• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:22
CET 02:22
KST 10:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !6Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win Did they add GM to 2v2? RSL Revival - 2025 Season Finals Preview
Tourneys
RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ [BSL21] RO8 Bracket & Prediction Contest BW General Discussion
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1574 users

[D] TvT Ghost first build revised - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 Next All
Captain Soban
Profile Joined December 2010
United States119 Posts
May 24 2011 04:54 GMT
#21
And then you do what exactly against a push with two tanks and marines? The time taken to get ghosts puts your siege tech way way later. You will also lose to any sort of Thor opening without marauders.
You can have two tanks by the time he has two w/ siege. That combined with your own marines and snipe can fend it off. Siege shouldn't cause you too much trouble unless you're horrible at positioning. As for thors, if it is rushed, your initial push will cause sig. damage and weaken the rush. You also will be able to have at least one tank out by the time a thor reaches your base.
They say pizza ain't a funnel I say bullshit to that
Curu
Profile Joined March 2010
Canada2817 Posts
Last Edited: 2011-05-24 05:11:50
May 24 2011 05:03 GMT
#22
On May 24 2011 13:47 Captain Soban wrote:
Show nested quote +
You make a Rax, then a Ghost Academy, then a Ghost. Other player makes a Rax, then a Factory with his first 100 gas, then a Starport once the Factory is done. There's nothing arbitrary about it, he has more tech earlier than you. Your first 200 gas goes into getting a Ghost, his first 200 goes into getting a Factory and a Starport.
It is entirely arbitrary. Factory and starports aren't even tech structures! They are production facilities. What do you think a Ghost Academy even is? Its a tech structure because it unlocks Ghosts and associated upgrades just like how an armory unlocks thors and upgrades. Yes, factories and starports allow one to climb the tech tree but that is nowhere near their primary function.

Show nested quote +
It just seems gimmicky relying on the other player to be both fast teching and not building a Bunker, but some form of 2/3 Rax all-in works just as well in those situations.
The clear difference between this build and a 2/3 rax all-in is that at the end of the day when you have been repelled by a bunker, the ghost first build will be able to adapt to the opponents opening and be further ahead in tech, while the 2/3 raxing player will lose because that strategy is an all-in.
If you still think this build auto-loses to any of the more known openers I'd be happy to demonstrate it to you first hand and you will lose. CaptainSoban.697


Show nested quote +
ALSO GUYS! don't forget that you can't kite using snipe like you would with a normal attack. you actually have to wait for your ghost to load up and everything.
This shouldn't be all that big of an issue seeing that if the opponent pulls enough scv's, you will undoubtedly get surrounded no matter if you are shutter stepping or not (although ever bit helps). Kiting only prevents you from getting surrounded if you have a reasonable ball of units, 3 doesn't cut it.


So in your opinion nothing is a tech structure except Ghost Academy and Fusion Core? Okay then.

I really don't see how you can argue that you having a Ghost Academy and him having a Factory and Starport = you're ahead in tech. You're not. If you have a Starport you can make Vikings, Medivacs, Banshees, Ravens. If you don't have one you can't. Simple as that. You can make Ghosts, he can make Hellions, Tanks, Vikings, Medivacs, Ravens, Banshees. He's ahead in tech.

Going "ok play me and you'll lose" is the worst form of arguing for your strategy. NaDa can come post some retarded ass BC rush build and if anyone argues against it he says "ok play me and you'll lose" it's true but doesn't make the build any less retarded. Look at the replay you yourself posted; your build actually worked and put you ahead but you still lost the game because you got outplayed. That's not grounds to say your build sucks because the other guy beat you.

Look at pro tournament play, I think there's been two games where a player opened fast Ghost, one where TLO got wrecked by NaDa and another one in Code A that I can't recall right now (but the Ghosting player also got wrecked).

I've played around with every sort of Ghost or whatever opening because I hated Tank Viking back in the day in TvT, you will lose or be behind to any sort of 1 base Tank push or fast tech build that doesn't cut corners for defense.

That said many players WILL skimp on that Bunker, so you'll probably have a lot of success with this build. I'm just pointing out that it completely relies on your opponent skipping that Bunker for you to come out ahead using this build.

You also must kill at least 3 or 4 SCVs to come even, because you're throwing away 2 SCVs + the mining time for them.
wat
Notaa
Profile Blog Joined October 2010
Canada51 Posts
May 24 2011 05:08 GMT
#23
lol ok, here s the problem with this push, at 5:20 most people have 4 marines and a hellion, and most non shitty people are active with their first marines to gain map control, as u r building ur tech lab and ghost u ll be behind on marine count, if u lose ur first 2 scv and not do any eco damage, u r behind from losing the 2 scv + mining time. and with decent micro, i m not convinced that 4 marine and 1 hellion loses to 2 marine 2 scv and 1 ghost, even if it does, u wont have enough reinforcements/units left over to do any eco damage. more importantly ghost tech are incredibly hit and miss and require its own play style including nukes to deal with tank line as ghost tech is incredibly situational dependent in tvt whereas marine tank is tried and true.
That's Halo, Dont worry
Kamedience
Profile Joined January 2011
United States34 Posts
May 24 2011 05:20 GMT
#24
I started messing around with this a few days ago. It is a great open if the rush distance isn't too large, and if your opponent techs. You can expand as you move out too. Pretty good.
Hi
Leargle
Profile Joined October 2010
United States173 Posts
May 24 2011 05:23 GMT
#25
Reposting Betalump's builds :O
Maphack supply depot overlord
Aoi_10
Profile Joined October 2010
United States155 Posts
May 24 2011 05:30 GMT
#26
On May 24 2011 14:08 Notaa wrote:
lol ok, here s the problem with this push, at 5:20 most people have 4 marines and a hellion, and most non shitty people are active with their first marines to gain map control, as u r building ur tech lab and ghost u ll be behind on marine count, if u lose ur first 2 scv and not do any eco damage, u r behind from losing the 2 scv + mining time. and with decent micro, i m not convinced that 4 marine and 1 hellion loses to 2 marine 2 scv and 1 ghost, even if it does, u wont have enough reinforcements/units left over to do any eco damage. more importantly ghost tech are incredibly hit and miss and require its own play style including nukes to deal with tank line as ghost tech is incredibly situational dependent in tvt whereas marine tank is tried and true.


It takes more work to micro, but no question that 2 marines, a ghost, and 2 scvs beats four marines and a hellion. The ghost snipes two of the four marines off the bat, and you're left with equal marines, plus a ghost and two scvs versus a hellion. No contest. The goal is building a bunker with one of the scvs near the mineral line. Usually not a game winner right at the beginning, but it can be painful, if done right.
Captain Soban
Profile Joined December 2010
United States119 Posts
May 24 2011 05:34 GMT
#27
So in your opinion nothing is a tech structure except Ghost Academy and Fusion Core? Okay then.

I really don't see how you can argue that you having a Ghost Academy and him having a Factory and Starport = you're ahead in tech.
Well, you obviously have stopped thinking critically about anything I'm saying as I didn't claim either of those two statements.

NaDa can come post some retarded ass BC rush build and if anyone argues against it he says "ok play me and you'll lose"
Has he ever done that? Besides even if NaDa rushes straight for a BC he won't win.

Look at pro tournament play, I think there's been two games where a player opened fast Ghost, one where TLO got wrecked by NaDa and another one in Code A that I can't recall right now (but the Ghosting player also got wrecked).
Did they do the build in the OP?

I've played around with every sort of Ghost or whatever opening because I hated Tank Viking back in the day in TvT, you will lose or be behind to any sort of 1 base Tank push or fast tech build that doesn't cut corners for defense.
loled,the entire reason why I asked if you wanted first hand experience was because that's exactly what you're lacking. I've played more than 3x the games you have. This is clearly seen by you're notions concerning the build, more specifically:
You also must kill at least 3 or 4 SCVs to come even, because you're throwing away 2 SCVs + the mining time for them.
Who said that you lose those 2 scv's if you see a bunker? I'd gladly lose about a minute and 1/2 of mining time for 2 scvs for a chance to pull 7 workers ahead.

I'm through explaining how incorrect you are on so many fronts, PM me if you still would like to see the light.
They say pizza ain't a funnel I say bullshit to that
saefok
Profile Joined January 2011
United States21 Posts
May 26 2011 04:26 GMT
#28
I like to pump out a reaper after my first marine to do some harassing/scouting.
Practice like you play, play like you practice.
Captain Soban
Profile Joined December 2010
United States119 Posts
May 26 2011 06:39 GMT
#29
I like to pump out a reaper after my first marine to do some harassing/scouting.
Why? Reapers take a very long time to build, which would nullify the whole point of the build.
They say pizza ain't a funnel I say bullshit to that
Kostoglotov
Profile Joined February 2011
France28 Posts
May 26 2011 09:23 GMT
#30
I like to push with a marauder/reaper/ghost composition instead of a marines*2/ghost one. It delays the build by a bit (about 30 seconds), but this definitely destroys any bio/hellions composition. Marauder and ghost can kite quite well together (same range, same firerate, you have concussive shell).

If there is a bunker or a fast tank, just go back and transition out of this. Otherwise you'll be able to deal great damage. This build works decently for me (about 50% win, mid/high master).
DtorR
Profile Joined March 2011
Australia171 Posts
May 26 2011 09:55 GMT
#31
What were you trying to achieve with this open build? I was pretty confused through the whole replay to be honest.
m4thje
Profile Joined December 2010
208 Posts
May 26 2011 13:27 GMT
#32
Done this opening 4 times now.

I had one T that was completely bunkered in. I just kept him on 1 base and crushed him afterwards.

All the others tried some weird banshee openings and they were kinda confused, killed 10 SCV's. Made a CC and transitioned into Marauders & some tanks and crushed them.

Nice opening, at least on my level (Gold - Plat)
Empire.kas | LGIMMvp | Slayers_Boxer | Liquid'Jinro
Antylamon
Profile Joined March 2011
United States1981 Posts
May 26 2011 17:49 GMT
#33
On May 24 2011 10:36 Curu wrote:
The weakness to this isn't Tanks, it's a Bunker. If the opponent gets a Bunker, pretty much any build comes out ahead against this one. If you can catch them doing a Bunker-less 1/1/1, you can do some hefty damage with this though. I'd even say Blueflame openings counter this one though, you're going to be hard-pressed to stop a Blueflame drop with 1 Rax worth of Marines/Ghost.

Oh yeah, I forgot about bunkers. They're brutal against Ghosts, and they're usually used to deny scouting for a cheese like 2port cloaked banshees. Meaning you have to scan instead of using a MULE
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2011-05-26 18:07:16
May 26 2011 18:04 GMT
#34
Been lately doing similar ( well pretty close to exact) build and it works really well, I usually keep making ghosts off one gas while making a cc and another barracks.
You can do alot of damage with unusual timing attacks with this build.

One bunker is not enough to shut down ghosts. Snipe has a fantastic 10 range you can abuse.

Later on I go for fast double ups and double medivacs, use remaining ghosts to emp the opponents medivacs and you can roll them over.
https://steamcommunity.com/id/*tlusernamehere*/
Captain Soban
Profile Joined December 2010
United States119 Posts
May 26 2011 18:06 GMT
#35
On May 26 2011 18:23 Kostoglotov wrote:
I like to push with a marauder/reaper/ghost composition instead of a marines*2/ghost one. It delays the build by a bit (about 30 seconds), but this definitely destroys any bio/hellions composition. Marauder and ghost can kite quite well together (same range, same firerate, you have concussive shell).

If there is a bunker or a fast tank, just go back and transition out of this. Otherwise you'll be able to deal great damage. This build works decently for me (about 50% win, mid/high master).


I can see how that would delay the push by 30 seconds for switching up the unit build times. However, for gas requirement (and extra 75) will delay the start time of the marauder by 40 seconds (mining @ 114/minute), which will take an additional 30 seconds to build, putting the total push time back a whole
70 seconds.

I feel like that is too late. Replay?
They say pizza ain't a funnel I say bullshit to that
Captain Soban
Profile Joined December 2010
United States119 Posts
May 26 2011 18:11 GMT
#36
Meaning you have to scan instead of using a MULE
You shouldn't ever have to scan to see two port cloaked banshee, its fairly obvious once you see the double gas so early.

One bunker is not enough to secure a fast expansion against ghosts. Snipe has a fantastic 10 range you can abuse.
Confused as to how this is relevant, you can't snipe bunkers.
They say pizza ain't a funnel I say bullshit to that
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
May 26 2011 18:13 GMT
#37
You can go around the bunker.
https://steamcommunity.com/id/*tlusernamehere*/
Antylamon
Profile Joined March 2011
United States1981 Posts
May 26 2011 18:42 GMT
#38
On May 27 2011 03:13 HwangjaeTerran wrote:
You can go around the bunker.

What if the bunker is at the top of a ramp as in for a 1base cheese? You can't avoid it that way.
Aoi_10
Profile Joined October 2010
United States155 Posts
May 26 2011 18:45 GMT
#39
On May 27 2011 03:06 Captain Soban wrote:
Show nested quote +
On May 26 2011 18:23 Kostoglotov wrote:
I like to push with a marauder/reaper/ghost composition instead of a marines*2/ghost one. It delays the build by a bit (about 30 seconds), but this definitely destroys any bio/hellions composition. Marauder and ghost can kite quite well together (same range, same firerate, you have concussive shell).

If there is a bunker or a fast tank, just go back and transition out of this. Otherwise you'll be able to deal great damage. This build works decently for me (about 50% win, mid/high master).


I can see how that would delay the push by 30 seconds for switching up the unit build times. However, for gas requirement (and extra 75) will delay the start time of the marauder by 40 seconds (mining @ 114/minute), which will take an additional 30 seconds to build, putting the total push time back a whole
70 seconds.

I feel like that is too late. Replay?


Just doing the math, I don't see why it would require an additional 70 seconds. What's important isn't just the total amount of gas required, but also when you need to spend it.

In the 25 seconds it takes to build the tech lab on the barracks, you'll get about 50 gas. Get the reaper first. As it builds, you'll get another 85 gas or so, enough for the ghost academy and the marauder when the reaper is finished. You should have about 70 gas left over after the marauder is done (about 60 collected as the marauder builds, and another 10 from when it started). Which would take another 16 seconds or so, not 40, so a total time difference of 41 seconds (including the additional 25 seconds in build time).

(I can't recall the last time I dropped a tech lab without any marines first, so it's possible that the gap would be more or less than 41 seconds, depending on whether you're north or south of 25 gas when the barracks finishes.)

Anywho, guess I'll have to try it out this weekend...thanks for the variation!
Captain Soban
Profile Joined December 2010
United States119 Posts
May 26 2011 20:26 GMT
#40
On May 27 2011 03:45 Aoi_10 wrote:
Show nested quote +
On May 27 2011 03:06 Captain Soban wrote:
On May 26 2011 18:23 Kostoglotov wrote:
I like to push with a marauder/reaper/ghost composition instead of a marines*2/ghost one. It delays the build by a bit (about 30 seconds), but this definitely destroys any bio/hellions composition. Marauder and ghost can kite quite well together (same range, same firerate, you have concussive shell).

If there is a bunker or a fast tank, just go back and transition out of this. Otherwise you'll be able to deal great damage. This build works decently for me (about 50% win, mid/high master).


I can see how that would delay the push by 30 seconds for switching up the unit build times. However, for gas requirement (and extra 75) will delay the start time of the marauder by 40 seconds (mining @ 114/minute), which will take an additional 30 seconds to build, putting the total push time back a whole
70 seconds.

I feel like that is too late. Replay?


Just doing the math, I don't see why it would require an additional 70 seconds. What's important isn't just the total amount of gas required, but also when you need to spend it.

In the 25 seconds it takes to build the tech lab on the barracks, you'll get about 50 gas. Get the reaper first. As it builds, you'll get another 85 gas or so, enough for the ghost academy and the marauder when the reaper is finished. You should have about 70 gas left over after the marauder is done (about 60 collected as the marauder builds, and another 10 from when it started). Which would take another 16 seconds or so, not 40, so a total time difference of 41 seconds (including the additional 25 seconds in build time).

(I can't recall the last time I dropped a tech lab without any marines first, so it's possible that the gap would be more or less than 41 seconds, depending on whether you're north or south of 25 gas when the barracks finishes.)

Anywho, guess I'll have to try it out this weekend...thanks for the variation!
Just played it out, push comes 50 seconds later. If feel like all of this is irrelevant seeing that by then a tank could be out, the chances of running into a completed bunker is higher, and it just doesn't give that big of an advantage to justify.
They say pizza ain't a funnel I say bullshit to that
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft441
ProTech134
Nathanias 52
Vindicta 10
RuFF_SC2 5
Ketroc 4
StarCraft: Brood War
Artosis 657
Bale 174
NaDa 27
Mong 9
League of Legends
C9.Mang0263
Super Smash Bros
hungrybox196
Other Games
summit1g11486
Day[9].tv648
ViBE131
Maynarde87
Trikslyr72
Mew2King51
CosmosSc2 36
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 104
• RyuSc2 33
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Pr0nogo 11
• mYiSmile12
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22623
League of Legends
• Doublelift4181
Other Games
• imaqtpie1744
• Scarra664
• Day9tv648
Upcoming Events
WardiTV 2025
9h 38m
ByuN vs Creator
Clem vs Rogue
Scarlett vs Spirit
ShoWTimE vs Cure
OSC
12h 38m
Big Brain Bouts
15h 38m
YoungYakov vs Jumy
TriGGeR vs Spirit
CranKy Ducklings
1d 8h
WardiTV 2025
1d 9h
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
1d 11h
Ladder Legends
1d 17h
BSL 21
1d 18h
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
2 days
Ladder Legends
2 days
[ Show More ]
BSL 21
2 days
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Invitational
5 days
Replay Cast
6 days
WardiTV Invitational
6 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.