![[image loading]](http://wiki.teamliquid.net/starcraft/images2/e/ec/Nuke.png)
![[image loading]](http://wiki.teamliquid.net/starcraft/images2/e/ec/Nuke.png)
**(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.
- (Sample) TvT, Shakuras Plateau, 31 Mins, Nuke attacks (not ghost nuke build) vs Tank bio
- Nagato TvT, Delta Quadrant, 26 mins, early pressure vs Ghost Nuke to air, Diamond
- Nagato TvT, Delta Quadrant, 10 mins, marine banshee vs Ghost Nuke dominance, Diamond
- Crytch TvT, Shakuras, 10 mins, Ghost Nuke vs FE marine Masters
- Canox TvT, Typhon Peaks, 9 mins, Ghost Nuke vs early aggro Plat
- Canox TvT, Shattered Temple, 8 mins, Ghost nuke vs marine medivac misclick Plat
*** = User submitted
*** = League
INTRO
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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!
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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
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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]](http://wiki.teamliquid.net/starcraft/images2/thumb/9/9d/Marine.png/180px-Marine.png)
2 Marines
![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/a/ab/Ghost.png/163px-Ghost.png)
2 Ghosts
![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/f/f2/Marauder.png/190px-Marauder.png)
2 Marauders
![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/6/6a/Reaper.png/197px-Reaper.png)
2 Reapers
![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/c/cf/Hellion.png/180px-Hellion.png)
1 Hellion
![[image loading]](http://wiki.teamliquid.net/starcraft/images2/e/ec/Nuke.png)
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)
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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
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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.
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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.
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After the initial push...
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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
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Aiming
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![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/6/6f/NukeRadius.png/200px-NukeRadius.png)
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
- Supply Depots
- 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
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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:
- Scan, Snipe, move in & Nuke; or
- Use your Reapers to move their army out of position, then move in and Nuke; or
- 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
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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
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More than likely, your first push will either:
- End the game.
- Almost end the game, but then the enemy defends, making you have to retreat and regroup.
- "Even out," where you get a good attack, but it doesn't finish the game.
or - 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...
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(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.
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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
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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
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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.
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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)
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(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
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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
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[[[[[[[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
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http://www.sc2replayed.com/replays/171357-1v1-terran-taldarim-altar-le