


Keep a few science vessels near tanks for repairs. If you run out of room on the cliffs for psi disruptors, try placing more just below the cliff by your merc compound. Psi disruptors slow and bunch up the zerg attackers, increasing splash damage from your tanks. A second factory may be necessary to get a critical mass of tanks. Turrets help by killing the overlords that would otherwise give vision to ranged ground units.

Siege tanks and turrets on your high ground are very effective. Planetary Fortresses can train SCVs on site to auto-repair them. Wall-in with bunkers/depots/turrets, and ideally a Planetary Fortress close to each ramp leading to the Artifact, as Kerrigan will choose to engage them but, with SCV's repairing, they are almost impossible to destroy. Pull your eastern defenses closer to your base, so you only have two choke points to hold. With the Zerg Air neutralized, this mission almost becomes a cakewalk (almost.) This is essentially pure defense against ground, and with an invincible wall-in involving Bunkers, Siege Tanks, Banshees, Planetary Fortresses, and Psi Disruptors (if you have them), your only real concern becomes Kerrigan.įirst off, don't try to hold the two chokes as far forward as they are. If you did Shatter the Sky, then you'll have to deal with the Nydus Worms, and you should refer to that section. If you did Belly of the Beast, then you'll have to deal with the Zerg Air, and you should refer to the appropriate section. There are two versions of All-In that you can play, depending on whether you did Belly of the Beast or Shatter the Sky. 1.1.2.4 With PSI Disrupter,Science Vessel, Vikings.
