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Ghost/marine/hellion/nuke Opening in TvZ

Forum Index > StarCraft 2 Strategy
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Devlawl
Profile Joined February 2011
Australia122 Posts
Last Edited: 2011-04-04 13:26:06
March 30 2011 10:52 GMT
#1
I was messing around with ghosts early game in TvZ and came up with this:

Replay: Platinum level Ghost/marine/hellion/nuke push TvZ
Replay: Platinum level Ghost/marine/hellion/nuke push TvZ 2
Replay: Ghost/marine/hellion/nuke push vs Diamond Zerg

The idea was that seeing as you need a factory to get nukes why not get hellions and use them to get some map control and force spine crawlers and roaches from the zerg. Snipe is very good versus roaches but ghosts, hellions and marines aren't so good versus spinecrawlers... but nukes are :D.

So I'd like to start a discussion about the potential of this sort of opening and perhaps you could give it a go and post a replay in this thread. Also I'd like to hear how zerg players would deal with this push. I'm in platinum league so yes my micro/macro isn't flawless but imagine a master league player with strong mechanics trying this sort of opening, in fact it would be awesome if a master league player tried it out and posted a replay here.

Please watch the replay before posting

(The Dr. Suess Nuke Funday Monday inspired me to experiment with this)

(Sorry I forgot to put [D] in front of my thread title, how do i fix it?)

Edit: Added another replay.
Life is cruel and then you die.
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
Last Edited: 2011-03-30 11:21:11
March 30 2011 11:18 GMT
#2
On March 30 2011 19:52 Devlawl wrote:
I was messing around with ghosts early game in TvZ and came up with this:

Replay: Platinum level Ghost/marine/hellion/nuke push TvZ

The idea was that seeing as you need a factory to get nukes why not get hellions and use them to get some map control and force spine crawlers and roaches from the zerg. Snipe is very good versus roaches but ghosts, hellions and marines aren't so good versus spinecrawlers... but nukes are :D.

So I'd like to start a discussion about the potential of this sort of opening and perhaps you could give it a go and post a replay in this thread. Also I'd like to hear how zerg players would deal with this push. I'm in platinum league so yes my micro/macro isn't flawless but imagine a master league player with strong mechanics trying this sort of opening, in fact it would be awesome if a master league player tried it out and posted a replay here.

Please watch the replay before posting

(The Dr. Suess Nuke Funday Monday inspired me to experiment with this)

havent watched the replay yet but..if the ghost is rfocused and killed and the spine crawlers are intact..doesnt this build fail? Given this is a 1 base play vs 2 base zerg,this is quite allin.

User was warned for this post
Newkid272
Profile Joined March 2011
United Kingdom17 Posts
March 30 2011 11:25 GMT
#3
Wouldnt't a high masters have roachs if he saw u getting hellions so he would just focus the ghost down and retreat back to spines the only way this would work would to have tanks protecting it or having cloak and also the player might evan move his spines to save them not sure if this would work in high leauges would be awesome to see a reaply
Hello
Devlawl
Profile Joined February 2011
Australia122 Posts
March 30 2011 11:27 GMT
#4
On March 30 2011 20:25 Newkid272 wrote:
Wouldnt't a high masters have roachs if he saw u getting hellions so he would just focus the ghost down and retreat back to spines the only way this would work would to have tanks protecting it or having cloak and also the player might evan move his spines to save them not sure if this would work in high leauges would be awesome to see a reaply


I did provide a replay... I protect the ghost with my army and snipes from my other ghosts.
Life is cruel and then you die.
sc2olorin
Profile Joined November 2010
292 Posts
March 30 2011 11:33 GMT
#5
I think it would be cool if ghosts auto-cloaked (without any research needed) while they were dropping a nuke. It could make nukes more viable, since as it stands now it just takes too long for a nuke to land for it to work for anything more than forcing your opponents to re-position units, and having to additionally research cloak just isn't all that worth it.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
March 30 2011 12:30 GMT
#6
see's red dot, uproots and moves stuff, nice idea to contain though.
Live Fast Die Young :D
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
March 30 2011 12:38 GMT
#7
On March 30 2011 21:30 TibblesEvilCat wrote:
see's red dot, uproots and moves stuff, nice idea to contain though.
Forcing spine crawlers to uproot is good though, as it means if you then charge in with your other units the spines are useless (as they take several months to re-root).
Sometimes I sits and thinks, and sometimes I just sits
PJFrylar
Profile Blog Joined October 2010
United States350 Posts
Last Edited: 2011-03-30 13:03:48
March 30 2011 12:39 GMT
#8
I did this kind of stuff for awhile months ago in what was then mid diamond (before masters came). It works really damn well if your opponent goes speedlings. However these kind of builds fail pretty hard to roaches, which is why I stopped doing them (when roaches got +1 range eeeeevery zerg was making roaches). If a zerg matches your army size with roaches they can generally clean you up pretty easily (even if you have a few marauders).

Edit: To illustrate what I'm talking about a bit I'll take some numbers from your replay. When you attacked he had 12 lings and 2 roaches (10 food). You had 4 hellions 8 marines and 3 ghosts (22 food). If he had 22 food of roaches, he cleans that up easily. Which can be seen after you killed his natural. You're (albeit slightly damaged) army was almost cleaned up by I think it was 7 or 8 roaches. And the second similarly sized group finished what was left over.

The zerg might also have not lost his nat if he didn't leave just about every overlord he owned under the nuke causing him to majorly supply blocked. From there the game was over. The second engagement went so well for you just because your army was way stronger. 12 lings and 12 roaches against 7 marauders 8 hellions (you had 9 but one was rallying down across the map) 8 marines and 8 ghosts, 30 food vs 54 food.

I'm not suggesting you don't try to make it work, but I think you should start trying to mix more marauders in. I started about the same spot as you did and ended up peeling back ghost numbers (to 1 to drop the nuke) and adding marauders. That might be a good place for you to start.
Devlawl
Profile Joined February 2011
Australia122 Posts
March 30 2011 13:50 GMT
#9
On March 30 2011 21:38 Hairy wrote:
Show nested quote +
On March 30 2011 21:30 TibblesEvilCat wrote:
see's red dot, uproots and moves stuff, nice idea to contain though.
Forcing spine crawlers to uproot is good though, as it means if you then charge in with your other units the spines are useless (as they take several months to re-root).


Exactly
Life is cruel and then you die.
Devlawl
Profile Joined February 2011
Australia122 Posts
March 30 2011 14:17 GMT
#10
On March 30 2011 21:39 FireBearHero wrote:
I did this kind of stuff for awhile months ago in what was then mid diamond (before masters came). It works really damn well if your opponent goes speedlings. However these kind of builds fail pretty hard to roaches, which is why I stopped doing them (when roaches got +1 range eeeeevery zerg was making roaches). If a zerg matches your army size with roaches they can generally clean you up pretty easily (even if you have a few marauders).

Edit: To illustrate what I'm talking about a bit I'll take some numbers from your replay. When you attacked he had 12 lings and 2 roaches (10 food). You had 4 hellions 8 marines and 3 ghosts (22 food). If he had 22 food of roaches, he cleans that up easily. Which can be seen after you killed his natural. You're (albeit slightly damaged) army was almost cleaned up by I think it was 7 or 8 roaches. And the second similarly sized group finished what was left over.

The zerg might also have not lost his nat if he didn't leave just about every overlord he owned under the nuke causing him to majorly supply blocked. From there the game was over. The second engagement went so well for you just because your army was way stronger. 12 lings and 12 roaches against 7 marauders 8 hellions (you had 9 but one was rallying down across the map) 8 marines and 8 ghosts, 30 food vs 54 food.

I'm not suggesting you don't try to make it work, but I think you should start trying to mix more marauders in. I started about the same spot as you did and ended up peeling back ghost numbers (to 1 to drop the nuke) and adding marauders. That might be a good place for you to start.


Thank you very much for watching the replay.

True, snipe only takes care of so many roaches so equal food of roaches would probably take me out. I probably would be able to scout that many roaches with my hellions though and back off and expand.

I did want to put more marauders in but I was really just trying to balance my gas and minerals and since I had got such fast 2gas I ended up just making a lot of ghosts. I'll have to mess around with gas timings until it is about right I guess.

I've found most zergs do prefer the speedlings and only get roaches if forced to. However when they see an unreactorred factory and hellions on the field they tend to not go overboard with roaches but get enough to hold hellion harass while droning up. Also all they see is my hellions clearing their zerglings from the xelnaga towers so my push would normally come as a surprise and the reinforcing round of roaches would be a bit late.

If you have any replays of you doing this sort of thing, it would be awesome if you linked it.
Life is cruel and then you die.
Boreas
Profile Joined January 2011
15 Posts
March 30 2011 14:46 GMT
#11
I think this build tips a little to much on the effectiveness of your ghosts. I mean, lets say that the ghosts start having problems with getting detected, yea you can defend with marines, but he could just lay down a bling nest and take care of them.

Also, it sets you up for losing the late game. if you have to go back to be able to take your nat, he is already teched up or very close to it, while you have to still transition into a unit comp that works against what hes using.
PJFrylar
Profile Blog Joined October 2010
United States350 Posts
March 30 2011 15:49 GMT
#12
On March 30 2011 23:17 Devlawl wrote:
Show nested quote +
On March 30 2011 21:39 FireBearHero wrote:
I did this kind of stuff for awhile months ago in what was then mid diamond (before masters came). It works really damn well if your opponent goes speedlings. However these kind of builds fail pretty hard to roaches, which is why I stopped doing them (when roaches got +1 range eeeeevery zerg was making roaches). If a zerg matches your army size with roaches they can generally clean you up pretty easily (even if you have a few marauders).

Edit: To illustrate what I'm talking about a bit I'll take some numbers from your replay. When you attacked he had 12 lings and 2 roaches (10 food). You had 4 hellions 8 marines and 3 ghosts (22 food). If he had 22 food of roaches, he cleans that up easily. Which can be seen after you killed his natural. You're (albeit slightly damaged) army was almost cleaned up by I think it was 7 or 8 roaches. And the second similarly sized group finished what was left over.

The zerg might also have not lost his nat if he didn't leave just about every overlord he owned under the nuke causing him to majorly supply blocked. From there the game was over. The second engagement went so well for you just because your army was way stronger. 12 lings and 12 roaches against 7 marauders 8 hellions (you had 9 but one was rallying down across the map) 8 marines and 8 ghosts, 30 food vs 54 food.

I'm not suggesting you don't try to make it work, but I think you should start trying to mix more marauders in. I started about the same spot as you did and ended up peeling back ghost numbers (to 1 to drop the nuke) and adding marauders. That might be a good place for you to start.


Thank you very much for watching the replay.

True, snipe only takes care of so many roaches so equal food of roaches would probably take me out. I probably would be able to scout that many roaches with my hellions though and back off and expand.

I did want to put more marauders in but I was really just trying to balance my gas and minerals and since I had got such fast 2gas I ended up just making a lot of ghosts. I'll have to mess around with gas timings until it is about right I guess.

I've found most zergs do prefer the speedlings and only get roaches if forced to. However when they see an unreactorred factory and hellions on the field they tend to not go overboard with roaches but get enough to hold hellion harass while droning up. Also all they see is my hellions clearing their zerglings from the xelnaga towers so my push would normally come as a surprise and the reinforcing round of roaches would be a bit late.

If you have any replays of you doing this sort of thing, it would be awesome if you linked it.


Unfortunately this was back in October, I think, so all the replays have long since disappeared from my recent folder. I think figuring out second gas timing will be key. I never quite figured out the best time to get it.

Going home if you see too many roaches will extend the game, but you'll still be significantly behind. The build as is (which is pretty similar to the way I did it) is pretty all in. The expansion is a bit late to set up an attack like this and not do damage. I never ended up winning a game where my attack got stone walled (even if I kept most my army alive)..
Devlawl
Profile Joined February 2011
Australia122 Posts
March 30 2011 16:42 GMT
#13
On March 31 2011 00:49 FireBearHero wrote:
Show nested quote +
On March 30 2011 23:17 Devlawl wrote:
On March 30 2011 21:39 FireBearHero wrote:
I did this kind of stuff for awhile months ago in what was then mid diamond (before masters came). It works really damn well if your opponent goes speedlings. However these kind of builds fail pretty hard to roaches, which is why I stopped doing them (when roaches got +1 range eeeeevery zerg was making roaches). If a zerg matches your army size with roaches they can generally clean you up pretty easily (even if you have a few marauders).

Edit: To illustrate what I'm talking about a bit I'll take some numbers from your replay. When you attacked he had 12 lings and 2 roaches (10 food). You had 4 hellions 8 marines and 3 ghosts (22 food). If he had 22 food of roaches, he cleans that up easily. Which can be seen after you killed his natural. You're (albeit slightly damaged) army was almost cleaned up by I think it was 7 or 8 roaches. And the second similarly sized group finished what was left over.

The zerg might also have not lost his nat if he didn't leave just about every overlord he owned under the nuke causing him to majorly supply blocked. From there the game was over. The second engagement went so well for you just because your army was way stronger. 12 lings and 12 roaches against 7 marauders 8 hellions (you had 9 but one was rallying down across the map) 8 marines and 8 ghosts, 30 food vs 54 food.

I'm not suggesting you don't try to make it work, but I think you should start trying to mix more marauders in. I started about the same spot as you did and ended up peeling back ghost numbers (to 1 to drop the nuke) and adding marauders. That might be a good place for you to start.


Thank you very much for watching the replay.

True, snipe only takes care of so many roaches so equal food of roaches would probably take me out. I probably would be able to scout that many roaches with my hellions though and back off and expand.

I did want to put more marauders in but I was really just trying to balance my gas and minerals and since I had got such fast 2gas I ended up just making a lot of ghosts. I'll have to mess around with gas timings until it is about right I guess.

I've found most zergs do prefer the speedlings and only get roaches if forced to. However when they see an unreactorred factory and hellions on the field they tend to not go overboard with roaches but get enough to hold hellion harass while droning up. Also all they see is my hellions clearing their zerglings from the xelnaga towers so my push would normally come as a surprise and the reinforcing round of roaches would be a bit late.

If you have any replays of you doing this sort of thing, it would be awesome if you linked it.


Unfortunately this was back in October, I think, so all the replays have long since disappeared from my recent folder. I think figuring out second gas timing will be key. I never quite figured out the best time to get it.

Going home if you see too many roaches will extend the game, but you'll still be significantly behind. The build as is (which is pretty similar to the way I did it) is pretty all in. The expansion is a bit late to set up an attack like this and not do damage. I never ended up winning a game where my attack got stone walled (even if I kept most my army alive)..


I don't know about being significantly behind after pulling back and expanding as for me to back off the zerg would have had to invest in a lot of roaches, meaning a lot less drones. Also I would be ahead in tech as I already have a factory and their lair would be delayed due to the gas investment in roaches.

I guess the logical transition would be to go into mmm with ghosts and perhaps blue flame hellions. Imagine doing a blue flame and ghost drop, you could snipe the queen roast drones and nuke the reinforcement path. Or even drop the back with cloaked ghosts snipe the queen and overseer and start attacking drones whilst nuking the reinforcement path, meanwhile running blue flame hellions into their third while they're distracted. Or do a big drop with some blue flame hellions, a ghost and some marauders so that the speedlings get roasted while the slower reinforcing units get blocked by a nuke and the marauders snipe tech :D.

I do wonder how a decent number of ghosts do against mutas, I guess I have to test it but if anyone has experience with it then let me know how it works out. If the zerg go down the infestor tech route then I'm already setup to deal with them.

So I can see numerous ways to get back into the game economically by using the tech advantage if the initial push is cancelled. Also in a straight up fight mmm with ghosts and blue flame hellions with decent micro can deal with pretty much any zerg composition.
Life is cruel and then you die.
Unwardil
Profile Joined March 2011
Canada188 Posts
March 30 2011 17:01 GMT
#14
I've done this plenty too and what I actually find is that you can slot it right into a double hellion fast expand opening no problem, so long as you scout hatch before pool. You'll get your nuke around the 9 minute mark, which with most zerg builds is roughly this very awkward time where they're just about to gear up to do some muta harras and take their third, but the nuke hits just before they actually get any of that stuff out and they've still only got spine crawlers and zerglings for defense.

If they have anything more complicated than that, they're probably a little behind in everything else.

You do generally have to be ready to repel mutas imediately after the nuke, especially if it doesn't do a whole lot of damage or does none and roaches are an obvious threat but pretty easily dealt with by marauders in bunkers. The point is, you'll have your expo and you'll have landed a nuke. I call that winning Charlie Sheen style, no matter how you slice it.
Devlawl
Profile Joined February 2011
Australia122 Posts
March 30 2011 17:12 GMT
#15
On March 31 2011 02:01 Unwardil wrote:
I've done this plenty too and what I actually find is that you can slot it right into a double hellion fast expand opening no problem, so long as you scout hatch before pool. You'll get your nuke around the 9 minute mark, which with most zerg builds is roughly this very awkward time where they're just about to gear up to do some muta harras and take their third, but the nuke hits just before they actually get any of that stuff out and they've still only got spine crawlers and zerglings for defense.

If they have anything more complicated than that, they're probably a little behind in everything else.

You do generally have to be ready to repel mutas imediately after the nuke, especially if it doesn't do a whole lot of damage or does none and roaches are an obvious threat but pretty easily dealt with by marauders in bunkers. The point is, you'll have your expo and you'll have landed a nuke. I call that winning Charlie Sheen style, no matter how you slice it.


Damn that is definitely winning Charlie Sheen style lol.

When you say double hellion fast expand, do you mean rax>fact>reactor on rax>swap fact and rax and get a cc somewhere in there?

Link some replays please. ^^
Life is cruel and then you die.
PJFrylar
Profile Blog Joined October 2010
United States350 Posts
March 30 2011 17:43 GMT
#16
If it does indeed fit well with a fast expand build that could help the build by quite a bit. I'd also be interested in seeing that.

Ghosts do pretty well against mutas with a bit of marine support. Ghosts do about the same DPS to light that marauders to to armored (no stim). If you have a heavier ghost number (3+) and marines when the first wave of mutas pop out you can generally handle it.

On the transition side of things, I suggest biomech. I would throw down a techlab on my factory as I started to move out and use the gas i was using on ghosts on tanks. The composition will have touble with banelings (unless you have MKP style marine splitting) so tanks are a very welcome addition. Try to keep the few ghosts you have from the start alive. Ghosts will have their uses, but I wouldn't have more than a couple at any given time. The gas is generally better spent on upgrades or tanks imo.
Devlawl
Profile Joined February 2011
Australia122 Posts
March 30 2011 18:24 GMT
#17
On March 31 2011 02:43 FireBearHero wrote:
If it does indeed fit well with a fast expand build that could help the build by quite a bit. I'd also be interested in seeing that.

Ghosts do pretty well against mutas with a bit of marine support. Ghosts do about the same DPS to light that marauders to to armored (no stim). If you have a heavier ghost number (3+) and marines when the first wave of mutas pop out you can generally handle it.

On the transition side of things, I suggest biomech. I would throw down a techlab on my factory as I started to move out and use the gas i was using on ghosts on tanks. The composition will have touble with banelings (unless you have MKP style marine splitting) so tanks are a very welcome addition. Try to keep the few ghosts you have from the start alive. Ghosts will have their uses, but I wouldn't have more than a couple at any given time. The gas is generally better spent on upgrades or tanks imo.


Tanks are always a pretty solid mid-game transition in TvZ but I already have a pretty solid biomech build that I'm happy with and it wouldn't quite be a ghost build anymore if I stopped making them after 9minutes .

As long as the baneling numbers aren't ridiculous they could easily be microd against by having marauders and ghosts in one control group in front to tank the damage since they're both not classified as light and hellions and marines in the back in another control group. Also snipe spam and concussive shells helps versus banelings. I could even poke ahead with cloaked ghosts and get a few snipes off on banelings. They shouldn't have too many banelings since they need a decent amount of roaches to deal with the blue flame hellion harass.

I guess I'll have to bash out a lot of games and see how it goes though.
Life is cruel and then you die.
Devlawl
Profile Joined February 2011
Australia122 Posts
April 04 2011 12:59 GMT
#18
Here's one of my latest attempts at this openning:

Replay: Platinum level Ghost/marine/hellion/nuke push TvZ 2
Life is cruel and then you die.
Devlawl
Profile Joined February 2011
Australia122 Posts
April 04 2011 13:27 GMT
#19
I beat a diamond zerg with the openning :D

Replay: Ghost/marine/hellion/nuke push vs Diamond zerg
Life is cruel and then you die.
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