Boom Town #13 Mutation overlap Moebius Corps have tapped into their stockpile of nuclear warheads and are shipping them across Tarsonis. The remainder are reserved for your destruction. With cargo this volatile, every stray bullet presents an incredible risk. Don't be surprised if your forces flinch at the first sign of combat.
Map: Oblivion Express
Mutations:
Going Nuclear Nukes are launched at random throughout the map.
Self Destruction Enemy units explode and deal damage to friendly player units upon death.
Fear Player units will occasionally stop attacking and run around in fear of taking damage.
Stukov kicks ass here. Long range tanks and free infested units.
Note: Don't build bunkers or siege tanks in the southern part of the base (the space from the bottom side of the left ramp to the left side of the bottom ramp). Don't build in the lower part of the natural (which means you can only fit about 6 bunkers in the space between the two CCs)
Also, don't be like that one ally I had who played Stukov but built zero bunkers (and only had one barracks; only built tanks, kept getting nuked).
I followed your advice and it worked surprisingly well. It seemed like the Brood Lords didn't get feared either which was great. I also did it with Artanis and mass Tempest and that worked out quite great too.
Kerrigan's omega worms Artanis's guardian shell Vorazun's dark pylon recalls Alarak's Death Fleet recall Nova's tactical airlift
All work well to take care of your army's mobility / survivability.
If you do have APM to spare, Alarak is pretty easy: * build pylons everywhere (100 minerals, will be destroyed, but you still need to use overcharge charges right?) * take care about your ascendants / robo units (Alarak + supplicants would also be good) * use your ascendants to the max so they can sacrifice each time Sacrifice is out of cooldown) * mind blast hybrids + trains + whatever dangerous, orb everything light / zerg.
On December 05 2017 00:03 BigRedDog wrote: The worm can survive a nuke?
I guess it is a bit of micro as Stukov. But he is very easy and powerful...first infested buidings (AI buildings) is really useful. Second, bunkers...whenever the train comes, i just unload all my bunkers. Third, tanks. With the buff in range, you can place them in your main and they can stll hit the train. They have deep tunnels can and can dodge nukes.
Dehaka can tank a lot of the explosions while his ravasaurs and guardians kill everything else. Just be careful not to eat the hybrids while Dehaka is close to your army. Creeper hosts helped a lot as well. Mutas are also good because they have two lives, but i only used them when the enemy comp was an air comp.
On December 06 2017 00:44 DSh1 wrote: My Stukov allies always have troubles getting their infested units to the trains. There is always a nuke in between and they are so slow.
Kerrigan works well though, even without Broodlords, just with omega worms.
As Artanis I had to rely on having a good ally a bit since Tempest DPS is a bit low for trains. Worked out with a Nova player really well.
Can you use disintegrate on individual train cars, or does it count as one spell for the whole train?
I like this mutation, it is quite entertaining! Though I have to say also very frustrating too from Monday to Wednesday or so, when I as Stukov mostly got paired up with <level90 Hans & Horners, who didn't really get around to do much. Had a couple of close calls with a solid Dehaka and whatnot. Eventually cracked this nut with a random Nova partner (airstrike is awesome against the waves), a Vorazun partner (time stop is so lovely OP) and a couple of random Artanis partners, so confidence is back where it belongs.