its not a build, just getting more marines from the barracks that you already built
[G] Ghost mech Terran vs Protoss - Page 5
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Mr.Eternity
United States143 Posts
its not a build, just getting more marines from the barracks that you already built | ||
whatthemate
Australia51 Posts
also massing phoenixes can defend against rogue hellions the safest way. its important for protoss to maintain air superiority or else they will also lose if they attempt to turtle and macro up ahead at same time. i reckon playing Protoss like as if it was ZVT or PVZ in sc1 mode. void ray are a waste of time. im theorycrafting that multiple warp prisms are built and scattered across the map ready to harass. loaded with dual immortals taking care of rogue hellions. chrono the forge upgrading ground weapons asap. high templar spam against thor + siege tank. scatter a few pylons in battlefield with one photon cannon to forge siege mode and then siege transition should be window of opportunity to psi storm. i reckon once the terran leaves main base, use warp prism and warp few zealots to crush tech labs addons and armory etc. storming a bunch of scvs is what protoss needs to do early on to have any advantage. use guerilla style tactics to punish immoble siege tanks. hellions will be trying to run back to base to kill of zealots, use sentry force field to block ramp and destroy tech addons. | ||
avilo
United States4100 Posts
On May 07 2010 06:55 Fontong wrote: Hah, avilo, you had great timing posting this build right before it gets buffed in the patch Now there is ever more incentive to use it eeeee haaaaaan timmmingggg lol and as for people mentioning build more marines...it's called "mech" for a reason haha ![]() and this build absolutely crushes void ray openings. They are not a problem at all, you have vikings so quick. | ||
Weasel-
Canada1556 Posts
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R229znw,
United States8 Posts
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LuckyGnomTV
Russian Federation367 Posts
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deth
Australia1757 Posts
Above all, the skill you need to pull this build off is patience, then quick reflexive decision making. | ||
Percutio
United States1672 Posts
If anyone wants to try this against me I would love to see how my build responds to it. PM me if you would like to see how the builds match up. | ||
PeterDoe
United Kingdom53 Posts
We have a new patch today, I think u may wana edit ur guide? I have no idea. do u have any thoughts how could this patch affecting ur Ghost mech strat with raven opening? | ||
deth
Australia1757 Posts
On May 07 2010 12:14 PeterDoe wrote: hi avilo, thx a lot for ur guide, i ve watched 15 of the reps only. We have a new patch today, I think u may wana edit ur guide? I have no idea. do u have any thoughts how could this patch affecting ur Ghost mech strat with raven opening? It wont change any of the timings i think..just makes the units more useful! | ||
avilo
United States4100 Posts
On May 07 2010 12:14 PeterDoe wrote: hi avilo, thx a lot for ur guide, i ve watched 15 of the reps only. We have a new patch today, I think u may wana edit ur guide? I have no idea. do u have any thoughts how could this patch affecting ur Ghost mech strat with raven opening? Nothing really changed with the patch for this strategy. It was buffed again though slightly from the tank HP + hellion range. Same theory and execution are needed just like b4. | ||
imBLIND
United States2626 Posts
How are you scouting and reacting to the protoss tech? I haven't been able to find a general build that allows me to safely tech and mass without worrying about what the toss is going. SC2's units are so specialized vs a certain type of unit that I find it impossible to find a real early game army that can hold it's ground vs void rays, stalkers, and immortals. 2rax, 3rax, 2port, and other mass-first builds do not have this problem because they invest so much money into covering all possibilities. I have to rely on meticulous scouting to create the correct army, and that is a huge pain in the butt because of proxies and sacrificing mules. The midgame is fine, but the early game is killer for any person that tries to fast tech. What makes this BO any different from a normal tech build? | ||
Wr3k
Canada2533 Posts
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Nilaus
Denmark159 Posts
On May 07 2010 12:57 imBLIND wrote: What makes this BO any different from a normal tech build? I've tried it a bit and at first it seemed rather weak due to the fast teching. In reality it is not, because you are using the entire tech tree. The Rax is producing continually, the Fact is producing continually from the time it is built and the same with the Starport. This means that you will have a lot of units despite the fact that you are teching. 1 Reactor + 2 Tech Labs give you the necessary flexibility to react to whatever is thrown at you. I'm looking forward to seeing how this works in Patch 11. I think we can expect a lot more air play from Protoss, which needs to be dealt with, through at the same time it leaves the ground army that much weaker. I was considering mixing in Thors for AA to keep the Phoenixes from lifting my Ghosts and sniping Ravens. We still need Vikings to counter Void Rays, but the Vikings will be vulnerable in the open against Phoenixes (Phoenix can always pick the fight), so they need somewhere safe to return to when striking at Void Rays i.e. Thors and Turrets IMO. | ||
Floophead_III
United States1832 Posts
Lets just say that voidrays = not an issue. I never made a viking, or another rax. I was literally in shock that 8 voidrays could crumble that fast but just emp + a few marines apparently is actually enough. I definitely think early voidrays might be a bit of a nuisance, but it doesn't appear that they're very strong in big fights, which is quite surprising. | ||
yanot
France130 Posts
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Nilaus
Denmark159 Posts
On May 07 2010 15:55 Floophead_III wrote: Holy crap. I just played a game vs my friend where he massed voidrays in the midgame along with a robo/gateway army. I saw them and threw up an armory for thors and starting making a handful of marines from my 1 rax. When we fought I think I had like 6 or so marines and a couple ghosts. Not only did my hellions/tanks beat his ground army - my tiny infantry force almost beat his voidrays. He had 1 leftover, and then I had 3 factories pumping thors so I was fine. Lets just say that voidrays = not an issue. I never made a viking, or another rax. I was literally in shock that 8 voidrays could crumble that fast but just emp + a few marines apparently is actually enough. I definitely think early voidrays might be a bit of a nuisance, but it doesn't appear that they're very strong in big fights, which is quite surprising. Replay please! I'd like to see how that works. Not that I doubt you or anything, but it would be great if we didn't have to fight P in the air with Vikings. | ||
Sublimis
Sweden70 Posts
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link0
United States1071 Posts
Although, I do agree that Ravens aren't that important at all. Ghosts can counter DTs already. | ||
gihan84
United States10 Posts
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