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[G] Cfestival's Ghost Nuke Push - Page 4

Forum Index > StarCraft 2 Strategy
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statikg
Profile Joined May 2010
Canada930 Posts
May 12 2011 13:50 GMT
#61
This is pure theory craft but I actually think that a modification of this idea could really work in TvP, generally the issue with rushes in TvP is that they just cut your army in half with forcefields at the ramp and you lose, but if you nuke above the ramp...then they have to retreat from the ramp and you can run your army up and maybe actually win with a 3rax.
perser84
Profile Joined October 2010
Germany399 Posts
May 12 2011 15:45 GMT
#62
well i think the main problem is now how to change the built order with the cost change
you pay 100 gas less but you must pay 100 minerals more
but i think that affects your timing greatly
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2011-05-12 17:35:27
May 12 2011 17:34 GMT
#63
On May 12 2011 22:50 statikg wrote:
This is pure theory craft but I actually think that a modification of this idea could really work in TvP, generally the issue with rushes in TvP is that they just cut your army in half with forcefields at the ramp and you lose, but if you nuke above the ramp...then they have to retreat from the ramp and you can run your army up and maybe actually win with a 3rax.

Or just EMP the sentries after scanning the top of the ramp.
The nuke could be used to kill pylons powering gateways instead.
Crytch
Profile Joined March 2011
Germany135 Posts
May 12 2011 18:42 GMT
#64
tried it out after the recent patch.
some BO mistakes etc, but shows the way that it still works :D
currently ~1.000 Masterpoints EU

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208504

or

[image loading]
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
cfestival
Profile Joined April 2011
United States32 Posts
Last Edited: 2011-05-13 03:52:16
May 13 2011 03:16 GMT
#65
On May 12 2011 22:50 statikg wrote:
This is pure theory craft but I actually think that a modification of this idea could really work in TvP, generally the issue with rushes in TvP is that they just cut your army in half with forcefields at the ramp and you lose, but if you nuke above the ramp...then they have to retreat from the ramp and you can run your army up and maybe actually win with a 3rax.


I've done this with much success actually.

I just went 2 rax ghost to 3 rax mmg (marine/marauder/ghost), then got an "early" factory.

Basically, it's a mm push, with a few ghosts. Less Ghosts (like 2)/More Marauders if they're going stalker/robo build, More Ghosts (4+) if they're doing 4 gate w/zealots.

I find the build works well vs the Spanishiwa FE build too, cause all they have are the spines to defend....I just have to work it a little better to get it down; I almost totally take him out in the first attack, and probably could have, if I managed it a little better. Don't look at my gameplay after the first attack....I know I'm a nub terran

Against the FE, the enemy has mostly static defenses, or light units....which the Ghost nuke kills.

Here are a few more replays: all games plays post 1.3.3 patch

TvT Ghost Nuke vs FE Marines
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208591

TvP Ghost vs Zealot
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208586

TvP Ghost vs early attack expo
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208587

TvZ Ghost Nuke vs FE
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208588

4v4 nuke
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208589

more 4v4 nuke action
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208590


On May 13 2011 00:45 perser84 wrote:
well i think the main problem is now how to change the built order with the cost change
you pay 100 gas less but you must pay 100 minerals more
but i think that affects your timing greatly


Yes, but it's fun experimenting on the build. The benefit to the gas to minerals is the ease that Ghosts can be produced later in the game. I find that you're not as strapped for gas when making them now, and upgrades/tech is a much more viable option.


On May 13 2011 03:42 Crytch wrote:
tried it out after the recent patch.
some BO mistakes etc, but shows the way that it still works :D
currently ~1.000 Masterpoints EU


posted! keep them coming!


On May 13 2011 02:34 noobinator wrote:
Show nested quote +
On May 12 2011 22:50 statikg wrote:
This is pure theory craft but I actually think that a modification of this idea could really work in TvP, generally the issue with rushes in TvP is that they just cut your army in half with forcefields at the ramp and you lose, but if you nuke above the ramp...then they have to retreat from the ramp and you can run your army up and maybe actually win with a 3rax.

Or just EMP the sentries after scanning the top of the ramp.
The nuke could be used to kill pylons powering gateways instead.


I find that the nuke is less effective vs protoss. The 100/100 that would have been for the nuke I spend it on getting STIM earlier (than a reg TvT Ghost Nuke), and maybe opting for more Marauders, instead of the Reapers, and an earlier Tank (without the Hellion)....but it sorta depends on the scouting. If my scouting is still "unknown," I find it safer to just sorta chill a little longer in a TvP, and wait to have a reg MM + G attack, with maybe a tank....depending on the map and how it's feeling.

This doesn't mean I won't get the nuke anyways.....especially now that the new patch decreased the power radius, which means that those pylons might be a little closer together now
Crytch
Profile Joined March 2011
Germany135 Posts
May 13 2011 11:23 GMT
#66
I think this build is most effective against 1/2-Racks expand, because your enemy will transition into any 4 racks build with bunkers, which are nuked off, and bio becomes snipe-rounded and its gg.

Pulled scv's are fastfood for your hellion/reapers/ghosts.
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2011-05-13 11:28:42
May 13 2011 11:26 GMT
#67
EDIT: Had to fix the quotes after 3 edits :/

On May 13 2011 12:16 cfestival wrote:
Here are a few more replays: all games plays post 1.3.3 patch

TvT Ghost Nuke vs FE Marines
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208591

TvP Ghost vs Zealot
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208586

TvP Ghost vs early attack expo
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208587

TvZ Ghost Nuke vs FE
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208588

4v4 nuke
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208589

more 4v4 nuke action
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208590

That's a lot of replays :O
You should put them in the OP since it looks like you forgot to lol

On May 13 2011 12:16 cfestival wrote:
I find the build works well vs the Spanishiwa FE build too, cause all they have are the spines to defend....I just have to work it a little better to get it down; I almost totally take him out in the first attack, and probably could have, if I managed it a little better.

Yeah, Spanishwa's bo is kind of flawed imo. It's way too defensive, so it can be a reverse situation for TvZ: Terran mass expands and contains the Zerg while the Zerg turtles XD
cfestival
Profile Joined April 2011
United States32 Posts
Last Edited: 2011-05-13 13:27:05
May 13 2011 13:03 GMT
#68
On May 13 2011 20:26 noobinator wrote:
EDIT: Had to fix the quotes after 3 edits :/

Show nested quote +
On May 13 2011 12:16 cfestival wrote:
Here are a few more replays: all games plays post 1.3.3 patch

TvT Ghost Nuke vs FE Marines
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208591

TvP Ghost vs Zealot
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208586

TvP Ghost vs early attack expo
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208587

TvZ Ghost Nuke vs FE
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208588

4v4 nuke
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208589

more 4v4 nuke action
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208590

That's a lot of replays :O
You should put them in the OP since it looks like you forgot to lol

Show nested quote +
On May 13 2011 12:16 cfestival wrote:
I find the build works well vs the Spanishiwa FE build too, cause all they have are the spines to defend....I just have to work it a little better to get it down; I almost totally take him out in the first attack, and probably could have, if I managed it a little better.

Yeah, Spanishwa's bo is kind of flawed imo. It's way too defensive, so it can be a reverse situation for TvZ: Terran mass expands and contains the Zerg while the Zerg turtles XD


I didn't put them all in the original post because it's a TvP and TvZ, and the TvT isn't optimized yet (to the new patch).

I did put the team games in there though....team nuke games are always fun to watch.

Also, don't misunderstand me about the Spanishwa---it's an awesome build, and if you don't stomp him on the initial push, they can still recover and keep playing (if you look at my game, I do a lot of damage, even killing a bunch of drones, but he still had so many left over). Nukes vs Zerg aren't nearly as effective as they are against Terran, or even Protoss. A few well-placed EMPs will help defeat those pesky transfusing Queens though


On May 13 2011 20:23 Crytch wrote:
I think this build is most effective against 1/2-Racks expand, because your enemy will transition into any 4 racks build with bunkers, which are nuked off, and bio becomes snipe-rounded and its gg.

Pulled scv's are fastfood for your hellion/reapers/ghosts.


Yes, my quickest, most decisive games were against a 1/2 rax FE (which seems to be popular now).

Fun Fact: Fungal Growth does NOT stop the Nuke from coming down, like the play guide suggests. Same with Neural Parasite; it does not automatically stop to Nuke, you have to do this manually after parasiting.
Syorm
Profile Joined April 2011
131 Posts
May 13 2011 13:14 GMT
#69
Wow I tried this with my gold 4v4 team and it worked like a dream. I like the fact that I can get a nuke and an expansion at almost the same time
cfestival
Profile Joined April 2011
United States32 Posts
May 13 2011 13:29 GMT
#70
On May 13 2011 22:14 MarkBolinder3 wrote:
Wow I tried this with my gold 4v4 team and it worked like a dream. I like the fact that I can get a nuke and an expansion at almost the same time


Can you post your replay? It's always fun to watch nukes go down.

For team games, it's ok you didn't use an "optimized build" (I haven't really optimized it for team games yet), but the general idea of a fast nuke for bunker/wall busting is awesome.
canox
Profile Joined March 2011
Canada6 Posts
Last Edited: 2011-05-18 02:43:39
May 17 2011 23:58 GMT
#71
I managed to pull it off.. BO is a little messed up, too much gas, but it worked pretty well anyways

[image loading]

edit:
heres another one lol. nuke finishes at 7:00
misclicking around nukes is dangerous!!
[image loading]
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2011-05-18 11:18:48
May 18 2011 11:18 GMT
#72
On May 18 2011 08:58 canox wrote:
I managed to pull it off.. BO is a little messed up, too much gas, but it worked pretty well anyways

[image loading]

edit:
heres another one lol. nuke finishes at 7:00
misclicking around nukes is dangerous!!
[image loading]

You had too much gas because the bo hasn't been changed since patch 1.3.3, which changed Ghost cost to 200/100 rather than 150/150. I usually get my 2nd gas around 18 now with this bo.

OP: Also, I found an iEchoic build variant that delays the drop to get a banshee out quicker. With target firing vs the ghosts and kiting vs the rines, he destroyed my attack (which still managed to take out a bunker, 2 depots, all his rines and all his hellions). After that, I had 2 rax pumping marines and a factory pumping tanks. With one cloaked banshee he forced me to pull my SCVs and allin. Even if it wasn't a cloaked banshee, he could've kited my marines all day.

Kind of ironic that the bo you're trying to counter destroys you with a slight change.
cfestival
Profile Joined April 2011
United States32 Posts
May 20 2011 02:02 GMT
#73
On May 18 2011 08:58 canox wrote:
I managed to pull it off.. BO is a little messed up, too much gas, but it worked pretty well anyways

[image loading]

edit:
heres another one lol. nuke finishes at 7:00
misclicking around nukes is dangerous!!
[image loading]


I added your replays =)

when you did the scan, you should have seen some better targets than the missle turret on the typon peaks match. There were 4 supply depots that may have been hit from the bottom (i think it reaches), and that would have given you a bigger bang for your buck. But yeah--second to that, tech labs are esp good to hit so they can't build marauders (marines can be easily sniped as they are made).

On May 18 2011 20:18 noobinator wrote:
Show nested quote +
On May 18 2011 08:58 canox wrote:
I managed to pull it off.. BO is a little messed up, too much gas, but it worked pretty well anyways

You had too much gas because the bo hasn't been changed since patch 1.3.3, which changed Ghost cost to 200/100 rather than 150/150. I usually get my 2nd gas around 18 now with this bo.

OP: Also, I found an iEchoic build variant that delays the drop to get a banshee out quicker. With target firing vs the ghosts and kiting vs the rines, he destroyed my attack (which still managed to take out a bunker, 2 depots, all his rines and all his hellions). After that, I had 2 rax pumping marines and a factory pumping tanks. With one cloaked banshee he forced me to pull my SCVs and allin. Even if it wasn't a cloaked banshee, he could've kited my marines all day.

Kind of ironic that the bo you're trying to counter destroys you with a slight change.


Yeah---banshees sorta suck. I've stayed behind a few times when I thought he was going banshees....got a few more ghosts, marines, and marauders, killed his banshees, and then pushed. That has worked fairly well too.
Crytch
Profile Joined March 2011
Germany135 Posts
Last Edited: 2011-06-12 15:31:03
June 12 2011 15:16 GMT
#74
Two more replays:

[image loading]

[image loading]

And another one, lol:

[image loading]
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
Crytch
Profile Joined March 2011
Germany135 Posts
June 15 2011 13:55 GMT
#75
Trolling GM's ^^

[image loading]
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
BawheidbobSC2
Profile Blog Joined June 2011
United Kingdom12 Posts
June 28 2011 13:22 GMT
#76
Great read - I will look into trying this one as at this early stage of my playing i just cannot handle the 30+ minute games i find myself in tvt all the time at the moment.
TFIGEGKTB
DrLOAC
Profile Joined May 2011
United States53 Posts
June 28 2011 13:43 GMT
#77
I works well at my lowly bronze level. Terrans almost always wall in at the low levels. The only losses I've had were from unscouted cheese or faiking to follow up the initial push.
51.6 @ 17500mph
Crytch
Profile Joined March 2011
Germany135 Posts
Last Edited: 2011-06-28 14:37:54
June 28 2011 14:36 GMT
#78
I have played this strategy now like... 50 times? Maybe more.
In my oppinion this build is very strong against any FE, mostly a autowin.

Against 1 base it's always a coinflip.
Cloakted banshees can become a problem before you finished stim because he just abuse his range (or cliffs on some maps) and you loose to much units to do a decent push.

Against early siegetanks it's a skilltrade. If hes intelligent enough to unsiege only one tank after another while you are nuking you will do 0 DMG and you still can't push in cause he's always sieged with some tanks.

Blueflame openings are another "cfestivals nukepush" killer, because they kill most of your units. Marines, Hellions and Reaper will die instant, and he can harras/drop your worker and you have to go allin or gg leave.

The success of this strategy is very depended of your first scan, cause you have to check if he's fast expoing which means you can go ahead and autowin, or see what he is teching for to change your unitmix.

Anyway, i love this build, i always have to laugh so fucking hard when my opponent just stay or run in the nuke :D
Have got so much ragequits and flames in ladder, just to funny.

1.700 Master Terran, EU

edit: I dont play every game 100% the correct BO, i change it up if i feel so.
Dont stick to much to the BO, trust your feeling.
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
BawheidbobSC2
Profile Blog Joined June 2011
United Kingdom12 Posts
June 28 2011 16:43 GMT
#79
Well i attempted this today and managed to get a win out of it. Lots of practice yet required but you have given me another fun option to try.

[image loading]

Thank you for the guide
TFIGEGKTB
(supernerd)
Profile Joined February 2011
United States8 Posts
June 30 2011 20:25 GMT
#80
I'll upload a replay when I get a chance in a bit, but if you modify the build a bit it works well for 2v2, ESP dropping the ghost in against T. Destroyed 9 supply depots with one nuke. Thanks for the build!
My wife for Hire.
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