in the
battle, build creep colonies on the enemy creep. Upgrade to Sunken ASAP.
Note: Always put a Spore Colony next to or right in front of your group
of Sunkens. That prevents air attacks, close drops and Dark Templars
from easily taking out the Sunkens. Set up a base and start mining.
You'll get lots of drops, so defend with heavy Spore/Sunken colonies. I
tried the "defend the entire perimeter" on some test games, but I don't
think that that is as successful as a couple of heavy clusters of
Sunkens with Spores, a couple of Queens and a squad of Zerglings.
As you build the new base, go for air. Get muties, guardians and queens.
Go for Queens first. As soon as you have 3-4 with Broodling, you can
take out the north Terran base. Use parasite to get a view of the base
(the best thing is to parasite the patrolling Overlords :-)). Attack
with your Hydra/Zergling groups. Again, at least 12 Hydra and 48
Zergling. Use the Queens to Broodling the defending Siege Tanks and any
Ultralisks that get air dropped in (which I had a big problem with). Set
up a base there, but it will generally get lots of air dropped attacks,
and you can't set up forward air defenses because of the terrain. Use
Lurkers & Hydras to help out, but you'll just have to live with taking
losses.
Now you want serious air. I used 2 Combat Wings of 8 Mutie/4 Devourer
each along with a full wing (12) of Guardians. I had a pack of 6 Scourge
in reserve plus Hydra groups on Overlords. You mission now is to take
out the north middle island. Expect heavy ground and air resistance.
Attack with Guardians at maximum range. If you get into an air battle,
pull the Guardians back over your north Hydras and then engage with your
combat wings. After you've pushed across the island, set up and base and
use a Nydus cannal to funnel in additional ground troops (mostly Hydras
for AA).
A successful attack on the north island is the turning point of the
game. At this point you've basically won, it's just cleanup. Use the
same air push to clear out the Terran base on the Overmind island. Set
up your own base to get a Nydus cannal to funnel troops in. Use
broodling to take out defending Ultralisks and Siege Tanks. Clear
everything except for the last ridge first. Then you should have so much
crystal, gas and hatcheries that you can shrug off losses. Remeber,
there's more crystal/gas in the far south east. Sweep in with air and
Ultralisks. You'll have to Overlord your Dark Templars, they can't use
the Nydus for some reason.
Other things:
[Early game] If you want to harass the East Zerg base before attacking,
build Lurkers and you can hit their peons from the cliffs. A pack of 6
Hydras will ward off any counter-attacks.
Setting up a close grouping of 3-4 Spore Colonies in a forward position
with a few Lurkers is excellent for winning air battles. As soon as you
engage, run for the Spores. Nothing like fighting enemy air over your
own Spore Colonies, especially if you can move some Hydra nearby.
David Kiesling wrote:
>
> On Thu, 10 Jun 1999 11:27:31 GMT, dan...@alphalink.com.au (Reaper)
> wrote:
>
> >Has anyone else had trouble passing mission 8 of the zerg missions 'to
> >slay the beast' in the expansion set?
>
>It is Zerg Mission 8, the overmind is in the top right corner. You must
>kill it with the dark templar you can build with the 2 gateways you get.
>This is prolly the hardest one except for Omega. Since most of your
>problems will deal with siege tanks, goliaths, gaurdians, and hydralisks
>(with medic support) and they have VERY poor detection throughtout the
>entire mission, you should get a few dark templar, just for defesne, and
>get 1 more, that you can use to finish off the overmind. I suggest that
>EVERYSINGLE exspansion you take, you HEAVILY fortify it, and make sure,
>that you have about 24 mutalisks to help out, becuase the ai will try to
>take them back, and will succede most of the time.
Actually, as I remember the mission, once you've taken over the land
mass you're on, you've pretty much won the game. The strategies to do
that that have been posted so far should work alright. You should
start an expansion on the high ground to the west ASAP and plug up the
entrances to your base with some sunkens and spores, especially the
north-east one. I continued to build up two dozen hydras and a dozen
zerglings, building up my base along the way. If you keep replacing
your losses, those forces should be able to kill the Terran base to
the north. I left the survivors of that battle there to ward off any
attempts at drops my the computer - advance your hydras to the eastern
edge to drive away any overlords and dropships. Several groups of
hydras and zerglings are also enough to eradicate the Zerg colony on
your land mass. You have to be wary of reinforcement drops by the
computer there, as soon as you can spread some hydras along the cliffs
bordering the land mass. In the meantime you should have built a spire
and have some mutas to take out guardians with - any other air force
can be defended against by your hydras fine. Then all you have to do
is build up the classic 12-guardian-12-devourer-12-muta combination,
have some overlords accompany them and slowly, but surely kill all
opposition.
Personally, I found Zerg 7 to be the hardest mission, I failed it
twice before finally completing it.
Good luck.
jester
first hings first....heavily fortify your base and ALL expansions (lots of
spores and sunkens. there is way to set them up so that they are
impenatrable against other zerg....well.....guardians....place em like this:
xo
ox
get it?)
next, build up 12-36 hydras...depending on difficulty of the level. keep in
hotkeyed. next, make 24 mutalisks....UNSTOPPABLE!!!!
and since you have got to use dark templar apparently, use the DT's for some
much needed defense against siege tanks and marines (if these are rampant
zerg, the UED is backing them up, right?)
using a large force, and after garnishing off all the minerals and gas, and
heavily fortifying your MAIN base (where all your tech tree stuff should
be), and I mean like a LOT of xtra defense. just abandon the other
expansions, but try to stop their attacks without losing any units. then,
send in DT's to kick the overminds ass while the enemas are distracted by
24-36 mutas and 24-36 hydralisks. While I know this may be hard to build up
in SOME missions, it will guarantee success, if you can build it. Also, if
terran are backing their pet zerg, then have lots of overlords around your
base to detect lil' nuker bastards. also keep in mind that the only
guardians/devourers you really need are for base defense, especially against
valkeyeries
I have found a good way to do Zerg defence is to put a row of spore colonies
on the outside with sunkens inside. That way Melee units can't reach the
sunkens as easily.