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The design and idea of the level is pretty good it's just too hard and far too irritating to spend the next month trying to beat it as is
Level 9 can be won by taking out Mira's forces as soon as they appear, but splitting your priorities and deciding which is the greatest threat. Level 10 is all about microing your units. Take out small groups of units, do not try and attack near the lava, try and distract enemies by having them attack your core, etc. Level 11 is all about placing good defences and watching the minimap/responding to threats.
If you are interested, level 11 is somewhat similar to level 10 but more focussed on siege.
Thus, in this level, you would never get attacked by both colossi at the start because a timer trigger controls when they are released. I tested it a few times to make sure that they did not come Too early, but not Too late either. All enemies in this level are released in a similar fashion, and this holds true for most of the intermediate/hard campaigns.
The campaign is meant to be hard after all, and this is what the level tries to focus on: good gameplay. The fortunate thing is that the level does not take too long to complete, so dying makes it easy to restart without losing hours' of progress.