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TvT Build To Replace Tank Viking (And Everything) - Page 2

Forum Index > StarCraft 2 Strategy
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Mato
Profile Joined August 2010
Australia412 Posts
September 26 2010 14:03 GMT
#21
Anymore replays of this? I just don't see how pure marauder/ghost can beat tanklines, especially when hes going to have vikings spotting. Giving up air control (and map control), how do you pressure then when you will have to be watching your own base most of the time for landing vikings?

1100pt diamond - i'd love to see more on this strategy but it seems flimsy to me.
kYem
Profile Blog Joined March 2010
United Kingdom412 Posts
September 26 2010 14:07 GMT
#22
i think select done that in some tourney finals. Try searching for his replays
Hell
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2010-09-26 14:18:50
September 26 2010 14:13 GMT
#23
I've tried this a few times and the main problem is that banshees tend to destroy this. Ghosts are way more costy than Banshees and you pretty much need them in a 1.5:1 ratio to deal with the Banshees. Banshees beat a Ghost 1v1 , and you don't have the gas to get enough Ghosts out fast enough. In the end I haven't found a decent way to deal with banshees when going for this. They can just keep harrassing you in different bases and you can't split your forces up like you can when going marine-heavy, because you need every single ghost you have in order to deal with the Banshees.

EDIT: And the later tank-viking-marauder transition is really rough as well. Especially with Banshee support your pure Marauders don't really stand a chance. The ghosts don't really accomplish anything useful to be honest.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
ktffang
Profile Joined July 2009
United States120 Posts
September 27 2010 03:28 GMT
#24
I'd really like a see a rep cus I'm tired of tank/viking games too.
7 times dowm, 8 times up
Cynthedic
Profile Joined April 2010
United States34 Posts
September 27 2010 04:29 GMT
#25
everyones asking for a rep! can we get a rep please???

btw just curious what rank you are, noooob
guyGOTgirth
Profile Joined August 2010
United States76 Posts
September 27 2010 04:38 GMT
#26
i got really excited when i saw this thread...

i dont take advice from noooobs anyway though
Bnet ID: guyGOTgirth.114
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
Last Edited: 2010-09-27 06:48:47
September 27 2010 06:47 GMT
#27
On September 15 2010 23:20 BadStigma wrote:
Thanks for the interesting ideas. Just a question.

How do you deal with tanks/massed tanks. Do you just stim up and run in and focus fire, this seems risky to me. A counter to this in my mind is to launch a nuke at the ideal seige tanks, have them un-siege, cancel the nuke and run in stimed mauraders.

Which leads me to my next question. Having the tech available for nukes, do you employ them, and how in terms of this build.

Thx.




i think you can harras your oponent before he have more than 2 sieged tanks if you go only marauder/ghost build.

I would build the ghost acadmy after the second rax, and build the 2nd gas right after the first one is finished and have 2 scv's on each gayser so you can have enough minerals to constantly produce marauder/ghost/upgrades and attack with a force of 6 marauders and 2 or 3 ghosts with stim (to kill off the bunker quickly)

and if you go for some dropships you can get cloacked ghosts, emp his command center (so he wont have energy for scans) and nuke his supply depots... that would be lolerz.
In the beginning there was nothing... and then exploded
Touch
Profile Joined August 2010
Canada475 Posts
September 27 2010 07:10 GMT
#28
Post replay Mr.nooob
Sieg
Prophecy3
Profile Joined March 2010
Canada223 Posts
September 27 2010 07:15 GMT
#29
saw this used today by Neans, in a KOTH tourney. It was pretty effective until the midgame when his opponent had tanks and marauders, allowing the tanks to get in the 2-4 shots necessary to change the course of the battle.

The main problem (that I see) with this build is that against standard tank/viks once the tanks are sieged and prepared with support around them, it's impossible to break without a nuke, and if those tanks push on your front door and (again) get into good position you're forced into emergency maud spam @ the tank line stomping your nat/main. This ofc assumes they've been able to fend off your intial push, but therein lies my point in that if it is survived, your tech is quite far behind, and are vulnerable to a tank creep cross map..

It's innovative, it's fun to watch, and it requires more micro, but I don't know if it's going to become a standard for tvt.. Tanks are still king IMO.
Ignorance is Bliss? Indifferance is Atrocity.
Victim
Profile Joined August 2010
United States188 Posts
September 27 2010 08:03 GMT
#30
On September 27 2010 15:47 Drakan wrote:


i think you can harras your oponent before he have more than 2 sieged tanks if you go only marauder/ghost build.


The problem is that with only barracks, your opponent sees the early attack coming and adds a bunker. I don't think there are any all barracks builds that don't involve the early attack. The bunker should let builds entering tank viking hold pretty easily.

And marines beat marauders. If it seems like your marauders hold their own against an equivalent cost of marines, it's because a player using marines as a mineral sink might not have Stim and other upgrades very quickly.
Veasel
Profile Joined September 2010
Sweden159 Posts
September 27 2010 08:51 GMT
#31
I can see this tactic work pretty well actually. With HARDskilled mirco although. Ghost is simply the hardest mirco unit and u must keep it alive the game cuz if they get focused down it is a huge backfire. Soo if u can handle ghost + base + maruders dance at once (aprox 160+ apm, 240 + atleast in battle then i have to say. HOLY CHUCK.

too hard for me though
Rest in Piece
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 27 2010 09:46 GMT
#32
How can you fight marauder/tank with marauder/ghost? Every player goes marauder/tank with some vikings/dropships. You really think you can fight that with pure ground (low mobility) and no tanks? I don't believe it's possible, but prove me wrong plz.
Half man, half bear, half pig.
bulge
Profile Joined July 2010
161 Posts
September 27 2010 10:13 GMT
#33
hmm. i can see it working well, especially if the opponent goes for tanks.

however, the whole reason you need tanks is to roast marines. marines left unchecked will destroy all other terran units very cheaply.

in essence, 10 rauders and 5 ghost will get rolled incredibly hard by 30 marines.
Strutswell
Profile Joined September 2010
Canada47 Posts
September 27 2010 10:22 GMT
#34
On September 27 2010 19:13 bulge wrote:
hmm. i can see it working well, especially if the opponent goes for tanks.

however, the whole reason you need tanks is to roast marines. marines left unchecked will destroy all other terran units very cheaply.

in essence, 10 rauders and 5 ghost will get rolled incredibly hard by 30 marines.


That sounds like an interesting experiment! Time to pull out the trusty unit tester and see what happens

Been reading a lot about the snipe ability (and shift-queuing) and sounds like 5 ghosts would make quick work of those marines
Why's there a pylon in my base?
Veetz
Profile Joined April 2010
Canada109 Posts
September 27 2010 11:16 GMT
#35
seems like an amazing strat, except vs bio mech where the enemy has 3-5 rax and 2 factorys pumping tanks.. But if you can nuke the tanks and force them to unsiege and then move in you can definately get by. Also being pure bio, you should have more map control early on letting you expo a lot more and defend them more easily as well as being able to harass very strong with drops. It definately has potential but will require alot more apm.
Panoptic
Profile Joined September 2009
United Kingdom515 Posts
September 27 2010 11:20 GMT
#36
This sounds really good on paper...but why can't we have replay? A replay is worth 1000 words after all.
"Crom laughs at your four winds!"
Fiel
Profile Joined March 2010
United States587 Posts
September 27 2010 11:36 GMT
#37
I'm not saying that this build is bad. All builds have their weaknesses, but once the enemy sees you have a lot of ghosts, he's definitely going to get a raven to make sure you don't go behind him and snipe off all his workers. This build is very, very weak against Battlecruisers, and it's not too much of a tech investment to go from Ravens to Battlecruisers.

Unless you add medivacs to your build (which I don't see why you would, they would get owned by vikings), you are not going to have a starport nor the infrastructure available to counter the Battlecruisers.

If only Ghosts still had Lockdown.
SilverPotato
Profile Joined July 2010
United States560 Posts
September 27 2010 11:37 GMT
#38
This is a really an awesome idea, but from all the examples you've given OP this build seems to be centered around a more defensive stance. It feels like getting an expansion up would be hard if you only have bio ball. I'll be trying this out, but it seems like being offensive and trying to contain would just be pushed back by siege tanks.
"The ability to learn faster than your competitors may be the only sustainable competitive advantage." ~Arie de Geus
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2010-09-27 11:38:48
September 27 2010 11:37 GMT
#39
Ghost/marauder openings in T v T are actually fairly common now. The OP did not make up this strat. Both QXC, SeleCT, and a few other top Terrans use it.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
SilverPotato
Profile Joined July 2010
United States560 Posts
September 27 2010 11:40 GMT
#40
On September 27 2010 20:37 link0 wrote:
Ghost/marauder openings in T v T are actually fairly common now. The OP did not make up this strat. Both QXC, SeleCT, and a few other top Terrans use it.

Links please, I'd really like to see this build in action.
"The ability to learn faster than your competitors may be the only sustainable competitive advantage." ~Arie de Geus
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