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[G] Cfestival's Ghost Nuke Push

Forum Index > StarCraft 2 Strategy
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cfestival
Profile Joined April 2011
United States32 Posts
Last Edited: 2011-05-20 02:06:41
April 30 2011 04:20 GMT
#1
[image loading] [G] Cfestival's Ghost Nuke Push [image loading]

      **(Bonus: 5-min Team Nuke Build in Team Section)

TvT build

- - - last updated: 19 May 2011 - - -


WILL REWORK FOR CURRENT PATCH....partial fix--only have 4-ish workers on gas.....will rework timings. - 10 MAY 2011 - cfestival

change log + Show Spoiler +

01 May 2011 - added change log, minor edits, and added another replay in Replays Section.

02 May 2011 - added replay to Vs Cheese Section.
added replay to Team Section
added BONUS section

06 May 2011 - added replays from Nagato 1 & 2 into Bonus Replays Section.
added replay to the Teams section.

10 May 2011 - added message to rework for current patch

12 May 2011 - Changed Bonus "Nuke Replays" to "User Nuke Replays"
added Crytch replay to User Nuke Replays Section
added Replay 1 and Replay 2 to the Teams Section

19 May 2011 - added user Replay 1 & 2
added Zerg infestor info to Tips and Tricks


BONUS: User Nuke Replays + Show Spoiler +

I wanted to add a section up here for YOUR ghost nuke, or just general epic nuke replays. Just reply to the thread, with a small description (XvX, map, time, description), and I'll add it up here.

  1. (Sample) TvT, Shakuras Plateau, 31 Mins, Nuke attacks (not ghost nuke build) vs Tank bio
  2. Nagato TvT, Delta Quadrant, 26 mins, early pressure vs Ghost Nuke to air, Diamond
  3. Nagato TvT, Delta Quadrant, 10 mins, marine banshee vs Ghost Nuke dominance, Diamond
  4. Crytch TvT, Shakuras, 10 mins, Ghost Nuke vs FE marine Masters
  5. Canox TvT, Typhon Peaks, 9 mins, Ghost Nuke vs early aggro Plat
  6. Canox TvT, Shattered Temple, 8 mins, Ghost nuke vs marine medivac misclick Plat

*** = User submitted
*** = League


INTRO
+ Show Spoiler +

Hi, I'm cfestival, and I've been playing Starcraft since the beginning of Starcraft 1. I was ranked mid-ish Diamond 1v1 Random last season (High Diamond 2v2, 3v3 and 4v4 Teams), but am currently going up and down the 1v1 ladders (aka "smurfing") to see what's out there, and testing new builds. I know some might knock me for doing so, but it's fun, and I'm just all about having fun....which is why I created this build.

I currently still play Random 1v1, and have a Masters in team play. I hope you enjoy this build!

I came into creating this build based off a general wanting to use Ghosts in my play more. It's hard as a random player to get really good at one race, not to mention just one matchup (TvT). TvT by far has been one of my most dreaded matchups, and I wanted something that was beyond Tank-Viking, Tank-Marine, MMM, and the like....and the iEchoic build usually meant I had to play a long game.

Now, I have something that works, works well, and is really a lot more fun, not to mention doesn't make you have to mine out the map with huge tank lines spread across the map, or force your TvT into the mid-late game.


OVERVIEW
+ Show Spoiler +

This is a quick nuke build for TvT.

This build is especially for those who play R(t)vT, because of the ramp wall that Terrans like to do vs Random players. Though not all is lost if there's no ramp wall. It's just the ramp wall bust is the most fun way to gain access to the base and wreck it.

I made it so I could nuke quickly, but still have enough gusto to continue if it doesn't go off.

The basic build is you get 2 marines, 2 ghosts, 2 marauders, 2 reapers, 1 hellion and 1 nuke. The timing is a 6:30 nuke start (7:30 finished), and fun times to follow.


[image loading]
2 Marines
[image loading]
2 Ghosts
[image loading]
2 Marauders
[image loading]
2 Reapers
[image loading]
1 Hellion
[image loading]
1 Nuke

The main focus is to throw your opponent off balance, then continue on, if you haven't won the game already.

You will then continue the game regularly...but with nukes. This is really useful like when you're assaulting, and find yourself against a line of tanks.


FUN CAST (with build essence)
+ Show Spoiler +



This was casted on "When Cheese Fails" on April 21, 2011.

Though this is a TvP matchup (this build is for TvT), it's just fun to watch. I did this test to see if it's possible to use the build on other races.

Generally, this build is not for TvP or TvZ....at least the rush timing of it. It can be tweaked a little, but the variables are much greater than just TvT.

The build is a little off because I change it to go a faster nuke, but you get to see a little play of why the different units are helpful.


BUILD ORDER
+ Show Spoiler +

I wanted a fast nuke. I know you can get the nuke out a little faster by skipping the second barracks, but I really enjoy the mix of units that the barracks gives, and it gives you a lot of flexibility for attacking. I feel a faster nuke (than below) is not robust enough without the additional units (meaning, it's more of an "all-in" if you don't have enough units to back it up--but this build I feel fairly satisfied for strength).

  • 10 Supply (send to scout, leave outside enemy base to scout for push outs)
  • 12 Barracks
  • 13 Gas
  • 15 Orbital
  • 15 Marine (send to ramp)
  • 16 Gas
  • 16 Supply (also builds Ghost Academy)
  • 16 Marine (send to ramp)
  • 18 Ghost Academy
  • 18 Tech Lab (Barracks)
  • 19 Barracks
  • 20 Ghost
  • 23 Supply (also builds Factory)
  • 23 Ghost
  • 25 Tech Lab (Barracks)
  • 25 Factory
  • 25/27 Marauders (2)

    **PUSH OUT (or wait for reapers and push)**

  • 31/32 Reapers (2)
  • 33 NUKE (should start at around 6:30 for right timing)
  • 33 Hellion


Build tech lab on Factory after the hellion comes out.

-----

Don't worry if you aren't perfect with the build, it's fairly forgiving. The worst is if you miss the timings, you just start expanding faster and build up more before the initial push.

-----

After the initial push...
+ Show Spoiler +

You will have some $$ pretty soon. I like getting CC, Engineering Bay, and 2 Barracks (both with reactors).

You can also get Stimpack, more Reapers, or another Nuke around this time too.

The Engineering Bay is for the Banshees...cause Banshees are the bane of this build (since you only have 2 Marines and 2 Ghosts for AA). You can kill them, since Ghosts do extra dmg to light units, but you have to make sure they aren't focusing down your AA with other units.

If he's bio, I like to have a few more Reapers or Marauders to follow the inital push (depending on whether or not you killed the tech labs--Reapers if no labs, or if reactors left), then continue regularly.

If he's Hellions, I like to follow with Reapers and Tanks first, then continue regularly. Ghosts are not light units, and wreck Hellions.

If he's Banshees, then Ghosts/Marines and turrets, then continue regularly.



NUKE TARGETS
+ Show Spoiler +

Aiming
+ Show Spoiler +

[image loading]

Like a tank splash, the Damage dealt is 100%/50%/25%...but this picture is slightly wrong, because buildings inside the BOLD circle lines are all 100% (it's not just where the rad symbol is).

I recommend going to a unit tester, building a grid of 11X11 supply depots, and test this out yourself, by aiming for the middle depot and seeing exactly where the damage is according to the circle that you get when aiming the nuke.

After that, you should have no question if your nuke is going to kill the buildings you're aiming for.


You will have enough to scan right around when nuke is done, which I recommend (though if nuking a ramp wall, you don't need to scan, you can scan near the top of the ramp and still kill the supply depots there), in order to pick your targets.

What I love about Terrans is that they love to build their buildings together.

Here's the priority order I like to hit for nukes:
  • Ramp walls
  • 2 or more of the following (in this order of priority):
    • Supply Depots
    • Tech Labs
    • Reactors
    • Bunkers

  • One (1) of the above list, plus some production buildings. (then try to finish it off while after killing the enemy units)


Though ramps walls are an obvious first nuke spot, if they don't wall in, I still recommend scanning so when you press your attack, you know where to nuke and can nuke right away when you go in.


GENERAL GAMEPLAY
+ Show Spoiler +

You have your mix of 2 Marines, 2 Ghosts, 2 Marauders, 2 Reapers, and a Hellion....they can do a lot of damage.

Basically, Nuke their Ramp Wall off, and attack.

If they don't have a Ramp Wall, you can either:
  1. Scan, Snipe, move in & Nuke; or
  2. Use your Reapers to move their army out of position, then move in and Nuke; or
  3. Back off, siege their ramp (with initial push units), then wait for your tank to come out and play normal, and nuke.


You want to use SNIPE on the enemy Marines (or Reapers) first, then on whatever else he has that you can snipe. When scanning right before the nuke, I like to snipe whatever I can, depleting the energy on my ghost that is nuking. Then I save the other Ghost to snipe whatever comes down the ramp.

I don't feel like I need a lot of micro in the battle, except for the Ghost Snipe. The only micro I feel is necessary otherwise is targeting Banshees and Tanks (since they can't be sniped.

The nuke will generally out range any tanks on the ledge. Just don't be too greedy with your first nuke. Remember you can always build another one....60 second build time goes fast when you're attacking/sniping the enemy.

The first push may or may not run into other units on the way....you have to be careful that you don't get too close to other units, cause that can ruin your day. Just have your hand ready on the SNIPE, and make sure you're watching as they go to the enemy base.


UNIT BREAKDOWN
+ Show Spoiler +

Yes, there's a reason why I like getting the 2 Marine, 2 Ghost, 2 Marauder, 2 Reaper, 1 Hellion initial push.

The initial 2 Marines obviously deny further scouting into your base, and are a good all-around unit.

The Ghosts are good not only because they are necesssary to nuke and have SNIPE, but they also wreck light mech units--namely the Hellion.

The Marauders are your meat shield, and can help destroy and TANKS that the enemy has popped out. The enemy Marauders can be sniped down to health, so your Marauder's fire should target the Tank, before other Marauders.

The Reapers are necessary to help clean up, and do extra damage to buildings--you can destroy addons VERY FAST with these units. Additionally, the Reapers give you the flexibility to go around and pick off SCVs, harass the enemy, and make them out of position for the nuke (especially if the enemy does not wall at ramp).

The Hellion is for when they send all of their SCVs to try to do more DPS to your units.


MOVEMENT TO MID-LATE GAME
+ Show Spoiler +

More than likely, your first push will either:
  1. End the game.
  2. Almost end the game, but then the enemy defends, making you have to retreat and regroup.
  3. "Even out," where you get a good attack, but it doesn't finish the game.
    or
  4. You'll scan, see no good targets, and see the enemy is deep inside his base waiting for you.


In any case (except #1), you need a good follow through to win the game.

You should have already planted an in-base CC right before/after the inital push, and gotten ready for the mid-game.

I like going hard ground, since I am already prepping for Tanks. Getting the two additional Barracks with Reactors is a good mineral dump after the first attack, and another Factory to get Tanks.

You'll need to get the additional barracks especially if you're continuing to get Ghosts (which I recommend), else the enemy can just overpower you.

I generally don't get medivacs until way later (than you might normally), because I feel that I need the gas to build up, both tech wise, and for more Ghosts/Nukes.

I like to upgrade my Bio (double ups), more than Mech, because I want to do the pushes with Bio, and line holding with Tanks. What I mean by that is using the Tanks to siege a line outside the enemy, then Nuke the enemy line, and then cancel and rush in (if the enemy moved).


WATCH OUT FOR...
+ Show Spoiler +

(of course Cheese, but that has its own section)

Banshees, Reapers and Quick Drops. These have the potential of hitting after you push out. Though you can deal with it, it can sometimes turn into a base race....send out the SCVs! Lift the Base, and spread! You will ususally win if it does turn into a base race, simply because you will have a larger, more developed army...you'll ahve to be careful if it's a "Base Race" with Banshees though, because your AA is limited.

Well Positioned Tanks in the natural on Tal'darium Altar LE can spread the nuke potential and can be difficult to get the money for the nuke. Well, you are already getting your Tanks ready, and expo, so you're not too far behind their tank/FE build....and you have nukes.

Push Outs. If they are pushing out to you before you get to their base, the "shock and awe" effect is diminished, but not eliminated. You just have to make sure you can snipe them at range before they engage your forces hardcore, because otherwise they will kill you. This is why I keep my initial scouting SCV outside their base.

---

By far, I've had the hardest time with Banshees, which is why I sometimes just pop up a blind turret while I'm doing my push. Since the scouting information is limited, and you might not catch the build if they are hiding it (with your initial SCV scout).


Vs CHEESE
+ Show Spoiler +

In TvT, the biggest cheese is either proxy barracks, or Marine/SCV all-ins...though you can probably deal with it in your own ways, this way have been most effective for me:

**As soon as you see a Fast cheese, cancel further tech (like factory), and build an in-base bunker.

Build Reapers after your first Ghost.

With your first two marines, your Ghost (SNIPE), and your SCVs, you should be able to fend off most cheese attacks.

The Reaper will help with clean up, and be useful for the counter attack.

**For Proxy builds, or 5 Rax Marines, You still want to build a bunker, but your Ghosts should be able to snipe off enough of the army for the attack to be ineffective.

**For Reapers, they generally hit before you move out, and your Ghost can kill them fast (without snipe). If they hit after you move out, try the best you can to fend off, and launch the nuke. I find that the nuke generally allows me to kill the in-base Reapers easier, cause the enemy is trying to find the nuke.


[[[[[[REPLAYS]]]]]]

Here's a better Marine/SCV all-in attempt: added 02 May 2011
http://www.sc2replayed.com/replays/171948-1v1-terran-gutterhulk
He actually does a good job attacking, and macroing after the attack. I was able to get him on the counter attack with SNIPE + nuke (if I didn't have snipe, there'd be no way I'd have successfully countered).

Here's a replay vs a 5(-ish) Marine/SCV all in
http://www.sc2replayed.com/replays/170638-1v1-terran-metalopolis

Here's a replay vs a proxy marine (though not a very good one, it shows the response after found...also note this was before I optimized the build)
http://www.sc2replayed.com/replays/170717-1v1-terran-taldarim-altar-le


TEAM GAMES
+ Show Spoiler +

This build can be modified for team games, for a 5 minute nuke start, 6 minute attack (like most team games, 6 minute attack).

If using in a team game, remember this build is especially good against Terran, may have mixed results if there's no Terran on the other team.

You keep the same idea as the regular nuke push, but you use your Allies for the meat shield--which means you don't need the marauders as much. You want to focus on Ghosts, Reapers, and Hellions, to do their damage.

I recommend this more for 4v4s, or 2v2s (reg build) with a partner who goes all Tier 1/1.5, for the meat shield.

For 4v4 Team Games, it works best when there are 2 Terrans, and on maps with shared openings. By far, using the Nuke as a Bunker Buster is the most effective.

For 2v2 Team Games, I like my partner to go: Roaches/4 Gate/MM, since they will all hit well before the nuke. You will probably need to build a bunker before you move out though.


Here's the build I used for the 4v4 Fast Nuke (4:55 NUKE start)
+ Show Spoiler +

(I adjusted build straight from the game debrief--I believe it gives the totaly after unit is built, this order is the food right before it's built)

  • 10 Supply
  • 11 Barracks
  • 11 Gas
  • 14 Marine
  • 15 Orbital Command
  • 15 Gas
  • 16 Factory
  • 16 Tech Lab (Barracks)
  • 17 Ghost Academy
  • 18 Supply
  • 18 Barracks
  • 18 ***NUKE*** (started at 4:55)
  • 18 Ghost

    **And now have Allies rally for the push** Go with 1 Marine, 1 Ghost.

  • 20 Hellion (This Hellion should catch up for the push)

  • 24 Reaper (This unit will be built as nuking)
  • 26 Hellion (This unit will be built as nuking)



[[[[[[REPLAY]]]]]]

4v4 TTPZvTTTP nuke added 12 May 2011
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208590
Nuke busts, team pours in--don't look at the build, as much as the general strat.

4v4 TTZZvTTTP nuke added 12 May 2011
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=208589
Nuke busts, team pours in--don't look at the build, as much as the general strat.

2v2 TZvTP regular ghost nuke (Master/Bronze vs 2xDiamond) added 06 May 2011
http://www.sc2replayed.com/replays/173408-2v2-terran-protoss-zerg-discord-iv
Yes, I do Pick Up Games where I go to the "looking for a team" chat, and pick up bronzies...this is one of those games. We were heavily contained....and had to find a way to bust out.

2v2 TTvTP regular build ghost nuke (Diamond/Masters level) added 02 May 2011
http://www.sc2replayed.com/replays/171979-2v2-terran-protoss-typhon-peaks

4v4 Fast Nuke (TZZZ vs TTZZ, Megaton)
http://www.sc2replayed.com/replays/170640-4v4-terran-zerg-megaton

4v4 Regular Build Nuke (TTPZ vs TTPP, Outpost)
http://www.sc2replayed.com/replays/170648-4v4-terran-protoss-zerg-outpost


TIPS & TRICKS
+ Show Spoiler +

Hold down the "R" button and left-click to snipe. Don't click too fast, or your Ghost WILL NOT SNIPE; he'll just freak out and do nothing. This is less of a problem when you have a bunch of Ghosts in range (snipe is range 10, I believe), cause they will all just take turns sniping.

Use Snipe prior to nuking with a scan (to see high ground).

Nukes will outrange tanks...if he rushed to tanks, he should just be getting siege when you're attacking, so don't be too greedy.

The 2 Reapers can be used as part of your army (as I usually do), or as a harass to the enemy.

The build DOES NOT REQUIRE HIDDEN buildings, but it always is fun if the enemy doesn't expect you coming. I usually don't block my ramp (even with this build), but with the build, it does allow you to block your ramp, if you're that kind of guy.

An easy way to remember when to build is to just remember that after building each Supply Depot, your SCV is supposed to go on and do something/build something else. (SCV on....1st Supply Depot--> scout; 2nd Supply Depot--> Ghost Academy; 3rd Supply Depot--> Factory)

Remember that the Nuke does damage anywhere in the circle....including the far end of it, which increases the Ghost's range substantially. Don't be afraid of just clipping that far end of the circle when you're up against Tanks.

Ghosts ARE NOT LIGHT UNITS; therefore, Hellions do not do extra damage to them. However, the Ghost does extra damage to light, such as the Hellion.

added 19 May 2011 Fun Fact: Fungal Growth does NOT stop the Nuke from coming down, like the play guide suggests. Same with Neural Parasite; it does not automatically stop to Nuke, you have to do this manually after parasiting.


REPLAYS
+ Show Spoiler +

[[[[[[[REPLAYS]]]]]]]

Here's a good replay for the Build Order.
http://www.sc2replayed.com/replays/170625-1v1-terran-xelnaga-caverns

This replay shows a slightly different build, but shows the Reapers in action.
http://www.sc2replayed.com/replays/164624-1v1-terran-shakuras-plateau
(This build is actually easier to do, because the buildings and units line up better, but I believe the gas is slower, so your ghosts are built later and have less snipe when attacking).

Good replay for initial build (don't look at my macro after the nuke lands, it's bad I know ), shows that an unprepared terran gets messed by the 8 second nuke landing.
http://www.sc2replayed.com/replays/171357-1v1-terran-taldarim-altar-le


-Strider-
Profile Blog Joined October 2010
Mexico1605 Posts
Last Edited: 2011-04-30 04:28:30
April 30 2011 04:28 GMT
#2

- - - last updated: 30 August 2011 - - -




Jesus Christ you are from the future! This is the next TvT !
What is up? IM NESTEAAAA!
CrayAB
Profile Joined December 2010
United States24 Posts
April 30 2011 08:48 GMT
#3
On April 30 2011 13:28 -Strider- wrote:
Show nested quote +

- - - last updated: 30 August 2011 - - -




Jesus Christ you are from the future! This is the next TvT !

LOL, couldn't stop laughing from this.
cfestival
Profile Joined April 2011
United States32 Posts
Last Edited: 2011-05-04 22:48:36
April 30 2011 12:06 GMT
#4
Edited for correct date

also need the title to be changed to [G] ....

I PM'ed one of the mods to help change it.

edit: fixed!


-----

Regardless, this is a super fun build, and I've had major success with it. Who doesn't like nuking someone in the first few minutes of the game?

I have a few more replays that I might add if people want to see more nukes come down.

I'm trying to get good replays of this against all of the different strats in TvT.
MountainGoat
Profile Blog Joined April 2011
United States507 Posts
April 30 2011 13:11 GMT
#5
This looks pretty cool and would definitely try it out if I ever played T on the ladder. You mentioned you were working on a variety of things while climbing up and down the leagues, what else have you been experimenting with?

Might want to be careful with going up and down the ladders though, on the battle.net forums a blue claimed that they were about to begin cracking down on anyone who purposely lost games.

Here's the link.
Yello
Profile Blog Joined July 2010
Germany7411 Posts
April 30 2011 14:22 GMT
#6
I tested your built against master league players and it seems to work. You do enough damage against unprepared opponents even though it's most common to even out after the first few minutes.
Some interesting timings: you attack with your units almost at the same time as a blue-flame-hellion drop hits. (huge base-trade-potential or rather SCV-trade-potential)
If your opponent goes for a Tank-push, you could have problems with attacking, and if you don't do damage, you are a little bit behind.
Also I think it's easier to go bio after this opening, just add a third Rax and a Starport and you can have the normal TvT-Bio plus Nuke-support

I like that opening, I will use it in my TvTs now
Just ahead of time, know your addiction's not a crime. It's just a smaller part of who you want to become in the end.
cfestival
Profile Joined April 2011
United States32 Posts
April 30 2011 17:06 GMT
#7
On April 30 2011 22:11 BearChocolate wrote:
This looks pretty cool and would definitely try it out if I ever played T on the ladder. You mentioned you were working on a variety of things while climbing up and down the leagues, what else have you been experimenting with?

Might want to be careful with going up and down the ladders though, on the battle.net forums a blue claimed that they were about to begin cracking down on anyone who purposely lost games.

Here's the link.


I've been mostly trying out the other builds, like Stimmed probe's Million Marine March http://www.teamliquid.net/forum/viewmessage.php?topic_id=200525

I have some really funny TvP 6 hatch builds, where I go 6 hatches before pool, and if the toss attacks, I just transfer drones and rebuild. It's worked a bunch of times, and is just fun.

I've also been trying out other builds with the Mothership, Nydus, and the like...not so much luck yet, but I've really been focusing on just getting good at the already made builds and this Ghost Nuke build.

Thanks for the warning about the B.net leagues too...I guess I'll have to put a stop to that


On April 30 2011 23:22 Yello wrote:
I tested your built against master league players and it seems to work. You do enough damage against unprepared opponents even though it's most common to even out after the first few minutes.
Some interesting timings: you attack with your units almost at the same time as a blue-flame-hellion drop hits. (huge base-trade-potential or rather SCV-trade-potential)
If your opponent goes for a Tank-push, you could have problems with attacking, and if you don't do damage, you are a little bit behind.
Also I think it's easier to go bio after this opening, just add a third Rax and a Starport and you can have the normal TvT-Bio plus Nuke-support

I like that opening, I will use it in my TvTs now


Nice! I've had success with a few of my friends using it too =D

Thanks, I hope to develop it a little more, as far as the transition piece...playing random makes the learning curve for XvX matchup decrease by like, a lot (having 9 different matchups to worry about).

I'll try out the bio build and starport. Do I get a reactor on the third barracks, or a tech lab? (same with Starport). I'm thinking reactor on the 3rd barracks, while pumping out the first medivac, then do a hot swap?
Pl4t0
Profile Joined August 2010
United States103 Posts
May 01 2011 01:23 GMT
#8
This opening is kick-ass! Definitely gonna use it in conjunction with iEchoic's!
"Chess is the greatest game ever made, but Starcraft is a worthy successor."
Viledica
Profile Joined May 2008
Canada361 Posts
May 01 2011 02:30 GMT
#9
I was waiting for this to get posted, haha.

I got so thrown off by this push.
Glad to see you actually ended up posting it, it's certainly something else.

gg again, man.
cfestival
Profile Joined April 2011
United States32 Posts
Last Edited: 2011-05-01 03:08:13
May 01 2011 03:07 GMT
#10
On May 01 2011 10:23 Pl4t0 wrote:
This opening is kick-ass! Definitely gonna use it in conjunction with iEchoic's!


Thanks man

I feel like it really adds fun to my usual boring TvT. Post some replays, I really want to see other people putting this into action!

On May 01 2011 11:30 Viledica wrote:
I was waiting for this to get posted, haha.

I got so thrown off by this push.
Glad to see you actually ended up posting it, it's certainly something else.

gg again, man.


gg man =) Sorry to be smurfing on you....I guess that will come to an end now, now that blizz is doing a crackdown on it
Itches
Profile Joined August 2010
United States2 Posts
May 02 2011 13:15 GMT
#11
Oh man I had a feeling our replay was going to be added. Now people will know how bad I am.

When I got the "Nuclear Launch Detected" I was pretty confused and only after the fact realized that Cloak probably wouldn't have be trained by then and if I wanted to take out the Ghost I should have attacked immediately. As a result I lost my whole army when I should have just GTFO'd out of there.
Yello
Profile Blog Joined July 2010
Germany7411 Posts
May 02 2011 13:50 GMT
#12
Nice! I've had success with a few of my friends using it too =D

Thanks, I hope to develop it a little more, as far as the transition piece...playing random makes the learning curve for XvX matchup decrease by like, a lot (having 9 different matchups to worry about).

I'll try out the bio build and starport. Do I get a reactor on the third barracks, or a tech lab? (same with Starport). I'm thinking reactor on the 3rd barracks, while pumping out the first medivac, then do a hot swap?


The addons on your Rax depend on the opponents unit composition. In a Bio vs Bio fight, Marines just rape Marauders, so if my opponent goes Bio, I use 1 Tech Lab and 2 Reactor.
Against the usual Tank-Marine stuff I use 2 Tech Labs and 1 Reactor
On two bases I add 2 Rax (total: 5 Rax, 2 of them Reactor, 3 Tech Lab and 1 Reactor-Starport on 2 bases)
The Factory can build the addons, for example the reactor for your startport while the starport is building.

By the way, it's pretty funny (and damn strong) to do a 1 Ghost 6 Marine drop and let the Ghost nuke while the Marines run around killing stuff ^^
Just ahead of time, know your addiction's not a crime. It's just a smaller part of who you want to become in the end.
bowser
Profile Joined February 2011
38 Posts
May 02 2011 15:21 GMT
#13
Can't wait to try this later. Sounds like a really fun way to open bio in TvT.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
Last Edited: 2011-05-02 16:11:16
May 02 2011 15:47 GMT
#14
I will definitly try it out. I hate TvT tankchess :/

I ran SCBuildorder and it gave me a much better Bo than yours:

+ Show Spoiler +
10 Supply Depot
12 Barracks (Naked)
13 Refinery
15 Move SCV To Gas
15 Move SCV To Gas
15 Move SCV To Gas
15 Orbital Command
15 Refinery
15 Marine
16 Move SCV To Gas
16 Move SCV To Gas
16 Barracks Tech Lab
16 Supply Depot
16 Move SCV To Gas

Waypoint 1 satisfied:
3:10.00: 55M 66G 50E 16/ 19S
Income: 297M 215G
Buildings: 2 Refinery 1 Barracks 1 Orbital Command
Units: 15 SCV 1 Marine
Research:

18 Calldown MULE
18 Reaper
20 Barracks (Naked)
21 Marine
24 Calldown MULE
24 Ghost Academy
24 Reaper
25 Factory (Naked)
25 Barracks Tech Lab
26 Supply Depot
27 Move SCV To Gas
28 Marauder
30 Ghost
32 Supply Depot
33 Arm Nuke
34 Ghost
36 Move SCV To Minerals
36 Hellion
38 Calldown MULE
38 Marauder
42 Lift Factory (Naked)
42 Move SCV To Gas

Waypoint 2 satisfied:
6:43.74: 432M 120G 20E 42/ 43S
Income: 988M 228G
Buildings: 2 Refinery 2 Barracks 1 Orbital Command 1 Ghost Academy 1 Factory 2 Tech Lab
Units: 27 SCV 2 Marine 2 Marauder 2 Reaper 2 Ghost 1 Hellion
Research:
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
bruteMax
Profile Joined October 2010
Canada339 Posts
May 02 2011 17:15 GMT
#15
Just wondering if the Factory is required if you don't want to get Hellions as part of your initial push?
I'm the benevolent dictator you've been looking for.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
May 02 2011 17:16 GMT
#16
you need it for the nuke.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
EchoZ
Profile Blog Joined October 2010
Japan5041 Posts
May 02 2011 17:25 GMT
#17
Let the nukes begin! Gonna try this out right now for fun. (offrace)
Dear Sixsmith...
cfestival
Profile Joined April 2011
United States32 Posts
Last Edited: 2011-05-02 19:43:50
May 02 2011 19:23 GMT
#18
On May 03 2011 00:47 graNite wrote:
I will definitly try it out. I hate TvT tankchess :/

I ran SCBuildorder and it gave me a much better Bo than yours:

+ Show Spoiler +
10 Supply Depot
12 Barracks (Naked)
13 Refinery
15 Move SCV To Gas
15 Move SCV To Gas
15 Move SCV To Gas
15 Orbital Command
15 Refinery
15 Marine
16 Move SCV To Gas
16 Move SCV To Gas
16 Barracks Tech Lab
16 Supply Depot
16 Move SCV To Gas

Waypoint 1 satisfied:
3:10.00: 55M 66G 50E 16/ 19S
Income: 297M 215G
Buildings: 2 Refinery 1 Barracks 1 Orbital Command
Units: 15 SCV 1 Marine
Research:

18 Calldown MULE
18 Reaper
20 Barracks (Naked)
21 Marine
24 Calldown MULE
24 Ghost Academy
24 Reaper
25 Factory (Naked)
25 Barracks Tech Lab
26 Supply Depot
27 Move SCV To Gas
28 Marauder
30 Ghost
32 Supply Depot
33 Arm Nuke
34 Ghost
36 Move SCV To Minerals
36 Hellion
38 Calldown MULE
38 Marauder
42 Lift Factory (Naked)
42 Move SCV To Gas

Waypoint 2 satisfied:
6:43.74: 432M 120G 20E 42/ 43S
Income: 988M 228G
Buildings: 2 Refinery 2 Barracks 1 Orbital Command 1 Ghost Academy 1 Factory 2 Tech Lab
Units: 27 SCV 2 Marine 2 Marauder 2 Reaper 2 Ghost 1 Hellion
Research:


Nice--the only thing i don't like, is the late Ghosts. By having the Ghosts out early, you get more energy for Snipe.

Snipe is a critical part of the build, since you need to eliminate as many of the enemy as you can before your forces engage....or you'll get rolled.

Additionally--your nuke comes out around the time of your 2nd Ghost, which means you'll have a stocked nuke the whole time you're moving out.

I'll try it out though, and see how it works in practice


On May 03 2011 02:15 bruteMax wrote:
Just wondering if the Factory is required if you don't want to get Hellions as part of your initial push?



Hellions are part of the initial push---the Reapers and Hellion will catch up to your forces because they move faster.


On May 02 2011 22:15 Itches wrote:
Oh man I had a feeling our replay was going to be added. Now people will know how bad I am.

When I got the "Nuclear Launch Detected" I was pretty confused and only after the fact realized that Cloak probably wouldn't have be trained by then and if I wanted to take out the Ghost I should have attacked immediately. As a result I lost my whole army when I should have just GTFO'd out of there.


hehehehe yeah---it's cause you were one of the more higher ranked players that I've been able to use this on....though I'm about to add another replay soon of a guy who tried to marine/SCV all-in me--he actually had a pretty good attack, and decent macro---I couldn't just walk into his base after he attacked either.
P00RKID
Profile Joined December 2009
United States424 Posts
May 02 2011 19:27 GMT
#19
If anybody ends up getting a longer game with nukes vs tanks please post the replays, those are always entertaining. Does the OP have any good replays where you don't win outright from the rush, but still use nukes in mid or late game?
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2011-05-02 22:41:25
May 02 2011 21:14 GMT
#20
On May 03 2011 04:23 cfestival wrote:
Show nested quote +
On May 03 2011 00:47 graNite wrote:
I will definitly try it out. I hate TvT tankchess :/

I ran SCBuildorder and it gave me a much better Bo than yours:

+ Show Spoiler +
10 Supply Depot
12 Barracks (Naked)
13 Refinery
15 Move SCV To Gas
15 Move SCV To Gas
15 Move SCV To Gas
15 Orbital Command
15 Refinery
15 Marine
16 Move SCV To Gas
16 Move SCV To Gas
16 Barracks Tech Lab
16 Supply Depot
16 Move SCV To Gas

Waypoint 1 satisfied:
3:10.00: 55M 66G 50E 16/ 19S
Income: 297M 215G
Buildings: 2 Refinery 1 Barracks 1 Orbital Command
Units: 15 SCV 1 Marine
Research:

18 Calldown MULE
18 Reaper
20 Barracks (Naked)
21 Marine
24 Calldown MULE
24 Ghost Academy
24 Reaper
25 Factory (Naked)
25 Barracks Tech Lab
26 Supply Depot
27 Move SCV To Gas
28 Marauder
30 Ghost
32 Supply Depot
33 Arm Nuke
34 Ghost
36 Move SCV To Minerals
36 Hellion
38 Calldown MULE
38 Marauder
42 Lift Factory (Naked)
42 Move SCV To Gas

Waypoint 2 satisfied:
6:43.74: 432M 120G 20E 42/ 43S
Income: 988M 228G
Buildings: 2 Refinery 2 Barracks 1 Orbital Command 1 Ghost Academy 1 Factory 2 Tech Lab
Units: 27 SCV 2 Marine 2 Marauder 2 Reaper 2 Ghost 1 Hellion
Research:


Nice--the only thing i don't like, is the late Ghosts. By having the Ghosts out early, you get more energy for Snipe.


I agree with cfestival here. I'll run the bo through the program myself and see what I can do with it.

BETTER BO V4:
+ Show Spoiler +
10 Supply Depot
12 Barracks (Naked)
13 Refinery
15 Move SCV To Gas
15 Marine
16 Orbital Command
16 Move SCV To Gas
16 Move SCV To Gas
16 Supply Depot
16 Refinery
16 Barracks Tech Lab

Waypoint 1 satisfied:
3:10.00: 73M 46G 50E 16/ 19S
Income: 426M 114G
Buildings: 1 Refinery 1 Barracks 1 Orbital Command
Units: 15 SCV 1 Marine
Research:

17 Calldown MULE
17 Marauder
19 Move SCV To Gas
20 Move SCV To Gas
21 Marauder
23 Ghost Academy
23 Move SCV To Gas
24 Supply Depot
24 Move SCV To Gas
25 Ghost
28 Calldown MULE
30 Ghost
32 Factory (Naked)
32 Move SCV To Minerals
33 Supply Depot

Waypoint 2 satisfied:
5:54.73: 475M 107G 43E 34/ 35S
Income: 852M 215G
Buildings: 2 Refinery 1 Barracks 1 Orbital Command 1 Ghost Academy 1 Tech Lab
Units: 24 SCV 1 Marine 2 Marauder 2 Ghost
Research:

34 Reaper
36 Calldown MULE
37 Hellion
39 Supply Depot
39 Arm Nuke
40 Reaper
42 Hellion
44 Move SCV To Gas

Waypoint 3 satisfied:
7:24.90: 994M 236G 43E 45/ 51S
Income: 1000M 228G
Buildings: 2 Refinery 2 Barracks 1 Orbital Command 1 Ghost Academy 1 Factory 1 Tech Lab
Units: 29 SCV 1 Marine 2 Marauder 2 Reaper 2 Ghost 2 Hellion
Research:


In v4, your expo should start around 6 minutes. Once the Factory finishes, you have enough mins to build another Rax. At 7:30, about the time the nuke (still) finishes, I would suggest building a 3rd Rax or a Starport (I prefer the Starport, because it gets Vikings faster to counter Banshees). Build the other soon after.

Also, the Ghosts finish at about 6 minutes, which gives them ~2 minutes to charge their energy (including nuke production time and time required to land the nuke).

And now for some comparisons with the original, since the time the bo finishes is about the same:

Pros:

Expo comes much faster

2 Hellions are included in the initial push rather than one (the second would be more of a reinforcement though, since it finishes around 7:30)

Cons:

Only one Marine in the inital push (if there are too many Banshees, do as much eco damage as possible and make more Marines back at home out of all Rax)

Will edit if the program comes up with something faster.

EDIT: Doh, I forgot to check off constant SCV production >.>
Oh well, the bo it came up with now manages to sneak a 2nd hellion into the initial attack and constant SCV production at the cost of the Ghosts coming out slightly later.

EDIT 2: I realized the Marine was coming out last on V2. Took me a while to swap unit production and get a reaper out last. You'd think that it wouldn't take that long just to swap unit positions in the bo...
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