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[TvZ] Hellbat + Ghost Push into Mech

Forum Index > StarCraft 2 Strategy
Post a Reply
Einstein24
Profile Joined December 2015
1 Post
December 10 2015 20:23 GMT
#1
I hope this will not be a Goldplayer-slamming. I visit this forums sometimes to get new ideas for builds, mainly Mech. Because i love Mech.

In the current meta of LotV i face these roach-ravager pushes, nydus-allins and so on. I guess many have problems with these kind of openings. Therefore i looked for some build order which is good in defense as well as in the offense.

And thats what i got:
Hellbats and Ghost supported by Medivacs

Build Order:
Standard Reaper FE
14 depot
15 barracks
16 refinery
19 OC, Reaper
@400mins CC @ natural
@ 100 gas factory -> 2nd refinery -> 2nd depot
100% reactor: swap to factory -> build Hellions
followed by:
Ghost Academy (SCV builds armory afterwards)
Tech Lab @ barracks -> Ghosts
3rd refinery
armory
starport (when gas and minerals available)
100% starport: Medivac (max. 2)

Around 5:20 you can decide whether to attack with 8-10 Hellbats + 2-3 Ghosts + 1-2 Medivac(s) or defend any aggression if scouted.

Advantage: Hellbats tank Roaches and Speedlings, Ghosts can snipe Roaches and Queens.

Attention when Zerg is going early Mutas!

While you push:
Add 3rd CC, more factories/starports and go for Hellbat, Tank, Liberator
Surviving Ghosts can be used later for nukes or Vipers (EMP or snipe).

I have a good winrate right now: nearly 90%.
I know i am only Gold, but maybe this will work in higher leagues as well. And if not, other players can use this build order.

I added two replays:
Game 1 @ ggtracker.com
Game 2 @ ggtracker.com

Please let me know your thoughts about that build and/or help me to improve it.
And again...be polite!
DeCiBle
Profile Blog Joined December 2010
United States102 Posts
December 10 2015 20:37 GMT
#2
As a Zerg... I'm sorry dude, but I would honestly LOVE to come up against your build on the ladder.

that first push doesn't come until 5min?
I can have 3 fully saturated bases by 4, and with maybe a transfuse or two be able to
1. Hold off your push
2. Start spamming roaches at you until you die, probably.

It depends on how you defend, but I don't think you'll have enough ghost energy available to snipe roaches faster than I can make them, and at full saturation on 3 bases that early, I won't need to pick up a 4th to maynard to until after I've committed to some sizeable aggression (it won't hurt me to shove roaches at you until you break, or we stale-mate, because I'm stitting on more raw material than you at that point in the game)

It's a neat build, and I like creative builds, but I just think it is kind of inflexible and won't provide you the ability to react to something like a fast double expand by the Z.
"You're a Scottish Noble Ribbon, and I am William fuckn Wallace" - ROOT.CatZ
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 10 2015 22:14 GMT
#3
You'll have 6 Snipes at the max at 5:20?
Sorry buddy, the idea is REALLY creative and I support your attempts at making your own build. Definitely use it as long as it works for you and you enjoy playing it, but please do not expect it to work at higher levels - you'll get ROLLED.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-12-10 22:34:47
December 10 2015 22:34 GMT
#4
It sounds creative but not really viable at a high level. If you leave a Zerg alone for over 5 minutes without threatening to attack him earlier you're pretty much handing him the game on a platter.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
HeroMystic
Profile Joined March 2011
United States1217 Posts
December 10 2015 22:42 GMT
#5
You combined two things I love the most out of Terran (Ghosts and Mech). The problem is Hellbats are bad vs Roaches and Ghosts are only good for a limited out of shots. You may be able to kill a first wave of zerg, but you would not be able to kill a second wave, let alone a third wave. This leads to two problems.

1. Ending the game early becomes difficult.
2. Defending waves of zerg, especially early on, is very difficult. (Ghosts are terrible at defending)

Add on the fact that Ghosts are expensive (they're literally the cost of two marauders), and it becomes problematic to support this build. Cool, but impractical. This seems like it would only work against Zergs that cannot macro properly, because sheer production would trounce a Hellbat/Ghost composition.
Wowed
Profile Joined December 2015
3 Posts
December 29 2015 22:12 GMT
#6
I am a GM player and rank 8 GM Archon player and I can tell you the way you think is correct and with slight modifications this build beats GM players.

http://www.teamliquid.net/forum/sc2-strategy/500948-tvz-hellbat-ghost-push
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 29 2015 23:06 GMT
#7
It's funny I remember reading this now that I see it again, hellbat + ghost push and thinking "lol how awful". Then I faced it on Korea a few times at High masters and it's surprisingly powerful.
When I think of something else, something will go here
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