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[G] TvZ Nuke Rush & Offensive Ghost Strategy

Forum Index > StarCraft 2 Strategy
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mrlie3
Profile Blog Joined December 2008
Canada350 Posts
Last Edited: 2010-05-25 02:48:23
April 21 2010 16:26 GMT
#1
Hello everyone! I hope you guys enjoyed my guide on 1 Thor Push Strategy. This time, I have brought yet another viable TvZ strategy, using Ghost as a replacement of typical MMM balls! Again, try this strategy as much as you can and give everyone a feedback on this thread! Enjoy!

[image loading]
- Starcraft 2 Ghost Artwork


Table of Contents
1. Why Ghost > Marauder/Banshee in Most TvZ Situation
2. But Ghost costs 150 gas!
3. Build Order
4. How to Use Ghost
5. Counter Build for Zerg
6. Demonstrations
7. Replays


1. Why Ghost > Marauder/Banshee in Most TvZ Situation

First, let's look at Ghost's numbers;
Cost: 150/150
Time: 40 seconds
Supply: 2
HP: 100
Armor: 0 (+1)
Modifier: Biological, Psionic
Damage: 10 (+1), 10 (+1) against light units, 1.5 cooldown
Range: 6
Sight: 11
Abilities;
- Snipe - deals 45 damage, ignores armor, instant cast, 10 range, 25 energy.
- Cloak - become cloaked, drains 0.9 energy per second, 25 energy to cast.
- EMP Round - Removes 100 shield and all energy, and temporarily reveals cloacked units, 75 energy.
- Tactical Nuke - Call down nuclear missile, 10 range, 20 seconds cooldown, deals 300 (+200 against structure) in a large radius. Farther away from the centre, lesser the damage. Nuke can 1-shot Extractor, Spine Crawler, Spore Crawler, and Nydus Worm

Now, think of any units that can counter Marauders, Banshees, and Ghosts;
Marauder: Any AtG units, Zergling (hard counter), Hydralisk (soft counter)
Banshee: Any AtA units, Hydralisk (soft counter).
Ghost: Roach (Soft Counter), Broodlord, Ultralisk

And how about units they can counter against?
Marauder: Roach, Baneling, Ultralisk
Banshee: Zergling, Roach
Ghost: Zergling, Baneling, Hydralisk, Mutalisk, Infestor

You can notice that both Marauders and Banshees have limited usage once Zerg switches to Tier 2 units. However, Ghosts can counter BOTH Tier 1 and 2 units, except Roaches. Their 20 damage against light makes it so easy to deal with Zerglings once you have 3 or 4 Ghosts in your army composition. They can 2-Snipes a Hydralisk and 3-Snipe Mutalisk. With range of 10 and only 25 energy, Snipes can deal with Hydralisk and Mutalisk surprisingly well. A Ghost with 75 energy can deal with 2 Hydralisks at once. 2 Ghosts with 75 energy can take out 2 Hydralisks even before they get into the attack range and melt another 2 Hydralisks with additional Snipes and simple attacks.

Having Ghosts around the battefield also effectively denies Zerg player to make any Infestors thanks to EMP Round. What's more amazing is that Ghosts do not have any armor type, which makes even units like Roaches can only be soft counter to Ghosts. Effective use of Snipes and kiting can easily kill off Roaches as well.

Therefore, only reason not to use this strategy is when the opponent is going for Roaches. In this case, all you have to do is simply switch your strategy to Marauder heavy build. This should be no problem since both Ghosts and Marauders are produced from same building.


2. But Ghost costs 150 gas!

This is probably a reason why not many people are getting Ghosts even though they counter most of Zerg's early and mid-game units. Ghosts simply takes too much minerals and gas, so players might prefer having 6 Marauders than 9 Marines and 1 Ghost, as Marauders are spammable and more durable. While this holds true, that in a normal macro game pumping simple Marine/Marauders fair well against Zerg, I believe in TvZ you should never let Zerg do his regular macro build. Terran has so many arsenals in their hand that can effectively disrupt Zerg's economy, such as Reapers, Hellions, Vikings, Banshees, Thor drop, and so on, so why not use them at the fullest?

Now let's look at comparison between 6 Marauders and 9 Marines/1 Ghost. Instead of 9 Marines, why not 4 Hellions? Marauders, with their constant need for upgrades and fair amount of minerals to spam, make it harder for Terran to switch to other tech. With the extra minerals left over from pumping Ghosts, I tried a build to incorporate Hellions, and worked quiet nicely against Zerg. While Hellion harass disrupts Zerg's economy, you can safely accumulate enough Marines, Maraduers, and Ghosts to do following build order;


3. Build Order

First, start with regular Orbital Command build;
10 Depot
12 Rax - Pump 2 rines
13 Gas
15~16 OC

By the time OC is done, your scv should have scouted Zerg's base. If you are sure Zerg isn't going Roach build, follow this strat;
17 Gas (can be constructed later if scout isn't done properly, but the timing will be delayed a bit)
18 Depot
18 Factory
18 Reactor on rax
21 Switch Factory and Barrack and produce double Hellions - Start Harassing!
20~23 Depot - Continue adding Depots as you see fits.
26 Tech lab on rax (immediately after switching) - Build 1 Marauder
26 Ghost Academy

Depending on the situation, you may build a bunker at the entrance and put 1 Marauder and 2 rines for possible Zergling/Baneling Rush. You should know this when after your Hellion sees either Baneling Nest or Speedlings.

32~34 Build first Ghost after Marauder. Research Cloak from Ghost Academy ASAP.

35~37 Build Starport - Pump 1 Medivac then maybe 1 Viking afterward. Contnue pumping Maraduers. Start researching Stimpack. By this time you probably had 2 or 3 harasses with 2 Hellions in the beginning and 4 Hellions afterward. Stop pumping Hellions and build Engineering Bay and Turrets in your base if your Hellions saw Spire going up. Otherwise pump more Hellions for Hyralisks.

47~50 Get Nuke right after Cloak is done. Nuke takes 60 seconds to produce. This is when you load 1 Ghost and 3 Marauders into your Medivac and head for Zerg's base. Also, build 2 raxes right after your medivac pops out.

Now here is the interesting math I can show you about how Nukes and 3 Marauders can easily take out Hatchery and even Lair! 3 Stimpacked Marauders deal 19 x 3 = 57 damage per second. Nuke deals 500 damage and takes 20 seconds. So in theory, 3 Stimpacked Marauders and 1 Nuke can deal (57 x 20) + 500 = 1640 damage to structure in 20 seconds! This is enough to take out 1250HP Hatchery, 1500HP Command center, 1500HP Nexus, and possibly 1800HP Lair after hitting few more shots.

When your medivac drops into the Zerg's base, both Nuke and Stimpack should be researched. Cloak your Ghost immediately and nuke Hatchery/Lair, while stimpack your Marauders immediately and attack Hatchery/Lair as well. Use remaining Hellions to distract Zerg! Psychology is a powerful thing, as getting harassed by Hellions during the entire game puts Zerg player to look out for Hellions first.

Chances are, your Zerg won't have an Overseer to spot your cloaked Ghost. This Nuke comes down usually at around 9:30 to 10:00 mark, which makes it extremely fast Nuke Rush!

[image loading]
Once your nuke is going down...

[image loading]
Use Hellions to distract and eat away any fleeing drones!

Continue producing Nukes afterward. You should have around 2 Hellions, 5 Marines, 2 Ghosts, 1 Viking, and 1 Medivac (if you manage to survive your first Medivac). If your Hellion harasses and Nuke Rush were even remotely successful, Zerg will have only about dozen of Zerglings and a few Mutalisks/Hydralisks remaining, since he is too busy pumping Drones, morphing Overseers, and getting static defense around the base. (Not to mention the total confusion he is having ) This is the timing window to attack the Zerg's base with your army!

You can choose to Nuke his backdoor again, or use it to destroy the static defenses at the front. Most of time with 1 Medivac healing Ghosts and other armies protecting it, it is extremely difficult to take down that cloaked Ghost nuking down Zerg's front base.

Even if your rush has failed, you can still pump Ghosts until Zerg gets Tier 3 units and deal with most of Zerg units while you yourself either go expand or complete your MMM balls.


4. How to Use Ghost

Ghosts are actually very easy to use. Since they can 2-shot Zergling, attack-move is sufficient enough to deal with Zerglings, right after you play fun rounds of sniping!

Like I mentioned before, Snipes can 2-shot Hyrdalisk and 3-shot Mutalisk. All you have to do is simply select all your Ghosts and press "R" and left click these units like crazy. You can shift-click Snipe ability to instantly take out all of Zerg's units as well. Whenever you see Infestors, just cloak your Ghosts and either Snipe or EMP them. They can also 1-shot Drone with Snipes, so you can quickly kill off Zerg's drones once you get into his base, similar to how Psi-storms on mineral lines can take out whole bunch of workers.

Dealing instantaneous damage of 45 at range of 10 effectively halves down Zerg's army even before the fighting starts. Spam as much as possible to cripple their forces, and attack-move to clear all Zerglings, and you will see "GG" soon enough. Have fun sniping!


5. Counter Build for Zerg

I've been using this strategy for myself quite a while, and I found out some of the counter build Zerg players can do against this build. Let's look at these counter build so Terran can counter them again!

Simcity: By using Zerg buildings like Evolution Chambers and Roach Warren, Zerg can effectively block off Hellion harass. However, Hellion drops work against this strategy.

Secret Expansion: The purpose of this build is to halve Zerg's economy, so any secret 3rd expansion negates this Ghost Build. Constant scout by Hellions can effectively end this strategy as well. Be very active with your Hellions!

6 pool: Because Ghost Build gets 2nd supply depot relatively slower than other build, Zerg can exploit this by going all-in and bypass the choke before 2nd supply depot has been built. Use early scv scout to find 6 pool build and IMMEDIATELY build 2nd supply depot, and you should be fine.

Fast Baneling... I mean REALLY FAST: If Zerg can get Banelings before first 2 Hellions pop out, they can swarm through the wall and win very easily. This is why early scv scout needs to see if Zerg is getting gas or expansion. Extra wall-in can deter this attack very well, as shown below;

[image loading]
You kinda feel sorry for banelings with walls like this

Nydus Worm: Similar to Baneling, you need to scout properly and see whether Zerg is going Baneling or Nydus, since two builds require completely different placement of supply depots. Spread your supply depots on your base to reveal and fog of war.

[image loading]
Build supply depots at places like here, to find any Nydus Worm activity

1-Hatchery Fast Muta: this build can make 5 or 6 Mutalisks extremely fast, leaving Terran no time to react at all. If your early scouting scv does not see any expansion and even find early Lair-teching, get engineering bay ASAP and delay Ghost Build a bit, and place turrets on your mineral lines and production lines. Once you get 2 or 3 Ghosts, 5 or 6 Mutalisks won't be a problem with proper sniping. O, and don't forget to tighten your choke as well, sine alot of Zerglings are going be with Mutalisks.


6. Demonstrations

As always, here are some of demonstrations I did against Platinum Zerg players!

1. John (T) vs. Rigid (Z) at Desert Oasis
+ Show Spoiler +


[image loading]
12 Terran went standard 12 rax,

[image loading]
While 6 Zerg went 14 hatchery to take advantage of the map.

[image loading]
T followed the Ghost Build, building Factory after 2 rines and getting reactor at the same time.

[image loading]
Hellions were immediately pumping out while Ghost Academy and Tech Lab were being built.

[image loading]
First wave of Hellions did fair amount of damage to drones. This forces Zerg to produce more drones and build spine crawlers, which forces him to produce even more drones.

[image loading]
Next wave of Hellions simply bypassed the static defense and goes for the main base...

[image loading]
And wrecked havok on drones while scouting Spire.

[image loading]
T buillt Engineering Bay immediately and prepared for Mutalisks

[image loading]
Mutalisks tried to snipe a lone Ghost but instead sniped back by Ghost and retreated as a Medivac completely heals Ghost.

[image loading]
T decided to use the map in his favour as well, and send 1 Ghost, 1 scv, and 5 Marines along with 1 Medivac and 1 Viking to the outskirt of Zerg's base.

[image loading]
T initiated Nuke on Extractors while building turrets and bunkers. Zerg had no way of stopping the Nuke as he lacks detectors.

[image loading]
Z tried to retalitate with Mutalisks, but 1 Turret and rounds of sniping from Ghost were too much for them.

[image loading]
Nuke was continuously called down to deny any saturation of resources at main base.

[image loading]
Z tried to expand on high yield, but discovered by Hellions.

[image loading]
T didn't let Z to recover his wounds as Ghosts, Marines, and Hellions rushes to his base.
Mutalisks were quickly sniped down and Zergling were easily taken out by Ghosts and Hellions.

[image loading]
While T destroys Z's natural...

[image loading]
Yet another Nuke was called upon Z's main...

[image loading]
And Z was forced to GG.



2. John (T) vs. Balrog (Z) at Metalopolis
+ Show Spoiler +


[image loading]
6 Terran went for standard 12 rax.

[image loading]
While 12 Zerg went for 14 pool...

[image loading]
And went for fast Lair for T2 units.

[image loading]
Again, T followed Ghost Build and goes for Factory and Reactor at the same time.

[image loading]
Buildings were switched and Ghost Academy and Tech Lab were built.

[image loading]
While Z was building Spire...

[image loading]
Hellions raided drones and discover Spire and killing fair amount of drones.

[image loading]
While Hellion harass continued, T's Medivac loaded 3 Marauders and 1 Ghost for Nuke. You can see Nuke is underway and Stimpack is almost finished, while Engineering Bay and 2 Barracks were started construction.

[image loading]

While Hellions distracted Z's attention... (Which I kinda failed to do any damage this time )

[image loading]
Nuke was initiated in Z's base. Notice how much damage can 3 stimpacked Marauders can dealt in mere 20 seconds! Although T failed to take out this Lair...

[image loading]
Boom! Precarious Z didn't see Nuke going down as he was too preoccupied with Hellions and Marauders!

[image loading]
Z tried to counter-attack with Mutalisks, but again Ghost's snipes were more than enough to fend off these Mutalisks.

[image loading]
A lone Ghost hiding under the fog succeeded in second Nuke, killing Queen and Spawning Pool, and almost taking out Lair before he died.

[image loading]
T rushed in with offensive Nuke,

[image loading]
But Z barely managed to take out the Ghost before the calldown was finished. But by then all of his armies were sacrificed.

[image loading]
T stormed through Z's undefended base and killed off Zerglings' last attempt for defense.

[image loading]
The game ends with a big bang. GG.



7. Replays

Patch 8

John vs. Rigid
John vs. Balrog

Patch 10

John vs. Pop

Patch 13

John vs. Rhyme

I hope you can have as much fun as I did with this strategy. This is still in developing phase, so I think there are tons of ways to improve this build. Try them out, post your replays here, and discuss among players! Thanks for reading!
Crimson @ Clan CORE | ESFI World Translator
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
April 21 2010 16:47 GMT
#2
I'm also looking into following 3 things to improve this strategy;

1. When to upgrade Moebius Reactor (+25 Ghost energy when produced)
2. When to expand safely
3. Possibility of and when to use 4 Ghosts and Medivac to snipe-fest drones at later games

It would be much appreciated if someone can advice me on these ones as well!
Crimson @ Clan CORE | ESFI World Translator
Blanke
Profile Joined April 2010
Canada180 Posts
April 21 2010 17:18 GMT
#3
Very intriguing strategy sir! I will be sure try it out myself later. To answer your questions....

1.This is definitely important when going heavy ghosts. Moebius Reactor is a very cheap upgrade (100 M/100 G) and takes 80 seconds to complete. But a ghost only takes 40 seconds to train. Cloaking costs 200 M/200 G and takes a full two minutes to complete. If you see a spire going up, and you're convinced snipe will ward off the mutas, (which means you continue to pump ghosts) I would say research Moebius right when your nuke finishes. Since it equals the cost of a nuke, your army composition really shouldn't be hurt that bad.

2. Typically people xpand right when they push out. I'd say right when your 'covert ops' crew of marines, ghosts, scvs, medivacs and a viking rolls out.Build the CC in your main (because the mutas will harass) and upgrade it to a OC before lifting off, just to get a quick MULE.

3. If a late game transition is ineviatble, you gotta be careful with the "ghost drop" incase he gets broodlords. (That's a unit you kinda overlooked in this strat.) Vikings are your only viable option in that situation. If there's no broodlords, then try that ghost drop on a saturated base (his natural, likely) when you harass another with hellions. Again, the pyschology you spoke of.

Well constructed strat overall.
We avoid risks in life to arrive safely at death.
TheHof
Profile Joined March 2010
United States92 Posts
April 21 2010 18:37 GMT
#4
Sounds fun. I'll have to give it a go. mmmm ghosts...
"It's so nerve wracking, I'm just crossing my fingers and sayin' c'mooon esports"-Day[9]
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
April 21 2010 18:45 GMT
#5
I've been working on a ghost rush myself also! I initially went straight for cloak+nuke. Which I found to be somewhat effective, but what seemed to REALLY be effective was just sniping drones with ghosts auto-attack. So then what I started doing was going straight for 2 ghost+cloak and just rush in and start raping drones.

It works RATHER well, considering 1 of 2 things. They either fast expanded, or 1 based. VS the FE, its much more effective, the later the Lair obviously the better. however, if they have a early lair it will nearly nullify your ghost usage. having enough ghosts to pick off the Overseer (even once) will be extremely expensive, and you wont be able to stand toe to toe with a zerg army.

Realistically, like the reaper, they are situational units, and harass/scouting units.

Also in your build, I have no clue how you will have the extra gas for a factory, starport, medivac AND possibly a viking. That seems extremely outrageous to have THAT much gas ontop of ghost+upgrades. I usually dont even get a factory and still struggle with gas very badly.

Good effort however, keep working on it
CptBluebear
Profile Joined April 2010
United Kingdom19 Posts
April 21 2010 21:59 GMT
#6
This seems like a great strategy, very interesting and not one the opponent would expect. I like how you included the ghosts snipe ability in the strategy as I have always been curious as to whether it actually has any practical uses.
TotalBiscuit: "Also, always biuld the nuke, you never know when it might come in handy"
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
April 21 2010 22:37 GMT
#7
On April 22 2010 03:45 PhiliBiRD wrote:
Also in your build, I have no clue how you will have the extra gas for a factory, starport, medivac AND possibly a viking. That seems extremely outrageous to have THAT much gas ontop of ghost+upgrades. I usually dont even get a factory and still struggle with gas very badly.


If you watch the replay, you will see that I will have just enough gas for everything, without even a breath of any leftover gas. This is why I have forgone some of the upgrades like Moebius Reactor and Concussive Shells upgrades. There is simply no room for such upgrades and their usability is questionable at the early stage of the game. You can also notice that I do not waste any gas on units as I only pump 2 Marines and tons of Hellions until my build is ready, since Marines and Hellions do not cost any gas.

On April 22 2010 02:18 Blanke wrote:
Very intriguing strategy sir! I will be sure try it out myself later. To answer your questions....

1.This is definitely important when going heavy ghosts. Moebius Reactor is a very cheap upgrade (100 M/100 G) and takes 80 seconds to complete. But a ghost only takes 40 seconds to train. Cloaking costs 200 M/200 G and takes a full two minutes to complete. If you see a spire going up, and you're convinced snipe will ward off the mutas, (which means you continue to pump ghosts) I would say research Moebius right when your nuke finishes. Since it equals the cost of a nuke, your army composition really shouldn't be hurt that bad.

2. Typically people xpand right when they push out. I'd say right when your 'covert ops' crew of marines, ghosts, scvs, medivacs and a viking rolls out.Build the CC in your main (because the mutas will harass) and upgrade it to a OC before lifting off, just to get a quick MULE.

3. If a late game transition is ineviatble, you gotta be careful with the "ghost drop" incase he gets broodlords. (That's a unit you kinda overlooked in this strat.) Vikings are your only viable option in that situation. If there's no broodlords, then try that ghost drop on a saturated base (his natural, likely) when you harass another with hellions. Again, the pyschology you spoke of.

Well constructed strat overall.


Thank you for the intriguing answers Blanke. Just let you know that Cloak upgrade for Ghost costs 150/150 and not 200/200 like Banshee's. I like you suggestion of building CC at main for even more secrecy to this build.
Crimson @ Clan CORE | ESFI World Translator
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
April 21 2010 22:44 GMT
#8
This seems like a cool build and I'd definitely like to try it out.

I feel like you may be in some trouble against a fast baneling wall break though because all you will have is a few marines behind your wall. This is an issue in pretty much any TvZ build that involves tech though I guess.
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
April 21 2010 22:49 GMT
#9
On April 22 2010 07:44 Jonoman92 wrote:
This seems like a cool build and I'd definitely like to try it out.

I feel like you may be in some trouble against a fast baneling wall break though because all you will have is a few marines behind your wall. This is an issue in pretty much any TvZ build that involves tech though I guess.


Well you see, Hellions do wonderful job of scouting any of Zerg's suspicious activities (hence giving you a plenty time to prepare with bunkers behind your choke), and they do very well against Zerglings and Banelings with good kiting.
Crimson @ Clan CORE | ESFI World Translator
tenpromicro
Profile Blog Joined April 2010
United States119 Posts
April 21 2010 22:50 GMT
#10
Someone tried this on me yesterday and if I didn't make a timely push with blings and mutas I would have lost. He got his nuke off on my base in the midst of a battle and me microing back and forth with my base and mutas in his base.. IMO nuke is awesome in this situation because there is so much going on.. I didn't even realize the nuclear launch detected because of all the mayhem+ my low sound. I would post replay but it was at 6am and my play was pretty embarrassing despite the win. :o
Taefox
Profile Joined March 2010
1533 Posts
April 22 2010 01:27 GMT
#11
What if Z went for fast baneling ?
@taefoxy
Adama
Profile Joined March 2010
Spain18 Posts
April 22 2010 01:39 GMT
#12
I carbon copied your build in 3 TvZ allready, it worked nicely. From fast Hellion pressure it flows rapidly into nuke harass. You also are in good shape to move into late game, with stim, shells and starport on the field, but all 3 games ended after first or second nuke.

Btw, fast baneling dies to hellions.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 22 2010 01:43 GMT
#13
I've had mixed success with this. If the player doesn't expect you to be pumping Ghosts (i.e. turtles or simply scouts poorly) it can be oftentimes game changing (read: ending), however I've also had situations where the Ghosts fared well but weren't enough to finish an opponent and were a good transition to late-tech, I've even had games where the Ghosts get routed by fast Observers/Overseers/Scan etc. etc. Will have to have a lot more people trying this out to fully exploit the strategy properly I'm sure.
i-bonjwa
synapse
Profile Blog Joined January 2009
China13814 Posts
April 22 2010 02:10 GMT
#14
Very creative build - I never thought about how ghosts did against mutalisks. How does this build fare versus 2base roachling, though? An early roach warren for 1-2 roaches -> drone pump can easily defend hellion harass, wouldn't Z be able to roll over this strat with early-mid game roachling (push right after speed for roaches is done)?
:)
goswser
Profile Blog Joined May 2009
United States3519 Posts
Last Edited: 2010-04-22 02:12:47
April 22 2010 02:10 GMT
#15
This is ok, a variation I have used effectively on dust bowl is a quick rush to starport tech, get the ghost academy asap once the port is started, ramp block with the fact, a rax, and a depot, get like 1-2 marauders/rines, a ghost, and a medivac, start the nuke after you start the ghost and medivac, they should finish about the same time, load the ghost and any marauders/rines you have, land them on that nice little ridge and nuke with no cloaking, it gets it out much earlier, and is especially good against muta builds, since without those 2 gas early muta doesn't work. I like to throw down a starport reactor as the medivac leaves, then getting 4 quick vikings as a followthrough, since 4 vikings can kill ovis in 2 volleys, and annihilate queens and drones.

edit : very nice post though
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
PaleBlueDot
Profile Joined January 2009
United States263 Posts
Last Edited: 2010-04-22 02:36:08
April 22 2010 02:34 GMT
#16
Nuke sucks. End of story. While they have made it easier to get, and have made the ghost an appealing unit to just have around, you are basically putting your money into a 100 mineral, 100 gas baneling that takes longer to get, has a 60 second build time, will NEVER hit an army unless your opponent is either very unlucky, or stupid, and can be easily disrupted. Not only that, but it doesn't take out any important buildings (depending how important you consider supply buildings, which wouldn't work against zerg since they move.) Ghosts are good, but expensive. They don't need a sorry excuse for a nuke to make them good. If blizzard really wanted you to use a nuke, they would make the actual nuke itself an investment, and make it 1 shot any building in the game. As it stands now, you hear nuke detected, move all your workers, and check to make sure its not on your army, and you will lose nothing but supply cap at worst. Right now, as in SC1, there is no reason to have the nuke in the game except to make a fool out of your enemy.
Veteran of pre-Masters Medivac Alamo
fulmetljaket
Profile Blog Joined December 2008
482 Posts
April 22 2010 02:52 GMT
#17
did not read anything, but that picture is fucking epic as hell bro
"Hunter Seeker Missile Is Gay, Just Like You." - Anon @ US
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
April 22 2010 03:49 GMT
#18
On April 22 2010 10:27 foxj wrote:
What if Z went for fast baneling ?


Hellions.

On April 22 2010 10:39 Adama wrote:
I carbon copied your build in 3 TvZ allready, it worked nicely. From fast Hellion pressure it flows rapidly into nuke harass. You also are in good shape to move into late game, with stim, shells and starport on the field, but all 3 games ended after first or second nuke.


Were your matches against Platinum players? If so, is it possible for you to share the replay? I could post them on this thread for samples.


On April 22 2010 11:10 synapse wrote:
Very creative build - I never thought about how ghosts did against mutalisks. How does this build fare versus 2base roachling, though? An early roach warren for 1-2 roaches -> drone pump can easily defend hellion harass, wouldn't Z be able to roll over this strat with early-mid game roachling (push right after speed for roaches is done)?


I've already mentioned that if you see Roach Warren at the initial scout, don't go this build. Since you already started with regular OC build, there is no loss to switch to Marauder build at all. If Zerg switches to Roaches in mid-game, your Hellions would probably seen the switch and again, all you have to do is pump Marauders instead of Ghosts in your rax.
Crimson @ Clan CORE | ESFI World Translator
PredY
Profile Joined September 2009
Czech Republic1731 Posts
April 22 2010 15:58 GMT
#19
well you say snipe is range 10 but it's same as ghost's regular attack isn't it? range 6
and i have tried to mix ghost into my army and it went quite well but if the range was better then i'd use it more i think.
http://www.twitch.tv/czelpredy
omninmo
Profile Blog Joined April 2008
2349 Posts
Last Edited: 2010-04-22 16:17:04
April 22 2010 16:10 GMT
#20
well written. though not invincible this build should prove very fun to say the least! thanks for your effort with the demonstrations section- it looks awesome.

makes me wanna try all sorts of ghost drops into mineral lines. i didnt know snipe ones shots drones. one could save up energy, then drop 2 ghosts in each mineral line shift + clicking to annihilate two mineral lines at once. that would be sex-ee.
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