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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! ![](/mirror/smilies/puh2.gif)
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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.
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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.
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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.
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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.
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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.
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