StarCraft: Remastered Campaign Protoss 8 - The Trial of Tassadar (No Commentary Walkthrough)

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  • Опубліковано 12 вер 2024
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КОМЕНТАРІ • 17

  • @lyonvensa
    @lyonvensa 3 роки тому +14

    That exchange between Aldaris and Zeratul is legendary.

  • @emptank
    @emptank 3 роки тому +14

    The mission where James Raynor realizes that he has a battlecruiser and so the law does not apply to him

  • @davidcerutti8795
    @davidcerutti8795 5 місяців тому +2

    Found this after I got back into SC classic. I found a lot of success by putting Fenix outside of the starting base wall, under a tree. That protects him from a lot of ranged fire, and then supportign him with the carrier and a shield battery, as others have mentioned, is a great way to plug one of the gaps when red tries to attack.
    My reliable no-unit-losses strat is to build a cluster of photon cannons behind pylons at the western entrance, wall wil another cluster of photon cannosn and pylons at the eastern entrance (build a vertical diamond of four, slanted to the northwest, starting at the gas geyser and placing the pylons in the entrance to largely block access by attacking zealots). Then, I tech traight to carriers and research their upgrades, using one stargate and spending excess gas on shield and air weapon upgrades. With 4-5 carriers, minerals can be spent on a cluster of cannons between the four ramps leading up to the plateau where the player is holed up against purple. This will form a wall between the two bases as the player goes after either of them with his carrier force, hopefully after softening up the cannons with the Hyperion (but conserve some energy if a new comp attack wave is due--it is very useful to completely take out one of red's Scouts or an approaching reaver so that conventional forces may join the fight).
    The "natural" expansion is also a good bet for rapid acquisition, but what you need to do is get in and then get out, then send a probe once the coast is clear. Red will send a sizeable air force to coutnerattack, but if you can take out the dragoons and retreat by the time they arrive they will just pack up and go back home. This is another good use of the Hyperion's Yamato Cannon, and the Hyperion and Carrier can focus the second dragoon after that.
    Once purple's bases fall to a moderate Carrier force, the player can reinforce defenses all along the northern plateau and at the eastern expansion. With four geysers going, gas will be plentiful, and High Templar become useful to make illusions of the Hyperion for shaping operations and to distract red's forces. A force of Scouts is also useful to counter enemy air units and protect Carriers from red's High Templar as well as Arbiters. The player can make one hit and run against red's resource gathering site, taking out the two photon cannons on the north ridge and perhaps the pylon between them, then run back behind his defensive lines to fight red's ineviable counterattack on the most favorable terms. Another push, supported by additional Hyperion illusions, will likely be able to topple the resource gathering node in the southwest of the map, and then red will be pretty much done making new units. Keep red from re-estblishing the base, pick off their remaining froces, and the main base will fall easily.
    As I said, this is winnable without losing a single unit. Maybe a Photon Cannon or two.

  • @drfarina9398
    @drfarina9398 4 роки тому +9

    "the you shall bald human, you shall"

  • @hnkul702
    @hnkul702 4 роки тому +8

    I find this to be the hardest level in the original campaign by far because you start at a crammed base that is difficult to defend and there isn't a place to expand freely. Against scouts and carriers, I like to let Fenix take most of the damage and keep him alive with a couple of shield batteries, which I find quite cost effective on this map. Oddly enough, just smashing the Stasis Cell with a fleet of carriers was the most consistent strategy for me.

  • @Fr0st1989
    @Fr0st1989 3 роки тому +4

    Those reavers were wrecking your dragoons lol

  • @Roboglenn387
    @Roboglenn387 6 років тому +10

    So what makes those Archons so useful that they break your "swarm with cost effective ranged unit" strategy?
    Also I am really starting to like Tassadar and Zeratul.

    • @cruelangel1516
      @cruelangel1516  6 років тому +9

      I make Archons when I have few minerals and lots of gas. Zeratul is my favorite SC hero.

  • @SnkobArts
    @SnkobArts 2 роки тому +2

    I've noticed you tend to undersaturate your mineral lines, like only 1 probe on a patch at any given time (while the other returns). I'm pretty sure you could almost double your probe count. Maybe that's a bit much, but maybe 33% more, like you have 18 probes on minerals, maybe go 24. Though maybe the efficiency would go down, and you would mine out quicker. My experience on sc1 is limited but whenever I watch artosis on twitch play broodwar ladder scv count is torrential. You can barely see the ground rendering beneathe the scvs.

    • @gingersonnyboy
      @gingersonnyboy 7 місяців тому

      for sure in ladder you need that saturation, but campaign you can def get away with less and still be fine, its generally good advice for any player however

  • @troyesguerra
    @troyesguerra Рік тому +2

    We shall see….

  • @ZuGa1384
    @ZuGa1384 5 років тому +3

    Why didn't you upgrade shield? it benefits everybody.

    • @cruelangel1516
      @cruelangel1516  5 років тому +3

      I think it cost too much for beginning and I forgot at the end

  • @fuse197
    @fuse197 3 роки тому +3

    I hate mirror missions

  • @jchen8792
    @jchen8792 6 років тому

    lol, in order to rape the other Conclave Toss, I mass carriers, after fending for the first few minutes with just zealots and dragoons

    • @cruelangel1516
      @cruelangel1516  6 років тому +2

      I think ramp up time takes too long for Carriers, or maybe I'm just lazy and just like to mass Gateway units :)