PSI Attack
Leads a small force of Protoss psi specialists in this scenario. Use their abilities to stop as many enemy attack waves as possible.
Kill 150 Enemies (Silver)
– Kill 225 Enemies (Gold)
Primary Objectives
– Kill 75 Enemies (Bronze)
Secondary Objectives
–
PSI ATTACK GUIDE WITH REPLAY
In this scenario, as in the Secret Operations scenario, you have two different units with which you should eliminate as many enemies as possible. But don’t attack here. New waves of enemies will come at you every few seconds. First all from the northeast, later also from the south and west. Protoss units have shields that slowly recharge, but their hitpoints do not. So let units whose shields are weak stand behind other units.
protectors
With the eleven protectors, all three abilities are helpful in this scenario. With the force field you keep melee units at bay that are very fast, such as the Zerglings. By the time most melee units have destroyed the force field, they have already been destroyed by your protectors. If you stop ranged units with the force field, be sure to use the Guardian Shield so you don’t have to take as much damage. Hallucinations are very helpful here if you use them as tanks. If a hallucination dies, you only lose energy and no units.
Templar
The six high templars are clearly responsible for massive damage (terrible terrible damage) in this scenario. Psi Storms also have a long range, so if you place the force fields correctly, you can even catch ranged units without them coming within range. If you meld two High Templars into an Archon then you have a tank to send to the front lines, but with fewer PSI storms which you will miss later in the fight as you will eventually run out of mana.
Attacks from the north-east
The main thing here is to place the force fields in such a way that your opponents cannot hit you, but your Templars destroy them before the force fields disappear. Later come opponents with higher range or flying units. You prefer to use hallucinations instead of force fields. Hallucinations are also a good counter for banelings.
Attacks from the south
If enemies can’t see you, they won’t attack you. So place the force fields in such a way that you block the way to the ramp and destroy all enemies before they even attack. But beware, enemy flying units offer sight to their allies. In this case you block the way for all ground units and first try to destroy the flying units and alternatively unleash a PSI storm on the ground units with a Templar without losing it.
Attacks from the North-West
There are rocks in the way that give you some protection. At least until they are destroyed. However, enemy ranged units can shoot across.
STARCRAFT – EVENTS
Overnight, the apocalypse befalls the Terran colonies: 2 alien races invade the sector, seemingly destroying everything in their path. But the real reason is far more gigantic than first assumed.
Terran Campaign: Rebellion
Mar Sara, a small planet on the edge of Confederate space: the newly appointed magistrate is put to the test early in his term: The nearby colony of Chau Sara has been reduced to rubble by the recently discovered Protoss for no apparent reason. As a precaution, Mar Sara is therefore quarantined – all colonists are to be evacuated to the outer wastelands for the time being. Due to the destruction of a base infiltrated by the Zerg, there is finally a rift between the local marshal, Jim Raynor, and the Confederacy. The latter eventually forms a shaky alliance with the resistance group Sons of Korhal, led by Arcturus Mengsk. It gradually becomes clear that the Confederacy has known about the Zerg for over a year, but remained silent. Its only activities were limited to experiments to control the Zerg – not stop them.
Raynor – by now a captain – eventually flees with the Sons of Korhal to Antiga Prime, another colony Arcturus wants to liberate from the Confederacy.
Through an unfortunate coincidence, the rebels learn that the flagship “Norad II” has been attacked and crashed by the Zerg. They seize the opportunity, rescue the survivors and in this way win General Edmund Duke for their cause. Through the discovery of the plans of a so-called psi-emitter, Mengsk meanwhile believes that the Zerg were created by the Confederation in order to be able to use them specifically against rebellious colonies, whereby they could then also glorify themselves as the savior in the emergency. After a brief meeting between Raynor and the executive of the Protoss fleet, Tassadar, Arcturus Mengsk finally wants to turn to Tarsonis itself and free it – with the help of the captured psi-emitter. Much of the defense of the Confederate central world of Tarson is then overrun by millions of Zerg. When the Protoss try to counter the Zerg invasion, Mengsk tries to prevent it out of fear that Confederates might escape.
Meanwhile, he himself has become the monster he originally wanted to fight. This finally becomes clear to Jim Raynor, among others, when Mengsk leaves behind Ghost agent Sarah Kerrigan, who was quite close to both of them, confident of victory. Raynor splits off again with his troops and flees into the unknown, while Arcturus Mengsk has himself crowned Emperor of the newly proclaimed Terran League.