
If your units are bunched together, move the damaged unit sideways or forward a step (less likely to work). If your units are spread out, move the targeted/damaged unit backwards a step. Marines that are being targeted by hydralisks, roaches, mutalisks, spine crawlers, or any other ranged unit can be saved by moving them slightly (even if it is still in range of the enemy, although this is dangerous and the unit may be re-targeted and killed). Hold alt during a skirmish to keep track of which units are taking damage. Learn to micro manage your grouped units so that none die.Mutalisks should not be a significant threat. Wait until the last three or four minutes to build more than one additional missile turret (remember to place one early on at the bottom left side of the left bridge, beyond where you would place a bunker).Be slightly offensive (more so if you are going for the third/final achievement) rescue the rebels and clear the road of creep tumors before they build spine crawlers.

Each pair of deposits grants enough resources for one of the upgrades. Before researching the upgrades, grab mineral and vespene deposits to pay for them.Continually train Marines and Medics for the duration of the map.The two rear bunkers do not need to be filled unless you are doing poorly. Do not build a third Barracks there are not enough mineral deposits to make it efficient.Build two additional bunkers near the bridges.

Build a refinery using one of the starting SCVs.Continual marine and medic reinforcements and storage depots.3 SCVs (you should have one for each bunker).Top bridge bunker (first mutalisk wave arrives about here).Medic and Marines (first wave arrives around here).Left, up the small ramp between the intersection where the bottom left and top left bases meet at the road. If you didn't clear the road from the right side, it is easier to approach from the left. There is a mineral and vespene deposit in the bottom right corner. Don't get trapped at the top of the ramp by an incoming wave. There are two burrowed groups of Zerg along the way (the second has a hydralisk). Right side, just beyond the bridge and up a small ramp. If these groups are not rescued within a few minutes, the nearby Zerg will attack and kill them. These are vital if you are going for the final achievement for the level. If left alone, these areas of creep will be used to build spine crawlers, which will impede your attempts at rescuing the groups of stranded rebels.Īt specific times during the evacuation, a small group of Mar Sara Rebels will appear that can be rescued. Some of these are just for show and end up exploding, however many of them produce a few zerglings or a creep tumor. Periodically Zerg vessels fall from the sky. You should have a Missile Turret on the bottom left side, below where a second bunker could be placed. The second mustalisk group will go after the bottom left bunker.Bring an SCV and some marines to keep it alive.


On higher difficulties, particularly if seeking the third and final achievement, knowing when each wave comes offers an opening for offensive action and a way to better manage your units. On Normal difficulty or below, it is not necessary to keep track of when each wave comes. These are not random each is given an exact number of units and are released at exactly the same time each play through. Periodically throughout the mission a wave of Zerg units will be unleashed.
