Starcraft Missions – Tactical Commends

Tactical Commends

Tactical OrdersPlace 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
– Protect all buildings (0/3 turns) (Bronze)

Secondary Objectives
– Lose 20 units or less (Silver)
– Lose 10 units or less (Gold)

TACTICAL COMMANDS WITH REPLAY

In the simple scenarios you have 3 different places where you are attacked. A certain number of different units are available for defense. It’s up to you to find the right counter units and place your units in such a way that you lose as few units as possible. There are a total of three rounds ahead of you and it gets harder and harder with each round. With 3 rounds and 3 locations to defend each, that’s 9 fights. You can’t lose more than 10 units for the gold achievement.

First, check out the in-game . Helpful information such as perfect counter moves is displayed for each round. If you follow these instructions exactly, you will complete the scenario, although perhaps not always with gold success. Observe your game and see for yourself where it is easy for you and pull away superfluous units and use them in places where you need help.

Bonus Units

Apart from the counter units, there are also 1-2 bonus units, depending on the round, that should help you in battle. Take a look at their abilities and use them where they are most helpful to you.

Perfect unit composition
Certainly there is also a perfect composition of your units. However, it depends on your micromanagement skills.

All Scenario Replays (Gold) for Download

Tactical Orders Scenario as Video Guide

TACTICAL ORDERS ACHIEVEMENTS

10 – Tactical Orders: Bronze
Achieve the rank of Bronze in Tactical Orders.

10 – Tactical Orders: Silver
Earn the rank of Silver in Tactical Orders.

10 – Tactical Orders: Gold
Earn the rank of Gold in Tactical Orders.

– 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.