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First off I'd like to say that I'm sorry if this has the wrong tag. I was gonna use the Help tag but the guidelines seemed like they wanted that to be more for help with ones personal game play. Then as I started typing this I was like "No. This seems more like for personal help" and so it gets the [H] tag!
Also. I did search. I used Ghost Build with D, G, and H. And I even searched for Ghost Play with both. All results were specific match up builds. I'm not really looking for a Ghost build against a specific match up. But if the answer for my thread is around and I missed it or if I used the wrong tag I'll edit/delete or do whatever I gotta do.
Anyway. Fairly recently I was inspired to try some Ghost gameplay out. So I did a 4v4 with a friend and a couple randoms and threw some Marines, Ghosts, and Medivacs together. The ghosts did their job. But the build was so out there it wasn't even efficient.
I know there has to be some other people out there that love Ghosts and some of you have to have a Ghost heavy build that you enjoy and that works relatively well. And I'm looking for some to try out.
They don't have to be "easy". I'm a Silver league player but whatever. If its difficult I'll learn. However I'd like for it to be viable. Like it can actually win. It can't be something that's like "Well you take these 5 cloaked Ghosts, get to his Natural and Main, and HOPE he doesn't have detection and that you can take enough out to make him gg before your Ghost's energy runs out". I mean. I freaking LOVE Ghosts. But at the same time. I still wanna win 
Also. The build doesn't have to lead into all Ghosts or super heavy Ghosts. I just want a good Ghost build that will allow me to have fun using them and still be viable.
Solution I have right now for this. Go MMM, build Ghost Academy, and start producing Ghosts after 10 minutes when I do my first push. However there has got to be better builds and frankly funner ones.
So build checklist so we're all clear  1: Doesn't need to be for a specific matchup. I want one that wasn't designed with a specific matchup in mind if that makes sense. I want one I can use whenever I feel like using Ghosts a lot. 2: Has to be viable. I love Ghosts but I still wanna win as well. 3: Doesn't HAVE to be an "easy" build to use. Like if it leads to micro intensive battles. That's fine. I'll practice and at the end of it I guess I'll just be that much better at micro. It still has to be a viable build though.
Anyway. Thanks for reading and hopefully helping Hope I got the right tag and didn't look over my answer. Don't wanna break any rules o:
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The only matchup I can see winning with a "ghost build" would be TVT, and it would have to be lower league play. Something like a ghost rush, and then using them like cloaked DT's, sending in one at a time.
The reason why im saying that it would only work in lower leagues, is because people know diamond + that 2 gas is usually some kind of banshee play, so will make turrets and or save scan.
I know I use to do cloaked ghosts back when I was in diamond, and that worked out sometimes, pretty funny too
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Ghost timings vs protoss could in theory be pretty strong, but I'm afraid you'd have to delay either your tech or expansion too much to not be sort of all-in given their high production ghost.
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Ghosts are simply too expensive for an early game opening or as a main unit. They cost more than a Siege Tank (for sake of simple comparison) but only provide somewhat decent DPS against Light, but at normal speed, range 6 and only 100 health.
A single Roach or Stalker would murder a Ghost, whereas a bunch of Marines/Marauders or a Tank would win such an engagement.
Mass Ghost is something you can try in the superlate game, slowly replacing your marines as a Ghost is generally better than 2 marines in all aspects when you throw in their abilities.
Possibly against a very greedy Protoss using Sentries for defense could an early-ish Ghost timing attack work but against anything else you simply lack too much muscle in your army.
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Aw. This is all disappointing news.
If a Ghost designed build isn't very effective. What do you guys think of this?
I typically push out at 10 minutes for an attack. Sometimes it'll be a drop, sometimes an attack at the natural, ect. But. What if during that I have a Ghost Academy building. And I don't fully commit to the attack. Like I keep as many units alive as possible(most importantly my Marauders). And then stop the Marauder production and commit to Marine, Ghost Medivac?
Ideally I'd also expand for more gas to be able to sustain Ghost and Medivac production. But I'm not sure if the minerals would be there to do it all. Do you think it could be worth it to delay an attack a minute or two to get both an expansion and Ghost Academy?
Or do you guys think just building 3 or 4 Ghosts after the 10 minute attack would be enough to have fun with them but still keep up winning forces? Continuing Marauder production after of course.
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i am looking for the samwe thing. damn i love ghosts and i am so sad because i cant use them 
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United States8476 Posts
Hi, and welcome to TL! Typically, threads like this aren't allowed. [H] threads are generally for help with specific games with specific replays. You want to put this kind of stuff in the Terran Help Me Thread. However, since you're new, I see you read the guidelines, and you put a lot of work into this, I'll let this one slide. Hope you have fun at TL.
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On August 14 2012 01:17 NrGmonk wrote: Hi, and welcome to TL! Typically, threads like this aren't allowed. [H] threads are generally for help with specific games with specific replays. You want to put this kind of stuff in the Terran Help Me Thread. However, since you're new, I see you read the guidelines, and you put a lot of work into this, I'll let this one slide. Hope you have fun at TL. So sorry o: I checked the Terran Help Me Thread but honestly. I didn't look very well at that. Thank you for letting me know!
I honestly thought that [H] threads were for threads with replays at first. But then I thought this might go under [D]. Then it turned into a thread that didn't bring up lots of discussion. So I put [H] back before posting it. Not feeling like it fit under either probably should have been my first clue for realizing this belonged in the Terran Help Me thread though. Really am sorry o:
Bookmarked both of those :D ! Thank you so much!
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Standard TvP involves Ghosts... are you saying that you want a build that opens or uses ghosts in the midgame?
Anyways the Bomber optimized 4 rax that was shown at the Red Bull Battlegrounds has a variation in which you keep applying pressure and counter your opponents tech choice, so if he is getting them High Templar you get to build your ghost academy 
Other than that Superlategame ( 25 mins +) you can build a lot of ghosts a la ThorZaIN usually 14 or so is a good number
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There was this 2 ghost push that MKP used TvP during 2011 : http://www.teamliquid.net/forum/viewmessage.php?topic_id=226877
It's a bit outdated though now that Protosses have learned to split their sentries and not just let stacked up in their natural. It was designed to kill sentry-heavy expand builds from protoss, but gets murdered by any kind of early colossi builds.
Ghosts are more units that you get in reaction to something (usually spellcasters) than something that you go for straight up.
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Oh god ghost builds i used to be scared of them, when i started playing templar first because you know its SORT of a hard counter. However protoss should always have his forces spread around point of interest and if you do that youre ready for the possibility of such push without commiting to anything, hell you dont even have to scout it. Basicaly in TvP it can punish very sloppy player who doesnt give a damn about his army positioning and thats why its not used that much on pro level anymore
EDIT: By "its not used" i meant EMP push - obviously ghosts are pretty essential for mid to lategame combat against protoss
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There is no real "ghost build." You just get them mid-game as you need them depending on your opponent's tech aka if he went templar or zealot/archon.
Lategame you basically always want to accumulate ghosts.
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On August 14 2012 02:17 avilo wrote: There is no real "ghost build." You just get them mid-game as you need them depending on your opponent's tech aka if he went templar or zealot/archon.
Lategame you basically always want to accumulate ghosts.
User was warned for this post
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Ketroc used to do a 3nuke ghost rush in TvT on his stream. Basically, get cloak, run in with 3 ghosts, EMP the OC's with energy and nuke the OC's with surrounding buildings. Did not really work that well in masters though since you lose so easily to aggression or if the terran smells something techheavy and makes turrets.
Maybe we will see something similar in the coming Funday monday.
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On August 14 2012 02:17 avilo wrote: There is no real "ghost build." You just get them mid-game as you need them depending on your opponent's tech aka if he went templar or zealot/archon.
Lategame you basically always want to accumulate ghosts. Coming from the guy who has gone late game more than anyone else. Heed to his advice.
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On August 14 2012 02:28 Mowr wrote: Ketroc used to do a 3nuke ghost rush in TvT on his stream. Basically, get cloak, run in with 3 ghosts, EMP the OC's with energy and nuke the OC's with surrounding buildings. Did not really work that well in masters though since you lose so easily to aggression or if the terran smells something techheavy and makes turrets.
Maybe we will see something similar in the coming Funday monday. This to be more specific for the OP this guy you may have heard of http://day9.tv/ has a show about starcraft and tonight in 8 hours in fact he is doing a show where viewers send him replays of people playing with ghosts, more specifically "win with nukes" now these players are intentionally not attacking other than nukes because thats a part of the challenge but you could probably get alot of good ideas here so check it out. I may be wrong about it being on tonights show just saw this on another thread. + Show Spoiler +From Day9tv: Want to get a glimpse into what TvP looks like in Heart of the Swarm? Look no further! On Monday, August 13th at 7pm, we'll watch the third Heart of the Swarm Battle Report with me (Day[9]) and Rob Simpson!
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Jassie,
You'd be very interested in this build from Ketroc. This is an early EMP/Nuke push followed by tactical Nuclear strike. The razor's edge on which this build stands is a pretty accurate illustration of it's unlikelihood, but it's possible!
Nuclear Warfare
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Ive been trying to make a ghost build for tvp that involves ghosts and marines vs heavy sentry zealot and immortal play.
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On August 14 2012 01:55 BobMcJohnson wrote:There was this 2 ghost push that MKP used TvP during 2011 : http://www.teamliquid.net/forum/viewmessage.php?topic_id=226877It's a bit outdated though now that Protosses have learned to split their sentries and not just let stacked up in their natural. It was designed to kill sentry-heavy expand builds from protoss, but gets murdered by any kind of early colossi builds. Ghosts are more units that you get in reaction to something (usually spellcasters) than something that you go for straight up.
I am only Gold but this is my standard TvP opener and I love it, you can win games outright with the first push a lot of the time, because EMP is so strong early and with the dependance on good force fields in the early game if you hit all or a few of his sentries he is in deep trouble.
Most of the time this push hits before colossi or just as the first one is spawning and I will EMP that and focus it down, but again this is at lower leagues so these protoss players are not the most efficient!
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