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[G]Ghost/Marauder/Helion - The key to TvZ? - Page 5

Forum Index > StarCraft 2 Strategy
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Ballbreaker
Profile Joined January 2011
Germany97 Posts
August 29 2011 00:00 GMT
#81
Hi there

I just uploaded some replays.

Please note that I was pretty tired when I played the games, so I did not use the game to its greatest potential!
I hope the replays give you a little better insight on how the composition works!
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
mage36
Profile Joined May 2011
415 Posts
August 29 2011 00:09 GMT
#82
Well i guess this wouldn't be good against mutas, but really. who has the money for mutas when you're going infestors. So you should only build ghosts against infestors. otherwise get thors. though the problem with thors is that your army becomes really hard to manage with all the different speeds of the units. hellions-marauders-thors. either way, I don't think you'd want to attack with mutas and all you have are a couple of thors. thors without marines equals very susceptible to the magic box trick.
DjRetro
Profile Blog Joined December 2010
Chile309 Posts
August 29 2011 00:37 GMT
#83
On August 29 2011 09:00 Ballbreaker wrote:
Hi there

I just uploaded some replays.

Please note that I was pretty tired when I played the games, so I did not use the game to its greatest potential!
I hope the replays give you a little better insight on how the composition works!


Hi dude, i'm sorry i didn't see your replays posted previously LOL

Ok, i'm gonna see your replays :D thank you a lot!

Regards!
SpaceSynth-ItaloDisco-HiNRG http://www.radiostaddenhaag.com/
Vertical
Profile Joined July 2011
Indonesia4317 Posts
August 29 2011 06:49 GMT
#84
On August 29 2011 09:00 Ballbreaker wrote:
Hi there

I just uploaded some replays.

Please note that I was pretty tired when I played the games, so I did not use the game to its greatest potential!
I hope the replays give you a little better insight on how the composition works!

gonna check it out later on tonight
i hope you play against the much maligned muta's
-Terran-
Skwid1g
Profile Joined April 2011
United States953 Posts
August 29 2011 07:02 GMT
#85
On August 27 2011 03:37 Severus_ wrote:
Show nested quote +
On August 26 2011 19:22 Skwid1g wrote:
I prefer GhostMech (ghost+tanks mostly) honestly. This seems like it'd be a little weak to BLs/Mass muta switch as a lot of supply will be invested into marauders/tanks.

On August 26 2011 19:09 Severus_ wrote:
On August 26 2011 19:07 ToastieNL wrote:
BAnes wont work. Snipe 1hits, Hellions do splash and still kill them quite fast, Marauders take 20 banelings to kill, you can wall? Banelings are not the answer.

You can tell the same for Marine,Medivac,Hellion they kill everything in the game man nothing can stop them but IT REQUIERS so much micro that nobody can do it so my point still stays.


Wall off + hellions will make it really, REALLY cost inefficient. Plus, that would basically mean the Zerg would be sacrificing a lot of tech/drones if the attack failed. It could definitely work, but it's not a 100% kill for something like this.


Wall off ? what are you talking about you can't wall off on open field....with this comp you have no map control zerg can counter attack you,expand all over the map. You have no way to stop benling drops on your army or any drops at your main without any AA only ghosts witch sux because their fire rate is slow comepre to marines. For this to work you need APM cloes to the automaton movies....can't see it working vs any decent player.


Oh, I thought you meant a huge baneling bust, but instead you mean a Zerg not teching at all and sitting on 2/3 bases (you're NOT holding a 4th with no infestors or mutas against a terran that can drop) which is just dumb.

And ghost's AA is bad? What? They shoot relatively slow but hit pretty damn hard and snipe is ridiculous against mutas.
NaDa/Fantasy/Zero/Soulkey pls
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
Last Edited: 2011-08-29 07:36:19
August 29 2011 07:35 GMT
#86
I was going to make my own thread but decided to see if something like this existed yet or not... turns out something similar does exist so ill post it here

So, I main as zerg, and I recently decided to get another account for terran/screwing around and started playing with heavy ghosts (like constantly having 20 ghosts). My first one last week was ghost/hellion/reaper (which still crushed but ate too much gas and the reapers were too fragile) and today I was trying another method... ghost/hellion/medivac leading into (optimally) ghost/hellion/medivac/tank (dropping medivac production for tanks once you have enough of them). Because my terran is absolutely horrible, I ended up not getting tanks until late and had way too many medivacs due to my habit of always having production (and still macroing bad with not enough buildings >.>). However, regardless of that... it dominated a roach/infestor zerg.

[image loading]

http://drop.sc/29780

Really though, what CAN zerg do against an endgame composition of ghost/hellion/tank/medivac? Hell, I dont know why I am contributing to the death of my main race...
Blind86
Profile Joined April 2010
Australia30 Posts
August 29 2011 07:44 GMT
#87
With the new patch...would ravens be a succesful addition to this composition? HSM etc good against banes and mutas. My worry is the gas intensity ;s
CruxSpoon!
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
August 29 2011 07:49 GMT
#88
On August 29 2011 16:44 Blind86 wrote:
With the new patch...would ravens be a succesful addition to this composition? HSM etc good against banes and mutas. My worry is the gas intensity ;s

I imagine after the patch getting a raven or two will be good in all matchups, but I dont think it would really be necessary.

Honestly, I think Ghost/Hellion/Tank/Medivac is so good it could break the matchup
phiinix
Profile Blog Joined February 2011
United States1169 Posts
Last Edited: 2011-08-29 08:36:07
August 29 2011 08:34 GMT
#89
I think very viable for a roach/infestor or ling/bling infestor player, but I really can't see this working all too well for a mutaling player. I know you said it works well early game and if a player is committed to muta you should get a few thors, but i'm fearful of the transition. committing to marauders against a composition full of lings doesn't seem like a good idea, and that gas eats away at thor production since you're already getting ghosts. Would love to see some more replays against a mutaling player, as I'm skeptical about the composition as well as your ability to put on pressure against a zerg.Really diggin the mobility aspect of it though. I always thought it'd be interesting to put off the ghosts for a bit and go viking marauder hellion. If you start viking production early (which you absolutely can do no problem) you'll be fine against mutalisks, and vikings get the extra bonus from air upgrades as well.
Ballbreaker
Profile Joined January 2011
Germany97 Posts
August 29 2011 10:00 GMT
#90
With the new patch...would ravens be a succesful addition to this composition? HSM etc good against banes and mutas. My worry is the gas intensity ;s

Adding Ravens to this composition could be really helpful after the patch once you are on three or more bases. I wouldn't try this on only two bases though, as it cuts dramatically into your Ghost production!


I think very viable for a roach/infestor or ling/bling infestor player, but I really can't see this working all too well for a mutaling player. I know you said it works well early game and if a player is committed to muta you should get a few thors, but i'm fearful of the transition. committing to marauders against a composition full of lings doesn't seem like a good idea, and that gas eats away at thor production since you're already getting ghosts. Would love to see some more replays against a mutaling player, as I'm skeptical about the composition as well as your ability to put on pressure against a zerg.Really diggin the mobility aspect of it though. I always thought it'd be interesting to put off the ghosts for a bit and go viking marauder hellion. If you start viking production early (which you absolutely can do no problem) you'll be fine against mutalisks, and vikings get the extra bonus from air upgrades as well.

You basically try to build as many Ghosts as you can with this composition. If you don't have the gas to build one, get a Marauder instead to have a constant production cycle. This is great against Mutaling players. You will reach 20 Ghosts really really fast.
However, if you scout a lot of Roaches, you should definitely build more Marauders than Ghosts and get a faster third base (as it is easier to secure with Bunkers/Planetary Fortresses, etc...). Of course, getting no Ghosts is not beneficial as well, as Infestors will probably give you a hard time if you only have Marauders and a couple of Hellions!
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Cooloff
Profile Joined April 2010
United States86 Posts
August 29 2011 10:54 GMT
#91
this will only work with seige. if u go straight bio and hellions mutas will clean up ur hellions as well as lings. it is just too much work and so many scenarios where this isnt viable. hence why it is not in the meta game. it seems the only tricky new builds incorporate the early game harass. as you move to tier 3 ghosts are a mere support unit. however with thors splash damage ghosts are great at picking off mutas in the red. tanks, thors, 15 ghosts, and mm composition is very deadly. with turrets in the middle of the map and cloak you can emp the infestors and move in for the win with tanks and army.
When you go into court you are putting your fate into the hands of twelve people who weren’t smart enough to get out of jury duty.
Cibron
Profile Joined March 2010
Sweden253 Posts
August 29 2011 11:17 GMT
#92
I really cant understand how you hope to survive without marines. The real reason marines are so good TvZ is because they are good against everything thus they nullify tech switches. Hellion marauder ghost might survive 30+ mutalisk if you make 20 ghosts but will die to the next batch of zergling/roach/bling where your ghosts dont count for shit.
ZOMGY (¬O_o)¬ || BeastyQQ FTW!! ||
EtOHic
Profile Joined August 2011
Germany9 Posts
August 29 2011 20:54 GMT
#93
As a platinum random who hates (i.e. sucks at) marine/tank play, thank you for this! this has brought fun back into my TvZs, I won all my TvZs tonight and had a good time doing it. I went with a 1rax expand into 3 rax, adding on the eng bays and factory when i could afford it.

I also find this build is great for newbie macro practice. I only switched to playing random recently and I still have a lot of problems keeping constant scv and army production. but this seems to make me focus. I think because ghosts are so mineral hungry early game and I notice that i'm low on minerals all the time and am reminded to build scvs, then I notice later that I suddenly stop getting "you require more minerals" messages which triggers me to build more production facilities.

I'm definitely no expert, but I love ghosts in TvZ. watching the zergs muta ball disappear over the 'pew pew pew' sounds brings a smile to my face and makes me hope I never run into it in ZvT!
DaemonX
Profile Joined September 2010
545 Posts
Last Edited: 2011-08-29 23:51:15
August 29 2011 23:50 GMT
#94
I watched the replays, thanks for finally posting...but they weren't really that helpful in showing how to execute this build.

In first game, you already won the game when you killed 50 (!) drones with a BFH drop. The transition you made to win was merely a formality - you could have killed him with marines or battlecruisers at that point.

The other game, you badly out-macrod your zerg opponent who left your naked, orbital command 3rd/4th totally untouched. Again, playing such an inferior opponent doesn't really show how to safely pull this off, you could have killed have killed him with anything at all when your economy was was triple his.

I tried this vs a decent opponent (low masters practice partner) and after opening bunker pressure, he smashed it with 80 drones by the 10 minute mark. I held off mutas comfortably, and my ghost harass killed 10-15 workers, but it wasn't enough and I lost 3 ghosts which I probably needed later - then he happily morphed 4 overseers when I tried to snipe off the first few, and counterattacked with 120 supply of baneling ling and cracked my natural by 13mins. 3 bunkers of stuff didn't start to hold him off.

Please, more replays showing the transition, or post a working build order as I'd like this to work.
Yakob
Profile Joined July 2011
United States15 Posts
August 29 2011 23:51 GMT
#95
i feel like mutas would actually do pretty well, even with the thors out. mutas, once they get to that critical amount of ~10 become very hard to deal with ghosts, as mutas are more cost efficient then ghosts, more mobile, and their splash is pretty good once they get in large numbers. and once the thors come out all the zerg has to do is magic box the thors

(http://www.youtube.com/user/PsyStarcraft?blend=1&ob=5#p/search/0/68H8FeZHkWg

and

http://www.youtube.com/user/remembertomorrow0#p/c/428377145DE3B169/2/TjO7gPmUqlo)

which means that thors isnt necessarily the best response. i doubt that even keeping ghosts with your thors worud help as ghosts are pretty fragile and the splash from that many mutas would be doing terrible, terrible damage. once the thors and ghosts are dealt with then the marauders and helions are easy pickings. all the zerg player has to do is mass enough of a unit to be able to hold the marauder/ helion force long enough for the mutas to finish the thors.

the only way i could see a terran dealing with this is one of two routes.

the first one: mass viking. although not as fast as mutas, they are tankier and are able to dish out some good damage if the are massed fast enough.

the second one would be to constantly harass the zerg (which is viable considering the hellions) into specifically delaying their gas. however, it is semi easy for some zerg players to deal with harassment. the roach range means that if the terran player wants to do enough damage he has to mass enough hellions that he can sack a few of them or suicide them in groups of ~4. and if he tries to bring in marauders it is fairly easy to get a flank on marauders with speedlings. i know that some of you would argue that losing a few hellions to kill a few drones is a good thing, but if you think about it, a hellion only costs 100 minerals, meaning that if you want to come out of this exchange even then you have to atleast kill two drones for every hellion you lose (which is why suiciding 4 is good. a fully saturated base for 400 minerals worth of troops is pretty good.) however, once you factor in the blue flame upgrade, it means that each hellion now costs 250 minerals and 150 gas (100 cost + the 150 minerals and the 150 gas) meaning that all the zerg player has to do to make the exchange even is kill 1 blue flame hellion for every 5 drones, which is pretty easy since you can run your drones away while running your army in. and you will probably only ever be able to harass a good zerg player once.

personally, i would opt for the mass vikings. its harder to counter unless the zerg was already going hydra in which case marauders will eat them alive
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
Last Edited: 2011-08-29 23:55:02
August 29 2011 23:54 GMT
#96
On August 26 2011 17:48 -Dustin- wrote:
Its actually always bothered me about Ghosts I have played vs T using Ghosts and they null my Festors, Broods, AND Ultras.


they don't actually null them, they just make them beatable. infestors, broods, and ultras are still incredibly incredibly strong.
FOOL! Pain is my friend! Now let me introduce you to it!
skunk_works
Profile Joined April 2011
United States109 Posts
August 30 2011 13:55 GMT
#97
hellion harass will get shut down and by the time u can safely take ur 3rd zerg will have 80drones and u are screwed. he can pretty much spread creep at will and when u move out you have to walk onto the creep to clear it and ling/baneling alone will rape this composition so hard its not even funny
ozeake
Profile Joined September 2010
Finland48 Posts
August 30 2011 14:39 GMT
#98
On August 30 2011 08:50 DaemonX wrote:
In first game, you already won the game when you killed 50 (!) drones with a BFH drop. The transition you made to win was merely a formality - you could have killed him with marines or battlecruisers at that point.

The other game, you badly out-macrod your zerg opponent who left your naked, orbital command 3rd/4th totally untouched. Again, playing such an inferior opponent doesn't really show how to safely pull this off, you could have killed have killed him with anything at all when your economy was was triple his.


This. Your build is unconventional, but that doesn't necessarily make it good. In both of the example replays you posted, the zerg player was severely outplayed.

There is a lot of theorycrafting going on in this thread, which I don't think is very useful.
At most, this seems like an "insult build", something clumsy and unwieldy you do on purpose to humiliate a lesser opponent. Unless you can provide replays with competent zergs fighting against this, I don't think most people (myself included) will take this seriously.
Ignorance is the shield of a fool.
BoonSolo
Profile Blog Joined August 2010
United Kingdom74 Posts
August 30 2011 15:24 GMT
#99
I think that as zerg, if you tech drop and ovi speed, and maybe drop banelings on hellions/ghosts, you cant go sniping overlords as they come in as you just bring loads 90% are empty.
Without marines you have no way to kill the OLs and bane drops will just kill everything.

Mid masters Zerg on EU, would like to play some games with someone practicing this strat?
Team Liquid - Your Starcraft fix at work!
Zanno
Profile Blog Joined February 2007
United States1484 Posts
August 30 2011 15:38 GMT
#100
it's nice theorycraft but marines do too much dps to be ignored

in zergling vs hellion, because it's such a micro dependent battle, 4 hellions will do good vs 12 zerglings, but 20 hellions won't do so good against 60 zerglings

the bigger problem is that if you're making ghosts, you have less gas for medivacs

marines are good because they have nice range and with stim are essentially a ranged zergling on dps, so they plow through everything before it can close the gap. the same principle applies to mutas
aaaaa
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