Throw whatever anti-air is available at it: battlecruisers ( Yamato cannons), vikings, wraiths, and goliaths are most effective. It spawns scourges, mutalisks, and brood lords, and has powerful ground and air attacks.
As it is the last tower, the mission will end once it is destroyed, so focus it down.Īfter the second tower goes down, a leviathan will spawn and will patrol the middle platform, and only attack if the player's units go into range of it. Mix the two forces used to take out the previous platforms to destroy the tower. The southwest tower has a combination of both air and ground defenses. Pick off stray hydralisks and push in toward the tower with cloak active, and it should be taken out with ease. The tower is not very deep in the zerg base.įor the northwest tower, banshees are able to handle the tower by themselves due to the light detection and minimal anti-air defenses there. Bring a marine/medic force with a few goliaths to handle the mutalisks that spawn. Like the first tower, the other three aren't very deep in the zerg bases, but a larger force will be needed to breach them.įor the southeast tower, a powerful anti-air force will allow the player to push in. Once the first tower has been taken out, Matt Horner will point out that the towers in the northwest and southeast corners are heavily defended against ground and air attacks respectively. Vikings, wraiths, and goliaths are more than capable of handling them. There are vents near each tower which constantly spawn mutalisks when the player's units are near by. Once a coolant tower is destroyed, there will be less than a minute to pull allied units to safety before it blows.
A small fleet of battlecruisers should be more than sufficient to take it out.
Gem tower defense starcraft 2 guide generator#
The first generator is directly to the southwest of the player's base and is minimally defended.
Gem tower defense starcraft 2 guide series#
The next article in this series is All In. Assembly of the Keystone was completed and it was delivered to the front for deployment. With enemy air support crippled, an assault on the primary hive cluster was now possible. The zerg counter-attacked with a leviathan, but it was not enough to prevent the terrans from leaving the platform a burning wreck.
A large section of the platform was destroyed as each coolant tower was disabled. The Raiders established a base on one of the platforms and systematically proceeded to destroy the coolant towers. However, the platforms still had power destroying the coolant tower located on each platform would cause catastrophic meltdowns and destroy both the platforms and nests. The hives were too deep to be destroyed by nuclear strikes. Įighty percent of the zerg air support was based on a cluster of tethered Riksville Mining Operations space platforms in geostationary orbit. On General Horace Warfield's advice, Raynor opted to ensure air superiority in the short time available. Securing the Skies Ī push on the main hive was impossible without a preparatory assault elsewhere. A foothold was achieved only after heavy casualties and the initiative of Commander Jim Raynor. However, the initial landing did not go as planned. Main article: Battle of Char (Dangerous Game)Ī Terran Dominion and Raynor's Raiders battle group attacked Char early in the Second Great War to use the Keystone to deinfest Sarah Kerrigan.