Continuing with the new productionless repair and ghost rush strategy in Atredies mission 8.
A repair facility is built and fenced, and when units are repaired they and dropped back on the field by the carryall they are invisible to enemies, AKA "ghosted".
Base defense is more demanding in this mission. Deliberate hesitation to wait for a rocket turret before starting the ghosting as the base needs to stand up to retaliatory devastors, launchers and saboteurs without micro-management.
2 refineries to get the credits for rocket turrets (up from just the 1 in 7).
Ghost force is the starting sonic tank and two starting launchers. The launchers to do heavy lifting destruction wise, while the sonic is the advance scout and picks off units that the launchers might aggro. Note that sonic tanks never aggro as a ghost, while having a reasonable vision range making them excellent ghost scouts.
This should be faster by routing the launchers better, I don't think I need to bother taking the lanuchers in from the east, they should just come into the middle of the ring immediately from the north, snipe the Harkonnen CY and then sweep around the ring from the Harkonnen Hi-Tech clockwise, continuing into the Ordos base from east to west.
The launchers hold their own destruction wise on HVF, Repair, Windtrap, Silo, LVF and CY, while the sonic should be assisting on Refineries, Hi-Tech, Palace and WOR. This should be factored in for sonic scouting and unit sniping timing.
Fun piece of trivia - the enemy has no radar outposts in this mission, which is by far the hardest structure for launchers to destroy.
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