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[G] Ghost mech Terran vs Protoss - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 15 16 17 Next All
Ryuu314
Profile Joined October 2009
United States12679 Posts
May 06 2010 06:59 GMT
#41
On May 06 2010 14:51 FishNChips wrote:
warp prism + high templar = gg u

Vikings have the ridiculous range of 9. It should be ezpz to snipe warp prisms holding high templar.
Floophead_III
Profile Joined September 2009
United States1832 Posts
May 06 2010 07:04 GMT
#42
On May 06 2010 14:51 FishNChips wrote:
warp prism + high templar = gg u


The reason this isn't true is twofold:

Tanks outrange HT Feedback so HTs have to show themselves to tanks to kill the ghosts.

Hellions MURDER HT, so you have to be super super careful about protecting them.

This isn't to say HT are bad, but it's not some epic counter. I'd say you don't even need to get them, but you could if you wanted to.
Half man, half bear, half pig.
Hellhammer
Profile Blog Joined March 2010
Canada144 Posts
May 06 2010 07:12 GMT
#43
So far there is just no real threat to this build, other than you have to be pretty good (high gold, plat) to use this effectively. Whomever is saying 3 gate void isn't reading the thread before posting. The build is super versatile and can switch into counter anything. You just need to scout and have patience.

You can scout easily, you can answer anything the toss does, and most important, you have all the time in the world to 2nd and 3rd.

Avilo is right in saying, protoss feels like they need to do something or else they will fall behind. So they just suicide their army into the tanks and hold alt hoping to allah something turns out right.

This isn't sc1 :p.

Every unit is counted for... Proxy void ray is the only thing that can stop this but Avilo always swings around the map checking for stupid shit like this, as you should too!

Maaayyybe a mothership vortex, but ghost should be able to snipe that, and mothership is pretty ridiculous if you ask me :p or a dirtbag 4 gate all in, but busting a wall on a ramp is hard without immortal.

Watch the replays, everything has been thrown at this build.
If Jesus comes, kill him again.
AJ-
Profile Joined April 2010
United States316 Posts
Last Edited: 2010-05-06 07:35:55
May 06 2010 07:22 GMT
#44
really like this build, awesome transition from mech sc1 to sc2

hellions replace vulture drops and melt zealots (without mine drags),
emps give the tanks back their firepower, vikings + turrets replace goliath

although no mines does make it more susceptible to flanks (than in sc1), but sensor towers help immensely with coordinating the push + easier access to nuke + PDD + upgrades = return of mech

toss would really just has to outplay to win, no autowin gimmicks - he has to harass more, be more mobile than you to shut down expansions, outmacro you and beat your push with what i imagine would be a very well positioned zealot-stalker-immortal army with HTs or colossi in a shuttle
metaldragon
Profile Joined October 2009
United States251 Posts
May 06 2010 08:40 GMT
#45
very very impressed by this opening.

Deal with early voidratriys
deals with early DT
Deals with 4 gate..
Deals with fast robo.

Overall its just a VERY solid opening that lets you transition into what you want.

triple nukes to wipe out and expo or a ton of gates or tech is just worth its weight in gold

300/300 to completely deny and expo is well worth it.
avilo
Profile Blog Joined November 2007
United States4100 Posts
May 06 2010 08:52 GMT
#46
Game vs paramore, same opening versus another void ray/3 gate opening, just switch ur starport to your reactor for one round of production and you are good to go.

http://www.sc2rc.com/index.php/replay/show/3859
Sup
Champi
Profile Joined March 2010
1422 Posts
May 06 2010 09:03 GMT
#47
this build makes my immortals sad
NightOne
Profile Joined March 2010
Canada215 Posts
May 06 2010 09:10 GMT
#48
unfortunately i was the guy who played an hour long game opening with voidrays...

i was so frustrated after that game..
NightOne
Profile Joined March 2010
Canada215 Posts
Last Edited: 2010-05-06 09:13:03
May 06 2010 09:11 GMT
#49
On May 06 2010 17:52 avilo wrote:
Game vs paramore, same opening versus another void ray/3 gate opening, just switch ur starport to your reactor for one round of production and you are good to go.

http://www.sc2rc.com/index.php/replay/show/3859



switching starport to reactor is actually what i did to a few protosses doing this build as well.. it is insanely gay..

EDIT: by gay i mean.. friggen hard to fight against... a good terran can push out before HTs have storm... at least HTs can feedback PDD but that still leaves the mass marines hard to deal with without storm..
lew
Profile Joined April 2009
Belgium205 Posts
Last Edited: 2010-05-06 09:36:49
May 06 2010 09:34 GMT
#50
I am wondering how well/bad this would work:

instead of building a starport, you build a second rax and a ghost academy. Then move out with 4 tanks, 20 rines and 1 ghost. But then you don't have the raven ofcourse...
lovewithlea
Profile Joined March 2010
168 Posts
May 06 2010 09:37 GMT
#51
good build. nice work.

fast blinkstalkers or immortals can hurt you but is handable.

it's great these days cause it pretty much shuts down void rays.

i just had two games one with a voidray rush but i allrdy had 3 vikings out when he arrived cause i scoutet it. and one where he went for mass voidrays after an expansion, also scoutet right before the first VR popped and was able to pump enough vikings out of one reactor pot to handle that.

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=123339

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=123340

here are the replays

vry handy vs VR






roam
Profile Blog Joined February 2010
United States54 Posts
Last Edited: 2010-05-06 09:43:43
May 06 2010 09:43 GMT
#52
Here's my theorycraft on the matchup.

Marauder/infantry openings will be an option to kill FE toss, or some variant of greedy/risky builds.

But in general, we will see T play mech/ghost (4 fact) to push out to second and third base. At second and third base, T will look for timing if P is being greedy with expos/tech - so there might be some variation in builds here to make a timing push work.

In long game after 3rd base, T will continue to pump out of 2-3 starport and use banshee/ghost to harass and deny expansions. T will still slow push and expo creep with his ground forces. P will have option to challenge ground forces and trade army, or switch to more mobile army (inc phoenix) to stop T expo deny. T can respond with more air (vikings) and keep on pressure.

At some point, P will have to position army to deny harass, and this gives T windows to fast push to key locations and force ground fights. T will have better harass, but P will have mothership (ability to win a given fight). Ultimately, decision making in late game will decide the match.
metaldragon
Profile Joined October 2009
United States251 Posts
May 06 2010 10:06 GMT
#53
This build allows mech to get off the ground vs toss and without mass status and recall mech is actually HARDER to deal with than it was in SC1.

Mass blink stalker can do some hit and runs but honestly im really expecting this to catch on.
lolreaper
Profile Joined April 2010
301 Posts
Last Edited: 2010-05-06 10:32:17
May 06 2010 10:29 GMT
#54
very good mech/ghost strat by korean terran
http://himan.pl/index.php?a=details&id=429
http://himan.pl/index.php?a=details&id=430
http://himan.pl/index.php?a=details&id=431
dustdust
Profile Joined March 2010
Germany76 Posts
May 06 2010 11:15 GMT
#55
Awesome guide, avilo.
Can you please elaborate on when to get and when to use/not use siege mode?
nujgnoy
Profile Joined December 2009
United States204 Posts
May 06 2010 11:35 GMT
#56
Ghostmech is a great strategy, but saying that it forces the P to attack the terran is a wrong notion.

Just like in SC1, mech is immobile. The protoss should be taking over 3/4 of the map while the terran is massing. P should NEVER just try to bust a good position. Rather, it should try to exchange armies whenever the terran is out of position, and overwhelm the terran or gain mapcontrol/dominance through macro-power.

In one of the reps I watched so far, the protoss blindly attacked into a terran's sieged position. This is obviously suicide -. -. Armies should be exchanged, not donated.

In the long term, TvP may become imbalanced b/c ghostmech would dominate ground and vikings dominate air. Protoss no longer has recall or air superiority with carriers. IMO ghostmech is the most promising BO in terran strategy so far.
EximoSua2
Profile Blog Joined February 2010
United States216 Posts
May 06 2010 11:42 GMT
#57
You might wanna mention that in the rep pack, you don't build a fucking GHOST in a lot of the games.
Whalecore
Profile Joined March 2009
Norway1110 Posts
May 06 2010 11:57 GMT
#58
avilo ftw!

Nice build, too bad I'm Protoss :D
Playgu
EximoSua2
Profile Blog Joined February 2010
United States216 Posts
May 06 2010 12:15 GMT
#59
Ok, finally saw a rep that actually had this strategy in it.

At about 31:30 of your game against Water, you triple Nuke his last expansion. He surrounds the cloaked Ghosts, and kills all 3 before the pylon is built to give the photon cannons energy. How did he see your Ghosts? It's late here maybe I missed something?
Taefox
Profile Joined March 2010
1533 Posts
May 06 2010 14:26 GMT
#60
When i use this strat, often Toss change to expand and create Colossus - Stalker blink - immortal and some sentry lol ... With blink all my siege tanks seems disable and hellion owned by colosuss, pluss Hellion would useless when no light armor in Toss combo o.O

May I did something wrong or how to counter to Toss who goes expand and create Colosssus - Stalker blink ? Keep harrasing ?
@taefoxy
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