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[H]TvP how to use ghosts?

Forum Index > StarCraft 2 Strategy
Post a Reply
MegaManX
Profile Joined May 2010
Serbia38 Posts
September 29 2010 11:39 GMT
#1
I usually play MM ball + medvacs in the early stages of the game. And that works pretty well against toss, until he gets HT. At that time if I dont get ghosts its pretty much gg. But I have really trouble using them effectively.

How do u use them? Do u have them in separate hotkey, or grouped in main army and then tab between stim and EMP? IF u use hotkeys which do u use?

Also, do you keep them mixed in MMM ball, or have them stand separately?
Snowfield
Profile Blog Joined April 2010
1289 Posts
September 29 2010 11:56 GMT
#2
Separate group, usually i use 2 for caster, you could tab too, but this creates issues because you want ghosts with no energy to rtb and when you tab and when you stim you first stim marines and then marauders, not a too big thing but can cost you some time.

keep them mixed in with the MMMball though if vs HT's so its harder tor him to feedback (or keep them upfront so you can EMP before you army gets there), if vs colossi you might not want them to get hit by splash, so keep them in the back
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
September 29 2010 12:20 GMT
#3
I keep the ghosts in my bio group and hotkey them to 3. Before battle, stim and 1a, select ghosts and EMP. Feedback rapes ghosts quickly&cheaply; sure you can cloak but they will have observers, so you need to keep them in the army.
England will fight to the last American
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
September 29 2010 12:24 GMT
#4
I keep the ghosts in my bio group and hotkey them to 3. Before battle, stim and 1a, select ghosts and EMP. Feedback rapes ghosts quickly&cheaply; sure you can cloak but they will have observers, so you need to keep them in the army.
England will fight to the last American
SilverPotato
Profile Joined July 2010
United States560 Posts
September 29 2010 12:28 GMT
#5
I tend to keep mine just behind the first line of my bio army that way getting an EMP off won't be an issue. But be ready to move him out of army in case of psi storm blankets.

Also, try and snipe HTs after dropping an EMP, don't want any annoying Archons now do we?
"The ability to learn faster than your competitors may be the only sustainable competitive advantage." ~Arie de Geus
ChickenLips
Profile Blog Joined May 2010
2912 Posts
September 29 2010 12:49 GMT
#6
Try to get used to a seperate group, i.e. 1 for bio and 2 for ghosts. You will thank yourself later.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
philly5man
Profile Joined July 2010
United Kingdom356 Posts
September 29 2010 13:01 GMT
#7
Hadn't thought of putting them in group 1 with marine/marauder and also in a separate group. That way you get the best of both worlds - blend into your ball so you can't get feedbacked and you're also able to EMP easily.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-09-29 13:52:12
September 29 2010 13:47 GMT
#8
Ghosts arent to hard to use, jsut spread them with your army in a different control group and EMP when you get into battle.

Against HT get cloak and have a squad go out infront of your main army, flank the enemy and see if you can get an emp(s) in on the HT, its not so hard to avoid obs if you flank and sneak up on them, and one good emp will remove so many storms its totally worth it even if the squad gets raped. As a P facing these roving squads is a fucking nightmare, as if they get my HT I pretty much instantly lose.

Against an HT only P, your 1# priority should be somehow sneaking an emp onto his temps before the battle. If you do manage it then engage immediately, P cannot fight MnM without AOE at all.

roving ghost squads of 2-3 also ruin my mobility as P because I have to constantly be worrying about covering and splitting up my HT, as well as obs scouting any potential army paths.

I've been going HT and collossi later in the game because the emps have such a possibility to ruin your day instantly.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
mols0n
Profile Joined May 2010
Canada388 Posts
September 29 2010 13:55 GMT
#9
I find EMP isn't that useful late game, sure you can emp HT except that protoss can instantly warp 10 more in with engh energy to storm
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-09-29 14:09:36
September 29 2010 14:09 GMT
#10
On September 29 2010 22:55 mols0n wrote:
I find EMP isn't that useful late game, sure you can emp HT except that protoss can instantly warp 10 more in with engh energy to storm


HT are incredibly expensive, and they don't come in time for an army engagement in the middle of the map.

What happens is that a good T sits there with some tanks in a favorable position P can exactly charge into and break, sneaks around with the ghosts, and the second they get off a good emp just run out and rape the unsupported P army.

Its certainly extremely effective vs me.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
pingy[wen]
Profile Joined June 2010
United States157 Posts
September 29 2010 14:12 GMT
#11
On September 29 2010 22:55 mols0n wrote:
I find EMP isn't that useful late game, sure you can emp HT except that protoss can instantly warp 10 more in with engh energy to storm


except if they do that, i can roflstomp them because they usually have no dps units left. because by that time they'll have 10 HT with no energy left and i'll have my second wave of bio ball coming.

referring back to the OP, if you dont have good micro with your ghost, line your forces out instead of having a ball. if you dont like ghost, use banshees to roam and flank from the back (usually the HTs are in the back when forces engage). if not that, just use your mobility to contain the toss with hit and runs. and if you can't do that...i guess gg out, and hope you'll get demoted to where you can work on micro.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
September 29 2010 14:29 GMT
#12
When to use ghosts? When his army doesn't have colosi in it! Is he-

4gating? Ghosts are great as a counterattack option (after you hold it off of course!) with a stim bio ball. If you've got medivacs it's just overkill!

Chargelot+ ht? Make sure to pick off any observers floating around your army. THIS IS UBER CRITICAL! If you don't he just feedbacks them with ht because he can see you. If he has no obs floating around, research cloak and run in your ghosts to set up perfect emp/snipes/just fucking right click the HT's. Great fun.

Some kind of stargate motherfuckery? Again, a ghost led counterattack can cripple them!

DT tech? EMP see's invis units (as you should know!) so obviously ghosts are great here. I really just add ghosts whenever I see a twilight council, either way you gonna need some ghosts reporting!

As for using them, just like others say. Split them onto their own control group away from the other bio units and you'll be fine. And be so fucking sure there's no observers around. This is the biggest thing, those emp's and snipes have to be a complete surprise for them to be most effective.
ProgamerAustralian alcohol user follow @iaguzSC2
Boss958
Profile Joined August 2010
United States2 Posts
Last Edited: 2010-09-29 14:45:05
September 29 2010 14:42 GMT
#13
There is a ghost push build, Look it up on youtube, basically it is marine heavy 9 minute rush with 2-3 ghost and 2-3 marauders at about 40-50 food. If you want practice on EMP use this build this is the best use against any toss player, if you want nuke practice, such as ghost insertion, hiding the dot where to hit, ect play 4's games, other then that have fun using the Warrior Elite of the Terran
One life to live
schnieder
Profile Joined August 2010
26 Posts
Last Edited: 2010-09-29 16:14:47
September 29 2010 16:14 GMT
#14
Gretorp made early ghosts really popular, he does a 2rax Expand build
first rax gets a reactor, second a tech lab.
while first is getting reactor get second gas and ghost academy

after my first ghost i typically get a few rauders into a second ghost

I have actually been using this build lately.
its great to somewhat faster expand becuase toss lately has beeen trying to outmacro terran.

if they are 4 gating bunkers and laugh
If they opened phoenix/void emp, and laugh

you can push on their base, but i usually just tromp around with map control while i expand to threaten them and try to deney expansion from them for as long as possible.

The main reason i switched to this build 2rax ghost vs 3 rax is i kept getting rolled by 3 gate robos with 3 rax and wanted an early ghost to eliminate FF's and immortals sheilds.

EDIT: ~1400 level random player
kme
Profile Joined March 2010
Serbia176 Posts
September 30 2010 23:44 GMT
#15
How you use ghost depends on P having/not having HT. If he doesn't have any HT just use them in your main control group with MMM and use EMP once the enemy units get in range.

If he has HT you must hit them all with EMP before the battle, otherwise you will be taking a huge risk. This means that your ghosts will have to go ahead of your army so it can be helpful to put them in separate control group, but it is not needed as you can just select them all normally since you won't attack until HTs are EMPed. Before doing this you should always scan and determine the best angle to reach HT. Cloak is obviously helpful even if they keep obs with their army as they won't spot you until you get in the sight range and if you picked your angle correctly you can probably get your EMPs off before they kill the ghosts. Patience is the key, if you miss/fail just retreat and wait for more ghosts as attacking will probably result in you losing all your army. IMO doing this correctly is THE most important thing in the late game TvP since storm is just that good.
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