[S2] Vorazun Terran Head-On Quiz Completion - #105 Hell Train - Vorazun P1 (4/2/2026)

This mutation solo was performed under the conditions of TwoTuuu's Test Time rules. For an in-depth description of the test, please refer to TwoTuuu's Test Time associated with the commander being played. Vorazun's Test Time Video:    • [Test Time] Vorazun   Thanks to TwoTuuu for the permission to use the Test Time intro's audio! Testing Rules (Credit: TwoTuuu) -No Slim Pickings, Microtransactions, etc. -Nothing the commander is generally bad against (Zag VS Missile Command, Tychus VS Kill Bots) -No insanely difficult mutations (Aggressive Recruitment, Cold is the Void) -No Cheese -LV 15, 90 Mastery -Full Regular solos rules: https://docs.google.com/spreadsheets/... Test Difficulty Descriptions (Credit: TwoTuuu) Quiz - For anyone who wants to test their skills with the commander. Midterm - Anyone with decent mastery of this commander should be able to pass this. Final Exam - Even seasoned veterans may need a few tries. Dissertation - Only players of the highest caliber can pass this. Mutation Description: Unavailable Mutators: Just Die! - Enemy units are automatically revived upon death. Scorched Earth - Enemy units set the terrain on fire upon death. Special Notes: Submission for TwoTuuu's Vorazun Test Time, Terran compositions must be selected, Classic Infantry and Raiding Party cannot be chosen as the enemy composition Commander: Vorazun Prestige: Spirit of Respite (P1) Advantages: -Emergency Recall recalls cloaked units to the closest Nexus or Dark Pylon instead of the primary structure and heals life and shields to full. -Deploy Dark Pylon cooldown and cost reduced by 50%. Disadvantages: -Dark Pylons lose Recall. Masteries: 30 Dark Pylon Range, 30 Time Stop Unit Increase, 30 Initial and Maximum Spear of Adun Energy Enemy Composition: Machines of War Kimmo's Notes for the Vorazun Terran Head-On Quiz: After using Withering Siphon, I definitely wanted to know if there was at least one test that can be completed using Spirit of Respite (P1). Turns out, that was the Terran Head-On Quiz, Hell Train! Since OE is a map that places emphasis on timely positioning rather than coverage speed, the penalty for Spirit of Respite could be overlooked. Especially with the skill on this map of being able to bug out the train escorts. I once saw on a previous run by TwoTuuu on this map that he did it with Void Rays first. I thought to do the same but using P1 VS Terran instead. P1 allowing Dark Pylons to be relatively spammable allowed me to set up zones for Void Rays to have more damage and set up my cloaked walls, too. In the early game, the only anti-air to worry about are the Goliaths when facing Machines of War. But the late-game actually becomes scary to Void Rays as starting from the 1st Double Train, there will be Thors to fight at nearly every junction. The Thors themselves aren't what makes things scary, though. It's the fact that Science Vessels will come with the Thors. I made a squad of 8 Corsairs and used Black Hole for the purpose of sniping them. Once they were gone, the Void Rays hide behind a Dark Pylon and unleash a prismatic light show on the machines. There are three attack waves that come with Science Veseels and Thors. Each attack wave comes with two Vessels to snipe. But thankfully, Corsairs can tank a few shots to be able to take out the Vessels to set up the Void Rays. Scorched Earth is a nuisance to cloaked walls. If things die on top of them, they will begin to literally burn down. If it's a Hybrid that dies there, though, you're almost certain to see something destroyed since the fire lasts for a full minute with Hybrid, has a large flame radius, and deals 840 total damage. If a Dark Pylon goes down, P1 makes it simple to replace without burning too much energy. And Emergency Recalls heal to full health and goes to the nearest Dark Pylon which, when positioned properly, allows Void Rays to immediately recover to full health and get back into the fray. Corsairs, however, can recover from anywhere because of their Stealth Drive. The skill to use Time Stop to make the escort waves useless on 1st, both Double Waves, and the 10th Train made this doable for Void Rays VS Machines of War using P1. However, even with that, it was far from a trivial task to take down the trains due to the pressure of time Just Die creates. After the 24:20 wave, though, there's no more attack waves to speak of. This can be used to your advantage by letting the 9th train go and with Time Stop's adjustments to the timings, you'll deal with the 24:20 wave first before the train comes around. Essentially after 24:20, there's virtually no more enemies to fight when coupled with being able to use Time Stop to bug out the 10th train's escorts at 26:50. Have a hell of a time with this test when you get around to it.