Rush Defense
Place the correct Terran units against the units they are countering. Defend your supply depots against all waves and try to keep as many units alive as possible.
Primary Objectives – Survive the Zergling
Rush
– Destroy the Protoss Structures Secondary
Objectives
– Lose 16 units or less (Silver)
– Lose 9 units or less (Gold)
This scenario consists of two phases. In the first phase you will be attacked by Zerg units, in the second by Protoss units. For the gold achievement, you must lose no more than 9 units, which includes the SCVs.
stage 1
In this scenario, getting started is clearly the hardest. Unfortunately, you don’t have enough time to train marines before the first wave of Zerglings attack. So you have to kill them with your WBFs. In order to get at least one marine as reinforcement in the fight, you build a barracks immediately after the beginning of the scenario. From the start, you train one SCV after another, just like marines once your barracks are up. You can and must build your first bunker as soon as the barracks have been completed. If you have placed 1-2 marines in the bunkers, this scenario is just child’s play. Just place a SCF behind the bunker that will repair it. A bunker also extends to the end of the phase. But to be on the safe side, you can still build a second one.
Combat with SCVs
You can program your SCVs to auto-repair when they are not mining minerals or Vespin gas. They even repair before going into battle. When fighting Zerglings, pick a few (but not too many) SCVs that auto-repair. With the others you try to surround the Zerglings and attack them with the hotkey (T).
stage 2
Here, too, you immediately build a barracks. But also in the second phase you fight the first berserker with your WBFs (preferably 6 pieces). However, fighting a berserker with SCVs is easier than many small zerglings. Once a SCV has been hit twice, simply drag it away from the berserker so there are no casualties. As in the first phase, after your barracks are ready, you immediately build a bunker. You will be attacked with berserkers throughout the phase, so building a few more bunkers will suffice. Make sure the bunkers are lined up and there are enough SCVs behind them ready to repair. If the berserkers go on the SCVs fixing your bunkers, just stick them in the bunker where they’re safe.
Now it is up to you how quickly you want to finish the second phase. Either you do it comfortably by building more and more bunkers and later train marauders, or you attack quickly with your marines at every opportunity and destroy the enemy warp nodes or pylons. However, this can lead to losses. You will need the marauders or avengers later anyway for the last pylon that supplies the photon cannon.
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.