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Bitey said:
inb4 siege tanks rock you noob. I didn’t take the upgrade that makes them do 75% less damage to friendlies, so yeah my own siege tanks have rocked my face the past couple times I tried them. Instead like a *edited*ing idiot I upgraded my reapers, which I have not used AT ALL since the one mission where they were moderately important….. Still noob, but oh well
I didn’t get that upgrade either. I re-ran the last mission yesterday and ended up with the following defense strategy:
Left pass: 10 siege tanks and 3 bunkers with 6 marines each, 1 SCV for repairs
Right pass: 8 siege tanks and 3 bunkers with 6 marines each, 1 SCV for repairs
Relic hill: just the 2 initial bunkers with the 6 marauders you start with
Base: 3 banshees and 3 wraith set to guard just east of the mercenary building.
Mobile defense: 9 battlecruisers
Construction config: 1 barracks, 2 factories, 3 starports, all of which had the tech reactor, 2 armory and 1 eng bay for upgrades (focus on weapons only)
I got that defense up and running by about 5-7% charge on the relic and it was extremely rare for the zerg to even get to a bunker. Once you have enough of them, the friendly fire from the siege tanks shouldn’t be an issue. I lost 13 units to Kerrigan, almost all of them were tanks.
I’ll run it again this afternoon and post some screenshots of where I put the tanks. Placement is key.
Also key are the battleships. When Kerrigan comes she’ll tear a hole in even the strongest defense line and you’ll need to use the battleships to plug the hole until replacement bunkers/tanks are built and deployed. It also helps to have the auto-repair perk for mechanican units, with it you can get away with alot riskier battleship tactics than you could otherwise. For instance, I got bored at around 50% and attacked the zerg’s southwest base. Destroyed about half of it before Kerrigan came and I had to pull them back.