• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:24
CEST 08:24
KST 15:24
  • 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
[ASL22] Ro16 Preview: Rough Waters9[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism8Official StarCraft website teases new content ahead of BlizzCon?124Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8 Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16)
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
[D] Brainstorming a balance patch for Brood war Terran or Protoss Practice Partners (Official) BW General Discussion Official StarCraft website teases new content ahead of BlizzCon?
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL22] Ro16 Group A
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7457 users

[G] Zoia's Reaper Ghost Marauder TvT - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Shootemup.
Profile Blog Joined July 2010
United States1044 Posts
Last Edited: 2011-09-04 09:04:13
September 04 2011 09:02 GMT
#21
On September 04 2011 17:57 Zoia wrote:
Show nested quote +
On September 04 2011 17:51 Shootemup. wrote:
I have the same concern as some of the posters here, if he opens with a super safe build like 1-1-1 marine tank viking and just turtles up you are going to have huge problems midgame due to your expo being so late. The tanking Terran's expo is going to be around 8ish minutes, while yours is around 10. Plus you have no really useful tech, seeing as ghosts and marauders will get eaten alive by the Tank Hellion once the numbers get high enough.

I feel the main strength of this build is the first push, but seeing as you have no tech and a super late expo you're basically going a ghost marauder allin.



Most of you are doubting the reaper harass which kills plenty of SCVs as well as delays tech structure. If they get a viking then that is 1 pretty useless unit they spent a good amount of money on so that helps me out even more. Marauders do extremely well against tanks and if he is getting that quick viking he isn't going to have more than 3 tanks when the push comes. If I decide that I won't be able to break his siege tanks I contain him on 1 base and expand myself.



If the Terran player is able to scout your tech lab, or maybe not since some Terrans myself included, like to put marines and other units on the cliffs of their main meaning the reaper harass will be much less effective. Also, if they see the mass reaper, its a dead giveaway that you are doing this build, which means they can

A) use the vikings to tank damage

B) Stop making air units in favor of faster factories

Also, your opponents in the video you posted had suboptimal siege positioning and control, meaning their tanks were very vulnerable to being picked off and their marines got sniped fairly easily. I feel like 3 or 4 tanks and a couple bunkers would stop your push cold, which is a fairly reasonable thing to get if you see a early bio allin.
"Dirty Timber Picker" Mity Teem Larquad. "I am a baddie and tango is a smartiepants." -KwarK "When you said you didn't play Invoker I thought you were just being modest"
Zoia
Profile Blog Joined November 2010
United States419 Posts
September 04 2011 09:08 GMT
#22
On September 04 2011 18:02 Shootemup. wrote:
Show nested quote +
On September 04 2011 17:57 Zoia wrote:
On September 04 2011 17:51 Shootemup. wrote:
I have the same concern as some of the posters here, if he opens with a super safe build like 1-1-1 marine tank viking and just turtles up you are going to have huge problems midgame due to your expo being so late. The tanking Terran's expo is going to be around 8ish minutes, while yours is around 10. Plus you have no really useful tech, seeing as ghosts and marauders will get eaten alive by the Tank Hellion once the numbers get high enough.

I feel the main strength of this build is the first push, but seeing as you have no tech and a super late expo you're basically going a ghost marauder allin.



Most of you are doubting the reaper harass which kills plenty of SCVs as well as delays tech structure. If they get a viking then that is 1 pretty useless unit they spent a good amount of money on so that helps me out even more. Marauders do extremely well against tanks and if he is getting that quick viking he isn't going to have more than 3 tanks when the push comes. If I decide that I won't be able to break his siege tanks I contain him on 1 base and expand myself.



If the Terran player is able to scout your tech lab, or maybe not since some Terrans myself included, like to put marines and other units on the cliffs of their main, meaning the reaper harass will be much less effective. Also, if they see the mass reaper, its a dead giveaway that you are doing this build, which means they can

A) use the vikings to tank damage

B) Stop making air units in favor of faster factories

Also, your opponents in the video you posted had suboptimal siege positioning and control, meaning their tanks were very vulnerable to being picked off and their marines got sniped fairly easily. I feel like 3 or 4 tanks and a couple bunkers would stop your push cold, which is a fairly reasonable thing to get if you see a early bio allin.


All very good points but let me make counter points.

Do you know how many times my mass reaper has been scouted? 0 they are easy to hide you don't even need to have them in your base. Reapers are also like mutas. There is always a hole in the terrans base that you can slip in and do some damage. I don't care if you think you are the most amazing player and have the best positioning there is always a spot I can slip my reapers in.

Okay so they do have 3-4 tanks and a couple bunkers but where at? Their expo? If they have that many units when my push comes there is no way they could have an expansion. Keep in mind how early this push comes. If they are just stationing themselves outside their base so they can expand quickly that gives me more room to micro my units taking less damage from the splash of the tanks. With 2 bunkers 3-4 tanks and a lot of marines(which they will need if they are planning on holding this) I could just expand myself and we are both just as allin
www.twitch.tv/starcraftsquad - Caster for Playhem.tv
JoeSchmoe
Profile Joined May 2010
Canada2058 Posts
Last Edited: 2011-09-04 09:10:24
September 04 2011 09:09 GMT
#23
On September 04 2011 17:47 Zoia wrote:
Show nested quote +
On September 04 2011 17:29 JoeSchmoe wrote:
On September 04 2011 17:19 Zoia wrote:
On September 04 2011 16:02 Pillage wrote:
Wouldn't this build lose outright to mass, marine heavy bio? I realize ghosts are good against light units and that reapers do pretty well against them too, but your barracks production time is tied up extremely long building ghosts + reapers, so I would think you could just be run over by a big bio ball since you have 0 tanks. I'd like to see some reps where you lose with this, just so we can pin down its weaknesses.


How often do you play against someone who is going pure marine right off the bat especially when players are going hellions all the damn time. Even if they do you would scout it with your reaper and you can just bunker up. I've had to do it once and it really wasn't that big of a deal. You'll hold and it'll end up being more all in than what you are doing.

I'll dig up some of the replays and add them


he's talking about mid-late game scenarios. you can snipe all you want but ghosts simply don't scale like marines. most terrans don't open pure marines obviously but if they see you doing some marauder/ghost composition they will adapt.

it seems this build relies heavily on early game pressure and catching your opponent by surprise. in fact all the games in your video are short games. even if you transition to hellion/tank for mid-late game, you'll be behind having invested on reapers/ghosts if insufficient damage is dealt early game. honestly pure marine/tank or standard bio would beat this outright if they can defend the early pressure.



Like I've said you don't sit on pure ghost maruader then entire game and later game you don't have a lot of ghost 6-8 in a late game composition. The opener sets you up for a standard late game but with just ghost and nukes thrown in. You're talking like I'll have 20 ghost vs 100 marines. Also watch the replays the build is strong against all opens and does enough damage in most of them so that you can expand and turn it into a strong macro game.

You say standard marine tank will beat this if you can withstand the early pressure. Most players who open standard marine tank will get crushed by the early pressure this build is most powerful against standard marine tank. That is why I made it.


that first part was referring to what the other guy said. I know you talked about transitioning to standard helion/tank mid-late game, i mentioned it in my post.

honestly i'm not convinced by the effectiveness of this build. I think bunkered marines to nullify snipe + tanks/marauders can handle the early pressure quite well. it's hard to tell when you seriously outplayed your opponent every game (i didn't look at the last 2 replays yet that were not in the video but you were up ~20 supply before engagement almost every time).

eg: I know the first guy you played is supposed to be GM but he played absolutely horrible. I mean he had 2 orbitals, 1 starport, 1 floating factory, 2 half-constructed factories that he didn't cancel for 2 minutes, 4 barracks, 1 empty bunker on 1 mining base when you attacked. Really?
Zoia
Profile Blog Joined November 2010
United States419 Posts
September 04 2011 09:13 GMT
#24
On September 04 2011 18:09 JoeSchmoe wrote:
Show nested quote +
On September 04 2011 17:47 Zoia wrote:
On September 04 2011 17:29 JoeSchmoe wrote:
On September 04 2011 17:19 Zoia wrote:
On September 04 2011 16:02 Pillage wrote:
Wouldn't this build lose outright to mass, marine heavy bio? I realize ghosts are good against light units and that reapers do pretty well against them too, but your barracks production time is tied up extremely long building ghosts + reapers, so I would think you could just be run over by a big bio ball since you have 0 tanks. I'd like to see some reps where you lose with this, just so we can pin down its weaknesses.


How often do you play against someone who is going pure marine right off the bat especially when players are going hellions all the damn time. Even if they do you would scout it with your reaper and you can just bunker up. I've had to do it once and it really wasn't that big of a deal. You'll hold and it'll end up being more all in than what you are doing.

I'll dig up some of the replays and add them


he's talking about mid-late game scenarios. you can snipe all you want but ghosts simply don't scale like marines. most terrans don't open pure marines obviously but if they see you doing some marauder/ghost composition they will adapt.

it seems this build relies heavily on early game pressure and catching your opponent by surprise. in fact all the games in your video are short games. even if you transition to hellion/tank for mid-late game, you'll be behind having invested on reapers/ghosts if insufficient damage is dealt early game. honestly pure marine/tank or standard bio would beat this outright if they can defend the early pressure.



Like I've said you don't sit on pure ghost maruader then entire game and later game you don't have a lot of ghost 6-8 in a late game composition. The opener sets you up for a standard late game but with just ghost and nukes thrown in. You're talking like I'll have 20 ghost vs 100 marines. Also watch the replays the build is strong against all opens and does enough damage in most of them so that you can expand and turn it into a strong macro game.

You say standard marine tank will beat this if you can withstand the early pressure. Most players who open standard marine tank will get crushed by the early pressure this build is most powerful against standard marine tank. That is why I made it.


that first part was referring to what the other guy said. I know you talked about transitioning to standard helion/tank mid-late game, i mentioned it in my post.

honestly i'm not convinced by the effectiveness of this build. I think bunkered marines to nullify snipe + tanks/marauders can handle the early pressure quite well. it's hard to tell when you seriously outplayed your opponent every game (i didn't look at the last 2 replays yet that were not in the video but you were up ~20 supply before engagement almost every time).

eg: I know the first guy you played is supposed to be GM but he played absolutely horrible. I mean he had 2 orbitals, 1 starport, 1 floating factory, 2 half-constructed factories that he didn't cancel for 2 minutes, 4 barracks, 1 empty bunker on 1 mining base when you attacked. Really?



This is starcraft 2 buddy. People cut corners to get ahead if you think that every player should play a standard marine tank turtle play every game then you are just boring as hell. Even with the standard marine tank play people are still able to harass you and take a lead even if you are playing this turtle style. This isn't an easy build to scout. Good structure placement makes it hard to scan and now days most terrans don't scan until after the 6-7 minute mark. If you aren't convinced by this build then don't use it. This is just a new style that I'm wanting to show other terrans who hate playing your standard safe marine tank. I've done quite well against standard marine tank I've tried explaining several times why it does well but if you don't want to try this build then don't. Thank you for your input though
www.twitch.tv/starcraftsquad - Caster for Playhem.tv
JoeSchmoe
Profile Joined May 2010
Canada2058 Posts
September 04 2011 09:29 GMT
#25
On September 04 2011 18:13 Zoia wrote:
Show nested quote +
On September 04 2011 18:09 JoeSchmoe wrote:
On September 04 2011 17:47 Zoia wrote:
On September 04 2011 17:29 JoeSchmoe wrote:
On September 04 2011 17:19 Zoia wrote:
On September 04 2011 16:02 Pillage wrote:
Wouldn't this build lose outright to mass, marine heavy bio? I realize ghosts are good against light units and that reapers do pretty well against them too, but your barracks production time is tied up extremely long building ghosts + reapers, so I would think you could just be run over by a big bio ball since you have 0 tanks. I'd like to see some reps where you lose with this, just so we can pin down its weaknesses.


How often do you play against someone who is going pure marine right off the bat especially when players are going hellions all the damn time. Even if they do you would scout it with your reaper and you can just bunker up. I've had to do it once and it really wasn't that big of a deal. You'll hold and it'll end up being more all in than what you are doing.

I'll dig up some of the replays and add them


he's talking about mid-late game scenarios. you can snipe all you want but ghosts simply don't scale like marines. most terrans don't open pure marines obviously but if they see you doing some marauder/ghost composition they will adapt.

it seems this build relies heavily on early game pressure and catching your opponent by surprise. in fact all the games in your video are short games. even if you transition to hellion/tank for mid-late game, you'll be behind having invested on reapers/ghosts if insufficient damage is dealt early game. honestly pure marine/tank or standard bio would beat this outright if they can defend the early pressure.



Like I've said you don't sit on pure ghost maruader then entire game and later game you don't have a lot of ghost 6-8 in a late game composition. The opener sets you up for a standard late game but with just ghost and nukes thrown in. You're talking like I'll have 20 ghost vs 100 marines. Also watch the replays the build is strong against all opens and does enough damage in most of them so that you can expand and turn it into a strong macro game.

You say standard marine tank will beat this if you can withstand the early pressure. Most players who open standard marine tank will get crushed by the early pressure this build is most powerful against standard marine tank. That is why I made it.


that first part was referring to what the other guy said. I know you talked about transitioning to standard helion/tank mid-late game, i mentioned it in my post.

honestly i'm not convinced by the effectiveness of this build. I think bunkered marines to nullify snipe + tanks/marauders can handle the early pressure quite well. it's hard to tell when you seriously outplayed your opponent every game (i didn't look at the last 2 replays yet that were not in the video but you were up ~20 supply before engagement almost every time).

eg: I know the first guy you played is supposed to be GM but he played absolutely horrible. I mean he had 2 orbitals, 1 starport, 1 floating factory, 2 half-constructed factories that he didn't cancel for 2 minutes, 4 barracks, 1 empty bunker on 1 mining base when you attacked. Really?



This is starcraft 2 buddy. People cut corners to get ahead if you think that every player should play a standard marine tank turtle play every game then you are just boring as hell. Even with the standard marine tank play people are still able to harass you and take a lead even if you are playing this turtle style. This isn't an easy build to scout. Good structure placement makes it hard to scan and now days most terrans don't scan until after the 6-7 minute mark. If you aren't convinced by this build then don't use it. This is just a new style that I'm wanting to show other terrans who hate playing your standard safe marine tank. I've done quite well against standard marine tank I've tried explaining several times why it does well but if you don't want to try this build then don't. Thank you for your input though


Why make unfounded assumptions and snide jabs about 'my' play style when you actually no nothing about me? No I don't marine/tank every game. In fact I hardly anymore. My concern is precisely that people who marine/tank every game can hold off a build like this without having to do anything special (minor tweaks in their build). Anyways I'm done here. I'll probably try this build on customs a little bit to see how well it works.
Zoia
Profile Blog Joined November 2010
United States419 Posts
September 04 2011 09:54 GMT
#26
On September 04 2011 18:29 JoeSchmoe wrote:
Show nested quote +
On September 04 2011 18:13 Zoia wrote:
On September 04 2011 18:09 JoeSchmoe wrote:
On September 04 2011 17:47 Zoia wrote:
On September 04 2011 17:29 JoeSchmoe wrote:
On September 04 2011 17:19 Zoia wrote:
On September 04 2011 16:02 Pillage wrote:
Wouldn't this build lose outright to mass, marine heavy bio? I realize ghosts are good against light units and that reapers do pretty well against them too, but your barracks production time is tied up extremely long building ghosts + reapers, so I would think you could just be run over by a big bio ball since you have 0 tanks. I'd like to see some reps where you lose with this, just so we can pin down its weaknesses.


How often do you play against someone who is going pure marine right off the bat especially when players are going hellions all the damn time. Even if they do you would scout it with your reaper and you can just bunker up. I've had to do it once and it really wasn't that big of a deal. You'll hold and it'll end up being more all in than what you are doing.

I'll dig up some of the replays and add them


he's talking about mid-late game scenarios. you can snipe all you want but ghosts simply don't scale like marines. most terrans don't open pure marines obviously but if they see you doing some marauder/ghost composition they will adapt.

it seems this build relies heavily on early game pressure and catching your opponent by surprise. in fact all the games in your video are short games. even if you transition to hellion/tank for mid-late game, you'll be behind having invested on reapers/ghosts if insufficient damage is dealt early game. honestly pure marine/tank or standard bio would beat this outright if they can defend the early pressure.



Like I've said you don't sit on pure ghost maruader then entire game and later game you don't have a lot of ghost 6-8 in a late game composition. The opener sets you up for a standard late game but with just ghost and nukes thrown in. You're talking like I'll have 20 ghost vs 100 marines. Also watch the replays the build is strong against all opens and does enough damage in most of them so that you can expand and turn it into a strong macro game.

You say standard marine tank will beat this if you can withstand the early pressure. Most players who open standard marine tank will get crushed by the early pressure this build is most powerful against standard marine tank. That is why I made it.


that first part was referring to what the other guy said. I know you talked about transitioning to standard helion/tank mid-late game, i mentioned it in my post.

honestly i'm not convinced by the effectiveness of this build. I think bunkered marines to nullify snipe + tanks/marauders can handle the early pressure quite well. it's hard to tell when you seriously outplayed your opponent every game (i didn't look at the last 2 replays yet that were not in the video but you were up ~20 supply before engagement almost every time).

eg: I know the first guy you played is supposed to be GM but he played absolutely horrible. I mean he had 2 orbitals, 1 starport, 1 floating factory, 2 half-constructed factories that he didn't cancel for 2 minutes, 4 barracks, 1 empty bunker on 1 mining base when you attacked. Really?



This is starcraft 2 buddy. People cut corners to get ahead if you think that every player should play a standard marine tank turtle play every game then you are just boring as hell. Even with the standard marine tank play people are still able to harass you and take a lead even if you are playing this turtle style. This isn't an easy build to scout. Good structure placement makes it hard to scan and now days most terrans don't scan until after the 6-7 minute mark. If you aren't convinced by this build then don't use it. This is just a new style that I'm wanting to show other terrans who hate playing your standard safe marine tank. I've done quite well against standard marine tank I've tried explaining several times why it does well but if you don't want to try this build then don't. Thank you for your input though


Why make unfounded assumptions and snide jabs about 'my' play style when you actually no nothing about me? No I don't marine/tank every game. In fact I hardly anymore. My concern is precisely that people who marine/tank every game can hold off a build like this without having to do anything special (minor tweaks in their build). Anyways I'm done here. I'll probably try this build on customs a little bit to see how well it works.


The point I was tryin to make was very few people open standard marine tank any more. From my experience with this build standard marine tank is the easiest to deal with. Anyways best of luck let me know what you think of the build once you've tried it.
www.twitch.tv/starcraftsquad - Caster for Playhem.tv
Humbuuzio
Profile Joined August 2010
Finland78 Posts
September 04 2011 09:59 GMT
#27
On September 04 2011 18:29 JoeSchmoe wrote:
Show nested quote +
On September 04 2011 18:13 Zoia wrote:
On September 04 2011 18:09 JoeSchmoe wrote:
On September 04 2011 17:47 Zoia wrote:
On September 04 2011 17:29 JoeSchmoe wrote:
On September 04 2011 17:19 Zoia wrote:
On September 04 2011 16:02 Pillage wrote:
Wouldn't this build lose outright to mass, marine heavy bio? I realize ghosts are good against light units and that reapers do pretty well against them too, but your barracks production time is tied up extremely long building ghosts + reapers, so I would think you could just be run over by a big bio ball since you have 0 tanks. I'd like to see some reps where you lose with this, just so we can pin down its weaknesses.


How often do you play against someone who is going pure marine right off the bat especially when players are going hellions all the damn time. Even if they do you would scout it with your reaper and you can just bunker up. I've had to do it once and it really wasn't that big of a deal. You'll hold and it'll end up being more all in than what you are doing.

I'll dig up some of the replays and add them


he's talking about mid-late game scenarios. you can snipe all you want but ghosts simply don't scale like marines. most terrans don't open pure marines obviously but if they see you doing some marauder/ghost composition they will adapt.

it seems this build relies heavily on early game pressure and catching your opponent by surprise. in fact all the games in your video are short games. even if you transition to hellion/tank for mid-late game, you'll be behind having invested on reapers/ghosts if insufficient damage is dealt early game. honestly pure marine/tank or standard bio would beat this outright if they can defend the early pressure.



Like I've said you don't sit on pure ghost maruader then entire game and later game you don't have a lot of ghost 6-8 in a late game composition. The opener sets you up for a standard late game but with just ghost and nukes thrown in. You're talking like I'll have 20 ghost vs 100 marines. Also watch the replays the build is strong against all opens and does enough damage in most of them so that you can expand and turn it into a strong macro game.

You say standard marine tank will beat this if you can withstand the early pressure. Most players who open standard marine tank will get crushed by the early pressure this build is most powerful against standard marine tank. That is why I made it.


that first part was referring to what the other guy said. I know you talked about transitioning to standard helion/tank mid-late game, i mentioned it in my post.

honestly i'm not convinced by the effectiveness of this build. I think bunkered marines to nullify snipe + tanks/marauders can handle the early pressure quite well. it's hard to tell when you seriously outplayed your opponent every game (i didn't look at the last 2 replays yet that were not in the video but you were up ~20 supply before engagement almost every time).

eg: I know the first guy you played is supposed to be GM but he played absolutely horrible. I mean he had 2 orbitals, 1 starport, 1 floating factory, 2 half-constructed factories that he didn't cancel for 2 minutes, 4 barracks, 1 empty bunker on 1 mining base when you attacked. Really?



This is starcraft 2 buddy. People cut corners to get ahead if you think that every player should play a standard marine tank turtle play every game then you are just boring as hell. Even with the standard marine tank play people are still able to harass you and take a lead even if you are playing this turtle style. This isn't an easy build to scout. Good structure placement makes it hard to scan and now days most terrans don't scan until after the 6-7 minute mark. If you aren't convinced by this build then don't use it. This is just a new style that I'm wanting to show other terrans who hate playing your standard safe marine tank. I've done quite well against standard marine tank I've tried explaining several times why it does well but if you don't want to try this build then don't. Thank you for your input though


Why make unfounded assumptions and snide jabs about 'my' play style when you actually no nothing about me? No I don't marine/tank every game. In fact I hardly anymore. My concern is precisely that people who marine/tank every game can hold off a build like this without having to do anything special (minor tweaks in their build). Anyways I'm done here. I'll probably try this build on customs a little bit to see how well it works.

I think the "your standard safe marine tank" is a phrase and not intended to mean you specifically, Joe.
Soluhwin
Profile Joined October 2010
United States1287 Posts
September 04 2011 09:59 GMT
#28
0.0 I read the title and didn't expect anything near this solid... How on earth do you come up with something like this?
I put the sexy in dyslexia.
Zoia
Profile Blog Joined November 2010
United States419 Posts
Last Edited: 2011-09-04 10:05:52
September 04 2011 10:03 GMT
#29
On September 04 2011 18:59 Soluhwin wrote:
0.0 I read the title and didn't expect anything near this solid... How on earth do you come up with something like this?


Give you just a little back story on me. I've been playing this game since the beta and been using ghost since then. I was pretty much inspired by TLO right from the get go and since then in every matchup I've tried to do crazy things that no one else was doing. Transferred all that knowledge into this build.

edit: also this isn't every solid there are still several things that still need to be worked on/improved. That is why I'm bringing it to the community to see what everyone else can get out of it
www.twitch.tv/starcraftsquad - Caster for Playhem.tv
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
Last Edited: 2011-09-04 11:14:29
September 04 2011 10:42 GMT
#30
When he says it is weak to Tanks, he really means it. Reaper openers and ghost openers are typically vulnerable to tanks and can't do any damage against builds that open with tank. I cast a game recently in which a GM did this build and got crushed handily by marine/tank, it wasn't even close. NrGLuckyFool was the player who did the build and abSxMaSa was the opponent, both of them are GM.

I think there is no advantage to doing this build instead of just the SCDPride 3 reaper rush. I love ghosts, but there are better ways to use them. A gas first banshee opener will both defend the reapers and counter attack very well, which is one problem that Pride's build had and you simply won't have ghosts in time to defend if you made reapers first.
Creator of sc2unmasked.com
Shankapotamus
Profile Joined May 2010
United States428 Posts
September 04 2011 10:45 GMT
#31
after defending the first cloaked banshee, do i just attack? or do i defend the 2nd one as well? cuz just now i tried going right after the first one and my opponent just sent a 2nd banshee and i didnt know what to stop it with :/
An-Epic-Sanji
Profile Joined January 2011
Sweden62 Posts
September 04 2011 11:04 GMT
#32
Lol its not an micro intensive build...

Looks kinda good though... im gonna try it
You have watched Daily #100 right?
iimthomas
Profile Joined August 2011
United States2 Posts
September 04 2011 11:15 GMT
#33
ive done this before, but mine was a lot quicker, going with 5 marauders, 2 ghost, no reapers. ill give this a try though, seems solid and my kinda playstyle
medic_ro
Profile Joined July 2011
Romania105 Posts
September 04 2011 11:54 GMT
#34
--- Nuked ---
DeputyFresh
Profile Joined August 2010
Germany2 Posts
September 04 2011 12:41 GMT
#35
nice! i like how this can deal with so many different builds. gonna try this next time, hoping my opponent wont FE/mass bunker!
Xanczor
Profile Blog Joined July 2010
United States254 Posts
Last Edited: 2011-09-04 15:14:46
September 04 2011 15:11 GMT
#36
thanks for posting this, i will try it out on ladder. I like this build very much, because as you showed its good against most tvt openings but the best part about it is that you main army comp is made out of a barracks with a tech lab. So all you have to do is make barracks with tech lab and you can adjust your army comp accordingly. Instead with like a reaper expand, you make a reaper and then go marine tank or something, like you harass with one reaper then your done, with this build you can be like, SURPRISE! 5 reapers in your mineral line in the midgame...

1500 masters season 2

EDIT: I have a question. For theorycraftings sake, you tried this opening vs a tutling terran who went mech and you could not break him early game. Now he pushes out very very very cautiously, leaves some siege tanks in his mineral lines, puts a ring of turrets around his base, and takes every expo on the map and takes control of xel naga watch towers. How do you stop like hard turtle slow mech?
One way I thought of was to try to catch him out of position, but for again theorycraftings sake, hes too good to be caught out of position. Also a lot of drop play, on his tanks and in his base might be good.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=100673&currentpage=22
Dzerzhinsky
Profile Joined March 2011
Scotland327 Posts
September 04 2011 15:21 GMT
#37
My second game of the day and already had someone do this against me on (Master League) ladder. I guess people are gagging for a way off the Hellion/Banshee openings that mech has all but enforced.

Seemed solid enough and delayed my expansion for a while until I got enough tanks to slow put out, but he never did the nuke and rush on my ramp (which may have won him the game), instead opting for a double expand. Without the nuke it seems a rather pointless opening against mech, since the Ghosts can't snipe anything and just end up as glorified Marines. Once you scout a Hellion opening it seems it'd be good just to get one or two for nukes (if you're doing that) and switch into whatever else it is you are going for.
"All science would be superfluous if the outward appearance and the essence of things coincided directly."
Zoia
Profile Blog Joined November 2010
United States419 Posts
September 04 2011 18:05 GMT
#38
Thanks for all the input guys from reddit and here!
www.twitch.tv/starcraftsquad - Caster for Playhem.tv
Sauquim
Profile Joined February 2010
Mexico17 Posts
September 04 2011 18:27 GMT
#39
I've got to say... I love this build you made, I understand it is not completely refined and that it could be improved, which makes it so much better. Just used it and won easily with the first push. Kudos to you sir.
Zoia
Profile Blog Joined November 2010
United States419 Posts
September 04 2011 18:59 GMT
#40
People seem to be doubting the effectiveness of nukes so when I get home I'll add a section in the main post talking about nukes
www.twitch.tv/starcraftsquad - Caster for Playhem.tv
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Rain 1872
GuemChi 1170
Hyuk 924
Noble 35
ajuk12(nOOB) 9
Icarus 9
yabsab 6
Dota 2
NeuroSwarm220
Other Games
summit1g14203
ceh9161
Happy10
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2213
League of Legends
• Lourlo850
• Stunt314
Upcoming Events
Escore
3h 36m
IntoTheTV X SOOP
4h 36m
CranKy Ducklings
1d 3h
WardiTV Invitational
1d 4h
Cure vs Zoun
SHIN vs Classic
ByuN vs MaxPax
Percival vs YoungYakov
OSC
1d 14h
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
2 days
Serral vs Rogue
BlizzCon
2 days
IdrA vs MC
[ Show More ]
Replay Cast
2 days
Afreeca Starleague
3 days
WardiTV Weekly
3 days
Monday Night Weeklies
3 days
Afreeca Starleague
4 days
GSL
4 days
PiGosaur Cup
4 days
The PondCast
5 days
Kung Fu Cup
5 days
Replay Cast
5 days
KCM Race Survival
6 days
IntoTheTV X SOOP
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-09-10
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
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 © 2026 TLnet. All Rights Reserved.