Anyway, could anyone who used this successfully after patch 10 upload a replay or two? i'd be very interested to see this live.
[G] TvZ Nuke Rush & Offensive Ghost Strategy - Page 3
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Phos
Iceland106 Posts
Anyway, could anyone who used this successfully after patch 10 upload a replay or two? i'd be very interested to see this live. | ||
H2O Xplicit
Korea (South)56 Posts
But could you make a guide into countering certain Protoss forces such as an early immortal push? Thanks ![]() | ||
ppgButtercup
United States159 Posts
Anyways, I beat him but it was close. Speedlings basically won me the game. I switched into roaches the second I saw hellion harass. When the drop happened, I pulled drones from my main, countered with a group of lings, and all-in pushed his front with my roaches and other lings. Basically busted his front down and killed his main about the time he had to pick up his offensive force so my lings wouldn't kill it. I redroned, kept streaming speedlings, and ran him over. Granted, he probably didn't do as good of a job as you at execution. | ||
TobZero
Germany493 Posts
overall this is a good writeup but i just have the feeling that you just dont have enough units before you start useing ghost. would be really interested in some reps vs. hardcore speedling pump maybe even +1lings. Zira edit: ah yeah what stormguy85 wrote! this is what i think will break that strat really easy. | ||
goszar
Belarus119 Posts
But I have noticed the following strange thing in your screenshots: every Zerg lost a lot of drones to Hellions. Why is that still an issue for Plat players? When I go Eco or Tech build, I always put 1 spine crawler near each mineral line and place my queens in a way that can prevent bypassing. Haven't lost a single drone to Hellions for a few weeks. | ||
Mente
United States288 Posts
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Sieg
Canada42 Posts
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mrlie3
Canada350 Posts
I will continue to polish this build as it has worked really really well for me. | ||
VdH
Romania78 Posts
This is a great replay demonstrating the strategy. Top notch korean players going at it and the terran wins with his awesome use of ghosts and hellions. | ||
mrlie3
Canada350 Posts
On May 07 2010 00:07 VdH wrote: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=122628 This is a great replay demonstrating the strategy. Top notch korean players going at it and the terran wins with his awesome use of ghosts and hellions. I will check this replay and maybe post it on demonstration section tonight. Thanks for the link VdH! =) | ||
nimbaba
1 Post
I recently started to watch Day9 videos and I eventually came across Jinro's ghost in tvz. I really liked the strat for some reason and started playing online a lot just for fun. I was really surprised how well I was doing in tvz even though I'm not a very strong player. I don't really know any solid build orders or anything, I just do stuff when I feel it a good time to do them but I think with 3 rax, 1 tech and 2 reactor and +1 upgrade with shield are very dangerous against a zerg that is not expecting a ghost push. I think the snipe round ability is very strong and can really tuen the tide of a game if used correctly. With a good timing attack, 4-5 ghosts and a bunch of shielded marines can destroy an early zerg force. Banelings are the most dangerous thing I encoutered with this strat as it requires a lot of skill to snipe them banelings .. but still doable. Here are some replays I played against platinum/diamond players. http://rapidshare.com/files/392188914/ghost.rar.html I'm still learning so any tips/comments on my gameplay are welcome! Enjoy ![]() | ||
Santriel
Belgium33 Posts
Once you land a nuke and you ghost has more than 70 energy left, you can make another nuke and successfully launch it without uncloaking your ghost. Just put him on hold fire. Most enemies will figure he died in the explosion or simply went away. People NEVER expect you to just camp there and re-nuke their asses immediately after. | ||
kusu
Sweden440 Posts
And more replays ! | ||
MythicalMage
1360 Posts
On July 11 2010 08:10 kusu wrote: So now when phase two is up... Does this buid work anymore? I'd like to see an update !:D And more replays ! Ditto! | ||
Acidlineup
123 Posts
basically the trick is to go for 9 gas, so u will have enough for early nuke and heavy tech, but also that can be countered easily by early aggression/. | ||
iNdo-Man
United States191 Posts
On July 11 2010 15:27 Acidlineup wrote: I did a guide how to make this strat. even more effective by having a ghost, cloak, medvac and nuke by 5.30 realtime wich is the fastest u can get, but ppl started bashing that topic so it was closed. basically the trick is to go for 9 gas, so u will have enough for early nuke and heavy tech, but also that can be countered easily by early aggression/. ya, that is a straight up nuke rush.. where as I have taken this build and really molded it into a viable opener that takes me through the early game into the mid game with lots of viable options and defense from most popular zerg play. I would just like to say that only after playing it a few times I am rreeeaaalllllyyyyy liking what you can do with this bo until something drastically changes i'm going to use it permanently in my TvZ. Here's a similar post where I talked quite a bit about defending muta rush and some of the zerg's options after this opening http://www.teamliquid.net/forum/viewmessage.php?topic_id=135630#6 -i'll stress that i've used it against a heavy ling to infestor build and both a fe and late expanding zerg -I think with good control and quick hands you can power through some of the early timings a little quicker.. I like the gas at 13 and and normally I get to 16 before OC. I start the 2 marines immediately after rax finishes and finish the wall. my 2nd marine is 18 and I'm building gas as my OC finishes Finishing the wall can be as easy as building your factory next to the rax so that you can swap them really quickly and ur hellions then come out on your ramp! this protects from baneling bust too. -I get nuke first instead of cloak send it to their natural cliff + Show Spoiler + early enough you dont need cloak, especially vs a roach or ling heavy zerg also... I aimed the nuke on HIGH GROUND near an edge that is close to the drone line... Zerg cannot see the high ground unless he has spotting ovi and the nuke normally kills all unsuspecting drones at natural (this has worked specifically for me on maps like Kulas Ravine, LT, Destination) -In a practice game, a queen could reach the ghost and was attacking it during the nuke, however, with medivac standing by and the ghost being on high ground.. there was no question of whether the ghost would survive. He did not die to the blast either. However, even though all the drones had evacuated, he lost 2 queens and 20 seconds of mining time. that is equivalent to ~ 600 minerals theoretically, preventing zergs ability to enter the mid-game with any sort of punctuality. --Holding the natural If you can drop on a map with a nice big cliff by their natural like LT or Kulas Ravine you can have ghost, 2 scv, and marine in ur drop.. build bunker, build turret and now u can defend and be an even bigger pain. force zerg to rebuild 2nd base at a 3rd that is harder for him to defend. Starport landing on your first Reactor Core + Show Spoiler + After 4 hellions are finished it's time to transition into the deep mid-game by making tanks for the obvious counter to hellions (roaches/hydra) lift my factory and and I can fly starport into reactor core. What I like the most about this build is that it keeps the pressure on zerg so hard throughout the entire early-game and into the mid-game. There is no major sacrifice on econ in this bo even though one might think there could be. I build a cc early enough, along with ebay for PF if the zerg continues all-in counters or goes super heavy 2 base roach. build New wall with ebay and upgrade cc into PF immediately after landing in nat. This is going to be somewhere between your first and second nuke. Also you should have atleast 1 -2 tanks from ur fact that you switched to tech lab right after hellions finished. I bunker, walll with ebay, PF and then nuke again. and now I'm usually equal base with a zerg who keeps having to rebuild drones or atleast had to pull workers 2x (worse-case scenario if you didn't kill the hatch after 2 nukes) ebay allows for turret if mutas come out quickly after nuke #1 as well as protection from burrowed roach builds 2 nukes and now what? + Show Spoiler + Medivac if i'm doing heavy drops to kill zerg's 3rd or prevent their 4th -or- pump viking if i want to support tank/maurader heavy mid-game army and push across the map against a 2 base zerg who's trying to bust me with roaches. Continue to counter zerg as you have had plenty of time to see what zerg is doing. You never really have to commit so much to a specific unit with this strat b/c effectively keeping zerg on the defense lets you evaluate what units they are building all the way into the midgame before you have to choose your army composition. I just keep it very generic until my natural is up and running. what I mean by that is: 3 tanks, 5-10 marines(based on transition into bio), 2-4 mauraders(more if heavy roach), 1-3 ghosts, 1-2 medivacs, vikings if I want to harass overlords and keep up pressure ...as your natural starts to bring in the money, I am experimenting with the best options to get rid of this quick influx in cash. I think I'm going to start with having 1 scv build consecutive barracks following the natural expand until I get 2-3 barracks that I can support consistently. I have taken the build into the late game where zeg had ultras but the tanks in tank mode rape them.. Use tanks to FF on ultras while bio FF on lings and its over.. especially by playing choke points correctly...a wide open battle field allows zerg to gain the advantage with numbers in the 2nd CHUNK and into the 3rd CHUNK (lol day[9] reference) of the game. | ||
Shaithis
United States383 Posts
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Randomaccount#77123
United States5003 Posts
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bombcar
United States68 Posts
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hoor3x
United States100 Posts
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