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TvT Ghost Build by SpunXtain - Page 3

Forum Index > StarCraft 2 Strategy
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SpunXtain
Profile Joined June 2010
Australia165 Posts
March 16 2011 07:58 GMT
#41
pmub
Kingqway
Profile Blog Joined December 2010
United States155 Posts
March 16 2011 08:49 GMT
#42
wow, the first replay was such a great display of the build. However, whats the reaction to a standard tank-viking-marine build? Of course, scouting plays a huge role in this MU, but the ghost build seems to rely on the fact that you're expecting your opponent to go along the lines of banshee hellion drops since you're getting the academy relatively early.

I realize this build can also negate the 1-1-1 banshee rush, but I generally tend to go for the standard tank build for TvT. Do you just change output of the 3 rax into mmm?
ddong
SpunXtain
Profile Joined June 2010
Australia165 Posts
March 16 2011 13:19 GMT
#43
On March 16 2011 17:49 Kingqway wrote:
wow, the first replay was such a great display of the build. However, whats the reaction to a standard tank-viking-marine build? Of course, scouting plays a huge role in this MU, but the ghost build seems to rely on the fact that you're expecting your opponent to go along the lines of banshee hellion drops since you're getting the academy relatively early.

I realize this build can also negate the 1-1-1 banshee rush, but I generally tend to go for the standard tank build for TvT. Do you just change output of the 3 rax into mmm?


Basically if they go fast tanks that's probably the hardest build to counter with this, but its certainly not unbeatable. The guy is going to be using all his gas on siege tanks, which means he will be dumping minerals into marines which you can snipe off pretty well and then move in to clean up the undefended siege tanks with marauders.

You're right, generally the transition is into MMM play with less siege tanks than normal, but you're going to have quite a lot of additional mobility and the threat of nukes/cloak harass/orbital emps is likely to keep him in his base a lot longer.

The other advantage is that you're able to fast expand very well behind this build order, so if you can hold off his early tank advantage you're going to be in fantastic shape going into the mid-game, and you always have the option of using nukes to break his siege lines if they become problematic. The build does require some finesse and you're going to have to find ways to get more out of your units than you invested into them, but the fact that this build order hard counters most cheese/early pressure builds and still lets you expand early really makes it worth learning in my opinion. Personally, its become my stable build and I have just recently been promoted to Masters thanks to it =]
gejfsyd
Profile Joined September 2009
Poland156 Posts
March 16 2011 13:22 GMT
#44
Ghosts are awsome in tvt. I open with them almost every game. But i was doing slightly other build. With only 2 raxes for faster expo. Nuke owns!
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-03-16 13:34:46
March 16 2011 13:33 GMT
#45
Since Hellion Air came out i've stopped investing so much in Marines. Hellions just roost them. And Detection is pretty gay because the high viking count just murders ravens. Basically my TvT now with great succcess is TvT Mech with Ghost and only OCs instead of PFs for alot of scans. Pfs aren't that helpfull in TvT compared to the OC. Lots of OCs mean you don't need vikings. And the ghost means you can nuke push your opponents Tank Lines. Your "build" isn't really a build, more like Ghosts are good in TvT. A ghost rush on the other hand is very weak to standard Marine Tank or Bio pushes because the high investment of ghost that early means your behind in tech. Your opponent is gonna have more tanks, a faster siege, a faster stim, ect. And then your screwed if he pushes. Ghost are good. Just not Ghost Rushes in TvT.

Consider just adding ghosts once you expand as an alternative. Because whats the point of getting a ghost that early if your not gonna use it then.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
SecretA5DC
Profile Joined December 2010
Korea (South)225 Posts
March 16 2011 15:40 GMT
#46
I know everyone is saying that Ghosts counter Hellions, but exactly how fast can they kill off a 4 Hellion drop before they actually do some damage? I thought Ghosts fire much slower than the average Marine.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
Last Edited: 2011-03-16 15:44:18
March 16 2011 15:43 GMT
#47
Eh.. this is only good against like 1rax fe (even then you have to attack before bunker gets up) or iechoic, both of which are fairly uncommon. Echoic's build is not enough of a stable standard style to warrant a specific counter. I guess it would be ok against straight cloak banshee too but I think raven would be better vs that.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
stormchaser
Profile Joined January 2011
Canada1009 Posts
March 16 2011 17:17 GMT
#48
Hey man, didn't know you posted on TL.net Nice build, very interesting to see terran players implement ghosts in TvT as they are much more common in TvP than any other matchup.

Very cool stuff.
Phibonnachee
Profile Joined January 2011
Canada5 Posts
March 16 2011 18:10 GMT
#49
On March 17 2011 00:43 Pokebunny wrote:
Eh.. this is only good against like 1rax fe (even then you have to attack before bunker gets up) or iechoic, both of which are fairly uncommon. Echoic's build is not enough of a stable standard style to warrant a specific counter. I guess it would be ok against straight cloak banshee too but I think raven would be better vs that.


This is not a build to specifically counter iechoic. Ghost can actually be used in conjunction with marines for a fairly effective timing attack. Well at least against anything other than tanks -.-. If you really wanted, mass reapers are an effective blind counter to iechoic, but this is just a normal counter. Thing is, it is still effective timing push in the event that they dont go iechoic, unlike mass reapers.
Ghost Reporting
mechavoc
Profile Joined December 2010
United States664 Posts
Last Edited: 2011-03-16 18:13:30
March 16 2011 18:12 GMT
#50
Last week watching RootDrewbie's stream (He was playing his EA account Wok)he came across TLO who used a similar build in 3 games TvT. The inital ghost push was strong but did not win it. more standard tanks drops mm harass etc came out on top.

Ghosts are expensive units and making them gives up on alot of tech.
SpunXtain
Profile Joined June 2010
Australia165 Posts
March 18 2011 01:59 GMT
#51
You can catch up, and you can usually expand very easily. Abuse his lack of mobility if he goes for a lot of tanks by going MMM etc.
MrTopHat
Profile Joined February 2011
Canada11 Posts
March 18 2011 03:50 GMT
#52
If he goes for tanks(like he most probably will), you can halt ghost production, make marauders, utilize a nuke to push out if he contains you, or punish his defenses by nuking him at home. It's usually better to lean toward marauders over marines if he's using tanks, as marauders can tank and protect the ghosts from stimmed marine DPS, and also crush tanks that are out of position or wounded from nukes.

Nuke range is far enough that you can drop one about 3 range from his closest tank, forcing him to unsiege, at which point obviously you can just cancel and stim in, sniping his marines with the ghost. From there you can clear out his tanks and go siege tech as well to match. Tanks+nukes makes for some interesting siege pushes. Ghosts make great emergency detectors vs cloaked banshees as well!

Just watch your macro, heh.
Selkie
Profile Blog Joined October 2010
United States530 Posts
March 18 2011 05:33 GMT
#53
I've been playing the iechoic build a LOT (ever since it wrecked me on the ladder and I looked it up)- I've toyed with the idea of ghosts as a counter, tried it, and it didn't work very well. In essence, when I tried to go ghosts against my friend who was iechoic, he just went and #$% killed me. Ditto when we swapped. Part of the proper iechoic build is ravens (since it gives a ridiculous amount of scouting, I'll see the ghosts very quickly), and the raven, while light, won't be sniped. In addition, you're playing terran like you play zerg- you don't want to engage their army, you want to dance around it. Ghosts are a good caster unit, and do what they do very well- they are not a straight up fighting unit. Yes, they have a bonus against hellions and ghosts, but they are MUCH MUCH more expensive than either.

Furthermore, with the iechoic build, the simple presence of banshees forces detection- you don't need to actually get cloak.

You're also using marines are your mineral dump- marines are hellion bait.


Ghosts against zerg however...
MrTopHat
Profile Joined February 2011
Canada11 Posts
March 18 2011 07:09 GMT
#54
On March 18 2011 14:33 Selkie wrote:
I've been playing the iechoic build a LOT (ever since it wrecked me on the ladder and I looked it up)- I've toyed with the idea of ghosts as a counter, tried it, and it didn't work very well. In essence, when I tried to go ghosts against my friend who was iechoic, he just went and #$% killed me. Ditto when we swapped. Part of the proper iechoic build is ravens (since it gives a ridiculous amount of scouting, I'll see the ghosts very quickly), and the raven, while light, won't be sniped. In addition, you're playing terran like you play zerg- you don't want to engage their army, you want to dance around it. Ghosts are a good caster unit, and do what they do very well- they are not a straight up fighting unit. Yes, they have a bonus against hellions and ghosts, but they are MUCH MUCH more expensive than either.

Furthermore, with the iechoic build, the simple presence of banshees forces detection- you don't need to actually get cloak.

You're also using marines are your mineral dump- marines are hellion bait.


Ghosts against zerg however...


If your opponent realizes it's the iEchoic build, they can just produce a few cycles of marauders and get conc shell, while producing a handful of marines and keep your ghost production up. Marauders and ghosts are pretty much immune to hellion damage, and marauders slow em down for the ghosts to pick them off. The banshees get EMP'd and end up losing cloak until they can build up 25 energy again(this will be less effective after the patch nerfs EMP to 100 energy damage) and while ghosts aren't 1 for 1 cost effective vs banshees, they're not far off; marines just seal the deal. From there you can tech to thor/viking or something to take care of hellion/banshee/BC. Not to mention depending on your opening style with hellion/banshee, those that don't get a bunker up by around 21 supply will get killed if their opponent does a QXC-style ghost push.
SpunXtain
Profile Joined June 2010
Australia165 Posts
March 18 2011 13:06 GMT
#55
I think if you're failing against the hellion/banshee build with this ghost opening you're probably doing it horribly wrong. It hard counters so well.
SpunXtain
Profile Joined June 2010
Australia165 Posts
April 05 2011 14:11 GMT
#56
pmub
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