[G] Ghost mech Terran vs Protoss - Page 2
Forum Index > StarCraft 2 Strategy |
GreggSauce
United States566 Posts
| ||
mrk
Korea (South)60 Posts
Massing marauders is easy, building an appropriate (and by this I mean perfectly optimal) protoss army to deal with it takes a little time. Also marauders have been *slightly* nerfed. Anyways nice guide.very effective. Punishers poor play, but also a little tricky to get right all the time. | ||
Mr.Eternity
United States143 Posts
Then the protoss could build enough void rays to either completely overpower your vikings or force you to build more rines to counter. Also, it seems that if the protoss could pick off your ghosts with air then the build becomes vulnerable to immortals again. It just seems that in general, if the protoss player went 3 gate void rays, this build would have a bunch of difficulties. | ||
jamvng
Canada244 Posts
O btw, you should put your opening and mid-late game transition onto liquidpedia heh | ||
newbcake
United States57 Posts
1. Thor + medivac adds some much needed mobility to your army and allows you to pick off stray units, harass, and stop expansions. 2. Thors make much better defenders early on since they can be mass-scv repaired. This is important early on when you don't have enough of a critical mass of tanks to deter immortals and blink stalkers. 3. Thors are huge and take up a lot of space and prevent your tanks from being bum rushed by zealots and other units. 4. Thors stop phoenixes and voidrays, and with EMP can kill most gateway units in a hit. They can also 250 mm cannon colossus and immortals. The only weakness thors have is against HT, but that is pretty typical of TvP matches turning into a ghost vs HT match. | ||
DragonDefonce
United States790 Posts
The critical weakness with this build IMO is the fact that its awesome if you can get there, but because it is such a late game focused strategy, you could potentially die to early/mid game aggression/all-ins. For example, with the raven opening, what would you do against a 3 gate 1 star voidray/chargelot rush? This seems incredibly vulnerable to that build, as well as your standard immortal push. Also, 2 star void rays are very strong against all the vikings and marines you can throw at it once the voidray charges up. On top of that, even if toss decides to just expand, I think getting your natural up and running would be very tough early on. Maybe a some sort of FE build might be a better set up for this. | ||
avilo
United States4100 Posts
On May 06 2010 12:17 DragonDefonce wrote: Thors are definitely better than tanks, simply because they cover air, more mobile, and they do ridiculous damage to armored. Tanks, while awesome for defenses, would not be a good choice for your main army composition due to the fact that constant sieging and unsieging will give toss even more map control and leaves you very vulnerable to voidray/carrier play. While feedback does cut thor hp in half, it does not outright kill it, and if you are quick with the ghost, you can prevent it all together. The critical weakness with this build IMO is the fact that its awesome if you can get there, but because it is such a late game focused strategy, you could potentially die to early/mid game aggression/all-ins. For example, with the raven opening, what would you do against a 3 gate 1 star voidray/chargelot rush? This seems incredibly vulnerable to that build, as well as your standard immortal push. Also, 2 star void rays are very strong against all the vikings and marines you can throw at it once the voidray charges up. On top of that, even if toss decides to just expand, I think getting your natural up and running would be very tough early on. Maybe a some sort of FE build might be a better set up for this. actually, the absolute strength of the opening is that you can survive any all-in quite easily. | ||
Floophead_III
United States1832 Posts
On May 06 2010 13:04 avilo wrote: actually, the absolute strength of the opening is that you can survive any all-in quite easily. This opening beats all ground-based allins. I don't know how to adapt to voidrays since I don't play TvP much these days but I'd like to see what people find regarding voidray play. | ||
Vattilega
United States52 Posts
Quality replays, quality post! | ||
wonksaggin
United States73 Posts
As far as Protoss goes, (can't leave you guys out, haha); I'm guessing, what is going to be a standard counter to this Terran build, would be a Nony Phoenix opening as they move really fast. Initially, early on, they are able to scout this Avilo build as soon as the first Phoenix pops. With them, you can try sniping off Ravens before they meet your army and can put down their PDD. Furthermore, they also have the ability of disabling Tanks when Terrans push. However, in terms of army to army engagement with Marine/Ghosts, and Vikings thrown into the mix, EMPs would make Phoenixes drop like flys and negate their ability to lift units. | ||
soliddew
United States28 Posts
| ||
wussleeQ
United States3130 Posts
| ||
WorkersOfTheWorld
United States619 Posts
| ||
TheNomad
United States134 Posts
I do really like your build though, usually I do the same thing, I love the raven early for stopping obs, and Ghosts are a must because 5+ temps with energy are the bane to the terran army. The only problem I have ran into so far are watchful protosses who spread templars and have quite a few observers and proceed to feedback ghost/banshees/ravens at the beginning of battle. | ||
Nilaus
Denmark159 Posts
My immediate thought is "awesome idea", then I consider that you are basing your strat on the 3 most gas intensive units in the Terran arsenal: Raven, Tank and Ghost. How do you manange that gas cost on just 2 geysers and how do you spend all the excess minerals? All in all I am looking forward to trying it, also with Thors instead of Tanks to see how that works. | ||
FishNChips
United Kingdom107 Posts
| ||
vOddy
Sweden402 Posts
And scouting voidrays in time is very hard. Even if you scan the enemy base instead of MULE, he might have put it in a corner somewhere. And just because you see 2 gateways and no robo doesn't mean he put up a sneaky stargate somewhere - it may as well have been a sneaky robo. Idk man, my fear of voidrays makes me stick to 1 rax marauder FE into 4 rax marine mass. Tanks own EMP'd protoss, though. Stalkers, Immortals, and even Colossi all seem to die so fast without their precious shields. | ||
FishNChips
United Kingdom107 Posts
| ||
Hellhammer
Canada144 Posts
On May 06 2010 14:51 FishNChips wrote: warp prism + high templar = gg u Ghost>HT. Warp prism may pose a little bit of a threat. I am sure Avilo came across that though and has an answer. If I come across it in the replays I'll post here. | ||
jamvng
Canada244 Posts
On May 06 2010 14:50 vOddy wrote: But what if he opens voidrays? I'm still not convinced that his would fare well against a voidray opening :/ And scouting voidrays in time is very hard. Even if you scan the enemy base instead of MULE, he might have put it in a corner somewhere. And just because you see 2 gateways and no robo doesn't mean he put up a sneaky stargate somewhere - it may as well have been a sneaky robo. Idk man, my fear of voidrays makes me stick to 1 rax marauder FE into 4 rax marine mass. Tanks own EMP'd protoss, though. Stalkers, Immortals, and even Colossi all seem to die so fast without their precious shields. If you watch some of the replays...plenty of toss he faces open void rays..but because there are so many marines in his opening and it's so easy to transition into vikings, void rays openings are fine... | ||
| ||